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Previous thread: >>561649518

This thread is dedicated to all games about building machines and systems, in space or otherwise.

List of commonly discussed /egg/ games:

Voxels, blocks and vehicle builders
>Avorion
>Besiege
>Empyrion - Galactic Survival
>From the Depths
>Machinecraft
>Robocraft
>Scrap Mechanic
>Space Engineers 2 +1
>Sprocket
>Starbase
>Starship EVO
>Stationeers
>Stormworks: Build and Rescue
>TerraTech
>Timberborn
>Trailmakers

Aerospace
>Chode - Children of a Dead Earth
>Flyout
>Kerbal Space Program

Logistics and factory management
>Autonauts
>Captain of Industry
>Dyson Sphere Program
>Factorio
>Factory town
>Infinifactory
>Oxygen not Included
>Satisfactory
>Shapez
>Workers and Resources: Soviet Republic

Programming puzzles
>Exapunks
>Last Call BBS
>Nandgame
>Opus Magnum
>Shenzhen I/O
>SpaceChem
>TIS-100
>Turing Complete

The full game list as well as information about these games, such as where to get them if they’re not on steam, trailers, /egg/ conquered/hosted servers, and other shit can be found in this pad:
https://hackmd.io/e6SPFz8VSRmpV91t8bmkWw

https://fromthedepthsgame.com/

Games that are not /egg/:
>Minecraft
>Endfield

OP pad for new thread
https://hackmd.io/Z-_iicnWRFi9T8Sm3Ro9rA
WebM for physicians: argorar.github.io/WebMConverter
Reminder: /egg/ has no discord, any discord links posted are from tranny servers.

Current and recent /egg/ hosted servers:
>Factorio
>Stationeers (Monday@2100Z)
All IPs are in the pad for security reasons.
>>
>>562324865
You do know that as soon as you hit logistics science the coke from red-hot coke recipe is essentially giving you 2N coke from every N coal - right?
And that it gives you 500 degree coke oven gas, capable of generating hot air efficiently via the two step stone brick -> warm stone brick -> warmer stone brick path, using a tiny sliver of coke to reheat molten salt to reheat cooled oven gas to 500 degrees again? (Actually; just enough coke that it guarantees enough coke oven gas will be created via the red-hot coke build, to keep the process going indefinitely without stalling.)

Also, as soon as you get kicalk and biomass refinement into dried biomass you can efficiently turn ~30 kicalk farms into a net 450~460 MW that is zero-input.
I.e. will literally run indefinitely. Which is also in the mid-area of logistics science.

:: something, something - premature optimization ::
>>
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I don't like how the optimal strategy for painting is to make these huge ass blocks
>>
>>562331430
dogshit OP
>>
>>562334092
eat shit loser
>>
Does anyone else feel bad about violating the NAP on Vulcanus when you have to kill these happy little fellas just to get Tungsten?
>>
>>562334506
No
The Tungsten was promised to me 3000 years ago
>>
>>562334506
Shai-Hulud is for friendship.
>>
>>562334736
by whom?
>>
>>562331862
>another mobile looking slop "factory" game that'll be completely forgotten in a week
>>
TODAY, YES TODAY is the day start building that aluminum factory. TODAY FOR SURE
>>
>>562335558
I think it's pretty decent, the part manufacturing out of voxels is nice and we really are short on factory games that aren't unfinished early access jank.
>>
>>562335859
>it's not EA

That's actually really surprising. I may give it ago
>>
>>562335018
Machinge(god of machine)
>>
>>562335619
what's your problem?
>>
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>>562339028
No problem, I am very lazy and also stupid so when I have a big build it takes me forever to actually do it. All the resources are already there, waiting on belt and pipe I just need tom start putting machines down but 50 refineries is gonna be a bitch
>>
>>562331430
excellent OP
>>
>>562336835
You mean the Omnissiah
>>
>>562335619
I have started the build
>>
>>562331862
so far it seems very similar to shapez, just less anal with how to build and stack shit
god, how I fucking hated any parts with overhangs in that
>>
>>562342134
actually invested in this now

popcorn? hmm
>>
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time to uninstall till 2.1
>>
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I reinstalled Factorio after beating Space Age a while back. Did they do something with biter pathing? The amount of times I'll be away from my base setting up an outpost only to find a solitary big spitter somehow threaded the fucking needle in my defenses and is now shooting pipes in the middle of oil processing is driving me insane.
>>
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>sucked into the hypertube canon again
>>
>>562348375
If the thing launches you diagonal-up, you can just maintain speed while changing direction slowly and land back next to your cannon.

At least, the physics allowed for that when I played.
>>
>>562335619
>>562342134
>set up 3 fucking water pumps
>none of the machines are getting water
>spend 20 minutes trying to figure out why
>assume the pipe floor holes are bugged or some shit
>it's not them
>turns out water can't flow up the slightest fucking incline for some god damn reason
>get a few refineries set up and running
>need 12 for the next recipe
>go to the blueprint designer (mk.2) to make something
>can't fit 2 refineries end to end
>save and close game

I'll get back to it eventually
>>
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I have no idea how to make groups of refineries look good. I also just realized how I can make the belts and pipe coming off the pillar look better so I'll be doing that soon(ish). All that's left for refineries is the copper ingot ones. I'm trying out routing all the inputs/outputs underneath this build to see how it works out and building in a not rectangle/square shape.
>>
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neat
>>
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I think I've more or less already forgotten how this refinery works
>>
>py
You don't require that much iron per second, at least not for science, it seems. However, it's time to upgrade my iron source anyway.

1.24*Electric miner, jaw crusher, advanced foundry*3, cost about 6mw, eat 2.5 ore, and make .5 iron plate.

Scaled up to 15, that's
15 iron plate < 75 ore, 180mw

casting unit is 15 iron for 25 molten iron, 517 mw
25 Miron is 50MW, 150 oxygen, 12.5 iron shards, .75 borax
12.5 shards is 20.83333 ore and costs about 6.3+10 MW
150 oxygen in an electrolizer is 150 mw, but is only 22.5 mw after the destruction column recipe is unlocked.
Total about 89 MW, but solid fuel is now worth more than electricity and the melting-building costs solid fuel, so it's more like 400MW.

>compare
Under these conditions, 1 plate costs 10 mw from shards or around 26MW from molten, but 5 ore from shard and ~1.25 or from molten.

