{"data":{"id":16179,"title":"The Shipyard: Ship Thrusters and You","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/engineering\/16179-The-Shipyard-Ship-Thrusters-And-You","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/16179","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/16179","channel":"Undefined","category":"Undefined","series":"Concept Ship Q&A","images":[{"id":6447,"name":"Main.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/xsm2g7p5ehlk6r\/source\/Main.jpg","alt":"","size":40595,"mime_type":"image\/jpeg","last_modified":"2017-10-19T21:50:32+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6447","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6447\/similar"},{"id":6449,"name":"Retro.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/keb5k5jfisb3lr\/source\/Retro.jpg","alt":"","size":43580,"mime_type":"image\/jpeg","last_modified":"2017-10-19T21:50:35+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6449","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6449\/similar"},{"id":6451,"name":"Vtol.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/21kyegtjq2nz0r\/source\/Vtol.jpg","alt":"","size":46350,"mime_type":"image\/jpeg","last_modified":"2017-10-19T21:50:36+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6451","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6451\/similar"},{"id":6453,"name":"Fixed_small.gif","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/47onq3f447igsr\/source\/Fixed_small.gif","alt":"","size":2819431,"mime_type":"image\/gif","last_modified":"2017-10-19T21:57:29+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6453","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6453\/similar"},{"id":6455,"name":"Gimbal.gif","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/4wo6hvam01yxnr\/source\/Gimbal.gif","alt":"","size":4274294,"mime_type":"image\/gif","last_modified":"2017-10-19T22:56:33+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6455","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6455\/similar"},{"id":25004,"name":"source.jpg","rsi_url":"https:\/\/media.robertsspaceindustries.com\/w0shv2sobeaiw\/source.jpg","alt":"","size":927693,"mime_type":"image\/jpeg","last_modified":"2019-05-09T20:01:24+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/25004","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/25004\/similar"},{"id":25130,"name":"Shipyard.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/wmpplo0g8caggr\/source\/Shipyard.png","alt":"","size":63421,"mime_type":"image\/png","last_modified":"2017-10-16T23:02:43+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/25130","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/25130\/similar"},{"id":26776,"name":"Top-Light-Blue.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/pqm85sh451j8jr\/source\/Top-Light-Blue.png","alt":"","size":949,"mime_type":"image\/png","last_modified":"2017-10-09T19:52:07+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26776","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26776\/similar"},{"id":26779,"name":"Bottom-Line.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/ez00a9axpk7gyr\/source\/Bottom-Line.png","alt":"","size":953,"mime_type":"image\/png","last_modified":"2017-10-09T19:53:29+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26779","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26779\/similar"},{"id":38062,"name":"source.jpg","rsi_url":"https:\/\/media.robertsspaceindustries.com\/huwhfjtdvra4r\/source.jpg","alt":"","size":3377215,"mime_type":"image\/jpeg","last_modified":"2025-03-21T15:18:25+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/38062","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/38062\/similar"},{"id":42313,"name":"Center-Bcg.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/rk76xsup1z4ier\/source\/Center-Bcg.png","alt":"","size":0,"mime_type":"undefined","last_modified":"1970-01-01T00:00:00+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/42313","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/42313\/similar"}],"images_count":28,"translations":{"en_EN":"Ship Thrusters and You A Guide to the New Ship Matrix\nGreetings Citizens!\n\nTodays topic of discussion on the New Ship Matrix is all about thrusters and how we reflect their stats on the web page. Thrusters are obviously a key part of a spaceships and critical for getting you around and also a key area to manage in both fuel consumption and emissions. Thrusters come in a huge range of sizes and types from the smallest fixed maneuvering thruster on a Nox, the huge pivoting VTOL thrusters found on the Idris, and all the way to the humongous fixed main thrusters found on the Bengal.