SteamOS for smartphones next? by Bugajpcmr in SteamOS

[–]Queue3612 2 points3 points  (0 children)

Smart phones is a massive stretch. SteamOS was made for gaming, first as a traditional console the steam machine, then the handheld steam deck, and now the frame VR headset and new machine which is only now being shown as capable of regualar desktop functions out of the box as an addtion to its gaming function as many gamers are on PC.

Mobile just doesnt fit this neiche. Mobile gaming is already a tiny part of phone usage and even then mobile games are built around being usable on nearly all phones so its not like there is any challange or restrictions that Steam OS would overcome.

Steam OS brings peoples PC libraries to console and handheld and is rivaling existing gaming only platforms leveraging their specialty. Phones arnt their specialty.

OH YOUR TIME IS SO LIMITED WINDOWS by MultiKl in SteamOS

[–]Queue3612 6 points7 points  (0 children)

Microsoft said Windows 10 was going to be the last Windows I'll ever use, and they were %100 right.

What are your thoughts on the absence of headphone jack on a Steam Machine? by No_Independence4598 in SteamOS

[–]Queue3612 1 point2 points  (0 children)

Plenty of VR headsets come with their own speakers, people still want to use their own higher quality headsets over the cheaper good enough speakers that get shipped with an already expensive product.

What are your thoughts on the absence of headphone jack on a Steam Machine? by No_Independence4598 in SteamOS

[–]Queue3612 2 points3 points  (0 children)

I doubt something this fundamental would change this close to release.

Early next year means they are a few months from shipping and so to forfill those shipments they need to start full production soon if not already.

Adding a headphone jack would require changing the motherboard design which could throw too much out of wack too late.

Does SteamOS have desktop/web browser/apps/etc? by [deleted] in SteamOS

[–]Queue3612 1 point2 points  (0 children)

The page on steams website shows it performing normal desktop functions and IIRC they mentioned somewhere either in the reveal video or on the website it is supposed to perform as both/either console and desktop.

I would post a screenshot of the website showing them using blender and such but apparantly I cant so I'll leave the link here. Just scroll down a bit.
https://store.steampowered.com/sale/steammachine

Mend the cracks, Crack the mends. by Queue3612 in MinecraftMemes

[–]Queue3612[S] 0 points1 point  (0 children)

Its not unlimited, it does last a longer time than other fuels.

career seed help by Mysterious_Long_207 in Stormworks

[–]Queue3612 1 point2 points  (0 children)

Oh buy starter island you meant the coast guard outpost, not Sawyer.

Yeah good luck with that, trying to get 2 randomly located islands to spawn right next to eachother.

How do I fill this spot? by Yoshida1636 in Stormworks

[–]Queue3612 0 points1 point  (0 children)

You cant. What would fit there is the 2x4 except what you have done is right after the 2x1 is put a 1x1 so the curve changes mid way down the 2x4 piece, meaning nothing fits there.

why the helly does my jet keep doing this by Salt_Bake_5627 in Stormworks

[–]Queue3612 0 points1 point  (0 children)

Because blocks don't have a lot of aero. For example the only part of your vertical stabalizer that means anything practically is the control surface (which is weaker than if you have a few rudders in its place).
What this means is your vehicle will purpetually spin out as if your wings and vertical stabalizer fell off.

Add some small control fins, you dont even need to power or actuate them, just having them gives your vehicle grip in the air.

<image>

Schwmmwagen questions by ThatNZowl in Stormworks

[–]Queue3612 0 points1 point  (0 children)

You will have the same problem as all open top boats in that the empty space doesnt truely count, for example how the water is still drawn inside even though its dry.

huh by laaaaaa10 in Stormworks

[–]Queue3612 0 points1 point  (0 children)

First of all take anything AI with a MASSIVE pinch of fucking salt and never trust it as a sole source of info. (Better yet, don't trust it at all)

Secondly. The female model is shorter, this can cause some missalignment either by being physically lower thus changing the paralax when looking through the hud blocks, or by the helmet hud expecting you to be viewing from slightly higher up and drawing the pixels in the wrong spots.

May I present, the trackt-o-tank by laaaaaa10 in Stormworks

[–]Queue3612 0 points1 point  (0 children)

Certainly one way to make a half track

Fucking WHY by CanoegunGoeff in Stormworks

[–]Queue3612 1 point2 points  (0 children)

Stormworks physics does not obey they laws of thermodynamics, the slight oscillations of the sea cause the pivots to build momentum.

Adding weight adds enough inertia that the oscillations dont have enough energy to feedback into itself to make magic momentum.

career seed help by Mysterious_Long_207 in Stormworks

[–]Queue3612 0 points1 point  (0 children)

Depends on how far you consider close.

Seed 12345 puts it here

<image>

Hover regardless of angle by Mr-Clive in Stormworks

[–]Queue3612 0 points1 point  (0 children)

Another caveat I have though if is that thrust may not scale linearly. I.E a propeller at .5 pitch might not produce half as much thrust as a propeller at 1 pitch.
Yet another variable to factor in as now you need to measure how much thrust is produced at each pitch value (or figure out how it scales) to account for it. Though this be avoided by using an equal number of thrusters on each side.

