I love this new style of videos ! It'll get us noobs closer to your amazing shipbuilding style Great content, useful advice, great pace, great visuals as always and with a few good laughs as a bonus :) Looking forward to more of FANG.BOT !
You and Luca have both given similar advice that I found myself also converging on back when I was initially learning my design-to-performance preferences. Large thrusters are definitely way more power-weight efficient, in exchange for being grossly larger and less space efficient. I find 1.5x to 2x thrust to weight is usually about right for my lift direction. Then I cheese my down thrust (usually the only place I use small thrusters on space ships, and I never use them on atmo craft). Reverse and lateral thrust are insufficient to lift the ship on their own, and just making sure I have at least 2 thrusters for redundancy is more of a factor; just barely enough to prevent drift at anything less than 30 roll or pitch. Forward thrust is about 1x thrust to weight. So I rely heavily on pivoting and banking the ship to constantly use my two thruster main directions (up and forward), a bit like a helicopter. Adjust for specific needs like combat, survivability, extra heavy cargo when fully loaded, full thrust-weight ratio or more for reverse thrust on horizontal miners that need to pitch nose down, etc. Turning off reverse thrusters for cruising is a must for me, on medium to long flights. On many of my ultra light small grid ships (scouts, hover/air bikes, fun little runabouts), I'll even completely leave off reverse thrusters so that their flight requires either pitching nose up or turning and banking in order to decelerate with the lift thrusters mainly, secondarily with the forward or lateral thrusters. I tried leaving off the lateral thrusters (so ONLY up and forward thrust), but that was a little too hardcore in requiring active attention in flight for my lazy preference. Leaving off only 2 directions completely is enough fun for me. :D These design layouts are much less convenient and often very ungainly in tight quarters, but saves a lot on ship mass and energy. I've downloaded tons of workshop designs to check out other design approaches, but I find that many of them use way too many inefficient small thrusters and/or too many thrusters in the less priority directions, for my taste. And then their descriptions will mention complaints or issues stemming from the thrust-weight paradox. No surprised, when they have like 15 small thrusters in every direction. It's fine to build that way if it performs like the designer wants, but if you're gonna complain, then put a little effort into min-maxing/optimizing it. :P Using my largely subjective preferences, I like to tailor some of the cooler designs to my performance priorities. Usually that means reducing lateral and reverse thrust to 25% of the initial design, down thrust to 0% in atmo or also 25% for space, then reallocating some or most of the freed-up mass and thrust budget to additional up and forward thrusters. Obvs someone else will have different priorities and prefs. But the process can be adjusted accordingly to each player's tastes, so long as we bear in mind that thrust-to-weight is the final arbiter of all our designs.
I like that you break down the flight profile charachteristcs of SE atmo thrusters for us noobs (and not so noob). Keep up the good work, and thank you. And the amount of work put into this video alone must have been over 30 hours. thank you for the attention to deatil and the dedication to helping other players.
It took longer than I wanted it tofir sure. I told myself not to post a video until this one was done to keep the motivation. I think it can be a fun way to do tuts going forward. I appreciate all the kind words!
I never used relative speed mod before. Do you have any recommendations on the settings for relative speed? The defaults still seem a bit slow Also great video, really looking forward to building some new ships now!
He is a dangle. But for real this is great! You needed narrator and found a fun way without using your Herbert voice. It actually suits a futuristic feel with building advanced spaceships.
hm as a well timed engineer i do support the ai existing though for your sake get a farrite cage to shove over it at night to keep the thing quite. maybe a blinket too :\
Ah no, your Bot makes all of the other tutorial youtubers useless. Dang Robots will replace all of us. Well done.
He's an A.S.S. hole though. 🤣 appreciate the kind words. It was a lot of work. : / lol
This is exactly what Elon Musketeer warned us of. And I'm a year in the future...
I love this new style of videos !
It'll get us noobs closer to your amazing shipbuilding style
Great content, useful advice, great pace, great visuals as always and with a few good laughs as a bonus :)
Looking forward to more of FANG.BOT !
