Thrusters

From Cosmoteer Wiki
Jump to navigation Jump to search

Small Thruster
SmallThrusterIconNew.png
Part Information
A weak propulsion engine used mainly for maneuvering.
Resources
Value
500
Hit Points
1,000
Size
1x2 meters
Mass
1.3 tonnes
Command Points
-1
Crew Speed
50%
Power Information
Power Use
0.03/sec
Power Generation
0.005/sec
Power Capacity
1
Thruster Information
Thrust
400 kilonewtons
Ramp-Up Time
0 sec
Technical Information
ID
thruster_small

2-Way Small Thruster
2WaySmallThrusterIconNew.png
Part Information
A weak, bi-directional propulsion engine used mainly for maneuvering.
Resources
Value
1000
Hit Points
1,000
Size
2x2 meters
Mass
1.61 tonnes
Command Points
-2
Crew Speed
50%
Power Information
Power Use
0.03/sec
Power Generation
0.005/sec
Power Capacity
1
Thruster Information
Thrust
400 kilonewtons
Ramp-Up Time
0 sec
Technical Information
ID
thruster_small_2way

3-Way Small Thruster
3WaySmallThrusterIconNew.png
Part Information
A weak, tri-directional propulsion engine used mainly for maneuvering.
Resources
Value
1,500
Hit Points
1,000
Size
3x2 meters
Mass
1.91 tonnes
Command Points
-3
Crew Speed
50%
Power Information
Power Use
0.03/sec
Power Generation
0.005/sec
Power Capacity
1
Thruster Information
Thrust
400 kilonewtons
Ramp-Up Time
0 sec
Technical Information
ID
thruster_small_3way

Standard Thruster
MedThrusterIcon.png
Part Information
A standard-sized propulsion engine capable of pushing the ship with a modest amount of force. Requires a short time to achieve full thrust.
Resources
Value
1,500
Hit Points
2,000
Size
1x3 meters
Mass
2,45 tonnes
Command Points
-2
Crew Speed
50%
Power Information
Power Use
0,1/sec
Power Capacity
2
Thruster Information
Thrust
1,200 kilonewtons
Ramp-Up Time
1 sec
Technical Information
ID
thruster_med

Large Thruster
LargeThrusterIcon.png
Part Information
A double-sized propulsion engine capable of pushing the ship with more than twice the force of a Standard Thruster. Requires a medium amount of time to achieve full thrust.
Resources
Value
4,000
Hit Points
4,000
Size
2x3 meters
Mass
4.99 tonnes
Command Points
-4
Crew Speed
50%
Blueprint Cost
2,000
Power Information
Power Use
0,2/sec
Power Capacity
4
Thruster Information
Thrust
3,200 kilonewtons
Ramp-Up Time
2 sec
Technical Information
ID
thruster_large

Huge Thruster
HugeThrusterIcon.png
Part Information
A huge propulsion engine capable of pushing the ship with more than twice the force of the Large Thruster. Requires a long time to achieve full thrust.
Resources
Value
10,000
Hit Points
9,000
Size
3x4 meters
Mass
11,0 tonnes
Command Points
-8
Crew Speed
50%
Blueprint Cost
5,000
Required Blueprint
Large Thruster
Power Information
Power Use
0,4/sec
Power Capacity
8
Thruster Information
Thrust
8,000 kilonewtons
Ramp-Up Time
4 sec
Ramp-Down Time
0.5 sec
Technical Information
ID
thruster_huge

Boost Thruster
BoostThrusterIconNew.png
Part Information
A variant of the Large Thruster that can inject raw plasma directly into its combustors for a powerful but short-lived boost. Power cannot be delivered while boosting.
Resources
Value
6,000
Hit Points
6,000
Size
2x5 meters
Mass
8,88 tonnes
Command Points
-6
Crew Speed
50%
Blueprint Cost
3,000
Required Blueprint
Large Thruster
Power Information
Power Use
  • 0.2/sec
  • Boost ON:
    • 0.45/sec (100% thrust)
    • 0.1/sec (passive drain)
Power Capacity
6
Thruster Information
Thrust
  • 3,200 kilonewtons
  • Boost ON: 9,600 kilonewtons
Ramp-Up Time
  • 2 sec
  • Boost ON: 0 sec
Technical Information
ID
thruster_boost
Sounds
Boost

Thrusters are the main source of propulsion for ships and stations in Cosmoteer (the other being Hyperdrives). Thrusters come in multiple variants; each successive variant offers more powerful thrust, higher energy requirements, and a larger physical size. In Career, more advanced variants require Blueprints to be purchased before they can be built. Additionally, an Engine Room can be used to provide a performance boost to adjacent thrusters and simplify their power delivery requirements.

Modular Rocket Thruster (M.R.T.)

Modular Rocket Thrusters are a special thruster type, introduced in 0.26.0, where rocket extenders can be attached onto a rocket nozzle component to greatly increase thruster performance in exchange for physical space, ramp-up time, and additional power delivery requirements. They function similar in concept to how the Railgun Accelerator Module increases performance of a Railgun.

Math of thrusters

A graph of the drag formula

Thrust in game is measured in kilonewtons (kN), where 1 kN is enough force to accelerate 1000 kg of mass (i.e., 1 tonne) at 1 meter per second per second. In other words, the Small Thruster, having 400 kN of thrust, can accelerate a ship weighing 400 tonnes at 1 meter per second every second, up to its maximum speed. In the world of Cosmoteer, narratively taking place in a soupy nebula, there is a universal drag force that acts as a speed limiter (to keep things like AI calculations simple and allow players to accurately control their ships). This drag is applicable to velocity only (aerodynamics or shape of ship don't matter). For the Steam version,[1] this drag force is: max(speed/75,1)2*speed*0.4 .This has the functional effect of "if you double the mass of the ship, and simultaneously double the kN of thrust, the ship will have the same top speed," and has the practical effect of a speed limit around 120m/s (though see the M.R.T. section below).

Ramp-up

Thruster ramp-up is linear: if a given thruster takes N seconds to ramp up from 0% to 100%, the ramp-up over that N seconds is always linear.

In the case of MRT, the value of N is based on how many extenders you have, but increases for each extender logarithmically, not linearly. However it still ramps up over N seconds (whatever N is) linearly.[2]

History

CalloutIconWarning.png
Incomplete history
Change history is incomplete, some entries might be missing. Help us improve it!
What's missing: no introduction, other changes if any.
Cosmoteer Modern
0.28.1 All Small Thrusters now have internal generators supplying 0.005/sec units of power (one-sixth the power required for continuous operation).
0.28.0
  • Huge Thruster now has a "ramp-down" time of 0.5 seconds.
  • Boost Thruster boost-mode power consumption reduced by 25% (from 0.6/sec to 0.45/sec).
  • Boost Thruster passive power drain during boost mode reduced from 0.3/sec to 0.1/sec.
  • Boost Thruster battery capacity reduced from 8 to 6.
0.27.1 Resource cost for Huge Thruster changed from 80 steel, 20 hyper-coils and 10 tri-steel to 124 steel and 23 hyper-coils.

Value in Credits remains unchanged.

0.26.2 Resource cost for Large Thruster partially changed: now costs 30 coils instead of 10 hypercoils.

Value in Credits remains unchanged.

0.26.0 M.R.T. Introduced


References