Things I forgot to mention: - Superchargers can attach to multiple carburetors, so you can tetris them to make much bigger (and only slightly less efficient) engines than what I show here. - It's a good idea to set the low RPM, high efficiency engines like this to be high priority so that your craft uses them first and you don't burn more materials than you have to. 👍
I once wrote out a 2000+ word guide on how to work with turbocharger engines, but never quite got it to the point I was sure it was ready to post somewhere. Then I stopped playing FTD for a while, and I didn't know if it was all still accurate when I came back. Then I stopped playing FTD for a while _again,_ shortly before I was done confirming that nothing had changed about them, and I haven't come back to it again yet since then.
I just recently introduced a friend to From the Depths and he has been watching your tutorial videos to learn the game. He told me in regards to you "he has a fun accent, I trust him"
You can also quite easily scale this up for hybrid super/turbochargers, most of our builds have propulsion entirely covered by supercharger engines (you can go up to around 50% rpm and still get above 1000 ppm) and turbos are there for the more demanding stuff like charging batteries or lasers. Provided space ain't an issue. I don't see how you get more efficient steam engines then that honestly. Well they will definetly be more volume efficient
One of my favorite advantage of low rpm engine is that i can use radiator as extra armor layer for engine and coz they are heavy they also help to keep balance
Honestly, even at 50% PRM it still looks pretty good with >1000 power per material, though I guess you are rarely volume limited on your resource gatherers/transporters
fun fact: super chargers are powered by directly taking energy from the crank shaft in that the more rpm's you have the more compression it can generate with the closest thing to what is in game being a positive displacement supercharger but even those aren't as bad at high rpm's as the ones in game as those don't stop giving power once you reach their upper rpm limit's
10:47 haven't played FTD for about a year or so, but I seem to recall power density of supercharger based engines isn't too bad. As long as you aren't making a small/nimble fighter jet were space is a premium. supercharged engines seems to strike a good if not the best tradeoff between upfront cost, power density and power output (assuming a drive somewhere in the ~10-40% RPM limit). For example my most recent craft uses 400block supercharged engines with a material cost of 4.2k, a power density of 26.5 and a max power output of 10.5k at a 40% RPM limit, producing 900 energy/material. A few other nice properties of supercharged engines are (at least when compared to steam engines or turbocharged engines) that they are: 1) a fair bit less susceptible to damage (no highly vulnerable exposed exhaust/steam piping and the radiators double as a armor. 2) The form factor of supercharged engines also tends to be a bit better/easier to work with, as you can usually just wrap unused volume within a bounding box of the engine with more radiators for better efficiency and protection. 3) If your craft is designed to use more power in combat (ring/reflector shielding, lasers, railguns etc.) then you will be using an ever lower power drive out of combat further improving fuel efficiency of the superchargers (great for strategic map mobility at little cost).
1:14 and that's not even what real superchargers do, you get more performance across the entire range not just low, in fact you might not see much benefit at very low rpm depending on the supercharger setup in question, you use them if you want power on demand rather than waiting for a turbo to spool up.
Sir, that is a single piston popper engine with 5 superchargers feeding into 1 carburetor and about 14 square meters(?) of radiator cooling with no known exhaust piping (likely just spewing directly into the back of the radiators) nevermind the placement of the piston implies that it's probably a rotary piston or something in there. The lack of top end power from the superchargers is the least of it's problems. Need I even mention that fuel engines in the game also handles knock through some nightmarish, self reseting blowout panels on each piston that allow it to overheat and explode multiple times before becoming inoperable?
@@talinpeacy7222 seriously though, these engines are scuffed. At least it's not stormworks where marine diesel engines can run 60 atmospheres of boost without knocking into oblivion
This what I do for craft with large lasers/shields/decoys. I have the steam engine turned off outside of combat. In combat the steam runs with priority so the supercharger hardly gets used unless the steam engine gets disabled. I have all the decoys and shields with low priority so if the steam engine gets disabled the craft can still move with the supercharger engine. I also don't limit the supercharger RPM so it will produce as much power as possible if the steam engine goes out. You can do something similar with a carburetor engine and use the exhaust from the supercharger engine to make the carburetor more efficient. I don't like this as much because it's more complicated to set up and you'll be putting your backup engine right next to the main combat engine so they tend to get destroyed together.
Been waiting on something like this, im new and am looking to design my own large steam or gas engine that has tons of power and is as efficient as possible
@@BorderWise12 Yeah I've been trying to work alot with steam but it's been rough because I'm trying to learn everything else along with it 🤣🤣 after this video drops I'll probably focus engines so I can get all of it down before I try to go back and do lasers and the rest
@@treyfloyd6003 The process I went through when learning this game (granted I don't think anyone ever stops) is making a ship, then learning how to be better with each component that I just used, usually by retrofitting the ship a bit, and then completely remaking the ship again. It's nice cause you will see small gains, and then large leaps. It's like doing touch-ups on a painting, saying "okay I'm finished" and starting a new one.
Things I forgot to mention:
- Superchargers can attach to multiple carburetors, so you can tetris them to make much bigger (and only slightly less efficient) engines than what I show here.
- It's a good idea to set the low RPM, high efficiency engines like this to be high priority so that your craft uses them first and you don't burn more materials than you have to.
👍
Fairbanks Morse Opposed Piston diesel engines
rpm revolutions per minute
I once wrote out a 2000+ word guide on how to work with turbocharger engines, but never quite got it to the point I was sure it was ready to post somewhere. Then I stopped playing FTD for a while, and I didn't know if it was all still accurate when I came back. Then I stopped playing FTD for a while _again,_ shortly before I was done confirming that nothing had changed about them, and I haven't come back to it again yet since then.
