Thermal Mechanics: Reentry, Detection, Heat Management
Thermal mechanics are an important consideration for real-world aerospace applications.
Grids could build up a thermal rating (in other words, heat) based on mass, drag, their power generation and usage, and how they are managing heat. A ship which is moving very quickly in-atmosphere (ie: during reentry) would increase its thermal rating. Aerodynamics or a simplified drag model could limit speed in-atmosphere to prevent ships from burning out except when coming in from space or using very high thrust to push through drag to reach max speed. Power generation and usage obviously create thermal energy and would increase a ship's thermal rating. Heat management could be done passively through contact with the atmosphere (fast) or through radiating heat (slow). Radiation would depend on exterior surface area and/or special Radiator blocks. It could also be done actively through venting. We'll have water eventually- let us dump thermal energy into it and vent steam into space!
Just imagine a player-made railgun turret charging up and firing, then flash venting steam so it has room to fire again. Or shredding enemy radiators to cook their ship.
Too much thermal rating and vulnerable blocks like gas tanks, programmable blocks, or reactors would start taking damage. The atmosphere inside of an airtight grid could also go from warm to HOT and make a player start taking damage.
Combined with a camera in Thermal Mode from my Advanced Sensors idea also on this forum, a grid's thermal rating would cause it to be detected by a camera at shorter or longer distances. Thermal rating could determine how long an enemy has to react. A small low-heat grid could get very close before detection while a huge high-heat grid could be seen from kilometers away.
If missiles are infrared-guided and flares are added, the camera could check the flare against the heat signature of the grid to determine which to track.
I like this feedback
PLEASE! YES! I want radiators on everything! This would add so much to the gameplay, please add this KSH!
PLEASE! YES! I want radiators on everything! This would add so much to the gameplay, please add this KSH!
Another block you could have with this is a heat sink. A block that you can pump a lot of heat into with it taking a lot of time to heat up itself, letting your ship operate in ways that generate more heat than it can handle for a while, but that also takes way longer to cool afterwards compared to other functional blocks! This would be useful for highspeed aerobraking where you're generating a ton of heat but with no way to deal with it at the time, or for allowing you to fire your ship's main weapon a bunch of times in quick succession at the start of combat before needing to settle into a fire then cooldown cycle, or other things like that!
Another block you could have with this is a heat sink. A block that you can pump a lot of heat into with it taking a lot of time to heat up itself, letting your ship operate in ways that generate more heat than it can handle for a while, but that also takes way longer to cool afterwards compared to other functional blocks! This would be useful for highspeed aerobraking where you're generating a ton of heat but with no way to deal with it at the time, or for allowing you to fire your ship's main weapon a bunch of times in quick succession at the start of combat before needing to settle into a fire then cooldown cycle, or other things like that!
Don't mean to take over, but I opted to make my own suggestion regarding aerodynamics as a whole, so that everybody can group their individual takes on how planet-oriented aviation should/could/would work under a single thread. If you'd prefer, you can expand upon my suggestion in the replies regarding thermals!
Don't mean to take over, but I opted to make my own suggestion regarding aerodynamics as a whole, so that everybody can group their individual takes on how planet-oriented aviation should/could/would work under a single thread. If you'd prefer, you can expand upon my suggestion in the replies regarding thermals!
Even if the VRAGE can't handle thermal dynamics from atmospheric entry, an overheating mechanic for engines/systems in general would be a cool idea. Keeping things cool in space is actually incredibly difficult because there is no matter surrounding your ship to absorb your heat. The ISS coolant loop system is a cool deep dive into the issue of trying to dissipate heat in space.
Here is a great video on the topic: https://www.youtube.com/watch?v=w5fvy1ZcIZk
Even if the VRAGE can't handle thermal dynamics from atmospheric entry, an overheating mechanic for engines/systems in general would be a cool idea. Keeping things cool in space is actually incredibly difficult because there is no matter surrounding your ship to absorb your heat. The ISS coolant loop system is a cool deep dive into the issue of trying to dissipate heat in space.
Here is a great video on the topic: https://www.youtube.com/watch?v=w5fvy1ZcIZk
That's the thing I dreamed really long time. Heat controlling is one of the most important things in space. Also it gives very interesting new challenge for planning ships and stations. Not just in combat but also everything. All machines produces some heat some more and some less. It don't have to be super realistic but heat could spread from block to block.
There could be many ways to solve the challenge like BestJamie said heat sinks. If you put radiators close to heat sinks that could help cooling. Also isolated walls could slow down the heat spreading to areas you want to protect. Ejecting super heated liquid out of the ship could help a little. Also cooling pipes could take the heat from different areas to the radiators or heat sinks. But if you don't have any radiators eventually the whole ship will be destroyed.
heat could cause many different problems in the ship. Liquid and gas tanks could explode. Same with batteries, reactors, ammo storages etc. Some items could burn if there's oxygen. Etc. It would be so cool to cause horrible overheating in enemy ship :)
edit. if you played Oxygen not included that could give some heat controlling ideas.
That's the thing I dreamed really long time. Heat controlling is one of the most important things in space. Also it gives very interesting new challenge for planning ships and stations. Not just in combat but also everything. All machines produces some heat some more and some less. It don't have to be super realistic but heat could spread from block to block.
There could be many ways to solve the challenge like BestJamie said heat sinks. If you put radiators close to heat sinks that could help cooling. Also isolated walls could slow down the heat spreading to areas you want to protect. Ejecting super heated liquid out of the ship could help a little. Also cooling pipes could take the heat from different areas to the radiators or heat sinks. But if you don't have any radiators eventually the whole ship will be destroyed.
heat could cause many different problems in the ship. Liquid and gas tanks could explode. Same with batteries, reactors, ammo storages etc. Some items could burn if there's oxygen. Etc. It would be so cool to cause horrible overheating in enemy ship :)
edit. if you played Oxygen not included that could give some heat controlling ideas.
I really like this. It is basically what I was thinking after watching this video, in the part where he talks about heat sensors (basically long range radars but that detect heat). I'll add my take on this, assuming simulating heat on a per-block basis is too expensive, let's say each grid has a temperature (in C / F).
The temperature increases when adding heat to the ship, if a ship has more mass it's temperature will increase less when adding the same amount of heat.
How can heat be added to a ship:
- By using electricity, higher power consumption adds heat equal to the watts of electricity used.
- During reentry or when going fast in atmosphere (if this ever gets added).
- By burning fuel (hydrogen thrusters, or other things like hydrogen engines. Ion thrusters do not use fuel but electricity so they also will increase the temperature).
- When hit by a weapon (each weapon adds a different amount of heat, imagine cooking a ship with a laser).
- After impacts.
- When in line of sight with the sun.
