Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

We should sort out the 'double duty' that engineers do when a rocket is being both integrated & rolled out #2085

Closed
ppboyle opened this issue Jul 3, 2023 · 8 comments · Fixed by #2231

Comments

@ppboyle
Copy link
Contributor

ppboyle commented Jul 3, 2023

Either integration should pause, or rollout & integration should be slower, or engineers who do integration shouldn't be busy when a rocket is rolled out by no rocket is being integrated (we'd have to implement a maintenance fee for a rocket on the pad in a separate way)

@FioraAeterna
Copy link
Contributor

I think integration should pause during rollout and pad cleanup. Currently, because it doesn't, you effectively "lose money" if you're not building during either of these stages, which is a bit of a weird incentive IMO.

@Codelet
Copy link
Contributor

Codelet commented Jul 10, 2023

It feels a bit inconsistent that if we pay the salary to the engineers during rollout, why rollout also costs extra on top of that? If rollout cost is a cost we pay to someone else to do the job and then engineers should not take their full salary during rollout. Or there should be no extra rollout cost if we pay our engineers for that and then it makes sense to block them from integrating of course.

@NathanKell
Copy link
Member

Because launch costs are above and beyond salary & integration materials. They involve range clearance and operations, extra support staff, etc.

@Codelet
Copy link
Contributor

Codelet commented Jul 11, 2023

So launch costs could be a bit higher to not bother integration ppl with it and let them integrate as much as they need to :) Just thinking out loud.
I agree that blocking integration would solve the problem when the game punishes you for not queueing new rocket while rolling out, but it feels like a potential problem for heavy rockets where roll out can take considerable amount of time.

@Clayell
Copy link
Contributor

Clayell commented Jul 26, 2023

it feels like a potential problem for heavy rockets where roll out can take considerable amount of time.

I think that's a reasonable problem to have, as you only have a limited amount of engineers, and your engineers can't be focused on rolling out a rocket and building a new one at the same time

@lpgagnon
Copy link
Contributor

lpgagnon commented Jul 26, 2023

On the one hand, people focused on rolling out a rocket and the people building a new one will not generally be the same people - there maybe some overlap, but not complete. It seems perfectly plausible that the subset of staff involved in rollout is mostly disjoint from the subset involved in the initial phase of integration and both can happen concurrently.

On the other hand, it's also true that the entire set of people involved in a rocket's integration won't all be active all at once, and PLC doesn't attempt to model that, so it is peculiar that it sort of models it for integration vs rollout

@Clayell
Copy link
Contributor

Clayell commented Jul 26, 2023

On the one hand, people focused on rolling out a rocket and the people building a new one will not generally be the same people - there maybe some overlap, but not complete. It seems perfectly plausible that the subset of staff involved in rollout is mostly disjoint from the subset involved in the initial phase of integration and both can happen concurrently.

On the other hand, it's also true that the entire set of people involved in a rocket's integration won't all be active all at once, and PLC doesn't attempt to model that, so it is peculiar that it sort of models it for integration vs rollout

True, but considering how plc currently models rollout times based on engineers, then I think my point still stands

@isturdy
Copy link
Contributor

isturdy commented Jul 27, 2023

One argument for blocking integration during rollout regardless of realism: it greatly streamlines the gameplay loop for anyone who won't feel bad about losing a few minutes of engineering time during launch (for sounding rockets and LEO contracts where success can be determined quickly, which is quite a few) but would care about wasting a few days during rollout. If the launch fails, you can build a replacement immediately without needing to resort the build queue; if the launch succeeds, you can see the contract parameters of the next stage of a repeatable without reading the game configs or test against the actual contract implementation without save/cheat-complete/load. The advantages fall off as mission times increase, but I think it could help accessibility in the sounding rocket era.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging a pull request may close this issue.

7 participants