This seems like a fun ship! If you want to calculate how far you have travelled it's actually surprisingly simple! Make a memory cell, then add the speed of the ship to it every tick. That will give you distance * 60 :D If you want distance once past the edge, I think that the travelling to is what the next target is, and not the end target, but I'm not 100% sure on that. If that is correct, then you can likely get away with having the memory cell self-reset as long as your target is not the shattered planet.
Thats a good idea. I've added the details to the description. I'll share them here too. Note that production kept up with consumption for the entire trip. Production and consumption on arrival: Explosive Rockets = 63 / sec Railgun ammo = 6.21 / sec Gun Turret Magazine = 11.63 / sec
I just double checked (I have a save just before arrival to the Shattered Planet). Power levels were fine. Even at its highest peaks, power usage never goes above 1 GW. In fact, it rarely goes above 600MW. So the 1.2 GW power configuration here is certainly sufficient. I should have shown the power usage toward the end though. To make it clear.
@ I noticed it in my own game as well. The tooltip of the rail gun does say low power. Well having plenty of power available. Maybe with ‘low power’ they mean ‘charging’.
I'm just at the stage of building out to head to the shattered planet, this gave me a few ideas. On my edge of solar system planet, I setup circuitry to monitor several critical resources, if any one gets to a dangerously low point I set, it flips an SR latch and disables the fuel pumps. A different decider takes all those same inputs but makes sure all lines buffer back up to full/near full so it's not stopping and starting. Once the all clear conditions are done, it flips back to full operation. This whole system started because I would have to monitor how many rockets I had left. It also helped weed out jams I hadn't anticipated (I had one belt jam show up after many hours of operation, and the ship failsafe stopped itself.) The stop is also tied to an alarm so I know it's stopped, but mostly I don't have to babysit it at all. I plan to implement the same thing on my shattered planet ship. I just need a few more legendary things (like the cryogenic plant) in order to push my production high enough to out produce all use. My current one is just a bit too narrow and needs more railguns.
Im trying to reduce one of my bigger ships "eternatus" and use lasers to help use les gun ammo. Things seems to be working fine but was hard to balance because of the size, i will reduce it and see the results, also spam fusion reactors since theyre the best for ships IMO.
@@NatanStarke Oh yeah, as soon as I got fusion, that's what goes on the ships. Actually my friend already made an all-laser ship. He actually built it specifically to run bioflux really fast between Gleba and Nauvis, so it's really compact, and hits 500 km/s.
if you go down bellow far enough you could actually stack the engies, my not perfect science ship could go first like 200k kilomerts at speed 800km/s pretty easy, i haven't yet tried to go further. not sure how much time would it save when the whole travel is like 4k hours lol
I understand what you mean and that's a good thought. However, the limitation for a journey like this is less about the speed, but more about clearing a safe path through the asteroids. This ship can indeed go faster, but we start taking damage above 377. I think there are tweaks we can do to go a bit faster. I may share some of those thoughts in a subsequent video.
if you send the ship and dont look at it you get much better tps, like 60+ tps, i have 2 massive asteroid farms for legendary resources, 1 runs to the shattered planet, the other doesnt. using the time buttons i can get around 90 tps at most if im looking at it, 140-160 if im just chilling on the planet.
Good point. I forgot to include that. I've added it to the description as well. Relevant research during trip: Stronger Explosives: 19 Laster Weapons Damage: 17 Physical Projectile Damage: 17 Asteroid Productivity: 15 Railgun Shooting Speed: (capped at 0.86 per sec)
This seems like a fun ship!
If you want to calculate how far you have travelled it's actually surprisingly simple!
Make a memory cell, then add the speed of the ship to it every tick. That will give you distance * 60 :D
If you want distance once past the edge, I think that the travelling to is what the next target is, and not the end target, but I'm not 100% sure on that. If that is correct, then you can likely get away with having the memory cell self-reset as long as your target is not the shattered planet.
That is an excellent idea. Thanks for the feedback.
would be nice to the the 'p' statistics. How many railgun shells / min, how many rockets. Also, how many bonuses
Thats a good idea. I've added the details to the description. I'll share them here too.