\n\nThe first and most dramatic thing to notice with thrusters on the new matrix is the removal of TR values or Thrust Rating from the stats page and we\u2019ve done this for a few reasons:\n\n\nWith how ships are setup and tuned now we do not currently dictate independant thruster outputs, instead we allow thrust to be shunted around the thrusters as needed from a pool but within a total capped amount per thruster. With this its meant we have no \u201cdesired\u201d or minimum thrust output values to generate TR values from or against.\n\nThe value itself was always very confusing to explain and often did not match the art of the thrusters created by the talented art team which caused further confusion. How could a TR1 thruster on ship X be as powerful as a TR1 thruster on ship Y when its 1\/10 the size?\n\nIt was a un-intuitive and uninformative value to compare ships with given how complicated the flight model is, knowing that a ship had three TR2\u2019s versus another with 2 TR3\u2019s gave no useful information that couldn\u2019t be better presented elsewhere, such as the values on the Technical Information panel we discussed yesterday.\n\n\nThe second change to notice is the removal of Size attributes for the thrusters, these have been removed for much the same reason as TR was removed. As thrusters are unique to the ship and swappable in complete sets the size loses all meaning. Instead of the old Thrust Rating and Size values we now display the amount and more information on the type of thruster equipped to your ship between the two categories of thruster:\n\nMain Thrusters\nMain {M}\n\nThe primary thrusters on the ship that are responsible for making it go forwards, these are the most important ones on traditionally constructed ships and provide the bulk of forward momentum.\n\n\nRetro {R}\n\nHaving moved from the maneuvering section of the old matrix these are now counted in the Main Thruster category as they are a critical thruster set on the ship. There is little point having the biggest thruster around if you cant stop in time! Generally found in pairs some ships may have more or less depending on their roles and having a damage one can cause serious issues when trying to stop.\n\n\nVTOL {V}\n\nThese thrusters provide lift in the Z+ axis and can either be fixed in one position to provide continuous upward thrust or can pivot when needed to provide that thrust. Cargo or particularly ships tend to have fixed VTOL thrusters on the underside if they are required to enter\/exit planets or moons with gravity to aid them in leaving the atmosphere and to also slow their decent. If a ship does not have any dedicated VTOL thrusters it is not the end of the world, it just requires more forethought under those circumstances mentioned before.\n\n\nManeuvering Thrusters\n\nFixed {F}\n\nFixed Maneuvering thrusters provide instant thrust output as they do not need to align to the desired vector first, this gives a quicker response leading to more agility. The downside is you need to have more of them, a minimum of 12 on a ship to provide the ability to move in any direction with 6DOF.\n\nGimbal {G}\n\nGimbal Maneuvering thrusters provide thrust on one or more axis as they pivot or rotate to align themselves to the desired vector before providing thrust. This allows less thrusters to be needed but at the cost of a slower response rate and a small amount of power required to move them into position, making them vulnerable to power management problems.\n\n\nThe best way to theorycraft ship performance using these stats is to consider the types of thrusters in conjunction with the maneuvering stats on the Technical Information panel that we detailed in the last post.\n\n\nFrequently Asked Questions or: Questions We Figured You Might Have\n\nQ: If Thrust Ratings (TR) are not displayed, will they ever come back?\n\nA: In some form yes, whilst we\u2019ve removed them from the Ship Matrix for now due to the above reasons we have plans to bring back a more useful form of them with ongoing thruster and flight model updates in future patches, in part to deal with the somewhat overpowered maneuvering thrusters that have become commonplace with the changes to the flight model in 2.6.\n\nQ: Can we swap out thrusters for ones with increased performance\/other abilities?