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I'm pretty much out of SE modding for the time being. I fix stuff if it gets broken 'cos Keen changes something but apart from that I'm on extended shore leave.
My suggestion:
Alter the textures on the other faces of the blocks to show a thrust indicator for placement. It doesn't need to be large, simply having a label that says something like " ^ thrust direction " would help....could even stylize it to match the lcars labels you see on things like doors, power conduits, etc for keeping the trek feel for the label.
Maintaining integration between your edits and the original would also require time that I don't have right now. Plus it would open the door for anyone else who has a different idea of balance. Overall the best solution for you is a local copy of the mod that you edit however you like.
I know how to make the change. So hypothetically, if I edit the values by myself inside the block definitions closer matching vanilla, could I send you the new files (or values) for you to upload an optional patch? If not I won't change anything, your decision
At the moment I don't have the time or the resources to do anything more than emergency maintenance to a mod that breaks unexpectedly.
One reasonable way to balance thrust vs. weight is to take the weight of your ship in kilograms, multiply by 10 to get Newtons and then double that so your ship can safely manage 1G even if you load it up with ore and stuff.
So, for example, if your ship weighs 10 million kilograms then you need 100 million Newtons (or 100MN) of thrust to manage a 1G environment. Double that and you have 200MN so that is how much thrust to put on your ship in each direction.
I also looked at the files and settings of the thrusters and compared them with the vanilla thrusters. Apart from the values and the names, the files are practically identical. Since the glow probably wouldn't work so well, would it be possible to create an engine flame with the line: <FlameLengthScale>0</FlameLengthScale>? It doesn't have to be big, just enough to see the difference when accelerating.
If you don't mind, I'd like to make a copy of this mod and rewrite it a bit for our server to test it. Or can Mod Adjuster change these values too?
Concerning the components for the thrusters, i suggest checking out a mod called Mod Adjuster by BDCarillo. It allows you to tweak pretty much any of the values in the SBC files for a mod since it's just XML. You could set your own values as you think the thruster blocks should be balanced. That way, other users don't get surprised when their super cheap OP thrusters suddenly cost and weight a lot more, and if I ever did change anything it wouldn't affect you as your custom values would overwrite my changes anyway.
Realistically speaking, you only need one or two per side for the entire ship, the rest is done with the deco version.
Only the components required for the stronger thrusters should be increased. In general, I and my gaming friends are of the opinion that the RCS and the impulses cost too little material for such thrust.
I also have to say that the RCS thrusters are perhaps a bit too strong. In theory, you no longer need impulse thrusters. Because the RCS are just as strong and even work in the atmosphere.