Please keep making this kind of content! This is incredibly helpful for newer players and still provides even experienced players with heaps of information!
Experienced player here, can confirm. I catch every one of them in case there's something new or something I have previously missed that wasn't covered in the older guides.
Got a new "higher quality" microphone and experimented with some settings. Feel free to give feedback about audio quality (or feedback in general) but i already noticed that there are a few inconsistencys and i will try to find the root for this problem. Enjoy 3:39 Booster Thrusters have 2s Base Ramp up time. Not 4. But the 0 during boost is correct.
Intelligibility is great. ad "a few inconsistencys": microphones have frequency dependent directionality. Given the roominess your mic might be rather narrow (at least supercardio), in witch case very minor movements or even such things as an wide open mouth vs. talking through your teeth will lead to big differences in tone. Using a cardio or even dipole mic with some distance is preferred for youtubers....at the cost of having to treat the room. But with some proper technique variations can be kept to a minimum. Keep yourself composed, calmness is intriguing, with many breaks, and mic in hand, never sitting. For english is like a song, its shortness is delightful, breaking the habits of german, that plague our minds with long blocks of overcomplicated and very unrythmic syntax that surly need all the intonation you can put into it to not torture your audience - at the cost of added effort to work the mic properly.
This series seriously made me so much better at the game. I went from having fun while struggling, to having fun while steamrolling lmao. Thank you for taking the time to make these, they're all very clear, to the point and in-depth.
I don't know why but this series is so, so satisfying. More joy than any 'satisfying video compliation' ever gave me. Thank you again for your informative video! Do you have any plans for future videos after you're done with all the systems? Viewer ship critique could be one. Or analysis of built-in ships and factions.
A viewer suggested a "walkthrough" series on highest difficulty. Might be fun. Viewer critique also sounds interesting, but i think a "weird" shipdesign test would be more my style. ships that have weird or funny characteristics because i started to have a lot of fun with tractorbeams and my "fortress of arrogance" which always snacks a smaller ship in those 5vs1 situations and just runs off with ignited boosters to destroy the single ship all alone and the rest of the group cant catch up. But i also dont think that i will burn out of topics to cover until end of febuary. After that its KSP time anyway for a while.
Been seeing your vids for the last couple weeks - really helpful and easy to understand - hope the YT algo brings up your channel more to players looking for answers to questions in their mind while playing - thanks again
Great job on these guides. I love it that your content is focused and no time waisted in asking for likes and subs. exactly the reason you deserved mine. As a new player I struggle with the limitations of maximum crew and up scaling my ship. I hope to see a guide on that topic.
I have absolutely no disagreements with this video, which surprised even myself. Everything is spot on and I couldn't agree with it more. Smaller thrusters aren't worthless and I'm tired of people saying that, and you give them a ton of justice. Heck, there is even a whole class of competitive ships called Avoiders that use nothing but an insane amount of smaller thrusters to become insanely agile and allow you to do some crazy maneuvers, if you can pilot well enough of course. Even if you're not going down the avoider path, smaller engines can still be a really useful asset for increasing one's overall agility. And yes, I am the exposed thruster enjoyer and think that boxing them (Unless it's a relatively light and *detachable* layer of thin armor that is meant to protect you from enemy fire whilst retreating and can be useful for single-thrust fastwalls. My key setups are exposed thrusters with a few tile long armor around all the places where they can be placed. It isn't as space and weight-hungry as completely encasing your engine cluster, but it surely saves you from stray shots around your engines. *5:26* And yes, I too am the guy of Engine Room forcing. They're amazing tool for all and every large ships and there's no other way to put it. *USE THEM!*
One of the ideas I’ve come up with engines is placing battery right next to boosters. Because then you can immediately power them back on after boost ends.
