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Rocket Engine Statistics?


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Can someone please explain what the different rocket statistics mean to me like I'm 5?

I'll use the Carbon Dioxide Rocket as an example I guess. It has the following stats:

- Burden 3(+3)

-Potential Range 0.04/1 kg fuel (+0.04)

-Engine Power 20(+20)

-Speed 6.67(+6.67)

 

What do each of these mean? I assume burden is how much weight the engine has, and power is how much burden it can lift? Speed and range seem simple enough even if range requires the player to math it out themselves. But why are the stats repeated in parenthesis? Is power 20(+20) actually 40, or 20 and if it is 20 why the extra bit?

I'm trying to compare rocket engines before I build them using the stats now that we have a few more of them, but it's difficult when I'm not clear on what they mean.

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We actually don`t know yet. The devs didn`t explain it or i missed that. Also the stats will get a change next update (now in testing branch). What i assume is that engine power determines how much modules you can place above it. Burden seems to reduce speed as smaller rockets seem to travel faster (can someone confirm that?).

I`m not sure why the stats are repeated, maybe they are supposed to be added up? It`s still unfinished and i hope it gets explained betterin game. For sure could use a tutorial video.

to my understanding, the rockets have a fixed fuel/tile and max modules.  what modules you add defines how fast the rocket can go with the certain engine.  the module weight seems to affect the speed of the rocket

co2 engine can go 3.3 tiles per cycle down to 1.7 tiles per cycle

steam engine can go 0.9 tiles per cycle down to 0.2 tiles per cycle

small petrol engine can go 2.7 tiles/cycle down to 1.4 tiles/cycle

petroleum engine can go 4.7 tiles/cycle down to 1.1 tiles/cycle

theres also a sugar engine but it's pretty lackluster imo.  i'm figuring min speed from the rocket having the bare necessities to travel atleast 1 tile

18 hours ago, Slavon Blue said:

Can someone please explain what the different rocket statistics mean to me like I'm 5?

So this info is not explained anywhere, but searching the game code I found this line:

public float Speed => this.EnginePower / this.TotalBurden * this.AutoPilotMultiplier;

so it seems that burden and engine power affect how fast rocket moves between starmap hexes. if you want to reach your destination faster, make sure you have small burden and/or high engine power

26 minutes ago, pether said:

So this info is not explained anywhere, but searching the game code I found this line:


public float Speed => this.EnginePower / this.TotalBurden * this.AutoPilotMultiplier;

so it seems that burden and engine power affect how fast rocket moves between starmap hexes. if you want to reach your destination faster, make sure you have small burden and/or high engine power

but how important is speed anyway?  If you scrub dupes, no stress, I assume you have some food and O2 there.  Does it really matter?

i made one of each rocket in debug mode.  i tested each of these rockets to go 1 and 4 tiles to test speed.  co2 is 0.6 cycles/tile. sugar is 1.7 cycles/tile. small petrol is 0.6 cycles/tile.  large petrol is 0.9 cycles/tile.  steam is 5.2 cycles/tile.  we are only limited by # of modules.  sugar and small petrol engines require a larger oxidizer tank for full range,  just realized they nerfed sugar to require 450kg of sucrose to get the max 2 tile range.  i used the large cargo modules cause they're the heaviest module at a weight of 6.  most rockets will be faster even with a larger oxidizer but, not by much. 

some notes, steam engines are op in generating lots of steam and don't require fuel to go to orbit and back.  steam engines can also use a trailblazer module to make it auto pilot but at the cost of speed.  the petrol engine can have more liquid fuel tanks for farther range, 6 tiles per fuel tank

image.thumb.png.2d8d47405f25bd7d0b6d12887807036a.png

 

As I see it, potential ranges (range/1kg fuel) per engine, as the tooltip says before building an engine, should be like:

CO2 engine 4 tiles, Steam engine 6 tiles, Sugar engine 112, Small petroleum engine 112 tiles (engine storage + liquid fuel storage), Petroleum engine 675 tiles (3*liquid fuel storage)

but.... as per fuel consumed/tile, as it is shown after building an engine, ranges should be:

CO2 engine 2-3 tiles, Steam engine 3-4 tiles, Sugar engine 1-2, Small petroleum engine 5-6 tiles, Petroleum engine 10-11 tiles

Also, Speed per tile = Engine power / sum of modules Burden , original engine speed takes into account only the engine's burden

 

Anyways...

