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1 - If you want to turn fast thats gyros, not thrusters! You see designs with loads of left/right thrusters, these don't let you turn any faster at all. They are for moving sideways. And yes you will want to go sideways if you are docking, but really, is it worth the ammount of thrusters? Plus you have to think about how often your ship will dock, and if you are happy with much slower left/right/up/down movement - I am so I usually have 1/4 the thrusers left/right/up/down as I do going forward
2 - Dampners are more powerful than using the thrusters manually. What does this mean regarding thruster numbers? You don't need equal numbers of forward/rear thrusters, You can easilly have half the number of "breaking" thrusters in an unmodded speed world and as long as you are not a shockingly bad pilot will never crash. Of course if you have modded the speed limit you may want more breaks!
3 - My general rule of thumb for large ships is to have 4 forward thrusters if the ship is under 250kg, add a large if its under 500kg, and another large for every 500kg thereafter..... but then generally I'm ok with not having my ships accelerate super fast - and really if you are building a giant whatever you shouldn't expect it to accelerate like that, no more than you would expect a Big Rig Truck to keep pace with a Veyron!
http://steamcommunity.com/sharedfiles/filedetails/?id=344534260
1. Yes, at least in a warship you most assuredly want lateral thrust to be pretty high and unless you like gliding on ice when making maneuvers. And in a warship you will be making evasive and hard strange demanding turns in combat. Less so with utility and industrial stuff.
2. Yeash dampners rock for that, they also rock for overloading your power if you don't plan accordingly.
3. If one is just making small utility ships this is a good rule of thumb. For anything that lives and breathes by its ability to move and get a gun on target this methodology will make you salvage. Good rule of thumb is about 1.5 M/S/S for non warships. 2.5+ M/S/S for warships. Also, if you take up the Ultra Gyro Mod, the Azimuth Master pack, and the titan Mod, you should expect any ship you make of any size accelerate however you want it to be, because the cascading mass to thrust to power limitation is taken away and it becomes more "How ridiculously badass do you wanna get, and how many resources do you really wanna burn into making a superheavy warship move like a fighter?"
You can actually have 1/10th as many braking thrusters as acceleration thrusters and still stop just as quickly as you started.
Depends on the size and purpose of the warship. Once your ship gets big enough, speed isn't very important any more. I find 1.0 to 1.5m/s/s acceptable for my medium weight warships, though vessels like my destroyer are much faster than this due to their function. Small military ships I've built range from 2.0m/s/s to almost 5.0m/s/s again due to their desired role. BIG ships can be as slow as 0.5m/s/s
... I'm not saying this is good advice. It's just what I do. XD
Thanks mrraybaker -- that's exactly what I was looking for. I like the 1/4 rule for left/right/up/down.
Here's what I discovered from the wiki numbers...
For my growing ship -- which mostly does mining and hopping from asteroid to asteroid, and doesn't need to be too nimble -- I think I'll go with the 1 thruster per 10,000 kg rule, and probably keep the same number of backwards thrusters because i want to be able to stop quickly if I misjudge the distance.
Unfortunately, I can't figure out how to make spreadsheets report to multiple decimal places so you have to divide your total force by your ship's mass manually to get it to tell you the ship's acceleration ._.
aye.... I just tend to go for half as it means I can stop much much faster, kinda like a car doing an emergancy stop.
Ie - It goes as fast as it possibly can.... a top gear man ;)
I was gonna say Tool Time. Especially given the explosive nature of Space Engineers XD