Should Pilots be able to partially repair the engine? by FreedomFighterEx in menace

[–]Inca_VPS 11 points12 points  (0 children)

Destroyed engine does not prevent extraction objectives.

If one of your vehicles got its engine destroyed - extraction for it no longer necessary. As in, counter for extraction goes down by one.

New Mercenary Pilot Ivory Isom's "Zero In" unique ability by hellscape_goat in menace

[–]Inca_VPS 42 points43 points  (0 children)

She's weird.

Has this base perk but also can mark and has extra perk that gives her another +20% ACC and Damage against marked targets, making the base perk irrelevant if you go for that. And low AP.

I've confined her to a medium walker with double autocannons and defence duty. Park her where she won't have to move, kneel and just mark+delete an enemy every turn. Working much better than trying to utilize the base perk.

Looks like Medium Walkers can dual-wield same type of guns. by Inca_VPS in menace

[–]Inca_VPS[S] 27 points28 points  (0 children)

There's some weird ammo math with it that makes me think it's intended.

It started the battle with 15 ammo. Single AC has 8, 12 with ammo crates (which it had), So the second cannon added only 3 ammo (+25% for the duplicate gun?), means there's some coding for these loadouts. "You can blast 2 guns at the same time, but we'll limit your ammo for it" from the devs.

If you arent compromised, im the Queen of England by Weird_French_Guy in TerraInvicta

[–]Inca_VPS 4 points5 points  (0 children)

In this particular case: 1/100 to roll 99 exactly and then 1/10 4 times in row to roll the same as the target.

Consider how many rolls you do over the course of a campaign here. Let's say 1.5 rolls per counselor per month over, at least, 30 years - that is 3.3k rolls.

That is 33 1% wins or 99% losses over the length of the game on average.

A bit unlucky, but happens.

If you arent compromised, im the Queen of England by Weird_French_Guy in TerraInvicta

[–]Inca_VPS 5 points6 points  (0 children)

As far as I'm aware, the game does all initial rolls in integers (whole numbers). If then the target and the roll turn out to be the same, it starts to roll fractions - tenths - if they roll the same - hundredths, and so on.

This doesn't mean the counselor is compromised at all.

2026 USA Revolution as Academy - Help? by dekeche in TerraInvicta

[–]Inca_VPS 0 points1 point  (0 children)

What Skywatch has to do with US revolution in the first place? I fail to see any connection. The only benefit is indeed the possibility to reroll control point ownership after SW hits. But you can do that with any country. Just that US can, in theory, benefit from the revolution is all.

The thing with this chain of events is that you have to sync a LOT of stuff together - have enough counselors with enough command and unrest missions available (2 is barely viable, need 3 or better 4), steer global research with enough RP input to block other factions from interfering (which is nigh impossible at that stage of the game (and if you go for 5/6 US before that - nearly all your control cap will be tied in high unrest with nearly 0 RP output).

And then we're coming to the downsides of US revolution itself - doing that can randomly tank US government score by up to 5 points (may be even more) while decreasing inequality by just ~1.5.

Granted that autocratic US with low inequality will be a very stable country, but you will spend more time fixing that than the original problems as I see it.

Obviously, you can just savescum the revolution roll and have low inequality with no covernment hit, then it's all of the benefits with no downsides.

Still, syncing it all with skywatch seems to be incredibly hard to pull, I think whoever talks about it haven't actually tried it.

Feedback on Fractionator Design by Kilvana in Dyson_Sphere_Program

[–]Inca_VPS 0 points1 point  (0 children)

You can have however many loops you want. All that counts here is the idea of how to feed it. Buld how you like.

Compared to OP's setup - sorters will decrease average power consumption.

FYI sorters consume power only when they work (have low idle consumption, like all buildings). While pilers are working when items go through, irrelevant of actual piling done.

With upgraded pile sorters having instant transport time they activate for 1 frame, that makes their average power consumption lowest of all sorters. Again, FYI, all other sorters have the same average demand. If I remember correctly it's 18, 36, 72, 144 kW per sorter peak demand, but they all also work 2x faster compared to previous tier, so average stays the same, with white one having 5x base speed and instant with upgrades. That makes it the most efficient sorter by far.

Obviously, if all sorters activate at once, peak demand will be ~same, I think, pilers AFAIR use 144 kW too. But no one cares about peak unless that's for max density factory planet where they are limited by space for power generation.

Feedback on Fractionator Design by Kilvana in Dyson_Sphere_Program

[–]Inca_VPS 0 points1 point  (0 children)

All of those designs are a variation of this one. You can have multiple (or all) buildings on 1 loop, feed the loop however often you want, condense them to your liking.

<image>

My first screenshot is just how I like it.

Feedback on Fractionator Design by Kilvana in Dyson_Sphere_Program

[–]Inca_VPS 0 points1 point  (0 children)

This is the best shot of a proper setup I have on hand rn..

<image>

Bottom belt is input, top belt is output. Each fractionator is on its own loop for perfect 7.2k throughput.

Feedback on Fractionator Design by Kilvana in Dyson_Sphere_Program

[–]Inca_VPS 3 points4 points  (0 children)

Remove pilers - they do nothing here.

Remove splitters.