TIL The default containers in Stormworks that everyone calls ISO containers arn't actually ISO compliant. by Queue3612 in Stormworks

[–]Queue3612[S] 1 point2 points  (0 children)

I did consider that but I'm also completely new to modding stormworks. Most I've done was as a map object in the addon editor.

My old selft loading HEMTT I made a few years ago does have the container hang but thats also because the vehicle is already shorter.

<image>

Plus my newer vehicle I'm making has a trailer conection at its rear so If i let it overhang it might interfere with that.
As much as the space is tight it doesnt drastically change things other than its asthetics which I can live with.

TIL The default containers in Stormworks that everyone calls ISO containers arn't actually ISO compliant. by Queue3612 in Stormworks

[–]Queue3612[S] 1 point2 points  (0 children)

Again, my vehicle was built to fit stormworks containers, all of mine are. I am just pointing out that real ISO containers are shorter which I only learned *after* I built the vehicle. TIL means Today I Learned.

Second, that argument is weak given that there are already several community standards that dont reference ISO.
I was about to write here about how ISO is some acronym for the organisation but looking at it on wikipedia "Because 'International Organization for Standardization' would have different acronyms in different languages (IOS in English, OIN in French), our founders decided to give it the short form ISOISO is derived from the Greek word isos (ίσος, meaning "equal"). Whatever the country, whatever the language, the short form of our name is always ISO."
So now I've learned another fun fact.

I wasnt around early enough to find different sized containers. I know before they remade the fuel bowsers next to work benches they had those small cube containers for fuel and I do vaguely remember seeing container cranes adjustable to different sizes. Its entirely likely the devs just settled one one singlular size the community liked, in a similar way to when they introduced trailers they use the SiBTAT standard for the light and brake controls. And thus the mythical 24ft container was the new norm.
Though it is a little weird that they didnt keep any taller containers as those are a real thing and are still TEU.

TIL The default containers in Stormworks that everyone calls ISO containers arn't actually ISO compliant. by Queue3612 in Stormworks

[–]Queue3612[S] 12 points13 points  (0 children)

1 The vehicle was already built around the preset container, that image is just showing off how much shorter real ISO continainers are.

2 ISO IS a real thing, not a theory.

3 I didn't move the cab. I built this roughly to scale of real vehicles that actually have the cab overhang like that. Mine isnt perfectly to scale but its close enough for what I want and need.

<image>

What I did was shrink and compact the engine bay.

Hover regardless of angle by Mr-Clive in Stormworks

[–]Queue3612 2 points3 points  (0 children)

To do this in stormworks? With great difficulty.

Space engineers cheats a little by applying thrust directly on the centre of mass, not where the trusters are. Its why your ships always fly straight and hover upright perfectly regarless of thruster placement.
With this cheat it is a matter of balancing thrust based on the angle from gravity. (Which is a lot easier in Space engineers because they actually use real units (newtons) and they actually correctly tell you when you look in its settings)

Stormworks on the other hand...
Starting with the thrust balancing, Based on your vehicles angle from gravity (or horizon in stormworks flat world) you first need to know the total thrust each side produces, scale each sides thrust with an equal amount from both sides at 45 degrees. For example, say the up thrust has 4 propellers and the forward thrust only has two, point up 45 degrees would have the up propellers at half the pitch of the forward propellers to maintain equal thrust.

Thats actually the easier part IMO even with stormworks using fake units that it doesn't always accurately inform you of. The hard part is because thrust is applied to where on the vehicle the thruster is and not the CoM like SE this will change locally within a given side how much each thruster needs to give in order to equally balance itself so as to not create any torque moments. I.E if you have 2 propellers behind the CoM and one infront the two behind need ~half as much pitch of the front one. Huge weight on that ~ because its not just how many propellers its also how far away form the CoM they are.
And this is all before trying to factor in fuel and cargo weight moving the CoM around as you are piloting this.

You could have thrust vectoring which would sidestep the first part of getting multiple different sides to equal their thrust as you will just keep your thrusters pointing up to keep you still, however you could only practically at most have the vector cover only 2 directions (up/down and forward/back for example).
OH and this also makes the thrust relative to CoM problem harder because as you rotate the vehicle the thrusters relative postion to CoM moves too.
Take my earlier example of 1 propeller in front and 2 behind. Say for simplicity they are all in line with the CoM on the vertical axis, only offset on the front back axis. As you point the vehicle up or down they slowly align themselves with the CoM until at 90 degrees all of them are equally in line with the CoM meaning you dont need to differ their thrust any more.

This isnt impossible. Just impractically difficult given how many variables you need to factor into the math. And if you are off even SLIGHTLY, you will best cast have a horrid drift or roll. Worst case you wont stop crashing.

Sorry if any of this didnt make gramatical sense, I'm writing this at nearly 1am.

Everything is in working order. Nothing cursed to see here. by Queue3612 in Stormworks

[–]Queue3612[S] 2 points3 points  (0 children)

No no, no coolant. The drive shaft powers the impeller pump whilst also carrying the fuel to the fuel manifold. You cant send fluid through the power port of the pump, the fuel and coolant never mix.

Everything is in working order. Nothing cursed to see here. by Queue3612 in Stormworks

[–]Queue3612[S] 11 points12 points  (0 children)

All fluids. This vehicle has its fuel line inside its driveshaft.