Difference between revisions of "Thruster Module"

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This article details the existence and use of a Thruster Module
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{{Stub}}
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{{infobox block/Thruster_Module}}
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'''Thruster Modules''' are the primary propulsion method in the game. Their main role is for combat maneuvering and short-range travel, either within sectors, or through a small number thereof. For longer-range travel, [[Jump Drive Computer|Jump Drives]] will prove faster and more efficient.
  
==The Essentials==
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==Item Description==
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"The Thruster Module is capable of providing propulsion for ships of all shapes and sizes. Their main fuel source is power, taken from the ships Power Capacitors."
  
A Thruster Module (Formerly known as a Hypercoil Thruster) is required to give a ship propulsion, and subsequently, the ability to move. Thrust used to only impact a ship's acceleration, however as of [http://star-made.org/news/starmade-v0-19538-new-thruster-mechanics 0.19538] it also determines the max speed of a ship (ranging from half the server speed to three times the server speed, which can be further increased with the help of a defensive [[Overdrive Effect Computer|Overdrive effect]]). Even if a core on its own doesn't provide any thrust, a ship made of a single core and a couple blocks is faster than an astronaut (in vanilla and most server configurations) while reasonably maneuverable. However if a player wants anything to move at a decent speed then additional Thruster Modules will be required.
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{{production/Thruster_Module}}
  
Starmade's thrust system has diminishing returns. In other words, the mother thrusters you have, the less each thruster block adds to your thrust. In practice, this makes ships slower and less maneuverable as their mass increases.
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[[Category:Ship]] [[Category:Element]]
  
==Module Use==
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==Usage==
  
Thrusters are very commonly used for decorative purposes, either in large groups or scattered around individually. Thruster Module do not gain any additional bonuses from being adjacent to another Thruster Module, and so may be placed freely without any constraints. Often times it's seen as a good idea to have small groups of thrusters separated around a ship, so that it's harder to target them down and shut down a ship's movement. While it may be difficult with the many other modules in place, it's certainly recommended for absolute safety.
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{{main|Propulsion Systems}}
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'''Thruster Modules''' do not require linking in order to operate, they simply need to be placed on a ship. They require power to operate, and generate a certain amount of thrust based on the number of them attached to a ship. They do not have any grouping mechanics; two physically separate Thruster Modules will have the same effect as two which are adjacent to each other. The exact values for thrust generation and power consumption can be calculated by the formulas shown below.
  
Not only that, but considering the amount of thruster modules often needed, while uncommon, they can be used as a "system shield" to layer over other more important/more expensive systems so as to keep them safer, possibly increasing a ship's combat endurance. This ultimately depends on the ship and it's role, but for say a brawler where speed is not exactly important, it could be a good idea to use Thruster Modules to protect the more defensive/tanky modules.
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A large ship will require a greater number of Thruster Modules to achieve the same acceleration and top speed as a smaller ship with the same ''proportion'' of thrusters. This is because the acceleration of a ship is determined by its thrust:mass ratio, and also because the thrust generated by each consecutive Thruster Module added to a ship suffers from diminishing returns - each module added will increase thrust by slightly less than the one before it, meaning that smaller ships have a decided advantage in reaching higher thrust:mass ratios, and therefore higher levels of acceleration and top speed.
  
Thrust carries between entities. You may have a separate entity made up entirely of Thruster Modules, and dock it to a much larger ship, giving the parent ship the thrust from the child ship (you however have to "inherit thrust from docks", this option is available under the thrust menu). Your total thrust will then be calculated as if all your thrusters were placed on the main entity rather than divided between several docked entities.
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Pressing {{K|Activate module}} on a thruster will bring up the [[Thrust Management Menu]]. This menu allows precise control of a ship's thrust allocation, between rotation control and 3 sets of vectors:
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*Rotational (Default 50%).
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*Forward/Back (Default 16.666%, rounded to 17%).
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*Left/Right (Default 16.666%, rounded to 17%).
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*Up/Down (Default 16.666%, rounded to 17%).
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This menu also allows the toggling of inertial dampening, which gradually slows down a ship when it is not receiving any movement input. By default, "Reactivate Damping on Exit" is on, which activates inertial dampening when the pilot leaves the core, decreasing the likelihood of a ship being lost. "Auto-Dampeners" can also be toggled on, which causes constant inertial dampening, whenever the pilot is not pressing a movement input key (either {{K|Forwards}}, {{K|Backwards}}, {{K|Strafe left}}, {{K|Strafe right}}, {{K|Ship strafe up}}, or {{K|Ship strafe down}}).
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on
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Thrusters, like Power Reactors, have a relatively high SHP contribution alongside very little individual block HP. This can make them a vulnerable target in comparison to sturdier system blocks such as shield modules.
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===Thruster Rules===
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The power cost, thrust output, and maximum speed provided by a ship's thrusters are given by the formulas listed below. The table serves to explain the different values involved.
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{|class="wikitable"  
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|+Legend
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|-
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!Symbol
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!Value
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|-
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||N
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|Number of Thruster Modules on the ship
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|-
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|P
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|Power cost per second of use
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|-
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|T
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|Thrust generated
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|-
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|R
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|Ratio of thrust output:mass of ship
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|-
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|M
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|Maximum speed of ship
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|-
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|S
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|Server speed setting in config
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|-
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|}
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The power usage per second of a thruster system (when they are in use) is given by this formula:
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<big>'''P''' = '''25N'''</big>
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The power usage per second of a thruster system (when they are NOT in use) is given by this formula:
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<big>'''P''' = '''2.5N'''</big>
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The thrust output of a given number of thrusters is given by this formula:
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<big>'''T''' = '''45N'''<sup>'''0.75'''</sup></big>
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The maximum speed of a ship, based on the server's maximum speed setting (75, assuming default configuration), is given by this formula:
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<big>'''M''' = '''75R''' + '''75'''</big>
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Where R is the thrust output of the ship divided by the mass of the ship (and all docked entities), with a maximum value of 5.

