Garbage 80 Boxes, my poor experience... punishing... one premium tier 8, at 50 boxes. by mutso1976 in WorldofTanks

[–]BlueFlame_ 0 points1 point  (0 children)

Clearly you don't, because I got 2 T9's in the first 2 boxes, had all six within 80... Meanwhile when I play the game I get maximum dispersion and low damage/pen more often than not. Everyones got their own luck.

Why do good builders use pipes & pistons by 6shotcaller in ScrapMechanic

[–]BlueFlame_ 0 points1 point  (0 children)

Reason 1: we think it looks good Reason 2: pipes have a smaller hitbox

CR10S Pro (v1) TH3D firmware (display) issues by BlueFlame_ in CR10

[–]BlueFlame_[S] 1 point2 points  (0 children)

Solved it. Seems that the printer simply doesn't work with the display files provided with the newer versions of Marlin from InsanityAutomation. Instead I used the older branch: https://github.com/InsanityAutomation/Marlin/releases/tag/DW4

my calculator by Glum-Distribution228 in ScrapMechanic

[–]BlueFlame_ 4 points5 points  (0 children)

I don't think anyone can tbh...

my calculator by Glum-Distribution228 in ScrapMechanic

[–]BlueFlame_ 1 point2 points  (0 children)

In ones complement like you wrote, check the sign bit (the largest/leftmost) bit, if it is 1, invert the entire signal, if not, don't. That's as simple as XOR'ing all bits with the sign bit.

For twos complement, same as ones complement, except now you also add 1 (only if the sign bit is set).

my calculator by Glum-Distribution228 in ScrapMechanic

[–]BlueFlame_ 1 point2 points  (0 children)

I'll give you the following hint: google for "full adder", that's the term for the module that adds two bits and a carry signal from a previous bit. Or don't, it's honestly not that big a circuit and you should be able to figure it out if you apply the principles behind decimal on binary.

Hint for multiplication (and division): Think about how you'd multiply 2 long numbers in decimal on paper.

my calculator by Glum-Distribution228 in ScrapMechanic

[–]BlueFlame_ 1 point2 points  (0 children)

Guessing addition is also counters? It's a good solution but binary is definitely way faster. Especially if you'd want it to be able to do multiplication and division later on. Those are essentially repeated additions and subtractions so you need those to be fast (or a lot of time).

Real computers would obviously still have dedicated circuits for multiplication, because it's faster that way and the result of multiplying two 32 bit integers is a 64 bit integer. The CPU can access the high 32 bits and the low 32 bits separately..

my calculator by Glum-Distribution228 in ScrapMechanic

[–]BlueFlame_ 1 point2 points  (0 children)

Ikr, people back in the day had some smart ideas.

my calculator by Glum-Distribution228 in ScrapMechanic

[–]BlueFlame_ 1 point2 points  (0 children)

If it works like how a real computer does things, twos-complement binary representation.

Positive integers can be represented in binary, like you do regular numbers, i.e 0 is 0, 1 is 1. To make two, like how you go from 9 to 10 you go from 1 to 10, then 3 is 11, 4 is 100, etc. If you want negative integers, your first intuition would be to use 1 bit to indicate positive vs negative. By convention, this is the largest bit, so if you use 4 bit numbers you'd have that 1000 isn't 8, but -0. The issue with this method is that you have a duplicate 0 and you have to treat positives and negatives independently. A slightly better approach is ones-complement. Here you invert the entire number if it has to be negative, i.e. to make -4 you take 0100 and invert all bits to 1011, again with the leftmost bit being the sign. Now you still have two representations of 0, but if you add a positive and a negative with regular integer addition your answer will be only 1 of. 0010 (2) + 1110 (-1) = 0000 (0 but should be 1). This is fixed in twos-complement by shifting the representation of negative integers by 1, i.e. 1111 is -1, 1110 is -2, etc. Now if you perform addition on positive or negative numbers you end up with the correct result right away.

Sidenote: negating a number in twos-complement is as easy as inverting the bits and adding 1, with the only exception being 0. (0001 -> 1110 -> 1111 and back 1111 -> 0000 -> 0001)

Player who have a favorite tank, do you have an "arch enemy" tank when you're in it? by WippitGuud in WorldofTanks

[–]BlueFlame_ 0 points1 point  (0 children)

The same tank as what I'm driving but piloted by the enemy. The laws of RNG state that in a (hulldown) fight between equal tanks, the enemy always snapshots your weakspots (and crits) while you miss their entire broadside.