- When touching other hotter ships (depending on the extent of the surface area in contact between the two ships)
- When touching hotter ground / asteroids (depending on surface area)
- Firing weapons
How can heat be dissipated from a ship:
- All ship will naturally cooldown in space depending on surface area
- Passive radiator blocks that add extra surface area to a ship (with different variants / tiers, they add)
- Active radiators / heat pumps that use electricity
- Venting steam
- Touching other colder ships
- When touching colder ground / asteroids
- Faster cooling in atmosphere (depending on atmospheric temperature, if the air is hotter than the ship, you will heat up)
How can temperature affect a ship:
- The ship can be detected from further away using heat signature sensors as suggested by the liked video. I would put detected heat signatures in the HUD of the player
- Thermal camera can see hot ships (the player can look through them, and they can also act as sensors for the HUD, but with a narrower filed of view)
- Each block of the ship has a minimum and maximum operating temperature outside of which it will turn off, some block may also become less effective as a function of temperature.
- Each block has a maximum and minimum temperature after which it will take damage
- Batteries may loose charge in hot environments faster
- Atmosphere inside a ship may heat up and cause damange to players
- Thermal cameras may also be used for heat seeking player made weapons in addition to optical cameras. The thermal cameras can have a higher range than optical cameras depending on the target temperature.
If the VRAGE engine can handle this, the above could be applied on a per block basis, each block will have it's own temperature and thermal mass and will propagate the heat to colder neighboring blocks. This would enable other ways to cool down a ship, like when a hotter piece of the ship detaches from it. It would also enable combining heat pumps with radiators, an heatpump may cool down blocks from the left side (for example) and heat block on the right side, the block on the right side may be a radiator which would enable higher heat dissipation. Or the block on the right side may be a "ball" of armor blocks that can be jettinsoned.
Heat pumps may also be implemented as 2 blocks connected by a pipe to transfer heat like air conditioners do.
I really like this. It is basically what I was thinking after watching this video, in the part where he talks about heat sensors (basically long range radars but that detect heat). I'll add my take on this, assuming simulating heat on a per-block basis is too expensive, let's say each grid has a temperature (in C / F).
The temperature increases when adding heat to the ship, if a ship has more mass it's temperature will increase less when adding the same amount of heat.
How can heat be added to a ship:
- By using electricity, higher power consumption adds heat equal to the watts of electricity used.
- During reentry or when going fast in atmosphere (if this ever gets added).
- By burning fuel (hydrogen thrusters, or other things like hydrogen engines. Ion thrusters do not use fuel but electricity so they also will increase the temperature).
- When hit by a weapon (each weapon adds a different amount of heat, imagine cooking a ship with a laser).
- After impacts.
- When in line of sight with the sun.
- When touching other hotter ships (depending on the extent of the surface area in contact between the two ships)
- When touching hotter ground / asteroids (depending on surface area)
- Firing weapons
How can heat be dissipated from a ship:
- All ship will naturally cooldown in space depending on surface area
- Passive radiator blocks that add extra surface area to a ship (with different variants / tiers, they add)
- Active radiators / heat pumps that use electricity
- Venting steam
- Touching other colder ships
- When touching colder ground / asteroids
- Faster cooling in atmosphere (depending on atmospheric temperature, if the air is hotter than the ship, you will heat up)
How can temperature affect a ship:
- The ship can be detected from further away using heat signature sensors as suggested by the liked video. I would put detected heat signatures in the HUD of the player
- Thermal camera can see hot ships (the player can look through them, and they can also act as sensors for the HUD, but with a narrower filed of view)
- Each block of the ship has a minimum and maximum operating temperature outside of which it will turn off, some block may also become less effective as a function of temperature.
- Each block has a maximum and minimum temperature after which it will take damage
- Batteries may loose charge in hot environments faster
- Atmosphere inside a ship may heat up and cause damange to players
- Thermal cameras may also be used for heat seeking player made weapons in addition to optical cameras. The thermal cameras can have a higher range than optical cameras depending on the target temperature.
If the VRAGE engine can handle this, the above could be applied on a per block basis, each block will have it's own temperature and thermal mass and will propagate the heat to colder neighboring blocks. This would enable other ways to cool down a ship, like when a hotter piece of the ship detaches from it. It would also enable combining heat pumps with radiators, an heatpump may cool down blocks from the left side (for example) and heat block on the right side, the block on the right side may be a radiator which would enable higher heat dissipation. Or the block on the right side may be a "ball" of armor blocks that can be jettinsoned.
Heat pumps may also be implemented as 2 blocks connected by a pipe to transfer heat like air conditioners do.
I really want to see Heat added so I made a full on video to help push this over the edge before development gets too much farther along. Hopefully it helps!
Heat in SE2: https://youtu.be/2LidPskhUtI
I really want to see Heat added so I made a full on video to help push this over the edge before development gets too much farther along. Hopefully it helps!
Heat in SE2: https://youtu.be/2LidPskhUtI
Beautiful! We need this for sure
Beautiful! We need this for sure
Upvoted, comment for engagement. I've always wanted a waste heat system to balance out reactors and gunbrick designs.
Upvoted, comment for engagement. I've always wanted a waste heat system to balance out reactors and gunbrick designs.
PLEASE
PLEASE
Incredible idea. Anything to add more balance and dissuade creating death cubes with thousands of turrets
Incredible idea. Anything to add more balance and dissuade creating death cubes with thousands of turrets
There's a ton of potential with a heat system in SE2, but it needs to be kept simple and accessible. Complex heat and ambient temperature modeling could lead to issues with players not understanding why certain systems are overheating at particular times. It's easy to take for granted how intuitive heat is in the real world--we can all feel it--but that information has to be communicated to the player somehow. This video has some good ideas in my opinion.
One big opportunity I haven't seen discussed anywhere else is to potential to turn heat into an asset for the player, rather than just a liability. At the end of the day, the game needs to be fun and players want to feel powerful, clever, or something positive like that. If the heat management system is too complicated and it only imposes burdens on the player, it might feel unfun for many even though other players might enjoy the challenges and limitations heat constraints impose. If heat could be used for useful things, I think it would go a long way towards this goal.
Imagine if stored heat could be turned into a weapon. The game Cosmoteer is an example--you can turn your stored heat into missiles or a beam weapon that applies heat to the enemy ship. Another idea is to use your stored heat as a "decoy" that you could launch or drop to fool enemy weapons or tracking systems that rely on heat signatures. It wouldn't even need to be a specific "heat decoy" block in SE2. If the core systems for weapon or enemy ship tracking have some reliance on heat signatures, you could just build a simple deployable module that has a heat sink, a battery, a radiator, and some heat generating component. Just launch it or drop it and enemy sensors will pick up on it before they notice/target something more important.
And once water is in the game there might be uses for heat to melt ice into liquid water. And speaking of liquids and heat, if Keen ever gets ambitious and decides they want to add lava to one or more planets, you could have a block that converts heat into power for bases. You would probably need to dig down to find it, but it could be a viable option for a planet that has little sunlight due to distance from the sun or a semi-opaque atmosphere.
There are a ton of possibilities with heat and Keen has a lot of talented and creative people so I'm sure they could figure out some clever and fun uses for it. But if they add it, I think they should keep it simple and easy to understand, at least at first.