\n\nA: That is the goal but not possible in SC Alpha 3.0 and will be included in a future update. We plan to allow players to swap out their thrusters in sets, main and maneuvering together, for ones of alternate type such as Racing or Stealth styled ones. These would come with a visual difference to differentiate them from the stock loadout alongside adjusted stats in various systems to provide a different flight experience from normal. For example swapping out a Hornets default thruster set for a Stealth thruster set would seriously reduce its IR emissions over standard at the expense of performance and wear rate.\n\n\nFurther Reading\nShip Mass Careers and Roles Thrusters Ship Technical Information Ordnance Hardpoints Weapon Hardpoints Other Hardpoints Turrets Variants & Modules scu and Cargo","de_DE":"Schiffsantriebe und Sie ein Leitfaden f\u00fcr die neue Schiffsmatrix\nGr\u00fc\u00dfe B\u00fcrger!\n\nDas heutige Thema der Diskussion \u00fcber die New Ship Matrix dreht sich um Triebwerke und wie wir ihre Statistiken auf der Webseite wiedergeben. Triebwerke sind offensichtlich ein Schl\u00fcsselbestandteil eines Raumschiffes und entscheidend f\u00fcr die Fortbewegung und auch ein Schl\u00fcsselbereich, der sowohl beim Kraftstoffverbrauch als auch bei den Emissionen zu bew\u00e4ltigen ist. Die Triebwerke gibt es in einer Vielzahl von Gr\u00f6\u00dfen und Typen, vom kleinsten festen Man\u00f6vriertriebwerk auf einer Nox, den riesigen schwenkbaren VTOL-Triebwerken auf der Idris bis hin zu den riesigen festen Haupttriebwerken auf der Bengal.\n\nDie erste und dramatischste Sache, die bei Triebwerken auf der neuen Matrix zu bemerken ist, ist die Entfernung von TR-Werten oder Thrust Rating von der Statistikseite, und wir haben dies aus ein paar Gr\u00fcnden getan:\n\n\nMit der Art und Weise, wie Schiffe eingerichtet und abgestimmt werden, diktieren wir derzeit keine unabh\u00e4ngigen Triebwerksausg\u00e4nge, sondern lassen zu, dass der Schub bei Bedarf aus einem Pool um die Triebwerke geschoben wird, jedoch innerhalb einer Gesamtmenge pro Triebwerk. Damit haben wir keine \"gew\u00fcnschten\" oder minimalen Schubausgangswerte, um TR-Werte von oder gegen zu erzeugen.\n\nDer Wert selbst war immer sehr verwirrend zu erkl\u00e4ren und entsprach oft nicht der Kunst der Triebwerke, die von dem talentierten Kunstteam geschaffen wurden, was zu weiterer Verwirrung f\u00fchrte. Wie kann ein TR1-Triebwerk auf Schiff X so stark sein wie ein TR1-Triebwerk auf Schiff Y, wenn es 1\/10 der Gr\u00f6\u00dfe entspricht?\n\nEs war nicht intuitiv und uninformativ, Schiffe mit der Komplexit\u00e4t des Flugmodells zu vergleichen, da das Wissen, dass ein Schiff drei TR2 gegen\u00fcber einem anderen mit zwei TR3 hatte, keine n\u00fctzlichen Informationen lieferte, die anderswo nicht besser pr\u00e4sentiert werden k\u00f6nnten, wie die Werte auf dem Technical Information Panel, das wir gestern besprochen haben.\n\n\nDie zweite \u00c4nderung, die zu beachten ist, ist die Entfernung von Gr\u00f6\u00dfenattributen f\u00fcr die Triebwerke, diese wurden aus dem gleichen Grund entfernt wie TR entfernt wurde. Da die Triebwerke einzigartig f\u00fcr das Schiff sind und in kompletten S\u00e4tzen ausgetauscht werden k\u00f6nnen, verliert die Gr\u00f6\u00dfe jede Bedeutung. Anstelle der alten Thrust Rating und Size Werte zeigen wir nun die Menge und weitere Informationen \u00fcber den Typ des Thrusters, das f\u00fcr Ihr Schiff zwischen den beiden Kategorien des Thrusters ausgestattet ist:\n\nHaupttriebwerke\nHaupt {M}\n\nDie Prim\u00e4rtriebwerke auf dem Schiff, die daf\u00fcr verantwortlich sind, dass es vorw\u00e4rts f\u00e4hrt, sind die wichtigsten auf traditionell gebauten Schiffen und liefern den Gro\u00dfteil des Vorw\u00e4rtsmoments.\n\n\nRetro {R}\n\nNachdem sie sich aus dem Man\u00f6verabschnitt der alten Matrix bewegt haben, werden sie nun in die Kategorie der Haupttriebwerke eingestuft, da sie ein kritisches Triebwerk auf dem Schiff sind. Es gibt wenig Sinn, das gr\u00f6\u00dfte Triebwerk zu haben, wenn man nicht rechtzeitig anhalten kann! Im Allgemeinen paarweise gefunden, k\u00f6nnen einige Schiffe je nach Rolle mehr oder weniger haben und mit einem Schaden, den man verursachen kann, wenn man versucht zu stoppen.\n\n\nVTOL {V}\n\nDiese Triebwerke sorgen f\u00fcr Auftrieb in der Z+-Achse und k\u00f6nnen entweder in einer Position fixiert werden, um einen kontinuierlichen Auftrieb zu gew\u00e4hrleisten, oder bei Bedarf schwenken, um diesen Schub zu erzeugen. Ladung oder insbesondere Schiffe neigen dazu, an der Unterseite feste VTOL-Triebwerke zu haben, wenn sie Planeten oder Monde mit Schwerkraft betreten\/verlassen m\u00fcssen, um ihnen beim Verlassen der Atmosph\u00e4re zu helfen und auch ihre Anst\u00e4ndigkeit zu verlangsamen. Wenn ein Schiff keine eigenen VTOL-Triebwerke hat, ist es nicht das Ende der Welt, es erfordert nur mehr Voraussicht unter den oben genannten Umst\u00e4nden.