Is 5 times the productivity worth (5 * 2.6) times the cost?
hmm
>>
>>562328071
he has a very particular kind of autism, and not even the usual py kind
probably best not to worry about the silly things too much
>>
>>562357086
Don't worry brother, no one knows how it truly works, we just pray to the machine so it keeps pumping fuel
>>
>>562357086 >>562361039
Oil processing follows the three processing stages. All stages need exactly one building per chain. It's fairly simple.
Sour water is processed into sulfur and either used up or shipped off. One building per two Stage Is.
The byproducts such as heavy oil get either burned in a boiler, or cracked into lighter oil products.
Naphtha is either used to make rubber, make silicon, burned, or cracked.
Fuel gas is either a boiler fuel, or gets cracked into hydrogen.

And speaking of boiler fuel, what's everyone using?
I think about switching to hydrogen, when I finally rebuild my refinery. Which I'm only gonna do when I know what I'm rebuilding it into.
It's just that everything breaks down into hydrogen eventually. I figured, rather than balancing it all I can just break it all down into it and condense the resulting steam, saving me some water.
I might be missing something and it's a shit solution, so I could really use some advise here.
>>
>>562331430
thanks for the readable OP
>>
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pipes
>>
>>562347774
How fast do you go if you fill it all with legs?
https://www.youtube.com/watch?v=RxLFOh2ZiyA
>>
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It's finally happening

...tomorrow
>>
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>>562355696
Comfy looking ship, I like the scaffolding
Avorion building is top tier
>>
>>562363168
I know that fairly well brother
afaik naphtha is the most efficient boiler fuel in the equation,
excess diesel converts to naphtha, fuel gas to hydrogen
and excess fuel gas goes to boilers as well, with coal as backup
with this setup I can power up solely on oil from mid game up until nuclear late game
>>
How these fuckers manage that I'll never know
almost ready for the second stage of the big crossing
>>
>>562348375
build a breaker box for it
>>
>>562373835
>using flares
Wasteful desu. Boilers remove excess stuff too, but they help generate electricity while they're at it.
>naphta AND fuel gas
Wouldn't that cause a deadlock, where you end up with pockets of carbon dioxide trapped in your exhaust line?
>why do you have an exhaust line in the first place?
Exhaust scrubbers. I'm making sulfur to sale, plus it lowers air pollution.
It also makes low-temp steam for desalination and/or supplementing first stage turbine's exhaust.
>>
Are there any spage mods that slightly boost fluid / chem autism?
keyword slightly
>>
>G L E B A
>built 15,000 accumulators, about 165GW of energy stored
>maintain about 15GW of power through several fusion plants
>FUCKING STOMPING FAGGOTS ATTACK SO GODDAMN MUCH THAT MY INFINITE TESLA TURRETS DRAIN EVERYTHING
>SHITS NOW ALL OFFLINE
>FUAOSDKJAOSINFDIOASHDFOJH
>ASODIJHAOSHDOASHDOAHSDOH
>>
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Anyone else do gay little things like this in Satisfactory?
>>
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>>562382034
put some candy on his tongue bro
>>
>>562331430
unreadable OP, try better
>>
>>562375678
>Wasteful desu. Boilers remove excess stuff too
Check again, the flares are only used on excess, which almost never happen, (in the refinery anyway)
I still burn fuel gas on occasion, in flares on my organic digesters,

>other stuff
And I do burn fuel gas for electricity as well, but only 1 fuel gas burner for four naphtha boilers, and they also get exhaust scrubbed for some little extra power efficiency
the whole thing runs beautifully with a ton of balancers all around
>>
>>562381968
Pave it all. Total genocide, my man.
>>
>>562376631
What's wrong with Angel's petrochem? There's a bunch more processes and buildings, but I dunno if the intensity of autism is that much higher than the base game.
>>
>>562381968
rocket turrets?
>>
>>562382741
no
>>
>>562359093
you require a lot of iron for the buildings
>>
>>562382741
Do better, Mr. ESL.
>>
>>562381968
bro your artillery?
>>
Sex with pentapods (low evolution)
>>
>>562396693
its better to remove "pollution"
easy to make 1k spm with no defense.
probably 2k if you dont make rocket fuel locally and streamline efficiency.
>>
>>562397167
damn, that sounds so unfun
>>
>>562334506
I wish I could feed them biters and pentapods
But I can't so I feed them uranium rounds instead
>>
>playing CoI makes me want to play W&R
>switch to W&R
>now want to play CoI
They feel similar, but the construction and vehicles in W&R are far better. On the flip side, CoI has a lot better granular control of resources and more zoomed in scale.
Overall, I think W&R is better just from transportation infrastructure.
>>
>>562397167
>its better to remove "pollution"
yea if you’re a little bitch
bet you use elf modules as well, candyass
>>
>>562398476
look, I just get spooked by spiders
>>
>>562400932
What spiders?
>>
>>562401046
gleba spiders
>>
>>562401075
those aren't spiders they're pentapods
>>
>>562396693
I paved all the way to my artillery range, yet these fucks still attack. Im going to burn millions of landfill to make sure this never happens again.
>>
>>562402006
5 legged spiders are scary all the same
>>
Today I thought I'd be clever and mix 6 parts 250°C steam with 1 parts 2,000°C steam and pull it through a heat exchanger to get more steam.
It doesn't work.
I hate modders that can't put a >= instead of a =.
>>
>>562402973
wtf is that creature in the middle
>>
>>562403840
me
>>
>>562403840
a horse
hes just a bit autistic
>>
>>562403889
why
>>
>>562403954
neigh
>>
>>562403954
felt cute today
>>
Py look so silly I will never play it
>>
>>562404008
>>562404040
and what in the world is that creature on the right?
>>
>>562404189
friend
>>
>>562404189
my dad
I see he finally got the milk and cigs
>>
I reinstalled KSP and thought I'd just jump in and take a spaceplane to Laythe. I made a working spaceplane several years ago when I last spent a bunch of time with the game but now I can't get the fucker to work. Main problem is it slightly pulling in various directions and the autopilot is worthless. My recollection is that I was able to just set trim and autopilot up to the speed/atmosphere critical point.
>>
>>562404189
a featherless t-rex
>>
>>562402170
They're closer to bugs than spiders
>>
>>562405848
no, you're thinking about the chinese
>>
>>562404829
maybe im just retarded but getting encounters seems way harder now. I remember it being extremely easy with planets like eve, duna and jool.
>>
>>562408034
Patched conics a shit but it's deterministic. I can only guess you were at the opposite side of their windows.
>>
>>562398150
I know that feeling, they're quite different in scope though,
if you had road building like W&R in CoI
also,
the most annoying thing in W&R is population management, its nearly impossible to have realistic transport routes with it
>>
>>562408297
No, it was just a skill issue, i watched a tutorial to refresh my memory and now I can get encounters again.
>>
>>562383140
>>562375678
Ok explanation because I'm actually really proud of the autism that went into this spaghetti refinery

