Everything about Engines! | Ragnarok Refit Ep. 6 From the Depths
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- Опубліковано 16 сер 2024
- Twitch: / brenzo44
Discord: / discord
Today is about testing and picking an engine for the Ragnarok!
Watch and hopefully learn something as we compare EVERYTHING.
Like and subscribe for more!
00:00 Intro
01:00 Efficiency and how to pick engines
02:55 Fuel engine guide
11:00 How to test engines
12:20 Electric engines
14:20 Custom Jet Engines
16:30 Steam turbines
18:40 Small steam/steam intro
21:30 Large steam intro
25:49 Hybrid staging
29:06 Final choices...
31:15 Demo and outro
I just want you to know this is my favourite From the Depths series on UA-cam. Amazing work.
That means quite a bit thanks!
Considering you have so much space to work with, I hope you add back in the catwalks and walkability of the internals
dude I got 0 idea how to play this game, I own it, have maybe, 4 hours? In the game, Ive watched lathland and others play this game for a while now and to see a small creator like yourself undertake this massive project before all of them is cool as hell to see
For the steam piston engine: if you limit the max RPM to a little above what the system can provide at max load, even when there isn't any load it won't be such an material sink, the boiler will automatically limit it self to ca. one tenth of its normal burn rate, while the rotation speed stays the same. With this, there is no spin up time at all and even the biggest engines burns like 2 materials per second max on no load. Interestingly enough, the less ppm the engine usually has, the more effective this technique becomes. Doesn't take any extra blocks and doesn't limit the power or volume efficiency. A must have I think. Thanks for providing incitation!
I'd not agree that fuel engines are not redundant. They are in their own way. You can place a lot of those 5x5x5 engines in different parts of your ship and don't really care if 1 or 2 get blown up because you have a lot more in non-breached parts of the ship. The same thing does not apply to steam engines because if they lose 1 specific block they become useless.
Also, PPM of steam engines is kinda questionable as they need to spend mats to raise and sustain their RPM. The bigger the steam engine the more mats it takes each second to be able to give you as much energy as you need. So effectively you will spend materials even if you not use any energy from the engine
You can take a look at BBS Fifth Season or Moros in the workshop. Those use fuel engines in a way it'd be very difficult to cut off the power supply
Id prefer engines that can take several hits and have multiple distributed around versus something that takes one hit and dies. And regarding efficiency, the Ragnarok will either be in combat or not in combat; it will account for that and only spool up as much steam as it needs to power itself in those states.
I've been working on a larg-ish design and this is very helpful information in deciding what type of steam engine to go with. That hybrid steam setup was very inspirational, in the right design it could be positioned such that by the time it is reached most of everything else is already ruined and the lack of redundancy is no longer a problem.
I usually run multiple engines in a "high efficiency cruise engine" that can handle movement and ou tof combat situations, and a few "high power" engines that turn on when the power is needed that just burn through mats but give all the power i could need
Big Steam + Aux Steam is a great combo
Steam is absolutely busted and I hope Nick never changes that. The ability to increase their efficiency by having expansion chambers just makes them better.
You should try using Sam's Stash's small steam piston 4 stage engine that he showcases on his guide to steam engines. It has high ppm and ppv not to mention pretty to look at.
I want to reiterate my point from one of your previous videos. To quote a response to my comment on that video: "The Ragnorak ends worlds, it has no need for efficiency."
Nice vid, can't wait to see it all come together!
Well. The ragnarok also needs to survive getting hit anywhere, and as I demonstrated in the video small steam sucks for redundancy. And plus, large steam is the best of both PPM and PPV imo, i dont need a 800+ engine
Unfortunately brenzo, 8:13 that engine is not an inline turbo engine. In-line engines are CRAZY efficient. If you make a modest turbo engine and feed the exhaust into the inline engine, it gets max turbo boost at ANY rpm (if the turbo engine gives enough exhaust). Meaning you can, in theory, have one low power efficient engine and another High power efficient engine even at low rpm. I need to do some testing on it but I will put numbers here if I feel like it.
