Space Engineers

Space Engineers

Shaostoul's: Tiered Thrusters
Brainfart 13 Aug, 2017 @ 5:14am
Proposal: Modular thrusters (inspired by From the Depths)
This an idea that I have in my head for quite some time and I would like to let it go out and discuss it with some other peeps. I propose: Modular thrusters, inspired by from the depths. This might be the next biggest thing since armored thrusters!

Have different nozzle sizes as base module and add upgrade modules and nodes, which increase the amount of upgrade ports. This enables having big parts of your ships, like nacelles, containing thruster modules and just one big nozzle equaling to many many vanilla thrusters. Modules should have negative side effects like increased energy usage or slower increase of acceleration (you have to hold the button until you reach maximum acceleration, just like real life jet engines need time to spool up).

Bonuses should add up to multipliers that modify the base stats of the nozzle size.

Problem: Which modul effects make sense?
"vanilla" thruster properties:
-thrust
-energy/fuel usage
-cost
-weight

This would make only modules sensible, which improve thrust and energy/fuel usage, which is a bit meager.

additional properties, which could improve module diversity:
-spooling up
-overheating, resulting in damage
-thrust depending on current speed (higher thrust at lower speed and vice versa as a penalty)
-effectiveness of dampeners (ability to reduce speed)
-built in capacitors

Rough ideas for modules:
Boost module: increases thrust with a high energy and fuel penalty
Thrust module: increases thrust with a lesser penalty than the boost module but increases the need for spooling up
Acceleration module: counteracts the the penalty of the thruster module
Cooling module
Efficency module: reducing power/fuel consumption up to a certain limit
Push module: increase thrust at low speed and decreases thrust at high speeds
reaction module: increases dampening effect for this particular thruster
capacitor: charge up while the thruster is not used, provides power to the thruster even if the grid cant power the thruster completely or at all.
connecting nodes also could have some balanced basic stats.

The modules themselves should be absolutely passive, adding their bonuses and penalties directly to the nozzles if they are connected and having their settings in the control panel in the nozzle, so they dont even have to appear there.
For example: you have a nozzle and a boost module connected to it. In the control panel of the nozzle there is an option to activate and deactivate the boost modules connected to this nozzle, but the boost module itself doesnt have an entry in the control panel.

The modules just give their bonuses to the nozzles if they are connected and remove the bonuses if they are damaged or disconnected from the nozzle. This means the modules will only have an impact on simspeed when they are connected and disconnected and dont have more of an impact than armorblocks otherwise.

This idea could also work for reactors, gyroscopes and probably also the production blocks to reduce the need for many individual functional blocks, resulting in rooms filled with gyroscopes or reactors to be replaced with just one really powerful custom made reactor or gyroscope and therefore less lag.

Last edited by Brainfart; 13 Aug, 2017 @ 8:32am
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Showing 1-6 of 6 comments
Rastro 13 Aug, 2017 @ 2:49pm 
This sort of thing could be interesting.
Instead of having a thousand thrusters on the back of a huge ship, you have a dozen or so with expansive modules stretching into the depths of the ship, incresing power of the few thrusters at the cost of increased power consumption and reduced efficiency, needing more power for the dozen thruster than for the thousand.
Shaostoul  [developer] 13 Aug, 2017 @ 3:32pm 
So, essentially this was the goal. There's some game mechanics that don't allow for various things but, yeah.

I can do an afterburner like upgrade, where you get massive boost to output but, severely increase the power req/fuel as well.

I don't know about variable speed benefits, like that push module. I don't know if it'd be worth it either. It'd probably just be best to use the afterburner module, since it'd be the same thing essentially. Get to speed quickly then turn it off.

I don't think I could do the capacitor either, maybe but, I think it's unlikely.

A simple afterburner and upgrade module (increased power as if adding another thruster essentially) are about what I was thinking. Maybe I'll look at designing stuff in the future for things revolving around a higher max speed. Just dealing with vanilla speed right now.
Rastro 13 Aug, 2017 @ 3:51pm 
What about a module to increase engine efficiency?
To lower the strain on the power grid.

Something else I was wondering about (not a request just curious): is it possible to program an engine that ONLY acts as an inertial dampener?
Shaostoul  [developer] 15 Aug, 2017 @ 9:04pm 
What would be the pros and cons of the efficiency module?

Not any more for only inertial dampeners, at least not easily. I could ask around and see if any of the programmers know if it'd be possible via scripts.
Rastro 16 Aug, 2017 @ 7:09am 
Pros:
-less energy
-fewer reactors (also slightly less mass)

Cons:
-take up quite some space (kinda big)
-expensive to manufacture
Brainfart 16 Aug, 2017 @ 11:17am 
There can be two approaches to an efficency module:
approach 1:
pro: reduces energy consumption(a bit)
con: requires just space and slots

approach 2:
pro: reduces energy consumption by a lot
con: reduces thrust, increases spooling time, produces heat, ...

Maybe both for diversity?

Also at first I didnt like the heat mechanic that much, because it can be annoying when your thruster seemingly randomly gets destroyed and it would be almost impossible to monitor the heat level of each thruster. Instead of breaking, the thruster could just turn off and turn back on after it cooled down. Before the safety turn off there could be a message displayed, like "Thruster X is overheating", similar to meteor storm notifications. That would be a noticable downside without screwing you completely.

Also about the modules and nodes: I thought of all heaving the same size of just one cube, with the modules having just on face to connect to a node.

I'll ask Cheetah what he thinks of this idea.
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