Heat Sink synthesis should require materials not micro-resources.

Severity
Moderate

Frequency
All of the time (100%)

Time of occurrence
N/A

Date of occurrence
N/A

VR?
None / N/A

Location
N/A

Ship/SRV?
N/A

Ship Type
Asp Explorer

Commander Name
Rusty Dog

Description
Heat sink synthesis currently requires such things as Basic Conductors, Heat Conduction Wiring, Heat Exchangers and Proto Heat Radiators.

However, when exploring in deep space, heat sink synthesis can prove not only useful but can save your ship.
But as far as I'm aware you cannot find those resources out in the black.

So the requirements should be materials that can be found on planets, in the same vain as the requirements for AFM synthesis which correctly only requires materials.



Steps to Reproduce
Check synthesis tab and see requirements for Heat Sink synthesis

Additional files?
 
Not sure I agree. These are essentially spare parts. Stock up on some as part of preparing for a long journey. Heat sinks are used rarely in exploring.
 
Ok then the same can arguably be said for AFM synthesis. Heat sinks are infrequently used during exploration but running out can cost you your ship and I would much prefer to lose a Corvette in combat in the bubble than an Asp on the other side of the galaxy with millions of CR worth of data on board.

TBH I can't see what the disagreement would be for. How is it detrimental to have heatsinks synthesised from materials ? If FD had decided this from the outset, no-one would have said a word and for sure no-one would be saying that micro resources would make more sense.
So I'm supposing you are disagree with my arguments rather than that heatsink synthesis shouldn't be material based.
 
Well, I guess I have a hang up about the fact that exploration takes no preparation other than outfitting some modules.

In reality, you're going to be away from the bubble for months so you need to be self sufficient. That means spare parts, materials and consumables, especially life support & environmental control: water, oxygen, Lithium Hydroxide (CO2 scrubber), Hydrogen Peroxide, medical supplies, etc.

I can't help but think that FDev has thought of this since the consumables are available by mining ice rings. But its never been implemented as a requirement.

So I would expect the AFMU and some other synthesis require both raw materials and spare parts. And I'd like to see an implementation of some requirement for replenishing consumables.

Of course, all of those spare parts are stuff any pilot should be able to buy. Salvaging from blown up combat ships makes no sense at all.
 
God.. why you are all just like that.. this isn't a bug report, this is a feedback, doesn't supposed to be here, and add more work to QA !
However, I agree with your point there. just.. put that into the correct thread.
 
Well, I guess I have a hang up about the fact that exploration takes no preparation other than outfitting some modules.

In reality, you're going to be away from the bubble for months so you need to be self sufficient. That means spare parts, materials and consumables, especially life support & environmental control: water, oxygen, Lithium Hydroxide (CO2 scrubber), Hydrogen Peroxide, medical supplies, etc.

I can't help but think that FDev has thought of this since the consumables are available by mining ice rings. But its never been implemented as a requirement.

So I would expect the AFMU and some other synthesis require both raw materials and spare parts. And I'd like to see an implementation of some requirement for replenishing consumables.

Of course, all of those spare parts are stuff any pilot should be able to buy. Salvaging from blown up combat ships makes no sense at all.



So because of that hang-up, are you of the opinion that people should have to spend days hunting around for micro-resources for heat sink synthesis before they set out on their trip?
I'm not sure what you're referring to when you says 'spare-parts'.

Well simply, as heat sinks are used in long deep space exploration trips, their synthesis should be available from materials in deep space regardless of how infrequently they are used.
 
I think heat sinks should be something fairly rare, but achievable by either surface prospecting or mining in rings. Mercury would be a good choice, and possibly tungsten as well. This is going off the properties of the metals, not that realism appears to matter with synthesis.
 
I think heat sinks should be something fairly rare, but achievable by either surface prospecting or mining in rings. Mercury would be a good choice, and possibly tungsten as well. This is going off the properties of the metals, not that realism appears to matter with synthesis.

Exactly. Someting like this would be perfect. Although mining in rings isn't ideal because you don't necessarily want to have to carry a mining laser and refinery with you on an exploration trip.
 
I agree that requiring manufactured items is not a great choice and would rather only element material were used for heatsink synthesis. (Perhaps for limpets too, for repairs?)

[alien]
 
Aah, another case of "our ships will magically start falling out of the sky because this new feature we never had before isn't convenient enough"
 
I agree that the synthesis should be from materials, but I think that there should be some sort of module system so that you have to fit the components for synthesis.

That way, you have to select which recipes you want to have access to. It would also allow for an additional decision tree by having an expansion using Internal Components.
 
how do you explore? why do you need heatsinks for that?
i wasn going from sol > sagittarius > beagle point > colonia without any overheating

the only thing i need is the modul repair modul (don´t know it in english) for the fsd after using the neutron highway.
 
how do you explore? why do you need heatsinks for that?
i wasn going from sol > sagittarius > beagle point > colonia without any overheating

I would guess that you have not encountered a contact binary or more. It was possible to end up between 2 or more stars that are more or less in direct contact with each other. There have been reported deaths in the exploration community because of that, and the general consensus is that a heat sink launcher would have allowed the pilot to get out of the situation.

Here is an example:
koRp5aH.jpg


I flew through the closer star coming in. If I understand correctly, this is being addressed in 2.4, but that is rumor at this time.
 
Last edited:
I don't see a reason why 'ingredients' for heat sinks should be limitless. You don't need many at all and if you need a material you can't mine, better stock up before leaving.

As I keep repeating, space is far too benign already and keeps getting even friendlier to the player with incoming changes. If I'm not pleasantly surprised by Thargoid killer bees in 2.4...

Edit: crap, I see I could have just quoted others who wrote this same reply instead of typing.
 
Last edited:
I agree that the synthesis should be from materials, but I think that there should be some sort of module system so that you have to fit the components for synthesis.

That way, you have to select which recipes you want to have access to. It would also allow for an additional decision tree by having an expansion using Internal Components.

Terrible idea. Your way, it's straight back to the only viable ship for exploring being an Anaconda. No thanks.
 
Terrible idea. Your way, it's straight back to the only viable ship for exploring being an Anaconda. No thanks.

Not necessarily. As far as heat sinks go, I'm not sure synthesis will be used much at all. But if a module (or modules) would be a must have for deep space exploration, I wouldn't mind big ships having an edge. Currently they have none and Anaconda in practice means slow turn rate and is at a disadvantage. Which makes no sense, really. For LONG trips one should NEED a big ship that will be able to survive due to being able to carry all the necessary equipment. My opinion, naturally.
 
Terrible idea. Your way, it's straight back to the only viable ship for exploring being an Anaconda. No thanks.

I believe you misunderstand. You would have a standard amount of program slots for the synthesizer of any given ship; if you wanted additional choices, THEN you would have to invest in more storage banks.
 
Back
Top Bottom