Save attached
photo attached
key points
-stack size changed to 2000
-rockets parts made cheaper
-rocket hold 5tons instead of one ton
-800+ silos on navi
-850 cargo containers on station
-rocket launch inimation sped up
-running game at double speed
example of problem
If i request 50000 rail gun munitions to be delivered from navi to "astroid farming" station there is a delay in deliverys. What happens is all rocket silos are loaded with the current max of 25 munitions however only a partion of the rockets will launch at once. It seems like their is a limit to the amount of rockets that can be launched at once but that doesnt seem right to me.
tldr request 50000 rail gun munitions on astroid farm station. silos will load and trickle launch untill all have launched. rockets will not launch all at once.
[2.0.20] Not all rockets launching when ready
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[2.0.20] Not all rockets launching when ready
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- space age.zip
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Re: Not all rockets launching when ready
What's the railgun ammo rocket capacity? I've had this issue when I've set an item rocket capacity to something greater than max rocket silo capacity. The rocket silo apparently waits until it gathers max launchable amount of an item.
Edit
Also, the amount of cargo pods you can launch to a single platform depends on how many cargo pod hatches that platform has - the more cargo bays the more hatches and the more cargo pods can launch to it at the same time.
Edit
Also, the amount of cargo pods you can launch to a single platform depends on how many cargo pod hatches that platform has - the more cargo bays the more hatches and the more cargo pods can launch to it at the same time.
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Re: [2.0.20] Not all rockets launching when ready
Lcdshark you did not read my post. I have about 800 silos and cargo pads. And the max for railguns ammo in my game is 25 if you looked at the attached photo. Please do not reply without reading the entire post.
Re: [2.0.20] Not all rockets launching when ready
I watched them rockets launch, and to me it seemed like there was a maximum of 32 concurrent launches, despite more silos on the planet and more cargo bays on the platform; with multitudes of other silos fully loaded and saying "Waiting to launch rocket".
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Re: [2.0.20] Not all rockets launching when ready
That's what I noticed to. Was wondering if it was a limit in the game.
Re: [2.0.20] Not all rockets launching when ready
Our current mega-base-in-progress produces ~50K packs / minute for Automation, Logistic, Chemical, Production, Utility, Military, Space and Agricultural with the rest of the planets being under construction from the previous stage (~24K/m) and Promethium lagging behind.
We have 132 silos loaded with Agricultural science packs ready to launch and when our ship arrives with 132K request and 132 legendary cargo bays on board, the rockets launch one-by-one. I wish they'd launch in groups of 32 concurrently at least. This ship's top speed goes up to 500km/s and this is how our trip breaks down, measured on my phone.
1) Nauvis to Gleba: ~38 seconds
2) Gleba launching 132 rockets 1 by 1 even though they are all ready, from ship's arrival to leaving: ~137 seconds
(Rocket flight time is ~40 seconds, so it takes 40 seconds from the last rocket's launch to be able to leave Gleba, which means it takes roughly 87 seconds to launch all 132 ready-to-go rockets from their silos.)
3) Gleba to Nauvis: ~38 seconds
4) Nauvis dropping off 132K packs: ~5 seconds
Total round trip time: ~218 seconds
What I'd expect is that at step 2) all ready rockets would launch simultaneously and the step would take ~40 seconds which is the flight time of the rockets.
It's really frustrating that the number of silos all ready to go and the number of cargo bays on the ship don't seem to matter at all in loading time.
Edit: I've attached our save as well, Providence platform will arrive at Gleba soon, rockets are ready to launch yet don't launch all at once.
We have 132 silos loaded with Agricultural science packs ready to launch and when our ship arrives with 132K request and 132 legendary cargo bays on board, the rockets launch one-by-one. I wish they'd launch in groups of 32 concurrently at least. This ship's top speed goes up to 500km/s and this is how our trip breaks down, measured on my phone.
1) Nauvis to Gleba: ~38 seconds
2) Gleba launching 132 rockets 1 by 1 even though they are all ready, from ship's arrival to leaving: ~137 seconds
(Rocket flight time is ~40 seconds, so it takes 40 seconds from the last rocket's launch to be able to leave Gleba, which means it takes roughly 87 seconds to launch all 132 ready-to-go rockets from their silos.)
3) Gleba to Nauvis: ~38 seconds
4) Nauvis dropping off 132K packs: ~5 seconds
Total round trip time: ~218 seconds
What I'd expect is that at step 2) all ready rockets would launch simultaneously and the step would take ~40 seconds which is the flight time of the rockets.
It's really frustrating that the number of silos all ready to go and the number of cargo bays on the ship don't seem to matter at all in loading time.
Edit: I've attached our save as well, Providence platform will arrive at Gleba soon, rockets are ready to launch yet don't launch all at once.
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- SpaceAgeMegaBase_experimental.zip
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Last edited by Krizs on Sat Nov 23, 2024 5:52 pm, edited 1 time in total.
Re: [2.0.20] Not all rockets launching when ready
I don't know what specifics in OP's base are causing it, but I cannot reproduce it in this small vanilla test base:
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- MultiLaunchesTest.zip
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Re: [2.0.20] Not all rockets launching when ready
We tried out your test save and without touching it, they fired properly as you showed in your image. However, even though we couldn't exactly pinpoint the cause, but once we swapped some of the legendary silos for rare silos which could still hit the animation cap, the rare silos started firing out of sync with the rest of the silos. So I think the issue lies between either different rarity of silos on the same surface, different crafting speed of silos on the same surface or possibly even the prod modules might be affecting them differently.
Re: [2.0.20] Not all rockets launching when ready
Silos or modules quality had no effect. Replacing silos with ones of different quality does change the order in which the rockets launch, as there seems to be some maximum of orbital requests that are processed per tick and assigned to silos in their building order.
What did have noticeable effect and reproduced the issue was having another platform with multiple outstanding requests (over the same planet, requests on different planet had no effect; requests were all unfulfillable). Disabling those requests caused all (already loaded) rockets to launch.
What did have noticeable effect and reproduced the issue was having another platform with multiple outstanding requests (over the same planet, requests on different planet had no effect; requests were all unfulfillable). Disabling those requests caused all (already loaded) rockets to launch.
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- MultiLaunchesTest8-MoreRequests2.zip
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