Larger Thruster Sizes or Modular Thruster System

Spielsinn03 shared this feedback 17 days ago
Not Enough Votes

Hey KeenSWH team and fellow engineers,

First of all, I love the direction Space Engineers 2 is taking! However, I’d like to give some feedback regarding thruster sizes and their impact on ship design.

Currently, thrusters are limited to 1x1x2 and 2x2x3 (or 2x2x4 and 4x4x6 meters). While this system works well for small-to-medium builds, it makes it very difficult to create thruster configurations inspired by Star Trek impulse drives or the large engines seen on Star Wars capital ships.

My Suggestions:

  1. Larger Thrusters (e.g., 6x6x6m or beyond) – A larger thruster option would allow for better propulsion solutions for capital ships without requiring an excessive number of smaller thrusters.
  2. Modular Thruster System – A system where players can combine thruster parts to create custom-sized engines. This would allow us to scale our thrusters to fit the design and propulsion needs of each ship.
  3. Better Support for Large, Round Thrusters – Currently, it is very difficult to build proper, large circular thrusters that resemble real-life spacecraft engines or sci-fi ship designs. A modular system or dedicated large, round thrusters would help tremendously.

With these additions, large ship designs would become more diverse, immersive, and visually impressive!

Would love to hear what other engineers think about this. Do you also feel limited by the current thruster sizes?

Thanks for reading, and keep up the great work, KeenSWH!


Examples:

Star Wars Star Destroyer:

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Star Trek Federation Vessel:

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Halo UNSC Ship:

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Replies (5)

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I would LOVE modular engines! Great suggestion!

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our own custom thruster made to fit the ship is a perfect idea. I also used tiered thruster mod, which i balanced way to not turn my beautiful design into a mess with 40 thrusters on each side. It would be neat if it was in vanilla - stronger thrusters or thrusters with modifiers that use up more fuel or energy but provide more thrust. This is a great way to extent progression ingame

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I'm personally not a fan of the tiered thruster mod, but thruster buffing modules, or preferably full on customizable engines would be really cool.

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I think what would be a fun way of doing this would be not only more thruster sizes, but more variation in what thrusters can do.


It's be nice to, let's say, have smaller thrusters ramp-up thrust faster, but larger have a slower ramp-up. Or have thruster types that have an efficiency curve related to speed. So thrusters that'd be good at bringing you up from stopped to 50m/s, but fade out after that. Or have some that have barely any thrust under 100m/s, but ramp up afte that.

It'd justify building ships with a blend of different thrusters to cover multiple situations, not just "Do i need to go in atmo?" and "Do i want to pipe hydrogen."

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Thruster ramp-up time is an interesting idea... not entirely sure how the speed-based thrusters would work though. Obviously only in atmosphere as that makes absolutely no sense in space, but... hmm. I think it would probably work best with modules that add specialization to something similar to the standard atmospheric thrusters, similar to refinery/assembler modules.

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I wouldn't worry about the making sense part all that much at this point, i think it's a good game mechanic, it's not hard to come up with a plausible sci-fi answer later. And also, we have jump drives, gravity generators 'n such.


It wouldn't be hard to make up some kind of explanation about specific thrust nozzle for ion drive that is extra-efficient, but would build up a harmful static charge if used at speeds below a certain threshold, or hydrogen truster nuzzle that shapes it's exhaust in a specific way where it has a venturi suction-like effect, but only up to a certain velocity where the vacuum behind the ship makes it ineffective.

Either way, personally, i'd rather see this as visually distinct thruster types, so that a player could have an idea by looking at a ship of it's likely performances, and be able to plan according to if they could likely outrun or outmanoeuvre them.

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hmmm...

-Things don't instantly heat, an ion-thruster should logically take a moment to warm up if not kept constantly hot, would make sense for an "efficient ion thruster".

-Arbitrary-size thrusters could be difficult... but if you re-skinned the thrusters a few times to look like different sections of a larger thruster such that setting them together made a bank of several thrusters look like one big one, you'd both be able to replicate the appearance of huge thrusters and give people the option to put them together in other ways to make unusually shaped thrusters (squares, lines, triangles, ect...). Toss in some adjustment-sliders for the flame like you have with SE1's lights and you'd be golden.

-Upgrade-modules akin to SE1's refinery and assembler might be a good way to produce different properties akin to variant-thrusters, and if some of those modules could be stacked repeatedly then you could emulate a thruster being physically longer without having to write in a longer thruster. If you pair it with the section-thrusters it could result in effectively emulating arbitrarily large thrusters with less hassle .

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@Pyxaron Dragon umm... what!? I'm sorry, how are you supposed to come up with an explanation where thrusters have different effect depending on their relative velocity in space? I'm sorry but that's just not how space works, that makes no sense at all. And that would be a terrible game mechanic for space too, since it would take away the feeling of all motion being relative. You'd really feel your "speed" in the game a lot more, which would ruin the experience in space imo. I'm sorry but I am vehemently against that idea.

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I normally wouldn’t like and idea like this, but I think Keen can deliver this in a way that still feels “Vanilla”, if that makes sense, as I’m not a big fan of mods.

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+1 For custom thrusters

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