Is there a way to superdooper force build a thruster where it deconstructs platform in the way? Quite possible I've missed something, but currently I need to cut, then hack away excess platform, then paste, in order to achieve desired results.
Secondly, is there some way to limit speed, or thrust? I can, and am about to, construct a bodge to get the job done. But is there a clean '9 out of 10 devs recommend' way of doing this?
Re: Thrusters, and thrust
Posted: Thu Dec 19, 2024 5:58 pm
by mmmPI
The regular "force building" seem to work fine for me.
There is a tickbox from platform hub allowing to read the speed of the platform, that seem to be there for the purpose of controlling the speed of the platform, and made by the devs for this purpose, although there are plenty of ways to control speed.
I don't think the devs intended all players to use the same ways but rather to try and come up with creative answers to the problem that you can't directly control a thruster using circuit, similar to how you couldn't directly connect a nuclear reactor with circuit.
Re: Thrusters, and thrust
Posted: Thu Dec 19, 2024 6:22 pm
by eugenekay
Ctrl+Shift+Click will Super Force Build, removing any blocking entities or tiles.
You can use a Pump + Tank + Combinator to "throttle" fluid flow to increase Efficiency (at the cost of Thrust). Here is one of mine:
Connect your Platform Hub to a Radar on the Green circuit (or directly to the left Combinator's input). Read the speed into the Velocity signal. Optionally read the "moving from" and "moving to" to keep the Thrusters from filling-up their buffers while waiting in Orbit. Adjust the speedLimit and PumpPower in the Constant Combinator to taste.
Screenshot 2024-12-19 131911.png (1.48 MiB) Viewed 941 times
Good luck!
Re: Thrusters, and thrust
Posted: Fri Dec 20, 2024 3:58 pm
by GrumpyJoe
Edit: making it clearer this is for efficiency only. No speed shenanigans as above. Also I love full thrusters when stopped
Can't remember the exact number, but I think I calculated like 100 fuel/sec for my thrusters.
A simple clock did the trick.
Pump can move 1200/sec
Activate pump 8% of the time.
Something like that. Calculation is your job.
Constant combinator, output 1*T, wired to:
Decider combinator, IF T<100 output T input count. Wire it back to itself and to the fuel pumps.
Activate pumps when T>92
Pump will be off 92% of the time.
Thrusters run at around 85-95% efficiency for me.
Since thruster get filled while stopped at a planet, acceleration after a stops also great.
Sorry, waiting at the doctor, can't double check numbers.
Re: Thrusters, and thrust
Posted: Fri Dec 20, 2024 9:14 pm
by antstar
Thanks for the replies.
Not sure if my crooked old gaming fingers just weren't hitting all the keys properly. A reason I prefer mouse to keyboard inputs (never mind, another post).
A simple clock did the trick.
Pump can move 1200/sec
Activate pump 8% of the time.
Something like that. Calculation is your job.
Yeah I came to the same solution. Don't care about efficiency (yet). Care about double parked asteroids. Maybe fitting two rare thrusters was overkill for my first trip anywhere, but pride wasn't going to let me take one off after all that nightmare plumbing and spaghetti