There's a ton of potential with a heat system in SE2, but it needs to be kept simple and accessible. Complex heat and ambient temperature modeling could lead to issues with players not understanding why certain systems are overheating at particular times. It's easy to take for granted how intuitive heat is in the real world--we can all feel it--but that information has to be communicated to the player somehow. This video has some good ideas in my opinion.
One big opportunity I haven't seen discussed anywhere else is to potential to turn heat into an asset for the player, rather than just a liability. At the end of the day, the game needs to be fun and players want to feel powerful, clever, or something positive like that. If the heat management system is too complicated and it only imposes burdens on the player, it might feel unfun for many even though other players might enjoy the challenges and limitations heat constraints impose. If heat could be used for useful things, I think it would go a long way towards this goal.
Imagine if stored heat could be turned into a weapon. The game Cosmoteer is an example--you can turn your stored heat into missiles or a beam weapon that applies heat to the enemy ship. Another idea is to use your stored heat as a "decoy" that you could launch or drop to fool enemy weapons or tracking systems that rely on heat signatures. It wouldn't even need to be a specific "heat decoy" block in SE2. If the core systems for weapon or enemy ship tracking have some reliance on heat signatures, you could just build a simple deployable module that has a heat sink, a battery, a radiator, and some heat generating component. Just launch it or drop it and enemy sensors will pick up on it before they notice/target something more important.
And once water is in the game there might be uses for heat to melt ice into liquid water. And speaking of liquids and heat, if Keen ever gets ambitious and decides they want to add lava to one or more planets, you could have a block that converts heat into power for bases. You would probably need to dig down to find it, but it could be a viable option for a planet that has little sunlight due to distance from the sun or a semi-opaque atmosphere.
There are a ton of possibilities with heat and Keen has a lot of talented and creative people so I'm sure they could figure out some clever and fun uses for it. But if they add it, I think they should keep it simple and easy to understand, at least at first.
Yes! This would both create natural restrictions on building (that would be a fun challenge to engineer around), and open the door to creative things like player-built reactors from boiling water.
Yes! This would both create natural restrictions on building (that would be a fun challenge to engineer around), and open the door to creative things like player-built reactors from boiling water.
Heat could be a percentage of the energy something produces/uses, and a heatsink could be working exactly like a batter and radiators would have a set dissipation speed based on atmospheric conditions, would be really easy to balance prevent deathcubes as someone else mentioned and it would be an engineering challenge, perfect for SE2
Heat could be a percentage of the energy something produces/uses, and a heatsink could be working exactly like a batter and radiators would have a set dissipation speed based on atmospheric conditions, would be really easy to balance prevent deathcubes as someone else mentioned and it would be an engineering challenge, perfect for SE2
Thermal camera idea would be amazing to see stuff in the darkness of space and add a huge extra layer for combat or exploration
and would look cool as heck in combat vids or them intro vids keen love to do
Just adding in a simple toggle like SE1 did for airtightness could turn this feature off for those who enjoy a more classic SE1 feel, but honestly this does add a whole new element of construction to SE2 that I would love to explore.
Thermal camera idea would be amazing to see stuff in the darkness of space and add a huge extra layer for combat or exploration
and would look cool as heck in combat vids or them intro vids keen love to do
Just adding in a simple toggle like SE1 did for airtightness could turn this feature off for those who enjoy a more classic SE1 feel, but honestly this does add a whole new element of construction to SE2 that I would love to explore.
I'm envisioning thermal sinks that could be disposable in combat. Your ship is overheating because thruster use, weapons, damage to armor plating, etc. and a thermal sink could be dumped and a new one welded in to keep the heat dumping going at the expense of components. Similar to how Elite Dangerous manages heat.
I'm envisioning thermal sinks that could be disposable in combat. Your ship is overheating because thruster use, weapons, damage to armor plating, etc. and a thermal sink could be dumped and a new one welded in to keep the heat dumping going at the expense of components. Similar to how Elite Dangerous manages heat.
Finally! Proper engineering in our engineering game!
I found this forum via: https://youtu.be/2LidPskhUtI?si=HFj_Axhz71Dn_GHo
and had to make an account to add weight as i'm a long time fan of space engineers
Finally! Proper engineering in our engineering game!
I found this forum via: https://youtu.be/2LidPskhUtI?si=HFj_Axhz71Dn_GHo
and had to make an account to add weight as i'm a long time fan of space engineers
A heat recycler could be good for the early game or for production grids. Perhaps they would radiate heat too, just like the radiator, but they would be a larger block, and they would radiate more slowly for their area than a radiator, so it's a trade-off. Maybe the early game version would be a peltier requiring silicon, nickel, and iron, and it would be really inefficient, like 5% or 10% and dimensioned like a small grid block. Then, as you get more exotic materials to end game, you would unlock the sterling engine, which would require cobalt, iron, nickel, and gold(for thermal conductivity), and the more advanced production blocks to machine its components, which could be shared with he hydrogen engine, and would have 30% to 40% efficiency but also require a minimum heat level to operate so if your grid is too cool it won't generate power at all. It could have a smaller and larger version, with the small being 30% efficient and a 1x1x2, and the large 3x3x,4 40% efficient, and possibly have a cool sound effect and piston animations like the hydrogen engine. So, if you had a large reactor and a large sterling engine, you would have 1.4x the power production of the reactor by itself, and you would have cooling for the grid, which would mean your reactor could operate consuming less uranium to power the grid. On a production grid, it could supply extra power as your production equipment generated heat. It would still require a primary power source, as it would not generate enough power to cause an infinite loop due to inefficiency. Still, it might keep your grid powered for a little bit of time if you have stored heat, comparable to a battery, until you can repair your reactor if your reactor breaks for some reason. it would also be bad for a combat grid because you need all the cooling you can get for a combat ship, and the reduced cooling for power generation would be a bad trade-off for combat so pure radiators would be king on combat ships.
A heat recycler could be good for the early game or for production grids. Perhaps they would radiate heat too, just like the radiator, but they would be a larger block, and they would radiate more slowly for their area than a radiator, so it's a trade-off. Maybe the early game version would be a peltier requiring silicon, nickel, and iron, and it would be really inefficient, like 5% or 10% and dimensioned like a small grid block. Then, as you get more exotic materials to end game, you would unlock the sterling engine, which would require cobalt, iron, nickel, and gold(for thermal conductivity), and the more advanced production blocks to machine its components, which could be shared with he hydrogen engine, and would have 30% to 40% efficiency but also require a minimum heat level to operate so if your grid is too cool it won't generate power at all. It could have a smaller and larger version, with the small being 30% efficient and a 1x1x2, and the large 3x3x,4 40% efficient, and possibly have a cool sound effect and piston animations like the hydrogen engine. So, if you had a large reactor and a large sterling engine, you would have 1.4x the power production of the reactor by itself, and you would have cooling for the grid, which would mean your reactor could operate consuming less uranium to power the grid. On a production grid, it could supply extra power as your production equipment generated heat. It would still require a primary power source, as it would not generate enough power to cause an infinite loop due to inefficiency. Still, it might keep your grid powered for a little bit of time if you have stored heat, comparable to a battery, until you can repair your reactor if your reactor breaks for some reason. it would also be bad for a combat grid because you need all the cooling you can get for a combat ship, and the reduced cooling for power generation would be a bad trade-off for combat so pure radiators would be king on combat ships.
