Buffer Storage editionPrevious thread: >>562922378This 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, TrailmakersAerospace>Chode - Children of a Dead Earth, Flyout, Kerbal Space Program, HighfleetLogistics and factory management>Autonauts, Captain of Industry, Dyson Sphere Program, Factorio, Factory town, Infinifactory, Oxygen not Included, Satisfactory, Shapez, Workers and Resources: Soviet RepublicProgramming puzzles (or most of Zachtronics)>Exapunks, Last Call BBS, Nandgame, Opus Magnum + De Re Metallica, Shenzhen I/O, SpaceChem, TIS-100, Turing CompleteThe 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/e6SPFz8VSRmpV91t8bmkWwhttps://fromthedepthsgame.com/Games that are not /egg/:>Minecraft>Endfield(bad) OP pad for new threadhttps://hackmd.io/Z-_iicnWRFi9T8Sm3Ro9rAWebM for physicians: argorar.github.io/WebMConverterReminder: /egg/ has no discord, any discord links posted are from tranny servers.Current and recent /egg/ hosted servers:>Factorio (pyserb)All IPs are in the pad for security reasons.
>land on vulcanus with little in the way of resources>want to make it my main base>autistically route dozens of spaghettified belts to create proper inputs and outputs>takes like 20 hours and I still have yellow and purple science to automate, at 200 spm>improving throughtput only possible with changing modules>land on vulcanus with little in the way of resources>want to make it my main base>"lol just spam robots">takes like 8 hours before a biblical swarm of logi bots is swarming the skies>improving throughtput is as simple as copy+paste and let bots deal with itidk man
>>563690869
>>563715021skill issue
>>563716838yesand a workaround for it
>>563716785I remember that ship.I was flying it.
Bigger rooms, new builds.Feels like a lot of unused space, but certainly not enough room to eat a whole extra belt of anything. May be useful for moving things between floors later.Also, red belts, so this eats 30 instead of 15/sec.Now that it is done, it looks like it should have been so easy to make. It wasn't.
Associated, new upgrade has creates this large hallway which leads to a platform thing, a "mining module". Basically, I can place a hologram of the mining station to the right anywhere I like, and the guns and belts on that station will be functional, and let me move material from that hologram to this actual station. So, in effect, ores get teleported into my base and filtered and/or buffered in this hallway while they wait for their turn in the furnace.I could have just had a chain of boxes that dump directly into each other, but I didn't want to have to pay the electricity for storing 1 iron ore 40 times in a row, repeatedly.
>>563720564I enjoyed warptorio a lotbuild shit on top of the platform btw, the layers not on the surface are best used for manufacturing and not smelting. ores into plates fits well on the harvester level
positively dreading halting my entire factory to substitute all my old pipes with niobium pipes manually
>>563721596There's no advantage to them other than longer underground reach
>>563721696yes, that is a major advantage when building my base because now I can build inbetween my pipes instead of spaghetting them around.
https://www.youtube.com/shorts/bau4-G59MMwthoughts on this ksp maneuver?
>>563721696you forgot another advantagepipe weaving
im the anon from yesterday who had to do three consecutive rescue missions to save my first mun landing in ksp, i couldnt say at the time because the captchas were tarding out but thanks to the anons who offered adviceive now successfully recovered everyone (turns out jeb who i thought was stuck in kermin orbit turned out to have more than enough fuel to deorbit - i just thought he didnt for osme reason - so he was stuck up there for 90 days for nothing kek) and am pushing forward. did a successful mun mission of landing + returning with one craft and am looking to make a moon base and/or station in orbit in the near future now ive unlocked some better techs. probably a minmus landing too for a good burst of science. what are the techs i should be looking at for building bases in space?
Just uninstalled KSP for the seventh time. This time Kopernicus was bugged so that the home planet didn't orbit the sun, it was stuck in place. Made for an interesting challenge but the maneuver tool and closest approach/intercept previews couldn't handle it.
>>563731208good.may it be the last time.
>>563722167I think you work for Clipping.
>>563731769Fucking clippers
im installing ksp mods and the mod installation tool thing ckan seems kinda buggy, the download is going super slowly and the bar is jumping around all over the place. from googling it seems like this is somewhat normal?
>>563733590I have not encountered any issues with ckan using in intermittently over its 10+ year lifespaniirc the progress bar works the same as Factorio's mod downloader
>dogshit OP againwhen will this tranny fuck off
>>563735343>best OP againWhen will this chad bake another one
>>563733590>the bar is jumping around all over the place.Progress for each individual thing, not the whole. You should be able to deduce that from it starting at 0 every time.
>>563738307i meant the bars for individual mod installs. i did some more googling and it seems like github gimps installs over a certain size so larger mods (namely parallax which was causing the issues) dont work reliably in ckan since it pulls from github
>>563738054My guess is at page 9 past bump limit.
i just want ksp that is not dogshit broswill ksa deliver
>>563738789I would guess they're doing some delivery optimization of dependencies
>>563739083no.
>>563739083Pretty much every 3d game that falls for the enginedev meme ends up being incredibly janky and a performance nightmare.I have no idea why didn't just UE5 for rendering, UI, and game logic, and just write their own physics engine in C++. Building the entire game engine is retarded.
>>563733590The bar is per download. So if you are installing 15 mods, it will fill up 15 times.
Are there any good submersible and balloon mods for KSP? I am playing the Sol mod and floating relay balloons on Titan that talk to a submarine in its lakes would be really cool.
>>563739474because it's a dean hall studio and he's the prototypical Ideas Guy. REAL studios have their own engine so they'll make their own because they're a REAL studio. like Tommy Wiseau using greenscreen.
>>563739942that dean hall who made dayz?
>>563740123that dean hall who also comitted stationeersanything he touches turns to shit
How do relays affect performance in KSP? Its really satisfying watching a big relay network, but doesn't the calculation path calculation scale poorly with the number of relays? Am I eventually going to have to delete a bunch of these sats?
>>563740217If you can't get somewhere in KSP, you add more rockets.If you can't run KSP any longer, you add more RAM.
>>563740217It really should have little to no performance impact whatsoever.Relay checks should just be a standard node/pathfinding algoritm and simple collision checking against spheres.
>>563740217I doubt it, unless you're doing something dumb.
>>563740217I think I put at least 3 satellites on every significant orbital bodies and the game still ran fine even with jraphics mod
>>563740217Interstellar Extended mod adds beamed power, which uses the same system but also calculates the wavelength, transmitter aperture, receiver angle, atmospheric absorption, etc with no issues.
>>563738054>chadMaybe on planet retard
>>563742551>interstellar extended>beamed powerfeels kinda impractical desui can't even figure out how to put a daedalus ICF engine into spacethese things are proper gargantuan
>>563739474Unreal Engine is a dogshit engineAlmost every game made with that garbage runs worse than modded KSP
>>563742824Most of the big ones are deployable. Or you could build it in orbit with KAS/KIS, one of those shipyard mods or the DLC. It also gives some crazy efficient lifter engines, ones that can run on plain atmosphere and use a remote beamed power source, like a fusion powerplant you dunked into the ocean for cooling.
