To splitsie, and others who are wondering about the potential landing... When you tell the rocket to land back to the launch pad, the autolander will attempt to slow down the rocket on descent with a constant burn to try to get to about -10m/s at somewhere above 40m. What you select at the top with the autolander is the starting elevation for the whole maneuver. Shortest is 25,000 meters and largest is 120km reentry altitude. The autolander has a dev made PID which can help out but it does bug out sometimes when the thrust from the engine is variable or the engine is much more powerful than the autolander expects. For a pumped gas engine, I want to say you have a low chance of it bugging out since the thrust is static. Regardless of chosen height, the rocket will begin with a velocity of -400m/s and this is what you must reduce by the time the rocket will hit the ground. It may be a good idea now that you have it in space to save a backup copy and tell it to land on your pad so you can see what the expected behaviour is like or to tinker with the landing profiles. To have a safe landing, the rocket must reach the ground with a ground velocity between -10 m/s and 0 m/s. You will see on the motherboard what the expected speed will be when (if) it gets to the ground. If you want to try to manually land the rocket without autolander, you will need to adjust the Engine's Throttle parameter or turn the engine on/off as needed, and watch the data on the left side and take note of the impact velocity and apex height (when it will reach 0 velocity if the engine stays on as it is). You want to gradually adjust the throttle so that you will have an apex of 0 and an impact velocity magnitude of less than 10m/s. They color code the impact velocity for you on landing as well, red = blammo, orange = very close to blammo, green = defintely safe landing speed. To my knowledge, I have landed rockets in the orange tier impact velocity and havent seen them explode, but other discord users have claimed it has caused the rocket to blammo.
Hi, please check cables from wind turbines. Last update changed max produce power by turbine in storm. I guess you've power burn out. See ya on next episode!
I just loaded up the save and you're right, there are burnt cables on all of the wind turbine sections. I had (apparently mistakenly) thought that the variability hadn't increased the maximum output of the turbines but had instead just made it variable during the storms e.g. varying from 1kW -10kW but still capping out at that amount per turbine. Now the challenge is finding out what the max output per turbine is under these new conditions so I can reduce the number I have on each segment, then see if I can get away with 1 or 2 on each solar segment to make up the baseline input again.
side benefit of the rocket connected to mains, is when you move the rocket control indoors the computer is still connected to all of the controls, by connecting to the indoor mains power.
2:06:57 when a trader wants more than what two hands can carry, use cardboard boxes for transport. In the case of empty canisters, one hand carries one item, and if that item is a box holding six canisters, transporting high quantities of items isn't so bad anymore (more so if you also have a dedicated backpack filled with empty cardboard boxes) 😅
3:09:11ish so, what Splitsie is saying, next Stationeers run will either be Vulcan (to learn Sterling Engine) or Europa (cause it's a whole lot simpler to heat up than to cool down)?? 😅
4:03:40 the bits stickin' out, should paint them the same colour as the rocket panels. Might look like electrical components for analysis, or just non-aerodynamic griebling 😊
@@Flipsie Mars, always a good option (my favorite planet. No scolding temps, low pressure atmosphere making it easy to plop down new rooms/buildings and easy access to temp.controls in form of pollutants. Not to mention Matt Damon's "The Martian" aspect 🤣 )
With your discussion on nuclear power around 3:05:00, I kind of wonder what kind of nuclear power the devs will implement. A classic U235 fuel cycle pressurized water reactor (PWR) might be one way to go but might not be as interesting as it could be from a process perspective. To me a more interesting process would be to use the Thorium fuel cycle and implement the reactor as a Lithium Fluoride Molten Salt Reactor (MSR). This sidesteps problems with PWRs, most notably meltdown, but creates new and probably more interesting problems for the stationeer(s). A MSR has its fuel, as a flouride salt, mixed in a carrier liquid of a mix of molten fluoride salts. This mixture has a high melting temperature but is simultaneously hot, radioactive, aggressive and poisonous but is not, during reactor operation, highly pressurized. All in all a MSR offers many opportunities for (unusual and dangerous) process automation, which the devs might like for an endgame process.
Ah. Amazing that the capac BRB screen now basically equals to auto-fast-forwards in the playback lol. Guess that's one upsides with whatever the issue is with obs 😂
@Splitsie, what's the power density of the rocket batteries? Would they be an improvement for your battery room, or useful to buffer power input from your solar/wind farms?
2:54:21 watching people play this game really does make you realise how people do have misconceptions of volume when it comes to gases. "I don't want 50,000 litres of fuel" Even at 1 Mol, it's "50,000 litres" still. Just at ~54 Pa But, yes, you don't want 1 million Mols of fuel..
If I were making a tutorial or writing a textbook I'd make sure I said the correct thing every time. It's not a 'miconception' it's just a shorthand because that's the number that was written in front of me and it's hard to read a thing while talking and not say it
There are a few games that have in game programming...what is the best/realistic/fun? I remember that pain of HFM...eating crisps and busting those blisters, ouch.