I found this via this YT video:
https://www.youtube.com/watch?v=2LidPskhUtI
This feature as described in depth in the video sounds quite interesting! If togglable in world settings i think its a great idea!
I found this via this YT video:
https://www.youtube.com/watch?v=2LidPskhUtI
This feature as described in depth in the video sounds quite interesting! If togglable in world settings i think its a great idea!
I am in favor of thermodynamics being added BUT only under the following condition:
What i recommend is that they add thermodynamics and aerodynamics as expansions after the game has released. They need to be fully isolated systems that can be disabled or overridden by mods. Both systems dramatically change how grids should be designed and no matter how its implemented, someone is going to be unhappy. If the math doesn't work the realism crew is going to be pissed. If it isn't intuitive and easy to build around normies are going to get frustrated. I have this same concern about water. I fear that it will be a big black box, players wont have any control over, sucking ridiculous amounts of performance or sacrificing so much realism, that players can abuse the simplified mechanics. The best thing to do is make the game as modular as possible and provide as many configuration options as possible to the user.
I am in favor of thermodynamics being added BUT only under the following condition:
What i recommend is that they add thermodynamics and aerodynamics as expansions after the game has released. They need to be fully isolated systems that can be disabled or overridden by mods. Both systems dramatically change how grids should be designed and no matter how its implemented, someone is going to be unhappy. If the math doesn't work the realism crew is going to be pissed. If it isn't intuitive and easy to build around normies are going to get frustrated. I have this same concern about water. I fear that it will be a big black box, players wont have any control over, sucking ridiculous amounts of performance or sacrificing so much realism, that players can abuse the simplified mechanics. The best thing to do is make the game as modular as possible and provide as many configuration options as possible to the user.
Adding things like fire as well, it could spread arround your ship and even if it dosnt destroy anything it would be a hazard for you and it would scorch your components and that will make them inoperable until they get repaired, that way your ship will not explode because of fire, but it will shut down if enough fire spreads (obviously re-entry is an exception) another cool thing would be the ability to overclock certain parts to be more powerful, at the cost at generating a whole lot of heat that needs to be radiated. It also poses the threat that if your blocks that radiate or transport heat get damaged or destroyed, those overclocked parts will immediately either explode from the heat or engulf in flames, so you are trading more power for more danger.
Adding things like fire as well, it could spread arround your ship and even if it dosnt destroy anything it would be a hazard for you and it would scorch your components and that will make them inoperable until they get repaired, that way your ship will not explode because of fire, but it will shut down if enough fire spreads (obviously re-entry is an exception) another cool thing would be the ability to overclock certain parts to be more powerful, at the cost at generating a whole lot of heat that needs to be radiated. It also poses the threat that if your blocks that radiate or transport heat get damaged or destroyed, those overclocked parts will immediately either explode from the heat or engulf in flames, so you are trading more power for more danger.
+1 for Thermal Mechanics.
+1 for Thermal Mechanics.
While it would be important that this feature could be turned off, and I would expect it mostly implemented in a later update, I think heat management would be just the right amount of complexity to make building functionally interesting forever.
While it would be important that this feature could be turned off, and I would expect it mostly implemented in a later update, I think heat management would be just the right amount of complexity to make building functionally interesting forever.
After reading all the comments I can understand the potential of heat management system but also realize that it can be also too complicated, performance heavy, or hard to balance.
I will try to summarize all positive aspects and propose a simple design for the vanilla game.
The Design
Most blocks are “passive” and, from the heat-management perspective, they can be treated as a single unified thermal body—let’s call it the hull. Then we have blocks that generate heat and transfer it to the hull over time. The larger the temperature difference, the faster the heat transfer. Blocks like reactors or thrusters can accumulate a lot of heat before shutting down, giving them plenty of time to push heat into the hull. Weapons, on the other hand, would overheat much more quickly, creating natural cooldown times.
The hull slowly dissipates heat into the environment: very slowly in space, faster in atmosphere, and even faster in water. This means that if you mount too many weapons on a small hull, they will “saturate” the hull’s thermal capacity quickly. Once the hull is saturated, weapons can barely transfer heat and remain overheated most of the time, effectively rendering them useless. Conversely, a smaller number of weapons allows for much higher sustained fire rate because they cool down faster.
Next, we can add radiators and heat accumulator blocks.
What happens when your hull becomes fully saturated with heat, e.g. your hull is almost as hot as those blocks producing heat?
Active blocks can no longer efficiently transfer heat to the hull. Weapons usually shut down first, then thrusters, then reactors, and so on. After that, you simply wait for the hull to passively cool down. I don’t think any additional penalties are needed—having your ship disabled is already a major drawback on its own.
In the base game we need the heat system to be simple, performant, and not overly punishing, especially for ships not focused on combat. But it can still serve as a powerful balancing tool for combat and ship-building strategies, ensuring that the most effective warship is not just the smallest hull with weapon/reactor/thruster spam, but something thoughtfully engineered around heat capacity and dissipation.
After reading all the comments I can understand the potential of heat management system but also realize that it can be also too complicated, performance heavy, or hard to balance.
I will try to summarize all positive aspects and propose a simple design for the vanilla game.
The Design
Most blocks are “passive” and, from the heat-management perspective, they can be treated as a single unified thermal body—let’s call it the hull. Then we have blocks that generate heat and transfer it to the hull over time. The larger the temperature difference, the faster the heat transfer. Blocks like reactors or thrusters can accumulate a lot of heat before shutting down, giving them plenty of time to push heat into the hull. Weapons, on the other hand, would overheat much more quickly, creating natural cooldown times.
The hull slowly dissipates heat into the environment: very slowly in space, faster in atmosphere, and even faster in water. This means that if you mount too many weapons on a small hull, they will “saturate” the hull’s thermal capacity quickly. Once the hull is saturated, weapons can barely transfer heat and remain overheated most of the time, effectively rendering them useless. Conversely, a smaller number of weapons allows for much higher sustained fire rate because they cool down faster.
Next, we can add radiators and heat accumulator blocks.
What happens when your hull becomes fully saturated with heat, e.g. your hull is almost as hot as those blocks producing heat?
Active blocks can no longer efficiently transfer heat to the hull. Weapons usually shut down first, then thrusters, then reactors, and so on. After that, you simply wait for the hull to passively cool down. I don’t think any additional penalties are needed—having your ship disabled is already a major drawback on its own.
