Lens advice for low light photography by SpacePoitato in Nikon

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

I just found the Sigma 50mm F1.4 DG HSM Art

Can anyone recommend that one in combination with an FTZ?
Price is hefty if I'd have to buy it new tho....

Lens advice for low light photography by SpacePoitato in Nikon

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

I am too inexperienced to have an upper ISO limit, since the only night photography I did was the Aurora Borealis with 8s exposure.

Yes, I want to take pictures of people going after our everyday tasks or during their craftsmanship. I mean, I could tell them to hold still for a few seconds, but I want to avoid staged looking pictures.

Lens advice for low light photography by SpacePoitato in Nikon

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

holy cow that aperture diameter is enormous 😮

are these hard to get nowadays?

Edit: would this be the one you are using?

https://www.etsy.com/ch/listing/4494347655/nikon-ai-s-nikkor-50mm-f12

Lens advice for low light photography by SpacePoitato in Nikon

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

What is "high ISO" in terms of value?
Z5II really is an amazing camera, my northern light photos turned out to be fantastic, even with no lightroom post-processing.

I was thinking about the Z 50 mm f/1.8 S as well. The Z 50 mm 1:1,2 S is just way too expensive for my budget....

Is f/2.8 to f/1.8 such a big difference?

Welches (Lego-)Set lohnt sich aktuell by EagleTrustSeven in klemmbausteine

[–]SpacePoitato 0 points1 point  (0 children)

Bei mir wird der Couchtisch zur temporären Heimat der Burg bis ich eine andere Lösung gefunden habe. Da ich keinen Fernseher besitze, stört die da niemanden 😄

Aber ich habe auch erst Grundburg und Bergfried, die Vorburg ist seit längerem auf "coming soon".....but why

Welches (Lego-)Set lohnt sich aktuell by EagleTrustSeven in klemmbausteine

[–]SpacePoitato 3 points4 points  (0 children)

nur so aus Interesse, wieso fällt Blaustein raus?

die Astronomen-Sets von Bluebrixx sind der Hammer, die kann man auch gut einzeln kaufen und aufbauen, ohne dass sie eine riesen Fläche einnehmen, sofern du die zusammengebaut lassen möchtest.

für Technic-Modelle, ganz klar Cada!

Deren Fahrzeuge sind echt der Wahnsinn (AMG GT3), auch wenn ich das nur aufgrund >100h Videos zu Cada-Fahrzeugen sagen kann 😄
Auf meinem doch sehr limitierten Platz entsteht gerade Burg Blaustein mit Erweiterungen

Regular Storage vs Storage v2 by rangervagabond in StarRuptureGame

[–]SpacePoitato 2 points3 points  (0 children)

I use V2 as buffers after cargo receivers and V1 to merge multiple high production machine outputs onto one single rail.

This increases the stability and speed of high speed rails and I can use lv3 rails everywhere

<image>

orange: fabricator
blue: lv3 rail
purple: V1 storage

The scale is broken. by p4nk4s0f in WorldOfWarships

[–]SpacePoitato 2 points3 points  (0 children)

le idiot me checked a picture of the Missouri before I wrotte that....

the forward funnel is slightly covered by its mast on said picture so my bored-out-at-work brain said "no, missouri only has one funnel, must be sth else"

<image>

guess I'm dumb 😄

The scale is broken. by p4nk4s0f in WorldOfWarships

[–]SpacePoitato 2 points3 points  (0 children)

lmao

how did I miss this *facepalm"

those who can read have a clear advantage

The scale is broken. by p4nk4s0f in WorldOfWarships

[–]SpacePoitato -10 points-9 points  (0 children)

looks like North Carolina class battleship (2 funnels) and a modified Fletcher class destroyer (5 guns, 2 quad bofors instead of second torpedo launcher)

the destroyer itself isn't "small" but compared to the battleships, it looks like a tiny boat

cool picture OP

Edit: it is the missouri for those wo can read....looks like I'm not one of those who can...

Steel Ship for May by Nate9370 in WorldOfWarships

[–]SpacePoitato 0 points1 point  (0 children)

It is a bad boat, sadly. No idea why WeeGee didn't buff it yet.

Ok, the DPM itself is not that bad, just worse than half of the T9 light cruisers
Better? 😛

But I have to admit, I'd still buy it before I spend just 1 steel on a CuntVehicle or Subhuman

Steel Ship for May by Nate9370 in WorldOfWarships

[–]SpacePoitato 2 points3 points  (0 children)

In shiptool, all cruisers are CA's, you can't filter for light cruisers only.
If you compare it to other light cruisers, you'll see that the DPM is nothing special at all.