I've only played a small selection of games that have it so I'm not sure I can give that many examples, but I've heard positivity about games such as Autonauts and Nintendo Game Builder Garage
I did have a powered vent running that I have switched off, but I have found another problem thanks to one of the other comments (which was mentioned last week, but I misunderstood the storm changes so didn't think it mattered), my wind turbine cables have burnt out so I'm not getting much of their power :/
@@Flipsie that would do it lol yeah I had that same problem the first time I used the big wind turbines. I think if I remember correctly you max out heavy cable with only 4 of them. I wish they would make more than just two guages of wire. maybe having smaller cheaper guages and larger more expensive gauge wire. 4 types would make things even more interesting.
Quick question for the smart people in the comments. I know a single square can take up to 3 pipe sections. (1 for each axis). Does the volume of the pipe network increase with the addition of those parts? or is it only increasing potential connection points and NOT adding volume? I don't have a working PC to test this on currently..
@@vinbiofuel3291 Perfectly clear answer, thank you very much. I suspected as much, but I just wanted to verify, since are usually quite good with "more materials = more functionality" but this is also perfectly acceptable to consider that "all" of the volume is in the "middle" of the square and the connections are volumeless connectors.
From what I seen, a pipe segment gives 10L (20L for liquid pipe), I dont think the type of pipe matters whether it is a straight pipe or a 6 way pipe intersection in that single square.
@@ammarti850 if i recall, it wil return sometime after Wrong Way out finishes. there may be some lag time as new and prior mods for the series need bug tested with all the updates since then and Splistie is busy with other things and the ongoing Daycare bio warfare campaigns. i think he also mentioned he may need to reset the map a little to clear any lingering issues such as the antics that where happening on the moon. but yea sometime in early quarter.
As mentioned at the end of the last episode of AA, it'll return AFTER Wrong Way Out has finished up. I've learnt that dragging Capac into too much Space Engineers at once is not in anyone's best interest, so I wanted to do one series at a time :)
Remember to thank Toby for increasing your immersion for your stay on venus, by making everything feel burny ! :) hope every one recovers quickly!
@@octavius32a64 I guess next time they go to day care/nursery, Toby will also be in a hermetically sealed suit.
To splitsie, and others who are wondering about the potential landing...
When you tell the rocket to land back to the launch pad, the autolander will attempt to slow down the rocket on descent with a constant burn to try to get to about -10m/s at somewhere above 40m. What you select at the top with the autolander is the starting elevation for the whole maneuver. Shortest is 25,000 meters and largest is 120km reentry altitude. The autolander has a dev made PID which can help out but it does bug out sometimes when the thrust from the engine is variable or the engine is much more powerful than the autolander expects. For a pumped gas engine, I want to say you have a low chance of it bugging out since the thrust is static. Regardless of chosen height, the rocket will begin with a velocity of -400m/s and this is what you must reduce by the time the rocket will hit the ground.
It may be a good idea now that you have it in space to save a backup copy and tell it to land on your pad so you can see what the expected behaviour is like or to tinker with the landing profiles.
To have a safe landing, the rocket must reach the ground with a ground velocity between -10 m/s and 0 m/s. You will see on the motherboard what the expected speed will be when (if) it gets to the ground. If you want to try to manually land the rocket without autolander, you will need to adjust the Engine's Throttle parameter or turn the engine on/off as needed, and watch the data on the left side and take note of the impact velocity and apex height (when it will reach 0 velocity if the engine stays on as it is). You want to gradually adjust the throttle so that you will have an apex of 0 and an impact velocity magnitude of less than 10m/s. They color code the impact velocity for you on landing as well, red = blammo, orange = very close to blammo, green = defintely safe landing speed. To my knowledge, I have landed rockets in the orange tier impact velocity and havent seen them explode, but other discord users have claimed it has caused the rocket to blammo.
I like that the last two vods I watched, Splitsie has become an intergalactic baker. The dream of all.
Hi, please check cables from wind turbines. Last update changed max produce power by turbine in storm. I guess you've power burn out. See ya on next episode!
I just loaded up the save and you're right, there are burnt cables on all of the wind turbine sections. I had (apparently mistakenly) thought that the variability hadn't increased the maximum output of the turbines but had instead just made it variable during the storms e.g. varying from 1kW -10kW but still capping out at that amount per turbine. Now the challenge is finding out what the max output per turbine is under these new conditions so I can reduce the number I have on each segment, then see if I can get away with 1 or 2 on each solar segment to make up the baseline input again.
@ you could use the power analyser for tablet and see that max is now 20kw per turbine
"hold on, i need some antiseptic" did sound like you were doing it the churchill way, with a good slug of cognac...
side benefit of the rocket connected to mains, is when you move the rocket control indoors the computer is still connected to all of the controls, by connecting to the indoor mains power.
