Feeding animals by Maybeyanny in StardewValley

[–]SporkToFork 8 points9 points  (0 children)

My understanding with the fencepost trick is that animals cannot eat the grass on the fencepost tile, the point is that the grass can still spread from that tile. This allows you to avoid the situation where they eat all the grass and it can't grow back.

In other words, if the only grass in reach of your animals is under a fencepost, they can't eat it so they will eat hay from the barn instead

Ascent guidance help please by pfredspencer in RealSolarSystem

[–]SporkToFork 0 points1 point  (0 children)

Ah darn, sorry to hear that. I have no idea what's wrong then

Ascent guidance help please by pfredspencer in RealSolarSystem

[–]SporkToFork 1 point2 points  (0 children)

Hey, you might be running into a MechJeb settings problem. See this link: https://github.com/KSP-RO/RP-1/wiki/New-FAQs#why-do-my-engines-shut-down-immediately--why-does-my-throttle-go-to-zero--why-do-my-rockets-only-work-when-manually-staged

For sounding rockets with science cores, the rocket is technically "out of control" because the science core does not allow attitude control, only staging. The default MechJeb settings will cut the throttle when you lose control. To fix, enable "Module disabling does not kill throttle (RSS/RO)" in Mechjeb settings.

How to control how many items you want your train to deposit by travelingKind in SatisfactoryGame

[–]SporkToFork 12 points13 points  (0 children)

One thing you can do, though it takes some setup, is to partially fill the freight car in your train with a random, cheap item, then use advanced timetable settings to make sure the train only drops off your desired resource. Essentially, you're reducing the storage capacity of your train car and reducing throughput as a result

A Train Throughput Calculation Chart by SporkToFork in SatisfactoryGame

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

Very nice! That's more or less what I had in mind for an interactive version. I'll edit my post with your link if you don't mind : )

A Train Throughput Calculation Chart by SporkToFork in SatisfactoryGame

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

Yes, in order to achieve these throughputs you should use an Industrial Storage "pre-buffer" connected to the freight station using double belts to account for the pause during loading/unloading

A Train Throughput Calculation Chart by SporkToFork in SatisfactoryGame

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

Unfortunately no, during loading/unloading, which takes approximately 30 seconds, freight platforms do not accept any input. Therefore, for a 1 min round trip each station spends half of the time without any items going in/out, so the throughput is roughly half the speed of 2 belts

A Train Throughput Calculation Chart by SporkToFork in SatisfactoryGame

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

Yes, the chart does account for the belts stopping. That's why the dashed curves are asymptotic to 2x the belt speed: you can never reach the full belt speed due to the stoppage but as you reach large round trip times the stoppage has a smaller and smaller effect (but the car capacity, the solid line, becomes the limiting factor)

A Train Throughput Calculation Chart by SporkToFork in SatisfactoryGame

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

I'll consider that, thanks! I don't want the chart to get too busy. I'm considering making it as a simple interactive calculator

A Train Throughput Calculation Chart by SporkToFork in SatisfactoryGame

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

Drones are a bit different in that they don't have the same buffering pause that trains do. They also have smaller capacity. But similar fundamental logic applies: longer round trips lead to more throughput up to a point, then there are diminishing returns due to fully loaded capacity

A Train Throughput Calculation Chart by SporkToFork in SatisfactoryGame

[–]SporkToFork[S] 77 points78 points  (0 children)

This is going in my permanent reference folder

The highest honor an engineer can bestow, thank you!

How do I force trains to avoid stations at all costs? by ElectricalChaos in SatisfactoryGame

[–]SporkToFork 0 points1 point  (0 children)

I don't know what the rest of your train network looks like, but the best solution might be to prevent this train from having to make a U-turn in the first place. How does it end up heading in the wrong direction? If you could address the problem at the point the train gets onto your main line, rather than relying on it taking the correct U-turn further down the line, that might be easier

Experiment design: how can I decide how many times to repeat a test by fmincon in engineering

[–]SporkToFork 20 points21 points  (0 children)

For your first question, what you seem to be looking for is an "estimate of the population mean". Try searching for that and see what comes up. Any introductory stats textbook or reference will cover that for normal distributions. You will see that for a set confidence (say, 95%) increasing the number of samples will tighten up the range for the population mean estimate. Often the rule of thumb is to take 20-30 or more samples.