1- like its said before, 4 sets of distillers all chained directly together, one pipe tier 1 comes into each of them, and all outputs go to the spaghetti of balancers in the middle

2- regular conversions, excess fuel goes into naphtha, fuel gas prioritizes into hydrogen for what is needed, naphtha prioritizes into other resources

4- first naphtha as main fuel four boilers with priority, makes sure no naphtha gets wasted, I can sometimes micro this, but usually two or three boilers are enough

3- as backup, excess fuel gas is burned into the boiler, there is usually excess because of bio-digesters, as a backup, there is also a coal boiler (also used to kickstart)

5- all water used from sea water, turned into steam to supply the whole refinery, excess goes into the powerplant,
along with the refinery water and excess water from distilling, there is quite a surplus, enough to sustain my town with only one groundwater pool

6- all side products accounted for as well, so far I haven't need much more, but there is space for expansion

7- exhaust is also scrubbed, and put into the power shaft for extra savings, and lately even the diesel generators (in the corner) were piped into the scrubber just in case

I have plans for some slight changes, and perhaps a way to just burn excess fuel gas more reliably, but this has gotten me way past mid-game,
I just need to figure out how to keep it alive after I plug in nuclear
>>
Wish factorio had a more interesting resource sink than just research
>>
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>>562331430
>>
>>562411053
Like what though
>>
>>562365065
I put in 2 rows of legs with 1 of them legendary and I already moved way too fast
>>
>>562403840
wack ass looking cat
>>
>>562412795
>m
>>
>>562355696
Based vehicle enjoyer it's so rare to see vehicles these days
>>
>>562414905
idk
space elevator to move shit into orbit for free, w40k esque trains that can transport 500k ore at once as the final solution to planetary logistics, pentapod pleasure houses, things like that
>>
>>562419560
>space elevator
That's resource transport not resource sink. Just fancier rockets like you can already build, but faster
>trains that transport 500k ore at once
That's resource transport not resource sink. Just fancier trains like you can already build, but bigger
>pentapod pleasure houses
Expand on how this would sink resources and what would be the benefit or motivation of sinking them this way
>>
>>562419560
Space elevators are a meme they're FAR more difficult in practice than reddit thinks.
For some weird reason I've debated space elevators in several places in the past but never on /egg/
Pseuds think about everything in LEO terms but you can't have an elevator in LEO.
>>
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So, a question about the Satisfactory map editor. Is there some way to draw these natural road lines into the map itself so that they appear in-game, like using vehicle trail markers or something? I'd really like to place paved roads or railways along these routes but I'm really fucking terrible at eyeballing this kind of shit.
>>
>foundry has new reactor in experimental
>check what megabasers are doing
>reactor is so bad they label it as vanity project tier
god fucking damnit, first geothermal and now nuclear has been fucked.
>>
>>562419881
Yes a super expensive thingy that lets you trivialize a previous issue, like space elevator letting you move just about anything you want into orbit for peanuts. Theoretically can simply be an expensive research but a building needing 10m iron to build is a lot cooler than research_347
>x but bigger
exactly you shitcooker welcome to factorio but cooler
>what would be the benefit or motivation of sinking them this way
you’re hopeless
>>562421042
you’re playing a video game you nerd, now get back in the locker
>>
>>562408754
W&R is so close to being my ideal game. If they could get the time system right, it'll be it.
Time is screwed up.
>>
>>562422819
Any single research is not a "resource sink", the only reason research is a resource sink is because it's continuous and even infinitely repeatable post-game.
Any single infrastructure project is a one-time cost and therefore negligible in the long run, i.e. not usable as a resource sink.
>needing 10m iron to build
Just make a fully legendary factory with your 10m iron, this exists in vanilla right now. I didn't even mention it as a reply to your post because, again, infrastructure costs are negligible in the long run and I don't consider even full legendary everything to be a "resource sink" - you get it set up once and you're done.
>exactly you shitcooker welcome to factorio but cooler
I agree that bigger trains would be cool but they wouldn't be resource sinks
>you’re hopeless
You can install a trash can chest mod and use that as a resource sink if you think there doesn't need to be any reason to use a sink
>>
>>562410857
closer look at beauty that is the refinery spaghetti

>>562414905
nta but that's what makes COI interesting for me,
you use a lot of resources just to upkeep , while expansion and research demand a whole lot of extra capacity,
knowing how to balance is key
>>
>>562424115
>>562410857
closer look at the boiler setup
>>
>>562412795
>someone saved a pic of my shuttle
I'm flattered. Whatever happened to that fool who said he'd make a better one?
>>
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>>562422005
>the humble milestone
Alt + Middle Click or something lets you stickerbomb without opening the map
>>
>space age planets
>space exploration space
when?
>>
>>562421042
it's pretty easy to make a space elevator. every country on the equator can have one.
>>
>>562431615
I’m looking forward to such global powerhouses as congo, kiribati, uganda and somalia building a space elevator
>>
>>562431615
Did you know that building a space elevator would slow down earth's rotation?
>>
>>562431615
>it's pretty easy to make a space elevator
it's really not.
popsci tends to portray an elevator as something built in low earth orbit when in reality it would need to be built in geostationary orbit.
>>
>18+ months
>not one space age mod that reworks the boring space part
its-joever.jpg
>>
>>562432353
You can just attach a really strong ladder to the moon 5head
>>
>>562432558
anon I don't get to talk about space elevators very often can you please do me one favor and not be a retard for a little while?
>>
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>>562424723
I did, i have posted pictures of it carrying two shipping containers but then i got side tracked by optimizing a steam piston power generator and made it produce 14k of Swatts from something that realistically shouldn't.

I then started building a C&O M1 train and then i went MIA, I had the drive train completed it's got a 6K Swatt generator but my interest in the game was limited and had to get back to my 3D modelling job.

