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Rocket Automation - Help with detecting if Rocket is present


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Hey everyone,

I attached a video explaining what I'm trying to do, and I'm sure there has to be a way, but I guess I'm not smart enough to figure it out...  currently, every piece of the rocket launch is automated minus selecting the destination, and sending oxylite to a rocket that's docked, and stop sending oxylite when it's no longer there.  I'm currently using toggle switches to manage it, and I lose some oxylite in the process if I'm not paying attention.  I want to stop that!

Thank you in advance for any help!

CipherLoco

 

I m not at my gaming rig so i can't post a screen, + the screen would be rather messy with all the automation going on but there is a solution I used that work 100%

What you need is a bit of automation that will active every second time. Meaning when the input turns green for a while and then back to red first time, the output turns green, the second time it turns green output goes red, the 3d time it turns green output turns green again etc

The reason is that you can via scanners detect rocket entering but of course the exact same thing happens when it leaves so you need a way to distinguish if the rocket is indeed entering or leaving

I got help with that automation on this forum (without even telling what i was going to use it for.. I ll see if i can find the thread and link it here.

 

Edit: here we go: 

 

You hook that up to the detection of rockets. 

If you set the alternating outputs up correctly you will get an active signal every time rocket enter the bay that stays active until it leaves and then turns red until return.

 

 

32 minutes ago, cpy said:

How the hell you cool autominers in space?

You put a bit of liquid (for example petroleum) behind the thing you want to cool and a temp-shift plate or similar to avoid the liquid dusting of into space. 

Once you have done that you can pipe cold liquid through the tile that will cool down the liquid behind the machinery and thus cooling the machine.

hey :) im also quite new to space but this worked for me without problems. there are for sure some events that could break it but it didnt happen for me for now. maybe it will  help you with your problem.

so the memory toggle is activated if the rocket is ready to launch, (sending red signal to gentrys and shutoffs). rocket flys away gentrys and shutoffs stay closed till the rocket returns because the momory toggle resets after the scanner detects the incoming rocket for more then 40 seconds. the scanner is sending a green signal till the rocket landed. after landing it resets the memory, gentrys and shutoffs open till the rocket is again ready to launch. the filtergate below the scanner is set to 40 sec because the scanner is sending a signal for ca. 40 sec when the rocket starts. 

This methode work really fine for me for now. also i have one scanner always exposed to space.

i hope its understandable, im not a native english speaker.

greetings dave :)

 

Rocket.png

3 hours ago, Ketmol said:

here we go: 

 

You hook that up to the detection of rockets. 

If you set the alternating outputs up correctly you will get an active signal every time rocket enter the bay that stays active until it leaves and then turns red until return.

That's exactly what I was looking for, though I'm not done staring at it to figure out how it works, I just know it's what I'm looking for based on the final outputs and activity.  Thank you very much for sharing!  

 

 

4 hours ago, cpy said:

How the hell you cool autominers in space?

Ha :)  My cooling at first was sending all my dupes to dismantle and rebuild as soon as one started to overheat.  In the video they're all made out of thermium, and I haven't had anything overheat yet!  

 

 

2 hours ago, dama789123 said:

hey :) im also quite new to space but this worked for me without problems. there are for sure some events that could break it but it didnt happen for me for now. maybe it will  help you with your problem.

so the memory toggle is activated if the rocket is ready to launch, (sending red signal to gentrys and shutoffs). rocket flys away gentrys and shutoffs stay closed till the rocket returns because the momory toggle resets after the scanner detects the incoming rocket for more then 40 seconds. the scanner is sending a green signal till the rocket landed. after landing it resets the memory, gentrys and shutoffs open till the rocket is again ready to launch. the filtergate below the scanner is set to 40 sec because the scanner is sending a signal for ca. 40 sec when the rocket starts. 

This methode work really fine for me for now. also i have one scanner always exposed to space.

i hope its understandable, im not a native english speaker.

greetings dave :)

 

Rocket.png

Perfect, this is another example of exactly what I was looking for, thank you so much for taking the time to respond!  

@dama789123 Thank you very much again, I ended up using your solution, and it worked flawlessly.  It's completely full proof the way I have it setup as well!  I can just sit back, and just change my destinations when I need too, and reap the rewards while I do other stuff :)  

I attached a screenshot of the changes I made, which was very minor to be honest.  You can see the difference for the middle rocket.  Now the gantry and shutoffs are tied to the launch prerequisites being met, which in turn shut off the oxylite refineries if all rockets are gone, and the set port is set to the 40 second rocket detection filter like said to do.  Perfect, thank you so much again, this one was bugging me, and in the end it was simple.  

Now I just need to change the other rockets, and I'm good to go.  

Thanks everyone!

