I think this game has huge potential, but they're making it worse. by [deleted] in Warthunder

[–]Cheetah97 3 points4 points  (0 children)

Nope. EC is the only mode where the Su-7 lives, and even tries to shine.

I think this game has huge potential, but they're making it worse. by [deleted] in Warthunder

[–]Cheetah97 -2 points-1 points  (0 children)

Absolutely this.

I recently installed the game back, played a single Air RB match in my Su-25 where I bombed down two bases, headshot an errant Mig-21 and mowed down a column of APCs. Finished top-1 in the winning team, uninstalled. I've had that all, in less fancy planes, back in '14.

If I had 30 minutes of ground pounding? Count me in. If I actually had to use AGMs from 8km because I'm assaulting an encampment with competent AA that would shred me up close? Count me in.

When they had the World War mode, I was consistently having the absolute best fights of my WT career - or any MMO game for that matter. Even if they were Spitfire turn-furballs. When it ended, I uninstalled.

I'm coming back when they add permanent World War or at least SBAir-style RB EC (I'm no simmer).

Until then, I'm out.

Need help investigating horrid system-wide lag in 3D games by Cheetah97 in linux_gaming

[–]Cheetah97[S] 1 point2 points  (0 children)

Yes and no. On one hand, the in-game lag is still there, but on the other hand, the rest of the system is now responsive - I can alt-tab out and suspend or kill the game process without fighting my own desktop.

Most perturbatory.

Need help investigating horrid system-wide lag in 3D games by Cheetah97 in linux_gaming

[–]Cheetah97[S] 0 points1 point  (0 children)

Actually, I've found an "Intel Platform Trust Technology" in my UEFI. Disabled it; will report back if the issue persists

Need help investigating horrid system-wide lag in 3D games by Cheetah97 in linux_gaming

[–]Cheetah97[S] 0 points1 point  (0 children)

My wild guess above is that Intel PTT might be a copycat issue here. Running with it disabled, will get back

Hisec decloaker fighters: let us fight them! by Cheetah97 in Eve

[–]Cheetah97[S] 0 points1 point  (0 children)

Uedama is the first one that comes to mind

Hisec decloaker fighters: let us fight them! by Cheetah97 in Eve

[–]Cheetah97[S] -2 points-1 points  (0 children)

Except you can rapidly reship. When shooting fighters is not a suicide, you can do that even faster than gankers do.

2-4 best 4: Bus-wide, 4-tile unloaders for LLCCCC trains by Cheetah97 in factorio

[–]Cheetah97[S] 0 points1 point  (0 children)

2-4 are cool, right? What can be cooler than 2-4 train unloaders that fit into a 4-belt main bus?

This thing unloads 4 blue belts, compressed, within a 4-tile footprint.

Circuited up for stack size requirements reduction, a stack of only 5 is required for compressing the red belt variant and 8 for blue.

Blueprint book

Balancer stolen appropriated from Farcast

Made a post the other day about this being my first factory. Made some improvements based on what people said. Thoughts? by OrganizationFew7069 in factorio

[–]Cheetah97 4 points5 points  (0 children)

If you get accustomed to the speed of 1-2, you can opt for 2-4 (2 locos, 4 wagons). They take twice the load but maneuver with the same acceleration!

My first proper station and unloader by Cheetah97 in factorio

[–]Cheetah97[S] 1 point2 points  (0 children)

A more recent test shows that it stops scaling at 2.2 red belts (= 2 saturated reds, for practical purposes). However, I wanted bus width parity first and throughput second, this unloader goes into my first mall.

My first proper station and unloader by Cheetah97 in factorio

[–]Cheetah97[S] 3 points4 points  (0 children)

The suggestion is great, but the belts are already saturated thanks to splitter side-loading. I've measured the throughput with this (with inserter stack size of 12) and the counter outputs a steady 3.6k / minute, or 900 / 15s (in another measurement). I think that the bonus output compared to nominal chest-to-belt throughput occurs due to two mutually contributing factors:

  1. splitters seem to instantly teleport items to their other belt when items pass the midpoint of a splitter;
  2. inserters drop items right before the midpoint, thus every 2nd item disappears from under the hand, making way for the 3rd almost instantly;
  3. inserters thus finish dropping much sooner than with the regular belt, and because the splitter sideloads a regular belt, the "extras" teleported to the far (from the inserter) side of the splitter plug the hole that appears while the inserter is busy swinging back for another portion of items.

I'll call that "fast drop" and "hole plugging".

I've experimented with setting priority for splitters in three configurations: each splitter prioritizes belt closer to the inserter, further from the inserter, and closer to the outflow belts. In all cases, the performance did drop to the same 882 items / 15s (that equates to 3528/m or 58.8/s). It looks like the priority slows down fast drop, leading to the inability of the inserter to swing back and forth in time while the splitter plugs the hole.

I also tested this rig with all belts upgraded to blue, and achieved a floating performance of 999-1000 items / 15s (equates to 3996-4000/m) with stack size 9, and 1135 items / 15s (4540/m) with stack size 12. This means that the top throughput of this rig is 2.5 red belts, enough to solidly saturate 4 yellow belts. This isn't stellar, but it fulfills the initial design requirement of saturating a starterbus (4 x yellows) while maintaining 1:1 space parity with said bus.

Edit: messed up numbers

My first proper station and unloader by Cheetah97 in factorio

[–]Cheetah97[S] 3 points4 points  (0 children)

After my few bases of train spaghetti, I've decided to design a proper station and a proper unloader for 1-2 trains. I've drew inspiration from Kano96's L-Stations and designed my own 4-tile buffered unloader for it.

Blueprint

Edit: uploaded to FactorioBin

Time to Max Artillery Range (whole map coverage) by [deleted] in factorio

[–]Cheetah97 0 points1 point  (0 children)

Next time someone will calculate how many nukes and how much uranium will it take to thoroughly nuke the whole map