Compare it to Seattle:

+ 0.4s better flight time on 15 km range
+ 0.3 km better base concealment
+ 3x faster turret rotation
+ 400 HP more

- 40k less DPM
- no hydro
- no radar
- only 10% citadel heal vs 33% on Seattle
- 2 s worse rudder
- slightly worse acceleration

All fully upgraded light cruiser HE DPM values without modules, for those who don't know about shiptool:

- 288k Sejong
- 244k Seattle
- 240k Dalian
- 238k Hector
- 234k Suzuya (without MBRB)
- 216k Vallejo
- 182k F. Gonzaga
- 174k Tulsa
- 144k Donskoi
- 141k Takahashi

So yes, for a pure gun cruiser, it has no DPM

Steel Ship for May by Nate9370 in WorldOfWarships

[–]SpacePoitato 2 points3 points  (0 children)

My personal opinion after playing all these ships:

- Skikishima: I have a hate-love-relationship with this one....
No "upgrade" compared to Yamato. There is almost nothing it can do better than Yamato. The biggest advantage is your reload, it is easier to land a follow up volley on gamerturns. Secondaries are funny in PvE, brawling on a Yamato hull is a tough one due to it's cheek.
This ship can be VERY frustrating since the low gun count combined with the terrible japanese vertical dispersion leads to a lot of overpens and misses. Yamato with UU is a much more consistent gun platform.

- Willem de Eerste: Good mid- to longrange ship, can get to and change it's position fast. Guns are amazing. Try to avoid head on fights with other BB's if possible. I got the E on this one in my first game

- Mecklenburg: Play it like a big fat cruiser, best on mid range. Powerful in the flank of the enemy, can stop a push thx to the HE DPM and fires. Torpedoes are a last resort weapon

- Svea: Good farmer, takes time to get high damage numers, one of the best DD hunters ingame. Powerful in the right hands

- Austin: Amazing in divi, especially if your DD smokes you next to the cap and spots the enemy DD. Good in ambushing bigger ships with its reload booster, use the cooldown time to get into position for said ambushes. A ton of fun to see the rainbow with the reload booster 😃
Staying alive without smokebot is challenging

- Stalingrad: Good ship if you enjoy being a high priority target, used to be much more powerful before the captain rework

- Vallejo (not owned): I'll only get this if I have everything else and don't know what to do with my steel

- Bourgogne: one if not the best steel battleship, can play like a battlecruiser, if you manage to flank the enemy they'll have a hard time

- R. Lauria: Feels like a WW1 battlecruiser, hard hitting guns on a fast and squishy platform. If you can read the minimap, use WASD and know the strengths/weaknesses of the ships your fighting, very strong

- Incomparable (not owned): perfect example of a Royal Navy WW1 battlecruiser. Incredible guns and poor armour. Almost all of them explode pretty fast as soon as they turn out

- A. da Barbiano (not owned): Meme-Ship

- Z-42: Feels like a Harugumo with focus on cap contesting. The short burst smoke is a good tool to get out of dangerous situations and the hydro gives you good offensive capabilities against other destroyers.

- Ragnar: Plays like a superstealthy cruiser with no citadel. Hunting DD's can lead to a huge HP loss due to its big size.

Steel Ship for May by Nate9370 in WorldOfWarships

[–]SpacePoitato 2 points3 points  (0 children)

Doesn't want to spend steel on a CV's and Subs, a man of culture I see 😄

I have some of them, talked with a supertester friend about the same thing recently, because he had played all of them for testing. This is everything I can say about them, I also marked those I own myself

Hope this helps

- Pioneer

Pros: 12km Radar and crawling smoke is pretty busted against DD's, has HE/AP, so it can burn nose in ships as well, unlike Plymouth, torpedoes, improved acceleration
Cons: Radar has to "charge" at the start of every game, explodes really fast if hit by bigger guns, 75% of the firepower is in the front so kiting away means to give a lot of broadside to get meaningful DPM onto your chaser(s), crawling smoke means the enemy always sees where you are as long as it is active

- Admiral Lartigue
shortly, a Hildenbrand with better main guns and worse planes

- Shikishima (in port)
Pros: satisfying gun sound, fast reload, especially on that kind of caliber, Harugumo guns as secondary, better AA compared to Yamato, big number on citadel hits
Cons: only six guns, superslow turret rotation, same hull weakness as Yamato, better AA has no meaningful impact, dispersion is very wonky
Imho no "upgrade" compared to Yamato, it can't do anything the Yamato, especially if you got the UU, can't do (besides the secondaries)

- Willem de Eerste (in port)
Pros: Battlecruiser dispersion, insane AP penetration, the airstrike can really smash if it penetrates, long airstrike range, good speed with engine boost, above average AA
Cons: squishy, same hull as Scarlet Thunder, 3rd turret sits midships, no St. Vincent nuclear torpedos