Appreciate it! Glad you like it! 👍
Definitely want to see this bot as an A.I captain of a larger ship
"Say no yo Slow" a common motorcycle phrase for keeping speed while off road to stay stable, as motorcycle stability is counter-intuitive at times.
nicely done :)
Glad you liked it :)
You and Luca have both given similar advice that I found myself also converging on back when I was initially learning my design-to-performance preferences.
Large thrusters are definitely way more power-weight efficient, in exchange for being grossly larger and less space efficient.
I find 1.5x to 2x thrust to weight is usually about right for my lift direction. Then I cheese my down thrust (usually the only place I use small thrusters on space ships, and I never use them on atmo craft). Reverse and lateral thrust are insufficient to lift the ship on their own, and just making sure I have at least 2 thrusters for redundancy is more of a factor; just barely enough to prevent drift at anything less than 30 roll or pitch. Forward thrust is about 1x thrust to weight.
So I rely heavily on pivoting and banking the ship to constantly use my two thruster main directions (up and forward), a bit like a helicopter. Adjust for specific needs like combat, survivability, extra heavy cargo when fully loaded, full thrust-weight ratio or more for reverse thrust on horizontal miners that need to pitch nose down, etc.
Turning off reverse thrusters for cruising is a must for me, on medium to long flights. On many of my ultra light small grid ships (scouts, hover/air bikes, fun little runabouts), I'll even completely leave off reverse thrusters so that their flight requires either pitching nose up or turning and banking in order to decelerate with the lift thrusters mainly, secondarily with the forward or lateral thrusters. I tried leaving off the lateral thrusters (so ONLY up and forward thrust), but that was a little too hardcore in requiring active attention in flight for my lazy preference. Leaving off only 2 directions completely is enough fun for me. :D
These design layouts are much less convenient and often very ungainly in tight quarters, but saves a lot on ship mass and energy.
I've downloaded tons of workshop designs to check out other design approaches, but I find that many of them use way too many inefficient small thrusters and/or too many thrusters in the less priority directions, for my taste. And then their descriptions will mention complaints or issues stemming from the thrust-weight paradox. No surprised, when they have like 15 small thrusters in every direction. It's fine to build that way if it performs like the designer wants, but if you're gonna complain, then put a little effort into min-maxing/optimizing it. :P Using my largely subjective preferences, I like to tailor some of the cooler designs to my performance priorities. Usually that means reducing lateral and reverse thrust to 25% of the initial design, down thrust to 0% in atmo or also 25% for space, then reallocating some or most of the freed-up mass and thrust budget to additional up and forward thrusters. Obvs someone else will have different priorities and prefs. But the process can be adjusted accordingly to each player's tastes, so long as we bear in mind that thrust-to-weight is the final arbiter of all our designs.
Daaaamn fang bot are you Steven Hawking or what
Omg the quality of this is amazing good job dude
this is the best space engineers content I have ever seen on youtube
Really appreciate that, more soon. im nawt ded.
Amazing video, it will definitely help me train the noobs on flying 😅 im not always good at explining. Lol
I like that you break down the flight profile charachteristcs of SE atmo thrusters for us noobs (and not so noob). Keep up the good work, and thank you. And the amount of work put into this video alone must have been over 30 hours. thank you for the attention to deatil and the dedication to helping other players.
It took longer than I wanted it tofir sure. I told myself not to post a video until this one was done to keep the motivation. I think it can be a fun way to do tuts going forward. I appreciate all the kind words!
I never used relative speed mod before. Do you have any recommendations on the settings for relative speed? The defaults still seem a bit slow
Also great video, really looking forward to building some new ships now!
Nice! It’s like meemoo voiced over your video.
Lol he was dangling around during the stabilizers section. 🤣
He is a dangle. But for real this is great! You needed narrator and found a fun way without using your Herbert voice. It actually suits a futuristic feel with building advanced spaceships.
Brill vid Fang!
Nice work 👍
Thanks!
hm as a well timed engineer i do support the ai existing though for your sake get a farrite cage to shove over it at night to keep the thing quite. maybe a blinket too :\
Tf is dis? xD
Great idea.
Also, very informative video. Gj.
Glad you liked it haha.
When are we gonna see a solo survival series??????
Soon. xD
Speed!
🤣 yesss
Lmao good job!
Love it.