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Rocket Automation Help


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I'm trying to rig the bunker doors above my rockets such that they close when there's a meteor shower AND no rocket is inbound for landing, and remain open otherwise.

The difficulty here is that, near as I can tell, the scanners can't distinguish a rocket inbound for landing from a rocket on the ground. There's an automation signal from the capsule that seems to indicate "ready for launch" but that's not as helpful as one would hope because, for my rockets anyway, that signal is on standby shortly after landing, and doesn't seem to go active again for some time. (I'm pretty sure it remains on standby until the pilot has re-entered the capsule, and there may be some additional requirements like fuel or setting a destination.)

How do people generally do this? The best idea I've got, and it's not great, is to build the silo walls and floors out of bunker tile/doors, and not attempt to close the lid. Surely there's better?

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My solution are 2 water clock to run a (close to) completely automized rocket silo. (Right now I have no solution to clear the debris after my autominer is done)

One water clock for 10 and one for 4 cycles to know if your in the meteor or peace season.

My rocket is just farming a 10 000km planet so for me it´s enough to have one launch after the peace season starts, but you can always ensure the rocket lands inside the peace season so your doors are open.

Meteor showers are semi-random events while it´s meteor season.

The peace season is a 4 cycle window where you can be sure there will be no meteor shower.

=> If you only give a start signal to you rocket while 2 conditions are true you can build your silo meteor safe.

1. Only start while no meteor shower is happening / your bunker doors are open.

2. A clock based input to keep the arrival time of your rocket inside the peace season

2 hours ago, Jumpp said:

How do people generally do this? The best idea I've got, and it's not great, is to build the silo walls and floors out of bunker tile/doors, and not attempt to close the lid. Surely there's better?

This is exactly what I do.  I used to just leave my silo open all the time, but I've started manually opening and closing it now that missions are taking 15-20 cycles.  The current implementation of scanners sensing rockets is flat out broken, so there's not much point even bothering with it.  Or as mentioned above, you can build a water clock and try to time launches, but just beefing up your silo to be able to handle meteors seems like a much simpler solution.

I've launched several and not had any issues.  With that said, I do have a cooling system in place for the launchpad, that resets it to a reasonable temperature between launches.  I'm not sure if it would melt without this, as I haven't tried.

6 hours ago, Jumpp said:

Ideally, it'd use chlorine gas, somehow, to propel massive hunks of igneous rock at the incoming, which would be completely annihilated in the collision.

So we talking about a total mass to energy conversion ;)

Considering the current average meteor weight (~528kg) and the old units (DTU = joule)

=> Just the meteor should release at least 4,75 * 10^19 joule (=DTU) now we should add the additional mass of the igneous rock projectile ...

Hello I made a tutorial with my rocket and its complete automatism to arrive and when it took off

sorry is french

Bonjour j'ai fait un tuto ma rocket et full automatiser pour l'arriver et quand elle décolle cela fait déjà quelque temps que il et sur le forum tout est expliquer il y a aussi le sav de la partie si besion

Just spent a few hours putsing around with an automation that handles the bunker doors and gantry for launch and arrival so you can have an actual silo.

Mycast's system seemed neat...but...the video was in french...and 55 minutes long...

Here's what I think, is a simpler solution...(and only a 3 minute video, in english)

You could definitely expand on this by adding in the water clock for meteor season, so it won't allow the rocket to launch during that time...This was not a very difficult automation to implement, and it would definitely be do-able in game!

Maybe this might help.

 

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