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Since everyone seems to be focused on weapons only, I decided to test some mechanics out. My current tests focused on locomotion, I'll show my results in this post.
Push Effect Module
Push Effect Modules used defensively seem to require 1 point of energy per block per second. The following table shows their acceleration properties. Speed is obviously in km/h, and the Seconds column shows how many seconds it took to reach that speed.
... but how can this compete with thrusters?
Hyperflux Coil Thruster
Short: It can't.
Edit:Removed lies. Thrust still uses box dimensions. It seems that in my tests I just used shapes where this coincidentally applied.
The following table shows how the thrusters compete. If you think these Time values look similar, look at the speeds.
Thrusters vs. Push Modules
I did one further test to determine their qualities. I had a ship with one power generator, 10 thrusters and 140 push modules. The power generator is able to barely sustain one of these systems at a time, their power consumption was approximately the same. I then activated the push module and held the back button. The thrusters were not able to counteract the push system, the ship accelerated.
But is it worth it? No. They may use a bit less power for the same amount of thrust, but they take a lot more space (thus add more to ship's mass), which is totally not worth it. Also, they can only accelerate in one direction, thrusters in all.
Stop Effect Module
I also did some tests on Stop Modules. They take 1000 power per module block. What's the gain? Pretty much nothing. Effect strength equation: Effect = NumModules / (Mass * 10) * 100%
Trying to generate enough power to sustain one additional module will greatly reduce the overall effect. Something is very wrong with how that works.
Push Effect Module
Push Effect Modules used defensively seem to require 1 point of energy per block per second. The following table shows their acceleration properties. Speed is obviously in km/h, and the Seconds column shows how many seconds it took to reach that speed.
Code:
Mass Modules Damp Speed Seconds
0.4 1 0.09 10 2.5
0.4 1 0.09 20 5.16
0.4 1 0.09 30 9.25
0.4 1 0.09 40 15.41
0.4 1 0.09 50 31.67
5 1 0.09 1 3.41
5 1 0.09 2 6.73
5 1 0.09 3 14.05
5 1 0.09 4 31.82
5 10 0.09 10 3.03
5 10 0.09 20 7.13
5 10 0.09 30 13.4
5 10 0.09 40 32.51
Hyperflux Coil Thruster
Short: It can't.
Edit:Removed lies. Thrust still uses box dimensions. It seems that in my tests I just used shapes where this coincidentally applied.
The following table shows how the thrusters compete. If you think these Time values look similar, look at the speeds.
Code:
Mass Blocks Damp Speed Seconds
0.4 1 0.09 100 3.58
0.4 1 0.09 200 8.31
0.4 1 0.09 300 16.73
5 1 0.09 10 4.38
5 1 0.09 20 10.82
5 1 0.09 30 30.78
5 10 0.09 100 3.32
5 10 0.09 200 7.34
5 10 0.09 300 15.68
5 10 0.09 400 53.02
I did one further test to determine their qualities. I had a ship with one power generator, 10 thrusters and 140 push modules. The power generator is able to barely sustain one of these systems at a time, their power consumption was approximately the same. I then activated the push module and held the back button. The thrusters were not able to counteract the push system, the ship accelerated.
But is it worth it? No. They may use a bit less power for the same amount of thrust, but they take a lot more space (thus add more to ship's mass), which is totally not worth it. Also, they can only accelerate in one direction, thrusters in all.
Stop Effect Module
I also did some tests on Stop Modules. They take 1000 power per module block. What's the gain? Pretty much nothing. Effect strength equation: Effect = NumModules / (Mass * 10) * 100%
Trying to generate enough power to sustain one additional module will greatly reduce the overall effect. Something is very wrong with how that works.
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