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Compact rocket with great hall, washroom and barracks


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Hey guys,

I'd like to share my interior rocket design with you, since I couldn't find a similar one and I'm quite proud of it ;) My goal was to design one that I can use for exploration, research or colonisation by reconstructing as few as possible. A big focus is on colonisation and so it was important to have two beds, atmo suites and as much moral boosts as possible, so I don't have to scrub too many skills.

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  • The storage bins can be replace with a telescope or what ever you like.
  • Water is used from a (small) storage tank, but even without one, the water in the pipe lasts for quite a bit. You can snake it through the rocket for more buffer, of course.
  • Oxygen tank is mandatory and I use the oxygen as cooling (0°C in the tank)
  • A Battery module is a must have, too

I hope you like the design, too. I'm sure there are still some details which can be improved, but for me it works perfectly. ^^

If you have any questions or suggestions for improvment, feel free to post them. :)

 

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My current design for 3 duplicant also with great hall, washroom and barracks, 

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bathroom water for long time (also works as cooling loop while grounded)
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plenty oxygen stored in pipes plus 20t of oxilite, suits will be filled by the pump

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before launch once you got all your good loadead (if need for morale requiriments) replace the storage bin by party line phone and it will become a great hall
 

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Nice! Never thought about trying to cramp 3 dupes into it, quite impressive. Oxygen is only buffered in the pipes? How many cycles can three dupes survive without external supply?

Are you sure it is a great hall, though? I count 16 tiles only. Great hall requires 32+

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33 minutes ago, RonEmpire said:

First design from op will run into oxygen over pressuring because it will delete the co2. Eventually pop ear drums.  I used to do the same thing. Need to scrub the co2 or oxyfern it. 

I don't have that problem. The co2 deletion works perfectly. I even managed to get an overpressured cockpit (20 kg) down to 2 kg with one dupe living in it (overpressure happened because a dupe peed on the vent >_>)

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1 hour ago, Snopzet said:

Nice! Never thought about trying to cramp 3 dupes into it, quite impressive. Oxygen is only buffered in the pipes? How many cycles can three dupes survive without external supply?

Are you sure it is a great hall, though? I count 16 tiles only. Great hall requires 32+

you are right not a great hall, it used to be before i added the pump and didnt count the titles after,  but still, the pump is important if you gonna be in a hostile planetoid, the o2 in the pipes last only for few cicles but i also carry 20t of oxylite, that last pretty mush forever..

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4 hours ago, Snopzet said:

I don't have that problem. The co2 deletion works perfectly. I even managed to get an overpressured cockpit (20 kg) down to 2 kg with one dupe living in it (overpressure happened because a dupe peed on the vent >_>)

What exactly does the CO2 deletion here? I use a pump and sensor to pump it back in the tank. Does the Oxygen vent delete CO2 in this configuration?

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8 hours ago, Gurgel said:

What exactly does the CO2 deletion here? I use a pump and sensor to pump it back in the tank. Does the Oxygen vent delete CO2 in this configuration?

Yes. Just learnd it recently from Francis John. Everytime an underpressured gas goes over the vent, it gets replaced. I don't know if it needs to be a very low pressure or if it works up to 2 kg, but co2 gets deleted in a rocket very fast this way, so no need to worry about the details :D 

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17 hours ago, Snopzet said:

Yes. Just learnd it recently from Francis John. Everytime an underpressured gas goes over the vent, it gets replaced. I don't know if it needs to be a very low pressure or if it works up to 2 kg, but co2 gets deleted in a rocket very fast this way, so no need to worry about the details :D 

Thanks, I guess I can throw out a pump and a sensor now.

Edit: Can confirm this works. Just saw it in action on a CO2 packet. Nice!

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If you have vent on bottom tiles you don't have to worry about CO2. Although vent can only delete smaller than 2kg packets, but eventually CO2 splits in smaller packets and it will be removed even if there is a considerable build up of co2.

I was observing removal of 6kg CO2 which was in one packet, while O2 pressure was declining from 35 to 3,5 kg/tile with one dupe living in cabin. It took quite a while, but eventually all the CO2 was gone.

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On 1/9/2022 at 8:26 PM, Kliso said:

you are right not a great hall, it used to be before i added the pump and didnt count the titles after,  but still, the pump is important if you gonna be in a hostile planetoid, the o2 in the pipes last only for few cicles but i also carry 20t of oxylite, that last pretty mush forever..

back to great hall
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I think it is better to have different designs for each specific purpose.

Just a small hint:

for the initial orbital research and telescope missions you can send a simple capsule of CO2 rocket with berry sludge and overpressured cabin to 20atm.

The dupes should be in suits but no suit changing station in the capsule. The trick is that the trip may last very long this way. When the dupes run out of oxygen in the suit, they will stop working and take a breath and continue. No CO2 will be emitted. Also I acquired ALL orbital research points and did not even notice any cabin pressure drop (stayed at 20 atm). I did not have any problem with stress as there were only two specialists - one with only pilot skill and another with the research tree skills. No beds, tables, room zoning.

After that I generally go for four types of modules based on missions.

1. Biomodule on a hostile asteroid surface - stationary base.

Spoiler

 

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2. CO2 shuttle to transport specialists between asteroids - the trip is short 1-2 cycles. Any configuration works ok. Oxylite, overpressure but I like polluted dirt as an oxygen source for this type of rockets.

Spoiler

 

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3. Mining rocket (petrol or hydrogen) - one pilot and maximum comfort - big hall, etc.  (not that it is necessary as the pilot has level 2 pilot skills and that is it - no stress). I borrowed the reversed atmosuit design from another player. It is great - almost no CO2, can be overpressured, easy to move cargo to/from the bins (not only pilot but all dupes can move without suit change point - very fast to load berry sludge for example) if you use them (I stopped using them after Klei largely improved rocket design). 

I have two slots for suits so the pilot can change the suit instantly. Also space sensor to see when the mining rocket returns to the base to see loading/unloading or change the destination - they are automated. 

I have an external gas module (in fact I have all three for this rocket - liquid, gas and solids) where I mine and keep oxygen. The gas pipe configuration allows skipping gas loading port (loading is done through cabin gas port). 

Spoiler

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Spoiler

another option for mining vessel if no atmosuit is needed - a short walk from the rocket to the safe base.

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4. Expedition (radioactive rocket) for space exploration/colonization - it has two person crew - a pilot and a marine to drop on a new asteroid via trailblazer. Great hall, etc bonuses. One bin to carry some basic materials to start a new colony.

Spoiler

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