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Rocket launch timer


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Two thousand, two hundred and fifty-three point seven hours into this game and I decided to get serious about space missions.

I'd like to present this little rocket launch timer for your late games. This is intended to automate launch of a single rocket in order to continuously mine a single planet. Here we have an implementation for two rockets.

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It has two modes: strip mine (left) then maintenance mining (right). In strip mine mode it will launch the rocket as soon as it completes its checklist until the machine reaches a certain launch count. At that point it will sound an alarm and switch to launching the rocket just frequently enough to bring back a full cargo load. The alarm indicates you should reconfigure the rocket. I launch the max cargo modules during strip mine and change to the most fuel efficient configuration once the planet is drained.

The signal counter determines how many strip mine launches the machine allows. Once it hits that limit the machine switches over to the water clock to time maintenance launches. Need to figure out the water clock and strip mine launches? I made a google sheet. More on that later.

Here's the automation. (Yellow is active) These two rockets happen to be going to the same planet type so the timing is the same. (Did you notice that planets of the same type appear to share the same stats.)

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The most complicated part is the state machine on the left. The signal switch at the top left represents which mode it is in. The memory toggle output represents "time to launch". It's set by either the signal switch or the water clock. Its reset comes from some "launch happened" logic. That is determined by looking for a falling-green signal on the "time to launch" AND "rocket checklist complete" signals. (The double NOT gate going into AND at the bottom.) There's also a manual switch that will prevent the launch in any state.

Some details

Spoiler

The launch timer

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The signal switch represents what mode the machine is in. The left is strip mining a planet (and hasn't launched a rocket yet). When the "rocket launched" signal comes in it resets the memory toggle and pulses the signal counter. The memory toggle won't actually reset until the signal counter outputs green (through the NOT into the set port) meaning the planet has been strip mined. The signal counter never gets pulsed again because the pulse is AND'ed with the NOT of its output.

At that point it switches to maintenance launches. Reconfigure the rocket and deconstruct the automated notifier. The water clock is now in control of launch time. The hydro sensor detects when the right amount of liquid is above the door and signals the memory toggle to launch.

Launch Detector

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There is no pure "rocket launched" sensor but this logic is quite reliable. To detect a launch I combine the "time to launch" AND the "rocket checklist complete" signals and look for that to go from green to red with a falling signal detector. (NOT NOT AND) The checklist signal normally only goes off once the rocket leaves.

Human Authorization

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Lastly the "time to launch" AND "rocket checklist complete" is combined with human authorization and sent down the ribbon to the rocket port.

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I compiled a google sheet to calculate space stuff.

Spoiler

Fixed. It is slightly broken because it does not account for a planet's replenishment rate during strip mine mode. I'll update it and this thread when it is fixed.

First, survey the planets and fill out information on the Resources tab. Don't overwrite any formulas - just fill in the asteroid type, position and resources columns.

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Double check the Cargo & Fuel tab and adjust according to the payload you plan to launch. (I call maintenance mode "ferry" mode.) Fuel calculations are manually entered from the rocket calculator. You'll have to change those if you want to move a different cargo mass.

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Lastly, the water clock calculator will tell you what to set the hydro sensor and liquid valve to.

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Happy strip mining. AMA

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@Occam Blazer has the greatest builds :p What happened with the guy who built and simulated a cpu via automation in the base game ? The fella probably had a heart attack about old base game maps not being compatible with the dlc :frown-new: I hope we hear again from him someday...Perhaps someone remembers the user name :confused::confused::confused:

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12 minutes ago, Hokaeru said:

@babba are you referring to @Arnadath ? and this topic ? I think there was a newer one but I can't find it.

 

Yeah :encouragement: I hope he comes back someday :concern: Such an amazing thread of his ! Imagine if he somehow could dangle results through the games API and mine bitcoins with it. 0,0000000000000000000000000001 bitcoin in 1000 years. :lol:

@Gurgel`s comment in the thread is ace :rolleyes:

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The user comment of simulating Pacman in the game is really cool ! Imagine playing such map in multiplayer - 2 player pacman :lol: ...Then another player comes along and destroys the transistors in the map, by riding over the machine with a train. Fire in the game would be so great :ghost:

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On 5/25/2021 at 11:45 PM, babba said:

Yeah :encouragement: I hope he comes back someday :concern: Such an amazing thread of his ! Imagine if he somehow could dangle results through the games API and mine bitcoins with it. 0,0000000000000000000000000001 bitcoin in 1000 years. :lol:

@Gurgel`s comment in the thread is ace :rolleyes:

image.thumb.png.98e1dee3f5eab6ac22b991a3e212a2aa.png

The user comment of simulating Pacman in the game is really cool ! Imagine playing such map in multiplayer - 2 player pacman :lol: ...Then another player comes along and destroys the transistors in the map, by riding over the machine with a train. Fire in the game would be so great :ghost:

I'm here, don't worry ^^

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13 minutes ago, babba said:

@Arnadath Heeeey :p Whats happening with the super computer design, if I may ask :confused: Does it still work nowadays, could you migrate your save file ?

Dunno, i haven't even bought the dlc yet, but for time being i'm overrun with work. If you can copy the whole thing from one version to another, WITHOUT having to connect all the automation cables/ribbons/ settings on ribbon writers/readers, then you should be able to do it, no problemo. Otherwise, welcome to hell :devilish:

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If you find time and lust, perhaps check the save game migration process in the base game - I hope your super computer still works, at least in the latest base game :cheerful:

@pether is hoping to someday automating multiple asteroids with each other, so perhaps you could even build more super computers on other asteroids and connect them with each other :p

The Arnadath super computer left the map and is escorted to the hex map space station

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10 minutes ago, Arnadath said:

Dunno, i haven't even bought the dlc yet, but for time being i'm overrun with work. If you can copy the whole thing from one version to another, WITHOUT having to connect all the automation cables/ribbons/ settings on ribbon writers/readers, then you should be able to do it, no problemo. Otherwise, welcome to hell :devilish:

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On 5/25/2021 at 10:04 AM, Occam Blazer said:

Two thousand, two hundred and fifty-three point seven hours into this game and I decided to get serious about space missions

Now I can tell my children: in this life I have seen everything!
Thank you. After your scheme, I will be more relaxed about the problems of this life.

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