I will try and swing by next year and try complete my shuttle or my train.
>>
>>562432906
Being a retard is prerequisite for discussing space elevators.
>>
>>562425986
Yeah, I'm aware I can do that but I fail to see how it would help me. Maybe I didn't explain myself properly? I want the purple lines from the pic I previously posted to be translated into the in-game map from the SCIM. I thought maybe there was a way I could draw marks, pins, or vehicle routes onto the SCIM map and then upload it into my game to use as a guide, but there doesn't seem to be an obvious means of doing that.
>>
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>>562432976
I had a borderline stupid idea in mind for the shuttle rebuild which was take the existing vtol mechanical system and then upscale it for a larger space plane.

Basically, I was going to build the maximum build area that you can for a plane then attach the wings as separate objects or fold them on top or into the body itself, so the entire thing unfolds.

Majority of the space plane concepts are just a triangle block at their heart and this with a bit of effort would be large enough to hold my train.
>>
>>562433006
>Being a retard is prerequisite for discussing space elevators.
Ok fair enough you got me there.
>>
>>562432021
it can be a good source of income for these countries.
>>562432339
sure but minimally
>>562432353
all you need is a rope. done. that's it. that's all it takes. it's the lowest tech thing ever. there is really nothing simpler than a space elevator. you just need a machine that produces a continuous carbon string. lowest obstacle in tech.
>>
>>562432353
>geostationary
Only if you require no tension from centripetal force. Otherwise that force can sustain an "orbit" at below the proper orbital velocity. But then to access the top of the elevator you have to do a rendezvous with periapsis well below the elevator altitude.

The problems are
>strength of material to bear its own weight plus rotational tension
>assembling the thing without benefit of the forces that will sustain it when completed
I'm not making a diagram for it but I think there's also a weird force distribution along the cable.
>>
>>562433838
>strength of material to bear its own weight plus rotational tension
gorilla glue
>>
>>562433838
I don't think an elevator below geostationary orbit is possible. The best scenario people have come up with is elevators that slide along an orbital ring and I don't take that seriously.
>>
>>562432976
I can see why you started modifying it to be different from M1, Is this you? https://steamcommunity.com/sharedfiles/filedetails/?id=3647707595

I like the fact you've got this.
>Feel free to copy, further develop, or even claim this as your own. I am not interested in advancing its development myself, and I would actually benefit if someone else tries to improve it.
>>
Just chuck shit into space with a launch loop, it’s at least 300% cooler than a space elevator and you can also use it to launch random trash at random third world countries for pennies on the dollar
>>
>>562433838
>Otherwise that force can sustain an "orbit" at below the proper orbital velocity
Uhhhh that's backwards. Going slower than orbital velocity to be geostationary would require a force lifting away from the surface.

It actually needs to be even higher than geostationary because of the weight of the cable below moving at suborbital speed.
>>
>>562434168
it would be possible if it were powered. compensate for the lack of length with an equivalent retrograde force that keeps the elevator from pulling off. it's trading length for constant thrust, but it should be theorertically possible.
but at that point you should be building a skyhook instead.
>>
>>562434646
We're not doing skyhooks. Do you want a nigger in charge of a skyhook? We need foolproof stable shit.
>>
>>562434921
>we need foolproof stable shit
meet: a nigger
>>
>>562434646
it's like sitting on a chair held by a helicopter instead of a chair held by its legs. yea it's possible but you'd have to be really fucking retarded.
>>
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>>562435475
sounds like the premise for some preposterous galactic adventure sci-fi.
>>
>>562435832
If you're familiar with sci fi maybe you've read fountains of paradise that seems like the only realistic scenario to me.
>>
Wait, I am a fool
I can make sure that the coke reserved for use in the coal powerplant always gets consumed
by simply venting high-pressure steam instead!

>>562435475
A chair held by a helicopter...
is a helicopter

that sound fucking lit, senpai
>>
>>562436262
if a sci-fi civilization has fuckyou amounts of basically free power, they may as well build impractical monuments like that. serves to also set up hubris.
I (shamefully) haven't read any clarke but fountains of paradise sounds like a conventional space elevator without any fuss. though there does exist the possibility of a compressive space elevator rather than a tensile one, using active stabilization. by keeping a constant stream of matter circulating upwards at orbital velocities within a structure, it could be kept aloft while theoretically recovering most of the energy required to launch all of that matter.
>>
>>562437306
How is an elevator an impractical monument? Are you fucking retarded?
>>
>>562437820
do you have basic reading comprehension that allows you to realize that this >>562435475 is preposterous?
oh, no, this is /egg/, of course you don't.
>>
>>562402973
>Today I thought I'd be clever and mix 6 parts 250°C steam with 1 parts 2,000°C steam and pull it through a heat exchanger to get more steam.
See, what you want to do is to use the steam cooling recipes.
>>
>>562422125
>foundry

People are still playing that?
>>
>>562439980
a news post popped up today on steam, if I were playing I wouldn't need to see someone else's opinions on the reactor
>>
>>562439863
he is clearly using them already
he wants to create 7 parts of 500 C° steam to get a good deal more power out of that 1 part of 2000 C° steam in a heat exchanger
makes sense that it would not be allowed
>>
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>ran 6 belts of resources to the location where I'm building computers, ocsillators and aluminum
>ended up with this fuckery because of the way the belts were ordered and I didn't want to have them switch lanes near the end of the run

I think I'm just gonna switch all the lanes of the belts coming into this area because my fucking god this shit is hideous
>>
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>>562453804
That's better, I'll run the last 3 belts when I need them.
>>
>>562422005
I mean technically if someone did it you can import routes
>>
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It's an ungodly mess but I've gotten Gleba producing near everything without clogging and sending it up to space.
Gleba was 9/10, best Spage planet so far. Pentapods are cute and funny.
Before I get ready for Aquilo I need to figure out biolabs.
>>
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new build
new bui i i ild
new build

It's .6 t1 science output
input 6 flora, .9 copper, ~25 ash. 3.3 iron, 2.4 wood
plus treated wood as assembler fuel

I was originally going to get bricks from rich clay and get rich clay from (clay + mud), but clay is actually very expensive due to consuming steam.
>>
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>>562453804
>>562458208
HEY YOU RETARDED FUCK WHY ARE YOU TRYING TO MAKE 3 HORIZONTAL BELTS GO VERTICAL. YOU CLEARLY GOT A BUNCH OF LIFTS HIDDEN IN THAT BUILDING WHY NOT JUST MAKE THE BELTS COME OUT VERTICAL AND THEN EVERYTHING WILL LOOK NICE INSTEAD OF SPENDING OVER 2 HOURS TRYING TO MAKE THE SHIT WORK AND LOOK NICE

WELLLL GEE I DUNNO MAYBE I DIDNT THINK OF IT UNTIL JUST NOW.

