Which properties of tank are affected by exoskeleton?
Posted: Sun Jun 07, 2026 3:14 pm
Of course I checked the wiki, and found these information on this page:
So I did some experiments under controlled conditions in map editor mode. Here is the configuration and step of my experiments:
Put down a tank, blueprint it, enable "snap to grid" for that blueprint, use it to put down another tank side by side with the first one, both facing the same direction perpendicular to the line that contains them. Fill their fuel slots with the same fuel.
Optionally, blueprint these tanks and/or save the game, then:
In case someone needs information about game version and mods, I did those experiments in 2.0.76 with space age, quality, elevated rails, and no other mods enabled.
Also, a legendary tank filled with 15 legendary exoskeletons has an absurdly fast rotation speed, is it possible to enrich uranium this way?
Exoskeletons can also be installed into the tank's equipment grid to increase its top speed as though the tank was the player.
But when I play with them myself, it feels like exoskeleton does increase tank's acceleration.Increasing the tank's speed with exoskeletons does not affect the tank's acceleration or deceleration, so it will take some time for the tank to accelerate to its top speed, as well as to stop from that speed.
So I did some experiments under controlled conditions in map editor mode. Here is the configuration and step of my experiments:
Put down a tank, blueprint it, enable "snap to grid" for that blueprint, use it to put down another tank side by side with the first one, both facing the same direction perpendicular to the line that contains them. Fill their fuel slots with the same fuel.
Optionally, blueprint these tanks and/or save the game, then:
- Use map editor's feature to pause the game, enter one of the tanks, run the game for 1 tick while holding W, leave the tank, then do the same to the other tank, resume the game and wait for these tanks to stop, they traveled the same distance.
- Put some exoskeletons, a portable reactor, and optionally some batteries in one of the tanks, then do the same as the first experiment, the tank with exoskeletons traveled further.
- Pause the game, enter one of the tanks, run the game for 5 ticks while holding W, then 1 tick while holding S, leave the tank, then do the same to the other tank, but run the game for 2 ticks while holding S instead, resume and wait for these tanks to stop, the tank that braked for only 1 tick traveled further.
- Put the same number, tier, and quality of exoskeletons, portable reactor, and batteries in both tanks, pause, enter one tank, run the game for 5 ticks while holding W, take out all equipments from that tank, then run for 1 tick while holding S, leave, do the same to the other tank, but don't take out equipments from it, resume and wait for these tanks to stop, they traveled the same distance.
In case someone needs information about game version and mods, I did those experiments in 2.0.76 with space age, quality, elevated rails, and no other mods enabled.
Also, a legendary tank filled with 15 legendary exoskeletons has an absurdly fast rotation speed, is it possible to enrich uranium this way?