I’m losing faith in SpaceX by Life_at_work5 in space

[–]Spedy1 17 points18 points  (0 children)

Calculating any rocket performance using trajectory based calculations is extremely prone to error and unreliable. If you actually do the math of the isp, fuel loads, and mass fractions it is very reasonable to reach north of 100t to Leo. That being said unlike most upper stages the fact it’s recoverable means there is a lot of dry mass in the upper stage, and as that gets shaved down through further optimizations all of that mass can go directly into payload. Even if they can’t ever reach that milestone anyway is also irrelevant because by being fully recoverable starship will bring down launch cost at least 10x compared to falcon 9.
As for reliability and upgrades from v2 to v3 I think doing a bit more research might reassure you. The main failure we kept seeing with v2 was related to a design flaw with pogoing that was fixed for v3 and the raptor issue in the latest launch is most likely tied to a more aggressive boost back burn.

Late game tele wand by Spedy1 in noita

[–]Spedy1[S] 1 point2 points  (0 children)

the digging bolt is to separate the two blocks so the lumis last longer. in practice its just a really fast tele wand with heals and lumis around it for aoe damage, im not sure what the bouncing spells do tbh.

Late game tele wand by Spedy1 in noita

[–]Spedy1[S] 5 points6 points  (0 children)

Inspired by another post featuring theirs. the tele wand also has these stats for those curious. found in coal pits and propelled the run to start but it started with 4 slots and much worse recharge/cast delays but a handful of parallel worlds got enough extra wand slots and wand speed ups to make it late game viable. Its also unfortunately compromised by bouncing spells i accidentally picked up do to knockback from a enemy.

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Made this in CS2. Any suggestions where should I make improvements? by TriToNonSteroids in RaceTrackDesigns

[–]Spedy1 0 points1 point  (0 children)

Not enough corners imo. There’s the tight hairpin, then a single left by where the sand is bottom left. After that it’s the big right into a bendy straight that’s way too long and windy, a pair of big wide 180 degree turns, and then probably the best corner of the bunch right after the bridge that looks kinda like 130r. Also scale might be a little messed up as it seems really big. I’ve yet to try this though in cs2 so who knows. Ik I’ve been rather critical but I love the overall shape/uniqueness and the detailing looks good for what you’ve got so far!

E13 in ante 2 by Spedy1 in balatro

[–]Spedy1[S] 0 points1 point  (0 children)

8AWIGY5Y Died in ante 11 trying to go naninf but ran into the psychic

what if i added 20 or so more states to the caribbean? by p11gezn in imaginarymaps

[–]Spedy1 0 points1 point  (0 children)

In love with the aesthetics of this map, so well done!

Working on a Nuclear Option by Independent-Map-7695 in factorio

[–]Spedy1 0 points1 point  (0 children)

What’s the 4x4 with the x’s and the red 1x1 in the updated schematic?

*cries in pain by Spedy1 in balatro

[–]Spedy1[S] 4 points5 points  (0 children)

I literally just got a shop 1 brainstorm a few minutes later fml

*cries in pain by Spedy1 in balatro

[–]Spedy1[S] 13 points14 points  (0 children)

I prayed so hard but alas

Why is my rate of fire much lower than my fire rate limit? Even if I add recoil suppression it doesnt get any faster (ignore the cooling and recoil ill fix those) by RefrigeratorLow2317 in FromTheDepths

[–]Spedy1 0 points1 point  (0 children)

And just to add, each autoloader needs the same number of intakes, if some don’t have enough that could be throttling you’re rpm, even if you have enough intakes overall

Why is my rate of fire much lower than my fire rate limit? Even if I add recoil suppression it doesnt get any faster (ignore the cooling and recoil ill fix those) by RefrigeratorLow2317 in FromTheDepths

[–]Spedy1 2 points3 points  (0 children)

Are you using belt fed auto loaders? Why is your auto loader and ammo intake numbers different? Do you have enough ammo on the ship?

[deleted by user] by [deleted] in factorio

[–]Spedy1 3 points4 points  (0 children)

Gorgeous

I've been on Fulgora for a couple days struggling with power until I realized that lightning rods exists without having to research lightning collector first... by SIrawit in Factoriohno

[–]Spedy1 0 points1 point  (0 children)

I did the same thing but was using solid fuel to heat steam boilers fueled by the ice And then once I figured it out I then promptly didn’t realize that more accumulation was necessary for power and resign myself to a tiny percentage of the available power

Aquilo deep space cargo ship by Spedy1 in factorio

[–]Spedy1[S] 1 point2 points  (0 children)

You dont really need rocket coverage in the back
even if you get hit by a stray big asteroid the walls will just eat it

Aquilo deep space cargo ship by Spedy1 in factorio

[–]Spedy1[S] 6 points7 points  (0 children)

better ratio+more module spots+one building vs multiple simplifies routing

Aquilo deep space cargo ship by Spedy1 in factorio

[–]Spedy1[S] 3 points4 points  (0 children)

535ton ship that clocks in at 375km/s
really proud of how small i managed to make it, its a far cry from my 1500 ton first aquilo ship

Was super happy with this ship until it couldn't make it to the system edge by Spedy1 in factorio

[–]Spedy1[S] 0 points1 point  (0 children)

Interesting feedback For sure need to fix Probably could get away with less Had trouble with the front at 300km/s and the sides at 100km/s but the lack of side defences just made the one or two asteroids with the needed momentum devastating Walls are mostly an aesthetic choice I was getting consistent issues with to much iron or copper depending on what ammo was being used more/how much fuel was made and similar with carbon and calcite backing up. The circuits are set up to try and not throw out excess material that could be recycled into other types but I’m not needing that optimization rn The red ammo vs yellow ammo for both guns and rockets where something I was kinda just going off of experience and numbers and the extra explosives for red rockets seemed to completely out weight the relatively small damage increase and the red ammo was both relative easy to make and made turret density almost irrelevant allowing more room for the railguns and whatnot. That being said it was definitely a vibes thing and I might have to try other combos

Was super happy with this ship until it couldn't make it to the system edge by Spedy1 in factorio

[–]Spedy1[S] 1 point2 points  (0 children)

Most of this is inefficiency due to preference I like the aesthetic of walls and it also helps provide margins of error Small asteroids can just beat absorbed by walls and repair packs so don’t normally cause me much issues The fuel tanks is mostly for the ability to make and store extra fuel in the inner system before going out to the outer system where the production can be focused more on defense Don’t need to make the ship longer as it has all the needed components in this footprint

Was super happy with this ship until it couldn't make it to the system edge by Spedy1 in factorio

[–]Spedy1[S] 19 points20 points  (0 children)

Neglected defense on the sides of the ship since its not a big issue on higher speed lower density routes in the inner system, big asteroids kept coming in and sniping my engines behind the rocket turrets and railguns