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https://steamcommunity.com/sharedfiles/filedetails/?id=2036541914
Here you go. The problem with running them at a high-ish RPS is the efficiency of the engine as far as fuel goes. The fuel consumption curve is pretty significant at the higher end. If you drop the gearing on that to 5:9, you'll notice that it'll run slightly more than 200 charge at 16.3 RPS.
The reason for this is that generators resist turning when they go faster and faster, requiring more torque.
As far as your ship goes, it's relatively late for me, but let me see if i notice anything immediately off. I'll definitely give it a more thorough look tomorrow.
https://steamcommunity.com/sharedfiles/filedetails/?id=2068721665
Generally you don't want to share air and exhaust pipes, especially without heavily pressurizing them, and pressurization of air is sometimes dodgy. I do like your general engine room layout and setup, really neat instead of the usual cacophony. I streamlined it a little bit more, and installed my Super Invisible Exhaust system (pat. pend) to stop the cascading exhaust hurting your FPS :)
It can't run the quad engines at full tilt, but at that point i realized the time and called it a day. This game keeps stealing hours off of me.
Thanks for the help! And I would hope my engine room setup is neat - I'm a Naval Officer - can't be letting the service down by making everything untidy.
Otherwise, if you do want to go faster, swap out the medium motor in pink for a cluster of around 6-8 small motors on each side. Remove one small motor on each side until you reach equilibrium in drain rate, or a net positive. The clusters of small motors allow very quick tweaking of the drain rate of the main engines by just nipping them off one by one if the drain ever grows too high.
It will reduce the output of the generators since it makes the engines run slower, at very fuel efficient ratios.