Awesome tutorials that compliment previous Cosmoteer tutorials and gets players to the "next" level without overwhelming the viewer. Your videos are moving at the good pace, provides good examples, and shows the data that goes it for players to make good decisions. I really hope you post your series on the Cosmoteer STEAM page. Looking forward to future videos
i was actually considering maybe linking a video on steam or reddit but it feels weird to advertise. i think if you have a problem with a certain topic i covered, you will sooner or later stumble across one of my videos. i will think about it.
You know what might be an interesting topic is PvP vs Campaign designs and the different considerations there. (Like the extreme crew constraints in the campaign vs cost constraints in PvP. Needing to still have a ship that can fly in the campaign after a fight vs just needing a ship that won't be the last to lose it's generator and cockpit.
As far as money-printing goes, I've found that mine parts are nice. They make good use of the massive amounts of sulfur in asteroids and the salvaged ammo that you can pick up, which don't get used in construction.
10:09 ooooo i never of this!! thanks for the idea!! i have a big laser ship with two massive wings of spaced armor, i love the idea of being able to shed it if i need the speed!
I like using direct control on diagonal ships that have a decent amount of thrust and a big armored "beak", Its very fun to read incoming fire and keep swiveling your ship from side to side so you can dodge shots, or actively steer where on your ship you tank the hit. Also this build stule is fun for knocking enemies around, kind of like a poor mans tractor beam.
8:40. Do no remove the doors that give direct access the engines connected the engine room else they will not receive power cells when the engine room goes offline. This is especially valid in Career mode when you lost crew after a fight trying to limp back to a safe location.
Explosive charges can actually be using on front armor as a means of creating a smoke screen. Just push towards enemy ship and when close enough, explode them so they block enemy fire and you can move to escape or flank them. Your ship will need to be decently fast for the latter though.
I was wondering how much the ramp-up time matters between std thru huge. If you multiply the transient by the peak thrust output, the rate of thrust change is nearly the same between all the thrusters. IE. the bigger engines may take longer to reach full thrust, but since they have a higher thrust ceiling, the rate of thrust change is the same. Shouldn't this mean the maneuverability difference is negligible?
So this means that more smaller engines will provide less maximum thrust but reach that maximum thrust faster. A large thruster provides 3.2 MN of thrust at 1.6 MN/s, while 2 standard thrusters provide 2.4 MN of thrust at 2.4 MN/s, with the same space and power consumption but lower cost. Neglecting drag, the standard thrusters provide better impulse for thrust durations of under 2.5 s, which will translate to better Δv, so they may be preferable for maneuvering, especially on smaller ships with lower total maneuver time. Huge thrusters are more difficult to compare as they no longer have the same width for their power consumption, being only 3 tiles wide rather than 4, so I'll compare them on both a power and thrust-width basis. On a power-equivalent basis, they ramp up at 1 MN/s to a max of 4 MN, catching up in impulse to standard thrusters after 4.25 s and large thrusters after 6 s. For equal width, they ramp up at 1.33 MN/s to 5.33 MN, outstripping standards after 3 s and large after 3.38 s.
9:28 It's a good thing the thrusters are on those sides of the spokes. The way they're arranged looks like a Buddhist swastika(the good kind), while putting them on the other way would resemble the Nazi swastika(the bad one we're all familiar with).
in my ship i have multiple engine designs which are exactly the same and have energy and crew on it but somehow some thrusters dont power up and i have no explanation for it any help?
guy`s i kinda confused.... who do the y in the graph represent? twr? acceleration? to keep it simple for 1000ton how much thrust you need for reaching 120 speed?
the y axis represents the thrust to weight ratio. the x axis represents the maximum speed that you are able to get. so for 120 speed (or lets take 117 because that makes it a bit easier) you need 120 TWR. Thrust=TWR*Weight 120TWR*1000t= 120000kN Thrust. Which would be 15 huge thrusters for example
What's a good thruster combination for a medium sized ship then? 2x small, 2x medium, 2x large for each angle and 2x on huge on the bottom for increased max speed?
