One thing you don't mention is how useful RTGs are in the early hours of Adventure mode. RTGs return their full value when removed, which makes them great in the beginning when you need every bit of material to build your craft. The other part is that you don't need enough RTGs for continuous output, using them to charge batteries that get used in quick bursts is also helpful. Admittedly in Adventure mode your goal is to move past having to use RTGs like this as quick as you can, but they do have another use case here.
Rtgs really have a situation when and when not to utilize them, Rtgs really save so much materials in late and early runs of adventure and campaign, may it be quick burst particle cannon or railguns in adventure mode for your ship or for your ships that carry resources, even spyplanes includes
I always have a small electric engine and one or two RTGs on combat craft as a backup generator with acbs to turn off the standard engine when material gets low so that the weapons continue to fire at enemies, doing that usually allows my craft to keep fighting atleast little longer if not finish the fight
I'm getting updated from the last 2 years of changes and this game really doesn't let down. I've been watching a number of your videos lately, thank you for the info!!
Id argue as well that RTG engines are amazing to ensure that you always have *some* energy on your craft. These can be smashed into the ai compartment or other nice block, and you'll always be able at least to drive (slow).
I use them as backups to charge batteries that are normally charged by steam gens to lighten the load on them. Of course that's backup for a backup power system, my main power system being the steam engine itself. I like having "realistic" systems by having backups consisting of those parts. They're useful solely to keep the output high without as much input for use in combat ships. Of course also because they're simple they're great for making test beds in designer, because you just slap down like 30 blocks of two different types, and bam you have engine power.
Stable battery power is not necessarily what you want. There are many situations where your power usage spikes for a time, but you get to recharge batteries in between spikes. For instance, ships outside of combat can have their power spike when moving around, but most of the time they tend to idle, allowing batteries to recharge between moving. This way you can save on the amount of expensive RTGs that are needed. Technically you can apply the same concept in combat as well: If the batteries last longer than the fight, it does not matter in the slightest whether the RTGs are able to keep power stable. I would like to see batteries given a somewhat higher capacity though, they tend to be drained too fast with power hungry craft unless you get a stupid amount.
The thing about RTGs is that when you build with them in mind for a complete build you can create craft that never require materials except for repairs. It's perfect for a railgun build for example. You just build for hit and run burst damage. Then just have a large battery bank that you can charge up in between battles. Just set the engines to only use 70 percent of the power available so that the batteries are always charging even when on the move.
i tend to use RTGs as a sort of back up power source. so if my engine gets knocked out or if i run out of materials then i still have the RTGs creating some amount of power so that i can still move, all be it at a much much slower pace. as well they help with the effeminacy of my crafts since the RTGs can power small systems and leave the actual engines to handle the bigger power hogs. mind you i tend to put a fair bit of sub-systems on my crafts such as small mining (survival mostly), dedi-blade boosters (in the hull of subs just for a boost to speed) and compact pitch and role controls (have them as extra as well as to be more precise), among other things.
Wish I could play, since the new patch when I load in I only see bubbles and grayness. Keep up the great work! Although I do like to put RTGs on scout craft so they can go into enemy territory without worry of running out of fuel.
Fantastic video! I have an electric engine hooked up to a steam turbine but I can’t figure out how to get use out of more engine blocks (if you’ll pardon the misnomer) lol
RTGs are great as supplementary power, or for building cruise engines so your craft does not eat materials if you build and setup your crafts propulsion system correctly. You are missing some important aspects of RTG.
True... except you're arguably better off making more efficient fuel/steam/custom jet engines anyway. There's compromises that need to be made to make shorter videos (which people keep telling me I need to do), and mentioning every specific playstyle would extend the length unnecessarily.
id also have to add Drone swarms as a viable RTG use, tiny craft needs all its materials for ammo and cant afford to spend them on movement? you always have the option of free power.
@@carlwheezerofsouls3273 then again not only are drones power hungry due to the need to prioritise speed over armor most of the time, leading to higher amounts of RTGs needed to satisfy that, at the same time they are drones and need to be cheap and expendable, RTGs are far more expensive than a small fuel or steam engine
One thing you don't mention is how useful RTGs are in the early hours of Adventure mode. RTGs return their full value when removed, which makes them great in the beginning when you need every bit of material to build your craft. The other part is that you don't need enough RTGs for continuous output, using them to charge batteries that get used in quick bursts is also helpful. Admittedly in Adventure mode your goal is to move past having to use RTGs like this as quick as you can, but they do have another use case here.
