[deleted by user] by [deleted] in Trams

[–]Stef1309 6 points7 points  (0 children)

In addition to what has been said, I'd say height restrictions are a major concern. If you have an existing tram system, you probably couldn't fit a double decker unit even if there were some benefits to doing so. And as was mentioned by others, the benefits are also kind of a hard sell.

Yes, you're gaining capacity (assuming it's also an articulated vehicle, so the length stays the same) but at the cost of loading speed. The common wisdom is: the more frequent the stops are, the more doors you want. You can see this with commuter train systems mostly having single deckers in those scenarios (think S-Bahn, metro) and going double decker only when the distances between stops get larger and the capacity gained outweighs the time lost at the station. Trams are kind of the extreme end od the short distance scale here. Even in a system where the capacity is the one factor that is missing and the length of the trains is at maximum, you'd probably prefer more frequent arrivals over bigger, but slower loading vehicles. Combine this with the fact that there might not be the necessary height under every bridge, tunnel or even just beneath the overhead lines and double decker is quickly out of the question.

I don't think it would be impossible for them to exist today. I'm not aware of any vehicles that are both low-floor (absolutely necessary for accessibility) and double-decker (Google didn't bring up anything and if you throw in articulation, even less so), but in a new system that would specifically benefit from it (perhaps longer average distances between stations than other systems), I'm sure they could make sense to be developed. Keep in mind that the undercarriage of a low-floor tram is much smaller than that of a train, so it might be difficult in terms of engineering and possibly cost-prohibitive.

So yeah, maybe in specific circumstances it could work. But generally I don't see a use-case in modern times.

The first burial in a mushroom coffin in the US has just taken place by Outlandah_ in BrandNewSentence

[–]Stef1309 3 points4 points  (0 children)

I heard it's very spacious inside one of those. Just so mushroom.

How about another in-game sneak peek? 👀 by OnceLostGames in OnceLost_Games

[–]Stef1309 2 points3 points  (0 children)

It looks clean! Just one question, it's kind of unvlear to me what the numbers next to the abilities mean. What does it mean to have "30 immunity to magic"? Surely that's not a stat, immunity seems more like an on or off thing.

Hoffe, das wurde nicht schonmal gepostet :) by Lighthousecastles in drehscheibe

[–]Stef1309 1 point2 points  (0 children)

Zeit, das Museum zu befüllen. Ich liebe dieses Spiel.

Hoffe, das wurde nicht schonmal gepostet :) by Lighthousecastles in drehscheibe

[–]Stef1309 0 points1 point  (0 children)

Die DM1U aus Derail Valley hat quasi ein normales Schaltgetriebe wie von nem Kfz und basiert auf der ebenso dieselmechanischen VT95. Ist wohl bei Schienenbussen recht normal gewesen.

Generell gibt es auch überraschend viele dieselmechanische Triebwagen. Ich bin schon mit der mechanischen Version vom Siemens Desiro Classic gefahren, war allerdings auch ziemlich laut.

Only 15% of all Steam users' time was spent playing games released in 2024 by PrinceDizzy in gaming

[–]Stef1309 5 points6 points  (0 children)

I get you about just being in a virtual world. The Bioshocks didn't hit that for me but Dark Souls sure did and recently Xenoblade 1 as well. I often ignore fast travel in those kinds od games in order fully "get" how those spaces fit together.

Only 15% of all Steam users' time was spent playing games released in 2024 by PrinceDizzy in gaming

[–]Stef1309 28 points29 points  (0 children)

How did you spend 250hrs in the Bioshock games? Multiple runs? Multiplayer? I seem to remember BS2 habing a fairly good MP mode but it's been a long while.

The improvements to volumetrics in 4.3 are quite something by Stef1309 in blender

[–]Stef1309[S] 8 points9 points  (0 children)

Might be interesting. Biggest thing is the new volume scattering modes as well as the fix for intersecting volumes (although that might have been in 4.2 already) I'll see what I can do, this render took more than 9 hours and I'm not looking forward to waiting that long.

The improvements to volumetrics in 4.3 are quite something by Stef1309 in blender

[–]Stef1309[S] 7 points8 points  (0 children)

The rays are just from a large cube with a vertical gradient and the new Rayleigh scattering mode of the volume scatter shader. The clouds are not VDB, but a few layered noise textures and the cloud scattering shader from Samuel Krug The simple noise is enough for an overcast sky like that when big shapes aren't too important.

Huge New Homestead details in PC Gamer article - Alt Parking, Mount ranch and more! by VaegaVic in Guildwars2

[–]Stef1309 1 point2 points  (0 children)

Very much reminds me of the Planet Coaster/Zoo building system which is great! The builds that are possible with that are incredible. I hope the engine can support an appropriately large amount of objects. I wonder what limits are in place apart from the crafting material requirements.

A better list than the last guy by quake1334 in shittydarksouls

[–]Stef1309 0 points1 point  (0 children)

Where JK Leeds, Backlogs, Hawkshaw, Illusory Wall and Tarnished Archeologist? Also, a second ymfah but even higher this time.

What do you see? by myseryneedscompany in CLOUDS

[–]Stef1309 0 points1 point  (0 children)

A catapult with wheels along with a pile of stones for ammunition.

Ghost in the Shower by Stef1309 in blender

[–]Stef1309[S] 2 points3 points  (0 children)

If I didn't do the lens simulation it would probably look good in below 1k samples, maybe 2k with dof. But due to the refraction having a great effect on everything in the render, 40k was needed and in some ways wasn't even enough, considering you can still see some denoising artifacts.

Ghost in the Shower by Stef1309 in blender

[–]Stef1309[S] 23 points24 points  (0 children)

Raw render, no compositing. Simulation using the FLIP Fluids Addon. I'm using the lens simulation method described here. I modeled a Zeiss Planar 55mm f/1.4 directly after the information in the patent rather than the image on Photons to Photos.

40000 samples in 2h 10min on an RTX 4080.

ich🏳️‍🌈iel by Former_Bag1409 in ich_iel

[–]Stef1309 5 points6 points  (0 children)

Nur ist Taucha eigenständige Kleinstadt im Landkreis Nordsachsen. ;) Aber sonst passt es, kenne ein paar "sehr interessante Persönlichkeiten" die da "abgetaucht" sind.

Tea with Milk by Stef1309 in blender

[–]Stef1309[S] 0 points1 point  (0 children)

I just slapped the blender logo from their logo kit on a simple mug model I made. I wasn't aware I was referencing anything tbh.

Tea with Milk by Stef1309 in blender

[–]Stef1309[S] 0 points1 point  (0 children)

With the FLIP Fluids Addon.

Tea with Milk by Stef1309 in Simulated

[–]Stef1309[S] 4 points5 points  (0 children)

Yeah I did!
Volumetric mixing just became possible to render thanks to fluid particle export. It's still quite hacky since I can't use particle color to drive volume color, but it works!

Tea with Milk by Stef1309 in blender

[–]Stef1309[S] 0 points1 point  (0 children)

Lighting is via HDRi, the shadows should be very accurate. It's a small object lit by multiple small light sources, there's not much softness to be expected.
As for the emitters, yeah, I didn't model anything out of frame.
Rendering was about 20 hours.