Cipherloco

2019-09-13.png

2 minutes ago, CipherLoco said:

@dama789123  Thank you very much again, I ended up using your solution, and it worked flawlessly.  It's completely full proof the way I have it setup as well!  I can just sit back, and just change my destinations when I need too, and reap the rewards while I do other stuff :)  

I attached a screenshot of the changes I made, which was very minor to be honest.  You can see the difference for the middle rocket.  Now the gantry and shutoffs are tied to the launch prerequisites being met, which in turn shut off the oxylite refineries if all rockets are gone, and the set port is set to the 40 second rocket detection filter like said to do.  Perfect, thank you so much again, this one was bugging me, and in the end it was simple.  

Now I just need to change the other rockets, and I'm good to go.  

Thanks everyone!

Cipherloco

2019-09-13.png

nice to hear its working :) i lauched like 20 rockets and none crashed since i set it up. i think it only doesnt work if the scanner exposed to space gets entombed for a sec and the signal turns of. didnt happen once *fingers crossed* xD

im tinkering since hours for automated liquid oxygen without using tons of insulation pipes xD i hooked it up to the same automation with some extras. im sure there is a much easier solution^^

2 minutes ago, dama789123 said:

nice to hear its working :) i lauched like 20 rockets and none crashed since i set it up. i think it only doesnt work if the scanner exposed to space gets entombed for a sec and the signal turns of. didnt happen once *fingers crossed* xD

im tinkering since hours for automated liquid oxygen without using tons of insulation pipes xD i hooked it up to the same automation with some extras. im sure there is a much easier solution^^

I look forward to what you're working on :)  Unfortunately, a lot of my free power is being used on converting half an asteroid of sour gas.  I just don't know how it got so dang hot in the bottom of the map.  Maybe because I had my whole oil setup enclosed in insulated tiles for over a 1000 cycles.  Eventually it just got so hot from all the magma that was close.  

Anyway, may I ask why you need a scanner exposed to space?  It still detects the rockets way before they need too if the bay doors are closed if I remember watching the signals correctly.  Maybe I'm wrong, and I'll end up with a crashed rocket one day :)  

there was another pretty complex post about rocket automation. there are meteorshowers from 100 too 400 seconds i think. so when u get a long one and the bunkerdoors  close before the 200 seconds of detecting start your rocket may crash because the networkquality  iwill drop to zero, so u detect your rocket 0-200 seconds before landing. anything below 40 seconds will crash the rocket because there is not enough time to open the bunkerdoors. with at least one scanner open u have 17% netquality. i believe u detect rocket 33-200 sec before. so i minimized the chance that the rocket destroyes the doors. 

if i got it working i show the liquid oxygen setup. all because i built the liquid oxygen/hydro generator to far away from my rockets xD

8 minutes ago, dama789123 said:

there was another pretty complex post about rocket automation. there are meteorshowers from 100 too 400 seconds i think. so when u get a long one and the bunkerdoors  close before the 200 seconds of detecting start your rocket may crash because the networkquality  iwill drop to zero, so u detect your rocket 0-200 seconds before landing. anything below 40 seconds will crash the rocket because there is not enough time to open the bunkerdoors. with at least one scanner open u have 17% netquality. i believe u detect rocket 33-200 sec before. so i minimized the chance that the rocket destroyes the doors. 

if i got it working i show the liquid oxygen setup. all because i built the liquid oxygen/hydro generator to far away from my rockets xD

Ah, now it makes sense...  Hasn't happened to me yet, but it can now that I know.  I guess that's a problem for another day.  Have a good one.

On 13/09/2019 at 4:48 PM, CipherLoco said:

That's exactly what I was looking for, though I'm not done staring at it to figure out how it works, I just know it's what I'm looking for based on the final outputs and activity.  Thank you very much for sharing! 

I second all of this.

I was thinking about a way to... well, do exactly that, detect when a rocket is here or not here. That's... way harder than one would think, to be honest.

This contraption makes no sense to me (a not gate linked to an and gate, and it still triggers, sorry what?), and I am completely amazed this even has a name. I guess the function has a name, not the actual in game contraption.

 

Anyhow, great stuff, going to try that if... my brain can't figure out anything else. Was thinking to link the green output of the cockpit with the green output of the scanner to eventually detect when it's going "out" or "in", with memory toggles, but nothing clear yet.

On 9/13/2019 at 7:00 AM, cpy said:

How the hell you cool autominers in space?

You don’t you build them out of thermium. I think by doing this you are still cooling them because transfer heat with the regalith as they mine it. (Please correct me if I am wrong about this.) 

45 minutes ago, Yank31 said:

I second all of this.

I was thinking about a way to... well, do exactly that, detect when a rocket is here or not here. That's... way harder than one would think, to be honest.

This contraption makes no sense to me (a not gate linked to an and gate, and it still triggers, sorry what?), and I am completely amazed this even has a name. I guess the function has a name, not the actual in game contraption.

 

Anyhow, great stuff, going to try that if... my brain can't figure out anything else. Was thinking to link the green output of the cockpit with the green output of the scanner to eventually detect when it's going "out" or "in", with memory toggles, but nothing clear yet.

I hope this helps, as I ended up using a simpler design that my brain could comprehend lol.  I went through it in a different video trying to help someone else doing the same thing.  Let me know if it helps!