>>563743234>fusion powerplant you dunked into the ocean for coolingwtf does this actually work
>>563739474bait
>>563743371Not as "emergent gameplay" because the mod uses a separate heat system from vanilla. But there is a part made specifically for this, takes "intakeLqd" and uses it for cooling. There's a similar, weaker one that uses a metal pole to transfer heat into the ground (reskinned mining drill, for now)
>Farming Life in Another World with my Excel-lent wifehttps://youtu.be/EBvPmQ5N-I4?si=VCPClGsJl0Ue8xyD&t=35
1 antimony oxide/s to fix my various alloy demands and stone wool on caravan for the zipir made out of the overflow gravel.The deposits are there from the old build, everything is going to be caravan-based.
I've never needed a dedicated concrete factory outside the base before now, but that's the way this playthrough is going
What. Is my entire station bricked because of this shit.
>>563760893yeah nigga remove those pointless X junctions
>>563761390This works. Jank ass shit
I have a deep need to achieve some gravity assists. I found a tool (https://kepeer777.github.io/) but it isn't giving me useful results that I know should exist. No other tool seems helpful. I'm getting the feeling that I'm gonna have to do all the math myself. That might be plausible if it were fairly simple but I just know that it's gonna require an ugly integral or some shit to find the travel time to convert into phase angle. And that'll probably not actually match up to the ejection angle that happens in game. Someone save me.
>>563765472>useful results that I know should existwut
>>563766261Fuel-saving gravity assists are a thing. It wouldn't give anything that doesn't cost more than a direct transfer.
>>563765472Just yeet your shit at whatever planet is on your way from the correct side and there's your gravity assist, you're overthinking this
>>563766638So if i understand, you want something like picrel but optimal, not just one solution that works?
>>563765472you can do gravity assists in regular ksp?
If I wanna jump into Kerbal Space Program, do I need to watch any tutorials or anything or can I jump straight in and have fun? I remember booting it up many years ago and uninstalled without really giving it a chance for some reason.
>>563767439Do you... not know what a gravity assist is?
>>563767608The direction of your velocity is changed within the sphere of influence, so yes. You can add or subtract up to double your speed relative to the body. It's n-body stuff and oberth effect that don't work.
>>563768021Play the tutorials.I don't remember if it applies to them too or only the scenarios, but you have to delete the save if you want to restart them.
>>563768395i might be retarded then because i never used it even when i landed a probe on all orbital bodies and their moons
>>563768021Plenty of people have fun with it by trying shit that fails spectacularly until they start to figure it out. That applies to both making working rockets and planning working maneuvers.
>>563768395The oberth effect works in ksp afaik
>>563769783You've done it unknowingly
>>563769813I understood the Oberth effect to be distinct from just changing the parameters of an elliptic orbit. "Burn when going fast" doesn't explain an apoapsis or descending node burn being most efficient.>>563770315If he only ever did direct body-to-body transfers without passing through a moon's sphere of influence while ejecting or capturing, he may actually have never gotten an assist.
>performing an orbital rescue with my space plane>ready to approach the target>RCS controls aren't responding>???>realize mono tanks are emptyoh...
>>563770712>realize there are no monoprop tanks
>>563770712Dock with reaction wheels and main engine. I've done it.
>>563770609There's a couple of nerds arguing about what it even is https://en.wikipedia.org/wiki/Talk:Oberth_effect#Disagreement_over_explantion_of_paradoxThe talk page is surprisingly long.
>>563770782there are mono tanks inside the plane's science bay but it's never been tested for this...>>563771118I managed to manually slow the plane enough with the main engines and had Kerwig EVA over while it drifted at about 0.6 m/s. Fortunately this thing has its solar panels to keep its reaction wheel operating.Kerwig is now on board the plane and ready for reentry.
Ignore all kerbnigger posts, hide all kerbnigger posts.
>factorio retard has a conniptionanyway...
>>563771631Aerospace engineering belongs and that's the prominent game. Don't dumb here. This not dumb area. It's more interesting than logistics optimization anyway.
'Member when KSP had its own general and an eternal schizo got it nuked? I 'member.
>brought Kerwig ALL the way homeI love this plane, even if its RCS failed me.This was almost a complete glide after reentry. Used a tiny amount of fuel near the end to make sure I had an appropriate rate of descent for landing.
>>563772876>almost a complete glide after reentryI really wish the game had even a basic aerobrake trajectory prediction so you could know approximately where to reenter.
>>563773183The path I was given by the map seemed pretty accurate when I made the maneuver plan.I was aiming for KSC and got there pretty handily, shitty flying by me notwithstanding.I didn't intend to have any fuel left, that's just how it went.
>>563768021Best to go in blind
>>563772463You TAKE THAT BACK
>>563765472It's honestly kind of amazing how awful the community information is for this stuff. I can't even find a reference of what angle each planet is at at time zero.
https://www.captain-of-industry.com/post/update41-is-outFresh FFF
Area up increased, plus now the floor has a unique factor, so it's rebuild time again. Trying to shove 16 boilers in as few tiles as I can. I found this little skinny build here, which looks quite compact. However, both the default build above and the skinny build below use 6x9 tiles per implementation plus one row for a "bookend", so there's no gain to be had here, other than fitting the boilers into spaces which are 5,6, or 7 wide.
>>563770712Get out and push
>>563779629At least once, I built something which, when a kerbal got out and grabbed onto a ladder, provided minor thrust which allowed that kerbal to get back out of deep space.Kind of glad I don't remember how that worked.
first delivery of blocks to the bridge to the promised land, this is gonna be lit
I have separate control surfaces for each of pitch roll and yaw. So WHY THE FUCK DOES THE PLANE NOSE DOWN WHEN I ADJUST HEADING?
>>563780061I have forgotten RCS more times than I can count and used Kerbals to push craft into correct orientation for docking, and docking with the main engine. I have done it countless times.
>>563781627Because KSP's flight model is basically non-existent.
i want ksp but with space combatbdarmory isn't cutting it due to the dogshit engine
>>563783887But I have made planes that don't do that.
>>563781627Turn off the cockpit's gyro, check that everyhing's pointing the right way in the builder.
>>563716785Now post the robocraft one
Gee it would be real fuckin' nice if KSP didn't show the autosaved ship design at the launchpad without the "[Auto-Saved Ship]" attached to it so you can't tell which of the two with the same name that appear is possibly old and missing a change you made. It's like they never even looked at their launchpad dialog after making it.
Planning a new Kerbin space station to replace this old small-part station now that I have far more parts.Where do you guys put your Kerbin stations?Maybe I should consider keeping the first station for ships that can barely make it to orbit, and then put the new one in Minmus orbit so I can ship fuel from the Minmus surface?
>>563787335>Where do you guys put your Kerbin stations?i don't even when i probably shouldthough i do have a type of "moonbase" that lags like hell
>>563787616
>tried train autism game (japan) on a whim>arcane camera controls turn me off in 5 minutesshameTransport Fever 3 when
>>563787952if i ever get back to ksp i'm probably replacing it with an actual base structure thing so i can launch shit directly, even if i have to move nuclear material production somewhere else
>unlocked supersonic tech>never noticed the jet engines with afterburners until nowFAST
>made a new chubby lander to address a lack of better rocket tech to conduct Mun landings>excellent Mun intercept>get all the way there with the main stage right up until the landing attempt begins>detach the main stage when its fuel is spent during the landing burn>forgot to put a separator between the fairing module and the lander>the lander's engine is too weak to burn it offI am upset.
>>563794684Your punishment for not having separate service and lander modules with a docking turn.
