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Modular engines range from 0 to 60 rps, above 2rps are required for the engine to run under its own power.
Your rps range can be anywhere between 2-60 rps, it's not making much sense to go beyond 42, since that's where the peak torque output is. Lower rps means more fuel efficiency at full throttle and load. It's viable to gear smaller vehicles to reach 42rps at full throttle, while on bigger vehicles it's easier to just add more engines/cylinders to keep rps as low as possible for efficiency. 100-150km range is easily doable, taking my 11m patrol boat as an example, running at 42rps full throttle, no overheating.
Regarding cooling it's best to use a fresh water tank with large electrical pumps, gotten way better results compared to not using the tank for some reason:
https://steamcommunity.com/sharedfiles/filedetails/?id=3114294781
Cylinders that are adjacent (sides touching another cylinder) share resources and form some sort of a cylinder bank. Use engine manifolds to share resources among multiple banks.
Usually you only need 1x of each resource connection since the space DLC.
Temp probes only work on 1x1x1 crankshafts and are basically useless, best use the cylinder composite channel 3 to get a temperature readout.
As for controlling air/fuel valves I consider this controller to be the gold standard:
https://steamcommunity.com/sharedfiles/filedetails/?id=2386277437&searchtext=simple+afr+controller
Able to control supercharged engines, can set the stoichiometric ratio (no reason to use anything other than 0.2).
Easy to set up, all mathed out, no PID or air pressure shenanigans needed.
Excellent info! I saw your guide on cooling with the amendment for post space DLC. Glad to see you here as you seem to be a sage on the topic.
I was using the ZE engine micro to good effect. Made some tweaks to peak at ~24 knots on sea state 1. Definitely open to plug in that one you suggested and see differences.
I'll pour through the rest of the info later when I'm online. Thank you greatly for this comprehensive detail!