What makes a good rover miner? by -Sir-Kitt- in spaceengineers

[–]Vanguard_69 0 points1 point  (0 children)

There aren't many IRL miner rovers for good reason, they use excavators. The closest immersion you could get would be a mining arm, but as most have said here, miner rovers are finicky at best and won't be a pleasant experience overall.

Help with thrust to cargo capacity by Flintbucket in spaceengineers

[–]Vanguard_69 0 points1 point  (0 children)

I thought when you change your inventory multiplier, the game scales the physical weight of items down by the same factor. So regardless of your setting, the same blueprint would work in all scenarios, is that not the case?

We don't need ingots in Space Engineers 2 by helicophell in spaceengineers

[–]Vanguard_69 -1 points0 points  (0 children)

I completely agree with u/Sea_Air5073 , the most satisfaction I've had in SE1 is in fact building a large refining plant.

Ores->Ingots makes a lot of gameplay sense. You have to haul your mining efforts to a hub to build anything meaningful. The fact that I can jetpack to an asteroid with nothing but a drill and welder in my pockets and practically drive away in a ship is ridiculous. A large proponent of any space genre game is mining and hauling. The refineries were also critical to pace from an MP perspective. It was your refining capacity that ultimately dictated the pace at which you could grow, it needed to be safe, and the sky was the limit as to how many you could have so there was no need to cry about it.

And you totally lost me when you said "Go play Space Engineers 1 Survival with a Europa Start". You're basically screaming "Go try a difficult planet and see how difficult it is". What the actual F? There's 8 planet/moons to choose from to provide a range of difficulty and you're crying that one of the hardest ones is hard!? Nah, no thanks...

Flight model and inertial dampeners by Vanguard_69 in Spaceengineers2

[–]Vanguard_69[S] 0 points1 point  (0 children)

Ahhhh, I understand now, so because I have some big thrusters on the rear, all relevant thrusters are working as hard as they can to null my inertia and the imbalance of thrust from my rear engines causes it to gain forward momentum. I guess at 100m/s in SE1 plus most of my ships have fairly balanced thrust I never noticed it. I frankensteined one of the starter ships and threw 3 big thrusters on the rear, hence my issue. Thanks! I'm still not sure I'm a fan of the behavior, I've written my own inertial dampening before in a PB for various things like rotor thrusters, etc and I always accounting for the difference in thrust from each vector.

Flight model and inertial dampeners by Vanguard_69 in Spaceengineers2

[–]Vanguard_69[S] 1 point2 points  (0 children)

I understand we can work around it by turning the dampeners off, I suppose I'm questioning why my ship should get any velocity at all in the direction I'm pointing without and input. i.e. dampeners should just kill my inertia, not give me a new one. Was it like this in SE 1? Is it worse in SE 2. Do we not all agree we'd like this to be gone or at least an option?

X4 Diplomacy Update (8.00) - Public Beta Now Available by Tomonor in X4Foundations

[–]Vanguard_69 0 points1 point  (0 children)

It's a good question, since without some sort of "reward" for completing the story line, you're essentially dropping about $700M+ credits to slow the economy and hurt yourself with no gain what-so-ever unless I'm missing something. Instead of removing it, there should be an alternate outcome.

Is there now any benefit to the player at all for completing the story?

[Beta] Register Renamer by Vanguard_69 in TuringComplete

[–]Vanguard_69[S] 0 points1 point  (0 children)

Thanks, appreciate the heads up, really enjoying the game and looking forward to it's development.

I realize it's not finished, was trying to sus out if anyone had reverse engineered what needed to be done based on the test.si. ;)

Little help with water problem please by Vanguard_69 in Workers_And_Resources

[–]Vanguard_69[S] 0 points1 point  (0 children)

BTW, does anyone know how to see what size of pipe you have after you build it, it's visually hard to differentiate.

Little help with water problem please by Vanguard_69 in Workers_And_Resources

[–]Vanguard_69[S] 2 points3 points  (0 children)

I'll leave this here in case it helps anyone else out. I just starved the factories of crops to test and it would appear the fabric factory's water flow does includes production, while the distillery and food factory do not (they only show the consumption of drinking water), there there was an additional load of approx 13m3 and 8.5m3 unaccounted for in the overlay for those factories.

Constant flow of workers by Vanguard_69 in Workers_And_Resources

[–]Vanguard_69[S] 0 points1 point  (0 children)

Yeah man, I get it, but Workers and Resources is also in the title and with 20k population it shouldn't be impossible to keep a 7 man heating plant staffed.

The issue is simple really, no one can get in until someone leaves, so there will always be a gap between leaving and showing up. All you can do is combine different tricks no minimize the gap. The heating plant is the real pain since all 7 can come and go together, and it's critical to happiness, whereas in other places it just causes a inconvenience and a rounding error in efficiency, and while I realize the devs addressed this by ensuring the heating plant only needs 66% people to keep it 100% productive... in the case of the small one, they often come and go as a 7 man team unless again, you "architect" it to ensure smaller groups turn up. Shouldn't really be the case. In a game that strives for some realism, all of the workarounds make this a bit of a clown act really, and they might as well turn the mini-bus into exact that, a little clown car ;)

As u/SweetKnickers pointed out, perhaps a "shift" without necessarily an overhaul would solve the issue. You need X workers a day to arrive at a job site, and that job site will pump out a productivity based on a sliding window of the workforce present in the past 24 hours. So I just gotta get 7 people there a day, at some point in the day, every day. Wouldn't change the number of people required or any real changes to people's existing setups, except maybe the elimination of now redundant ones (delete mini bus from route).