GOLLY GEE THANKS IT LOOKS SO MUCH BETTER NOW
>>
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>>562461087
Even better
>>
>>562435341
This is kind of a silly argument. A retard with hand tools could destroy any rocket ever launched.
>>
>>562463793
Temporal

Rocket launch happens and is gone and its value is expended.

A space cable is infrastructure. Both are a heavy investment, but infrastructure is something which anyone can waddle over to and fuck up at any moment after its creation. While the odds might be low, ever moment that the cable isn't destroyed is followed by another moment when it can be destroyed. This, in the mind of one full of terror and anger, means that the destruction of all good things by those of ill intent and venomous soul is a mere eventuality, potentially staved off only by vigilance, which cannot be justified in perpetuity.

So, an investment so expensive that it only pays for itself in a hypothetical distant future where humanity fondles the stars casually may be harder to support, compared to imagining that individual rocket launches might work out.
>>
>>562464880
Just hire a couple fat dads with guns and pay them to stand around the thing and shoot at anyone who comes close.
>>
Dear /egg/heads, you claim that checksums and hashes are a reliable way to verify a program is exactly the same. Well how can you believe that when there is only a limited number of possible checksums? I'm somewhat an expert in hashing and I can tell you that I would not trust myself to drive, let alone reliably read a number after I've taken enough hash. How can you expect me to trust you when you so obviously lie about reliability?
>>
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>>562466480
the fuck are you talking about
>>
>>562466480
I haven't made this claim personally until now, but it's reliable on the condition that a malicious actor can't make a fake version of something with the same checksum, better than randomly picking a checksum and hoping that it's the same. Then when you see a matching checksum, the probability of it being fake is less than the very low chance of randomly getting the right checksum (because in addition to getting the right checksum, someone has to decide to be malicious in the first place)
>>
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Yey

Now I can get a better chassis
>>
>>562466480
Bruteforcing tripcodes was difficult enough. Bruteforcing entire files is just obscene. And that's only the first hurdle. You have to find garbage to insert along with your malicious code that makes it hash the same. That might not be possible even with essentially infinite computing power. It would be something deployed for a hyper-specific single attack on the level of stuxnet.
>>
You shouldn't put garbage in your hashes, it's bad for your health.
>>
>>562471441
congrats on reaching EV
>>
>trying to hide all my power lines in my current factory
>small piece of wire can be seen hanging through foundations in various areas
>people say they're just using beams and frameworks around their machines

I have nearly 200 hours in Satisfactory and I've barely fucking learned anything
>>
>>562473476
yeah you should add salt instead
black and red pepper are both good too
>>
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>>562478406
>waste 200 hours on annoying busywork in the name of aesthetics
>why am I not good at the game???
>>
>>562479262
soulless post
>>
>>562464880
>which cannot be justified in perpetuity.
I'm sorry to ruin your weed trip or whatever but this is exactly what people do.
Watching things indefinitely is literally what security means. People have made a business and a science out of making shit last forever.

Not building things because any risk exists is just an insane take.
>>
First train finally going on the bridge
>>
>>562483969
Outpost functional, soon, next bridge stage
>>
>>562439863
you may realize that I would not be doing this if I had those recipes, and cooling 2k steam is a tier4+ recipe because fuck you
>>
everything is so tiny in space age
I miss the bigger buildings from mods, made the factory look less uniform
>>
>>562484915
>space age
where you fucked up.
>>
>>562486674
Gay fag
>>
Satisfactory vehicle path 2.0 calculations is truly something; my 9800x3d is hitting 70s and 80s when the air's warm when placing down a new path. Just displaying them without actively placing a path causes temps to spike still even if to a lower degree. I wonder if it performs less harshly on Intel manycores designs?
>>
>>562483969
you could have just made a road a bit to the left?
>>
>>562484915
the new building are bigger
>>
Is space exploration fun or just tedious
>>
>>562491538
tedious
>>
>>562491538
didn't finish it yet, but it feels fun
>>
I built a bunch of spidertrons and I want them to bully natives. Is there a way to automatically send them places? Or is sending a bunch of move commands the best you get
>>
>>562491917
just build some artillery
don't really see the point of attack spiders
>>
>>562487998
Eh it's a new feature they just added. They'll optimize it later as they've did with lots of other stuff before
>>
>>562492424
Satisfactory devs can't optimize for shit, every time a new update comes out I have to turn the graphics down another notch
>>
> :: Spend an eternity building out a stock of kicalk to automate a zero-input biomass powerplant ::
> :: For shits and giggles draft a comparison plan in Factory Planner to compare against wood ::
> :: Just directly tossing the wood in there is more efficient. By roughly a factor twenty ::
> :: Don't even bother converting to dried biomass. It doesn't reduce the footprint and only triples local power consumption, becoming a direct loss. ::

