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Re: Slight reduction of rocket launch animation time

Posted: Mon Sep 07, 2020 8:19 am
by Koub
TBH, I'm not in favour of arbitrarily aligning launch animation to allow precise 1kspm, but rather removing the unnecessary mandatory pause time between launches : one should be able to start the construction of the next rocket as soon as the previous has been launched.

[1.1.x] Length of rocket launch sequence

Posted: Fri Feb 05, 2021 2:24 am
by someone1337
Not really a bug as nothing is really broken, BUT it still doesnt feel right.

You cannot launch 1 rocket per minute from one rocket pad by a tiny margin.

With 2 pods one gets to produce around 195 rocket parts per minute, which is just sooo tiny far away from real 2 rockets per minute.

Would it be possible to shorten the rocket launch animation by a few milliseconds, to get to like 202 rocket parts, or 1 rocket per minute per pod?

Re: [1.1.x] Length of rocket launch sequence

Posted: Sat Dec 04, 2021 7:27 pm
by ptx0
someone1337 wrote:
Fri Feb 05, 2021 2:24 am
Would it be possible to shorten the rocket launch animation by a few milliseconds, to get to like 202 rocket parts, or 1 rocket per minute per pod?
i would also like this

Re: [1.1.x] Length of rocket launch sequence

Posted: Sun Dec 05, 2021 8:53 am
by Koub
I'm sure there has been at least one thread about this somewhere, but this is one of those rare cases I can't get my hands on it XD.
I'll be moving this to Ideas and Suggestions for now, maybe one day I'll find the right search to merge both.
[Koub] Moved to Ideas and suggestions.

Re: [1.1.x] Length of rocket launch sequence

Posted: Sun Dec 05, 2021 12:10 pm
by ickputzdirwech
Koub wrote:
Sun Dec 05, 2021 8:53 am
I'm sure there has been at least one thread about this somewhere, but this is one of those rare cases I can't get my hands on it XD.
It's in Balancing: 68841

Re: Slight reduction of rocket launch animation time

Posted: Mon Dec 06, 2021 6:35 am
by Koub
D'oh thanks ickputzdirwech
[Koub] Merged into older thread with same suggestion.
On a second thought, this is not really a balancing issue. Moving the whole thread into Ideas and suggestions.

Re: Slight reduction of rocket launch animation time

Posted: Mon Dec 06, 2021 2:39 pm
by FuryoftheStars
The things people will nit pick about…. :shock:

:lol:

Are there modifiable values for animation play time that a mod could deal with? (I seem to think there is, but I could be wrong.) I’m perfectly fine with it the way it is and don’t see the need for this to be in vanilla, though I guess in the end it wouldn’t really make a difference to me one way or the other.

Re: Slight reduction of rocket launch animation time

Posted: Mon Dec 06, 2021 4:53 pm
by mrvn
steinio wrote:
Mon Aug 17, 2020 4:55 am
I'm in for starting construction of the next rocket immediately after the start and let the animation roll independently.
Would that give 1000 space science packs when you launch the rocket?

Re: Slight reduction of rocket launch animation time

Posted: Mon Dec 06, 2021 8:47 pm
by NotRexButCaesar
I feel like the rocket silo just needs a rework in general:

The irritating timings (This topic)
The strange power consumption (93176, 78854)
The inability to insert more than one inserter hand of fish at a time (78854)

Re: Slight reduction of rocket launch animation time

Posted: Tue Dec 07, 2021 6:09 pm
by ptx0
NotRexButCaesar wrote:
Mon Dec 06, 2021 8:47 pm
I feel like the rocket silo just needs a rework in general
it is an odd entity type that could use some standardisation, yep. it would fix some behavioural issues while making the code more maintainable.