Jump to content

Rockets vs Bunker Doors


Recommended Posts

No, it's not fixed. You still need to have multiple scanners just for it to work semi-reliably and a shower still kills its reliability.

It seems that Klei refuses to realize that it's a problem.

The only things that have been fixed are: the signal is no longer sent when the rocket is "fully landed" (meaning you don't need complex automation just to remember if the rocket is in or out) and possibly the offscreen door speed bug.

1 hour ago, Coolthulhu said:

No, it's not fixed. You still need to have multiple scanners just for it to work semi-reliably and a shower still kills its reliability.

It seems that Klei refuses to realize that it's a problem.

The only things that have been fixed are: the signal is no longer sent when the rocket is "fully landed" (meaning you don't need complex automation just to remember if the rocket is in or out) and possibly the offscreen door speed bug.

What's the problem currently?  I'm using similar automation as shown in this thread and it's working without any issues: 

 

35 minutes ago, Nitroturtle said:

I'm using similar automation as shown in this thread and it's working without any issues:

Except when it randomly doesn't and the rocket comes crashing down through the doors because the signal came in too late.

1 hour ago, Coolthulhu said:

No, it's not fixed. You still need to have multiple scanners just for it to work semi-reliably and a shower still kills its reliability.

It seems that Klei refuses to realize that it's a problem.

I think the only two things that are reliable are to leave the bunker doors open while the rocket is away (my approach) or use a long-term timer. 

43 minutes ago, Nitroturtle said:

What's the problem currently?  I'm using similar automation as shown in this thread and it's working without any issues:

I think the problem is that the scanner will detect the rocket 1-200s before landing if fully blocked (for example during a metero shower) and if you are unlucky it will be too late to open the doors.

6 minutes ago, Coolthulhu said:

Except when it randomly doesn't and the rocket comes crashing down through the doors because the signal came in too late.

Well, it's been working for quite a few launches without a single issue.  The only problem I had was when I rebuilt the rocket and forgot to reset the scanner to the new name.  Doesn't matter if the scanner can see the sky, or if it's sitting right next to another scanner.  

3 hours ago, Oni Noob said:

Is the automation for bunker door to open when rockets arrived already fixed? If yes,  Anyone have a topic regarding that on how to make it work?

No
No
I do not use spacestuff so far. Spacebiome sucks for me and all that rocketstuff makes small sense only..

5 hours ago, Oozinator said:

I do not use spacestuff so far. Spacebiome sucks for me and all that rocketstuff makes small sense only..

The WWs are nice. For the rest I have yet to find any real need. That is with 12 dupes. With 8 dupes (will try next), I probably can do entirely without space.

On 12/29/2018 at 2:12 PM, Coolthulhu said:

No, it's not fixed. You still need to have multiple scanners just for it to work semi-reliably and a shower still kills its reliability.

It seems that Klei refuses to realize that it's a problem.

The only things that have been fixed are: the signal is no longer sent when the rocket is "fully landed" (meaning you don't need complex automation just to remember if the rocket is in or out) and possibly the offscreen door speed bug.

The thing is, we don't need a signal for when the rocket is landing.  If there are no meteors, the doors are open anyway.  The problem is the damn rockets blasts through the doors when they are closed for a shower.  The rockets is smart enough to refuse to launch with doors closed but blasts through the same doors on landing.  They need to allow the rocket to not land when the doors are closed.

In terms of automation, there need to be a delay on the launch with a command module signal to allow for gantry retraction automatically.

Plus, while I rant, the rockets still ignore the fuel setting, often come back with fuel in their tanks, and still have sections messing or graphics glitches like showing the fuel status on the landing pas for a rocket in space.

Rockets are a buggy mess. 

Once they fix the bugs, they need to deal with 30 cycle travel times with only 1 ton of useful materials in return; that is silly.

9 hours ago, chemie said:

The thing is, we don't need a signal for when the rocket is landing.  If there are no meteors, the doors are open anyway.  The problem is the damn rockets blasts through the doors when they are closed for a shower.

The rocket will blast through the doors even if your rocket doors are configured to only respond to rocket sensor and nothing else.

The shower will cause the rocket sensor to send a delayed signal (because it has closed doors above it now), which will result in rocket landing before the doors open.

This is all probabilistic, in my case it's about 1/4 of landings during shower. It may also depend on game framerate and other weird things like this because Rocket Update is one of the very sloppy ones.

10 hours ago, chemie said:

Once they fix the bugs, they need to deal with 30 cycle travel times with only 1 ton of useful materials in return; that is silly.

Well, I don't see rockets being able to bring in more materials from longer missions. But perhaps the further destinations could have better stuff and more of it. So closer destinations would be ideal for hauling in large quantities of mundane stuff like iron, copper, coal, stone, ice, etc., while the further destinations would be ideal for rare materials.

