u/Mixter_Master

1,939 post karma · 16.7k comment karma · joined Jun 2015

Mixter_Master

If they take away my ability to limit the feed to only what I subscribe to, I will ditch the platform exactly like every other algorithmic feed. I don't want suggestions. 

I've curated the feed I want, and don't need a slop algorithm trying to add whatever it's being paid to add. 

Mixter_Master

I recently embarked on a self imposed side quest to measure the atmospheric density of the planets, and geez, I knew pertam had a thinner, smaller atmosphere, but was shocked by how quickly it drops off at higher elevation. 

The pressure is only at 1 bar at the very deepest point of the trenches. By the time you are at ground level, it's only ~75% density, and about 150m above ground level is ~50% density. By ~750m above ground level, the density is like 3%.

Mixter_Master

Personally, the prototech components are what kill it for me. My first thought was making a printer based missile swarm to create a proximity stun effect around a ship, like print, launch in set directions, thrust override for 5 seconds, inertia dampeners on, and deploy emp effect. That would create as dense of a ring as you configure as a counter to giant drone swarms. 

Can't do that with prototech. If it were super uranium and platinum expensive, that could be fine, but prototech makes the block hard to use. 

Mixter_Master

https://www.lttlabs.com/products/power-supplies/lianli-eg1000

Not the exact same unit, but the next model up for wattage didn't pass muster. In that price range, I'd consider looking into alternative PSU options.

Mixter_Master

Agree, though you can occasionally find REALLY good prices on RX 7600 cards that make them entirely worth it. They are just old enough, and just pedestrian enough to get pulled out of pre-builts and flipped for unusually cheap. 

I've got one paired with an i5 12400, and it's a great match. 

Mixter_Master

Does it work standalone on the frame? I've got it from the olden days, but stopped playing after tripping on the cords of my CV1 too many times lol. It seems like one that would do well standalone from what I remember 

Mixter_Master

The wheels feel functionally useless without the ability to adjust their parameters like SE1. Everything is underpowered and sluggish. 

Mixter_Master

The only reason I didn't finish the game originally was instability and crashing in the later chapters. I don't care about the updated graphics as long as the crashing is solved

Mixter_Master

Shit, really? I used to listen as it was coming out in years 1-3, and am in the middle of year 2 of a re-listen on YTM. Does it really stop in year 5? That would be supremely disappointing -_-

Edit: from their website, it looks like the current episode, 296, is on YouTube. If it's on YTM in podcast form in a playlist, I haven't looked yet, but it DOES exist on YouTube, which should still be properly ad free on with premium, even if it's not on the proper YTM podcast player

Mixter_Master

Obtain YouTube Premium. Listen on YouTube Music. No ads. 

Mixter_Master

Raining in the Valley 

Mixter_Master

I've got a lot of time optimizing sorter systems, and have got it more or less solved. Each sorter gate requires 2 timers, 2 input and 2 output sorters to address different edge cases. 

To get the desired product in and out of the container, the first input output pair of sorters have a whitelist of the approved cargo. 

To push out incorrectly deposited cargo, the second output sorter has a blacklist that matches the whitelist of the approved cargo. This one typically is in drain mode. 

To enable an override mode, allowing free access of any cargo and bypass the sorters, a second input sorter is added with no whitelist or blacklist. 

After that, a pair of timers toggle the on/off and drain on/off states of the four sorters to toggle between drain mode, passive mode, and override mode. 

More detailed setup instructions in the Google doc. 

https://docs.google.com/document/d/1PmN0DyjVrkvNYjxMbPdwPkde3jmNJpTRuod2GY7Z3nY/edit?usp=sharing

I have a fully featured demo unit that I will publish once the upcoming update is released. Last update changed all of the sorter categories and messed up the whitelists, so I don't want to release it and immediately have to republish it.

Mixter_Master

If it were me (my setup is essentially the same, sans the x3d), I'd opt for a 750w or 850w PSU as soon as possible for the comfort of headroom for spikes of power consumption. 

When possible, it's best to use separate cables for each 8pin if you can help it, though I've gotten away with daisy chaining on lower power cards in the past. 

Mixter_Master

I wouldn't go back to the CV1 because of the low resolution, even compared to the Rift S, which is abominably low res by current standards. The tracking stations require a USB port each, and often perform poorly if you have all of them and the headset on the same USB bus. The solution back in the day was to get a USB pcie card to add a dedicated USB controller for the tracking stations. (Source: had a cv1 back in the day)

Rift S has really shoddy hardware compatibility and abandoned software support from Meta. It's super picky about USB 3.0 and ONLY USB 3.0. Use a newer USB port and it'll be a painfully rough experience with shaky camera and tracking issues. (Source: I've tried to use my Rift S on lots of computers and laptops, and it was a nightmare)

Never really used a quest 1, but the batteries are old enough that I'd probably pass.

