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Launch per second factory

Posted: Fri May 20, 2016 3:08 am
by Sandman2003
Yes that is not a misprint. Launch per second as in 60 launches per minute or 3600 launches per hour. See it evolve here :

https://www.youtube.com/watch?v=tKwHPqyAwls

Re: Launch per second factory

Posted: Fri May 20, 2016 5:17 am
by Koub
[Koub] Moved to videos

Re: Launch per second factory

Posted: Thu Jun 09, 2016 10:50 pm
by Sandman2003
I have been asked to list the mods that I am running, so .... here it is.

FARL 0.5.24
Foreman 0.0.9
Landfill 2.1.7
Larger Inventory 1.0.0
TheFatController 0.3.15
bobassembly 0.12.7
bobconfig 0.12.2
bobelectronics 0.12.6
bobenemies 0.12.6
boblibrary 0.12.3
boblogistics 0.12.7
bobmining 0.12.3
bobmodules 0.12.9
bobores 0.12.7
bobplates 0.12.11
bobpower 0.12.6
bobtech 0.12.4
bobwarfare 0.12.9
launch-control 0.1.4
rso-mod 1.5.6
upgrade-planner 1.1.7

Basically its bobs mods plus rso.
mods.zip
ModPackage
(17.84 MiB) Downloaded 152 times

Re: Launch per second factory

Posted: Tue Jun 14, 2016 8:48 am
by Qon
Was hoping for 1/s in vanilla.

Re: Launch per second factory

Posted: Sat Jun 18, 2016 7:08 pm
by pieppiep
I just saw you test fire.

Have you done calculations how much resources you need for the one per second?

Re: Launch per second factory

Posted: Tue Jun 21, 2016 9:58 am
by Sandman2003
It hurts my brain! So many multipliers.... and then mechanical constraints like inserter limits ruining the calculations :roll:

Basically, the one per second has twice the allowances of the test fire. To some extent I am just hoping that there is enough supply to keep up. You will find out very shortly.

Re: Launch per second factory

Posted: Tue Jun 21, 2016 10:09 am
by pieppiep
What if you ignore the inserter speed and things like that.
Only the raw resources you need.
So if you need 5k iron ore smelted you ignore how much smelters that will need.

For example,
Launch a rocket takes 100 rocket parts, each 10 low density structure, 10 rocket fuel and 10 rocket control units. So 1000 of each.
The rocket silo has 4 slots for modules, so 200% extra productivity.
Total needed, 333.33 of each rocket fuel, control unit and low density.

I'm thinking of writing a little program to calculate more steps.

Re: Launch per second factory

Posted: Tue Jun 21, 2016 10:26 am
by Sandman2003
In various of the episodes I actually go through quite a bit of this math, but the thing is, if you ignore mechanical limitations you will end up with a result that doesn't actually work. For example the highest electronics components assembly machine with god module 5s inserted runs at 52x and has 300% productivity gain. On short duration crafting recipes, there is no physical way to remove the finished product at the rate it can produce even with inserter stack item bonus and express inserters.

Re: Launch per second factory

Posted: Tue Jun 21, 2016 12:24 pm
by pieppiep
Yeah, but I just want to know how much of each is needed.
After that, you can calculate how much assemblies are needed if you want, or just build enough assemblies so nothing will stall.


For the inserter speed, a fast inserter can do 2.4 inserts each second, with inserter stack 5 that's 12 each second.
The express inserter is 2 times as fast, so thats 24 each second.
You can place 12 inserters around a normal assembly for a total of 288 items transfered each second.
If there is a long handed express inserter to get a max of 576 items each second.
52x and 300% productivity gain gives a max of 576/(52*4) = 2.77 items/second for the normal recipe.
Woow, indeed it's not fast enough :P

Re: Launch per second factory

Posted: Sat Jul 02, 2016 7:09 pm
by pieppiep
Congratulations! :)

Re: Launch per second factory

Posted: Sun Jul 03, 2016 12:37 am
by Sandman2003
Thanks mate. It was a lot of fun doing it.