Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
it seems as you already said, the cokers provide more fuel than the crakers,
and it seems as the order in which you place them doesnt matter at all too
supercharges are only helping the efficiency at low RPM though,
you could always go sneaky breeki and load up one of the bigger faction ships and prefab that Fuel Processor, just in case
Even then, I kinda just want to min-max my refineries right now, since they're here to stay.
Then again, the coker spam seems to be the best way of handling things right now. It's just annoying that all of those flare thingies are melting my GPU that heavily.
I tried out a setup that had only crackers, giving me 600 fuel per 17 seconds.
Trying out just cokers gives you 800 fuel per 16,3 seconds. The gap is only growing the bigger your refinery gets. Just using ONE cracker in combination with a bunch of cokers seems to multiply the output, but puts a heavy toll on the overall fuel per sec, so it's pretty much a no-go.
Also, superchargers do improve the efficiency at high RPM rates, but not that much. It still helps a lot with huge engines, though.
And yes, I always deactivate my shields when no enemies are around, but the fuel problem still persists when you heavily use fortresses, airships and the like.
I'd just love to build one huge, ever-expanding multiblock monster that sates the fuel demand of an entire faction, but with the per second cap, that's not really possible.
This hard cap on the fuel per second that you can get out of one refinery is obviously 100 fuel per 10 oil per second, which you get if you just plop down the still and nothing else. Of course it's impossible to afford that after a while, and having to build all refinery stuff at sea level makes it even worse when you need more than just the stills to make ends meet.
Dedicated helli blades use neither power nor fuel to opperate and you can get to about 350m altitude (unpowered) and about 15-20m per second forward velocity with them too. So if you want to save of fuel a hover fleet is the way to do, not sail boats XD
If you power the heli blades you can get to almost 500 easily (I have no skill levels set to improve this) >.>
http://steamcommunity.com/sharedfiles/filedetails/?id=572443439
http://www.fromthedepthsgame.com/forum/showthread.php?tid=13270
They got all sorts of engines on it for people to look over and learn from, or even to make pre-fabs out out of.
If you got the space, you could use a lot of their high efficiency engines to help make a fuel refining platform more fuel efficient.
They have a few engines that can easily get upwards of 400-600 power per fuel if you don't mind a 'lot' of high efficiency engines set to run at lower outputs.
Or you can just use it as a basis for learning how to design your own large scale high efficiency engines.
Also, making a structure on land for oil refining. No need for power for anything besides oil refining, no need about weight or buoyancy or anything.
It would be easy to pre-fab such a platform. Just make a 'foundation' on land to slap the pre-fab onto when you need to set up another refinery closer to your front lines.
I personally like to make larger refineries that focus on efficiency, at which point I don't mind slower production speed since I don't need as much oil to make fuel.
However, if there was sufficient surplus of oil, I could see using a few basic (nothing added) oil refineries that simply focus on output at the expense of efficiency.