Another great video. One thing I don't get, though... Ramp up time. If we take a huge engine, 8000 kn of thrust, developed over a ramp-up time of 4 seconds, means that it's developing 2000 kn of thrust per second, up to a max of 8000. If we take a smaller engine, though, 1200 kn with 1s ramp-up.... So it's only developing 1200 per second. Larger engines are still better for quick movements than smaller ones, no?
Already commented this elsewhere, but it may be useful here too. You're comparing on a thruster-by-thruster basis, but a standard thruster takes half as much space and power as a large thruster. A large thruster provides 3.2 MN of thrust at 1.6 MN/s, while 2 standard thrusters provide 2.4 MN of thrust at 2.4 MN/s, with the same space and power consumption but lower cost. Neglecting drag, the standard thrusters provide better impulse for thrust durations of under 2.5 s, which will translate to better Δv, so they may be preferable for maneuvering, especially on smaller ships with lower total maneuver time. Huge thrusters are more difficult to compare as they no longer have the same width for their power consumption, being only 3 tiles wide rather than 4, so I'll compare them on both a power and thrust-width basis. On a power-equivalent basis, they ramp up at 1 MN/s to a max of 4 MN, catching up in impulse to standard thrusters after 4.25 s and large thrusters after 6 s. For equal width, they ramp up at 1.33 MN/s to 5.33 MN, outstripping standards after 3 s and large after 3.38 s.
I wrote a short bash script using your drag equation to help me quickly design ships, but discovered a slight error. When using your drag formula in the video, whether in my script, a calculator, or desmos, I find that a TWR of 120 gives 119 m/s, not 117 m/s. This is likely a typo or rounding error (when I try to perform the reverse operation, which involves the cube root, to 2 decimal places, it results in the same value of ~117 m/s for every TWR from 116.6 to 120.1).
the one thing I always wonder about these space games, why is there drag? we're in space, there is no atmosphere, in theory, we could just keep accelerating to the speed of light even with the smallest thruster, a better implementation would be to give a universal max speed, basically how fast can a ship go without breaking the game, and then the engines would only affect acceleration up to that speed, the only way to slow down in space is to burn in the opposite direction, or hit a large object, there is no drag to slow you down or limit your max speed, I think it would give a lot more dynamics to space battles, as well if there was collision damage, could be fun too.
√2 from Pythagoras is only correct for equal thrust (as shown in the video). Might have made more sense if he had shown unbalanced engines. If you put a huge and a medium thruster at right angles and lock their thrust at max you will get √(8^2 + 1.2^2)~8.09 MN of thrusts in a slightly diagonal vector and "lose" almost all the thrust of the medium one, because you are essentially going "forward" in the direction the huge thruster is pointing you...
big fan of the videos! got to 4-6 level in the campaign and realized i understand nothing about good ship designs, so these really help! anyone knows if a png is available of the ship at 10:19? I'd love to use some of the designs from the vids
@@captaincaffeine sure, but if you want to start easy I would recommend trying galactic allegiance first, bit of extra stuff after, since first one is a lot more... tame
I have but one question, how is there drag in space? Drag on earth is caused by air. As your plane flies there the air, the air is pushing against the plane thus causing drag. In space, fun fact there is no air and so how is there drag? Of course drag is more complicated then that but still, how is there drag in space..what am I missing
Video game mechanics is funny like that. The advantage, of course, is that you can make a cool looking battleship without having to be an actual rocket scientist
If I remember right there was some lore that explained that we're not flying through space as we know it but through sort of aether. So basically in the game space has "air" :P but as the other commenter said it makes for a better game
ok i have an intelligent question why is drag a thing in a SPACE game as far as i can remember from school there is no drag in space as you need air to cause drag on something so why is it even an issue? just saying should not be in the game in my opinion!
You can never flank enemy ships to cleanly neutralize them. Its absurd but enemy ships can turn to face you even without any engines. This is frustrated me to no end because strategy is useless when all you can do is front attack. I never got past the early game, getting bored because of this
I really don't like the balancing of the engines... 😞 The boost engines need a MASSIVE buff, they are 100% useless right now... There are no meaningful choices to make really... All bigger ships just end up with a bunch of huge engines and that's that...