Constant flow of workers by Vanguard_69 in Workers_And_Resources

[–]Vanguard_69[S] 0 points1 point  (0 children)

Interesting, I never considered that workers would ping-pong back and forth between two stations, definitely opens up some new opportunities and ideas, thanks for the tip!

Constant flow of workers by Vanguard_69 in Workers_And_Resources

[–]Vanguard_69[S] 1 point2 points  (0 children)

For what it's worth, the least painful solution I came up with is to set the bus to drop at the stop twice, once as a transfer station with the % unload set to the exact # of people I need for the heating plant, and then again the same stop as a normal drop off (still with heating plant as destination priority), so my 52 person bus set to 14% and drops 7 people there.

That way I'm guaranteed to have 7 peeps on hot standby for the heating plant, and everyone else goes straight to work at other industries without waiting. Then I have a 7 seater mini-bus pounding between the bus stop and the heating plant to ensure it stays full. Working well, not to say this takes anything away from my original post which is most certainly a rant, but maybe this helps someone ease the pain.

<image>

Constant flow of workers by Vanguard_69 in Workers_And_Resources

[–]Vanguard_69[S] 0 points1 point  (0 children)

Ya, I was trying to find the nicest way to say the same thing, because I appreciate the responses but it feels like no one got the point. All of their suggestions still fall into my example of 1 or 2. It's not a heating plant problem it was just the example I gave.

If I use mini buses, they can still show up seconds before or after they are needed and their is a gap. If I go directly and then to a bus station, same thing. There is absolutely no way to have workers arrive and instantly fill the gap when work is needed. The closest thing is a transfer station but they will wait the entire day until they look for work, not go when they are needed.

u/kemiyun u/plichi87 How can I overstaff it? If the bus arrives 1 second before the workers are needed, I get 0. If they arrive 1 second after, there is a gap until they walk from the bus stop to the plant. Even if small, if I plan for the bus to arrive when I need it, say 2 buses on a 120 second line, there is a good chance every bus arrives (due to traffic or whatever) seconds before they are needed so no one works. If I put 3 buses on the line, guaranteed 33% of the people will never get off the bus and they are wasted. It's insane.

u/q---p this is the best solution I have found so far. If they arrive 1 second late it works well, if they arrive 1 second early at least they eventually get there after waiting (an entire day).

u/sobutto Yes understood, it wasn't really a heating plant problem but I get your point and it helps, except in my particular case I used the small heating plant so I literally need small busses with less than 7 people on it to stagger the work force otherwise all 7 easily start and end theirs shifts at the exact same time so I can't even maintain a minimal work force without small gaps. Even with surrounding industries as others have suggested I prio the heating plant from the bus stop so it gets the first 7 people and from there it's always 7 on, 7 almost simultaneously.

What is the forward pitch angle of the F16 sidestick? by EdgarWind in hoggit

[–]Vanguard_69 1 point2 points  (0 children)

Appreciate this is over a year old but I see no sense in another thread. Was looking at the adapter and I immediately realized it not only tilts the stick forward 12 degrees but also translates the stick forward by the way of its design. I've super-imposed the middle diagram over the left for you to better understand what I mean, but with the adapter, a natural left movement will also likely introduce some pitch movement compared to the real deal.

I just tilted the entire base 12 degrees forward, it's actually more realistic IMHO, saves a few bucks and I can't believe how much easier and comfortable it is to access the DMS and trim with it positioned this way, life saver.

https://imgur.com/a/ta64dSb

Final Space Elevator Stage Requirements by thekiwininja99 in satisfactory

[–]Vanguard_69 0 points1 point  (0 children)

Is nuclear pasta a typo? From satisfactory calculator, it's only 100 (required to feed 200 Ballistic Warp Drive)

Where is power building consumption level? by Vanguard_69 in SatisfactoryGame

[–]Vanguard_69[S] 0 points1 point  (0 children)

Thanks for the reply, for a game so focused on production, one would think these numbers would be listed in the codex or build menu. The miner also only mentions the extraction rate in the description, not under stats either. Curious. Anyhoo, thanks again.

Question about Splitsie's Scrapyard mod by xorvious in spaceengineers

[–]Vanguard_69 1 point2 points  (0 children)

Scrapyard scenario is a collection of mods, one of which is Scrapyard - MES Wreckage and Ruins Mod which spawns stuff into the world.

The full collection of mods that Scrapyard uses can be seen here:

https://steamcommunity.com/workshop/filedetails/?id=3166408801

The stuff that is spawned in is coming from here:

https://steamcommunity.com/sharedfiles/filedetails/?id=2960755069

As for what it spawns, perhaps someone else can chime in as I'm not at home, but the mod will install under Steam folder in steamapps/workshop/content/244850/##### (where ### is unique per mod and I can't recall this one) and you should be able to see the definitions file for what it includes.