Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Fuel engines if RTGs don't count and you're ready to throw powerdensity out of the window. Cylinder, surrounded by carbs, surrounded by supers, then a crapton of radiators connected to the crankshaft. >1k power/mat.
Steam is more efficient for most reasonable powerdensities, but suffers if the load isn't constant.
For anything meant for combat you want either steam or fuel. RTGs take hours to pay for themselves, and are bigger (-> harder to armour).
If I'm not mistaken, the fuel engines on this platform are still pretty good:
https://steamcommunity.com/sharedfiles/filedetails/?id=2122956449
Beware that custom jets cant be placed on fortress and structures.
https://steamcommunity.com/sharedfiles/filedetails/?id=2431270971
Here's the best fuel engines designs i know:
https://steamcommunity.com/sharedfiles/filedetails/?id=2159739515
If you drive ship around never go full speed and your RTG's operating stabilizers should never lower battery under 99%
Now make your custom jet generators powerful enough to run all systems at full speed and in full broadside. But keep them off till you need them.
You dont need bread boards or ACB for this set up. The Battery charge mechanic is built in.
Its simpler and way more durable than steam. Zero waste out of combat. Totally compatible with large steam drives with the energy motor thingie in bottom right corner of steam stuff.
Take generating 1000 power for example, this would require 11875 mats worth of RTG and battery. In comparison a 1k power 1k ppm supercharger brick only requires 1035 mats. At 1 material used per second and a 10840 mat difference this would take you around 3 hours to pay off the cost of the RTG.
This functionally makes RTGs non viable for combat craft as they run the risk of potentially having an RTG destroyed in that 3+ hour span of running and going further into more time to repair off repairs whereas the supercharger engine could die entirely 10 times over and still be under budget. Basically only use them on cargo vessels or things that are very unlikely to ever get in a fight if you put them on anything at all.
set a combat mode of up to 100/s and cruse of 10ish and everything's fine
fuel engines haven't gotten enough love by the devs, either supercharge or inject. anything creative is a hassle and outperformed in every way by steam and RTG
turbines are ok, the total volume including the batteries is high though
steam piston's are kings of everything now; PPM, PPV, and total output. there was a point where the boilers were fusion powered lol
AfaIk controlling boilrate isn't much of a thing anymore. Just ensure the pressure is at max, then the mat consumption drops anyway.