
Inspiration
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Posted - 2011.02.05 19:38:00 -
[1]
Originally by: Minamel Edited by: Minamel on 05/02/2011 07:51:23 The problem is that a 500m¦ link for 50.000 units cant transport 50.000 units because he "thinks" 50.000 is something like 80.000 or more.. Thanks to a weird dev explanation that makes no sense at all this is called working like intended.
But what is a 80.000 unit link? There is 500m¦ and 1000m¦ nothing between. So for an average of 12.000 units per hour it could be that you need 1000m¦ links maybe with a 4 hour cycle (wtf how long is your programm) an even bigger link could be nessecary. But after the patch it should show if it is overloaded.. Maybe reroute all connections and check all your linksizes..
But could it be that your extraction is very low? Your picture is to small to see but it looks like2271 Units average production per hour? (Programm Window bottom right) You need 12.000 per hour for two p1 fabs so try to lower your programm lenght. Dont look at the numbers in the link they are wrong and have nothing to to with your numbers.
If on the ECU program, the max (peak) extraction output per hour below 50k units and for the most part above 25k units per hour, then by all means upgrade a link to level I. You at least get the amount you counted on and won't overflow your launchpad. This latter thing can be an issue when you use one storage for both final product as well as the mined resources when the mined resources suddenly go all out of proportion and occupy space needed for processed materials. Similar, if you use 2 ECU, think about each not exceeding the 25k units per hour, so you don't have to upgrade the links. You got to play in order to avoid nuggets tho, you know those brownish spikes usually at the start of a program.
And what the dev meant by dynamic nature is that a hotspot can suddenly appear at a site you are mining at, increasing your output per hour considerably and almost certainly maxing out your links capacity. This unplanned increase in output is that is represented by the high number of materials to route from the ECU. Most of it is virtual tho, and will never actually happen! But if you got spare storage space and powergrid to upgrade your line, by all means, it doesn't hurt to be prepared when a nice surprise hits you :)
And in case you don't know, you can type in the number of units to route from your ECU. If your ECU program runs on cycles on an hour, the maximum for an non-upgraded link is 25000 units. For a half hour cycle time, its 12500, etc. The system works quite well I have to say, and PI interface is one of the best thought out and implemented in the game, if not the best! And while it can take a lot of time to set something up right, it can be done very quickly as well if you are willing to go a little sub optimal!
ECUs can be abandoned and a new one build if needed for cheap and links cost nothing at all, so tethering is a viable option. Another option is using two launchpads, spaced apart, connected by 1 non-upgraded link. Put 3 or 4 basic facilities around each, and depending on where you find the best resources, put a ECU next to one or both of the launchpads. Route 25000 units per hour over the link if you got PG to run one, and store the remainder in the launchpad next to the ECU. Well you get the idea, be creative on how you use ECU and links as these are cheap and very dynamic!
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