The "balancing" on thrusters completely murdered all ships, especially big ones. The new effect is simply not enough. Earlier, we used to build engines on the ships, now we need to build ships around engines. There are however multiple means to balance that out. This is a suggestion to server admins (BlockBehaviorConfig file in Starmade\Data\Config folder) and devs alike.
1. The simplest way: increase per block efficiency.
PowTotalThrust>0.8</PowTotalThrust is a bad joke, and the group bonus is undetectably low. Currently, ships struggle to reach a speed over 50 km/h even with a 100% efficient Overdrive system, since Overdrive only affects top speed, not acceleration. For a ship to have a half decent thrust/mass ratio, it has to have third of its mass as thruster blocks, which is ridiculous.
2. The wrong way: change the scaling.
Why is this wrong? Because if thrust goes up by group size or box dimensions, it once again encourages neglecting smaller ships as you get better per-block efficiency if you go big. Big ships are necessary, especially if the server has stronger-than-default pirates, but smaller fighters, gunships, corvettes and runabouts ( <10K blocks) need to have a place in the game. At least for RP purposes.
3. The realistic way and its consequences.
Thrust should generally affect only acceleration, not top speed, the later should be capped in the server.cfg only. The friction, a.k.a the PHYSICS_LINEAR_DAMPING line in the .cfg should be set to 0. Of course, this would make physics completely Newtonian, which would bring up a few problems, for example, maneuvering would be more difficult, a pushed asteroid would keep moving forever, or your ship, if you accidentally pressed R mid-flight (or got disconnected/crashed) would drift indefinitely. This however, would let huge, sluggish ships with worse thrust/mass ratios to accelerate to top speed except it'd take them longer to do so. Still it would be possible to travel long distances within a reasonable timeframe.
To solve the adrift ship issue, the AI module's behavior should be changed. Namely, an Auto-Brake capability should be added. This means the ship would automaticly slow down and stop if it has a passive (not activated) Bobby AI module on it, but nobody in control, and also do that when out of combat with an active AI. This would also make collecting drones after a battle easier. Of course, this is something only the devs can do, and falls out of server admin jurisdiction.
4. FTL travel
Some servers already have a warp gate network, and during the second dev Q&A, FTL drives and warp gates in the vanilla game were also mentioned. If the thrusters stay nerfed, we gonna need those more than ever.
1. The simplest way: increase per block efficiency.
PowTotalThrust>0.8</PowTotalThrust is a bad joke, and the group bonus is undetectably low. Currently, ships struggle to reach a speed over 50 km/h even with a 100% efficient Overdrive system, since Overdrive only affects top speed, not acceleration. For a ship to have a half decent thrust/mass ratio, it has to have third of its mass as thruster blocks, which is ridiculous.
2. The wrong way: change the scaling.
Why is this wrong? Because if thrust goes up by group size or box dimensions, it once again encourages neglecting smaller ships as you get better per-block efficiency if you go big. Big ships are necessary, especially if the server has stronger-than-default pirates, but smaller fighters, gunships, corvettes and runabouts ( <10K blocks) need to have a place in the game. At least for RP purposes.
3. The realistic way and its consequences.
Thrust should generally affect only acceleration, not top speed, the later should be capped in the server.cfg only. The friction, a.k.a the PHYSICS_LINEAR_DAMPING line in the .cfg should be set to 0. Of course, this would make physics completely Newtonian, which would bring up a few problems, for example, maneuvering would be more difficult, a pushed asteroid would keep moving forever, or your ship, if you accidentally pressed R mid-flight (or got disconnected/crashed) would drift indefinitely. This however, would let huge, sluggish ships with worse thrust/mass ratios to accelerate to top speed except it'd take them longer to do so. Still it would be possible to travel long distances within a reasonable timeframe.
To solve the adrift ship issue, the AI module's behavior should be changed. Namely, an Auto-Brake capability should be added. This means the ship would automaticly slow down and stop if it has a passive (not activated) Bobby AI module on it, but nobody in control, and also do that when out of combat with an active AI. This would also make collecting drones after a battle easier. Of course, this is something only the devs can do, and falls out of server admin jurisdiction.
4. FTL travel
Some servers already have a warp gate network, and during the second dev Q&A, FTL drives and warp gates in the vanilla game were also mentioned. If the thrusters stay nerfed, we gonna need those more than ever.
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