Motherfucker ...
>>
>>562492550
Just like spengies' bloat.
>>
>>562492550
A lot of casual stuff people build nowadays would slow things to single digit fps back in like update 3
>>
>>562487998
steam comment would be like
>bruh, just move to a colder country
>who the fuck builds a gaming rig in a warm climate???
>upgrade your 1980 cpu lmao
>>
>>562492724
you forgot
>give it time it has potential
>>
>>562491538
It's some fun mixed with a lot of tedium for no good reason
>>
is fusion actually good? feels pretty mediocre as the endgame power
>>
>>562491538
great mod. it's peak factorio. the way factorio should have been naturally extended. they tried to make it that with spage but failed. miserably. it certainly is more complex, more large scale and thus more fun. I didn't experience tedious it's not more tedious than vanilla it's the same game just extended and in many ways fixed (like the ugly beacon spam, or remote building). but I also used qol mods that I use in vanilla too like movement speed and inventory size mods just to minimize movement waits which I don't consider to be gameplay but that's just me. waiting on movement is a normal part of gameplay to everyone else.
>>
>>562494276
>I didn't experience tedious it's not more tedious than vanilla
go away earendal
>>
>>562494276
go yiff somefur else earendel
>>
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>>562492576
You'll need them for korlex and bedding anyway. But yes. Wood is the best for power, especially with the lmao2wood turd.
At the cost of sounding like that one autists that spouts py numbers for no reason: a small wood farm can make 100 wood a second (200 MJ), which mulches into 20 (t w e n t y) belts of biomass. Those in turn can be made into 385 dried biomass on average, which turns into 450 MJ. Do take into account the fact you need ~100 MW of power to compost that wood into biomass and go through the steps, on top of massive overhead and infrastructure. That turns into around 40 GW of power.
Instead of burning it neat to double its fuel efficiency: just burning 100 wood a second, neat (again, a very small wood farm build without even using ash) can give you enough fuel for 40 MK2 biomass power plants, which is 19 gigawatts.
This stupid ass build prints 20 gigawatts of power. Scales slightly better later on with MK3 builds, 28 GW from 100 wood, or 60 if you wanna bother with turning it into dried biomass (although the UPS cost is literally not worth it)
Power in py is quite literally inconsequential and gets really silly.
>>
>>562494623
>>562494368
nice arguments there.
>>
I love that you have actual train physics with the game.
Seems like 8 wagons + two locomotives, is quite the right balance for a tier 1 train.

>>562491306
because of pic related, not only its cool, it actually bypasses lots mountains and gradients it would have to take otherwise, its a great stretching, going for far ends of this isle, within the next bridge lots of new resources will open up,
but there is still like 1/2 distance remaining to reach bauxite, and then some more and a bridge to reach a far island with uranium
>>
Of course it would be much faster if I wasn't so autistic with my terraforming projects
>>
How do you void a large quantity of stuff in fagtorio before recyclers? Bunch of chests/tanks + artillery?
>>
>>562495547
put in chest, shoot chest
it's honestly baffling that factorio has no automated way to dispose of material other than by recycler.
>>
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>>562495547
>>562496134
>>
>>562496134
>dropping it into space
>dropping it into lave
it's not that hard
>>
>>562496216
>having to fly to space just to dump shit instead of throwing it on the ground like a real poojeet
I'd be okay with this if kessler syndrome was a thing, or they had a chance to come back on the same orbit.
>>
>oil outpost stops delivering resources because the pipeline got crushed by a bunch of drill miners launched into space 60 hours ago
>>
>>562495547
are you playing a mod? vanilla doesn't really have any case where you want to delete stuff en masse before other planets, each of which give you a voiding option
unless you're doing early quality but quality sucks shit and is implemented dumb as hell
>>
bet this dude doesn’t even eat quality fish
>>
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>looks kinda nice from one very specific angle
>looks utterly retarded as soon as you walk 5 feet to the side
Satisfactory is beyond my skill level
Back to CoI where everything just looks like shit regardless
>>
>>562496202
that's a great looking screen shot form COI
>>
>>562496890
what dlss 5.0 does to an egg
>>
>>562496265
>kessler syndrome
just had a read about this
pretty interesting
>>
>>562496931
actual gameplay footage
>>
>>562494694
I didn't even bother taking the moondrop co2 turd, because of the lmao2wood one making *so* much wood, I can just literally not care and set a little bit aside to mulch into biomass and turn that into ridiculous amounts of co2 instead. (Seriously; the biomass->co2 recipe in furnaces is fucking amazing.)
>>
>>562494276
>I didn't experience tedious

>aai industry
>meteorites
>bot attrition

>I didn't experience tedious
>>
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my main motivation behind playing factory games is that I get to watch all the cool trains zipping by
>>
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>>562497269
same
>>
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>>562412795
What i don't understand is why they didn't go bigger?
>>
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>>562499658
I don't what the fuck happen to this guy but i so wish he'd come back and tell us how he fixed it.
>>
Factorio but in 1d
>>
anyone check out the new game, Modulus: Factory Automation?
>>
>>562497108
No complaints there, there's a heated debate on moondrop turds
only issue with that is I could just take moondrop in automation while I have to wait until logistics to get biomass->c02
way I see it the c02 moondrop is perfect for what it does until your first turd reset in chem, at that point just go copper
>>
How are you supposed to get legendary stuff without asteroid casino? Just build 50k of each item until eventually you gamba roll high enough?
>>
>>562506078
this is the intended way
https://www.youtube.com/watch?v=l5NA-5e0LbI
>>
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>>562506078
Basically. You fit quality at every stage of production you can to get a trickle of higher quality materials.
Eventually, you can build a legendary thing out of them, or you'll have plenty of previous tier and can hope for a legendary proc once in a blue moon.
And no, you can't mix quality. Yes, it's gayer than assfaggots, it is what it is. Asteroid shuffle exists and is the meta for a reason.
>>
>>562506078
fulgora recycling.
>>
I setout to make an egg now I have multiple scientific contribution papers to post instead as well as the game fak
>>
>>562494694
I have enough power from molten salt plants rn. I don't have a neat setup for wood just a bunch of vertically processed in a row wood
>>
>>562492576
Kicalk 1 are pathetic even when it comes to fibers and idk about you but I needed a biomass dump for creature part overflow so biomass is forever a non issue
>>
>>562508942
I figured you wanted a zero input powerplant.
>>
>>562496202
>>562497078
Did CoI get a graphics upgrade?
>>
>>562510679
Captain of India
>>
>>562509284
This. Wood-fueled biomass plant seems ideal for ZI power.
Set it up with one turbine powering the internal plant, and then an overflow valve to the other turbines powering your base and you're basically 100% protected against brownout crashes, forever.
>>
Built a place for to pretend to work and harass some women.
>>
Also new Ziggurat for fun
>>
Amazing that it ended up fitting perfectly in there.
>>
is krastorio 2 spaced out fun? i quite enjoyed k2 but that was a long time ago
>>
>>562513125
Now remove the ugly retaining walls
>>
>>562513128
no, it's retarded.
>>
>>562496412
COI?
>>
>>562513128
no, it's somehow much worse than the sum of both combined
>>
>>562510734
India is clean!!
>>
>>562497269
so basically Factorio? what other factory games have many trains?
>>
>>562513462
>ugly
I guess bad taste can't be fixed
>>
>>562519797
This seems inefficient
>>
I don't think you should be able to extend land masses with gravel like that
It's not realistic
>>
>>562519853
The chad ziggurat cares not.
>>
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I'm gonna build this on a 100k oil patch, and if I've done my calculations right, then it should be about 25 MW from diesel generators that will last about 15 in-game hours, enough to death spiral in myriad other ways but at least the lights will stay on
>>
>>562520254
>>
>>562522632
dubai isn't realistic
>>
Speaking of Captain Of Industry can someone remind me again why there needs to be a separate conveyor type for loose materials like coal? They are identical except for the type of material they transport so why not just have a single type to avoid the annoyance accidentally using the wrong one?
>>
fookin 'ell I'm flipping images in my hed
>>
>>562522865
tru
>>
>>562524454
You optimizing for speed or cost, or irl time and effort used while beating the game?
>>
>>562522632
that's not gravel
and it's sinking anyway
>>
>>562524454
that looks awful
>>
>>562525586
The game takes place in japan. Speed is never a priority
>>
Tell me about Kerbal Space Program, what makes it interesting and fun? From what I've seen, you only build a space ship, move the trajectories to land on the moon and head back
>>
>>562529725
You design the ship to whatever parameters you want and do whatever mission you want. Missions can be far more difficult. You can try to intercept an asteroid, do a gravity assist slingshot, use Joolian moons for a near-passive capture, etc. There can be complications that you deal with. I once ran an apollo analog and when I went to do the LEM turn I discovered I had forgotten to put RCS thrusters on my service module. So I had to turn with reaction wheel and translate with service engine to line up the docking.
>>
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>>562506078
I just did the thing they showed in the blog post where you upcycle because these can be very easily slapped down somewhere in vulcanus then ignored for hours until you need them.
This doesn't really scale for wanting to get mass legendary everything but it works well enough for getting a couple higher quality asteroid collectors, assemblers and such
>>
>>562529725
As a game, it is horridly disfigured by the fact it has multiple different granular difficulty sliders.
As a toy, the sliders are obviously fantastic, but so is creative mode.