>landed with fixed lander>works great>have a look around>notice the lander pod is really, really close to the fuel tank>there's no separator>no heat shield>fucking forgot a reentry systemBACK TO THE DRAWING BOARD
>>563760893>>563761776because if the fork is too close to the station, the train can't decide which fork to take before stopping so it skips it
I've been taking it very slow and have gradually moved most my production over to other islands to make use of trains. Besides a few minor things I really like the new train system network. It's easy to understand and doesn't seem to screw you over since they purposefully made it retard proof. On literally any other map belts are still arguably better because they take 1/20th the amount of time to set up and build and the power cost is negligible. The new stacker towers are great for rapidly dumping all your rocks when moving mountains. You'll still need to set up 2 or 3 + to keep up with your mega excavators but they save you an absurd amount of travel time for trucks.
Without productivity, this is what military tier science looks like.This is the base ingredients for all science that uses only black, red, and green.Actually, I've got a few more recipes to unlock than in vanilla, but it's still close.
>>563798323>military provides 2x potions per craftmotherfucker
>>563777753>auto balancing within station docksF to anons who made complex setups just for balancing
>>563788368>Transport Fever 3 whenLooking forward to that, actually may not take that long
is the RP-1 mod for ksp good
>>563777753I'm not a UI wizard but why the fuck did they put the add station buttons down at the very bottom of the scrolling lists? You'd thing those would be pinned to the top of the network screen so you could click it instantly and be done in one second.
>>563765472Bruv, you know nothing. I wanted to do a ballistic capture ever since I've heard about it, but I don't know if it's gonna work in KSP like it works IRL, as in, if it's gonna be more ΔV-efficient.The lack of even simplified n-body physics is fucking infuriating. So much funky shit that is impossible in KSP physics.
>>563799025>auto-balancing>Maybe we should do this for the docks too!
>>563799868I think of a oversight, considering this is just inherited from the previous system where you added a station group from list of sequential stopsEither way, I wouldn't go so far to put everything into a single network without a bit more careful planning first, for example it doesn't make much sense to mix loose and regular cargo networks
>>563801391>but I don't know if it's gonna work in KSP like it works IRLObviously not because the real thing does use n-body. The best you can realistically do is carefully adjust so that multiple successive gravity assists all produce a resonant orbit for the following assist. That's actually easier to do than finding an assist transfer window because only two bodies are involved. Otherwise we'd be talking about something like a full Joolian insertion using multiple bodies for assists instead of just one for capture, which is the exact same kind of problem as the original post's, just with a longer chain of conics.I will say that the Joolian system is a good enough playground that you can probably work out one maneuver at a time where to find another assist and get all the way down without planning in advance.
>>563802239There's no downside unless you're using mixed trains which I'd put on their own separate network to prevent issues. All of the trains in this network are also the same length so there's no chance of jams.
>>563803094>carefully adjust so that multiple successive gravity assists all produce a resonant orbit for the following assistIf I get that correctly, it'd be like this:>drop from Kerbin to, say, Eve>bounce off of it at a resonant orbit>pass by it again, gaining more velocity>repeat two previous steps until Jool orbit>use Jool's assist to achieve insertion>establish a stable orbit around itDoes that sound right?
>>563803587First not only it would be simpler to manage and diagnose, but there are some things to take into consideration,at least when I tried it, if you don't have parking spots, the trains would start and go just slightly off the current station and the stop until waiting for the next call, which means it could block some paths depending on how you designed your stationsThen, I don't think there are rules to which waiting stations they take, which means could be rather far from where they should be going next, And lastly, I think they only go for refueling after dropping off a load, which again may lead to some sub optimal routesThat's not to say its useful, I just think it requires some bit of planning at leastI guess just keep a close look on your network and see if there's any weird behavior
>>563804259Close. You can resonant assist from Kerbin up to Jool and keep it to two bodies and not deal with windows. If you go up to a 2:1 orbit then it only takes one assist. A bunch of tiny resonances like starting with 11:10 or some shit would probably be low energy for a stupidly long mission.But it's more relevant for *captures*. As in intercepting Jool and getting a retrograde assist off of Laythe or Vall that puts you resonant with it in a higher orbit, resonant assist your way down to a lower orbit until you're below any possible assists and then finally circularize above Jool.
>>563804898>if you don't have parking spotsThe new network requires those to work properly. >I don't think there are rules to which waiting stations they takeThey'll wait at the closest one after unloading which is why you place your refueling station after your unloading bays. As far as how they get assigned tasks I'm pretty sure it's the same as truck logic with whoever is closest gets the job first. If your unloading area doesn't have any loading then you obviously don't want waiting bays over there to prevent them from sitting around in the middle of nowhere. Like I said it's retard proof.
>>563806037That's what I thought too, but as I said, it requires at least some planning firstjust cramming everything rail related that you had from working line system into a single network is just retarded
>>563806319Only if you're retarded and have mixed freight on trains in the same network as your mono trains. Or mixed length trains all in the same network. I only have ten trains and none of them even have mixed cargo. Putting them all on one network just makes sense. You haven't actually said why it doesn't work.
sure my citizens can't wait to eat this delicious bread that's sat on a train car outside in the rain
>>563798439are you this new at the game
>>563798439It provides more if you put productivity enchantments. Later in the game you can even unlock and train the science productivity skill to increase the effect of your potions. Unless then you should cast enhance productivity on your alchemical labs.
>>563796637There's a good chance you don't need any of those. The vanilla crew pods survive heating from all but the dumbest reentries, I assume whatever that is has similar stats. Your parachute is way oversized, and the fuel tank will either burn off thus becoming irrelevant or will provide extra drag to slow you down.
>>563787616>truggs on the munYes! YES!. How are you deploying them?
>>563819681The guy who complained about off-center thrust has to be going crazy rn
>>563819847QRD?
>>563819574Judging by the ground construction mod parts, I'd say he's building them on-site.
anyone else try minemogul? it's not very deep yet, pardon the pun, but I'd never seen a conveyor game with physics on the belted items
>>563820340Oh that's not as interesting nvm.
>>563820098>>563567797
>>563820370It looked too much like Hydroneer so I decided to steer clear.
>>563822764That's not thrust.
>>563822916Thrust not perfectly aligned with the center of mass, but that's a mouthful and you know what I meant.
>>563823216Not center of mass either.
>>563821225What's your poison then? Vertical or a plane-like lander for the spess truck delivery?Also, hangar or no hangar? Talking about a mod, by the way. Keeps things unloaded, but takes on their mass, sorta.Personally, I only ever did vertical, though horizontal should be doable, especially with rotating engines, retro thrusters, or the good ol' flip'n'burn.Thing is, you need a sizeable flat landing strip for this… then again, why in the fuck would you even build a base somewhere that isn't flat? Crater walls be a problem, though.And hangar mod lets you store stuff in a way that removes potential for things clipping into each other and subsequently CLANGing the whole thing out of existence.Applies to stowing rovers inside said hangars too — things can and sometimes do wobble on loading. Pretty sure there's a mod that adds parts that attach to ground, might be the hangars mod itself, hopefully that can help here.Also, why not use procedural tanks? Multiple tanks in a quad formation like that are bound to be less stable than a single massive tank, especially since part mass has an effect on part connection strength iirc.
>>563819574>>563820340i sent one truck by rocket but it was more of a meme more than anything
>>563821931>TERRAIN>TERRAIN>PULL UP>PULL UP
>>563823272He thinks it's phantom drag, but it's really just the part being off-center.
>>563824114https://www.youtube.com/watch?v=4FwwBYzU2gE
>>563824114>KURWA!Gotta appreciate how it got past the mountain, a bee's dick away from crashing, though.