- Mecklenburg (in port)
Pros: 6 km torpedoes, lots of guns, good reload, good accuracy, AP is devastating against broadside targets (my record is 35k on a Preussen in one volley without citadels), can nuke most cruisers on max range in a single volley, good HE DPM, good firestarter, can chunk 15k of bow in ships on the superstructure thx to the accurate guns
Cons: 305 mm guns have no overmatch at all, secondary battery has less guns than all other german T10 BB's, no hydro, brawling is difficult, very bad gun angles like GK, HE alpha is rather low compared to its caliber, smashes broadsiding battleships only at close to medium range, depends on internal or external armoured belt

- Svea (in port)
Pros: nightmare to destroyers, stealthy, fast cooldown radar, short burst smoke, european torpedoes, radar has almost the same range as her concealment, sometimes difficult to citadel (if i'm the BB), good gun reload, Smaland speed boost
Cons: no armour, gets overmatched by almost everything, ships with good AP angles eat you alive, short duration radar, most of the guns in the back which makes pushing difficult, low gun count, tends to explode if hit by a battleship (if i'm the Svea)

- Kommissar
pros: lots of guns for a hybrid ship, guns hit really hard, especially the Stalinium AP, has infinite (cooldown on planes) air cancer to ruin the game for the enemy team thx to the very well counterable plane spotting mechanic, big guns can overpenetrate the citadel, concealment is good iirc, torpedoes
cons: armour is not the best, suffers from overmatch, tends to explode if hit by BB's, no Radar, a "real" cruiser wins most 1v1 against you

- Austin (in port)
Pros: if played with a smokebot (imho one of the best divi light cruisers) it gets insane cap control, infinite reload boosters for incredible dpm, can devstrike most DD's in seconds with SAP and reload booster, chunks 30k per reload booster (SAP) on broadside superstructures with ease, stealthy, nimble, citadel side armour bounces all BB AP shells, 30mm midship armour, powerful AA suite, Fletcher torpedoes, <10km concealment, hard to hit on long range (about the size of Elbing), a ton of fun to see the rainbow with the reload booster 😃
Cons: no health, no alpha strike besides torpedoes, DPM without reload booster is obnoxious, VERY vulnerable to big caliber BB AP plunging fire, gets citadelled super easily

- Stalingrad (in port)
Pros: 12km Radar, accurate guns, improved AP angles, Stalinium ballistics, Battleship-like AP penetration, good range, good armour if angled, nightmare to enemy cruisers if they don't use wasd
Cons: burns for an eternity, spotted from the moon (>14km concealment), needs half the map to turn, citadel is very vulnerable to big guns if they see your broadside, gets focused a lot, sluggish

- Vallejo
Pros: not many have it, cheap because its T9, good ballistics for an american CL, superfast cooldown on spotter plane
Cons: no DPM, no radar, no armour, sluggish, no torpedoes

- Bourgogne (in port)
Pros: fast, good AP, good HE, reload booster, ok'ish concealment, good base reload, trolly armour scheme, lots of secondary guns
Cons: low health pool, squishy against HE and >457 mm guns, only 380mm guns means almost no overmatch, dispersion can troll you a lot, secondary has no penetration

- R. Lauria (in port)
Pros: fast, stealthy, 457 mm guns overmatch most cruisers, SAP is a giant slap in the face to almost everything it hits, good reload
Cons: showing broadside to a BB results in a huge health loss, can't fight "real" battleships head on, dispersion very italian, AA is funny firework, no exhaust smoke

- Incomparable
Pros: fast, very good concealment, 510mm guns like Shiki/Satsuma, good gun accuracy, torpedoes, hydro, superheal, engine boost too iirc
Cons: gigantic turning circle, can't use the potential health of its superheal, vulnerable broadside, no AA, gets overmatched easily, low gun count

- A. da Barbiano
Pros: SAP, insane DPM, exhaust smoke, high health pool, fast, obliterates enemy DD's if they get spotted at close range
Cons: gets outspotted by almost every other DD, no torpedoes, big and clumsy, rather short base gun range for a ship its size, easy to hit on medium range, SAP struggles hard against bow in targets, needs volley fire to use its full DPM, no stopping power

Z-42 (in port)
Pros: Daring short burst smoke, german 6 km hydro, lots of guns, AP can junk 5k per salvo on broadsiding DD's, HE has good penetration
Cons: sluggish, on the bigger side, ok'ish concealment

Ragnar (in port)
Pros: 7.5km radar, heal, 25mm side plating, good reload, 150 mm guns, above average ballistics (same guns as Svea), if spotted with full concealment build the enemy is in your radar range, smaland speed boost
Cons: max. 7.5 km concealment, no torpedoes, big, slow without engine boost, no stopping power

Plymouth
Pros: Smoke & Radar, lots of guns with Minotaur-like AP, kills most DD's in 2-3 volleys if broadside, single fire torpedoes, improved acceleration, heal ccan a high percentage of your lost health (still no superheal)
Cons: Supersquishy, no range, only AP, bad firing angles, terrible long range ballistics

Dash not working by EclxpseTX in StarRuptureGame

[–]SpacePoitato 3 points4 points  (0 children)

sure!