In the base game we need the heat system to be simple, performant, and not overly punishing, especially for ships not focused on combat. But it can still serve as a powerful balancing tool for combat and ship-building strategies, ensuring that the most effective warship is not just the smallest hull with weapon/reactor/thruster spam, but something thoughtfully engineered around heat capacity and dissipation.
Building your ship is the most fun part and I need more Problems to solve, i whish there would be cables to lay from the batterie to something else. Anyway I also want more things to go wrong, when you play with friends. To work together because something failed under pressure were the most rewarding things to do.
Also if something like a radiator get shot, it can become a problem overtime, which makes you fly within limites of overheating, while trying to escape and then you have to decide fly fast and risk overheating or play it safe and get more shot at.
Space Engineers was always a game where the Adventure comes to you without story, and this problem = heat can be another part of the story which writes itself.
Building your ship is the most fun part and I need more Problems to solve, i whish there would be cables to lay from the batterie to something else. Anyway I also want more things to go wrong, when you play with friends. To work together because something failed under pressure were the most rewarding things to do.
Also if something like a radiator get shot, it can become a problem overtime, which makes you fly within limites of overheating, while trying to escape and then you have to decide fly fast and risk overheating or play it safe and get more shot at.
Space Engineers was always a game where the Adventure comes to you without story, and this problem = heat can be another part of the story which writes itself.
I specifically created an account here just to upvote it. I'd absolutely love to have heat management, even if it is very simple. Radiators that begin to glow when the action starts just sounds cinematic. Also: Being able to specifically target heat management Systems (that need to be exposed!) adds depth to decision making in building and combat and creates a meaningful design restriction that enables creativity.
I specifically created an account here just to upvote it. I'd absolutely love to have heat management, even if it is very simple. Radiators that begin to glow when the action starts just sounds cinematic. Also: Being able to specifically target heat management Systems (that need to be exposed!) adds depth to decision making in building and combat and creates a meaningful design restriction that enables creativity.
Heat managment would also effect where you are with your ship:
- Under Water
- In Space
- Ice Planet
- Desert Planet
Each Enviroment can take your design apart, and might surprise you.
If you need to Plan ahead it makes it more fun.
I wish cold would drain the batteries and heat gives you a hard time to be fast.
Heat managment would also effect where you are with your ship:
- Under Water
- In Space
- Ice Planet
- Desert Planet
Each Enviroment can take your design apart, and might surprise you.
If you need to Plan ahead it makes it more fun.
I wish cold would drain the batteries and heat gives you a hard time to be fast.
This would add depth to the game, which is always welcome! this would make ship building and base management more interesting if things have to be cooled! please add it, this would be sooo cool! especially because water, could be used as a coolant etc..
This would add depth to the game, which is always welcome! this would make ship building and base management more interesting if things have to be cooled! please add it, this would be sooo cool! especially because water, could be used as a coolant etc..
Certainly would be a fun subsystem, preferably a toggle-able one, but does this need to be a core system or could this be added later via an dlc update like farming in SE1?
Certainly would be a fun subsystem, preferably a toggle-able one, but does this need to be a core system or could this be added later via an dlc update like farming in SE1?
I really love this heat idea to balance the game. I love this game so much and would really like to see SE2 succeed. But all the media I am seeing is so focused on the amazing graphics and artistry that I worry that gameplay mechanics and game balance are starting to take a back seat. I have seen so many beautiful games fail over the years because they forgot that at its very core game play mechanics and balance is the most important part of any game. Cheers and I hope this game is the game I'll be playing for the next decade.
I really love this heat idea to balance the game. I love this game so much and would really like to see SE2 succeed. But all the media I am seeing is so focused on the amazing graphics and artistry that I worry that gameplay mechanics and game balance are starting to take a back seat. I have seen so many beautiful games fail over the years because they forgot that at its very core game play mechanics and balance is the most important part of any game. Cheers and I hope this game is the game I'll be playing for the next decade.
Great idea!
Great idea!
This would be perfect for people who not only know how to build meta ships, but also those crammed with turrets and lacking any real thought-out design.
This would be perfect for people who not only know how to build meta ships, but also those crammed with turrets and lacking any real thought-out design.
This gets my vote, I play lots of space games and heat is such an important mechanic! Having systems like ED and Cosmoteer would give this game so much for players to explore and learn, we as humans learn everything from others and we use it to make things better so I believe adopting these mechanics would be amazing for us space engineers to tinker and share! also have an option to disable it in the menu for those who want a simpler server/solo experience that way everyone can be happy.
This gets my vote, I play lots of space games and heat is such an important mechanic! Having systems like ED and Cosmoteer would give this game so much for players to explore and learn, we as humans learn everything from others and we use it to make things better so I believe adopting these mechanics would be amazing for us space engineers to tinker and share! also have an option to disable it in the menu for those who want a simpler server/solo experience that way everyone can be happy.
As it sits for me right now, heat management is a pass because it's pretty much exclusively negatives and downsides with little to not potential upsides that would drastically restrict build freedom we have now. So long as people have put in the engineering to make a ship work, whether it's a "gun brick with no thought", internal welders, thruster or so on, it doesn't matter to me nor should it to anyone else. If people want to restrict such things, this can be accomplished now using existing server settings ported from SE1 to restrict how many of x block can be placed on a grid. Simply because heat is realistic doesn't mean it would be fun as a mechanic to play around. Not to mention if not done properly it's going to cause more harm than good.
If there were more positive benefits to such a system, then I might join folks in advocating for it. However I do not find adding things to manage purely to manage to be fun, which is the form I'm seeing most folks pushing here. To his credit I think Diggrok's video is the most thoughtful one I've seen on the subject and I have to give credit where it's due. Simultaneously I also drafted a video response of my own breaking his down. Admittedly it runs long but he also gave us a full system proposal essentially so there was a fair amount to go over. While I strongly disagree with alot of the conclusions he and other heat advocates push, I respect why he has the views he does.
I fully expect folks will try to flame me in the comments, but regardless I give my concerns from the opposite side of the aisle. Including some ways to balance the scales since currently the heat system being proposed demands way too much sacrifice in the realm of build freedom vs returns on investment it gives. There can be potential with a heat system, and I'm not going to say the heat system proposal is useless or anything like that, merely incomplete. I've been creating content for various games for over 20 years now and if someone proposed something like that to me, I would ask them to elaborate more on certain things and add a little more to it. Since the goal is/was conversation starting we may as well put all the chips in the table and have some of the tougher debates now. There is some potential, but it needs more thought on form and benefits.
https://www.youtube.com/watch?v=GGlCvuTPc80
As it sits for me right now, heat management is a pass because it's pretty much exclusively negatives and downsides with little to not potential upsides that would drastically restrict build freedom we have now. So long as people have put in the engineering to make a ship work, whether it's a "gun brick with no thought", internal welders, thruster or so on, it doesn't matter to me nor should it to anyone else. If people want to restrict such things, this can be accomplished now using existing server settings ported from SE1 to restrict how many of x block can be placed on a grid. Simply because heat is realistic doesn't mean it would be fun as a mechanic to play around. Not to mention if not done properly it's going to cause more harm than good.
