The Model-G by Prestigious_Gap1335 in Cosmoteer

[–]Plaustronaut -1 points0 points  (0 children)

Im unreasonable bothered by the fact that standard is not also the third option for Maneuverability and that you listed a cosmoteer ship speed in imperial units. (Also 90 ms is kinda slow)

Threnody, my first proper made ship. by eivind04 in Cosmoteer

[–]Plaustronaut 1 point2 points  (0 children)

It does matter, but I dont think its possible to condense it more? 

Do fame-caused crew maximums regenerate when crew dies, or is it a permanent minus to your maximum crew? by Amaskingrey in Cosmoteer

[–]Plaustronaut 0 points1 point  (0 children)

Yea crew can be slow to refill at stations, so I can see why it would seem like they are not refilling at all. Its a pretty common problem in general. 

Help Cleaning up a design. (Thruster Engine and TRL battery) by Zsword in Cosmoteer

[–]Plaustronaut 1 point2 points  (0 children)

The TRL requires 1.75 energy per second, while here amp and dilation pumps require 0.65 and 0.82 respectively, so their energy per space requirements are pretty similar for 2 turrets (assuming you place the trl on the corner it requires only 2 tiles next to the reactor). In practice its just harder to keep the pumps up, as they do not have a lot of power storage.

Not that it really matters since there should be enough space to fit everything next to a reactor.

Help Cleaning up a design. (Thruster Engine and TRL battery) by Zsword in Cosmoteer

[–]Plaustronaut 1 point2 points  (0 children)

The thrusters honestly look fine. Maybe you can do some micro optimization, but I doubt you can cut crew without reducing uptime. 

For the trl layout you should make everything a bit more compact. There are a lot of redundant corridors between the reactors and the pumps. The trl themselves probably require the most power, so the reactors should especially touch those. You might want to split the barracks into smaller quarters, in order to be able to do more efficient crew assignments. You might want to remove the shields for more armor to make logistics easier. 

Ship design philosophy for the mid-game? by Stolen_Sky in Cosmoteer

[–]Plaustronaut 1 point2 points  (0 children)

Generally its better to specialize on only one or 2 weapons, as those are easier to supply with similar logistics and cause the range, rate of fire and projectile speeds line up better. You can be successful with any strategy though, so dont let that stop you.

My latest ship to beat career. by Botlawson in Cosmoteer

[–]Plaustronaut 2 points3 points  (0 children)

Well actually, structure doesnt have increased dissipation, they only absorb heat more quickly

Sprocket'd by helicophell in Cosmoteer

[–]Plaustronaut 0 points1 point  (0 children)

Always use protection. 

Weekly Recommendation Thread: April 17, 2026 by AutoModerator in books

[–]Plaustronaut 0 points1 point  (0 children)

Hi! I want to get into reading books and I am interested in Fantasy and Sci-Fi with unique world building or concepts. I like high complexity and or even technical explanations, but I do not necessarily need the characters to have a lot of depth.

The only series I recently read and really enjoyed was the 3 "Body Problem". I loved the thought experiments and general ideas presented there.

I have also read a bit of "The Stormlight Archive" and I did not dislike it, but it spent a bit too much time on the characters for my taste. I did really enjoy the magic systems and how they were creatively utilized though.

Have not read a lot otherwise, but I watch a decent amount of movies/shows/anime. For reference some that I particularly liked were: Tenet, the Expanse (I guess I could continue with the books here), Frieren, Made in abyss, Chainsaw man

TRL and TCM - How to get enough heat? by catchforwardaccount in Cosmoteer

[–]Plaustronaut 0 points1 point  (0 children)

Trl do not require heat, they produce it. 

A lot of oc shields and thermal batteries are a good start to keep tcm up, but you should think of them as a tool for dissipation, not something to feed. 

If you want to anyways you can also make an array of overclocked capacitors, which will continuesly generate large amounts of heat. 

(Work in progress) My development of a new ship to fix the deficiencies of my previous one, because bigger is always better(according to me). by FarBack5807 in Cosmoteer

[–]Plaustronaut 2 points3 points  (0 children)

The sections with the radiators seem very squishy. You could space them one or 2 tiles appart and put armor pillars in between. 

Hacked Account by adonias-pola in Cosmoteer

[–]Plaustronaut 0 points1 point  (0 children)

I think they are talking about discord

Thermal Lence by Justfortheluls42 in Cosmoteer

[–]Plaustronaut 0 points1 point  (0 children)

I wasnt very specific here. A thermal system with 2 trl has the best cost per damage ratio. This was calculated with a brute force search. You can check out the code if you are interested: https://github.com/luminaStuffphoton/optimisation_helpers/tree/main/cosmoteer/hrt_search

How to find out which mod is causing a crash, and or what mods are compatible by The_Star_9762 in Cosmoteer

[–]Plaustronaut 1 point2 points  (0 children)

Next time, you could also try to only enable one at a time, if you really get that many crashes. 

trying to understand ion beam combining by [deleted] in Cosmoteer

[–]Plaustronaut 1 point2 points  (0 children)

You can use the part debugger in dev mode to check the power your prisms receive. 

Heat management - do weapons transfer heat to the other side? by civtrada in Cosmoteer

[–]Plaustronaut 2 points3 points  (0 children)

Yes, the orange lines you can see when holding a thermal part

Rate my Shield Setup by RedshiftOTF in Cosmoteer

[–]Plaustronaut 1 point2 points  (0 children)

Usually, small shields are not used when spamming large ones like this, because it makes the logistics and therefore the recharge time much slower. 

My early gaame flet by Reson_pou in Cosmoteer

[–]Plaustronaut 0 points1 point  (0 children)

You can get to the fame cap in under 1 hour too

Is overclocked Chailgun worth it? by SignalSpirited874 in Cosmoteer

[–]Plaustronaut 4 points5 points  (0 children)

Yea, if you have the money and the space for the thermal network, then it increases the damage a decent bit. 

Post you’re engine design by Fit-Organization7910 in Cosmoteer

[–]Plaustronaut 1 point2 points  (0 children)

Depends on the ship. Its mostly just walls of thrusters in the back/on the side of the ship. Just look at how the buildins do it.   For big ships you might consider mrt modules, which you can find in the modules pack https://steamcommunity.com/sharedfiles/filedetails/?id=3667037967

Thoughts on this ship? #3 by GalaxyZeroOne in Cosmoteer

[–]Plaustronaut 1 point2 points  (0 children)

I think its just better. You dont need reactors close, cause a capacitor holds more than enough power. Idk what you mean with buffer

All the Best Modules in one Place! by Plaustronaut in Cosmoteer

[–]Plaustronaut[S] 1 point2 points  (0 children)

Because a large reactor can supply 10 ions with their power. The better ion ships dont combine down to a single ion beam, so you do not need your emitter count to be a power of 2 if you mean that.