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Found 5 results

  1. Maybe you can add a handy tool tip like ventilation has, because I looked everywhere and I just don't get how I put something IN the rocket interior. Currently I'm doing rad new worlds, my first 2 asteroids have no access to Reed fibers, the oxygen mask doesn't last a 2 space trip and I don't know how to put oxygen IN the rocket. 1) I assume I need to build a vent inside, but how do I get materials inside? 2) that's it really, is it with solid payloads? I havent managed to get that going...
  2. 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.
  3. I would first like to see some sort of storage that would be limited to 10 items or so that you control how much of each you want to store (so loading rockets wouldn't be as tedious), but that is something that I don't think will happen. I would like to see the following things added as research for spaced out: Mini water tank. Counts as tiles so dupes can walk on it. 1 x 2 space and holds 500 kg liquids. Requires 200 refined metal and 50 plastic to make. Mini gas tank. Can be placed without supporting blocks under it (so it can hang from a ceiling or wall). 1x4 Space (or even 2x2 if that would be better) and holds 15 kg of gases. Requires 200 refined metal and 50 plastic to make. This would be more of a utility item rather than for a rocket (so we could have buffers for gas systems without needing the big bulky gas tank and to make it more compact than a bunch of pipes extra). Mini fridge. Can be placed without supporting blocks under it (so it can hang from a ceiling or wall). 1x1 space and holds 10kg of food at max (selectable of course). Requires 100 Refined metal and 50 plastic to make. Power draw 60 and 10 for power saving. Shower toilet. Works as a toilet as well as a shower (but not both at the same time). 2x4 space. Requires 400 refined metal and 100 plastic to make. Spacefarer Expansion Module. Would add 2x8 space extra to a rocket's interior for building. Burden 4 (maybe 5?), Height 3. Requires 300 Metal ore to build.
  4. This is my first topic so don't judge me strong I want to start a discussion about steam engine rockets as a source of water and power. So a little bit of history... When I started to play ONI and SO (about 2-3 month ago), I did noticed that steam engine is incredibly expensive thing to build - 2t of steel, isn't a cheap price for bulky slow engine when you can build cheap engine like carbon, sugar or even better engines with option to build them even from metal ore, no need of refined metal... So I thought who and why would somebody want to use steam engine. Until... I started my third colony after November updates ( had 2 colonies running up till 1000 cycles, never built a steam engine before, nor did find space too interesting to go further than building carbon dioxide engine), and ran into world generation with no drecko, no oil, no gold and lot's of hot salty water. I've built my steam engine rockets kind of early-ish, because I was forced to go colonize new asteroids to acquire fiber, plastic and oil, and after first try I realized that carbon dioxide engine isn't enough to carry enough modules for comfortable colonization missions and it is very short ranged. And I was pleasantly surprised to find out that steam engine produce power of 600 W during flight. That was the first moment when I started to realise why steam engine are expensive and why it's more than worth of 2t of steel, even if it would be 5t of steel it still would be worth it. Here is why - although at first 600 W doesn't sounds like much power, but until you start to count things... So steam engine use 15kg of steam per tile of flight, and has very slow speed, mine still have 3 tile height left and have 0,8 tile per cycle speed. Let's do some mathematics 0,8 tile/cycle is 1,25cycle/tile, means 15kg of steam runs engine for 750 seconds that gives us 450kJ of energy produced from 15 kg of steam, so it's 30kJ/kg of steam. In comparison steam turbine working on full potential will make 0,4kJ/kg of steam. Off course you will say - turbines doesn't consume water and steam engine does, but is it really like this? And btw steam engine does not have requirements for steam, as long as it is steam it is good, while turbine will not work with too cold steam and overheat with too hot. I saw earlier people where making water with steam engine rockets just launching and landing, and I did heard that now it is nerfed because before it did not counted fuel consumption for launch/land tile. And yes it is so, launching and landing consumes 30 kg of steam... But if you build at least 4 rows of drywalls to keep at least small part of the steam from venturing into space and make it condense on the surface it seams that you could end up multiplying water. Also I am loading steam of 105 C° in to rocket, and getting 150C° and more when rocket is launching/landing. It's quite unclear exact numbers without experimenting with debug mode or sandbox which I don't use, except for checking some problemtic builds before implementing them in survival. But as far as my observation sees you will end up with additional water and additional heat if you don't let it escape to space, even flying more distance will not consume so much water how much of it you can collect when launching/landing and by doing that you also will produce power, which you will not producing when just launching/landing. Those 450kJ per tile of space travel is a lot and it is impossible to use/store all of it. Because you must travel at least 2 tiles and then go back 2 tiles to get rocket going not just launching/landing and multiplying water. It makes 4 tiles of travel so potentially 1800kJ of energy, on steam rocket you can put 7 batteries that makes 700kJ. All this can be optimised if you have two asteroids close by that makes travel 3 tiles and could provide 1350kJ of energy when landing on both sides, if you would find a way to store those 1350-700=650kJ of energy. And yes the downside is that it takes 3.75 cycles to fly 3 tiles... So you need to be able to long store excess power or run several rockets to have more steady flow of power. Okay, that's about it... My thoughts. Anyone has any thoughts about that? Anyone already using this? Maybe there is a flaw in my calculations, because it is looking just magically too much power per kg of steam compared to steam turbines.