>>563824145>>as it gains speed
>>563824362ah, alrightpoint is your cargo is a whole mess of parts that should be seeing the same effect but isn't
>>563824480That post was complaining about the combination of retarded drag together with no SAS. Anyone delivering a rover or similar asymmetrical payloads has no control problems, only possibly a loss of efficiency from thrust vectoring. You just made a stupid comparison.
>>563824702oh well
>>563820370>>563822842yeah, it looks like hydroneer AKA automatic pass
>>563823428I wasn't aware of the hangar mod it doesn't sound like my style. I've done a bunch of launches with these kinds of payloads and they generally don't clang, not even on that multiplayer game we did.I try to solve problems without using mods I think the only mod I'm running is for longer 0.6m tanks.The shuttle has vtol engines for landing but iirc it's extremely sketchy which led to the development of the swivel rocket.
>>563824030also, because it doesn't use any fairings, it tumbles in atmosphere, requiring: a lot of reaction wheels, a lot of rcs, and a first stage that is rotated so it forces the rocket to spin, giving it a fully vertical ascent profile
>>563824867Looking at my old save apparently there's a revised swivel rocket with a little ramp so the trucks can drive back onto the rocket and the unsightly gap between the rocket and the cargo bay has been eliminated.This was the best way to deploy vehicles I could find. vertical landing but with horizontal loading/unloading.
>left the game open for 10h as I went to work+work dinnerNOOOO MY MILESTONES
>>563820370>let's game it out played itit's worthless slop then
There are 2 tanker/miner trucks linked up but only one spacecraft how did the 2nd tanker get here?
>>563826962Must have flown one of the tanker trucks here with this attached to the back. dodgy as fuck.>>563824030Yeah maybe something like that
immaculate belting
>>563828092can't see shit from up here, or down therebut together, we can not see shit together.Anyway, that's 1 science/second. Game's gonna give me a space upgrade soon I think, but I still wanted to shove the production in the small space because my brain is broken I guess
These must be for contracts they're kinda weird.
>>563828092you are like a little baby watch this
landed the first stage of my munar base bros :Dthe solar panels are a little jank because i didnt realise how theyd work but its fine. i also did no maths for if i had enough batteries to make it through munar night but if i dont i can bring more up with the next ship. theres no one living in it yet so it doesnt have to be perfect
>>563828519Why the actual fuck do you need that much to handle vrauksI'm just gonna assume that this is like advanced vuks with food and 6 extra inputs or somethingor maybe this is the end of 4 really really long columns of vaurk buildings. That might make some sense of it.t. same anon
>>563829183nah bro's belting sap for some godforsaken reason despite it being a direct insertion 2sap into repcenter like a fucking lunatic
I am annoyedly considering one of those scripting mods for KSP. Constantly restarting my launches because the gravity turn is a little too shallow or steep is really frustrating when trying not to waste a couple hundred m/s.
>parking solar powered vehicle in the shadow of the lander.>>563829024is this a meme or legit gameplay?
>>563829472>is this a meme or legit gameplay?its legit, i never said i was good kek. i only started playing the other day, im just fucking around building shit that seems cool. i know its likely not optimal. really i just wanted to try making a rocket to haul and land a large/awkward payload and a base module was an excuse to do that
>>563829565Are you planning to dock things together on the surface?
>>563830231i dont think so; the port is really just there to act as a door. the base is just going to be a few separate modules that the kerbals will eva between, is my plan atm
Idk whether to love or hate the contract system. I assume it's why this ore lander has seating for 9 kerbals and a cupola
Maybe this was supposed to combine a contract for a space station with an interplanetary drive stage but never used because it's only got a mini docking port on the front?
Now this is interesting. Like the last ship it has large crew capacity and lots of liquid fuel, probably to fulfill a space station contract but nerva engines were added to 2 of the docking ports after launch. >>563823428>Multiple tanks in a quad formation like that are bound to be less stable than a single massive tankI didn't have an answer for that but after looking at more of my old vehicles I think they don't use big tanks because KSP didn't have big tanks that only store liquid fuel for some fucking reason. The contracts are always for liquid fuel, not oxidizer iirc and maybe using the liquid-only tanks allowed a smaller vehicle.
>>563824867Am I seeing things, or do you use the larger docking ports to reduce the inevitable wobbling?Also, why swivel design? Wouldn't it be better to use a plane-like landing for long rover delivery?Or, maybe, make a multi-part rover by docking smaller modules together?>>563832892Even if you're a mod purist, I consider configurable tanks and procedural tanks mods a necessity, simply to bypass the limitations of available parts, also to reduce the part count and, subsequently, how much shit the game has to simulate physics for.
i should try to figure out why my jet engine lacks the flamey burney effects at the back
I like the "get me the fuck out of here pod" cluster but I've no idea what's going on with those 4 orange tanks. >>563833393>inevitable wobbling?the tanker is held in by a mini docking port at the front of the bay and a couple of struts at the other end so there's no wobble really.>Wouldn't it be better to use a plane-like landing for long rover delivery?You mean landing a rocket sideways with a second set of VTOL engines? I haven't tried it though it makes most sense when you're landing a nearly empty vehicle with a nearly empty lander so the sideways vtol engines only need to be small. Once the lander is fully fueled and maybe carrying a fully fueled tanker or some other heavy cargo the vtol engines would need to be much larger and packaging those could get interesting.>multi-part rover by docking smaller modules together?Sure. What would that look like?>I consider configurable tanks and procedural tanks mods a necessity,Yeah Idk. The lack of 0.6m tanks apparently bothered me enough to mod them in but not large liquid tanks for some reason.
Is it me being really shit at this game. Or building in DSP is shit?
Found another get me the fuck out of here pod cluster orbiting the mun. Maybe these exist so the landers don't need to return to kerbin or have any re-entry equipment.
I turn off almost all of the KSP contracts and pretty much just have science collection contracts. I am playing the frontier space exploration agency, damnit. No retarded craft that have been put up by companies for me to deal with. In fact, no space trash at all. I deorbit anything that isn't a permanent installation.
>>563835594Also, now for my real questions. The tutorial tells me that I have to go to other planets for titanium and more. But how do I transport them back?
So that's how the mysterious second tanker got to duna. Some kinda big re-usable booster.
>>563835457Still, would using larger docking ports help make the connection more stable?>You mean landing a rocket sideways with a second set of VTOL engines?Not quite. I'm talking landing it like a plane — horizontally.Use engines to kill most of the velocity, then landing gear brakes to bring it to a complete stop.Using either retro-thrusters, rotating engine pods, or turning the whole craft around and going in ass-first Lexx-style.…may need a large landing strut to lift the nose up for easier takeoff after landing, though.>it makes most sense when you're landing a nearly empty vehicle with a nearly empty landerWhy'd you have a loaded vehicle for in the first place? Start with an ISRU module or two, then fuel stuff off of those, no?You could bring construction parts, but you don't like on-site building, so I don't see the point in fueled vehicles, to be honest.>What would that look like?Picture the Hitchhiker cabin or a fuel tank on it's side, with wheels attached, then slap a docking port on both of it's ends.Add a few more modules like that, then dock them together. Lots of parts, but you can deliver the modules separately.With a remote control part you don't even need crew for rearranging the modules.Might be able to build it on-site too with part attachment, but I haven't tried that myself, so don't know if that works for sure.>I've no idea what's going on with those 4 orange tanksThey look like dockable fuel tank modules to me. Doing a lot of refueling in orbit?>ion thrusters on landing capsuleClever, but won't they run out of electricity? I don't think an RTG can satisfy their power hunger, not without some heavy batteries.RCS/monoprop engines seem like a safer bet, shouldn't be too heavy either, methinks. Gives you some wiggle room maneuvering-wise too.