If there were more positive benefits to such a system, then I might join folks in advocating for it. However I do not find adding things to manage purely to manage to be fun, which is the form I'm seeing most folks pushing here. To his credit I think Diggrok's video is the most thoughtful one I've seen on the subject and I have to give credit where it's due. Simultaneously I also drafted a video response of my own breaking his down. Admittedly it runs long but he also gave us a full system proposal essentially so there was a fair amount to go over. While I strongly disagree with alot of the conclusions he and other heat advocates push, I respect why he has the views he does.
I fully expect folks will try to flame me in the comments, but regardless I give my concerns from the opposite side of the aisle. Including some ways to balance the scales since currently the heat system being proposed demands way too much sacrifice in the realm of build freedom vs returns on investment it gives. There can be potential with a heat system, and I'm not going to say the heat system proposal is useless or anything like that, merely incomplete. I've been creating content for various games for over 20 years now and if someone proposed something like that to me, I would ask them to elaborate more on certain things and add a little more to it. Since the goal is/was conversation starting we may as well put all the chips in the table and have some of the tougher debates now. There is some potential, but it needs more thought on form and benefits.
https://www.youtube.com/watch?v=GGlCvuTPc80
Space Engineers is meant to be a simple and straightforward sandbox game. Adding features like this makes the game unnecessarily complicated again and, in my opinion, goes against the very purpose of the game.
Space Engineers is meant to be a simple and straightforward sandbox game. Adding features like this makes the game unnecessarily complicated again and, in my opinion, goes against the very purpose of the game.
I hate giving introductions. But I see that it's necessary.
14Kh since 2014 playing and another 6 years as a server administrator.
Personally, I like to make ships that actually look like ships. And that takes time, researching aesthetic designs in the workshop and transforming them into functional ships on the survival server.
Then a meta player comes to the server. Seeing the imposed limits, they build me a WEIRD meta-ship. Which is no longer useful for anything. It only destroys other ships and causes lag on the server.
Continuing with the performance issue. As already mentioned here, it would bring more balance between the player addicted to meta-ships and the newbie who just wants to build a beautiful and/or functional ship (This already exists in SE1. And in SE2, this co-existence will now be standard on the servers).
No one can get close to the meta-ship without first suffering from constant lag and freezes and then being destroyed. Without even knowing what happened. Because there wasn't time to load and run it in your local game.
With a heat detection system, at least there would be a chance of the meta-ship being located with some advance notice. And it wouldn't cause performance abuse as easily as it currently does in SE1. And I'm almost certain that SE2 will suffer from the same problems with active block performance that exist in SE1.
I believe that whoever doesn't understand this simply hasn't spent enough hours on this game yet. And they'll probably stop playing it soon, regardless of whether it has thermodynamics or not.
I hate giving introductions. But I see that it's necessary.
14Kh since 2014 playing and another 6 years as a server administrator.
Personally, I like to make ships that actually look like ships. And that takes time, researching aesthetic designs in the workshop and transforming them into functional ships on the survival server.
Then a meta player comes to the server. Seeing the imposed limits, they build me a WEIRD meta-ship. Which is no longer useful for anything. It only destroys other ships and causes lag on the server.
Continuing with the performance issue. As already mentioned here, it would bring more balance between the player addicted to meta-ships and the newbie who just wants to build a beautiful and/or functional ship (This already exists in SE1. And in SE2, this co-existence will now be standard on the servers).
No one can get close to the meta-ship without first suffering from constant lag and freezes and then being destroyed. Without even knowing what happened. Because there wasn't time to load and run it in your local game.
With a heat detection system, at least there would be a chance of the meta-ship being located with some advance notice. And it wouldn't cause performance abuse as easily as it currently does in SE1. And I'm almost certain that SE2 will suffer from the same problems with active block performance that exist in SE1.
I believe that whoever doesn't understand this simply hasn't spent enough hours on this game yet. And they'll probably stop playing it soon, regardless of whether it has thermodynamics or not.
One thing i noticed:
if you build a ship for Mining - you got a system like tubes!
If you build a ship for Space - you got a system for hydros!
if you just build a transporter - you got nothing (Heat Managment could fix that)
So you at least have to implement at least one system to make a ship running. That would be nice!
How cool, and rewarding would your ship look if that would be in place.
One thing i noticed:
if you build a ship for Mining - you got a system like tubes!
If you build a ship for Space - you got a system for hydros!
if you just build a transporter - you got nothing (Heat Managment could fix that)
So you at least have to implement at least one system to make a ship running. That would be nice!
How cool, and rewarding would your ship look if that would be in place.
While I understand the arguments from those who don't like the idea, this could simply be added as a toggle-able feature, so for those of us like myself who like the idea of having a way to detect ships that's got some grounds in reality, and somewhat forces reality to be considered when building ships, we can have servers/games with it, but for those who don't want this, you can have your place too. Ultimately, this is an engineering game, and part of engineering is heat management.
While I understand the arguments from those who don't like the idea, this could simply be added as a toggle-able feature, so for those of us like myself who like the idea of having a way to detect ships that's got some grounds in reality, and somewhat forces reality to be considered when building ships, we can have servers/games with it, but for those who don't want this, you can have your place too. Ultimately, this is an engineering game, and part of engineering is heat management.
Didn't they talk about pressure...like depth of water pressure being a mechanic possibly? I don't see why this couldn't already be a though that just hasn't been implemented yet...I like the idea of pressure, heat, radiation and other environmental effects being a thing. I would vote for these things to be difficulty vectors (as mentioned in the Ingots post reply) in settings when starting a new survival game or a server. Not only would I vote for this but I would actually be kind of sad if these features didn't make it into the full release as options....or at the very least come out in future improvements down the line like we got over the years with SE1.
Didn't they talk about pressure...like depth of water pressure being a mechanic possibly? I don't see why this couldn't already be a though that just hasn't been implemented yet...I like the idea of pressure, heat, radiation and other environmental effects being a thing. I would vote for these things to be difficulty vectors (as mentioned in the Ingots post reply) in settings when starting a new survival game or a server. Not only would I vote for this but I would actually be kind of sad if these features didn't make it into the full release as options....or at the very least come out in future improvements down the line like we got over the years with SE1.
Advanced material sciences in the future can handle heat from general systems. There are only three things that require heat management in the future:
Re-Entry, Reactors, Weapons
1. Re-Entry: We are only going Mach 1, orbital speed for Earth is Mach 25. With engines that easily handle a greater that 1:1 TWR, and having gravity(anti-gravity) generators, there is no need for re-entry unless in an emergency...which is only at Mach 1.
2. Reactors: Nuclear reactors generate tremendous heat. Unlocking tech to mitigate that, since reactors generate so much power, would be a good counter-balance to using them in-game.
