Satisfactory

Satisfactory

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Obz3hL33t Jan 31, 2024 @ 6:18pm
Engineering Challenge: Velocity-Release Hypertube Accelerator
Construct a Hypertube accelerator that loops until you reach "critical velocity" when you break free of the accelerator and blast into the Hypertube segment.

I don't want to have to make any left / right inputs for the accelerator to release. Just enter the accelerator, speed hits critical, then *WOOMPH*.

The simplest version of this would be one that swings around, shoots you through several rings on a single pass, then sends you into the next branch of the network without looping. I want something better!
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Showing 1-7 of 7 comments
Fenix Jan 31, 2024 @ 7:44pm 
Update 8, killed them, I'm pretty sure if a new design was found we'd know about by now.
The standard Linear Design and the 3 entrance one, that requires input from you to stay in the tube, are the only one I know about that currently work.
https://steamcommunity.com/sharedfiles/filedetails/?id=3103407442
Last edited by Fenix; Jan 31, 2024 @ 7:45pm
Casurin Feb 1, 2024 @ 12:24am 
Originally posted by Fenix:
Update 8, killed them, I'm pretty sure if a new design was found we'd know about by now.
It did kill them but they are still possible. i tried making one and it just sometimes worked - didn't figure out what exactly caused that so just going with a design like you posted is better.
Imo hypertubes need some QoL changes like buildable junctions that don't require power like mad. (for when you first get them they do require a lot of power).
Fenix Feb 1, 2024 @ 3:07am 
Seems Direction the launch is facing plays a part
https://www.youtube.com/watch?v=fC2ZJUIxsYM

So I tested my blueprint
North and East require only taping right to leave
South and West, you have tap left to stay in the the tube.
https://www.youtube.com/watch?v=PCnGy7Xhyto
Last edited by Fenix; Feb 1, 2024 @ 3:07am
Obz3hL33t Feb 1, 2024 @ 4:15am 
I want a no-tap!

I was thinking of entrances that are angled so that if you're going fast enough an entrance with a "better" angle but further down can grab you away from the worse-angled but closer accelerator entrance. I don't have anything that works, though, or I'd be bragging instead of begging.

*looks around*
Lawn-Mower Feb 1, 2024 @ 1:05pm 
Somewhat off-topic, this may not be what you're looking for. I've forgone loops, and use battery powered priority switched hypercannon splitters. Enter at the point along the cannon for the distance needed.
https://steamcommunity.com/profiles/76561198039028676/screenshot/2245668864101777437/
Obz3hL33t Feb 3, 2024 @ 7:27am 
That's cool enough I'll have to try it. It's the classic, power-hungry cannon without the constant power drain.. Clever.
Lawn-Mower Feb 3, 2024 @ 11:33am 
Originally posted by Obz3hL33t:
That's cool enough I'll have to try it. It's the classic, power-hungry cannon without the constant power drain.. Clever.
Not my design, stole it (but built the blueprint).. https://www.youtube.com/watch?v=NWVPjsWqdLY
You can get up to an 8 way split - rows of 3 entrances top and bottom and 2 in the middle, but the placement is critical for a smooth ride (angle and distance from the straight cannon exit part). Built with 2 blueprints, 1 for the straight, battery and main switch, the other for the split and their corresponding switches.

The screenshot wasn't the finished version; I label based on where it's going, rather than 1, 2, 3, etc, it's S, SW, W, SE, etc with corresponding labelling for the the priority switches. Obviously that needs to be configured for each cannon, as they'll usually be different.
Last edited by Lawn-Mower; Feb 3, 2024 @ 11:45am
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Date Posted: Jan 31, 2024 @ 6:18pm
Posts: 7