Oh I see. I have to complete a few things, but I did the crew requirements and everything for trinium components.
About thrusters/engines/dampeners, the basic idea is that thanks to Newton, F=M * a. So, a = F/M.
But, F is linearly proportional to the volume of engines/thrusters/dampeners, and that volume can be expressed in terms of mass like Mengines = p * V.
In the end, a = Mengines / M * C, with:
Mengines = mass of the engines
M = total mass of the craft
C is a constant that depends on the material you use for thrusters/engines/etc, to take p (the volumetric density) in account.
Let's take trinium engines. If you make a ship that is only an engine (so Mengines/M = 1), its thrust will be 1904.8 m/s².
1904.8 m/s² is what I call the base acceleration value (e.g. the constant C), for the trinium engines.
That value changes with material, because aengine= Fengine/Mengine but Mengine changes with the material used (p is different) whileFengines stays the same across all materials.
Now, if you make a ship in which Mengines = 0.5 * M (so engines represent 50% of the craft's total mass), the acceleration will be 0.5 * 1904.8 = 952.4 m/s². If it's 10%, then the acceleration will be 0.1 * 1904.8 = 190.48 m/s² and so on.
You could say that for each % of trinium engine against the craft's total mass, it gains 19.048 m/s² of thrust.
Works the same way for dampeners and thrusters, only that the base value is different.
Finally, roughly speaking in terms of force (for a 1x1x1 block):
Fengine ~ 20 MN
Fdir.thruster ~ 12.5 MN
Fomni.thruster ~ 4.9 MN for the three axis XYZ, if it's a cube
Fdampener ~ 54.4 MN