Search found 212 matches
- Mon Jul 10, 2017 3:08 pm
- Forum: Gameplay Help
- Topic: [0.15.x] Fluid mechanics
- Replies: 72
- Views: 202183
Re: [0.15.x] Fluid mechanics
... All connected pipes act as one large "fluidbox". Pumps would be excluded from this merged set. ... Aw well that would be a shame. Watching the fluids flow and bounce through the pipes is one of those moments where you realize how awesome this game really is. That plus the beautiful sp...
- Mon May 08, 2017 7:48 pm
- Forum: General discussion
- Topic: 0.15 Reactor Ratio
- Replies: 128
- Views: 118623
Re: 0.15 Reactor Ratio
... How would you buffer steam then if you use pumps as you have to let the steam in somewhere. Do you just connect the tanks to your turbines and let them fill naturally and have a pump on one side and feed it back to the turbines? So I think I get the physics of the water, but if I have say 90 fl...
- Mon May 08, 2017 6:59 pm
- Forum: Releases
- Topic: Version 0.15.9
- Replies: 66
- Views: 44481
Re: Version 0.15.9
"The only currently planned gameplay features are the artillery train and (probably) the spidertron."
.... Spidertron?!?!?!? Is that in any way inspired by the arachnotron? Anyone else remember the level Dead Simple... that game was scary when I was younger.
.... Spidertron?!?!?!? Is that in any way inspired by the arachnotron? Anyone else remember the level Dead Simple... that game was scary when I was younger.
- Mon May 08, 2017 1:22 pm
- Forum: Gameplay Help
- Topic: [0.15.x] Fluid mechanics
- Replies: 72
- Views: 202183
Re: [0.15.x] Fluid mechanics
But, rseding has no intention of fixing it from what I can tell. In one of ColonelWill's streams Rseding said that he wanted to tackle the fluid mechanics because it is currently linear time, and he believed that there was no reason for it to be that way. The comment that you have linked would be a...
- Mon May 08, 2017 12:19 pm
- Forum: General discussion
- Topic: 0.15 Reactor Ratio
- Replies: 128
- Views: 118623
Re: 0.15 Reactor Ratio
... Can someone please explain the fluid physics in this game and how to overcome this limitation. Is there some magic ratio of one row of pipes for x heat exchangers or something? ... "please explain the fluid physics in this game" is a loaded question, you have no idea. Suffice to say t...
- Mon May 08, 2017 11:37 am
- Forum: Ideas and Suggestions
- Topic: Fluid physics (fix bizarreness, no extra calculation)
- Replies: 34
- Views: 12758
Re: Fluid physics (fix bizarreness, no extra calculation)
I was actually thinking that by looking at the code snippet, we could work on something a bit more specific. Delaying the transfer of fluid by a tick does not solve any of the current problems. I'm sure you can be more specific now that you can see how the developers have already implemented the fl...
- Mon May 08, 2017 11:22 am
- Forum: Gameplay Help
- Topic: [0.15.x] Fluid mechanics
- Replies: 72
- Views: 202183
Re: Fluid mechanics
Here is a simple article that I found in about 10 seconds of googling that sums it up reasonably well. The key point here is that pressure is always a vector, hence it can never be negative, but instead it refers to the relative direction to which pressure (force) vector is acting, ie is it an inwa...
- Sun May 07, 2017 6:40 am
- Forum: Gameplay Help
- Topic: [0.15.x] Fluid mechanics
- Replies: 72
- Views: 202183
Re: Fluid mechanics
Yes, I read it. I was disputing the idea that there is no such thing as "suction". Pressure is caused by an inward force upon the mass. This means that under normal circumstances, when a liquid flows it is not due to suction, but (as you said) due to the disequilibrium of the pressures: t...
- Sun May 07, 2017 6:11 am
- Forum: General discussion
- Topic: 0.15 Reactor Ratio
- Replies: 128
- Views: 118623
Re: 0.15 Reactor Ratio
I mostly see setups using four reactors that also have four heatpipes going off of them. You dont need that. One heatpipe is enough. Reactors relay heat. And since heatpipes work like pipes, you should also try to avoid loops. But one normal pipe isn't enough, that's the main reason to have multple...
- Sun May 07, 2017 2:10 am
- Forum: Gameplay Help
- Topic: [0.15.x] Fluid mechanics
- Replies: 72
- Views: 202183
Re: Fluid mechanics
Nothing is placed simultaneously. Everything is placed serially, one after another. ... I was referring to the junctions, the connections between adjacent fluid boxes. Since these are not updated simultaneously for boxes with two junctions (as in a serial pipeline), I imagine that the same is true ...
