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Showing results for tags 'rocket'.
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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. 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.
that I can look at? I've googled it, not much luck. Thanks.
The base mechanics of the game doesn't fit well with the direction of the game. Developers want that the rockets be part of the main instead of the late game. But keep alive the dupes for longer trips is a hard work, there isn't enough space for all needs. The main problem is manage oxygen and carbon dioxide. We need pumps to take of all the carbon, also we need batteries to keep it working, they generate heat and occupies an space, if we want to automate it, we need a senser (that also occupies an space). Due by limit space inside rockets, every tile is important. How this can be improve? Here some solutions: Wall inside the rockets act like space exposure, but instead of destroy all gas/liquids, only destroy/keep the chosen type of gas. This will help to keep a good atmosphere inside the rocket. Redesign the pump system, this could be hard, currently, the pumps absorb the gas that surrounds them and only have an output, but gas pump can have a input now, this generate a vacuum gas type (yes, a vacuum type of gas), that move through gas pipe searching for a input gas vent, the vent absorb the gas surrounds them and start follow the path of vacuum tiles in the gas pipes. This will allow to us, use the gas input of the rockets as a gas pump, saving space. Add more space to rocket interiors, this cam be broken the game in many ways, because we can use rockets as isolated storage, green house or other things. Maybe if the rocket have prebuilding things that couldn't be unconstructed, like beds, bathroom and fridge. The other problem is the water, have lavatories that consume water, use a water sieve to reuse the water, but still we need more space and energy for this. Adding a small rocket module to purify water could be a great solution. Maybe that what we really need is a life support module that do all of this stuff.