Space Age general Questions

Post all other topics which do not belong to any other category.
User avatar
BlueTemplar
Smart Inserter
Smart Inserter
Posts: 3234
Joined: Fri Jun 08, 2018 2:16 pm
Contact:

Re: Space Age general Questions

Post by BlueTemplar »

and didn't encounter a single asteroid until I was dragged back at Nauvis
That's not saying much, considering how a short time that would be on most ship designs (between shutting thrusters down and speed turning negative).
and asteroids spped is proporional of speed of a platform plus small constant, so that already spawned asteroids slowly dragged to a stationary platform
When you're actually stationary (in orbit), the direction of asteroid's speed vector is probably just random, considering how they often miss the platform.

However, the magnitude of their speed seems to be either constant, or in a very narrow window.
BobDiggity (mod-scenario-pack)
kitters
Fast Inserter
Fast Inserter
Posts: 117
Joined: Tue Jul 23, 2019 4:48 pm
Contact:

Re: Space Age general Questions

Post by kitters »

BlueTemplar wrote: Mon Nov 25, 2024 11:14 am
and didn't encounter a single asteroid until I was dragged back at Nauvis
That's not saying much, considering how a short time that would be on most ship designs (between shutting thrusters down and speed turning negative).
and asteroids spped is proporional of speed of a platform plus small constant, so that already spawned asteroids slowly dragged to a stationary platform
When you're actually stationary (in orbit), the direction of asteroid's speed vector is probably just random, considering how they often miss the platform.

However, the magnitude of their speed seems to be either constant, or in a very narrow window.
Actually my bad, I stopped on 1.5k which is peak for small asteroids, and medium is indeed zero here.
No I tI tried again stopping at 7.5k.

By the way, I didn't get why you mentioned time between shutting thrusters and reaching equilibrium speed of 10.
So I stopped at 7.5k, near one minute of cleaning of already spawned asteroid, then - nearly zero, just a few. Falling for Gleba for more than ten minutes with 10 speed, I encountered a few of them I guess it was because of non-zero speed of 10. Funny how non of chunks appeared, only 3 medium asterouds. Strange, constants for chunks are higher.
Don't know, why on orbit with 0 speed you encounter asteroids. Maybe, different logic on orbits, maybe plus constant in spawnrate formula, just like plus random (but mostly pulling to a platform) speed of asteroids at zero speed platform.
Spawn_rate = K(r) * Vp +C1, Va = C2 * Vp + V0
kitters
Fast Inserter
Fast Inserter
Posts: 117
Joined: Tue Jul 23, 2019 4:48 pm
Contact:

Re: Space Age general Questions

Post by kitters »

kitters wrote: Sat Nov 23, 2024 11:30 pm
mmmPI wrote: Sat Nov 23, 2024 9:45 pm
kitters wrote: Sat Nov 23, 2024 5:15 pm There is a throughput of a cargo bay? wtf?
Not sure which size is necessary for it to become obvious but if you want faster throughput of material , you will need more cargo bays ; if you only have 1, it will saturate easily, and you can see the hatch almost always open for a pod.

Ever seen 12 pods dropping at the same time in the same cargo bay ?

nope they drop 1 by 1, so having several cargo-bays will help.
I have one cargo bay, and when platform arrives, tree pods start simulteniously, one more a second later. I see more than one pod landing in cargo landing pad/bay simulteniously, phasing through each other.

Problem I encounter - sometimes I have to wait twenty or more seconds for a platform to drop from slots, if I plays stuff in slots manually. Even when it is the only platform, and it doesn't send anythiing else at this time.
It's like situation that occured earlier with constructional bots, when they didn't start build. It's like a slow calculation problem, I think.
Okay, I figured it out after experimenting. Pods animation is independent of one another. Hatch opens/closes whether or not it expects one or more podes. Pods can fall simultaneously, phasing through each other. Limitation is not connected with this animation.
It's just cargo pad can have no more than three pods flying towards it (nevermind if pod just started or alreadi landing). Bay can have no more than one pod flying towards it. That's why I observed this:
I have one cargo bay, and when platform arrives, tree pods start simulteniously, one more a second later.
So platform can't send more before one of pods lands.

So the guy was right - just add more bays for higher throughput. :mrgreen:

But the problem is, no matter how many bays you place, if you have farming platform on the orbit (for space science for example), it occupies every pod slot, sending all pods per cycle with a couple of bottles. So newly arrived platform can't have pod slots reserved for itself and have to wait in queue. Bummer. I would gladly have this fixed.
User avatar
BlueTemplar
Smart Inserter
Smart Inserter
Posts: 3234
Joined: Fri Jun 08, 2018 2:16 pm
Contact:

Re: Space Age general Questions

Post by BlueTemplar »

There's already a thread about that BTW.
Otherwise, thinking about it, you can probably have less spammy space science pods by storing science on belt(s) with multiple synchronized inserters : using logic to only start inserting once enough has accumulated ?
BobDiggity (mod-scenario-pack)
Loewchen
Global Moderator
Global Moderator
Posts: 9448
Joined: Wed Jan 07, 2015 5:53 pm
Contact:

Re: Space Age general Questions

Post by Loewchen »

The idea for this topic was to bundle all the pre-release questions, since that is no longer needed and this is now drifting into gameplay discussion I am going to close this.
For Gameplay help see here. If you still have general Space Age questions simply open a dedicated topic.
I will keep this stickied for a bit longer.
Locked

Return to “General discussion”