>>563835594it kinda is, and last I tried it the blueprints still sucked ass. but DSP, unlike most any other game, has to deal with blueprinting on top of an approximate spheroid coordinate system, so I cut them some slack when it comes to imperfect blueprint borders.>>563837763manually.
I am using Kerbalism for science. The SENTINAL asteroid finder thing has a science experiment. But when I run it, it says it will take 600 years to complete. It has enough power. Any idea why that is?
at this point should I just install loaders
>>563838869I'm surprised pY doesn't come with loaders in some fashion, I'd even eat the piped lube cost just to have them
>>563838431Thx, guess Ill produce yellow hash on another planet and ship it manually until I can get Interstellar logistics
>>563835594Why not both?>>563837763iirc your first trip has to be in person. Beeline for Interstellar Logistics Station tech and you'll only have to do it once.
>>563838869Are those slow, huge and expensive to run assemblers really better than adding a fuel input?
>>563840097they are if you can put productivity on them
>>563777753>4.1 before 2.1
Not entirely sure what the use case is for this one. It has a lot of power generation and storage with ISRU but almost zero fuel storage. It's got a hinged docking port on the back so maybe it's supposed to connect to the normal tanker/miner.>>563838353>Why'd you have a loaded vehicle for in the first place? I wouldn't. I meant to say a rocket that lands sideways makes sense if you're only going to land it, but lifting off again at maximum weight could be a challenge. I did see lexx when it was on tv but don't get what you mean.>I'm talking landing it like a plane — horizontally.Maybe I'm missing something here but wouldn't landing a rocket like a plane be extremely difficult or borderline impossible?>ionsI don't think those are ion thrusters. just the smallest fuel tanks with the smallest engines.
>>5638402294.05, the other 0.05 is a dlc
i wish ground vehicles were not shit in ksp
>>563840603>Maybe I'm missing something here but wouldn't landing a rocket like a plane be extremely difficult or borderline impossible?That's why I'm suggesting making it more plane-like for horizontal landing and dropping off long vehicles.>don't get what you meanOff the top of my head there are three approaches to tackling horizontal landing: retro-thrusters, rotating engine pods, and turning the whole craft around to land backwards."Lexx-style" is turning the craft around and firing the thrusters retrograde to land "backwards".I just think that landing larger and longer vehicles might be easier done with a horizontally-landing craft, rather than using a swiveling section… however cool it may look.
>>563841424There is nothing to do on the ground anything. Its not like Kerbal actually has cool surface features or really anything on the surface at all.
>>563842328which is a shame desu
>>563841949>That's why I'm suggesting making it more plane-like for horizontal landing and dropping off long vehicles.I tried that it was too sketchy. rotating engine pods would be interesting but maybe too difficult for me.I don't get what your objection to the swivel rocket is exactly. It lands and takes off like any other normal rocket but with the ability to load and unload long trucks.
>>563839130>Why not both?I knew it> has to be in personManual feeding time
>>563840097anon did you play py? do you see how many inserters I need? yea they're better, in this case explicitly because they're bigger
>>563809109>You haven't actually said why it doesn't work.retard, I never said it didn't work, I said its retarded to just change 1 liners and putting everything in a network without prepping firstand you said it yourself agreeing with me>>563806037>The new network requires those to work properly.>which is why you place your refueling station after your unloading baysand even then there is no point in putting everything in a network if you already have lines workingthe only the point of the network is that you optimize train downtime, having fewer trains to accomplish more tasks
>>563819574>>563819681>>563820098>that one guy playing KSP bringing back all the old autistsI'll admit that is pretty damn cool, dunno if this was done solely with vanillaBut for me KSP was always too jank that I couldn't get to that point
>>563845274Yeah but I had loaders. And I didn't get far enough to need a full load of small parts, or to reach prod modules.
>>563843842>rotating engine pods would be interesting but maybe too difficult for meM8, you literally added a large rotating section to your rocket. I'd say it's more difficult than some small rotating engine pods.You don't even need the fuel tanks on it iirc, just the engine itself, plus something to stick it on maybe.I *think* the engine can pull fuel from tanks over the servo, but I could be wrong.>I don't get what your objection to the swivel rocket is exactly.Stability concerns mainly, and I would rather avoid any such complication on the landing craft, rocket or not.Shit's been wobbly as wet noodles in my experience, and a tad buggy in the editor to boot.For what it's worth, I do think it's a very cool-looking design.>pic>that engine placementWelp, now I feel retarded I haven't thought of using those splitting MK2 it's MK2 right? sections like that.But, to be fair, I gave up on designing an SSTO so I haven't tried every possible engine and tank configuration.Damn, now I low-key want to play KSP again.
Been playing with the CoI train network for a week now. What a godsend for ore carrying operations. Instead of a separate line for Gold, Iron, Coal, Copper ect, it's now a single network and no more need for a stacker/waiting area at each location.
>>563845637You're missing out. It's not that jank. Nothing scratches the same itch that ksp does. Use more struts. Or use less struts correctly.
>>563846096>I'd say it's more difficult than some small rotating engine pods.>Stability concernsI've never had any stability problems and it's easier to land than most rockets since the footprint is so wide in both directions. Using splitting mk2 sections would have been cooler and I might look into that if I start playing again. It's got aerospikes with aerodynamic cowlings that probably don't do anything.
So is there any point keeping your main base on Nauvis once you have Vulcanus unlocked?
It's not a real SSTO. With the nerva engines, the vtol engines,carrying a pretty big vehicle and me just not being that good at ksp it needs some solid boosters to get going.
>>563845707look at dis shitsickderanged
>>563768021Hi, Scott Manley here!>>563770712Yea but I bet that launch was buttery smooth since you had RCS on the whole time stabilizing you
>>563848212yes, the time loss of moving shit to volcanus
Kerbal. Is there a way to control probes without a connection all the way back to KSC? Like a command center in deep space that can act autonomously?
>>563848590I think you just need an AI probe cockpit and enough satellite relay infrastructure to connect to it from the ground
>>563848590Anything with a "Probe Control Point", but it has to be manned with a pilot. And all but largest stock one are single-hop (you need a direction connection, can't relay to it). I usually put one around each gas giant in Sol.
>>563848590Probes can still partially function without a connection. You can toggle SAS, hold prograde/retrograde/normal/etc, toggle between zero and max thrust, and staging.You can build a command center in deep space, but it can only relay its connection to KSC. Which is not a problem. All it takes is one geostationary relay satellite over KSC with a large enough dish, or even just a direct connection if you have additional ground stations enabled.
second module of the base down :Di had to do some satellite stuff which i hadnt bothered with yet for this one because i guess the mun was further away or something and my probe would have been out of rangeforgot to turn the lights and stuff on on this one but thats fine, ill just do it when i get someone up therei think next im going to take up a rover and some crew
>>563849702>landed that close togetherI'm calling bullshit.
Does MechJeb have any tools for helping with gravity assists? Like I want to use one planet to change my inclination to match anothers. I can eyeball it but I would appreciate some precision
>>563850285>MechJebdo you let other men fuck your wife?