Note that production kept up with consumption for the entire trip.
Production and consumption on arrival:
Explosive Rockets = 63 / sec
Railgun ammo = 6.21 / sec
Gun Turret Magazine = 11.63 / sec
I thought my rocket production would not be enough. My max production was 73/sec. But we were only using 63/sec in the end.
Thanks for the video
I noticed at the end your power was low. So maybe upgrade that power plant so your railguns can shoot faster.
I just double checked (I have a save just before arrival to the Shattered Planet). Power levels were fine. Even at its highest peaks, power usage never goes above 1 GW. In fact, it rarely goes above 600MW. So the 1.2 GW power configuration here is certainly sufficient.
I should have shown the power usage toward the end though. To make it clear.
@ I noticed it in my own game as well. The tooltip of the rail gun does say low power. Well having plenty of power available. Maybe with ‘low power’ they mean ‘charging’.
@@HeintjeMTB Exactly. Well said. It just means the rail gun is charging.
I'm just at the stage of building out to head to the shattered planet, this gave me a few ideas.
On my edge of solar system planet, I setup circuitry to monitor several critical resources, if any one gets to a dangerously low point I set, it flips an SR latch and disables the fuel pumps. A different decider takes all those same inputs but makes sure all lines buffer back up to full/near full so it's not stopping and starting. Once the all clear conditions are done, it flips back to full operation. This whole system started because I would have to monitor how many rockets I had left. It also helped weed out jams I hadn't anticipated (I had one belt jam show up after many hours of operation, and the ship failsafe stopped itself.) The stop is also tied to an alarm so I know it's stopped, but mostly I don't have to babysit it at all. I plan to implement the same thing on my shattered planet ship. I just need a few more legendary things (like the cryogenic plant) in order to push my production high enough to out produce all use.
My current one is just a bit too narrow and needs more railguns.
Im trying to reduce one of my bigger ships "eternatus" and use lasers to help use les gun ammo. Things seems to be working fine but was hard to balance because of the size, i will reduce it and see the results, also spam fusion reactors since theyre the best for ships IMO.
@@NatanStarke Oh yeah, as soon as I got fusion, that's what goes on the ships.
Actually my friend already made an all-laser ship. He actually built it specifically to run bioflux really fast between Gleba and Nauvis, so it's really compact, and hits 500 km/s.
@@IsilZhaSB
Whoa, Spacebattles administration spotted in the wild.
@@CyreniTheMage yep, that's me! lol
how did you access sandbox mode?
Its a mod called "Blueprint Sandbox". I highly recommend it.
if you go down bellow far enough you could actually stack the engies, my not perfect science ship could go first like 200k kilomerts at speed 800km/s pretty easy, i haven't yet tried to go further.
not sure how much time would it save when the whole travel is like 4k hours lol
I understand what you mean and that's a good thought. However, the limitation for a journey like this is less about the speed, but more about clearing a safe path through the asteroids. This ship can indeed go faster, but we start taking damage above 377.
I think there are tweaks we can do to go a bit faster. I may share some of those thoughts in a subsequent video.
They need to do some work on optimizing the asteroids. 30 fps during standard gameplay isn't good.
if you send the ship and dont look at it you get much better tps, like 60+ tps, i have 2 massive asteroid farms for legendary resources, 1 runs to the shattered planet, the other doesnt. using the time buttons i can get around 90 tps at most if im looking at it, 140-160 if im just chilling on the planet.
what kind of damage research do you have?
Good point. I forgot to include that. I've added it to the description as well.
Relevant research during trip:
Stronger Explosives: 19
Laster Weapons Damage: 17
Physical Projectile Damage: 17
Asteroid Productivity: 15
Railgun Shooting Speed: (capped at 0.86 per sec)
Was wondering if my ship could do the trip, once I upgrade to legendary.... hell no :D But anyways it can farm promethium quite well beyond my needs.
thanks for the bp and not being greedy for money.
Fun
nice
вау