 

16 minutes ago, peachkillu said:

You don’t you build them out of thermium. I think by doing this you are still cooling them because transfer heat with the regalith as they mine it. (Please correct me if I am wrong about this.) 

Yes, when I finally built them out of thermium, the miners, loaders, and sweepers never overheated.  Though I ended up making a cooling solution with a salt water geysor I had and never used , and sprayed water over the whole floor when the gates opened, and cooled the regolith down substantially before taking it to my shove vole farm.  I didn't want a cooling loop :)  with regolith, the thermo regulator never stopped due to so much heat getting transfered to the loop.  The excess salt water I had worked great!  Never ran out, and got free salt in the process! lol

5 hours ago, CipherLoco said:

I hope this helps, as I ended up using a simpler design that my brain could comprehend lol.  I went through it in a different video trying to help someone else doing the same thing.  Let me know if it helps!

Yes it did help, thank you!

I never thought that the green signal sent by the scanner was shorter on the way out, than it is on the way in (when they land), that's a smart and useful info, I will need to think about it :)

Using a memory thing is also what I intend(ed) to do, that seems much more comprehensible, to me anyway, than the crazy stuff above...

 

Couple side notes : I'm not sure either how the rocket landing is evaluated. I have 100% scanner network, so by all means it should detect incoming rockets exactly 200s before they... well, appear on screen, or touch the ground (??). Thinking of it, maybe that's the catch. It's 200s before what exactly?

Anyhow, I used to treat it as 200s before they would appear on screen (as, I believe, asteroids showers do), so I used to have a filter on my doors, set to 155s (~40s for the bunker door opening sequence, and 5s as safety margin). Yet I noticed my rockets were hitting the doors recently.

But I wonder if... if that is because I gave the ultimate skill to my pilots, forgot the name, it's the +10% piloting efficiency. So maybe they do everything 10% faster (aka landing too). I did reduce the filter timer to account for that... but I now realize I probably miss-counted to 190s total, instead of 200s. Well, I don't know, food for thought I guess.

 

But back on topic, I like your idea based on the signal length, I will need to experiment with that tomorrow, thanks. And chill video, I will check out your channel, cheers!

2 minutes ago, Yank31 said:

Yes it did help, thank you!

I never thought that the green signal sent by the scanner was shorter on the way out, than it is on the way in (when they land), that's a smart and useful info, I will need to think about it :)

Using a memory thing is also what I intend(ed) to do, that seems much more comprehensible, to me anyway, than the crazy stuff above...

 

Couple side notes : I'm not sure either how the rocket landing is evaluated. I have 100% scanner network, so by all means it should detect incoming rockets exactly 200s before they... well, appear on screen, or touch the ground (??). Thinking of it, maybe that's the catch. It's 200s before what exactly?

Anyhow, I used to treat it as 200s before they would appear on screen (as, I believe, asteroids showers do), so I used to have a filter on my doors, set to 155s (~40s for the bunker door opening sequence, and 5s as safety margin). Yet I noticed my rockets were hitting the doors recently.

But I wonder if... if that is because I gave the ultimate skill to my pilots, forgot the name, it's the +10% piloting efficiency. So maybe they do everything 10% faster (aka landing too). I did reduce the filter timer to account for that... but I now realize I probably miss-counted to 190s total, instead of 200s. Well, I don't know, food for thought I guess.

 

But back on topic, I like your idea based on the signal length, I will need to experiment with that tomorrow, thanks. And chill video, I will check out your channel, cheers!

Yea, after I made that video and watched many rocket landings, it was the same landing time every... single time.  My network quality was 88%, and it was like 220 seconds (give or take) every time (40 for the landing check, and 180 on the landed check).  The scanner green signal for leaving is I think 20 seconds if I remember, and the 40 to determine if it was landing was a safe bet every time.  

What I needed to do, and will do on my new base (I lost my old base of 3500 cycles using the fast save mod some how) is not open the doors as soon as it detects the incoming landing, omg did that suck with a meteor shower going on :\ I can't believe I didn't do what you did and have a timer for those doors, so thanks! :)  

I can't comment on the efficiency, as all my astronauts had the piloting node when I started, but I can definitely see it effecting the landing like you said.  I will have to check that out.  No need to check out my channel, I just do videos when I have questions mostly so I can explain it better, and I only have 2 up lol.

Peace,

Hopefully I will have time to experiment tomorrow, and more things to say ; but for now I just wanted to add that I also have a "meteor shower" check on the take off (meteor scanner signal is sent with the rocket signal into an AND gate basically), so that it will only open the doors if the rocket is ready AND there's not meteor shower ongoing.

 

I struggled with that problem for quite a bit. It was easy once I realized what the difference between landing and takeoff is. During landing the rocket sensor is green and the rocket checklist is red. During takeoff the rocket sensor and checklist are green and both stay green until the rocket is out of sight. with that information the automation setup for refueling was easy.

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