>>563850001i mean, i first touched the ground a little further away and then did another little hop to get close. i was using a shitty little skycrane thing, so had plenty of juice
>>563850545You're full of shit and maybe you should get a job or find something better to do with your time.
>>563850427I am not married. But I did have a girlfriend once and we did have sex a few times so I am also not a virgin.
This thing had >2km/s DV? I am calling bullshit.
>>563851975the thing with ΔV is that it's always a relative measure of potential energy that is also indirectly self-dependent. it is always relative to the size of the body itself. a bombadier ant can have the ΔV of 2 km/s but it's only going to move the bombadier ant, and getting to a few km/s ΔV isn't actually that hard; solid boosters get there just fine. it's getting to double digits that's particularly difficult because you have to carry all the previous km/s as well. you may note that the lunar lander is also two-staged, one descent stage and one ascent. a lot of it is also just air and life support, there isn't that much to move.
>>563851975Are you the same gaylord who is pretending to be a noob at ksp? Have you considered killing yourself? Do you really have nothing better to do with life than be retarded on 4chan?
>>563848212I definitely prefer to build my large-scale mall on Vulcanus, especially if I go for high quality for shits and giggles, and leave Nauvis as just a science hub.
>>563847446Fair enough. I noticed a docking port, do you dock the swiveling part when it's in the vertical orientation?>It's got aerospikes with aerodynamic cowlings that probably don't do anything.Could also use a service bay section to hide the aerospikes.Btw, I strongly suggest configurable tanks mod, it can also reconfigure stock tanks, i.e. swap out the LFO storage for just the fuel, or monopropellant, and so on.Procedural tanks are also good for patching the gaps in part selection, or eliminating part bloat.Personally, I wish there were just basic tank shapes that can be further adjusted, with configurable content. Hate looking for the right part among LF-LFO-Mono-Xenon-Ore variants of the same tanks, MK2's are good examples of that.
>>563854923Yeah the swivel part is docked. Generally I don't believe in modding away your problems when a vanilla solution exists.
>>563856049I doubt it's possible to find a solution to every problem in vanilla, but don't let me stop you anon, do build more cool stuff.On the topic of actuated parts, any other designs with moving parts? I never bothered with them myself but you piqued my curiosity.Though, if I do something similar, I'm 100% using the hangar mod, I just don't trust the game's physics not to fuck it up somehow.…then again, it's also prone to shitting itself on loading the rover. Damned if you do…
>>563787043There was a Robocraft one? UhhhhhNearest I can remember is my bootleg Sunwalker design(s) from 12 years ago
>>563846552Nah its shit, I've been there in its high, career mode is practically unplayable, game being ded may have made mods stable at least, but its still an ungodly mess, I rather have a lifeor waste it on another game
Gas ball found. Call it in, Jebediah!
>>563858063I've never had any of these problems you're so terrified of. >>563859083> career mode is practically unplayable, But that's the only mode I play.
>>563859083Not stable at all, half the planets mods for latest version do not work
>install ksp>install a gorillion mods>fuck around in sandbox>ok time for career>do like 5 missions>lose all will to play>uninstallI think I repeated that a dozen times, I'm good
>>563863979this except I start with career, and also the mods break everything
>>563863979next time skip all that and keep the uninstall.exe around so you can speedrun the process
>>563835594Can't you just click and drag down a row of assemblers? I recall the building being pretty damn fast after the various patches. You grab an already complete building so you don't have to manually place all the inserters.
>>563864327that or use blueprints
>>563851975It's literally just specific impulse and percentage fuel mass.
What do you guys recommend after Vulcanus? Gleba or Fulgora?
>>563865283May as well take your big miners and go to the junk mining planet.Think I'm gonna be a madlad this game and rawdog gleba as early as possible.
>>563865283Gleba before Fulgora is nice because the research productivity really helps with that trickle of pink science
>>563864327Yep, can do it's still weird with the position of the inserter/sorters
>>563863979It's truly fucking baffling why they decided that career mode of a space program should begin with a bunch of survey contracts on the planet you start on. I guess it's just to justify having some aeronautic tech progression on the way to spaceplanes. But collecting science below Kerbin orbit should not be part of the progression.Speaking of, can you safely set the contract weight for Kerbin to 0 in the persistent save file?
>>563863979>CareerCareer fucking sucks. Just play science mode.
>>563868454I like career it pushes you to be efficient.
>>563866563Just don't build on the zone change lines and it should be fine (usually)
>>563869293Diff anonCareer forces you to do missions you have zero interest in doing. There were barely any options last time I played it so you had a very limited pool to choose from.
>>563845336You're the one getting pissy about my ten trains being on one network. I don't know what the fuck you're so worried about that would make it break but it sure as shit isn't happening here.
>hmm today I will make refined syngas>oh wow it really makes a lot of extra acid gas>oh you can turn the syngas into more acid gas with sulfur>oh wait I need an entire belt of sulfur a second>oh I only need to tap my sulfur veins I've got two>what do you mean each vein only makes 3 sulfur a second so anyway apparently the easiest way to get sulfur is bitumen and you really only need a trickle of it overall to get that much sulfur, so that's nice
first inhabitants made it to the moonbase :Di figured since i was dropping a rover this time i didnt need to land balls on at the base but "nearby" on the map when youre not being precise is fucking miles away. that was like a half hour of driving
>>563879014update i have discoved you cant use docking ports as doors and the existing base modules are useless kek
>>563879014"alt + >" forces physical timewarp, up to 4x
>>563879227I was expecting you to land a third section in-between, then squish them together somehow.
>>563879478yeah i think thats what im going to have to do. the good news is ive found out that a kerbal walking into the leg of a module is enough to move it so its not out of the question that i could move things together. ill bullshit something up now i guess
>>563879663There was a winch tool as well, but not sure if vanilla or KAS mod.
Gleba is solved.
>>563880845what you are doing there is beyond silly and inefficient but it will work.
>>563881049How would you make it more efficient? I tried to avoid dealing with spoils on belts without inserters to keep the flow of nutrients
>>563881317>How would you make it more efficient?You are belting jelly more than 10 tiles away. Jelly rots immediately. Shrimply don't do that. The only thing on a medium length belt should be bioflux.
>>563881674on no, you lose 20 seconds out of five minutesthat also resets on crafting eggs out of it
>>563881674Wait, wrong image for gleba ore processing.>>563881790>you lose 20 seconds out of five minutesBest case scenario. You're severely gimping your bioflux production for no reason at all other than wanting a straightforward build. As I said, it's going to work.
I just dropped ore from space to avoid using bacteria
>>563882075only reason I bothered with glebacteria was onlygleba and it was fairly funother than that there's basically no usecase
>>563881674Hmmm so something like direct insertion to make bioflux, like with copper cable into green chipsSame for iron bacteria then, ship brains closer to it then make jelly at the last timeInteresting
I'll start by inverting the red jelly and green jelly columns since the green one spoils fasterSilly meThen I'll put a dedicated column of each in front of each bacteria
>>563885121that'll help.
To think of it, I don't really need to make bacteria from jelly, I'll just manually start up the better bacteria productionBut I'll do a dedicated direct jelly production for rocket fuel/lubricant/plastic
>>563874715Career difficulty settings let you scale the rewards up so you don't have to grind an excessive number of them. With the contract mod framework you can disable any contract type you don't want to see. And you can add contract packs of a type that you would like to do or will do anyway, e.g. contracts for science tasks that you haven't completed yet so you can just be funded mainly by completing program goals and only supplement with third parties.