3. Weapons: Weapon design can be generally broken down into three aspects: Upper receiver(barrel), lower receiver(stock), and ammo type. These each affect: heat, accuracy, recoil. Upper receiver mitigates heat, accuracy. Lower receiver mitigates heat and recoil. Ammo type generates heat, recoil, and impacts accuracy.
For SE2, unmitigated heat and recoil will start causing damage to components, eventually(or rapidly) rendering a weapon inoperative. A bad upper receiver will have a worsening MOA (minutes of angle). This is needed to balance gameplay out, as it will be self-emergent with these drawbacks included.
Advanced material sciences in the future can handle heat from general systems. There are only three things that require heat management in the future:
Re-Entry, Reactors, Weapons
1. Re-Entry: We are only going Mach 1, orbital speed for Earth is Mach 25. With engines that easily handle a greater that 1:1 TWR, and having gravity(anti-gravity) generators, there is no need for re-entry unless in an emergency...which is only at Mach 1.
2. Reactors: Nuclear reactors generate tremendous heat. Unlocking tech to mitigate that, since reactors generate so much power, would be a good counter-balance to using them in-game.
3. Weapons: Weapon design can be generally broken down into three aspects: Upper receiver(barrel), lower receiver(stock), and ammo type. These each affect: heat, accuracy, recoil. Upper receiver mitigates heat, accuracy. Lower receiver mitigates heat and recoil. Ammo type generates heat, recoil, and impacts accuracy.
For SE2, unmitigated heat and recoil will start causing damage to components, eventually(or rapidly) rendering a weapon inoperative. A bad upper receiver will have a worsening MOA (minutes of angle). This is needed to balance gameplay out, as it will be self-emergent with these drawbacks included.
I support the introduction of thermal mechanics. This system would add depth to gameplay by requiring players to design functional space stations with reactors and cooling systems.
Players would need to manage reactor performance, implement cooling solutions, and ensure safe operation to prevent failures. The ability to create battery charging stations for spacecraft would be a practical application of this system.
Proper thermal management would become essential for maintaining station operations and powering ship batteries efficiently. Large-scale battery charging would require multiple reactors working in tandem, each needing robust cooling systems to prevent overheating. This interdependence between power generation, cooling, and charging capacity would create complex engineering challenges for players to solve.
I support the introduction of thermal mechanics. This system would add depth to gameplay by requiring players to design functional space stations with reactors and cooling systems.
Players would need to manage reactor performance, implement cooling solutions, and ensure safe operation to prevent failures. The ability to create battery charging stations for spacecraft would be a practical application of this system.
Proper thermal management would become essential for maintaining station operations and powering ship batteries efficiently. Large-scale battery charging would require multiple reactors working in tandem, each needing robust cooling systems to prevent overheating. This interdependence between power generation, cooling, and charging capacity would create complex engineering challenges for players to solve.
Ok, so for the 'real world' crowd, there needs to be a fundamental misunderstanding addressed:
For spaceship thermal management,...based off the Stephan/Boltzmann 'Emmisitivity' equation...the relationship is 'Backwards' from being in atmosphere.
Meaning, the hotter something is, the -less- thermal radiative management you need lol. It is the lower temp stuff that needs all the huge radiators, in space. As the temp goes up, the amount of surface area required for heat dissipation reduces by a factor of 4!
So, my original point of reactors and weapons/shields for gameplay is good enough, I think. Just rely on futuristic advanced material sciences for the lower temperature emitting stuff, a gameplay solution for the hotter stuff, which according to the equation would require smaller heat radiators, anyways.
Re-entry effects, at 300 m/s...or about Mach 1...makes no sense. If we had thrusters that easily powered craft at over 1:1 TWR in SE2....and used them in real life...we wouldn't have reentry effects either, as you could just slow down easily enough before hitting the atmosphere and then on the descent. It's a current engine technology limitation, if you understand.
Ok, so for the 'real world' crowd, there needs to be a fundamental misunderstanding addressed:
For spaceship thermal management,...based off the Stephan/Boltzmann 'Emmisitivity' equation...the relationship is 'Backwards' from being in atmosphere.
Meaning, the hotter something is, the -less- thermal radiative management you need lol. It is the lower temp stuff that needs all the huge radiators, in space. As the temp goes up, the amount of surface area required for heat dissipation reduces by a factor of 4!
So, my original point of reactors and weapons/shields for gameplay is good enough, I think. Just rely on futuristic advanced material sciences for the lower temperature emitting stuff, a gameplay solution for the hotter stuff, which according to the equation would require smaller heat radiators, anyways.
Re-entry effects, at 300 m/s...or about Mach 1...makes no sense. If we had thrusters that easily powered craft at over 1:1 TWR in SE2....and used them in real life...we wouldn't have reentry effects either, as you could just slow down easily enough before hitting the atmosphere and then on the descent. It's a current engine technology limitation, if you understand.
I want to explore this hypothetical heat mechanics in relation to other survival features, to make it feel less alien and more in line with vanilla gameplay. There were no official heat mechanics in the original Space Engineers, so naturally many people look at the idea with caution. Take the Apex update for example: many players (including myself) initially considered food to be a bad addition. I didn’t want to babysit yet another “food bar” just for the sake of having it. But once I understood how it was implemented and tried it in-game, I quickly realized that this was actually what I always wanted in vanilla SE.
In short, food (along with the other hazard mechanics coming with it) reinforces many survival aspects of the game by providing an actual reason to build pressurized environments and proper bases as a response to additional environmental pressure. Some may say, “I don’t like it, it limits my building freedom, now I have to build farms and stay indoors and sleep while kelp grows.” But this is a new survival feature for the survival mode of the game. And you are free to turn it off if you really don’t like it, or fine-tune it to be less impactful on your preferred playstyle.
Another example: hydrogen thrusters. The need for piping, hydrogen production, and tanks is a survival feature. Remove those requirements and you will have balance problems.
So now I hope you can take the same angle of approach when looking at the proposed heat mechanics for SE2.
Below I will list a couple of the most important details for a heat-management system that I think are the easiest to implement, have little to no performance cost, and have a significantly positive effect on survival gameplay.
For the sake of simplicity, I want to consider most of my grid as one object with a temperature, so I can see a simple temperature bar in my UI and understand the situation at any given time. The more massive the grid, the slower it heats up; the larger its volume, the faster it can dissipate heat into the surrounding environment.
Some functional blocks - such as thrusters, certain types of energy-production blocks, and weapons - generate heat when used. The rate at which they transfer heat to the grid is different for each block. For example, a thruster or hydrogen engine can transfer heat faster and stay relatively cool, while a gatling gun can quickly overheat. When a block overheats, it simply stops working and continues transferring heat until it cools down enough to become operational again. That’s it. It can literally be that simple.
Now let’s see how this simple system plays out in different survival situations.
