Difference between revisions of "Connector"

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While mass seems to have only a minor amount of impact, a smaller ship for example trying to escape from a large ship with small amount of mass would require that the smaller ship have a greater amount of acceleration as it is quite literally ... pulling the larger ship with it.
 
While mass seems to have only a minor amount of impact, a smaller ship for example trying to escape from a large ship with small amount of mass would require that the smaller ship have a greater amount of acceleration as it is quite literally ... pulling the larger ship with it.
  
Acceleration seems to be the primary factor. With testing, it has been estimated that a small ship needs between '''1.1 m/s''' and '''1.3 m/s''' acceleration power to escape from a static connector. To get an example of ship, the default constructor ship (with 4 small thrusters) is capable of moving away from the connectors on its own.
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Acceleration seems to be the primary factor. With testing, it has been estimated that a small ship needs between '''1.1 m/s''' and '''1.3 m/s''' acceleration power to escape from a static connector. To give an example of ship, the default constructor ship (with 4 small thrusters) is capable of moving away from the connectors on its own.
 
[[File:Connector14.jpg|none|thumb|175px]]
 
[[File:Connector14.jpg|none|thumb|175px]]
  

Revision as of 04:13, 4 September 2014


Connector Icon.png
Large Ship Icon.png
Large Ship / Station
Connector
 
Components
Required

 

 
 
8
 
 
Mass (kg):
0
 
Integrity:
0
 
Build time (seconds):
35
Connector Icon.png
Small Ship Icon.png
Small Ship
Connector
 
Components
Required

 

 
 
6
 
 
Mass (kg):
0
 
Integrity:
0
 
Build time (seconds):
25
 
Idle Power Consumption (MW):
.00005
Small ship connector (left), and a large ship /station connector (right)
Angled view of the small ship connector (left), and a large ship /station connector (right)

Function

The connector has many functions. It can transfer items, eject items, and transfer energy. It also has a final interesting function in that it has a small magnetic pull in front of it. If another connector moves in front of it, they will start to pull each other at about 3 meters. The connector will then hold each other in place half a meter from each other.

Placement

The connector may be placed where the placer wishes. It takes up 3x3x2 blocks on small ships, and one block space on large ships / stations. Both connector types have large conveyor ports on the back. However, the small ship version has small conveyor ports on all its sides.

Usage

The connector provides many useful functions for the player(s) to take advantage of. The interface of the connector is simple, and an explanation is provided below.

Collector Interface
Throw Out This toggle tells the connector to eject items out from inside its inventory
Collect All This toggle tells the connector to retrieve items from the Conveyor Network, and places inside its inventory
Lock This tells the connector to lock itself with another connector
Unlock This unlocks the connector from the other connector

Item Ejection

While capable of transferring items, it may also eject items as well. This does not require another connector, and it may do it at any time. As the items eject, it also applies a small amount force of 1 m/s that pushes the items away from it.

  • To do this, the player must first set Collect All to Yes. This tells the connector you wish to pull items from other inventories to its own.
    Connector11.jpg
  • After the connector is set to collect items, under throw out, set to on
Connector10.jpg

Docking

Before item transferring can occur, the player must first connect a connector with another. Item transfer cannot occur in any other way.

  • To dock, the player must guide the ship so that both connectors are aligned. Then approach the connectors slowly towards each other.
    Connector13.jpg
  • When the player is close enough (3 meters), both connector lights will turn yellow, and a noticeable force will occur as both connectors will start to pull each other until a distance of 1 meter or so is between them. After which, the player must hit the docking/latch button (see Controls) to make a connection.
Note * If the ships mass is too large, the force of the connector will be neglected and be unable to pull itself towards the other.
Connector07.jpg
  • Once successfully docked, the indicators on both connectors will turn green, informing that a connection between both ships/stations has been established.
    Connector04.jpg
Note * While the player can dock at any point, it is recommended that the connectors be allowed to pull each other and settle at 1 meter from each other. This can prevent a smaller ship from being instantly pulled towards the connector; possibly causing damage.

Item transfer

The primary function of the connector is to allow ships/stations to transfer items items between each other. This can be done when two connectors are locked onto each other. Once docked, the player may freely transfer items between ship to ship, or ship to station. For information regarding multiple grid menu information, see Multi Grid Menu.

Note * If you connect to a ship/station with a powered Refinery or Arc Furnace, it will automatically pull ores from your ships inventory once connected.

Energy Transfer

An interesting feature the connector has when docked is that it is capable of transferring energy. This means that a smaller ship for example may dock with its larger one, and be provided with power. It allows for example Batteries on a smaller ship to be recharged from another ship/station.

Undocking

Since the release of the connector to the most recent update (Update 01.045), the strength of the connectors pull has be significantly reduced. However, there still is quite a significant amount that may cause some designs to have trouble escaping, or causing damage while doing so.

Below is a list of useful tips on how to undock from a connector.

Turn Connectors Off

The simplest solution if you are unable to escape a connectors grasp is to turn off the connectors, therefore disabling their ability to "pull". However, there is a bit of confusion as to how to achieve this. To clarify, the steps will be listed below.

  1. Make Sure you are docked (Green indicators)
  2. Go to the Control Interface menu, and locate the connector your ship is attached to
  3. Once you locate the connector your ship is attached to, switch it off so that it is no longer powered
  4. Find your ships own connector, and switch it off as well, so that it's also not powered
  5. Undock by clicking the docking button (default P) to disconnect both connectors
  6. Give it one second for both connectors to realize they are not powered
  7. You are free to leave the area now, and will notice that both connectors are not applying any pull.
Note * If your station/ship has an antenna, you can remotely turn back on the connector.

Thrusting power


Content below is subject to change


Most ships with acceptable amounts of thrusting capability are able to escape a connectors "pull". However, even some very large ships can have difficulty moving away from the incredible force that connectors have. There appears to be a lot of debate regarding the amount of acceleration needed to pull away, however, it appears to depend on two factors:

  • Mass
  • Acceleration

While mass seems to have only a minor amount of impact, a smaller ship for example trying to escape from a large ship with small amount of mass would require that the smaller ship have a greater amount of acceleration as it is quite literally ... pulling the larger ship with it.

Acceleration seems to be the primary factor. With testing, it has been estimated that a small ship needs between 1.1 m/s and 1.3 m/s acceleration power to escape from a static connector. To give an example of ship, the default constructor ship (with 4 small thrusters) is capable of moving away from the connectors on its own.

Connector14.jpg

Examples

Connector05.jpg
Connector09.jpg
Connector03.jpg