Please keep making this kind of content! This is incredibly helpful for newer players and still provides even experienced players with heaps of information!
Experienced player here, can confirm. I catch every one of them in case there's something new or something I have previously missed that wasn't covered in the older guides.
Facts. Great videos!!
Got a new "higher quality" microphone and experimented with some settings. Feel free to give feedback about audio quality (or feedback in general) but i already noticed that there are a few inconsistencys and i will try to find the root for this problem. Enjoy
3:39 Booster Thrusters have 2s Base Ramp up time. Not 4. But the 0 during boost is correct.
Mic works pretty well! Voice was clear and pretty solid overall. Good work on your videos too, very informative!
Audio seems great to me!
Intelligibility is great.
ad "a few inconsistencys": microphones have frequency dependent directionality. Given the roominess your mic might be rather narrow (at least supercardio), in witch case very minor movements or even such things as an wide open mouth vs. talking through your teeth will lead to big differences in tone.
Using a cardio or even dipole mic with some distance is preferred for youtubers....at the cost of having to treat the room.
But with some proper technique variations can be kept to a minimum. Keep yourself composed, calmness is intriguing, with many breaks, and mic in hand, never sitting. For english is like a song, its shortness is delightful, breaking the habits of german, that plague our minds with long blocks of overcomplicated and very unrythmic syntax that surly need all the intonation you can put into it to not torture your audience - at the cost of added effort to work the mic properly.
This series seriously made me so much better at the game. I went from having fun while struggling, to having fun while steamrolling lmao. Thank you for taking the time to make these, they're all very clear, to the point and in-depth.
Algorithm hits hard: I don't know you but you were placed 4th on my start page! Now lets give it a shot.
What should i say? Great explanations, you're really going into details. Love it!
I don't know why but this series is so, so satisfying. More joy than any 'satisfying video compliation' ever gave me.
Thank you again for your informative video! Do you have any plans for future videos after you're done with all the systems? Viewer ship critique could be one. Or analysis of built-in ships and factions.
A viewer suggested a "walkthrough" series on highest difficulty. Might be fun.
Viewer critique also sounds interesting, but i think a "weird" shipdesign test would be more my style. ships that have weird or funny characteristics because i started to have a lot of fun with tractorbeams and my "fortress of arrogance" which always snacks a smaller ship in those 5vs1 situations and just runs off with ignited boosters to destroy the single ship all alone and the rest of the group cant catch up.
But i also dont think that i will burn out of topics to cover until end of febuary. After that its KSP time anyway for a while.
Been seeing your vids for the last couple weeks - really helpful and easy to understand - hope the YT algo brings up your channel more to players looking for answers to questions in their mind while playing - thanks again
These videos are outstanding. Thank you for setting them up! I'm going through and learning a lot.
Great job on these guides. I love it that your content is focused and no time waisted in asking for likes and subs. exactly the reason you deserved mine. As a new player I struggle with the limitations of maximum crew and up scaling my ship. I hope to see a guide on that topic.
I have absolutely no disagreements with this video, which surprised even myself. Everything is spot on and I couldn't agree with it more. Smaller thrusters aren't worthless and I'm tired of people saying that, and you give them a ton of justice. Heck, there is even a whole class of competitive ships called Avoiders that use nothing but an insane amount of smaller thrusters to become insanely agile and allow you to do some crazy maneuvers, if you can pilot well enough of course. Even if you're not going down the avoider path, smaller engines can still be a really useful asset for increasing one's overall agility. And yes, I am the exposed thruster enjoyer and think that boxing them (Unless it's a relatively light and *detachable* layer of thin armor that is meant to protect you from enemy fire whilst retreating and can be useful for single-thrust fastwalls. My key setups are exposed thrusters with a few tile long armor around all the places where they can be placed. It isn't as space and weight-hungry as completely encasing your engine cluster, but it surely saves you from stray shots around your engines.
