Avorion

Avorion

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[T 2.0] LM - Engine IV 'Aftershock'
   
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Type of Build: Ship
Material: Trinium, Xanion
Game Stage: Mid Game
File Size
Posted
320.577 KB
30 Mar, 2021 @ 12:50pm
1 Change Note ( view )

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[T 2.0] LM - Engine IV 'Aftershock'

In 1 collection by TESLA
Tesla Industries 2.0
263 items
Description
Large engine module which provides the majority of the thrust for the ship. Larger sized module which provides a great deal of thrust and decent agility. Warpcore has decent reach and provides an array of turrets and aux connections. Very flexible.

Bonuses:
12x small turret hardpoints
2x small aux connections
2x medium aux connections

Attributes:
+++ Thrust
++ Agility
++ Hypercore
- Power



6 Comments
Dahak 29 Jul, 2021 @ 4:23pm 
Nice thank you! Love how you have not only the big modules but the accessory slots as well. Makes things even more customizable!
TESLA  [author] 29 Jul, 2021 @ 4:08pm 
At least 2 so there is some variability
TESLA  [author] 29 Jul, 2021 @ 4:06pm 
I'll be sure to design some heavy duty thruster modules for the purpose of super large ships.
Dahak 29 Jul, 2021 @ 3:19pm 
Totally agree about not making them super agile; there has to be some good artificial gravity/inertial dampers in this game given what I have seen 3 KM pirate and trade ships do! Of course that is a normal thing for any game with large ships so players don't get bored.

The larger engines are more about getting better accel anyway. Once you get to a 15-slot you are stuck with a paltry 12-14 m/s^2. Can't really see anyone building a ship that sluggish in a universe where 5-10 G accel seems to be the norm. Big ships aren't slow in reality either, particularly if they are meant for combat. I try to shoot for around 40-50 m/s^2 on my big ships so they can at least travel between stations and gates in a reasonable timeframe.
TESLA  [author] 29 Jul, 2021 @ 1:39pm 
Thanks for the feedback.

Most of these large designs aren't meant to be that large as they are more "fleet ships" to be built in mass and support your custom grow 420 flagship. An alternative is to come up with a design you like using these parts, then scale the entire ship to be larger giving you the slots and "girth" you need for a flagship. The scaled engines should also help boost up the thrust.

I am planning on releasing more modules and auxiliaries as well so keep an eye out.

Additionally, I am against making massive ships mega agile and fast as it makes any smaller ship completely worthless. It is also completely unrealistic to have a 1km+ long ship able to pull a 360 in seconds. The inertial forces would rip the ship apart and crew inside would be splattered against the walls.I know this is a game, but I still like to try and keep the ships realistic while not making them completely worthless.
Dahak 29 Jul, 2021 @ 1:08pm 
Love your modular ship pieces! One thing I noticed though is that when building a 15-slot ship there is no good way to get extra thrust for large builds. I took this engine essentially mirrored it underneath and added a couple of small ship engines supported by struts in the left and right gaps between the engines and that seemed to work alright. Being able to mount large modules upside down on the bottom engine helped keep the length down as well when getting to 15 slots. That said, it is a kitbash and is pretty inefficient in terms of block count and engine layout.

I suck at building from scratch and matching someone else's style so I was wondering if you could do a similar, but optimized, oversized thruster layout for people building larger ships or who just want more engine power!