Thrusters
Steel x124
Hyper-Coils x23
Steel x56
Hyper-Coils x10
Tri-Steel x8
- 0.2/sec
- Boost ON:
- 0.45/sec (100% thrust)
- 0.1/sec (passive drain)
- 3,200 kilonewtons
- Boost ON: 9,600 kilonewtons
- 2 sec
- Boost ON: 0 sec
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
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: .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
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 |
|
0.27.1 | Resource cost for Huge Thruster changed from 80 ![]() ![]() ![]() ![]() ![]() Value in |
0.26.2 | Resource cost for Large Thruster partially changed: now costs 30 ![]() ![]() Value in |
0.26.0 | M.R.T. Introduced |
- Boost Thruster before update 0.28.0
- Small Thruster before update 0.28.1
- Small two-way Thruster before update 0.28.1
- Small three-way Thruster before update 0.28.1
References
- ↑ Captain Redstone, dev team, on the Official Discord
- ↑ https://discord.com/channels/314103695568666625/368422988753928193/1239697260489740308