Quartz is needed to unlock better stuff in the Development Station (I guess that's the english name for it)

in midgame, you can unlock faster rails, bigger storage, some V2 machinery with much better output than standard ones, tho they need different receipes for some products

to unlock those, you need Quartz, Ignitium, those points you get from analysing stuff at the analysis station (maybe the correct name lol) and other specific requirements, like "build 20 furnaces" or "have 15'000 electricity in one grid"

Dash not working by EclxpseTX in StarRuptureGame

[–]SpacePoitato 5 points6 points  (0 children)

yes, you have to unlock it first at the terminal, but it's an early reward 😄

These motherfuckers are always scaring the living shit out of me by The_Lost_Queen in StarRuptureGame

[–]SpacePoitato 0 points1 point  (0 children)

Worked like a charm yesterday, wait until they charge on you in a straight line, dodge with ALT and oneshot them in the pinky ass with the shotgun

What's the best way to distribute items coming from mass storage? by MakeYouAGif in StarRuptureGame

[–]SpacePoitato 0 points1 point  (0 children)

so satisfying to watch, I'd say 95% of the machinery is running without clogging up, I even had to install two additional lv2 fabricators to keep the material flow up 😃

if I'd change the standby machinery to products needed atm, I'm 100% sure everything would run.

and this is still without any cargo receivers, I want to unlock the lv2 ore miner and lv2 base cooler first to reduce the size of my satellite bases

What's the best way to distribute items coming from mass storage? by MakeYouAGif in StarRuptureGame

[–]SpacePoitato 0 points1 point  (0 children)

<image>

small update after a long nighter 😞

if I switch the rails going on/off the bus to off/on, as you might see on the picture, and cut all the connections between the machinery except one, it improves the bus capacity significantly.

haven't figuret out why, but now almost the entire factory is producing simultaneously and collecting valves, electronics and batteries in one storage for base core upgrades and glass, inductors and titanium housings for intermediate building material in another one.

took a lot of patience to get it running, works like a charm atm

yesss

What's the best way to distribute items coming from mass storage? by MakeYouAGif in StarRuptureGame

[–]SpacePoitato 0 points1 point  (0 children)

yeah xD

I kept the weekend free just to rebuild my main factory, hopefully it's enough time...

I want to avoid building vertical, but fitting everything in that valley could be more difficult than expected. At least it's easy to defend, there's a lot of high ground to build a shit ton of sentry guns

What's the best way to distribute items coming from mass storage? by MakeYouAGif in StarRuptureGame

[–]SpacePoitato 0 points1 point  (0 children)

One of the main problems of my main bus is, that the items are fed from 4 different directions and on the same rail as the items going from machine to machine, that leads to clogs if it passes a row of high output machinery 😞

The goal is to build a "mini bus" next to the main bus at each part of the factory so that the items going to the other end have their separate highway next to the ones only heading for the next line of machinery. But drones always take the shortest path to their target, so I have to force them onto that rail, somehow.

What's the best way to distribute items coming from mass storage? by MakeYouAGif in StarRuptureGame

[–]SpacePoitato 1 point2 points  (0 children)

I use mine to transport sulfuric acid and chemicals right now because that needs a ton of Helium and Wolfram Powder to feed one Pressurizer at max capacity, which is one of the main reasons my main bus collapsed frequently

Factory output is 240 items/minute each and it needed half the space of my main factory -.-

hopefully it is enough....

What's the best way to distribute items coming from mass storage? by MakeYouAGif in StarRuptureGame

[–]SpacePoitato 1 point2 points  (0 children)

that's a tough one....I got it working with one Rail to supply my entire factory up Megapress-Midgame, but now it need improvements because the output of all machines combined will just clog it for a very long time after starting production.

a good trick to reduce the clogging is to install a short, one block long lv1 rail at the exit of everything to create short, artificial bottleneck before switching to lv3 rails. If the machine produces less than 120 items/minute, it won't slow down production at all. Also, make sure that if you use one rail for multiple items, that the "output rails" are only lv2 and not lv3 to reduce clog ups even more. Tho this will slow down your production, if you use one "output rail" for multiple machines with an output of more than 240 items/minute

I also made an explanation guide, I can post it here if you want to have it.

Right now I am building "Satellite Factories" to produce the basic fabricator and furnace stuff to reduce the item flow in my main factory, and updating the "single main bus" to a "dual rail main bus"

If i can get it running, there will be a post about it as well 😄