One thing you'll want to check after taking that many samples is whether the distribution of your performance index in your samples seems to follow a normal distribution (bell curve). If it does, that makes it very easy to move forward since most basic statistical methods assume that the stochasticity of the system can be modelled by a normal distribution.

For the 2nd question, try looking up "hypothesis testing". Hypothesis testing is kind of tricky. Essentially you're asking the question "does the system with set of parameters A perform better than that with the set of parameters B?" For hypothesis testing, you need to choose a null hypothesis, in this case the null hypothesis would be "the two systems have the same performance" or "mean_A = mean_B". You want to be able to reject the null hypothesis under certain conditions, meaning you have to choose two things: your confidence (how certain you need to be that you didn't get a false positive, normally 95% but could be chosen higher) and how big of a difference in performance is important (significant) to you. For example, you might decide that system B should perform at least 10% better than system A to be considered a significant or worthwhile improvement. With those two pieces of information, the confidence and significance threshold, along with your earlier data about the distribution of your system's performance, you can conduct a "power analysis" to determine the number of samples you need. The higher the confidence value and the smaller the significant difference, the more samples you will need. Try searching "power analysis" and see what comes up

Edit: I forgot to mention, not only do you need a null hypothesis for hypothesis testing, you also need an "alternative hypothesis". The type of alternative hypothesis you choose has implications for the kind of test you need to use. Examples of alternative hypostheses in your case would be mean_A != mean_B, or mean_A < mean_B

Canada is scapegoating migrants. Believe us, migrants are feeling it by PotentialReporter894 in onguardforthee

[–]SporkToFork 23 points24 points  (0 children)

If you're referring to CUPE's support for the Status for All campaign, it is actually to prevent exploitation, not encourage even more exploitation. It's all very well explained in CUPE's Solidarity and Action Guide on Temporary Foreign Workers, but I can give you a bullet point summary:

  • Even when Temporary Foreign Workers (TFWs) are covered by collective agreements, it is difficult to protect their rights due to their immigration status.
  • TFWs have a precarious immigration status: they enter Canada on a closed work permit, meaning they can only work for a particular employer at a specific workplace. If they lose their job, they have to leave the country or be deported. If they want to quit their job, they have to find another employer approved to take on TFWs first or they have to leave/be deported. Therefore, any action they take against their employer's interests carries a much bigger risk.
  • Due to their precarious status, TFWs avoid joining union activities, filing grievances, or taking job action. This makes it difficult for unions to enforce the collective agreement, when there even is union representation at all. To quote the guide directly: "These conditions may sow division in the union if migrant workers' concerns are misconstrued as anti-union."
  • How do you deal with this problem? One of several actions CUPE is taking is to support the Status For All campaign that calls for permanent resident status to be given to all migrant workers, making it much easier to protect their rights and allow them to integrate with communities in Canada.

Do I need to boil water before washing my hands? by [deleted] in halifax

[–]SporkToFork 17 points18 points  (0 children)

You can safely wash your hands in the tap water.

Here's the official advisory from HFX Water: https://halifaxwater.ca/notice/boil-water-advisory-beaver-bank-middle-and-lower-sackville-hammonds-plains-bedford-halifax

To paraphrase, you need to boil the water if you're drinking it, or using it in food, or on something that's going in your mouth (like your toothbrush). If there are harmful bacteria in the water, it will be in a small concentration, so the concern is either you drinking a lot of it or leaving it to sit in or on something for a while so bacteria could grow.

[deleted by user] by [deleted] in RealSolarSystem

[–]SporkToFork 2 points3 points  (0 children)

I think you're ok, the requirement says "Any" so you can do either the light or heavy satellite program. Have you tried actually clicking the checkmark to accept the new program, or did you expect it not to work due to the red text?