Latest revision as of 13:46, 24 August 2020

Thruster Module
Thruster Module.png
Hit Points25
Reactor Hit Points0
Mass0.10
Luminositynone
Data Value (ID)8

Thruster Modules are the primary propulsion method in the game. Their main role is for combat maneuvering and short-range travel, either within sectors, or through a small number thereof. For longer-range travel, Jump Drives will prove faster and more efficient.

Item Description

"The Thruster Module is capable of providing propulsion for ships of all shapes and sizes. Their main fuel source is power, taken from the ships Power Capacitors."

Production

Production Info
Produced in a Basic Factory Basic Factory.png
RequiresTo create
Alloyed Metal Mesh
x25
Alloyed Metal Mesh.png Thruster Module
x1
Thruster Module.png
Crystal Composite
x25
Crystal Composite.png


Resource

This element is used in the production of:

Factory Creates Amount used
Advanced Factory
Repulse Module
Repulse Module
x6

Usage

Main article: Propulsion Systems

Thruster Modules do not require linking in order to operate, they simply need to be placed on a ship. They require power to operate, and generate a certain amount of thrust based on the number of them attached to a ship. They do not have any grouping mechanics; two physically separate Thruster Modules will have the same effect as two which are adjacent to each other. The exact values for thrust generation and power consumption can be calculated by the formulas shown below.

A large ship will require a greater number of Thruster Modules to achieve the same acceleration and top speed as a smaller ship with the same proportion of thrusters. This is because the acceleration of a ship is determined by its thrust:mass ratio, and also because the thrust generated by each consecutive Thruster Module added to a ship suffers from diminishing returns - each module added will increase thrust by slightly less than the one before it, meaning that smaller ships have a decided advantage in reaching higher thrust:mass ratios, and therefore higher levels of acceleration and top speed.

Pressing R on a thruster will bring up the Thrust Management Menu. This menu allows precise control of a ship's thrust allocation, between rotation control and 3 sets of vectors:

  • Rotational (Default 50%).
  • Forward/Back (Default 16.666%, rounded to 17%).
  • Left/Right (Default 16.666%, rounded to 17%).
  • Up/Down (Default 16.666%, rounded to 17%).

This menu also allows the toggling of inertial dampening, which gradually slows down a ship when it is not receiving any movement input. By default, "Reactivate Damping on Exit" is on, which activates inertial dampening when the pilot leaves the core, decreasing the likelihood of a ship being lost. "Auto-Dampeners" can also be toggled on, which causes constant inertial dampening, whenever the pilot is not pressing a movement input key (either W, S, A, D, Space, or Left Control). on Thrusters, like Power Reactors, have a relatively high SHP contribution alongside very little individual block HP. This can make them a vulnerable target in comparison to sturdier system blocks such as shield modules.

Thruster Rules

The power cost, thrust output, and maximum speed provided by a ship's thrusters are given by the formulas listed below. The table serves to explain the different values involved.

Legend
Symbol Value
N Number of Thruster Modules on the ship
P Power cost per second of use
T Thrust generated
R Ratio of thrust output:mass of ship
M Maximum speed of ship
S Server speed setting in config

The power usage per second of a thruster system (when they are in use) is given by this formula:

P = 25N

The power usage per second of a thruster system (when they are NOT in use) is given by this formula:

P = 2.5N

The thrust output of a given number of thrusters is given by this formula:

T = 45N0.75

The maximum speed of a ship, based on the server's maximum speed setting (75, assuming default configuration), is given by this formula:

M = 75R + 75

Where R is the thrust output of the ship divided by the mass of the ship (and all docked entities), with a maximum value of 5.