Space Engineers

Space Engineers

Epstein Drive - Functional Version
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Update: 20 Jun, 2018 @ 4:02pm

Alterations to balance.

First off the efficiency setting are a mess in SE, since thrusters share their resource usage. So I have removed efficiency, and just set the amount of hydrogen it needs via the power setting. (Which is apparently how you alter that.)

New balance is:
Thrust increased to 70MN.
Power required reduced to 300MW.
Hydrogen used increased to 3MW. (Large ship large hydrogen thruster use 10MW)

This puts the thrust to power ratio at roughly 1/2 the power needed for enough equivalent thrust from ions.
It also has roughly 10 times the thrust of a large hydrogen thruster, and burns 1/3 as much. Making it 30 times as efficient in that aspect.

So mathing:

1/30 = 0.03 1/2 = 0.5 0.53 1 / 0.53 = 1.89

This system puts the combination of electric and hydrogen through the epstein at 89% more efficient resource wise than any other combination of vanilla thrusters. It also takes up much less surface area.

This is truely befitting of the Epstein Drive from The Expanse.

Update: 19 Jun, 2018 @ 9:50pm

Engine burn reduced.

Engine burn distance reduced from 75 ish blocks to 30 blocks behind the engine. Damage on burn reduced as well. This should help keep it from being an ion cannon.


Idle, hydrogen burn reduced drastically.

When the thruster was idle, and on. It was burning 40% of its full burn hydrogen. I have since resolved this issue.


Active hydrogen burn reduced to 10% of previous.

At its previous burn rate the Epstein drive did not properly display what an always-on engine should use in regards to fuel. This should help bring that back to light. It was burning at the equivalent of a full burn large hydrogen thruster. Now it burns at the rate of 1/10th a large ship hydrogen thruster.

Update: 19 Jun, 2018 @ 5:51pm

Bug fixing and performance update.

Bug: Cone did not require a core to operate.
Fix: Cone now auto shuts down if there is not a core attached to it.


Performance:
There was one check done on the core block (and now cone block) that checked every block in a grid to find that one core that was its neighbor. This was run every 1 2/3 seconds.
First off: I changed this to a trigger that is run when a block is added/removed from a grid, and checked up to 6 times a second.
Secondly: There is probably a better way of running this. Actually I know there is. Problem is I was having issues getting SE to accept it. So I went with the current version instead.

I will look into getting SE to be nicer so there is less/no hitching on huge grids when, well lets say: damage is done.

Update: 15 Jun, 2018 @ 8:53pm