*5:26* And yes, I too am the guy of Engine Room forcing. They're amazing tool for all and every large ships and there's no other way to put it. *USE THEM!*
finally. i have achieved perfection
One of the ideas I’ve come up with engines is placing battery right next to boosters. Because then you can immediately power them back on after boost ends.
Awesome tutorials that compliment previous Cosmoteer tutorials and gets players to the "next" level without overwhelming the viewer.
Your videos are moving at the good pace, provides good examples, and shows the data that goes it for players to make good decisions.
I really hope you post your series on the Cosmoteer STEAM page.
Looking forward to future videos
i was actually considering maybe linking a video on steam or reddit but it feels weird to advertise. i think if you have a problem with a certain topic i covered, you will sooner or later stumble across one of my videos.
i will think about it.
god you video are so useful im new to the game and your videos help alot
You know what might be an interesting topic is PvP vs Campaign designs and the different considerations there. (Like the extreme crew constraints in the campaign vs cost constraints in PvP. Needing to still have a ship that can fly in the campaign after a fight vs just needing a ship that won't be the last to lose it's generator and cockpit.
As far as money-printing goes, I've found that mine parts are nice. They make good use of the massive amounts of sulfur in asteroids and the salvaged ammo that you can pick up, which don't get used in construction.
10:09 ooooo i never of this!! thanks for the idea!! i have a big laser ship with two massive wings of spaced armor, i love the idea of being able to shed it if i need the speed!
0:13 I think "fuel to noise converter" is what I'm going to call the tu 95 from now on
ahhh the rare aviation meme, very nice.
Awesome content ! didn't find a guide that complete anywhere else ! wish you the best.
I like using direct control on diagonal ships that have a decent amount of thrust and a big armored "beak", Its very fun to read incoming fire and keep swiveling your ship from side to side so you can dodge shots, or actively steer where on your ship you tank the hit. Also this build stule is fun for knocking enemies around, kind of like a poor mans tractor beam.
8:40. Do no remove the doors that give direct access the engines connected the engine room else they will not receive power cells when the engine room goes offline. This is especially valid in Career mode when you lost crew after a fight trying to limp back to a safe location.
thank you so much for these videos
bruh this man calls this a guide but every guide video he makes is like an entire course about whatever topic he is talking about
Get video, can't wait for the guide on factories.
would love an episode with focus on diagonal building. good video, i've enjoyed this ^^
yeah that would be wonderful :D
Explosive charges can actually be using on front armor as a means of creating a smoke screen. Just push towards enemy ship and when close enough, explode them so they block enemy fire and you can move to escape or flank them. Your ship will need to be decently fast for the latter though.
You're my hero!
Awesome video! I'm 60 hours in and I don't know how to build diagonally
right click the mirrorl button. i didnt know that this is possible for many hours. if thats what you ask for
@@naseweis6105 yes thank you!!!
love the channel, great content!
Please come back and make a video about the new engines
You're like the Marco Reps of Cosmoteer
i unfortunatly dont know who that is but i take that as a compliment and check him out sometime ^^"
Update with the new engine? ❤
Yes
You are so helpful
bruuuhhhh 😩! I did not realize this game was this complicateeeeeeeeedddddddd 😩😩😩😩😩😩😩😩
"...fuel-to-noise converters" made me laugh out loud 😂👌
I was wondering how much the ramp-up time matters between std thru huge. If you multiply the transient by the peak thrust output, the rate of thrust change is nearly the same between all the thrusters. IE. the bigger engines may take longer to reach full thrust, but since they have a higher thrust ceiling, the rate of thrust change is the same. Shouldn't this mean the maneuverability difference is negligible?
So this means that more smaller engines will provide less maximum thrust but reach that maximum thrust faster.
A large thruster provides 3.2 MN of thrust at 1.6 MN/s, while 2 standard thrusters provide 2.4 MN of thrust at 2.4 MN/s, with the same space and power consumption but lower cost. Neglecting drag, the standard thrusters provide better impulse for thrust durations of under 2.5 s, which will translate to better Δv, so they may be preferable for maneuvering, especially on smaller ships with lower total maneuver time.