\n\n\nMan\u00f6vriertriebwerke\n\nBehoben {F}\n\nFeste Man\u00f6vriertriebwerke bieten eine sofortige Schubleistung, da sie nicht erst auf den gew\u00fcnschten Vektor ausgerichtet werden m\u00fcssen, was eine schnellere Reaktion erm\u00f6glicht und zu mehr Agilit\u00e4t f\u00fchrt. Der Nachteil ist, dass Sie mehr davon haben m\u00fcssen, mindestens 12 auf einem Schiff, um die M\u00f6glichkeit zu haben, sich mit 6DOF in jede Richtung zu bewegen.\n\nKardangelenk {G}\n\nKardanische Man\u00f6vriertriebwerke liefern Schub auf einer oder mehreren Achsen, w\u00e4hrend sie sich drehen oder schwenken, um sich auf den gew\u00fcnschten Vektor auszurichten, bevor sie Schub erzeugen. Dies erm\u00f6glicht es, weniger Triebwerke zu ben\u00f6tigen, jedoch auf Kosten einer langsameren Reaktionszeit und einer geringen Menge an Leistung, die ben\u00f6tigt wird, um sie in Position zu bringen, was sie anf\u00e4llig f\u00fcr Energieverwaltungsprobleme macht.\n\n\nDer beste Weg zur Leistung von Theoryschiffen mit diesen Statistiken ist es, die Arten von Triebwerken in Verbindung mit den Man\u00f6verstatistiken auf dem Technical Information Panel zu betrachten, die wir im letzten Beitrag beschrieben haben.\n\n\nH\u00e4ufig gestellte Fragen oder: Fragen, von denen wir dachten, dass du sie vielleicht hast.\n\nF: Wenn die Schubwerte (TR) nicht angezeigt werden, werden sie dann jemals wiederkehren?\n\nA: In irgendeiner Form ja, obwohl wir sie aus den oben genannten Gr\u00fcnden aus der Schiffsmatrix entfernt haben, haben wir Pl\u00e4ne, eine n\u00fctzlichere Form von ihnen mit laufenden Triebwerks- und Flugmodell-Updates in zuk\u00fcnftigen Patches wiederzubeleben, teilweise um mit den etwas \u00fcberm\u00e4chtigen Man\u00f6vriertriebwerken umzugehen, die mit den \u00c4nderungen am Flugmodell in 2.6 allt\u00e4glich geworden sind.\n\nF: K\u00f6nnen wir die Triebwerke gegen solche mit erh\u00f6hter Leistung \/ anderen F\u00e4higkeiten austauschen?\n\nA: Das ist das Ziel, aber nicht m\u00f6glich in SC Alpha 3.0 und wird in einem zuk\u00fcnftigen Update enthalten sein. Wir planen, den Spielern zu erm\u00f6glichen, ihre Triebwerke in S\u00e4tzen, Haupt- und Man\u00f6ver gemeinsam gegen solche alternativen Typs wie Racing oder Stealth auszutauschen. Diese w\u00fcrden mit einem visuellen Unterschied versehen sein, um sie von der Lagerauslastung zu unterscheiden und die Statistiken in verschiedenen Systemen anzupassen, um ein anderes Flugerlebnis als das normale zu bieten. Zum Beispiel w\u00fcrde der Austausch eines Hornets Standard-Triebwerkssatzes gegen ein Stealth-Triebwerksset seine IR-Emissionen gegen\u00fcber dem Standard auf Kosten von Leistung und Verschlei\u00dfrate erheblich reduzieren.\n\n\nWeiterf\u00fchrende Literatur\nSchiffsmassenkarrieren und Rollen Triebwerke Schiff Technische Informationen Ordnungs-Haltepunkte Waffen-Haltepunkte Andere Haltepunkte Gesch\u00fctzt\u00fcrme Varianten & Module scu und Ladung","zh_CN":"Ship Thrusters and You A Guide to the New Ship Matrix\nGreetings Citizens!\n\nTodays topic of discussion on the New Ship Matrix is all about thrusters and how we reflect their stats on the web page. Thrusters are obviously a key part of a spaceships and critical for getting you around and also a key area to manage in both fuel consumption and emissions. Thrusters come in a huge range of sizes and types from the smallest fixed maneuvering thruster on a Nox, the huge pivoting VTOL thrusters found on the Idris, and all the way to the humongous fixed main thrusters found on the Bengal.\n\nThe first and most dramatic thing to notice with thrusters on the new matrix is the removal of TR values or Thrust Rating from the stats page and we\u2019ve done this for a few reasons:\n\n\nWith how ships are setup and tuned now we do not currently dictate independant thruster outputs, instead we allow thrust to be shunted around the thrusters as needed from a pool but within a total capped amount per thruster. With this its meant we have no \u201cdesired\u201d or minimum thrust output values to generate TR values from or against.\n\nThe value itself was always very confusing to explain and often did not match the art of the thrusters created by the talented art team which caused further confusion. How could a TR1 thruster on ship X be as powerful as a TR1 thruster on ship Y when its 1\/10 the size?