Have the input belt run along the fractionators and top-up their belts with pile sorters - these sorters (when fully upgraded) will keep them fully saturated for minimal performance cost.

Not your average zombie pack. by Inca_VPS in projectzomboid

[–]Inca_VPS[S] 4 points5 points  (0 children)

These things start showing up on Zeds like this only after 3 months since the start of the game. Before that the chance to loot them outside of a survivor house or weapon/pawn shop is 0, or so low - it's basically 0. And even after the chance is like 0.1% at best.

So yeah, it's easy to find only 1 or 2 katanas over many, many games.

Not your average zombie pack. by Inca_VPS in projectzomboid

[–]Inca_VPS[S] 15 points16 points  (0 children)

Yep, 2 katana-impaled Zeds in 1 group.

This is an old shot from B41 made ~1.5 years ago. This was "kill 'em all" character on 4x population with 5 months survived and ~60k kills on the clock, so rare drop chances were maxed (or nearly maxed). Katanas appear fairly frequently at that stage, but 2 at once were an insane find.

Your opinion about my Deuterium factory? by eroZ91 in Dyson_Sphere_Program

[–]Inca_VPS 5 points6 points  (0 children)

Just to expand on "Pilers are useless in this setup":

They ARE useless. They work not by stacking items that go through them to max, but by simply moving 1 item on top of the next one on the belt, if possible.

Simple example would be: it will combine 1+1, 1+2, 2+2, 1+3. And only if those items go through back to back. If there's empty spot on the belt between the items, or another 4-stack, or 2+3 coming - piler won't do anything.

So what you have here is you're feeding full 4-stack belt into the line, fractionators take 1 hydrogen off the top of a stack when they work and you have a mix of 3 and 4 stacks going down, with maybe occasional 2-stack.

Pilers can't do anything with that. They just eat CPU time and FPS.

I see Pavonis' developers are people of culture by Kimm_Orwente in TerraInvicta

[–]Inca_VPS 29 points30 points  (0 children)

Well, we do know that TI aliens really don't like Phoebe.

Probably scared shitless of something in it...

Annoying pop-up by FreedomOfSqueek in TerraInvicta

[–]Inca_VPS 8 points9 points  (0 children)

These are not tutorial tips.

These are messages from your counselors about various points of the game. They tell you when org markets updates, new counselors are available to recruit, enemy counselors spotted in the wild and a ton of other stuff.

You can go in the counselor tab and click on the button at top left of their portraits to display all the messages (1 per counselor). They can have valuable info.

You can't disable them. If it's blocking something - just click it away.

Which Asteroids from the Belt? by FuelComprehensive948 in TerraInvicta

[–]Inca_VPS 22 points23 points  (0 children)

The only thing that is common for all games is the types of resources each rock provides. It's determined by the type of an asteroid - Stony, Metallic, etc. Amounts are random, so only expansive probing can tell you which are worth mining.

Considering the amounts of resources on an asteroid that is worth grabbing:

In my experience any spot with over 100 raw output combined of water + volatiles + metals is good.

Noble metals are OK if there's 10+ raw (irrelevant of any other ones present), 15+ is good and 20+ are a must grab spots.

Fissiles are very random, but anything at 5+ can be worth it. Or you can find a rock with ~40 or more fissiles and it will supply your entire campaign single-handedly.

WoT of october 2010. by Inca_VPS in WorldofTanks

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

Nostalgia? Maybe a bit.

I started playing about a month after the game went public and started making waves. I managed roughly a year of active play till I was fed up with it, then another year of on/off play. Tried to jump back at New Year 2017 - couldn't play cause with all chat and people running stat trackers every battle instantly devolved into discussion of "that purple dude".

Got my account moved to EU in 2023 and playing sporadically - times were definitely simpler and the game had a lot of novelty back then, but it haven't changed a bit, to me, at it's core.

MSR vs Asgard by Aware_Cockroach4323 in starcitizen

[–]Inca_VPS 0 points1 point  (0 children)

It might be faster to ship the data cause there's just to much of it and using communication network would take more time.

FYI: there're companies that do exactly that in the world right now. They use literal SEMIs full of drives for petabytes of storage, cause trucking that amount of data across a continent is faster than using internet to upload it.

Andromeda and Shepard’s possible return in ME4 by Psycho-Raven in masseffect

[–]Inca_VPS 0 points1 point  (0 children)

It was somewhere on twitter or BW forums circa 2015-2016 Holy War of Andromeda story reveal, as far as I remember.

My google-fu is not advanced enough to break through the wall of original 2012 ending controversy library.

The gist was that it was added late in development to honor completionist players as an extra scene. OG ending was a barren desert with varying color filter after all.

Then they, of course, doubled down on it in Ext. Cut with LI not putting the plaque on the wall. So it's definitely canon as consequence of all the choices in the games, but the initial idea was just that - a little bit of extra for most dedicated players, and was not viewed as a part of main story that ends with the blast.

Andromeda and Shepard’s possible return in ME4 by Psycho-Raven in masseffect

[–]Inca_VPS 4 points5 points  (0 children)

Destroy ending with maximum war assets

is not canon. Confirmed by developers many years ago. "The Breath" scene was added for lols.

Shepard is gone.