2:06:57 when a trader wants more than what two hands can carry, use cardboard boxes for transport. In the case of empty canisters, one hand carries one item, and if that item is a box holding six canisters, transporting high quantities of items isn't so bad anymore (more so if you also have a dedicated backpack filled with empty cardboard boxes) 😅
3:09:11ish so, what Splitsie is saying, next Stationeers run will either be Vulcan (to learn Sterling Engine) or Europa (cause it's a whole lot simpler to heat up than to cool down)?? 😅
I'm leaning more towards Mars again I think, Europa ends up being maybe a little too easy and relaxed :D
4:03:40 the bits stickin' out, should paint them the same colour as the rocket panels. Might look like electrical components for analysis, or just non-aerodynamic griebling 😊
@@Flipsie Mars, always a good option (my favorite planet. No scolding temps, low pressure atmosphere making it easy to plop down new rooms/buildings and easy access to temp.controls in form of pollutants. Not to mention Matt Damon's "The Martian" aspect 🤣 )
the irony of your jetpack refueling station being high on a wall and across an open void. and needing fuel to get there to refuel. don't run out!
With your discussion on nuclear power around 3:05:00, I kind of wonder what kind of nuclear power the devs will implement. A classic U235 fuel cycle pressurized water reactor (PWR) might be one way to go but might not be as interesting as it could be from a process perspective. To me a more interesting process would be to use the Thorium fuel cycle and implement the reactor as a Lithium Fluoride Molten Salt Reactor (MSR). This sidesteps problems with PWRs, most notably meltdown, but creates new and probably more interesting problems for the stationeer(s). A MSR has its fuel, as a flouride salt, mixed in a carrier liquid of a mix of molten fluoride salts. This mixture has a high melting temperature but is simultaneously hot, radioactive, aggressive and poisonous but is not, during reactor operation, highly pressurized. All in all a MSR offers many opportunities for (unusual and dangerous) process automation, which the devs might like for an endgame process.
Where's all the power gone? did the massive cooling array eat it all?
I'm not sure, but quite possibly
...I first read that like Jack Sparrow's "Why's all the rum gone?"
@@Flipsie After watching further, maybe Shadow got into your base and turned stuff off in a desperate attempt to get more skulls.
Ah. Amazing that the capac BRB screen now basically equals to auto-fast-forwards in the playback lol. Guess that's one upsides with whatever the issue is with obs 😂
@Splitsie, what's the power density of the rocket batteries? Would they be an improvement for your battery room, or useful to buffer power input from your solar/wind farms?
They can only be placed within a rocket frame so you'd have a very interesting looking battery room if they were used :D
2:54:21 watching people play this game really does make you realise how people do have misconceptions of volume when it comes to gases. "I don't want 50,000 litres of fuel"
Even at 1 Mol, it's "50,000 litres" still. Just at ~54 Pa
But, yes, you don't want 1 million Mols of fuel..
If I were making a tutorial or writing a textbook I'd make sure I said the correct thing every time. It's not a 'miconception' it's just a shorthand because that's the number that was written in front of me and it's hard to read a thing while talking and not say it
There are a few games that have in game programming...what is the best/realistic/fun?
I remember that pain of HFM...eating crisps and busting those blisters, ouch.
I've only played a small selection of games that have it so I'm not sure I can give that many examples, but I've heard positivity about games such as Autonauts and Nintendo Game Builder Garage
Normally when my batteries are all drained I realize I have left a pump running and forgot about it.
I did have a powered vent running that I have switched off, but I have found another problem thanks to one of the other comments (which was mentioned last week, but I misunderstood the storm changes so didn't think it mattered), my wind turbine cables have burnt out so I'm not getting much of their power :/
@@Flipsie that would do it lol yeah I had that same problem the first time I used the big wind turbines. I think if I remember correctly you max out heavy cable with only 4 of them. I wish they would make more than just two guages of wire. maybe having smaller cheaper guages and larger more expensive gauge wire. 4 types would make things even more interesting.
I will be honest on paper my 7900 xtx is on par with the 4090 for the most part but i have been having issues that never occured with nvidia.
The Cake... It is a Lie
Quick question for the smart people in the comments.
I know a single square can take up to 3 pipe sections. (1 for each axis). Does the volume of the pipe network increase with the addition of those parts? or is it only increasing potential connection points and NOT adding volume?
I don't have a working PC to test this on currently..
Your comment made me curious so I went and tested it.
Volume does not increase. It remains 10 liters regardless of the number of connections.
@@vinbiofuel3291 Perfectly clear answer, thank you very much. I suspected as much, but I just wanted to verify, since are usually quite good with "more materials = more functionality" but this is also perfectly acceptable to consider that "all" of the volume is in the "middle" of the square and the connections are volumeless connectors.
From what I seen, a pipe segment gives 10L (20L for liquid pipe), I dont think the type of pipe matters whether it is a straight pipe or a 6 way pipe intersection in that single square.
when is AA coming back
Beginning of next year from what's been said before
@@ammarti850 if i recall, it wil return sometime after Wrong Way out finishes. there may be some lag time as new and prior mods for the series need bug tested with all the updates since then and Splistie is busy with other things and the ongoing Daycare bio warfare campaigns. i think he also mentioned he may need to reset the map a little to clear any lingering issues such as the antics that where happening on the moon. but yea sometime in early quarter.
As mentioned at the end of the last episode of AA, it'll return AFTER Wrong Way Out has finished up. I've learnt that dragging Capac into too much Space Engineers at once is not in anyone's best interest, so I wanted to do one series at a time :)