If you have pawn shops nearby, or a strong Facebook marketplace around, I'd aim for a Quest 2 as the lowest end hardware to look for. They are old enough that on a good day, they can be found fairly cheaply, and are still fairly passable today. 

Mixter_Master

Zipper merging relies on inattentive idiots letting people merge. I will always take an available opening to move over earlier compared to the technically correct option that relies on others to play their part. They don't. 

Moving over earlier lets ME let someone attempting to zipper merge at the technically correct point merge in, as I am aware of the concept of following distance and merging. 

If a sign says the lane closes ahead, it's the soonest practical merge out of that lane. 

(You see the other comments in this thread and wonder how many are satirically joking about intentionally not providing openings for zipper merging to function. Probably fewer are joking that one would hope)

Mixter_Master

Haven't tried to launch today, but a few weeks ago I bounced off of it because of audio being a nightmare, and rovers being... Questionable in their current implementation. 

I was excited that target based gyro could be disabled for an SE1 style control scheme, but that is so incredibly under tuned and nearly unusable at the current moment. 

It's not ready enough for me to want to play it over SE1 yet, though I'm looking forward to it getting there. 

Mixter_Master

https://www.reddit.com/r/spaceengineers/s/Mlw25q1Hpq

This is an old example system that addresses looping. The workshop item has the whitelists broken by an update, as they reworked the categories, and it screws with existing sorters, but the visual should still demonstrate the solution.

I'm pretty sure I've got an updated version in progress with an additional edge case addressed, but I'll have to load it up and see what changed to remember. This will stop the looping either way.

Edit: the update is an override mode sorter. I'll have to publish the updated sorter gate template, and make a new post with the more comprehensive system. I am adamantly in the camp that scripts are optional for a sorted inventory system.

Mixter_Master

If you are diligent about plugging in when you get home, even a household outlet can get you 20-30 miles in a night. If it doesn't hit 100% overnight every night, it'll get back up over the weekend if you don't drive a ton over the weekend. 

There are chargers around town if you need a quick top up. 

There are chargers along all of the highways as well.

Mixter_Master

That's not really overpaying for that chip. Don't bid what you aren't ready to pay. Accept the part you ordered, update your bios, and don't think about CPU upgrades for another 5 years

Mixter_Master

No AA batteries, no purchase. I will never buy a controller with integrated batteries. 

Mixter_Master

Truly. If that's something you could do script out, I would utilize such a tool. 

I wonder if there is a way to extract the data from the game files, data mining style to just apply the exact numbers.

Mixter_Master

Correction: it matters exactly as many tons as the ship weighs lol. 

Anywho, I have been passively mulling on how to represent the atmosphere density gradient in a way that helpfully integrates with the deceleration formula. I still need to even quantifiably measure the different points of atmospheric density. 

That means finding a location at "sea level" on all planets, then finding the max altitudes where for thrusters can provide enough lift to hover, but not climb, and extrapolate what "percent" of the atmosphere that is based on sea level and the total circumference of the planet. 

If there is a resource out there that already has the exact gradients for the gravity and atmosphere density, it would accelerate the process a lot lol

Mixter_Master

I've been working towards quantifying the exact stopping distances because event controllers have an altitude setting. With hydrogen thrusters, you can fairly reliably set an event at the target stopping altitude and just let an event controller suicide burn for you, giving the most fuel efficient deceleration. 

Not that it matters a ton, but for letting buddies take the big ship down, having an emergency suicide burn event in place gives extra peace of mind that it won't become one with the voxel lol. 

Mixter_Master

I recently worked out a similar set of calculations in a spreadsheet. My focus was on time to accelerate/distance to decelerate, which was easy to retool to calculate lift capacity in gravity, as well. It's a fun set of numbers to work with, and deeply satisfying that the physics formulas apply to the game. 

A few extra data points that would be relevant for atmospheric thruster landing is the atmospheric density gradient. On pertam, for example, atmospheric thrusters aren't effective until so so so much lower, making it much harder to quantify the actual stopping distance using atmo thrusters. 

Regardless, this is very neat. 

If you want to take a peek at some of the shenanigans, make a copy of this sheet I've been working on and play around with it. Page 4 is thrust calculation:

https://docs.google.com/spreadsheets/d/1fJ6sMQd69Zy-g0_awNwl98NV50-XOR9TLOTWSokAkeo/edit?usp=drivesdk

Mixter_Master

Truly. No point in town, but once you're off the beaten path certain roads are apocalyptic without studs. The last 5 miles of my commute takes me through an uneven, hilly ice rink for half of the winter, even when the snow is melted in Spokane.  

I will continue to use studs on my Subaru. When I no longer commute an icy mountain, I'll buy studless tires.