this post was submitted on 09 Dec 2024
95 points (100.0% liked)

Factorio

1134 readers
4 users here now

A Lemmy community for the game Factorio made by Wube Software.

Rules

founded 2 years ago
MODERATORS
 

Part of our adventures making minimum viable transport ships. This thing barely works, moves slowly, can't fire at many asteroids, only sorta supplies enough energy. It gets where it needs to eventually though and includes the most important space ship feature: Blinky lights

you are viewing a single comment's thread
view the rest of the comments
[–] [email protected] 4 points 1 month ago (1 children)

How quickly are you switching between recipes on the chemical plant?

Is it long enough for fuel/oxidizer imbalance in the thruster and how does that impact thrust efficiency?

[–] [email protected] 5 points 1 month ago (1 children)

It makes whichever one is lowest in the tanks which means it usually switches each time the recipe completes, and periodically for water

It seems to have an internal bias for more fuel than oxidizer but the engines run near constantly and the imbalance can't cause a backup so I'm not worried about it. I don't know anything about thrust efficiency

It goes around 40-50km/s between Nauvis and Gleba

[–] [email protected] 4 points 1 month ago* (last edited 1 month ago)

Well sorry for sending you down this rabbit hole, but thrusters get more efficient the less fluid is in their internal reserves ;)

There's a table on the wiki page detailing how internal fluid reserve impacts thrust and efficiency.

I've omitted the fuel tanks in my newer designs. Tweaking the chemical plant output with modules is an easy way to hit the desired efficiency point. Although it's probably not that easy when you have only one single shared chemical plant.