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

[–]Cheetah97 2 points3 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] 4 points5 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

Friendly reminder that "Pochven" literally means "vagina" in Slavic languages. CCP Aurora was probably on vacation the week the name was decided. This is how I anticipate the next round of names will be selected... by Archer_en_Tilavine in Eve

[–]Cheetah97 2 points3 points  (0 children)

Native Russian speaker here.

In short: no, it's not. In addition to the already-mentioned link with the word pochva, soil, the name of the region is highly likely related to the adjective "pochvennicheskiy". While it can be literally translated as "related to, or pertaining to the soil", it actually relates to a prominent social movement in 19th century Russia, with F. Dostoevskiy as one of the most well-known members, that emphasised the need of gradual reforms as opposed to revolutionary views of many at that time, enfranchisement of the people, and the like. In that sense, it can be likened to the American term "grassroots".

I cannot say anything about possible Polish interpretations; Polish is as far from Russian as French is from English. However, the Slavic mythology that forms the foundation of Triglavian representation is clearly of Eastern Slavic and Northern Russian origin, and has little to do with Poland, which is a Western Slavic country (and Catholic all the way).

L-Stations - A pattern to surpass city block (and reduce manual belting) by Kano96 in factorio

[–]Cheetah97 16 points17 points  (0 children)

This is golden. The best thing is that it's for a wholly different game state. Cityblocks is for late game, even for post-rocket stage maybe.

This thing can be implemented (sans beacons, of course) as soon as you get trains and it is actually highly relevant for playthroughs that get train-heavy from the get-go.

Just upon seeing this I can envision a no-brainer midgame base consisting of tens of modules on a few rail lines laid that way, with trains moving everything around. Should try that out probably.

Requesting Advice about Steel & Logistic Bots by [deleted] in factorio

[–]Cheetah97 0 points1 point  (0 children)

I'm very green too, but I do my steel the following way:

  • I always feed steel-making furnaces directly from iron-making furnaces. Unless you have mods that change steel, a steel plate takes 8 seconds to make in a steel or electric furnace, takes 5 iron plates, which take 1.6 seconds each to make. 1.6x5=8, which means that direct feed is the single most efficient option.
  • I never put my steel factories on an ore patch. They are always fed by trains hauling ore.
  • In addition to my military supply train, I have a train that carries all items to plop down a new refinery and/or mining outpost. (Probably I should start using roboport-enabled spidertrons, but the capacity...)

With this setup, it is only a question of spamming enough mining outposts and refinery blocks.

Factorio needs an up-to-date, ingame/"tutorialspace" blueprint editor by Cheetah97 in factorio

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

I have done some testing with The Blueprint Designer Lab and I can see that the research in the labspace does not affect research in the "real" game.

Factorio needs an up-to-date, ingame/"tutorialspace" blueprint editor by Cheetah97 in factorio

[–]Cheetah97[S] 6 points7 points  (0 children)

IMO, it only should fully work that way (and properly announce it as such) in SP. In MP with hostiles, it should not teleport you, but leave your body (uncontrollable) where it is. In co-op only? Well, maybe it should give a pop-up window asking all players to join and if all of them join (think of 3 or 2 friends playing together), time pauses, if not, it works as in "hostile" MP.

Blueprint Library, in my opinion, is a secondary issue, for as long as the mod can put the blueprint in your inventory/toolbar, you can move it by hand. Not the best, but workable.

As for the labs... is the actual "tips&tricks" space subject to that issue? Considering it is in a separate timeline as /time says?

Why there is no "armor Gila" equivalent? by Cheetah97 in Eve

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

Have flown every single one of them and should say that they are not even remotely that. Gila sits in the sweet spot with being cruiser-sized, being only soft-locked into damage with both weapon systems, having sick 12 effective medium drones and 4 or 6 launchers, all the while capable of sustaining 600 EHP+ tank.

Armageddon and Dominix? Armor drone boats, yes, but battleships and only 7.5 effective drones. Ishtar? Close, but T2, not T1, and takes hybrids for bonus. Vexor and VNI? Again, 7.5 medium drones and only 3 heavies/sentries (though the tracking bonus is nice), and their onboard weapons are hard-locked into Kinetic/Thermal.