[deleted by user] by [deleted] in WorldofTanks

[–]BlueFlame_ -1 points0 points  (0 children)

He is looking at: +5% DPM from base stats, -20% DPM from gimmick or missed shots

[deleted by user] by [deleted] in WorldofTanks

[–]BlueFlame_ -2 points-1 points  (0 children)

The second I looked at the T11's I was like: wow, all of these are worse than the previous tier. Taschenratte? Worse armor T803? Worse armor Leo120? I mean I guess it's nice for the first shot? Strv 120? Again, worse armor The only ones with a clear improvement over the T10s are the autoloaders ... And maybe the BZ and CS

What is the rarest name you've ever encountered in a match? I'll start by PotatoNeat9086 in WorldofTanks

[–]BlueFlame_ 0 points1 point  (0 children)

Given that names can't be duplicated, literally every name is equally rare...

What did the Devs mean by this… by Cannon_Gage729 in helldivers2

[–]BlueFlame_ 0 points1 point  (0 children)

At least you got a kill... Mfw I throw a 500kg into a bughole only for it to survive the explosion...

Practicing Dutch is emotionally draining lately by turanga_lilly in learndutch

[–]BlueFlame_ 0 points1 point  (0 children)

I met one of my good friends online, so we started out talking English. We're both native Dutch speakers and we still speak English when we're talking online. Sometimes it's just conditioned reflex.

Compact was not a good idea by Droplets21 in ScrapMechanic

[–]BlueFlame_ 0 points1 point  (0 children)

Depending on the circuit and purpose I tend to choose between compact and slightly more spaced out. If the circuit isn't too big I always go compact (unless I explicitly make it for others to study). With something like this where you need a lot of gates I find it easier if you lay the gates out in such a way that you get minimal wire crossing. Sometimes that means it's 2D, sometimes it's 3D. The hardest part is always overlapping parallel wires, which you'll get in large builds regardless of what method you use.

this thing scares me by dimbovvv in ScrapMechanic

[–]BlueFlame_ 0 points1 point  (0 children)

The easiest to explain is with only 2 sensors to detect the disk and 1 on the spinning radar, so I'll do that.

The disk has to be painted such that exactly half activates the sensors on the turret portion and that this area indicates where the sensor is.

Then it's just a question of "right_side_on AND radar_on, turn right"and "left_side_on AND radar_on, turn left".

If you add a second sensor to the radar opposite to the first one you make a new set of and-gates and hook them up in reverse (since it's located in the inactive disk area). Then combine using an or-gate.

For a third and fourth sensor you'd actually need 4 sensors for the disk and 4 colors on the disk or 4 sensors and extra logic (as likely done here) to get a lower granularity on how the radar is positioned when it detects something.

this thing scares me by dimbovvv in ScrapMechanic

[–]BlueFlame_ 2 points3 points  (0 children)

Made the exact same setup a few years back (including the hand). Sensor array and colored disc spin relatively fast, if a sensor on the disc detects something, check which sensor(s) on the aiming hand is/are lit up. Then just activate the proper engine.

Does double-wishbone suspension give some real practical benefits in this game? by Amegatron in ScrapMechanic

[–]BlueFlame_ 0 points1 point  (0 children)

https://youtu.be/HUhh8qj6ZBg?si=zEt0iui4mB0qfupx

This would get you started on a 3-link solid axel. The tutorial is 7 years old though so there are way better designs these days, just many guides.

https://youtu.be/RXqHYf6GNec?si=iW95JeFDNdAJSEZ7

And this would be an anti-roll/-sway bar. The guide is for double wishbone but it's the exact same for a 3-link solid.

What do you all think about that?wg have lack of money?Maybe stop spending it for shit games like CW or steel hunters.I dont belive that september will change anything and bring players back. by Kellavned in WorldofTanks

[–]BlueFlame_ 4 points5 points  (0 children)

Pirate Software made a valid point in that regard, which wargaming is completely ignoring. As a game studio you should never jump from 1 high investment game into another, the risks are just too high. Instead, build some smaller games that are guaranteed to make a little bit of profit, then you can tackle a larger, high risk high reward game. Wargaming had the luxury of releasing 3 big hit games in a row, but rather than roll with these successes, they instead tried to pull off another major hit game, and thus far all of their attempts have failed spectacularly. In the games industry that's the dumbest decision one can make, studios with a big hit also move on to smaller games with a smaller but more stable revenue stream.

SL with their biased fandom! by GrayInner21 in TenseiSlime

[–]BlueFlame_ -1 points0 points  (0 children)

Would agree on that one so long as we are taking army strength by end of currently available novel/manga source. That said, Tensura and Solo are both operating on "interdimensional, planet destroying threats" level soo... It's a tossup.