There is this "interesting" setup that gives sugar engine 9 tiles range and small petroleum engine 27(!)

:grin: Enjoy~

Spoiler

Fuel/oxidizer ratio: x kg fuel / x kg oxylite +1kg (that "+1kg" gives one tile more range)

 

Sugar engine (450)- Large solid oxidizer tank (1351) - Large liquid fuel tank (900)(liquid sucrose)

1773129481_sugarrocket.JPG.f7cd642fab3a7fd9bfe9ba380dafd090.JPG

 

Small petroleum engine (450) - Large solid oxidizer tank (1351)- Large liquid fuel tank (900)

749422971_smallpetroleumengine.JPG.2908974de178993db4b1c630444cd50c.JPG

* filling the large oxidizer tank is impossible(unreachable) by a side ladder. It can be filled either by an auto-sweeper or if you build a smaller module below it and squeeze a ladder inside the background scaffold 

* The above are sandbox builds... so.. they should work the same playing normally..?

 

59 minutes ago, ZanthraSW said:

If the sugar engine can take liquid sucrose can the CO2 engine take liquid CO2?

Yes, it can.

Sorry.. .correct reaction below:

Spoiler

OMG!!! CO2 ENGINE CAN TAKE LIQUID FUEL?!!! KYAAAA!!!! Why?! How... ?!! 40?!!! :snarlingspider:

1959032117_co2engine.JPG.fbef44603bf9d77b29bc649e02e7cebc.JPG

 

But seriously now... I don't know how you could built that in a playthrough. CO2 is too unstable to handle with a margin of 8 degrees between solid-gas form (-56.5 C freeze point, -48.1 C vaporization point) 

 

Edit: Ha.. Ha.. Hahaha *nervous laugher

Steam engine... Ha.. Ha.. Hahaha

Spoiler

Fueled with 900kg water. I put 84 C water but I suppose lower or higher could work too.

Steam engine isn't useless! :shock: it is just a little slow..

403553633_steamengine.JPG.fa5bc0bfbf87351e9316b12a08ec6afc.JPG

 

 

It's really not that bad. You have another 3 degrees on either side so it does not freeze until -59.5, and does not boil until -45.1, that's 14.4 degree range, and you can buffer it with Brine Ice Tempshift plates, at 800KG of 3.4 DTU/K/Kg/Tile. I would use closed loop hydrogen with Thermo Regulators, and to make it even easier, you can stabilize the cooling loop temperature with a Gas Reservoir. You could backfill the condensing chamber with hydrogen for thermal conductivity even if you accidentally freeze all of the CO2 you can run something warm through the pipes to melt it again.

12 minutes ago, sakura_sk said:

The question now is:

Is it a bug or a feature? :grin:

Well that's a difficult question. The ability for the engines to use the fuel in the liquid tank is a feature, as some engines don't have an internal fuel tank. On the other hand these particular interactions with engines that do have internal storage are probably not intended, and is broken in terms of balance.

The steam engine for example blows every other rocket out of the water in terms of performance at 6 modules and 42 tiles of range, along with the fuel being super easy to manage, and abundant with guanteed geysers.

The CO2 engine is not so crazy because at 3 modules you can't carry additional modules, and requires the cryogenics support. Similarly the small petroleum engine has no extra room for modules.

The sugar engine is in an interesting place, because 9 range is pretty reasonable, and has 1 extra module slot, and requires you to melt the sucrose to load into the rocket.

I would hope that while this may be a bug, that if they do fix it, they focus on the steam engine specifically and actually allow the others to remain as clever uses of game mechanics.

PS: I recall something about being able to launch rockets with too many modules, if the engine is built last despite the red box in the checklist, but not sure about that, and it's definitely a bug if I am recalling correctly.

In my opinion : Engine Power and Burden are tied, you cannot take off is the latter is higher than the former.
Potential range per kg of fuel is pretty self explanatory, it is an intrinsic value of each engine. Speed is also pretty straight forward.

Probably potential range and speed are getting a small boost if engine power exceeds burden ? But that is less likely than the others I guess.

What do you think ?

I've 500+ hours in ONI and I've never understood the rocket calculations.  I always used the ONI Rocket Calculator web page to help me in the base game but there's no such thing (I'm aware of) for dlc yet...

I do feel this area is over-complicated and could do with some simplification....

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