Say you have a ship with a hydrogen engine as backup power, some batteries, and all ion thrusters. Batteries generate no heat, the engine is off, and ion thrusters generate little or no heat (finally a reason to use them). Now swap all thrusters for hydrogen ones: they will generate more heat when working. It is now up to your grid to dissipate that heat. Say you have many thrusters running at maximum load and generating 10 units of heat per second, but your grid can dissipate only 8 units per second, then the grid temperature will slowly rise until thrusters shut down due to inability to transfer excess heat. However, this situation is unlikely unless you have an extremely high thruster count relative to grid volume and you full-thrust for a long time.
A particular note can be made about mitigating the exploit of placing internal thrusters. Before, we had only one way to limit this: flame damage. But you can’t make flame damage infinite or extremely large. With heat mechanics, we have a simpler solution: if the thruster has no proper clearance out of the grid, it simply generates more heat. You can still place them internally, but you will suffer more heat generation when heat mechanics are turned on.
Now let’s talk about weapons. Unlike thrusters, weapons overheat much faster. The rate at which they cool down depends on the temperature difference between the weapon and the grid. The larger the difference, the faster the cooldown. Some numbers to make an example: a gatling turret can fire constantly for ~20 seconds, then overheats and requires 10–20 seconds to cool down depending on grid temperature. So you want to keep your grid as cool as possible to maintain the highest possible fire rate.
If you slap hundreds of turrets on a small ship, they will barely fire at all. This creates a natural balance between hull size and the number of weapons you may want to place. Too few weapons and you have a good fire rate but lower total DPS. Too many and you get a powerful initial volley but quickly run into heat issues and either need to retreat to cool down or suffer a much lower sustained DPS. Thrusters now also play a role in combat: you won’t be able to spam thrusters mindlessly aiming for maximum agility, because they contribute to heat generation and therefore lower your sustained fire rate.
Heat would also affect detection systems. As confirmed, some sort of radar or scanner is likely to be added to the game. Heat signature - simply the grid temperature - can determine detection range, either for players or NPCs. This adds another gameplay dimension and reinforces the idea that preparation should matter.
Optional additional features (useful but not necessary):
Ideas I’m not convinced about:
Bonus point:
While writing this, we had a nice conversation on Discord about hydrogen thrusters being more like hydrogen pumps right now because they don’t use oxidizer. Someone proposed an idea: thrusters could optionally consume some oxygen to produce better thrust. With only hydrogen they still work, but with oxygen they provide higher performance. This integrates neatly with heat management: when thrusters use oxygen, they generate more heat, creating an interesting tradeoff.
I want to explore this hypothetical heat mechanics in relation to other survival features, to make it feel less alien and more in line with vanilla gameplay. There were no official heat mechanics in the original Space Engineers, so naturally many people look at the idea with caution. Take the Apex update for example: many players (including myself) initially considered food to be a bad addition. I didn’t want to babysit yet another “food bar” just for the sake of having it. But once I understood how it was implemented and tried it in-game, I quickly realized that this was actually what I always wanted in vanilla SE.
In short, food (along with the other hazard mechanics coming with it) reinforces many survival aspects of the game by providing an actual reason to build pressurized environments and proper bases as a response to additional environmental pressure. Some may say, “I don’t like it, it limits my building freedom, now I have to build farms and stay indoors and sleep while kelp grows.” But this is a new survival feature for the survival mode of the game. And you are free to turn it off if you really don’t like it, or fine-tune it to be less impactful on your preferred playstyle.
Another example: hydrogen thrusters. The need for piping, hydrogen production, and tanks is a survival feature. Remove those requirements and you will have balance problems.
So now I hope you can take the same angle of approach when looking at the proposed heat mechanics for SE2.
Below I will list a couple of the most important details for a heat-management system that I think are the easiest to implement, have little to no performance cost, and have a significantly positive effect on survival gameplay.
For the sake of simplicity, I want to consider most of my grid as one object with a temperature, so I can see a simple temperature bar in my UI and understand the situation at any given time. The more massive the grid, the slower it heats up; the larger its volume, the faster it can dissipate heat into the surrounding environment.
Some functional blocks - such as thrusters, certain types of energy-production blocks, and weapons - generate heat when used. The rate at which they transfer heat to the grid is different for each block. For example, a thruster or hydrogen engine can transfer heat faster and stay relatively cool, while a gatling gun can quickly overheat. When a block overheats, it simply stops working and continues transferring heat until it cools down enough to become operational again. That’s it. It can literally be that simple.
Now let’s see how this simple system plays out in different survival situations.
Say you have a ship with a hydrogen engine as backup power, some batteries, and all ion thrusters. Batteries generate no heat, the engine is off, and ion thrusters generate little or no heat (finally a reason to use them). Now swap all thrusters for hydrogen ones: they will generate more heat when working. It is now up to your grid to dissipate that heat. Say you have many thrusters running at maximum load and generating 10 units of heat per second, but your grid can dissipate only 8 units per second, then the grid temperature will slowly rise until thrusters shut down due to inability to transfer excess heat. However, this situation is unlikely unless you have an extremely high thruster count relative to grid volume and you full-thrust for a long time.
A particular note can be made about mitigating the exploit of placing internal thrusters. Before, we had only one way to limit this: flame damage. But you can’t make flame damage infinite or extremely large. With heat mechanics, we have a simpler solution: if the thruster has no proper clearance out of the grid, it simply generates more heat. You can still place them internally, but you will suffer more heat generation when heat mechanics are turned on.
Now let’s talk about weapons. Unlike thrusters, weapons overheat much faster. The rate at which they cool down depends on the temperature difference between the weapon and the grid. The larger the difference, the faster the cooldown. Some numbers to make an example: a gatling turret can fire constantly for ~20 seconds, then overheats and requires 10–20 seconds to cool down depending on grid temperature. So you want to keep your grid as cool as possible to maintain the highest possible fire rate.
If you slap hundreds of turrets on a small ship, they will barely fire at all. This creates a natural balance between hull size and the number of weapons you may want to place. Too few weapons and you have a good fire rate but lower total DPS. Too many and you get a powerful initial volley but quickly run into heat issues and either need to retreat to cool down or suffer a much lower sustained DPS. Thrusters now also play a role in combat: you won’t be able to spam thrusters mindlessly aiming for maximum agility, because they contribute to heat generation and therefore lower your sustained fire rate.
Heat would also affect detection systems. As confirmed, some sort of radar or scanner is likely to be added to the game. Heat signature - simply the grid temperature - can determine detection range, either for players or NPCs. This adds another gameplay dimension and reinforces the idea that preparation should matter.
Optional additional features (useful but not necessary):
Ideas I’m not convinced about:
Bonus point:
While writing this, we had a nice conversation on Discord about hydrogen thrusters being more like hydrogen pumps right now because they don’t use oxidizer. Someone proposed an idea: thrusters could optionally consume some oxygen to produce better thrust. With only hydrogen they still work, but with oxygen they provide higher performance. This integrates neatly with heat management: when thrusters use oxygen, they generate more heat, creating an interesting tradeoff.
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