Huge thrusters are more difficult to compare as they no longer have the same width for their power consumption, being only 3 tiles wide rather than 4, so I'll compare them on both a power and thrust-width basis. On a power-equivalent basis, they ramp up at 1 MN/s to a max of 4 MN, catching up in impulse to standard thrusters after 4.25 s and large thrusters after 6 s. For equal width, they ramp up at 1.33 MN/s to 5.33 MN, outstripping standards after 3 s and large after 3.38 s.
Really well done content. =]
Can we see how you setup your ships, seeing the outside is fine but i'd love to see the internal setup
I find space drag hilarious
9:28 It's a good thing the thrusters are on those sides of the spokes. The way they're arranged looks like a Buddhist swastika(the good kind), while putting them on the other way would resemble the Nazi swastika(the bad one we're all familiar with).
huh. in all honesty i never thought about that during the making of this video XD i just wanted to show torque
@@captaincaffeine spinny buddhist torque ship
in my ship i have multiple engine designs which are exactly the same and have energy and crew on it but somehow some thrusters dont power up and i have no explanation for it any help?
guy`s i kinda confused....
who do the y in the graph represent? twr? acceleration?
to keep it simple for 1000ton how much thrust you need for reaching 120 speed?
the y axis represents the thrust to weight ratio.
the x axis represents the maximum speed that you are able to get.
so for 120 speed (or lets take 117 because that makes it a bit easier) you need 120 TWR.
Thrust=TWR*Weight
120TWR*1000t= 120000kN Thrust. Which would be 15 huge thrusters for example
@@captaincaffeine 👌 thxs great video BTW
6hour in the game you guide video is crazy helpful for new player like me
glad to be of help
Welcome to your final test, I'm Mr. Boost Thruster
What's a good thruster combination for a medium sized ship then? 2x small, 2x medium, 2x large for each angle and 2x on huge on the bottom for increased max speed?
Another great video. One thing I don't get, though... Ramp up time.
If we take a huge engine, 8000 kn of thrust, developed over a ramp-up time of 4 seconds, means that it's developing 2000 kn of thrust per second, up to a max of 8000. If we take a smaller engine, though, 1200 kn with 1s ramp-up.... So it's only developing 1200 per second.
Larger engines are still better for quick movements than smaller ones, no?
Already commented this elsewhere, but it may be useful here too.
You're comparing on a thruster-by-thruster basis, but a standard thruster takes half as much space and power as a large thruster.
A large thruster provides 3.2 MN of thrust at 1.6 MN/s, while 2 standard thrusters provide 2.4 MN of thrust at 2.4 MN/s, with the same space and power consumption but lower cost. Neglecting drag, the standard thrusters provide better impulse for thrust durations of under 2.5 s, which will translate to better Δv, so they may be preferable for maneuvering, especially on smaller ships with lower total maneuver time.
Huge thrusters are more difficult to compare as they no longer have the same width for their power consumption, being only 3 tiles wide rather than 4, so I'll compare them on both a power and thrust-width basis. On a power-equivalent basis, they ramp up at 1 MN/s to a max of 4 MN, catching up in impulse to standard thrusters after 4.25 s and large thrusters after 6 s. For equal width, they ramp up at 1.33 MN/s to 5.33 MN, outstripping standards after 3 s and large after 3.38 s.
The new engine update is interesting
can u pls make some with the new update
Yes
@@captaincaffeine good to see you still active, keep it up!
Why is there drag in space? Is it treasure planet ether?
I wrote a short bash script using your drag equation to help me quickly design ships, but discovered a slight error. When using your drag formula in the video, whether in my script, a calculator, or desmos, I find that a TWR of 120 gives 119 m/s, not 117 m/s. This is likely a typo or rounding error (when I try to perform the reverse operation, which involves the cube root, to 2 decimal places, it results in the same value of ~117 m/s for every TWR from 116.6 to 120.1).