Assuming you pick settings which allow for the game's progression systems to function properly, there are a few different methods of progression.

Science: This rewards you for transporting heavy objects (or some small ones) to certain locations in and out of space. This essentially rewards you for reaching new milestones, such as the moon, or the grass a few feet from the launch pad, or the launch pad. The idea is that you make the best of low tech in order to get higher tech.

Money: Reach [planet] [surface/orbit] at [location and/or distance] and preform [action]
Sometimes this involves driving along a surface. Sometimes it involves catching an object currently in orbit. One-time solutions are not great in this case. This pushes you to create designs which are more cost-efficient and reliable using the tech you just unlocked by first reaching this area for science.

As money missions are repeatable, this also encourages the creation of permanent infrastructure, where you can figure out how to use some.

>the moon
That's the easiest location and you can reach it by burning a few solid state boosters in sequence and using each booster to overheat and blow up the previous one instead of bothering with couplers while just aiming at the moon with your eyes.

Granted, you'll crash, but you can potentially get into orbit with this setup if you're determined.

If you're looking for difficulty, maybe look at any other planet besides kerbin.
>>
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>>562529725
The fun is in there is no other game like this. You build what you want, learn about orbital mechanics, and try not to kill Jeb.
Also there's an entire solar system to explore and do space stuff in. Really the only limits are your tech and (you). The Mun is only the first of many destinations.
>>
>>562529725
if that's all you've seen then you haven't seen a lot.
>>
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>>562529725
You build ICBMs
>>
>>562530228
>>562531556
>>562531902
Thank you for the insight. The money/science progression sounds a lot of fun
>>562532152
I guess so. I couldn't comprehend alone how it could be fun, but I know it's a really highly regarded game
>>
>>562531902
>there's an entire solar system to explore
you mean a few large spheres? what else is there? (haven't played ksp)
>>
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>>562532772
It's not fun
it just eats hours
>>
>>562532980
Oh :(
Guess it's not really worth trying then
>>
>>562532863
You know that you live in a solar system with a bunch of diverse planet(oid) types, right?
>>
>>562533154
what so diverse about ksp planets?
>>
>>562533342
the colors are different
that's clearly most important in diversity
>>
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>>562533075
You can speed up time. The actual problems are
>rigid body physics that allow movement at every joint so many-part ships are prone to wobbling themselves to death
>patched conics with sphere of influence instead of n-body physics
>>
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>>562529725
I uh... do this
>>
>>562520813
It's annoying that most oil patches are barely worth taking past the early game. Pausing/unpausing a bunch of stuff looks and feels bad.
>>
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>>562512829
What buffs are even worth the pop cost? Research eff?
>>
>>562529725
nothing
it is devoid of any mirth
it is a machine that exists to bring suffering to you via lack of autosave, absurdly bad physics engine, cartoonishly simplified astrophysics and incomprehensibly misdesigned science and career mode
you are either too autistic or hate yourself too much if you still play that game
>>
>>562519446
every good factory game has trains in it
>>
>>562534482
We went to the actual moon using patched conics. You ever open a book on orbital mechanics? I have. They use some advanced math called "manifolds." Still, what they probably ought to have done is use n-body real-time simulation and have patched conics for the trajectory prediction.
>>
>>562529725

boat
>>
>>562520254
>It's not realistic
tell that to Japan
>>
>>562534405
If its worth I can't tell you, seems to me to just be a reason to employ more pop if you want to expand anyway
>>
py is actually fun desu
>>
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Speaking of Japan, I like trains.
>>
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Man having a plane that would fly straight and stay at a certain altitude would be cool.
>>
I want to drive train
>>
>I want to press a button and wait a few hours
but why
>>
>>562536503
Stormworks has train
>>
>>562534208
I took this approach a couple of times in my playthrough of that long train-based map - when I reached a starter oil patch intended for another start location, I just built a setup that converted all the oil to diesel and ran generators with it until the patch was exhausted. Then demolish when it's depleted.
>>
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>>562534814
but reality doesn't run on patched conics. you cannot do a whole free-return trajectory with patched conics. you can do parts of it, isolated, but together it won't work.
>>
funky egg
>>
>>562535760
Until logistics
>>
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my most convoluted solution yet
>>
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damn, Derrick is such a beta male
>>
>>562532712
>ICBM
>flies to the island 20 miles away
>>
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>>562546376
Everything is intercontinental when you live on the edge
>>
holy shit all the zipir turds suck
>>
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>many adjustments later
>plane flies straight, altitude deviation is minor
>top speed is much improved
Still need to adjust the horizontal stabilizer but this is a hundred times better than before
Getting autistic with the build controls really does help
>>
>>562550370
You've got jet fuel for days
>>
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>>562552067
needs every bit of it when the mission targets are half a planet away
>>
>>562552161
looking at it, you might actually have too little fuel for a return trip
>>
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that's it? that's the whole modpack?
>>
>>562552847
If it is, then you're missing a lot of the mods in the pack.
>>
>>562552847
>20 hours for greens
damn nigga u slow
>>
>>562553251
well with splitters it's basically just drawing the rest of the owl left