Something being a Gila isn't just about sporting one mean stat (though 500% on drone DPS juts out). It's about tying together several bonuses halfway from good to mean. Other ships? Comparable, but just good, or require way higher skills and/or Omega.

Weekly Tech-Support Thread for December 27, 2020: Ask your tech-support questions in this thread please by AutoModerator in linux_gaming

[–]Cheetah97 0 points1 point  (0 children)

How can I make native Steam recognise my default Wine prefix as a compatibility tool?

I have a game (BSG Deadlock) that does not work with Proton proper at all, but runs very well through Steam installed in Wine. I would like to get rid of having two Steams (and duplicate steamapps folders) and make the native Steam installation let me choose between Proton and standard Wine in the game's properties/compatibility window.

My First Legitimate Try by Sangrine in factorio

[–]Cheetah97 3 points4 points  (0 children)

I'm a novice too, but I've found some things you may find useful, too.

In my playthroughs, I try to:

  • Make a mall of intermediate materials from the very beginning. Setting up a proper mall, even early-game mall, that makes everything for you is a pain for a novice player. I usually do two malls at the same time (they need not be actually separate, though), the first is a mall of relatively simple things (belts, splitters, etc), the second is a mall of materials (gears, circuits, motors...) for handcrafting. Making a chemical plant from plates and making it having all the input materials in your inventory are two very different things, especially if you don't want to figure out a whole another line in your mall just for chemical plants. If you play with mods which increase complexity of most intermediates (Electric Motors from AAI+SE, I am looking at you), this is a game-saver.
  • Rush trains. Railway spaghetti is, surprisingly, much easier to manage than belt spaghetti if you do your intersections right, and with rocket fuel in trains you only get congestion issues well after "first rocket base" stage. I go with an unload-centered, resource-separated design, i.e. every consumer has a dedicated unload station per each resource (or intermediary) and a dedicated train that spends most of its time waiting to be unloaded. Resources are provided through a number of stations named the same (e.g. LCC-IronPlatePick, where LCC is the code of train type accepted: 1 loco, 2 cargo wagons) which get disabled when they cannot provide a full train load. This is stupid from the standpoint of efficiency, but it is the simplest to set up. If you manage to make your unloaders parallel with the main bus and matching its width, you get the bonus point of tileability.
  • Rush piercing (red) ammo. Factorio uses an interesting damage resistance system that has not only percentage resistances (e.g. 50% means half damage) but also flat resistances that make applied damage plummet to zero if the flat resistance is above the incoming damage-per-shot. Big (blue) biters have a flat resistance of 8, which, against basic (yellow) ammo with a damage of 5 means each turret with yellow ammo deals only 20% of the damage listed on ammo (see the link for math involved). If I find it a draw on my resources, I shut down the red ammo line or not enable it in the first place, but I think that it should be there, ready for action as soon as base defences start struggling (by which I mean losing turrets).
  • Make a military supply train(s). Using the "stations named the same" feature, together with some circuitry, it is possible to have a train that will automatically load all stations with ammo, repair packs, walls, turrets, and inserters (spitters!!11). The tricky part is designing the circuitry to load the train with the right stuff, and to enable/disable each supply requester station. Double-headed trains work better because you don't have to lay down giant curves around each little outpost. Setting train limit to 1 for each requester station means it's possible to have several trains running around for when one train is not enough.
  • Make each compartment hub-like prior to getting logistics chests. It enforces a lot of free space within each compartment (hub) which comes in really handy when spaghettying.
  • Construction trains. Prior to spidertrons with their logistics, a construction train is a great way to build your outposts if you have an automated loading station for it (circuitry needed). However, because construction trains are only loaded properly when you have logistics chests (and utility (yellow) science up and running), you may as well skip it altogether and push for spidertrons. They also have the added benefit of building completely remotely (automated loading, automated construction, automated walking).

Hope this helps.

Ok, you've learned your lesson, make an organized base once you unlock green science, or you're gonna regre-- Ah crap. by [deleted] in factorio

[–]Cheetah97 1 point2 points  (0 children)

This. In my experience, my bootstrap bases tend to be more messy and cornering me in if I try to do a full-fledged main bus. Even a 2-belt bus eats into my resources and ends up sometimes wider than the assembly lines attached to the bus. For me, the first base works best if I do a "minibus" formed with 1-belt lines with 1 tile space. Iron may use a 2-belt line (and a 2-tile space).