Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

energy demand distribution on MRT´s
e.g. if we got the thruster and 11 extensions, its 12 engines total, so 12x0.3=3.6 energy per second. now, the extensions dont have idle demands listed, but need to be filled regardless.

whats the distribution rate? 3.6 / 12 = 0.3 again per thruster/extension? does the game do it like that? what if some of the extenders got a engine room attached and some dont? (ER adds 50% so in this case 0.45 e/s for the ones attached to one?)

for now thats how i worked with it, i just would like to have some confirmation or enlightenment how it actually works, as the tooltips dont mention that part.

furthermore, there has been some balancing on the ramp up times. down to 4 sec. is that calculated in a similar manner? like 11 + 1 = 12x100%?
Last edited by lalelunatic; Sep 9, 2024 @ 3:14am
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Paradox Sep 9, 2024 @ 3:28am 
Far as I know, and I am just assuming (though, that's what the text says +100% power use and thrust), the extenders have the same energy requirements as the Nozzle. So, .3 a second without an engine room and .45 with one, + the .1 from the engine room itself.

I know that a large reactor directly touching two engine rooms, with each engine room touching two extenders with 2 crew per engine room will have flickers on extender energy. If you add in a fuel pod for each extender it's steady (all of my luminous ships use this, I use the extra power from the reactors without ions on the other side to run my thrusters/extenders to save space).

I also know that a medium reactor and 6 crew, 3 per engine room, will flicker without fuel pod. So, fuel pod seems to be the major requirement. However, If you run two columns, they can share the fuel pod and be stable. You can even feed the second column from the first, through the fuel pods, without the engine rooms it's almost a waste (you'll notice this setup on my Dread X ship).
Last edited by Paradox; Sep 9, 2024 @ 3:41am
lalelunatic Sep 9, 2024 @ 3:48am 
ok so, directly adjectant the delivery time starting from the ER is (2x0.625)+1=2.25 seconds until another 3 energy arrive at the ER.

you got 1 thruster + 59 extensions if i remember correctly, so 60x0.3=18 e/s + 60x0.15=9 (for the 50% ER buff on all extensions) + 30x0.1=3 (for the ER idle) soo...

18+9+3=30 e/s 30/60=0.5 e/s per extender, so each ER should need 1.1 e/s. 3 energy every 2.25 seconds delivery is 1.33 e/s.

yeah sounds reasonable. well, its what i worked with. love to hear an official "yes thats how it is" though, as i really like to min max stuff =P. the flickering is logical because if you dont have the fuel tanks added its only 2 energy storage with a 3 size delivery, so you lose 1/3 per default, which drops the e/s down to 0.87 e/s which is to low.

PS: if i miscalculated somewhere pls understand that its just a roughly estimate =P

PPS: yeah i know the "skip" part. had one of those MRTs made when they where on unstable. problem is that if you dont have it on a bit of "overfill" the outer MRT can run dry and only suck the energy from the 4x fuel pod and you cant fill it up unless you also add logistics to do so, which would negate the purpose of the build in the first place.
Last edited by lalelunatic; Sep 9, 2024 @ 3:58am
Plaus42 Sep 9, 2024 @ 10:32pm 
Its really simple. Each mrt part requires 0.3 energy to work or 4.5 with an er just as you suspected.
Idk what you mean excactly with what you said in the first paragraph of your second message but I very briefly looked at the calculations after that and they seem to roughly check out.
Imo the most useful application for this is just checking how much a reactor can supply. One lr can supply 7 er without flickers for example. You cant do much els
There is one slight caveat to everything said so far. There currently is a bug in the game that sometimes causes mrt to consume way too much energy. But its extremely inconsistent and can for example be caused by editing parts in a seemingly completely unrelated part of the ship. You might encounter it when going for very optimised designs.
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Date Posted: Sep 9, 2024 @ 3:11am
Posts: 3