I might have forgotten that Adventure Mode exists... again... 😅
@@BorderWise12 played it for 2 seconds and was like wtf is this shit lololol
i have never even thought of removing them and getting their full value back. that's amazing
I play adventure mode to see how fast I can build something usable before getting demolished
Rtgs really have a situation when and when not to utilize them, Rtgs really save so much materials in late and early runs of adventure and campaign, may it be quick burst particle cannon or railguns in adventure mode for your ship or for your ships that carry resources, even spyplanes includes
I always have a small electric engine and one or two RTGs on combat craft as a backup generator with acbs to turn off the standard engine when material gets low so that the weapons continue to fire at enemies, doing that usually allows my craft to keep fighting atleast little longer if not finish the fight
I'm getting updated from the last 2 years of changes and this game really doesn't let down. I've been watching a number of your videos lately, thank you for the info!!
Id argue as well that RTG engines are amazing to ensure that you always have *some* energy on your craft. These can be smashed into the ai compartment or other nice block, and you'll always be able at least to drive (slow).
but will you be any faster than default out of play speed? Ignoring spacecraft
I use them as backups to charge batteries that are normally charged by steam gens to lighten the load on them. Of course that's backup for a backup power system, my main power system being the steam engine itself. I like having "realistic" systems by having backups consisting of those parts. They're useful solely to keep the output high without as much input for use in combat ships. Of course also because they're simple they're great for making test beds in designer, because you just slap down like 30 blocks of two different types, and bam you have engine power.
Stable battery power is not necessarily what you want. There are many situations where your power usage spikes for a time, but you get to recharge batteries in between spikes.
For instance, ships outside of combat can have their power spike when moving around, but most of the time they tend to idle, allowing batteries to recharge between moving. This way you can save on the amount of expensive RTGs that are needed. Technically you can apply the same concept in combat as well: If the batteries last longer than the fight, it does not matter in the slightest whether the RTGs are able to keep power stable. I would like to see batteries given a somewhat higher capacity though, they tend to be drained too fast with power hungry craft unless you get a stupid amount.
finding the balence is the issue, ive never managed to get there, like EVER, its fucking hard to find.
The thing about RTGs is that when you build with them in mind for a complete build you can create craft that never require materials except for repairs. It's perfect for a railgun build for example. You just build for hit and run burst damage. Then just have a large battery bank that you can charge up in between battles. Just set the engines to only use 70 percent of the power available so that the batteries are always charging even when on the move.
RTG = Freedom
i tend to use RTGs as a sort of back up power source. so if my engine gets knocked out or if i run out of materials then i still have the RTGs creating some amount of power so that i can still move, all be it at a much much slower pace. as well they help with the effeminacy of my crafts since the RTGs can power small systems and leave the actual engines to handle the bigger power hogs. mind you i tend to put a fair bit of sub-systems on my crafts such as small mining (survival mostly), dedi-blade boosters (in the hull of subs just for a boost to speed) and compact pitch and role controls (have them as extra as well as to be more precise), among other things.
When I saw there was a 10 minute long RTG engine tutorial I was expecting to see we had suddenly jumped forward in time again and it was April.
Wish I could play, since the new patch when I load in I only see bubbles and grayness.
Keep up the great work!
Although I do like to put RTGs on scout craft so they can go into enemy territory without worry of running out of fuel.
Fantastic video! I have an electric engine hooked up to a steam turbine but I can’t figure out how to get use out of more engine blocks (if you’ll pardon the misnomer) lol
i usually put 180 engine power rtg trawling motors at max priority on my craft to not use resources while moving sometimes
I like to build Electrosteam engines, using turbined steam with a electro engine and back up RTGs
RTG:
Rad Turtle Guy
Steam burner + boiler + steam jet is my favorite haha.
For all my spy satellites and cargo satellites I use right because I don't want to have to keep checking if they have material lol
RTGs are great as supplementary power, or for building cruise engines so your craft does not eat materials if you build and setup your crafts propulsion system correctly. You are missing some important aspects of RTG.
True... except you're arguably better off making more efficient fuel/steam/custom jet engines anyway. There's compromises that need to be made to make shorter videos (which people keep telling me I need to do), and mentioning every specific playstyle would extend the length unnecessarily.
id also have to add Drone swarms as a viable RTG use, tiny craft needs all its materials for ammo and cant afford to spend them on movement? you always have the option of free power.
@@carlwheezerofsouls3273 then again not only are drones power hungry due to the need to prioritise speed over armor most of the time, leading to higher amounts of RTGs needed to satisfy that, at the same time they are drones and need to be cheap and expendable, RTGs are far more expensive than a small fuel or steam engine
Wait, you guys don't use RTGs?
Their use is pretty niche, generally. But they do have a niche, yes!
I remain certain that RTG could be abused for an AI faction to wirelessly power a battery powered fleet.