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Found 9 results

  1. It would be cool if the rocket engines had an automation output that sends green on "rocket currently docked". It would simplify some things for me greatly.
  2. ... for heat generation purpose. Hello everyone, I present you the biggest and most expensive hamster wheel that duplicants ever encountered. The whole idea is based on the fact that solid fuel thrusters don't have to be filled to produce their heat and CO2 output during a rocket launch. Launched as a payload, they will still ignite and heat things up just like any engine and they have a low dry mass, low enough that you can launch 30 of these on a single rocket but the sweet spot of fuel spent/thruster is 17 thrusters on a petroleum rocket (well and it's already big enough with 17 of those). Witness the power of the thrusters, producing about 18t of scorching CO2 on lift-off only. Next to this 105 tiles high rocket, there are 9 turbine + heat sink that break contact with the launch tube when temperature reaches 187°C (more like 200 in the room when sensor is at 187) : Out of that single first launch and landing, 43 000kJ (that's a hamster wheel running non-stop for 180 cycles) were extracted from the heat; subsequent launches would have generated more as the obsidian is now heated up and the whole system stabilized at 125°C (it took 20 cycles to extract everything using 9 turbines). The cooling of turbines needed less than 2 000kJ of the total power produced and was assured by one aquatuner in a steam room. Repeatable every 3 cycles at the cost of 300kg of Petroleum and LOX. Some stats for the build requirements : Important note : if you really want to push this system, use one of the proportional pumps designed by @mathmanican and make use of the 35t of 125°C CO2 after it has been cooled by the turbines to feed slicksters. You can generate about 20MJ more. However, not trying to pump the CO2 allows the use of a Hydrogen engine where it can get crazier, temperature wise (36 thrusters max). Almost everything can be scaled down to 1 or up to 30 thrusters, it simply uses more petrolox per thruster.
  3. Hello old timers ! Yes, I mean -> You Here are some noob questions (not sure the archived threads I looked up are accurate, so here is a new one): * on a 37% network (alertes for meteors 1 to 74 sec before) can I switch one scanner (out of 3) to detect a returning rocket? It does not change the 37% network value so I assume once you have a functionnal netwok, it's the same for rockets and meteors. Correct? EDIT: nope. Need another scanner dedidaced for rocket. * how to detect returning rockets during a meteor storm? The network % is now zero. Short answer is then: you can't Again, digging in the archives, it seems there are three ways: 1/ the hard way. A bit out of my league. No even sure it's up to date. 2/ A simple way (thanks to Francis video, this year): a covered scanner but space access on it's right wing. Not sure it work as scanner base is never exposed itself to space, or if partial opening to space on the right gives more than 0% quality scanning. And as for detection during meteors shower, it adds 0% network to .. 0%. EDIT: this is correct, this scanner in the image below is convenientely near the rocket but could be antwhere in term of quality (always 0%). 3/ Same source as above: let the scanner out in the open, and repair as needed. this one is garanteed to work, but repair and space taken are a bit of a downside. Do experts in rockets have a fourth, elegant, idiot-proof (like myself) solution? Thanks a lot for reading !
  4. Since the launching of the rocketry update, I think rockets are very hiiiiigh. And also, when you need to change something, it's always a matter of desconstruction, to build something new, and often repeat on each stage until the command capsule. It's more visible for thrusters, used to boost a bit the distance, but once we get a more effective engine, it's not any more needed. So we deconstruct the thruster ... and the rest of the rocket if we don't need more modules. So, why not build these thrusters on the side of the rocket ? After all, if the main engine is 7 tiles wide, all others elements are only 5 tiles wide. So thrusters could be placed on the side of all rocket modules, except the command capsule (for esthectic). And it will be 10 tiles high, so that we can't place as many thrusters as we have modules.
  5. Thought this was pretty funny actually. I was prepping my rocket to go but forgot to clear out the top layer of bunker tiles. It appears with a blocked path, the rocket tried to take off anyway and the steam engine blew up. Whoops.
  6. Ok. So I sent a rocket through the wormhole.. Well it is on the way there (might be important?) I have not done this before. So the problem is, the game will not let me construct a new rocket in the place/rocket bay from where my long distance rocket left for the rift. Now that rocket as far as i know will not come back and I m not really happy with leaving my fully automated hydrogen/liquid oxygen rocket bay unused for the future. I m not done playing the map yet. Is there anything I can do to be able to make a rocket again in the bay.. or will that solve itself once the rocket reach the rift? Or is that bay dead for the rest of the game on this map? Happy for help. I attached screenshot of the rocket bay if that is any help ..so pretty much when trying to build the game acts as if i still got a rocket occupying the bay... Edit: tested re starting game, did not help
  7. Hi guys, I have a system that pumps LOX to my rocket but the pump is up all the time and I would like it to work only when the rocket is docked/waiting for more LOX. Is there any automation that can check if the rocket is in dock?
  8. So I realize that the petroleum and hydrogen rocket allow the dupes to go further but the speed is always the same regardless of the technology. If I am flying to a destination of 10,000 km, it should be faster with a hydrogen rocket than with a steam one. Just my opinion
  9. My game is running at about 30-40 FPS on 2x speed in the preview branch right now but after launching a rocket drops to 25-30 FPS and becomes noticeably more stuttery in performance. Reloading the game solves the problem and I know it's not a computer system reqs issue either since the game has always run great in the past. Submitted a bug report already but wanted to see if anyone else is experiencing the same problem.