- Joined
- Apr 13, 2018
- Messages
- 18
- Reaction score
- 18
you can (could? - may no longer be possible in 2.0) make them.Speaking of automatic salvagers, I wish for automatic salvaging turrets.
Ya I know that method.... Lso that method requires at least one actual weapon block for the turret to aim... And the salvagers are manually triggered and can use logic cycle.you can (could? - may no longer be possible in 2.0) make them.
set AI to "current target"
issue was you had to manually unload the cargo i think (long time since ive bothered).
You can also link your salvage ship's storage to its docking module, and link you station's storage to its docking module so that when you dock, the station storage autopull instantly pulls all of your ore out and into your factory system for no-touch processing.Perfect thank you all for the info you helped me get it to work
I wondered if you could replace the turret base block by an unload rail via the logic ?issue was you had to manually unload the cargo i think (long time since ive bothered).
Cannon with 100% stop was good for it I seem to remember. Never bothered with it beyond a short test though.Ya I know that method.... Lso that method requires at least one actual weapon block for the turret to aim... And the salvagers are manually triggered and can use logic cycle.
Possibly, though it would have to be a static turret then I'd think.I wondered if you could replace the turret base block by an unload rail via the logic ?
As Sachys said you can't use a rotating turret block as they can't be replaced with buttond. But an AI turret very much could be mounted on a load/unload rail and work. Though in this case you need to either choose asteroids small enough to fit within salvage beam range and 30 degrees of freedom that they have (was it changed?) or you need a big enough array to hit whole asteroid at once - though in this case you don't need an AI block.I wondered if you could replace the turret base block by an unload rail via the logic ?
Yeah, shape doesn't matter but it's usual to make lengthwise lines and form the outputs into a checkerboard for a denser pattern. You can do it other ways, eg with vertical lines that output at the top, each row a little higher than the row in front of it, and still produce a dense beam pattern when unfocused.And just to confirm- you can stack salvager beams in any configuration and it can equal one gun? for example I can create a tower of salvage blocks and have one protruding out one side and tell it to use that block as the firing location and it will equal the long straight salvager that would be created if it were a straight line right?
Is this for Dev? I've been waiting for news on what's happening with salvagers and must have missed it. 20 modules is enough for an efficient beam now or are you referring to the current release 18 module 9salvage/9pulse setup?With salvage beam needing less than 20 blocks to reach maximum power they are much easier to do now.
Sadly, turret axis cannot be converted into rails. If you want a rotating salvager you have to use logic and rail rotators. =/I wondered if you could replace the turret base block by an unload rail via the logic ?
It is for a 200+ version. Though they may have changed it but if I remember right there is no reason to have more than 20 blocks - game just won't salvage more per beam per second. They basically upped the power of the beam 5 times from old times when you needed 100-200 blocks. Also if my eyes is not mistaking me when looking at the config file - Cannon secondary is now inbuilt into basic beam.Is this for Dev? I've been waiting for news on what's happening with salvagers and must have missed it. 20 modules is enough for an efficient beam now or are you referring to the current release 18 module 9salvage/9pulse setup?
You prompted me to do some testing and you're correct.It is for a 200+ version. Though they may have changed it but if I remember right there is no reason to have more than 20 blocks - game just won't salvage more per beam per second. They basically upped the power of the beam 5 times from old times when you needed 100-200 blocks. Also if my eyes is not mistaking me when looking at the config file - Cannon secondary is now inbuilt into basic beam.
Yeah it's definitely 90 salvage modules cap in the current dev. Nets 82 grey hull blocks per firing. I've been testing all morning and looks like maximum number of 90 beams is around 286 - 290. Above that and you start getting fewer blocks per firing. So aim for 290x90 salvagers and you'll be raking it in.Yeah - salvage in dev is like it already has a cannon slave. Almost constant beam.
Not sure at all about the 20 module efficiency ceiling - my heavy miner is using lines of 50 as a compromise of pure convenience between an assumption of up to 100 module max effectiveness and the beam falling into negative integrity somewhere between 50 and 60 long in single file lines.