  5. 1. This is not your rocket Couple times I had a rocket land on a wrong platform, fortunately I avoided petroleum rocket landing onto old copper CO2 platform (probably by virtue of the platform being too close to the ceiling), but I had to reload the game couple times to make small petroleum and co2 rockets land on dedicated platforms instead of steam rocket's one. This is a bit of a chore to first select destination, then go back to rocket and select correct landing platform. Suggestion A: When selecting a destination with multiple platforms, rocket should prompt to select landing point, user shouldn't need to reselect the platform to chose landing site. Suggestion B: Rocket platform should be configurable to restrict some rockets, for example it should be an option to allow only petroleum rockets. 2. I don't see a rocket One of the most annoying limitation for rocket automation appear to be not having an ability to check for presence of something on the landing platform. To some extent it is possible to work around, ex: if there is something in the pipe, means rocket had just landed, and some rockets have enough space for automation and transmitting signal of being at 'home', but not every locket unloads/loads something, and not every landing pad is rocket specific, so it's not a warranty that rocket haven't flew away and that a different rocket did not land (those platforms are large and often empty, makes sense to reuse them). Some fuels like steam or LOX should not stay in pipes, so they need reliable rocket detection, same is preferable for loading frozen food for the ravenous cyber-tree. Lets not forget gantries, because rockets can be shapely and getting to smaller modules on larger rockets can be problematic. Checking for rocket presence shouldn't be so manual or roundabout to do... 3. Get back, we haven't finished loading fuel! Checklist is way too rigid. I have rocket that delivers oxygen to destination and takes back metals. I don't mind said rocket's O2 not being fully unloaded (crew needs to breath), but I would prefer it being fully loaded and fueled before it goes back. As another case: I would prefer my petroleum rocket being fully fueled and fully 'oxidized' on the way to destination that is 8 tiles away, but on said destination oxidizer is no longer a concern (oxidizer tank holds double the necessary amount), but rocket still should refuel. Would be very nice to be able to Toggle "Cargo manifest" elements on and off per platform so that they won't be blocking 'ready' signal. Or there should be an automation extension that can be placed near landing platform and access some of the parameters. Current automation implementation is 'odd'. I want to launch rocket NOW, so I jam the button that overrides platform's automation logic and sends the green signal to the platform, and rocket happily ignores it... it says it isn't done loading cargo, so it doesn't care that I don't care and want for it to launch now. 4. Bugs. No, not the critters! Renaming: renaming platforms seems to be bugged. Renaming the platform will disable the platform, enabling platform after that will launch the rocket that is on the platform. And 'enable' button will be partially not clickable. When mouse is over left side of 'enable' button, button fails to highlight or click. Rocket info: sometimes info seems to display 'cargo' data from wrong rocket. Specifically my CO2 rocket with gas tank was shown as having 3 empty artifact modules plus a gas tank. Gantries: While some modules are effectively walkways, gantries are still useful accessing smaller modules on larger rockets, yet it seems that rockets with some modules overlapping gantries can break gantries and it isn't obvious that it will happen. Either such rockets shouldn't be able to land due to platform being obstructed or gantries should become blocked, not break. 5. Wired up Having to have a long wire go up and up for every platform is not much of an issue, but it doesn't make much sense and can look a bit messy. I think either engines that can produce power should have a power input/output (they charge battery during flight, they are 'obviously' connected to rocket's power grid), spacefarer or platform itself should have a way to supply power to rocket.