Tips, Tricks, and Newb Questions!

Good point.

Nope. I just raid a bunch of houses and practice my sewing, and, well, here are a few more notes:
-long underwear bottoms and tops
-two pairs of wool socks on the feet underneath combat boots or the like
-two pairs of glove liners on the hands
-if you need more warmth on the legs, try switching from a trenchcoat to a duster (also, wear sleeved ones to keep your arms warm)
-hoodies are torso-clothing-layer storage and also a lot of warmth
-a nice wool scarf for the mouth, over a bandana
-knit or wool caps on the head, and you can double up on them
-if you find neoprene arm sleeves or leather corsets, hold onto them; they’re not craftable but are good warmth/protection for their respective parts and layers

You might notice that most of the above items are craftable, and in my experience, aren’t too uncommon. A wool allergy will force you to use a knit scarf instead of a wool scarf, granted, and it’ll hit your feet the hardest, since wool socks are so great and nothing else really comes close for that slot, so you might actually have to wear, say, fur boots in that case.

The thing about mutated limbs does stand, though. I suppose if you’re an octopus you might want to dabble in some of the furry critter serums to become a furry octopus, and if you’re becoming a bear and roll huge mutations you’ll want to make a beeline for the furry stuff if you don’t already have it (thankfully, it’s right in your geneline), yeah.

Does the size of your wheels change your maximum speed?

If you’re talking about the 29", 18", ect, then no.

If you’re talking about the 29", 18", ect, then no.[/quote]
Damn.

Ok, just updated to the newest experimental. Suddenly my vehicle (a trunk, extra light frame, pedals, a seat, controls and horn) has 0 acceleration?! Why would this be?

If you’re talking about the 29", 18", ect, then no.[/quote]
Damn.

Ok, just updated to the newest experimental. Suddenly my vehicle (a trunk, extra light frame, pedals, a seat, controls and horn) has 0 acceleration?! Why would this be?[/quote]

What wheels are you using on that vehicle? Maybe they fixed some exploit with mysteriously hooking foot pedals up to casters.

If you’re talking about the 29", 18", ect, then no.[/quote]
Damn.

Ok, just updated to the newest experimental. Suddenly my vehicle (a trunk, extra light frame, pedals, a seat, controls and horn) has 0 acceleration?! Why would this be?[/quote]

What wheels are you using on that vehicle? Maybe they fixed some exploit with mysteriously hooking foot pedals up to casters.[/quote]
Casters… I’ll replace them now.

So, I have a friendly blob from a goo canister. Is there a way to make sure it isn’t rammed to death when I drive the vehicle it is in?

Yes, but not directly.

Acceleration depends on your car’s mass and dynamics coefficients. Mass coefficient increases with wheel area (good), but dynamics decrease with it (bad).
A good balance depends on how heavy is your car - the heavier it is, the more wheels it should have. Cargo weight counts too.[/quote]

Same applies to all sorts of vehicle speeds.

There is one exception: muscle-powered cars have a cap dependent on weight and your strength. If you don’t have enough strength, the acceleration instantly drops to 0.

[quote=“Coolthulhu, post:6369, topic:42”][quote=“Coolthulhu, post:6334, topic:42”]Yes, but not directly.

Acceleration depends on your car’s mass and dynamics coefficients. Mass coefficient increases with wheel area (good), but dynamics decrease with it (bad).
A good balance depends on how heavy is your car - the heavier it is, the more wheels it should have. Cargo weight counts too.[/quote]

Same applies to all sorts of vehicle speeds.

There is one exception: muscle-powered cars have a cap dependent on weight and your strength. If you don’t have enough strength, the acceleration instantly drops to 0.[/quote]

As elegant as that is, it actually fails to provide any help in determining the wheel size for my vehicle. I’m still left with having to try out the wheel to see what it does.

Any chance you might be able to go into it in enough detail, so it would help me to determine (even roughly) the size and number of wheels I should stick on a vehicle weighing X kg empty and Y kg fully laden?

Mass coefficient is: 50 / ( 50 + ( total mass / (8 * total wheel area ) )
Friction coefficient is: 1000 / ( 1000 + total wheel area )
Total coefficient is mass_coeffriction_coefaerodynamics (aerodynamics don’t depend on wheels)

Area of a single wheel is wheel size * wheel bigness / 9
Bigness is the thing you see in item’s name (22", for example).

