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Fix for rocketry abuse on landing and taking off repeatedly.


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I'm not sure how many players are actually doing this, but here's my suggested idea (this would be applied to other rockets in a similar style).

Steam rocket Example:

  • Steam emitted during launch only comes out at the temperature that the steam that is in the engine is at. No extra heat created from cooler steam.
  • Steam emitted and required for take off would be 45 Kg total (also subtracted from total rocket fuel). Steam would be emitted at a rate of 3 Kg per second (requiring 10 seconds to launch the rocket, which the rocket could be stopped before this, but would still eat up the fuel over the time spent starting to launch.) with 30 kg emitted total as part of the pushing off the ground sequence, at which point no more steam is emitted this way. The other 15 Kgs of steam would be spread out over the tile distance from the position the rocket is at from the top of the world starting at the rocket platform top as part of the rocket going into space sequence. This would prevent extreme amounts of materials from being produced and extra heat from cooler steam.
  • The expended steam for take off would be the cost of the rocket to move the first tile from the planetoid.

 

Petroleum Engine Example

  • CO2 emitted during take off would be 90 Kg total (as this would be the total from burning the petroleum regardless if fertilizer or oxylite is used for oxidizer). CO2 would be emitted at a rate of 6 Kg per second (requiring 10 seconds to launch the rocket, which the rocket could be stopped before this but would still eat up the fuel and oxidizer over the time spent starting to launch.) with 60 Kg of CO2 being emitted total as part of the pushing off the ground sequence, at which point no more CO2 is emitted this way. The other 30 Kgs of CO2 would be spread out over the tile distance from the position the rocket is at from the top of the world starting at the rocket platform as part of the rocket going into space sequence. This would prevent extreme amounts of materials and excess heat from being produced.
  • The expended fuel for take off would be the cost of the rocket to move the first tile from the planetoid.

Now I don't know much about the other rockets as I've only ever used steam and petroleum engines, but the other engines would be adjusted to work like the examples.

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About making steam temperature not higher than it was in steam engine would be great and logic. Don't know if it's a great idea to make it more expensive to take of, maybe simply limiting the outputs to real amount of steam used by engine would be more than enough. So if you just launched and landed a rocket and captured all of it's emissions you will end up at 0 loss, and 0 gain of the mass overall including fuel and oxidizer used for such an action. As for radbolt engine radiation should not exceed levels needed to generate amount of radbolt per cycle used to launch and land a rad engine rocket. Oh, and in should dissipate within a cycle.

It should not be hard to count everything and set right values where needed without any big changes in the game code, just correcting few numbers. This would prevent players from generating resources or radiation out of nowhere which just doesn't make sense at all.

And sometimes could be even annoying.

For example you have lot's of water and use steam rockets, but in the end you will not use any water, but instead multiply it even without trying to abuse rocket launching and landing continuously... How it is right now, - I bet you can be water and energy positive, even flying max distance and using all 150kg of steam, if you would make long rocket launch tunnel and capture all emissions including heat.

Although it sounds great, but it isn't. Hopefully it will be fixed soon.

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