>>563886459>Mods>settingsI just want it to be good out of the box without cheating.
>>563888054Objectively correct standpoint.
I really hate trying to build a bridge and having your amphibious trucks become retarded. The vehicle zones seem to be bugged because they eventually start ignoring parts of the bridge and will just idle forever despite steel/concrete being right there. Deleting the zone starts them constructing again but now they'll randomly treck across the entire map to grab steel out of the wrong box.Plus the entire time it's getting built every single other truck will be whining the entire time that they can't help. Annoying.
>>563888054The settings include presets. Put it on easy and don't do anything you don't want to. If you can't deal with some very light modding then you won't have much luck with the actual gameplay anywa->cheatingoh you're genuinely retarded. You can make some things easier and others harder and arrive at a more satisfying net harder experience.
>>563888798If life is too easy for you, you can always stick a screwdriver in your eye for a more engaging experience.
>>563888890Thank you for admitting that you said something stupid.
>career mode added to a sandbox game>reeee why isn't the out-of-the-box difficulty the way I would like it?>make it the way I would like it with settings?>no fuck you
>>563881790every second on gleba 30 seconds passif you're belting jelly that is
>>563889445You already opted for the LGTV difficulty setting?
>>563889661if you're belting nutrients it's the same thing as belting jelly
>>563891675Almost. Jelly has an added downside of being crafted into spoilable stuff that averages out. Spoiled to shit jelly makes spoiled to shit bioflux, but spoiled to shit nutrients still make eggs at 100%, and as fuel you don't need to care as long as you have enough
one day, this will be a useable coastlinethose new train networks are pretty neat I tell you hwat
>>563893638>spoiled to shit nutrients still make eggs at 100%that's news to me ! is it written anywhere in the game ?
>gentle moon landing with no RCS usedterrier engine my beloved
>>563895821yes
>>563895821noits only in wiki
I think this part of the launch sequence for this plane looks neat.
>>563899197that bottom right one's nose cone looks oriented wrong
>>563704608for several items, i have multiple production locations of with each recipe to balance byproducts and the such.
Loadsa steel.
>>563838869loaders are apples tot he PY
And gold for trading and electronics.
Would you rather have quality or productivity (same restrictions) beacons?
>>563905682now, that's a big train
>>563906873It works great and I could probably add more wagons once I lengthen the depot since I have plenty of extra speed leftover to work with. Big trains are super efficient for very long distances with little elevation change if you can avoid entirely. Running a belt this far would be very expensive.
In warptario, there's a warp location which can be generated where you appear in the middle of a vast and dense net of worms and spawners. It seems like the intention here is that the surface floor of your factory-platform should contain only temporary or replaceable structures. Your turrets are incentivized to contain less than the full 200 which they can contain. Complicated production chains which would take effort to rebuild shouldn't be on the surface. Perhaps steam engines and radars, due to being easy to replace and large. But, sometimes, there's just enough room that you can fight your way out of your base and clear out the worms which immediately threaten you. In these cases, it feels much better to just take the loss of 2k yellow ammo, 15 turrets, and a crafting station + box in order to kick some ass and escape after the 5 minute warp cooldown.It would really suck to get two quarantine islands in a row, though. Hope that can't happen.
I hate how most planet mods are over the top shit like black holes and mushroom planets. I find interesting asteroids and comets and dwarf planets cooler.
>>563905149seems wild to scale up that much before arc furnaces, doesn't that use an awful lot of coal?Having said that, I am scaling up more than ever before in my own playthrough. 500+ hours of CoI and I've never had a big storage full of all types of construction parts
Does Armadillo Run count as an engineering game?
>>563858952I miss robocraft so much. Isn't there anything similar out there?
Finally finished the monument.
>>563923168
Also, finally finished second stage of the big crossing, ironically still not sure what to do over thereI literally had to rebuild that landing three times
>>563905462the fact you don't get a better small part casting recipe until like, late chem is fucked up
Remember me?
>>563928789eh, the casting one i dont see the point in, probably wont even build it. i mean look at the brutal efficiency already had. this build has been around for probably 1300 hundred hours already, just minor tweaks.>impossible?>but hit happened>i was there
>>5639298981300 hundred hours...that was one of the great things about pyserb though, just looking at some of the original buildings and seeing hundreds of thousand of products finished
>>563895821I don't know, can't be bothered to change mods, check the recipe, it should have 2x 100% pentapod egg as output the same way nutrients from spoilage have fixed 50%
Is Besiege's single player any good now? I'm interested only in building contraptions to solve a designed goals like in a puzzle game, not free building.
>>563929087I 'member.>>563931369Was it not that from its beginning? I never did any sandbox with it.
>>563931629Last time I played it was 10 years ago, when there was only 1 island. Now that it's released, I'm curious if it holds up as a single player game with interesting engineering puzzles or if it's just an afterthought, with free building autism being their main focus.
been beltin againidea is, thing needs to be able to accept the full 4 belts of material, regardless of what the material ratio is. The factory, being confined into a box, can't actually adjust it's throughput properly by having large portions of the factory that sit idle while not in use. So, instead the input needs some buffering, while also needing to rip out the stone before it clogs my furnaces. There is more storage further down the line, but I don't need a constant 4 red belts full of coal, for instance. Just, it's good to be able to fill up quickly.
>>563931995I thought that was about when I played it but there were like three islands then. It's all good (murder machine) engineering puzzles but I arbitrarily moved on when they shifted toward airships and such.
>lets try out a new game
>>563933173this must be that soviet train autism game
>>563933173its like derail valley, actually some complex stuff
>>563933447except that you actually have to survive and watch out for traffic and shiet>>563933418it is, tried out the demo, was well a bit slowactually conflicted between buying it now or waiting for it to cook better
>>563905462which ones are you using?
>>563933719AAI loaders bt earendel
>>563799868I just tried this and it's extremely throughput limited. In this picture the one on the left would barely contribute a trickle compared to the ones on the right.
>>563936707Meant for>>563799025
why does py change train length with higher tiers reeeeewhat size do I go for 1-2-1?
going nonKSP againhow the fuck are you meant to make this in time?
>>563939046well mission completed at least (the previous btw)
>>563932107I got water through thereand so, could make acid for uranium.Never actually built out uranium power myself before. Will be cool.
>>563895821>>563897794>>563930553No it doesn't say
>>563942634Well then you can check in the ctrl+shift+e menu that's technically in the game
operation front door is complete. the old modules would be awkward to dock because of their stairs so im just going to scrap them and fly up new ones designed for docking. only real hiccup was i forgot to remove crew from the ship so now there are 4 of them up there when there should be 2, but thats not a huge deal
>>563945825aeiou
>>563946847?
>launched and put first space station in Mun orbit>got the orbit down to less than 1km deviationyaaaay
Deimos flyby on Sol mod lags to hell. I hadn't any performance issues thus far, but this one brought my computer to its knees. Took several seconds to even open map view.
>>563878581Anywho, here's 15 sulfur/s consumed by 150 refined syngas/s made out of zinc overflow from rare earth oxides and a trickle of copper, to make ~200 sulfuric acid a second. This build also makes refined syngas for niobium extraction. To celebrate, I upgraded most of the huge pipe network in my base to niobium, and it was a pain in the ass but now I can build inbetween pipes without doing awkward bits and turns. It was fairly unnecessary and thus I haven't moved the areas I don't travel by car much, but it'll help a lot with hitting underground pipes with my car now.