Weight is in kilograms.
Total mass is the weight of the vehicle and all passengers (81.5 kg for the survivor). I was wrong about cargo: it doesn’t seem to count.

Simplified formula seems to be: 50000/( (1000+wheels)(50+mass/(8wheels) ) )

You generally want less wheel area rather than more. For example, the military cargo truck I tested that spawned with ten 29" armored wheels got its max stats with just one of them (total wheel area: 64) and casters to provide stability. Without extra wheels, it weights 2250 kg, so it is not a light vehicle.

Anyone knows how the UPS CBM compares to Power Armor Interface MK1 and MK2 when it comes to running a suit of Power Armor?

Mass coefficient is: 50 / ( 50 + ( total mass / (8 * total wheel area ) )
Friction coefficient is: 1000 / ( 1000 + total wheel area )
Total coefficient is mass_coeffriction_coefaerodynamics (aerodynamics don’t depend on wheels)

Area of a single wheel is wheel size * wheel bigness / 9
Bigness is the thing you see in item’s name (22", for example).

Weight is in kilograms.
Total mass is the weight of the vehicle and all passengers (81.5 kg for the survivor). I was wrong about cargo: it doesn’t seem to count.

Simplified formula seems to be: 50000/( (1000+wheels)(50+mass/(8wheels) ) )

You generally want less wheel area rather than more. For example, the military cargo truck I tested that spawned with ten 29" armored wheels got its max stats with just one of them (total wheel area: 64) and casters to provide stability. Without extra wheels, it weights 2250 kg, so it is not a light vehicle.[/quote]
Thanks.

I’m not sure I fully get the area of the single wheel area though. Since IIRC, wheels only give one dimension in the description (and possibly a description such as “small” or “wide”) and the formula you provided for it requires two. And furthermore, which units do the wheel dimensions use?

PS. I know that the magic number in your example is 75

The new vehicle menu shows size when you try to install a wheel. It displays “wheel size”, which is an inherent trait of the wheel type (wide, armored etc.), while you can look at an item to find its bigness - for example, wide wheel 23" has 23 bigness.

Per-wheel area is: size * bigness / 9
This is counted on floats (no lost values due to rounding), but then the final value is truncated to integer, meaning that if size*bigness<9, the wheel doesn’t add any area (casters, for example).

If my math is right, the optimal total wheel area is ~3.5 * square root of mass (in kilograms).

The new vehicle menu shows size when you try to install a wheel. It displays “wheel size”, which is an inherent trait of the wheel type (wide, armored etc.), while you can look at an item to find its bigness - for example, wide wheel 23" has 23 bigness.

Per-wheel area is: size * bigness / 9
This is counted on floats (no lost values due to rounding), but then the final value is truncated to integer, meaning that if size*bigness<9, the wheel doesn’t add any area (casters, for example).

If my math is right, the optimal total wheel area is ~3.5 * square root of mass (in kilograms).[/quote]

I assumed that “mass_coeffriction_coefaerodynamics” has its peak value when “mass_coef*friction_coef” has its peak value, if “aerodynamics” is constant.
Then set the mass at “2250” and plotted the values. They peak between 74.995 and 75.005. (Started doing the calculations on paper and then realized “I don’t want to.”)

OK, yet another vehicle question. What do solar panels require to power up a storage battery? I have two solar panels on two connected frames with a storage battery, controls and a minifridge on one tile and only the solar panel on the other. This is the whole car. Perhaps it is that it is only day 18 in a 91 day spring, but I would expect SOME charge from 2 days of sitting outside.

Solar panels are very slow at recharging batteries at the best of times and are heavily crippled if the weather is not clear or sunny.

Storage batteries hold monstrous amounts of power. There most likely is some charge stored up, it’s just the display is rounding down to zero.

Some solutions involve:

[ul][li]Crafting and dumping conventional batteries into it[/li]
[li]A lot more solar panels and many many days to charge[/li]
[li]Some alternators hooked up to an IC engine[/li][/ul]

Oh. Well, ok. I have more solar panels anyway.

Do animatronic monsters have their own spawn pool, or do they statically spawn with everything else

They are from a mod, so best ask in the mod section. But they never respawned for me after I cleared them out.

So my character found a chemical reference in a FEMA camp, and now i know how to make Mutagen, but i need an item with Chemical making of atleast 2, so what items have that? I havent found any yet.