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That might be doable to add in. Stay tuned, just working on some bugs of other things for now.
Assume you dont change any defaults.
What you will see a max tourist per rocket of 20 or the rocket max, which ever is smaller.
So Assume 20.
Assume you have the tech for the rocket and it can carry more than 20.
What happens is the rocket once tourism starts will go pickup a max of 20 tourists, deliver them and then wait to recall them.
Even if you assume you had a few before already on the planet, they too will leave when ready.
The Max tourists if for pickup not recall, so say you had 10 on planet alrmost ready to go, the rocket went and got 20 more and by the time it arrived the 10 want to leave.
The will board and the new ones enbark. the 10 will be brought back to earth and then the rocket comes back to wait for the 20 since 5 sols havent passed yet from the time the second batch arrived.
All this can now be controlled in the mod confiig options. If you leave the default, then within one or two rockets you should have no more than the max defined pickup tourists.
It not a hard number so you could go get more tourists or two rockets etc. but you can play with numbers in mod config.
You just always want to have early depart turned on.
If this doesnt work for you for some reason I can go and code up a hard stop, but you run the risk of not getting more tourists. That would need to be an option defaulted to no that you would need to change.
Try it out as is and report back your thoughts and experience.
I have a dome full of tourist accommodations. I recycle the "tourist" rocket as fast as I can refuel it, to maximize income. The problem is that I don't want to overfill that dome - so what I need is a calculation when bringing more tourists that predicts how many will be ready to leave when it touches down, subtracts that from the current number of tourists, and loads either as many as will fit or just enough to fill up the dome after the landing. Also, I have to rremember to manually launch the silly thing to keep it in flight.
I can see how using this mod keeps the calculations much simpler, but also really reduces the ROI. With just one tourist rocket and this mod, the maximum tourists on Mars is one rocket load. With just one continually cycling tourist rocket, the maximum is higher - maxing out at rocket capacity * (5 / round trip time in sols).
So, basically I guess that we're thinkng of a vastly simpler mod that would be more profitable - let all the basic game mechanics run normally, just flag a rocket to turn around as quickly as it can, but limit the tourists loading on Earth to fit the target number on Mars.
You can nominate an unlimited number of rockets to be tourism rockets.
But say you just want the one rocket and more tourists than one rocket load at a time.
You can lower the voyage wait time and the rocket will go get more tourists faster than the current tourists are ready to leave.
At one sol voyage wait time (the minimum) this does present a maximum of 5 rockets worth of tourists at any given time on the planet from that one rocket, which will be really busy shuttling tourists.
Also keep in mind there is a rocket travel time which you can change with the right tech research.
The travel time will cause you to think about how many tourists will return when a late rocket arrives.
I can add code to limit the maximum tourists on the planet to whatever you want, but in reality it can be controlled by just thinking about how travel is affecting your business.
Let me if the option to lower voyage wait time works for what you want.
Keep in mind that option only takes affect the next time the rocket is off world. So changing it while the rocket is on planet you would need to wait one cycle and its in effect. You can change it as much as you want while the rocket is in travel.
Last note you can up the maximum of tourists per rocket in mod config (as well as change voyage wait). Rockets take up to the maximum that can fit in the rocket, governed by the rocket capacity or 20, whichever is smaller. You can change that 20 to something more if you have a rocket tech that grants you more.
Is that a little clearer described?
Yes, thats assuming I create code to set a maximum on planet tourism limit.
Is that even needed now that you understand the voyages?
If not then I can investigate making some code alterations to do what you wanted.
I initially chose 12 hours to prevent abandonment of tourists that just too long to reach the rocket.
The first part I'm not understanding what the ask is, force boarding delay. Can you explain that?
Can you make an option to just fill the rocket like a normal passenger rocket please?
But I can make a mod config option to set preferred types of passengers.
List all the traits you want in the "perfect tourist".
What I'll do is look to fill a rocket with those, and backfill with any ordinary tourist if not enough of those.
It will be an option in mod config reborn on as default but selectable.
I thought there might be an easy way to just launch the passenger rocket "normally" instead of doing your special thing, but if that's not so then it's not that important I guess.
If you have at least one Rocket automated and using a landing pad. (pad optional but recommended)
Put another pad right next to the automated rocket.
Then manually choose your tourists the way you want on the second rocket.
They will only leave on the automated one.
Just keep an eye your homes and services since now you got one automated and your adding more manually.