- Thu May 04, 2017 6:06 pm
- Forum: Gameplay Help
- Topic: [0.15.x] Fluid mechanics
- Replies: 72
- Views: 202183
Re: Fluid mechanics
Yes, this is known and confirmed by devs a long time ago. Placing sources follow by a continuous section of pipes away from source will always have better throughput than placing pipes then source in the opposite direction of how the pipes were placed.The order does matter. Update is done North->So...
- Thu May 04, 2017 3:35 pm
- Forum: General discussion
- Topic: 0.15 Reactor Ratio
- Replies: 128
- Views: 118623
Re: 0.15 Reactor Ratio
Here's my first complete, working design. Stuff is all automated (except depositing the initial 40 U-235 for enriching, I recommend you do this before using nuclear power at all), no energy is wasted, sustained output is 480 MW (I have measured 478, but it will be less when only tanks are active, my...
- Thu May 04, 2017 3:25 pm
- Forum: Gameplay Help
- Topic: [0.15.x] Fluid mechanics
- Replies: 72
- Views: 202183
Re: Fluid mechanics
Thank you for the update. No joke, I refreshed one minute, it was old, the next minute, it said "0.15" in red and the graph changed. I was using it to determine how long I should let my nuclear fluid lines be.
- Wed May 03, 2017 12:01 am
- Forum: General discussion
- Topic: Does Math Ruin this Game?
- Replies: 58
- Views: 25217
Re: Does Math Ruin this Game?
... What really ruins the game is when others post their builds which are nearly perfect and there is nothing left for me to improve. Now I am stuck using that design as I can think of anything better. ... You could resolve to only use your own designs, that's what I do. It doesn't have to be bette...
- Mon May 01, 2017 3:41 pm
- Forum: General discussion
- Topic: 0.15 Reactor Ratio
- Replies: 128
- Views: 118623
Re: 0.15 Reactor Ratio
If anyone cares, I calculated that each ore yields 507.0 MJ with full enriching and reprocessing, and no neighbor bonus.
- Fri Apr 28, 2017 5:36 pm
- Forum: General discussion
- Topic: Re-use of steam
- Replies: 7
- Views: 3755
Re: Re-use of steam
A more proper nuclear plant setup would be fun, but it looks like they focused on the enrichment process rather than the plant process. Which added enough complexity that, pitted against the new-and-improved steam engines, might already be considered technically not worthwhile to some players (still...
- Fri Apr 28, 2017 6:13 am
- Forum: General discussion
- Topic: Biters seem MUCH easier in 0.15?
- Replies: 25
- Views: 9643
Re: Biters seem MUCH easier in 0.15?
All I can really compare against, is that biters are indeed much easier in vanilla 0.15 than in 0.14 with RSO mod. The attack waves, in early game at least, are much smaller (1-2 biters, it was never this small in RSO, ever) and take longer for the first wave after the game starts.
- Fri Apr 28, 2017 4:42 am
- Forum: General discussion
- Topic: Is that piece of junk toy rocket an atomic bomb ???!
- Replies: 35
- Views: 12175
Re: Is that piece of junk toy rocket an atomic bomb ???!
The behemoth biters have 5k health, and 10/20% armor vs. explosive (effective 6,250 health vs. explosive damage). It would take 17 mini-explosions from an atomic bomb to kill one. Compare to only 2 mini-explosions for a big biter (the first reduces it to only 4% health). They are extremely tough by ...
- Fri Apr 28, 2017 1:20 am
- Forum: General discussion
- Topic: Does Math Ruin this Game?
- Replies: 58
- Views: 25217
Re: Does Math Ruin this Game?
(Centrifuge ratios: Here's exactly how many reactors each stage can support with only one structure, assuming Assembling machine 2 for cell-making, continuous operation, and no module effects: Uranium processing, 1521/160 = 9.50625 reactors; Kovarex enrichment process, 15210/451 ~= 33.725 reactors; ...
- Thu Apr 27, 2017 7:14 pm
- Forum: Ideas and Suggestions
- Topic: Shift + Space
- Replies: 9
- Views: 4969
Re: Shift + Space
I agree, calling it "Pause game" in the controls menu is misleading. I remember spending a long time trying to undo it the first few times it happened. Perhaps if the entry was renamed to "Pause game (grid overlay)" or something like that? Or maybe if something else was on the sc...