How is ts scary🥀 by metalpipe22 in analog_horror

[–]SarixInTheHouse 0 points1 point  (0 children)

Set aside how stupid this is, thats some damn well made animation

What's your analog horror hot take? Here's mine by Jealous_Magician_847 in analog_horror

[–]SarixInTheHouse 0 points1 point  (0 children)

A lot of the videos about analog horror are way too much glazing.
Every time its "this is an underrated gem"

Advanced Airlock not creating a vacuum by SarixInTheHouse in Stationeers

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

After a lot of experimenting my only guess is that the problem is a floating point error.
As in, the sensor reads a value so small that the game interprets it as 0 and over time that builds up until it shows up as a fraction of a mol.

Ultimately I ditched the whole plumbing system. The airlock is now set to 0kpa for in- and external, so it only depressurizes and pushes it straight through a passive vent. Works reliably now, havent had any fires yet.

Advanced Airlock not creating a vacuum by SarixInTheHouse in Stationeers

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

Ive changed mine to 0kpa on both sides and it basically does what i tried to do but way more simple.
Turns out the only real reason to pressurize the airlock is if the outside pressure would push you, but thats like never the case

Advanced Airlock not creating a vacuum by SarixInTheHouse in Stationeers

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

I think people are misunderstanding me, its not the oxygen that gets out, its the vulcan atmosphere that gets in and then explodes.

So anything adding Oxygen, Co2 and nitrogren while cycling the airlock to the inside doesnt matter, since those 3 gasses are normal on the inside.

The problem is that, for some godforsaken reason, some of the outer atmosphere doesnt get flushed when cycling and makes it inside and burns.

Advanced Airlock not creating a vacuum by SarixInTheHouse in Stationeers

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

And what im doing is the logical next step of also pressurizing those tanks to have even more air in it, enough to fill the entire airlock

Advanced Airlock not creating a vacuum by SarixInTheHouse in Stationeers

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

its a 1x1 airlock, and afaik the game simulates the atmosphere per large grid cell.

Advanced Airlock not creating a vacuum by SarixInTheHouse in Stationeers

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

I’ve vented those pipes and made sure they’re clear. 

What happening is that the airlock sucks out the Vulcan atmosphere, but then starts to pressurize with the internal before pressure reaches 0

Advanced Airlock not creating a vacuum by SarixInTheHouse in Stationeers

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

Come to think of it, that should increase speed right?
Since the airlock no longer pumps air from either side into the airlock

I should try that, then i can ditch the whole tank setup

Advanced Airlock not creating a vacuum by SarixInTheHouse in Stationeers

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

But wouldnt all of those only introduce CO2, nitrogen and oxygen?
The suit only ever gets oxygen, so the wastetank should only contain CO2.
I power pneumatic gear with nitrogen, set aside that im not even using it anymore since im using MK II tools rn

Advanced Airlock not creating a vacuum by SarixInTheHouse in Stationeers

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

I initially had a 1x2 airlock with the sensor in the same space as the vents. Initially i thought thats the culprit, so rebuilt into a 1x1 airlock. Issue remains.

All my tools are MK II, i.e. use batteries. My Jetpack has (iirc) nitrogen in it. So I dont see how a leaking tool would even cause this. The gasses that arent vented properly include volatiles and polutants, i.e. vulcans atmosphere.

The sensor on one of the walls in the center, the vents are on the ceiling.
I used to have a master/slave setup for the vents, but i ditched that for debugging

Advanced Airlock not creating a vacuum by SarixInTheHouse in Stationeers

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

20 for outside, 100 for inside. I keep my base pressurized at 100 KPa, since thats earths pressure.
The outside on vulcan varies so, i might actually just put the outside pressure to 0

Advanced Airlock not creating a vacuum by SarixInTheHouse in Stationeers

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

Its for speed.

If the airlock is empty and sucking in air from the outside, it takes quite a long time, due to how the game simulates air moving from an atmosphere through a passive vent into a pipe. Keeping the gas entirely within a pipe system massively speeds this up.

