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Steam pistons can have both good material and space efficecny as long as you constantly run them at peak load
Fuel engines can either be material or space efficent, but not both
RTGs and custom jet engines both come out with horrible stats within the time it takes to win a campaign, but they still exist because there are some very niche situations where they can be useful.
At a tiny scale, especially if very flat, steam turbines with batteries are the best because you can't make any other functional engine.
If you have a little more volume and can make a functional fuel engine, that is your best option. Which type of fuel engine, that would be up to your tactics.
Once you reach about 10k engine power requirements then steam engines usually have better stats than fuel engines.
And finally if you can fit them, the best engines are large piston steam engines. They are straight up designed to be the best, because they are the least laggy. Steam is already a lot more CPU friendly than fuel, and the low block count also helps a lot. This makes it so that the bigger craft that are generally more laggy and able to fit them will want to use them, making them less laggy than they could have been.
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But remember that you have to think about engines completely differently in adventure and campaign. In adventure they are always there, so steam engines will passively drain materials. In the campaign when craft are pulled out of play there is no passive drain, craft don't use engine power when stationary, and when they move they do so with a fixed 500ppm no matter what the efficiency of the engines in it is.
- If you need a lot of *batttery charge* then use steam turbines. The most space-efficient one is 13x5x5. If you put an electric engine on your batteries, you can run your ship off your turbines while the crank engine is off.
- RTGs are crap. Useful maybe in something very small, but aren't small things supposed to be cheap? RTGs aren't cheap. And you still need batteries (more $$) and an electric engine.
- <10k power is nothing, making fuel engines underwhelming. And the obvious frame rate hit. And that sound. And they're huge for their power output. And have thousands of 1m blocks. Avoid.
- CJEs don't make much energy, but they are nice for small jets/etc that can't fit an engine. Getting a couple hundred power out of the CJEs to power the steering thrusters can be really useful. Using a CJE as a "backup" power source for "redundancy" is idiotic.
But I like to make relatively cheap ships for their size, with very low running cost. And I haven't been able to make a more efficient steam engine.
Steam, for Material cost, Power and volume cost
Only drawback would be Running costs but in the campaign it isn't a Major Issue
Conflicts shouldn't be drawn out.
Making Weapons that are very power hungry is not ideal but if you can strike the killing blow in minutes within a conflict it could save you heaps on material.
And that requires lots... of power.
Big inefficient Powerful engines are more efficient than losing.
Steams the go to.
batteries are easy to line the bottom section of your ship for a low center of mass and fills irregular spaces. and electric engines are redundant and easy to fit gives full power from the start.
but expensive to run. great but they drink mats.
https://steamcommunity.com/sharedfiles/filedetails/?id=2832540969