I can;t find anything on the new engines unfortunately. I guess when I get back to my PC I have to figure out for myself.
the one thing I always wonder about these space games, why is there drag? we're in space, there is no atmosphere, in theory, we could just keep accelerating to the speed of light even with the smallest thruster, a better implementation would be to give a universal max speed, basically how fast can a ship go without breaking the game, and then the engines would only affect acceleration up to that speed, the only way to slow down in space is to burn in the opposite direction, or hit a large object, there is no drag to slow you down or limit your max speed, I think it would give a lot more dynamics to space battles, as well if there was collision damage, could be fun too.
What are your thoughts on the newish modular engine
What about the new thrust vectoring
???
@captaincaffeine can you do a deep dive on best use cases for MRT's?
What about M.R.T nozzles?
Great video but what was that formula at the end? Its just √2, from Pythagoras!
√2 from Pythagoras is only correct for equal thrust (as shown in the video). Might have made more sense if he had shown unbalanced engines. If you put a huge and a medium thruster at right angles and lock their thrust at max you will get √(8^2 + 1.2^2)~8.09 MN of thrusts in a slightly diagonal vector and "lose" almost all the thrust of the medium one, because you are essentially going "forward" in the direction the huge thruster is pointing you...
how to display center of mass/gravity?
big fan of the videos! got to 4-6 level in the campaign and realized i understand nothing about good ship designs, so these really help!
anyone knows if a png is available of the ship at 10:19?
I'd love to use some of the designs from the vids
huge engines and engine rooms no longer need tristeel which is kind of a weird change
👍
Nice
Well the huge thruster doesnt use tristeel anymore
Cool guide, when you done with vanilla things, will you do mod guides?
hmm sound interesting but all my hours have been vanilla so far. We will see once im through the basics
@@captaincaffeine sure, but if you want to start easy I would recommend trying galactic allegiance first, bit of extra stuff after, since first one is a lot more... tame
This game is complicated than my thesis, but not the game named xygen not included
Oni is the only game that's overwhelmed me. Past the point of initial stability for colony, it just opens up to so much that I can't keep up.
I have but one question, how is there drag in space?
Drag on earth is caused by air. As your plane flies there the air, the air is pushing against the plane thus causing drag.
In space, fun fact there is no air and so how is there drag?
Of course drag is more complicated then that but still, how is there drag in space..what am I missing
Video game mechanics is funny like that.
The advantage, of course, is that you can make a cool looking battleship without having to be an actual rocket scientist
If I remember right there was some lore that explained that we're not flying through space as we know it but through sort of aether. So basically in the game space has "air" :P but as the other commenter said it makes for a better game
@Bnethor I see, idk I feel like if there wasn't drag things would be more interesting
@@thelegend2761I agree, but that would make engines *WAY* to OP! If anything they should buff the booster engines or something.
ok i have an intelligent question why is drag a thing in a SPACE game as far as i can remember from school there is no drag in space as you need air to cause drag on something so why is it even an issue? just saying should not be in the game in my opinion!
top
I disagree about Diagonal. Diagonal is significantly worse at turning then a ship designed with straight line engines
That depends on where you put the thrusters
drag.... in space.... obvious question.....why
... ... ...
There is no drag in space.
correct. hence "imaginary speed limit" XD
Or I prefer.... Inertia.
You can never flank enemy ships to cleanly neutralize them.
Its absurd but enemy ships can turn to face you even without any engines.
This is frustrated me to no end because strategy is useless when all you can do is front attack.
I never got past the early game, getting bored because of this
I am to stupid but i tink i understand
I really don't like the balancing of the engines... 😞 The boost engines need a MASSIVE buff, they are 100% useless right now... There are no meaningful choices to make really... All bigger ships just end up with a bunch of huge engines and that's that...
drag in space lol
9:31 this... is a very horrible design even for demonstrations
Nice