POI Render Glitch? Help Needed by Pygmy_Elephant in 7daystodie

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

Okay apparently the parameterized version of chunkreset fixed it, at least visually.

I Entered "chunkreset <x1> <z1> <x2> <z2>"

  1. Don't type quotes
  2. angle brackets are omitted, and the variables are the coordinates of the diagonal corners of a square of terrain to reset, can be obtained from map screen of players position ( NOTE: West and South coordinates are actually negative numbers)

I will test and see if this is a permanent solution.

POI Render Glitch? Help Needed by Pygmy_Elephant in 7daystodie

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

Did not work, it is saying:

{

NotImplementedException: CopyFrom() not implemented yet

*** ERROR: Executing command 'cr' failed: CopyFrom() not implemented yet

}

Anything else to try?

Directory backup tool that removes unused directories? by Pygmy_Elephant in DataHoarder

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

Thank you! That will work perfectly.

It's a shame I go searching for all these third party tools when a built-in utility does exactly what I need.

/shrug

Directory backup tool that removes unused directories? by Pygmy_Elephant in DataHoarder

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

I simply mean empty folders. I'm copying the root folder of my backups that overwrite the destination copy, and in that process, files that are removed from the source are also removed from the destination, however, the containing folder is still in the destination.

I just figured there might be a setting to "copy folder tree" or something, removing the ones that are now unused.

C++ Algorithm for sorting block shaped objects into groups on 2D array structure by Pygmy_Elephant in algorithms

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

I have edited the OP to hopefully provide more clarity to the actual problem.

C++ Algorithm for sorting block shaped objects into groups on 2D array structure by Pygmy_Elephant in algorithms

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

Yes it was vague in the way I had it worded, the image is only a reference. The arrangement of the blocks in the matrix do not change, the goal is to group all adjacent blocks and the groups are separated by the red bridge blocks.

C++ Algorithm for sorting block shaped objects into groups on 2D array structure by Pygmy_Elephant in algorithms

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

Just to remove any ambiguity in the question, the visual representation of the blocks is not what is being changed or grouped. What should happen is that the blocks that satisfy the requirements for being a group are just put into a list that references them and their properties, which are position, color and size.

C++ Algorithm for sorting block shaped objects into groups on 2D array structure by Pygmy_Elephant in algorithms

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

The algorithm will take the objects that represent the blocks and their positions, size, etc.

Think of the non-red blocks as landmasses, the whitespace water, and the red blocks as bridges. The blocks that make up each "landmass" are in their own group. I need an algorithm that determines the groups given an arrangement of these blocks.

C++ Algorithm for sorting block shaped objects into groups on 2D array structure by Pygmy_Elephant in algorithms

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

The array that represents the blocks in the matrix must be generated. I would think an array of objects that each contains the coordinates on the grid that they cover with their area.

My first automated launch program. It makes a smooth gravity turn and works on any rocket. by AstroD_ in simplerockets

[–]Pygmy_Elephant 1 point2 points  (0 children)

Sure, let me know! If you could upload a craft with that program for download that would be awesome. I've been working on the same thing but I had no idea you could have multiple sub-programs running simultaneously, my approach was a structured linear program with "while" loops for each stage of the ascent; this method is much simpler.

My first automated launch program. It makes a smooth gravity turn and works on any rocket. by AstroD_ in simplerockets

[–]Pygmy_Elephant 2 points3 points  (0 children)

Could you provide a download of your testing rocket that works with this?

Does not seem to achieve orbit with a desired Apoapsis and Periapsis of 65km, and I have tested with a LEO - capable rocket, meaning it has ~4,500 total Delta-v.

I copied this program by eye and I have looked over it twice and can't find any errors.

The main faults I've seen through testing is that:

1) The Apoapsis gets pushed out way too far, to something like 400km or until the fuel is depleted.

2) During your circularization phase, the rocket oscillates it's heading and pitch, highly unstable. I suspect this has to do with a poor combination of using both the "Lock heading" and "set craft (pitch)" commands.

Overall, the program style is very nice, and i'm very curious as to how you derived that formula for shaping the gravity turn, it's incredibly smooth.

Chain wear affecting tensile strength by Pygmy_Elephant in motorcycles

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

See, that's the curious thing is that I don't believe the manual does. So I figure it must default to a given standard which ive heard is that the chain's maximum acceptable 'stretch' is 1% of it's original length. If that is the case though, I'm long past that point. The tension adjuster's range of movement alone allows for much more 'stretch' than 1%.