>>562553286
there's been a lot of running around, I wanted to leave space for scaling up a lil
>>
>>562552390
>return trip
we don't have the budget for that here
>>
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>>562552847
oh and map of base
>>
https://steamdb.info/app/220200/charts/#3y
why are so many people playing ksp all of a sudden? did something happen?
>>
>>562555070
man I wonder if any major space related event happened lately...
>>
>>562555162
I live under a rock
>>
>>562555162
That's a dumb reason
>>
>>562555362
Monkey see, monkey do
>>
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waow
>>
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everyone else carefully landfilling with rock and covering with a layer of dirt and then I'm making this abomination
>>
>2.1 never
>>
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Jeb is joyriding. For science of course.
>>
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diesel power into the mid-late game I think, until I can get nucular
>>
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coastal railway ready for when it's needed
I can't think of any other game besides perhaps W&R where you have to plan things so far in advance, I doubt I'll use this for another 5-10 hours
>>
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>>562536503
>>562536653
trains are nice
>>
>>562536638
>press a button
you're a retarded if you think trains are automatic like that
>>
>>562537598
>the cock and balls mission profile
>>
>>562550370
>fly straight
>SAS
pick one

>>562552161
so it seems, those are the most tedium type missions
get a mod for airplane AP
>>
>>562535998
You can trim with alt-wasd, that helps with changing fuel levels.
An alternative to trim is to put a probe core somewhere that is angled slightly nose-down. Set it to control from there and that way your plane will aim nose-up when using prograde SAS. This can be useful for maintaining climb rates or maintaining a nose-up attitude during SSTO re-entry.
Fuel lines also help to redistribute fuel and maintain balance on long flights.
Then there's the kOS script mod, lets you write scripts to handle whatever you want, this plus time-warp mods might be the only 'correct' way to do long-range plane missions.

I think there's no good vanilla option to maintain stable flight over long distances sadly, the atmospheric missions on the other side of the planet are cancer.
I did a playthrough where I set out to never abandon a mission, for that one I would launch a folded plane on a suborbital rocket and glide it down from space.

Could you build a plane IRL that maintains level flight with no input? My first thought is that it stays at the highest altitude that it can maintain lift by having safe-stall characteristics, but that's probably just inefficient.
>>
>>562557316
yeah I hate the bukkake looking
that being said, managing all of the excess fillings is kind of shit

>>562566306
>Diesel power
I'm actually curious to figure out whether the diesel generators can be more efficient than actual turbines
but congrats anon, looks like shit
>>
>>562535760
glad you're enjoying it, what're you working on?
>>
>>562579592
>>562579592
>I think there's no good vanilla option to maintain stable flight over long distances sadly, the atmospheric missions on the other side of the planet are cancer.
While I agree that they are cancer, there was indeed a good mod for atmospheric AP
I had to dig up this old picture

>>562535998
>>562550370
Also some design tips, just a set of engines likely will do for you, instead you can use the weight for extra fuel,
You shouldn't really go full power, specially low altitude,
the higher you go much you have much less atmospheric drag, so go as high as you can go to test out the plane is ceiling,
then set you cruise altitude somewhere 80% of that, then you can go full power as still have the efficiency for fuel to last a lot longer
>>
>going down the KSP memory lane
I now remember I quite some fun with this run, heavily modded, I think since the last time I had hope for KSP
this little semi-VTOL plane was quite fun to use, and a breeze to control and do missions with

Now that we know KSP2 is officially ded, Anyone here managed to play Juno extensively?
Feels like its everything we wanted for a spesssim, tho I couldn't get it into it, I think maybe the next time I go full autismo
>>
>>562552847
congratulations on finishing the first half of the tutorial
>>
aquilo is boring
space platforms are gay
the rest is decent i suppose but i dont think i had a single "wow" moment like first space walk in SE
>>
>>562588707
you are stupid
and a moron
and you enjoy tedium for the sake of tedium
>>
>>562549480
yeah goddamn they all suck dick
probably the best one is the one that makes them give ash instead and fucks with the reef crafting recipe, because that one at least gives more speed, but the egg one increases egg gain by a whole whopping 8% (except with more variability) and suicide sex just lowers output in exchange for... guts. the most abundant organ of them all.
>>
>>562591662
Yeah, it's ridiculous how they're almost all downgrades except for the last one
>slightly more eggs by using a fucking codex
why would I want to make more eggs, they're dirt cheap and you're making breeding animals require circuits
>literally less zipirs but you get the eggs back
why
eggs are cheap
>you can void zipirs into something you can only use in chemsci that's a byprodcut of ash, and the machine is 1.5 times faster!
...Why?
>>
>>562592314
I have no idea why, but it's literally the only worthwhile T.U.R.D., so Side Hatchery it is just for that +65% base speed.
>>
>>562578623
ok, you also pull a lever sometimes
my point still stands
>>
>legendary fusion turbine
>consumption: 5/s
>actually consumes 1/s from a 7x reactor setup
huh?
>>
luv cityblocks
ate trains
>>
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i don't know if anyone plays ostranauts here, but i'll ask anyway: i am refurbing my shitty start ship and i have two components i moved, and neither is working. i made sure they have conduits over them, i saved and restarted, i can't get them to fire up. they don't have control panels either, from what i can tell.
i know the game is bug city so i assume it's just a bug, but let me know if i missed something.
>>
>>562598910
fatty
>>
https://store.steampowered.com/news/app/777390/view/520868751871051751?l=english
hopefully the dev doesn't abandon this shit again
>>
>>562599132
nvm i figured it out, the conduit has to be above the correct tile, i simply had conduits in the wrong spot.
this game is the shit btw.



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