Jump to content

Recommended Posts

(Playing spaced out, but should be applicable to base game too...)

I'm trying to get to the bottom of meteors breaking my planetoid's roof (~40 cells away from map boundary, I think - most of the blasters sit right on top of it), breaching the meteor blasters' defenses. I have blasters placed such that there's a small gap (<10 cells, IIRC) between the top of their range and top of the map (they can't fire until the meteor is in the current world's map so there's no point in putting them higher, I thought).

I saw a meteor hit my roof the other day, paused immediately (the meteor hit animation was still visible), and noticed in the automation overlay that the blasters were already turned off by the space scanner!

  • I'm only running one scanner, is it possible it misdetects "no meteor showers" when there's one in progress? I thought using multiple scanners only improved the reliability of early warning, I don't believe I need that for blasters..?
  • Assuming "no" to the above, is there any safety margin between last possible spawning of a comet and the scanner sending red signal on meteor shower detection?

meteor showers can "end" (no new meteors spawning) while there are still some in flight

> is there any safety margin between last possible spawning of a comet and the scanner sending red signal on meteor shower detection?

add a buffer gate between the scanner and the blasters

  • Like 3
4 minutes ago, SGT_Imalas said:

add a buffer gate between the scanner and the blasters

Sure thing. I reckon 15 seconds should be more than enough, though I'm curious how far above the map boundary do the comets spawn/if it's constant.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
  • Create New...