A list of puns related to "Fuel Pod"
Any music nerds here? Seems the devs have programmed in some complementary hammering cadences for us to enjoy.
Most commonly I think I hear a 4:3 polyrhythm with two hammers, when a 3rd/4th get added it sounds more like an electronic drum beat lol.
https://preview.redd.it/htk9cuhbuw781.jpg?width=1920&format=pjpg&auto=webp&s=365d8336ef71463fe7b9139a1d3eb5716a6468a6
I just got rid of my Carrack for an Odyssey. I loved the Carrack but since I'm more about the money part of exploration rather than the exploration part of exploration the Odyssey fits my needs better.
That being said I bought a CCU from a Starfarer to an Endeavor. I already have one endeavor that will be dedicated to science and research. I want a second one for a mixture of purposes even if it can't refuel other ships. I have another ship I can upgrade to a Starfarer if I have remorse.
I know information is limited but my question (maybe for a future answer) is will either the Odyssey or Endeavor be able to refuel other ships? My guess is no for the Endeavor but yes for the Odyssey considering it can carry a smaller ship and is meant to stay out.
Yeah. Still trying to get it, but it sure is kinda fun to hold that and get the feeling that you aren't a total space badass, you're just as human (or squishy flesh bag) again as everyone else.
I often launch my transport pods with enough resources (steel + components + fuel), as well as a builder colonists so that when they are done at their destination, they can build themselves a launcher and launch back home.
For the purposes of launching the exact amount of needed fuel with the transport pods (in order to prevent wasteful future launcher just to deliver more fuel to stranded colonists), how is it possible to know how much is needed for a certain distance?
I tried launching one pod, seeing how much fuel was used, then using that in my calculations but for some reason that didn't work. I also tried using the "set refuel amount" menu to see how much fuel would be needed, but then I would have to manually calculate the tiles distance between my source and destination, which isn't ideal and can sometimes be wrong (especially over longer distances).
So many different pods, they all come onto market, and then fade away, perhaps its just another way that manufacturers get you to buy revision after revision however that didnt stop tank, rda, etc sales. I think it would start a much better coil war.
My apoapsis is 1,800,000m and my periapsis is 110,000m. I am out of fuel. Am I screwed? I ask because I am not prepared for a rescue mission, and this is the first successful orbit as far as the game is concerned. I want to get credit for the mission.
Just give it to me straight, doc. Am I screwed?
Since we have the mechanic for pipes already, why not include this? It isnβt a huge change but it would make the refueling feel more βrealβ and would give a quick route back to the pod if the cells land in a weird/awkward spot.
On fuel Javelins, the fuel pods come in sets of 3 that are connected but submitted separately. But once you take them off the ship, how do you split the pods apart? The grapple can't pull them apart. Detaching 1 pod from the ship & tethering it doesn't work. Obviously you can't use the laser or explosives. Best trick I've tried has been to tether the middle tank so that the set is parallel to the barge where they magically separate and drift into the barge. Would detaching the pods from the ship and tethering the pods in opposite directions work? It seems like that would cost a lot of tethers that I'd need for other parts of the ship.
It has been my observation that this phenomenon takes place intermittently when you have moved the chunk of hull it was attached to.
So if you detach them before disconnecting the hull sections from the rest of the ship, you minimize this problem. Whats more, if you get them out of the ship and down to the green receiving area, without having moved the rear hull sections, you don't experience this problem at all.
Sometimes, when the bug occurs, you may notice that as the pod is acted on by physics forces, it will begin to move relative to an invisible center of mass or origin.
Having done extensive development in Unity3D, My guess, is that the bug takes place when the pod is detached from the hull. In that process, the Rigidbody isn't getting its center of mass recalculated and/or it's parenting isn't being set correctly. So as the physics forces act on the Ridgidbody, the pod moves in local space to its now messed up understanding of where its parent transform is located.
This is my best guess based on seeing exactly the same sort of thing happen in a VR game I was making a year back. Hopefully the devs get this fixed soon because it has caused me to rage quite so many times....
As a practical matter, for players, if you want to avoid the issue, disconnect the pods before cutting the cut points on the hull panel they are attached to, as long as that hull panel hasn't moved before the pods are deposited, you shouldn't run into that issue.
Just solo'd a deep dive and the game spawned a bulk detonator immediately on point and I couldn't kill it fast enough. It killed me 4 times in a row cause it would just spam the explosion as soon as I spawned. If I left the area, the bar would start depleting.
This isn't fun. This is stupid. Please prevent these things from spawning or spawn them far enough away so I have a chance to actually kill them.
edit: Someone made a great point. They're fun when you're with a team. Solo they need to be tweaked or removed because there's no way to divide their attention.
The company is looking into the possibility of using this method of commercial aircraft propulsion. Airbus has launched new studies to determine the scalability of a hydrogen fuel cell propeller pods configuration for use on zero emission commercial aircraft... READ More
http://www.hydrogenfuelnews.com/hydrogen-fuel-cell-propeller-pods/8542411/
Please note that this site uses cookies to personalise content and adverts, to provide social media features, and to analyse web traffic. Click here for more information.