Thruster changes and improvements
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I used ai to improve the text please forgive me. English isnt my first language, im dislexic and it is just a way better reading experience for everyon. The contents is still 100% my on ideas i just used it to improve readability and grammar.
I thought a lot about this. I know we haven't really seen atmospheric thrusters in Space Engineers 2 yet and don’t know how ion thrusters will behave in the atmosphere, except for some speculation from players digging into the debug menu, which isn’t necessarily accurate. Still, I wanted to share my thoughts.
1. Ion ThrustersIon thrusters should work everywhere at 100% efficiency. This would likely change how they’re used completely. It doesn't make sense for ion thrusters to simply work poorly in the atmosphere—in reality, they would only work because of it. They should just remain as weak thrusters and be adjusted to be more universal. They wouldn't be as viable on planets due to gravity and (hopefully added) drag.
This change could allow for cool-looking, cheap ion thrusters on planets and in space, with their main selling point being that they only consume energy.
2. Atmospheric ThrustersRight now, atmospheric thrusters behave like ion thrusters would in real life—just give them energy, and they work, even if the intake is blocked. With the suggested ion changes, atmospheric thrusters would probably be used less, even if they remain three times stronger than ions as they are now.
To make them more realistic and interesting, I’d suggest some changes:
- Buff their power and decrease energy consumption, but make them slightly more complex.
- Instead of being self-contained units, they should consist of a front engine part (with compressor and nozzle components) and require a constant oxygen input from the back to simulate airflow.
- The oxygen usage should be so high that using them in space wouldn’t be viable.
Possible implementation:
- Players could attach an air vent or intake to the top, and it would power the thruster, with the main engine part still consuming power.
- An intake could provide more oxygen when moving in the intake’s facing direction. Initially, it would consume more power but require less power as speed increases, encouraging forward-facing placements.
- Oxygen intake should decrease as atmospheric density decreases (likely already modeled in SE1), preventing efficient operation in low-atmosphere environments. If a player attempts to use it without adequate atmosphere, it would drain an oxygen tank in seconds, making intakes and atmosphere essential.
Thruster setups:
- Multiple thrusters could share a single intake. However, this would result in slower initial performance because of limited oxygen throughput but would support higher speeds efficiently.
3. Drag Please!Adding atmospheric drag would be a game-changer, requiring players to rethink ship designs for planetary environments compared to space. This would complement the more complex atmospheric thruster system by reducing the number of thrusters needed.
4. Hydrogen ThrustersHydrogen thrusters could remain as they are: stronger than both ion and atmospheric thrusters but requiring constant fuel input that isn’t readily available in the air.
These changes could make ion thrusters far more versatile while making atmospheric thrusters more realistic and rewarding, with greater potential power without being too complicated to understand.
Ion thrusters are typically designed for use in the vacuum of space, not within a planetary atmosphere. They work by ionizing a propellant, often xenon, and using electric and magnetic fields to accelerate the ions, generating thrust in the opposite direction according to Newton's third law of motion. This process is highly efficient in the vacuum of space, where there's no atmospheric drag or gravitational forces
In an atmosphere, ion thrusters would not perform efficiently or effectively. The presence of air molecules would cause significant drag, and the thruster would struggle to overcome the planet's gravitational pull. This is why they are not used for terrestrial applications or within atmospheres; they are built for the vacuum of space, where they can maintain their efficiency over long periods, ideal for tasks like satellite positioning and deep-space missions
Ion thrusters are typically designed for use in the vacuum of space, not within a planetary atmosphere. They work by ionizing a propellant, often xenon, and using electric and magnetic fields to accelerate the ions, generating thrust in the opposite direction according to Newton's third law of motion. This process is highly efficient in the vacuum of space, where there's no atmospheric drag or gravitational forces
In an atmosphere, ion thrusters would not perform efficiently or effectively. The presence of air molecules would cause significant drag, and the thruster would struggle to overcome the planet's gravitational pull. This is why they are not used for terrestrial applications or within atmospheres; they are built for the vacuum of space, where they can maintain their efficiency over long periods, ideal for tasks like satellite positioning and deep-space missions
So what exactly would be the purpose of this other than to add complication? What is the upside to doing this in your mind if any? Because I don't find it fun to add complexity purely for complexity sake as that's just more that can go wrong for no valid reason.
"3. Drag Please!Adding atmospheric drag would be a game-changer, requiring players to rethink ship designs for planetary environments compared to space. This would complement the more complex atmospheric thruster system by reducing the number of thrusters needed."
Also when I start seeing stuff like the bit in italics, that's when red flags start going up for me. When people start talking about drag, how much drag are we talking? For example, let's say I've found a way to take a Borg Cube into atmo. The current speed cap of SE2 is 300 m/s. Assuming I'm flying in a way that causes my cube to suffer the maximum effects of drag in game, how much lower than the max of 300 m/s would I now be stuck at? We talking something minor such as 280 m/s? We talking more moderate at say 250 m/s? Or we talking something extreme like 200 m/s or less? Because when I start seeing stuff about making people rethink how they build and in the context you've said it, it stinks of wanting to punish people who don't build "correctly" or how you personally think they should play. We can talk about drag and aerodynamics within reason. But overall all I'm seeing here is adding complexity for the sake of complexity and no actual benefits.
So what exactly would be the purpose of this other than to add complication? What is the upside to doing this in your mind if any? Because I don't find it fun to add complexity purely for complexity sake as that's just more that can go wrong for no valid reason.
"3. Drag Please!Adding atmospheric drag would be a game-changer, requiring players to rethink ship designs for planetary environments compared to space. This would complement the more complex atmospheric thruster system by reducing the number of thrusters needed."
Also when I start seeing stuff like the bit in italics, that's when red flags start going up for me. When people start talking about drag, how much drag are we talking? For example, let's say I've found a way to take a Borg Cube into atmo. The current speed cap of SE2 is 300 m/s. Assuming I'm flying in a way that causes my cube to suffer the maximum effects of drag in game, how much lower than the max of 300 m/s would I now be stuck at? We talking something minor such as 280 m/s? We talking more moderate at say 250 m/s? Or we talking something extreme like 200 m/s or less? Because when I start seeing stuff about making people rethink how they build and in the context you've said it, it stinks of wanting to punish people who don't build "correctly" or how you personally think they should play. We can talk about drag and aerodynamics within reason. But overall all I'm seeing here is adding complexity for the sake of complexity and no actual benefits.
If you make it so that Ion Thrusters work everywhere then what is the incentive to use the other thrusters? Forget realism, gameplay should always trump realism especially in a game which was never meant to be a realistic simulator.
If you make it so that Ion Thrusters work everywhere then what is the incentive to use the other thrusters? Forget realism, gameplay should always trump realism especially in a game which was never meant to be a realistic simulator.
I do somewhat like the idea of intake piping for atmo thrusters
I do somewhat like the idea of intake piping for atmo thrusters
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