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Hi guys,

I have build a water based timer that starts when rocket lifts off and then counts how much water has been dropped to a sensor. Once there is enough water, bunker door open to let the rocket back in and the sensor restarts by dropping collected water.

My question is: do all the space missions always take the same amount of time? Perhaps it depends on the distance?

My water clock will only work it the time is the same.

I have heard that there is some bug that makes the rocket come back much sooner when ultra-speed is on "ctrl + U" and it looks like this is true.


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2 hours ago, cpy said:

If only we had detection system that actually worked :(

It actually does in testing branch since 295825


Rocket Logic has been reworked: The Space Scanner now turns off when the rocket is grounded, is on when launching, off while in space, on when close to landing (based on dish network quality), and on while landing. The Command Capsule only emits a signal while grounded, ready, or while taking off.


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Just out of curiosity:

Does someone use an other clock than a "liquid clock" (involving a pump)?


1.For simple counters I am using a valve in combination with a branching pipe and element sensor.

(A liquid valve set to 50g will result in a needed length of 3 pipe segments for each cycle you wanna count)

I am tinkering with this setup for a while now, but couldn´t really build a "good/simplistic" continous clock with this method, but works for the counter till a rocket returns using less power than a "conventional water(/liquid) clock".

So if someone else did some testing or can contribute to this I would be happy ;)


2.Is someone using just long buffer gate chains to automate the rocket landing ?

(When I started with automation there were always some counter resets or other bugs, so not sure how accurate and reliable it is in it´s current state)



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30 minutes ago, Lilalaunekuh said:

For a simple counter I am already able to avoid the mini pump ;)

I understood that, wasn't directed at you. If you happen to be using a mini-pump clock design, then that, is a way in which to save power and increase total clock time with it :). The conventional posted method used a standard 240 watt pump.


To chime in on the ops question...It seems to be an extra 3 cycles for every 10,000km you travel out.

I am currently doing a 60,000km mission, and it is 18 cycles.

There are 600 seconds in a cycle. So that is 18 * 600 = 10,800 seconds.

Someone else correct me if I'm wrong, but it seems as though the mission duration begins as soon as the rocket lifts off.

So any waterclock timer would want to start counting at the exact moment of lift-off. Also keep in mind, there will be a small error in the clock, due to the amount of time it takes the liquid to reach the sensor after being pumped.

I have noticed that at 10x speed, which is the debug mode "alt-z", the time for the rocket trip vs. the water flow tick-rate seems to be off by a factor of 2. I've halved the hydro sensors set amount of liquid, and have found this worked well.

For standard tickrate, lets take 3 cycle mission. 3 cycles * 600 seconds = 1800 seconds.

I want doors to open at 1700s to be safe. My flow-rate through the valve is 500 g/s.

1700s * 0.5 kg/s = 850kg. I set my hydro sensor to 850kg.

If I am using alt-z, I just divide that by 2, and set my sensor to 425kg.

This is just from observation, I'm not sure what exactly causes this issue, but if you're having the same problem, this might work for you.

If that does NOT work. Then there's a more brute force method. Simply pay attention to when your rocket is coming back. When it is 0.1 cycles away from landing, then set your hydro sensor to the same amount of water that has been pumped so far (hover over hydro sensor and see how much water is in the tile, that's the number you use), and that should work for the rest of the missions at that distance.

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Just now, Lilalaunekuh said:

Ok yeah it is a useful tip.

(My standpoint was the min-max idea of building an "optimal" clock using the least possible power available.

So I thought maybe someone else was tinkering with that idea too.)

It sounds like an interesting idea, and I'd be interested to see what you come up with.

I definitely do not like the idea of using buffer or filter gates for anything crucial. Learned this the hard way working on Meteor Scanner / bunker door automations...Having to pay attention to your save, else your system goes kaboom, isn't conducive to a good system.

I'm not sure how many people go for rocket silos currently, but I'm not sure why you wouldn't. I've had loads of fun recycling steam and co2 so far. And it's a new set of challenges, but they lean more towards conservation...which is what most of these builds are about.

Using a silo meant i could stick a molten slickster farm underneath my petrol rocket. I've recouped a fair bit of petrol so far.

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21 minutes ago, ruhrohraggy said:

It sounds like an interesting idea, and I'd be interested to see what you come up with.

Nothing special a valve to decrease the packets (reduce the needed pipe segments), followed by a "bridge prioritized" blocked path leading to an shutoff valve (this length and the valve setting result in the counted time) and the lower priority path gets an element sensor attached.


=> The element sensor triggers if your blocked pipe is full and activates the shutoff valve to reset the fluid.

(The time needed by the liquid to flow back results in the problems with continuous usage)


27 minutes ago, ruhrohraggy said:

I definitely do not like the idea of using buffer or filter gates for anything crucial. Learned this the hard way

That´s why I wouldn´t have noticed if buffer/filter gates got more reliable now ^^




PS: The idea to build a silo was more the idea of not having to build the entire thing out of steel^^

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