Oof
Man you deserve more likes for your sacrifice
I just recently introduced a friend to From the Depths and he has been watching your tutorial videos to learn the game. He told me in regards to you "he has a fun accent, I trust him"
Yay! Glad to hear that, cheers! :D
You can also quite easily scale this up for hybrid super/turbochargers, most of our builds have propulsion entirely covered by supercharger engines (you can go up to around 50% rpm and still get above 1000 ppm) and turbos are there for the more demanding stuff like charging batteries or lasers. Provided space ain't an issue. I don't see how you get more efficient steam engines then that honestly. Well they will definetly be more volume efficient
Yeah, volume-efficent is probably what I should've said. 😅
There is a vanilla prefab of a supercharger/injector/cooler hybrid. 7x7x(don't remember), it has decent power per volume.
One of my favorite advantage of low rpm engine is that i can use radiator as extra armor layer for engine and coz they are heavy they also help to keep balance
Honestly, even at 50% PRM it still looks pretty good with >1000 power per material, though I guess you are rarely volume limited on your resource gatherers/transporters
fun fact:
super chargers are powered by directly taking energy from the crank shaft in that the more rpm's you have the more compression it can generate
with the closest thing to what is in game being a positive displacement supercharger but even those aren't as bad at high rpm's as the ones in game as those don't stop giving power once you reach their upper rpm limit's
10:47 haven't played FTD for about a year or so, but I seem to recall power density of supercharger based engines isn't too bad.
As long as you aren't making a small/nimble fighter jet were space is a premium. supercharged engines seems to strike a good if not the best tradeoff between upfront cost, power density and power output (assuming a drive somewhere in the ~10-40% RPM limit).
For example my most recent craft uses 400block supercharged engines with a material cost of 4.2k, a power density of 26.5 and a max power output of 10.5k at a 40% RPM limit, producing 900 energy/material.
A few other nice properties of supercharged engines are (at least when compared to steam engines or turbocharged engines) that they are:
1) a fair bit less susceptible to damage (no highly vulnerable exposed exhaust/steam piping and the radiators double as a armor.
2) The form factor of supercharged engines also tends to be a bit better/easier to work with, as you can usually just wrap unused volume within a bounding box of the engine with more radiators for better efficiency and protection.
3) If your craft is designed to use more power in combat (ring/reflector shielding, lasers, railguns etc.) then you will be using an ever lower power drive out of combat further improving fuel efficiency of the superchargers (great for strategic map mobility at little cost).
Vroom vroom vroom tutes are a video i would like to see continued in the future!
Would love to watch more tutorials about the many ways of burning mats in FTD!
"I don't know what RPM stands for" after saying EXACTLY what rpm stands for. Lol.
Oh goody, I was accidently right. XD
1:14 and that's not even what real superchargers do, you get more performance across the entire range not just low, in fact you might not see much benefit at very low rpm depending on the supercharger setup in question, you use them if you want power on demand rather than waiting for a turbo to spool up.
Sir, that is a single piston popper engine with 5 superchargers feeding into 1 carburetor and about 14 square meters(?) of radiator cooling with no known exhaust piping (likely just spewing directly into the back of the radiators) nevermind the placement of the piston implies that it's probably a rotary piston or something in there. The lack of top end power from the superchargers is the least of it's problems. Need I even mention that fuel engines in the game also handles knock through some nightmarish, self reseting blowout panels on each piston that allow it to overheat and explode multiple times before becoming inoperable?
@@talinpeacy7222 seriously though, these engines are scuffed.
At least it's not stormworks where marine diesel engines can run 60 atmospheres of boost without knocking into oblivion
I love hybrid and chain engines best fun
Dam bro that thing premiers at 4 o'clock tomorrow morning
Aussie moment
@@3dwrecker_4660 yes
So basically I would use an engine like this outside of combat and another engine such as a big ole steam engine while in combat?
Yup!
This what I do for craft with large lasers/shields/decoys. I have the steam engine turned off outside of combat. In combat the steam runs with priority so the supercharger hardly gets used unless the steam engine gets disabled. I have all the decoys and shields with low priority so if the steam engine gets disabled the craft can still move with the supercharger engine. I also don't limit the supercharger RPM so it will produce as much power as possible if the steam engine goes out.
You can do something similar with a carburetor engine and use the exhaust from the supercharger engine to make the carburetor more efficient. I don't like this as much because it's more complicated to set up and you'll be putting your backup engine right next to the main combat engine so they tend to get destroyed together.
Been waiting on something like this, im new and am looking to design my own large steam or gas engine that has tons of power and is as efficient as possible
Turbochargers or steam engines are what you'd probably want, then! 😁
@@BorderWise12
Yeah I've been trying to work alot with steam but it's been rough because I'm trying to learn everything else along with it 🤣🤣 after this video drops I'll probably focus engines so I can get all of it down before I try to go back and do lasers and the rest
Hehe I've been making max combine engines. Finally got an upgrade to my 0revious version. Love supper charger engines.
@@goodstormsgames9744
You make videos over engines too? I would love to see it if so
@@treyfloyd6003 The process I went through when learning this game (granted I don't think anyone ever stops) is making a ship, then learning how to be better with each component that I just used, usually by retrofitting the ship a bit, and then completely remaking the ship again. It's nice cause you will see small gains, and then large leaps. It's like doing touch-ups on a painting, saying "okay I'm finished" and starting a new one.
Thank you, more please
Why did i watch this a 3rd time?
I don't know, but thanks! XD