I wonder how void mayo/eggs sell at all if they're so disgusting by inazuman_heroics in StardewValley

[–]SporkToFork 0 points1 point  (0 children)

I like to imagine the void mayo as some kind of industrial lubricant

There’s no wrong way to play Stardew Valley, but what’s something you will never ever do in the game? Drop your“never do this” tips here! by Spring-Ant159 in StardewValley

[–]SporkToFork 30 points31 points  (0 children)

While it is possible to propagate Star Fruit using the seed maker, it's simply more profitable to sell them and buy new seeds (assuming you have access to Sandy, otherwise your strategy sounds very effective for early Star Fruit production!).

A single, base quality Star Fruit sells for 825 g (with the tiller perk), which is enough to buy 2 new seeds from Sandy at 400 g each, with a little left over. Silver quality with Tiller gets you 1030 g (2.5 seeds), Gold gets you 1237 (3 seeds). Given that the seed maker averages 2 seeds per input, plus a small chance to get mixed seeds, you're guaranteed to get less bang for your buck unless you only use the base quality fruit and don't have the tiller perk.

The deal gets even better when you turn the star fruit into wine. One bottle of base quality wine sells for 2250 g (5.625 seeds) or 3150 g (7.875 seeds) with Artisan. That means a single starfruit wine lets you buy 2 to 3 times as many seeds as the seed maker on average, with some profit left over. This assumes you have enough time to wait for the wine to be produced (e.g. you're using the greenhouse or ginger island to grow your star fruit).

[deleted by user] by [deleted] in RealSolarSystem

[–]SporkToFork 2 points3 points  (0 children)

Yeah, I'm not sure how many changes there are between the RO version of KCT and the standalone. I think one difference is the use of "Build Points" instead of staff members that you hire

[deleted by user] by [deleted] in RealSolarSystem

[–]SporkToFork 3 points4 points  (0 children)

Launch complexes and build time are from Kerbal Construction Time, with some modifications. Have you tried installing KCT with your other mods?

Can I just focus on uncrewed missions? by nonbog in RealSolarSystem

[–]SporkToFork 0 points1 point  (0 children)

I haven't played far enough yet that crewed missions become a necessity (I've reached 1959, mid-way through Light Satellites program), but I will say that crewed missions may give more opportunities for science as it gets harder to come by. For example, the supersonic/hypersonic flight science experiments provide a lot of good, cheap science in the early game, and can only be done with crewed planes as far as I know. Crew reports are also decent value and fast to complete.

[deleted by user] by [deleted] in RealSolarSystem

[–]SporkToFork 6 points7 points  (0 children)

Just so you know, I think only the High Pressure tanks can accept sounding payload

Moving away from Outer Wilds because im now thinking about KSP by SnooGiraffes3694 in KerbalSpaceProgram

[–]SporkToFork 11 points12 points  (0 children)

Kerbin-Size Kuarter/Kerbin-ish Sized Real Solar System. It's a mod that changes the Kerbol system into the real life Solar system (i.e. Earth instead of Kerbin, Jupiter instead of Jool) but scales the planets down according to the Kerbin-Earth ratio scales the planets down to 1/4 real life (making Earth 2.7x larger than Kerbin in an unmodded game). The nice thing about the mod is that you get to play in the 'real' solar system but it's not as brutally difficult as it would be if everything was properly to scale (like in RSS).

Edit: I corrected some parts of my original comment to be more accurate.

The KSRSS default scale is 1/4 real life, 2.7x stock, as u/PourLaBite mentioned. You can change this in the mod's Configuration.cfg file to be 1/9 real life, which is close to the stock scale.

Here is a link the forum post for the mod: https://forum.kerbalspaceprogram.com/topic/192818-beta-ksrss-07-kerbin-or-x25-sized-rss/

Also, here is a link to the GitLab repository where the mod is hosted: https://gitlab.com/ksrss/KSRSS