9 hours ago, mathchamp93 said:

Well, I don't see rockets being able to bring in more materials from longer missions. But perhaps the further destinations could have better stuff and more of it. So closer destinations would be ideal for hauling in large quantities of mundane stuff like iron, copper, coal, stone, ice, etc., while the further destinations would be ideal for rare materials.

or just assume the rocket keeps accelerating so longer runs take increasingly less time.

10 hours ago, Coolthulhu said:

The rocket will blast through the doors even if your rocket doors are configured to only respond to rocket sensor and nothing else.

The shower will cause the rocket sensor to send a delayed signal (because it has closed doors above it now), which will result in rocket landing before the doors open.

This is all probabilistic, in my case it's about 1/4 of landings during shower. It may also depend on game framerate and other weird things like this because Rocket Update is one of the very sloppy ones.

well, that is even dumber game design.  "Let's have a sensor to detect the rocket return but break it when there is a reason to have the doors closed.  Also, let's have the rocket blindly go through closed doors.  That will be fun"

9 minutes ago, chemie said:

Let's have a sensor to detect the rocket return but break it when there is a reason to have the doors closed.

People actually asked for the meteor scanner to be able to detect rockets. Nobody noticed the obvious problem of bunker doors blocking them.

There should be a separate sensor detecting rockets 100-200s before landing. Ideally a returning rocket should start orbiting the asteroid before land and have a button similar to the launch button to land it. The rocket detector could automate it by sending a "land" signal.

I've have none of these issues with rockets landing while doors closed.  The sensor picks up the rocket and opens the doors during a storm and hasn't failed.

I did have the issue of the not detecting the rocket in time, but then I connected the automation to my rocket detector sensor to the main meteor sensor grid and it ramped up the sensor quality and now the bunkers open at the correct time regardless of the meteors.  The rocket bunker doors open in a clear season and close during a meteor season, when the rocket arrives, it opens for that too.

 

20 minutes ago, Craigjw said:

I've have none of these issues with rockets landing while doors closed.  The sensor picks up the rocket and opens the doors during a storm and hasn't failed.

I did have the issue of the not detecting the rocket in time, but then I connected the automation to my rocket detector sensor to the main meteor sensor grid and it ramped up the sensor quality and now the bunkers open at the correct time regardless of the meteors.  The rocket bunker doors open in a clear season and close during a meteor season, when the rocket arrives, it opens for that too.

 

opening doors during storm means your rocket infrastructure and even the rockets get damaged by meteors.  Not a good solution.

4 minutes ago, chemie said:

opening doors during storm means your rocket infrastructure and even the rockets get damaged by meteors.  Not a good solution.

Not true.  I have a pit with two rockets and I've had dozens of launches without any damage at all, to anything!

34 minutes ago, chemie said:

opening doors during storm means your rocket infrastructure and even the rockets get damaged by meteors.  Not a good solution.

 

29 minutes ago, Craigjw said:

Not true.  I have a pit with two rockets and I've had dozens of launches without any damage at all, to anything!

Agreed, the rocket parts/gantries/etc seem pretty resilient against meteor impacts, I've watched them take many direct hits without damage.

Just don't hook your rocket bay doors to your solar bunker door automation at all, and let the meteors in!

Here's how I have mine set up - notably the rocket scanner is getting the network quality bonus from all scanners despite not being connected to the meteor network (I'm not sure how this is working, maybe 'passing through' the command module?)

rocket.png

solar.png

I'm starting to wonder if people have actually tried using the scanners for rockets or if they are just making assumptions and complaining.  Scanners set to scan for rockets don't even need space line of sight to work correctly and give a warning with plenty of time to open bunker doors.  Either some of you haven't even tried, or are using a faulty setup. 

I'll post a screenshot.  basically, my bunker doors open for a rocket, regardless of meteors.

My rocket sensor dish is connected to my meteor sensor dish via a not signal and an or gate,

If( no meteors OR rocket approaching): open bunker doors.

 

1 hour ago, chemie said:

opening doors during storm means your rocket infrastructure and even the rockets get damaged by meteors.  Not a good solution.

As for now most of the infrastructure doesn`t tke damage from meteors. Pipes, wires, gantries, automation and the rocket itself will not take any damage from meteors flling through them. They may porduce a "meteor damage" floating text but they actually don`t take damage. What can happen is wires getting melted from the rocket exhaust.

Wires used to take damage in the rocketry upgrade but it apparently got patched right after. I guess they did it temporarily to make rockets less frustrating until the detection system is more reliable.

image.thumb.png.bbbb4258e79a0a8115d9719152d6ab8b.png

The double doors seem to actually delete regolith at a substantial rate.

The filter on the right, above the red box on the line that opens the rocket bay doors is not required and set to 0.1.

The two atmo sensors on the AND gate are used to open close the doors manually for what ever reason.

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...