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Cosmoteer: 星舰设计师

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ES Repeatable MRT Modules Mk II
   
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2024 年 6 月 22 日 上午 6:12
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ES Repeatable MRT Modules Mk II

在 Yaddah 的 1 个合集中
EuroSpace Industries Collection
26 件物品
描述
EuroSpace Industries presents its series of modular MRT-systems designed to be customizable to suit the need of a variety of ships the size from Battleships to Dreadnoughts and above. These modules come in a "tall", as well as a "wide format. Where the tall versions tries to minimize required crew per unit of thrust, the wide versions aim for maximum thrust output per unit of space. There are also different versions for simulated battles (PvP) dubbed W2 and T2.

Stats (per repeatable module):
MRT Module-W1: Thrust +3600%; Crew 56; Cost 397.200,-

MRT Module-T1: Thrust +3400%; Crew 28; Cost 338.600,-

MRT Module-W2: Thrust +3600%; Crew 56; Cost 370.600,-

MRT Module-T2: Thrust +3400%; Crew 28; Cost 363.000
9 条留言
Yaddah  [作者] 2024 年 6 月 30 日 上午 7:11 
All even width. Odd width is problematic to create, because Large Reactors are even width.
Scientistknight 2024 年 6 月 29 日 下午 5:23 
Does this include odd-width MRT modules, or just even-width ones?
lalelunatic 2024 年 6 月 29 日 上午 4:49 
will be intresting to see how the mrts fare when the upcoming ai change lets ships attack more than just the most valuable one. so to say, when the "tanking" mechanic dissolves. mrts still have the problem with the ramp up, alas less then, but we´ll see. =)
Yaddah  [作者] 2024 年 6 月 29 日 上午 2:55 
I think any ship that can use MRTs should use MRTs. They're extremely space- and cost efficient. Even non-ramming ships should use them (unless your aim is extreme agility). Otherwise you're just wasting credits, crew and space.
lalelunatic 2024 年 6 月 28 日 上午 12:46 
well yeah, thats along what i ment by what i was saying =). its still possible and then needs the extras. its technically a no issue, unless it happens and you dont have the 2x bunk dealing with it, because then the whole mrt losing efficiency. so to say, if yours works, then yeah, happy to see that. now to find a use for them in the above sizes in ships that are combat reliable =P. but with the ramp up "buff" thats coming, maybe theyre for more than ramming ships then. we´ll see
Yaddah  [作者] 2024 年 6 月 27 日 下午 1:54 
Oh, you can absolutely refuel the outer Extenders at very low cost. All you need is 2 crew assigned to all the outer Extenders that sometimes get drained. But it's difficult to add them and not have them screw up your energy economy by wasting too many carried batteries (because in a good system, it will actually take a very long time for any of the outer Extenders to drain and 2 dedicated crew is actually too much which means they often put 3 energy into a Fuel Pod that only needs 1 energy). However, I've gotten the Module-T to work without any of those shenanigans. On that module only the outer Extenders in the middle need to be refueled separately and that's fairly easy to accomplish.
lalelunatic 2024 年 6 月 26 日 上午 2:49 
nice to see someones tinkering around with the "skipping" batteries system, although its not yet optimal, as you cant feed the outer mrts if they for whatever reason get drained without making doors into each one or add some more ship there. had the concept some time ago but didnt think it was worth it for anything else that a "fleet beacon" ship so far...
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3184064281
Yaddah  [作者] 2024 年 6 月 22 日 下午 1:02 
It's just a bridge for the control points. Front thrusters are there for any flickering of the rear engine. But these modules rarely - if ever - flicker anyway, since they're fine tuned.
Zinzrinz - Levana 2024 年 6 月 22 日 下午 12:04 
I really love the 'tug' frame at the front. Is that its own ship?