\n\nIt was a un-intuitive and uninformative value to compare ships with given how complicated the flight model is, knowing that a ship had three TR2\u2019s versus another with 2 TR3\u2019s gave no useful information that couldn\u2019t be better presented elsewhere, such as the values on the Technical Information panel we discussed yesterday.\n\n\nThe second change to notice is the removal of Size attributes for the thrusters, these have been removed for much the same reason as TR was removed. As thrusters are unique to the ship and swappable in complete sets the size loses all meaning. Instead of the old Thrust Rating and Size values we now display the amount and more information on the type of thruster equipped to your ship between the two categories of thruster:\n\nMain Thrusters\nMain {M}\n\nThe primary thrusters on the ship that are responsible for making it go forwards, these are the most important ones on traditionally constructed ships and provide the bulk of forward momentum.\n\n\nRetro {R}\n\nHaving moved from the maneuvering section of the old matrix these are now counted in the Main Thruster category as they are a critical thruster set on the ship. There is little point having the biggest thruster around if you cant stop in time! Generally found in pairs some ships may have more or less depending on their roles and having a damage one can cause serious issues when trying to stop.\n\n\nVTOL {V}\n\nThese thrusters provide lift in the Z+ axis and can either be fixed in one position to provide continuous upward thrust or can pivot when needed to provide that thrust. Cargo or particularly ships tend to have fixed VTOL thrusters on the underside if they are required to enter\/exit planets or moons with gravity to aid them in leaving the atmosphere and to also slow their decent. If a ship does not have any dedicated VTOL thrusters it is not the end of the world, it just requires more forethought under those circumstances mentioned before.\n\n\nManeuvering Thrusters\n\nFixed {F}\n\nFixed Maneuvering thrusters provide instant thrust output as they do not need to align to the desired vector first, this gives a quicker response leading to more agility. The downside is you need to have more of them, a minimum of 12 on a ship to provide the ability to move in any direction with 6DOF.\n\nGimbal {G}\n\nGimbal Maneuvering thrusters provide thrust on one or more axis as they pivot or rotate to align themselves to the desired vector before providing thrust. This allows less thrusters to be needed but at the cost of a slower response rate and a small amount of power required to move them into position, making them vulnerable to power management problems.\n\n\nThe best way to theorycraft ship performance using these stats is to consider the types of thrusters in conjunction with the maneuvering stats on the Technical Information panel that we detailed in the last post.\n\n\nFrequently Asked Questions or: Questions We Figured You Might Have\n\nQ: If Thrust Ratings (TR) are not displayed, will they ever come back?\n\nA: In some form yes, whilst we\u2019ve removed them from the Ship Matrix for now due to the above reasons we have plans to bring back a more useful form of them with ongoing thruster and flight model updates in future patches, in part to deal with the somewhat overpowered maneuvering thrusters that have become commonplace with the changes to the flight model in 2.6.\n\nQ: Can we swap out thrusters for ones with increased performance\/other abilities?\n\nA: That is the goal but not possible in SC Alpha 3.0 and will be included in a future update. We plan to allow players to swap out their thrusters in sets, main and maneuvering together, for ones of alternate type such as Racing or Stealth styled ones. These would come with a visual difference to differentiate them from the stock loadout alongside adjusted stats in various systems to provide a different flight experience from normal. For example swapping out a Hornets default thruster set for a Stealth thruster set would seriously reduce its IR emissions over standard at the expense of performance and wear rate.\n\n\nFurther Reading\nShip Mass Careers and Roles Thrusters Ship Technical Information Ordnance Hardpoints Weapon Hardpoints Other Hardpoints Turrets Variants & Modules scu and Cargo"},"links_count":10,"comment_count":75,"created_at":"2017-10-20T00:00:00+00:00","created_at_human":"8 years ago"},"meta":{"processed_at":"2026-05-07 23:46:42","valid_relations":["images","links"],"prev_id":16175,"next_id":16180}}