>>563955486tailings from low grade copper was my main production of acid gas at 45/snow I'm producing a peak of 400beyond fucked up how pyrite to acid gas is almost entirely fucking useless compared to bitumen really, until you get the option to speed module and beacon mines
>>563955718base is now a lot more clean as a whole and to traverse throughI wish you'd get dingrits earlier than fucking chemsci because moving through the base even in a car is still a hassle honestlyI'm not touching the dinosaur who wrecks everythingnow that I've got niobium handled I just need to get molten tin up and running for molten solder and then finish up on zipirs.
>>563829024It's cute
>had to blow up the legs to get that little extra speed mid flight
>>563946876john madden
>>563958408well good enough landing
CoIbros, I am about to transition to nuclear power. Trading food packs for uranium ore: based or cringe?This is my chicken farm that I will adapt to make bread also, so I can do the eggs or meat + bread food packs. The alternative is I just spend the unity to run the world uranium mine.
>>563952792i found out about pressing i with an engineer which meant flying up the two replacement modules was needless since i couldve just removed the stairs on the old ones. oh well
Dude spaghetorio is crazy. I don't know if I should go any further with this.
>>563959709Food packs for uranium is breddy gud, but I'd use the tofu + veggie route to do that. Bread and especially meat are much more expensive.
>Satisfactory 1.2 experimentalI regret making a tile-able highway. Every station needs fuel and if it's too far away it needs even better fuel. I've read somewhere that trucks can just drive under a station and get refueled but that doesn't seem to work anymore. Can you guess what the most basic and infinite source of vehicle fuel is? that's right, Coal. So now I'm having a coal belt under every highway section. I could just make turbo fuel in bulk and truck it to every building but that would require another station each just for fuel distribution.Now I'm soft-forced to use trains for the far far away shit like aluminum so I have first unload the alu from cargo wagons into trucks and from trucks onto belts and vice versa. These logistic challenges are a real pain in my arsehole and I wish I never dipped into the experimental patch in the first place.
>satisfactoryI regret downloading the game
>>563959709high end goods for basic shit is based and value-add-pilledthat being said just mining it ain't a problem
>>563962453are you mocking me and my carefully typed out rant?
New upscaled plane is in testing. It's modeled after the smaller, previous version with the important upgrade needing to increase range.The result is a chunkier body carrying much more fuel and larger, very complicated wings.
>aw you mocking me and my cawfully typed out rant?
>>563959709How about uranium for food?
>>563962453>satisfactory bad>CoIDLCjoke.exe>Factorio #1>changing difficulty is cheating We get it
>Satisfactory 1.2 experimentalThe game crashed half a dozen times for me, some buildings turn invisible if you move too fast around the map and a buddy of mine could no longer join my server until I switched to the dedicated version. I know they warn you multiple times that it's unstable but that really is an understatement.
>>563962337what does the experimental version has to do with your woes? isn't it the same but with worse vehicle path-making?(to fuel remote stations I used drones to bring rocket fuel)
>>563965949>worseand by worse I mean better than non-experimental
>>563965949if it didn't have placeable paths, I wouldn't have touched trucks. that and my suspected change to refuel stations.I don't have drones unlocked yet so I can't deliver fuel to my aluminum outpost which I need for drones in the first place.
>>563966392>Every station needs fueloh i didn't know that was a change in 1.2
>>563966872don't quote me on that.all I know is placing a station on the middle of your highway no longer refuels your vehicles.
My undergrounds build
>>563970292if your dick looks like that I'm very sorry
>>563971163the rest of it is hidden undergroundthat lavaussy got me acting unwise
>>563942634
At last, after all those years, I finally get what the Italians were preaching about this being more fun
>>563977372that's not even al dente
>>563977372how do you even call that spaghettiyou have no italian blood I weepa for a you
>>563967079They should really make an electric powered truck then. Have it recharge when in range of power wires like the jetpack
Had lots of odd files accumulating in https://drive.google.com/drive/u/0/shared-with-meHave this one.
>>563959709You need food packs for space science so building it early isn't a bad idea. You can do multiple food pack recipes to draw from all your excess food items. Just don't accidentally starve your chickens if you do that.
>>563981331true dat
I just had a bed time revelation.It's impossible to represent every number perfectly using binary yet we can write them down as text on a computer due to the format being different.That's just Schrodinger's cat applied to real life.
>>563981331too advanced a concept for [current dev team].
in ksp is it fine to leave a liquid fuelled rocket sitting indefinitely? its on the mun if thats relevant
>>563984262Sitting for too long can lead to clots even in a low gravity environment. For the health of your rocket have it do stretches every few hours.
>>563984482lmao noted thank you
>>563983465>duuuuuuude the catKill yourself. I'm not even going to talk about mantissa vs string. Just kill yourself.
>>563984262YesYou only have to worry about that stuff with mods like Nertea's cryogenic engines since liquid methane and hydrogen will "boil off" (You slowly lose fuel over time)
>>563981331>electric powered truck
>excess products in oilSo why can't I just have a pipe dump this shit in a lake to pollute the planet or a tower thing burn off the excess?
Satisfactory veteran here, new to Factorio:Feeding building is a pain compared to Satisfactory eh
Oxygen Not Included's sequel, Away Team, had a closed beta for a week. It would seem no anon got in, not even our favorite anon, the anon writing this post. There are very few recordings of it on YouTube and Twitch, but none by anyone I'd really want to watch.
>>563987357>no anon got inNo anon wanted in
>>563987357why would I want anything to do with Klei? you'd have to be insane
>>563986537what is that thing doing out of the ocean
>>563988438it's a migratory speciesit will return home for winter
Why is there an incredibly useful food demand menu hidden behind some random tiny unlabeled button and not linked in the statistics menu at all?
Is a basic 500k antenna not enough to reach "Enable Extra Groundstations" off that have 36k rating? I get no connection to anything but the tracking station which is preventing me from doing what I need to do even in just low kerbin orbit. Am I really gonna have to put up three 5M commsats to do anything at all?
>>563986730nice larp faggotsatisfactory enjoyers would have their head explode if they put two different items on each belt lane
>>563986730That's a nice factory with a satisfying look. You are most probably a powerful male with high testosterone levels and your mother is a strong, intelligent, and honorable woman.
>long haul flight>going to do two scan jobs together>missed where one said the target is above 18kmWell time to find out what my actual flight ceiling is or this mission is bust.
>>563773183There used to be a mod for that
>>563773183>>563994474Still is. https://github.com/neuoy/KSPTrajectories
It wasn't high enough.
>>563986730Ah, an inter fan.
>>563986730shitpost aside here's my problem with that specific picturethere's 24 furnaces for each sidebut 24 steel furnaces can smelt 15 ore a second, which is half of a red beltthat entire thing is fed by a single half red belt of orethat means that at best it can give 15 ore, which means only half of it can work at any given time and that screenshot was taken only when the entire thing was backed up
oh wait I just noticed the top splitter, nevermind
Has anyone ever made a "The Virgin Ratio Calculator vs. The Chad Input Maximizer"?
>>563996523No, because ratioing is pure and perfect and I will not have you shittalking it.
>>563996767Oh look, another midwit, possibly newfag, misunderstanding the virgin vs. chad meme
Are there any issues with using KSP StageRecovery? I deorbited a lifter to land at KSC but it wanted to tumble instead of staying prograde and I can't really fix that issue with the build tools available. Still succeeded but also I don't want to manually pilot every recovery.
I'm glad this doesn't jam up.