As far as I know the reason to use satellite substations is due to performance. Each node that connects power is a performance drain, so using a satellite substation counts as one node, that can supply many buildings with power. Which is approx the same performance drain as one power pole. So using satellite substations is much better for performance I've been told.
in the resources overview of a planet or system you can select "collection not yet planned", this way you can see whether you tapped into every resource patch
Beautiful and critically flawed with this kind of performance. Not much sense having a scale like this if there's no computing power available to actually simulate half a planet not at 5 fps.
with something like silicon where 1) it's only used to create the one refined product, and 2) refining takes two ore into one refined product... refining it before shipping should double your potential throughput for the same amount of transportation capacity. I realize that redoing all those blueprints to accommodate the refined silicon rather than the ore would be a pain, but would it be more of a pain than trying to bolt on more throughput?
I wish they would somehow pull some more magic optimizations out such that we can see the dysonsphere and not worry about FPS as much. Also keep in mind if UPS goes down, so too does the time to do something go up, not entirely sure if that's how dyson sphere works. But at 30UPS, that would mean every 1 second real time would be 2 seconds ingame, in other words 16 hours becomes 32 :P
That is amazing, a very impressive gave that the devs have made and as I understand they will keep adding to it. I love that kind of releasing a game and improving it over time.
With satelite power on a lava planet for solar sail launching, is anyone else getting Hellraiser vibes? Maybe yall are just too young for this association 😇 The UI is unintuitive: "attaching cell points" is the number of queued solar sails (120 per node, 30 per minute, 4 min travel time). You will capped by number of nodes (30*1200 nodes = 36k sails per minute) at 6 launches per minute per em launcher at 6k launchers, which you should be able to fit onto 2 planets (one shared with vertical launchers of course). That unfortunately is still 1 135h time to completion, but you should hit the 2.4TW cap of your ray receiver planet around the 70h mark 🤑
Your ice and gas giants should have dedicated puller stations on the planet right next to them. That saves th importants vessels from having to slowly dock there.
From an efficiency perspective, it's better to convert Silicon and Titanium ore to plates before shipping them off planet since they convert 2:1 2x the load per warp
Your suggestion is very valid until early late game, when you really start cranking up production of the four main products: solar sails, rockets, research hashes and fuel rods. In that phase, how do you treat the fall-off in output as more and more veins get exhausted? And what do you do, when all nodes are exhausted? Rip out all smelters on the mining planets and rebuild them elsewhere? Have >10 mining+smelting planets running at the same time to never have to deal with exhausted veins? Remember, late-game you are using metal plates in the thousands per second. Of course you could set up smelting planets, but then you are back to transporting raw ores...
6:01 couldn't you just leave it over night while your on the planet and have your fleet protecting the planet in orbit? don't know how the fleet mechanic works exactly, I know that the fleet can orbit it with a setting I have seen it in another youtuber's video, but i don't know how they react to the dark fog sending vessels to the planet.
don't you bother with mods to improve performance?, my pc is almost definitely worse than yours but my frames in dsp on with hyperdense builds are still rock solid
As far as I know the reason to use satellite substations is due to performance. Each node that connects power is a performance drain, so using a satellite substation counts as one node, that can supply many buildings with power. Which is approx the same performance drain as one power pole. So using satellite substations is much better for performance I've been told.
The shielded planets look like katamaris! :D
in the resources overview of a planet or system you can select "collection not yet planned", this way you can see whether you tapped into every resource patch
This game is beautiful.
Beautiful and critically flawed with this kind of performance. Not much sense having a scale like this if there's no computing power available to actually simulate half a planet not at 5 fps.
I'm a railgun girl in a railgun world. It's fantastic, dakka plastic! ;)
with something like silicon where 1) it's only used to create the one refined product, and 2) refining takes two ore into one refined product... refining it before shipping should double your potential throughput for the same amount of transportation capacity. I realize that redoing all those blueprints to accommodate the refined silicon rather than the ore would be a pain, but would it be more of a pain than trying to bolt on more throughput?
The shields make those planets look like a little like a bumble ball.
Why does all of FJ's builds, in all games, run at 10 FPS 😆
Because 9 gets annoying.
He pushes limits for fun
Because if it’s worth building, it’s worth overbuilding 😁
If it's not the largest thing you can make, why bother?
@ 100% agree
16:20 It reminds me of early in the big battle of the last matrix movie. It does look pretty darn cool!
god i love this game. you can unleash your mentality
I wish they would somehow pull some more magic optimizations out such that we can see the dysonsphere and not worry about FPS as much.
Also keep in mind if UPS goes down, so too does the time to do something go up, not entirely sure if that's how dyson sphere works.
But at 30UPS, that would mean every 1 second real time would be 2 seconds ingame, in other words 16 hours becomes 32 :P
33:39 some of the launchers in the background have no orbit selected so are sitting still doing nothing
That is amazing, a very impressive gave that the devs have made and as I understand they will keep adding to it. I love that kind of releasing a game and improving it over time.
its funny that this game and oxygen not included are both games i come back to every year. and francis plays both of them
so much computing power but the tail of the xenomorph is stiff as my mornings ^^
Could you post your game save? I want to benchmark 7950x vs 9800x3d as I'm about to do an upgrade.
I'll put up the save with the next episode, there is a lot more building that has gone on, you should get a good benchmark out of it.
@@FrancisJohnYT grand, thanks
On the photon collecting planet - would the swarm even land? There was no room for it to place a base. Do they destroy buildings to make space?
No ending theme music?
I just called a truth with the dark fog so that I can leave it running
With satelite power on a lava planet for solar sail launching, is anyone else getting Hellraiser vibes? Maybe yall are just too young for this association 😇
The UI is unintuitive: "attaching cell points" is the number of queued solar sails (120 per node, 30 per minute, 4 min travel time).
You will capped by number of nodes (30*1200 nodes = 36k sails per minute) at 6 launches per minute per em launcher at 6k launchers, which you should be able to fit onto 2 planets (one shared with vertical launchers of course). That unfortunately is still 1 135h time to completion, but you should hit the 2.4TW cap of your ray receiver planet around the 70h mark 🤑
Your ice and gas giants should have dedicated puller stations on the planet right next to them.
That saves th importants vessels from having to slowly dock there.
From an efficiency perspective, it's better to convert Silicon and Titanium ore to plates before shipping them off planet since they convert 2:1 2x the load per warp
Your suggestion is very valid until early late game, when you really start cranking up production of the four main products: solar sails, rockets, research hashes and fuel rods. In that phase, how do you treat the fall-off in output as more and more veins get exhausted? And what do you do, when all nodes are exhausted? Rip out all smelters on the mining planets and rebuild them elsewhere? Have >10 mining+smelting planets running at the same time to never have to deal with exhausted veins? Remember, late-game you are using metal plates in the thousands per second. Of course you could set up smelting planets, but then you are back to transporting raw ores...
Have you got the big mining drills on max speed? There is a speed setting now!
Would reducing the warp distance from the 12au speed up the transport speed? How far away are the planets?
ohh, hellraiser planet
6:01 couldn't you just leave it over night while your on the planet and have your fleet protecting the planet in orbit? don't know how the fleet mechanic works exactly, I know that the fleet can orbit it with a setting I have seen it in another youtuber's video, but i don't know how they react to the dark fog sending vessels to the planet.
Weird how this just make me want to play Satisfactory
Playing while I watch :D
I'm sure they used this game to create the CV19 models 🤣🤣
Pointless comment
don't you bother with mods to improve performance?, my pc is almost definitely worse than yours but my frames in dsp on with hyperdense builds are still rock solid