Sorry, no. The thrust requirement is computed for the movement orders AS A WHOLE, not for each component. This is why there are five "cases" for determining thrust.
Looking at the example on p.19: the previous speed is 3, the new movement orders are "2S2". Since this is a single one-hexside turn, the thrust requirement is the higher of the two speeds, or 4.
If the orders were "2S2S", with two one-hexside turns, the thrust requirement is now the sum of the two speeds, or 7.
Ok ... we're almost there
I know how to determine the TR for each of the 5 maneuver categories; that's easy. Going back to the perennial example - if we go the the 2nd game turn- I'll list a few movement alternatives to the given example, let's see if I get it :
engine rating = 4
previous speed = 3
-IF I don't turn I can move up to 7 hexes or not move at all (eg I move forward 0,1,2,3,4,5,6 or 7 hexes)
-IF I make a single turn to port, the NEW max speed (ie number of hexes actually moved that turn) is 4, because P = greater of the previous (3) and current (4) speed- like the example given.
-OR I could try P+P, but my max speed for that turn can only be 1 ; since P+P = sum of the previous (3) and current (1) speed ... = engine rating @ 4
-OR I could try P+S like this : P1S5 or P2S3 or P3S1, etc.
-OR I could go for a fancy U-turn as such : 1U or U1
Closer?
Ah btw, no need to reply right away, you folks enjoy your holidays for Elvis' sake!