One thing to note about steam: each part (with a few exceptions) will result in a loss of energy, so the fewer parts the better, so having the max attachments to your cranks will maximize your efficiency.
Yo one of the best kind of engine. It’s RTGs and electric engine. Think about it provided you have a couple electric engines and they have some EMP protection they are much more resilient than fuel or steam engines. they are more expensive and take up more space for energy however they pay for them selves over extended use usually only takes about an hour of time for them to pay off the difference. Use RTGs and electric engines. Plus if you have a giant battery reserve of 30 or 40 million which really isn’t that expensive for the extra capability it allows you can have more rail guns or particle cannons.
I’d rather the lower upfront cost and better PPV of steam.
I needed this video.
Not kidding but when you explained the steam engine staging with the small pistons i was thinking how crazy it would be if there where some sort of switch to swap the engine between the staged and the serial design based on power demand.
Just to later see that you did the exact same thing with the large pistons
But how about using the remaining pressure from that design to feed it into a generator afterwards wouldnt that increase efficiency again or does that not work?
Ive played this game since it was released & got 700+ hour in & still don't understand engines that great. LOL.
This video helped a lot to understand this complex game a little more. My thing is building Bad ass weapons & lasers.
I always skipped out on learning engines besides just enough to power my ship.
21:26 I assume there’s a valve pipe or something that automatically shuts off steam flow in the event of a breach?
Back in the old days i made a fuel engine with almost infinite efficiency and a few hundred thousand power. Undates ended that
Personally, I feel like a combination of Big Steam and auxiliary Steam Turbines would be quite good
Essentially what i'll be doing once I have everything installed.
Mate have our RTGs for propulsion and then have the steam engines for combat. You already have the batteries
In fact if you have enough batteries to steam engines may never have to turn on
RTGs are simply too expensive, it would cost well over my budget
I like steam. Small steam is better value but comes in 7x7. Large steam has an advantage of three wide. Steam can be turned off and on through valves so when not in combat can be turned off. More so lately I like to have custom jets to get around and then turn on steam when in a fight.
I love the lore of the Ragnarok being this stupidly invincible yet deeply flawed beast of a ship that dominated the early FTD community in such a way that it inspired hundreds of other ships that went on to surpass it by fixing its flaws
and now that im at then end of the video did you ever think about building a V8 with the serial pistons
You can’t build piston engines in any configuration besides inline, boxer, or rotary since 45 degree angles only ever exist with spin blocks
Sorry to burst your illusions, but I promise you that you *never* knew anything about fuel engines. A well-built supercharger fuel engine can easily get over 800ppm *if* you use LOTS of radiators to cool the cylinders, and keep the RPM to around 0.3. Meanwhile, the whole amazing thing about inline turbos was that you could, at the extreme, make free energy in that the amount of materials used was so low that the game engine treated it as zero per time-tick. You'll certainly get over 900, and with just a bit of know-how be able to get *significantly* over 900ppm. Back before the introduction of steam engines there were absolutely dozens of the super-efficient engines in the workshop that were over 1,000ppm. However, that super-efficiency of turbos is only at high load, so you have to have multiple engines, each one turning on and off so that each is always running under full load. At low RPM the super efficiency of turbos is lost.
Since the introduction of steam engines and custom jets it simply got easier to make 'good enough' engines with steam and jets that couldn't rival the efficiency in materials, but were much, much easier to build, and much more efficient in ppv. Basically, people decided that they could get close enough with easy builds and no complex spaghetti exhaust-turbo systems for most needs, and if they really, really needed to save materials they just use RTGs. As a result, the more complex, higher skill of super-efficient engines was largely a lost art.
Mentioning RTGs, you kinda got that wrong too. You had one 3x3x3 RTG to feed one 3x3x3 battery block, and that won't work without all the other engines you had on the platform filling the battery. You need roughly 5 times the volume of RTGs to battery volume to keep the battery topped up at the rate that one electric engine attached to those batteries would burn the energy. Thus, your volume calculations were way, way off. RTGs take a *ton* of space/volume if you need to generate, say 40,000 energy per minute to power a full set of shields.
My engines tend to be over powered for what it's doing