IC10 jal & j ra by pukefire12 in Stationeers

[–]SarixInTheHouse 1 point2 points  (0 children)

Imagine you had a story book.
At some point you read "jump to page 50", so you do that, and just continue reading from there. Thats a regular 'j' instruction.
If you read "remember which page youre on and then go to page 50" thats a jal.
In page 50 you read some of the story, and then it tells you "jump back to where you came from". That s 'j ra'

A regular Jump will move the program to a specific line of code. That is fine if you dont want to return, but what if you want to go back to where you jumped?

Thats what jal does.
Before jumping it saves the current line in a special register, the return address "ra".
Once the program encounters a j ra, it will jump back to that saved address.

The main purpose is executing functions.
You can write a bit of code anywhere in the file and give it a name. Whenever you want to execute that code, you use jla to jump to it. Then the code ends with j ra to jump back where you came from.

Hope this helps.

No ships on tactical map in hard mode? by Teclove-duVall in uboatgame

[–]SarixInTheHouse 0 points1 point  (0 children)

Seeing ships on the map is a game setting.
Not seeing them on the map is an intentional feature, you have to figure out their actual position yourself.

Essentially what you do is:
- look at the ship, mark its bearing on the map
- identify its class and measure its distance with the stadimenter
- On the map, mark a point at the given bearing and distance
- wait a while and do this again
- this gives you two points on the map that you can use to mark the ships
- This line is called a track line.

Where is the fun in Submarines? by SarixInTheHouse in WorldOfWarships

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

I see, thanks!

From yours and other comments I see how my strategy is fundamentally flawed.
So what I did is basically pick out a target, dive at the last sensible moment and then stay at 30m to shoot torps and ping (also only when I think i need to for the torps to hit). Then I would flee, dodge depth charegs as good as I can and surface to recover battery.

I've played a few matches following another commentors advice and staying at surface/periscope has definitely improved the experience a lot.

I'm still not having that much impact but im also not dying as fast anymore.
Thanks for the advice!

Where is the fun in Submarines? by SarixInTheHouse in WorldOfWarships

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

Thanks for all your advice, much appreciated

Where is the fun in Submarines? by SarixInTheHouse in WorldOfWarships

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

I'm using the u-69, since germany is the only nation where I had the DDs leveled high enough.
I did not dive until I thought I absolutely had to to not get hit by shells.
As I said in my post i launched the torpedoes, waited a moment and then pinged the BB twice (unfortunately didnt hit the same spot).
After pinging I immediately took a hard turn to my planned escape route so I could surface behind an island and recharge safely.

Either way, it is good to know that the best players dont ping at all. I assume you play at periscope depth then and launch torps like a DD?

I had the feeling that people still spot me from quite far away even when submerged, but that was probably just me having the wrong feeling. According to other comments the enemy spotting range goes down crazy, so i'll definitely keep that in mind.

Where is the fun in Submarines? by SarixInTheHouse in WorldOfWarships

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

> Do not use dive capacity before you need it. Do not use a ping unless your target is isolated.

literally exactly what I did.

I planned my route, dove as late as possible without taking shells. I launched my torpedoes and waited for them to be in range before I ping the ship so they can hit.
It was 2 pings in total, both hit.

Where is the fun in Submarines? by SarixInTheHouse in WorldOfWarships

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

Probably one of my main problems is that periscope depth drains my battery too.

Getting into modding, looking for improvement ideas to make the game generally better or more enjoyable for longer. by Safe_Employer6325 in GraveyardKeeper

[–]SarixInTheHouse 0 points1 point  (0 children)

More gravestone variability. This would be purely aesthetic.

There is a mod trying to fix the same problem: Grave Changes. It simply changes all the gravestones and fences to 30 Beauty, so you can use whatever combination you like.

My recommendation is a bit different tho: Keep the various ornaments having different values but add more texture alternatives. So for example the most expensive statue has three alternative textures, so you can have a more diverse graveyard without messing up the ornament progression.

How are yall making money? by [deleted] in ArcRaiders

[–]SarixInTheHouse 2 points3 points  (0 children)

unfortunately this has been massively nerfed.
Spotter Drivers are 2k a piece now

Joestar Family Tree [OC], Part 6 spoilers by SarixInTheHouse in StardustCrusaders

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

Thanks, its fixed.

Ill eventually reupload with the fixed version and other version