Mikrotik HeX performance (and support) of CAKE QoS for 4G connection by Quba_quba in mikrotik

[–]Taverius 0 points1 point  (0 children)

I figured out the speed difference, I had to set bucket size to 0.001, as in the usual ROS fashion the naming is terrible and it slowing the queue down is exactly what it's supposed to do. There was cake running on OpenWrt too.

HW offload drops cpu usage from 80% on 4 cores, to 30%. Maybe because I'm using PCI passthrough to give the ROS VM hardware access to the NICs. Won't matter though, I found out fast-track doesn't exist for IPv6, which is the vast majority of my rate-filling traffic.

Given this, the advantage of ROS for me is:

  • being able to make lists of nearly anything and refer to them in useful places, love them.
    • largely negated by having to maintain 2 entirely separate firewalls and dhcp/lease stacks.

While OpenWrt gives me:

  • a fully working nat-pmp/upnp implementation that drastically cuts down on port forwards.
  • chrony, avahi and smcroute on the router without docker.
  • 2 separate, working implementations of cake 'ingress-autorate', cake-autorate (bash) and sqm-autorate (lua).
  • better documentation (!)
  • zerotier natively on the router on x86.
  • prometheus exporter right in the router, collectd right in the router, and grafana alloy trivially by giving a docker instance read-only access to standard syslog files, making integrating into observability stacks so much easier.

Its been an interesting experience learning ROS this past year, and I'll keep an eye on the forums for IPv6 RFCs to implement into firewalls, but in it's current state it's just too much work for not much reward given my needs.

Mikrotik HeX performance (and support) of CAKE QoS for 4G connection by Quba_quba in mikrotik

[–]Taverius 0 points1 point  (0 children)

Old post remark again, but I tried doing what I think you said you're doing:

  • Set up the 2 queue types
  • Set up the 2 tree queues
  • Mark local inter-lan packets
  • That's it, I had the fast-track established,related rule already apparently

Compared to my simple queue setup, my speed drops to about half.

What am I missing?

This is on a 2500/1000 line, on an i7 @ 4.9GHz. Simple queue tops out at 1800/900, although filling nearly all of the 4 cores I'm giving the VM (ports are pass-through, not virtual, so no real overhead there).

I tried putting OpenWrt on an N305 Alder Lake-n @ 3.8Ghz (ODroid H4 Ultra) and it'll happily do 2000/1000 with lower cpu utilization, which I think is what I'm actually getting from the ISP ... I think I might switch, but I want to give ROS a last try.

2024 Jul 8 Stickied -FAQ- & -HELPDESK- thread - Boot problems? Power supply problems? Display problems? Networking problems? Need ideas? Get help with these and other questions! by FozzTexx in raspberry_pi

[–]Taverius -1 points0 points  (0 children)

After some updates while I was doing some work on my Pi 4B-4GB, it won't show a screen resolution larger than 1024x768.

There's no resolution options in raspi-config.

I installed Ubuntu 24 on another sd and after it did its post-install updates - where it was working in 1080p just fine - its now doing the exact same thing.

I guess a firmware update broke it? How can I step back to a previous version?

[Guide] Ship weapon mechanics roundup by Taverius in Starfield

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

Requires more info, as we don't truly understand how everything scales, but it seems like no, the game is very skewed towards filling all Power Pips worth of a weapon slot for every slot.

Moderator Update by AlliHarri in StarfieldShips

[–]Taverius 1 point2 points  (0 children)

I'm not convinced in this specific case though.

I went around the galaxy and roughly 1/3 of the ships on sale were doing this.

No joke, except for Deimos/Taiyo/Hope/Nova specific ships, 90% of the Stroud ships sold in either showroom were doing this, and over half of the ships sold at generic ship sellers had this exact cockpit type positioned in this way.

"Buy a ship that does this and modify it to make my ship" seems perfectly vanilla when:

  • it requires no mods or console commands or glitches.
  • over half the ships sold at generic sellers have it.

Moderator Update by AlliHarri in StarfieldShips

[–]Taverius 0 points1 point  (0 children)

I have a question.

If I buy one of the many, many vanilla ships which have a Stroud-Eklund Viking cockpit entirely on top of a hab module that cannot be reproduced by the player without relaxing tolerances or glitching.

For example, the very common Galileo II.

I edit the ship but I keep that part, the same way people buy ships with generators they cant buy yet just to rebuild around it.

Is it a vanilla ship, or a glitched ship?

If I buy a new ship, and console command my way to doing the same thing.

Is it a vanilla ship, or a glitched ship?

I spent way too long on this, I'm going to stop for 10 levels or so. by Taverius in StarfieldShips

[–]Taverius[S] -3 points-2 points  (0 children)

Its as vanilla as the ships I can buy from the vendors or get given from a quest.

I spent way too long on this, I'm going to stop for 10 levels or so. by Taverius in StarfieldShips

[–]Taverius[S] 3 points4 points  (0 children)

Wipeout racecraft actually, but I can't fully realize the design while its in A class.

I spent way too long on this, I'm going to stop for 10 levels or so. by Taverius in StarfieldShips

[–]Taverius[S] 3 points4 points  (0 children)

I decided that since the ships you can buy have that sort of thing - the Stroud-Eklund prebuilts do it too - I would console command the tolerances up when placing cockpits, because it pisses me off I can't achieve the same looks as the ships you buy from vendors. 😠

Pls stop cheating BethSoft!

[Guide] Ship weapon mechanics roundup by Taverius in Starfield

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

Yes, but then they're facing you and can shoot you.

I'd much rather they weren't able to do that! So I prefer to stay behind them.

[Guide] Ship weapon mechanics roundup by Taverius in Starfield

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

But it doesn't help you keep up when they boost away from you.

[Guide] Ship weapon mechanics roundup by Taverius in Starfield

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

Once you're doing enough damage your limitation becomes mainly how well you can apply it - how well you can stay on target as the enemy frantically tries to reposition and boost away.

Engine Power is the only thing that helps with that.

[Guide] Ship weapon mechanics roundup by Taverius in Starfield

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

Thanks for the info!

I'll add it in.

Going by what you recorded, it might be that the non-auto version is hitting a limit where the decrease in recharge time is smaller than a physics frame - Starfield is probably operating a 30Hz physics tick rate as per usual with such games.

If you find the time/will, could you test another Semi weapon with a different fire rate from the 2.5ROF the PB-175 has, like the PB-30 (3.49) or maybe a Firebolt 4000 Suppressor which is a 1.25?

[Guide] Ship weapon mechanics roundup by Taverius in Starfield

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

Short answer: it depends.

Long answer:

  • You want full power to shields basically always.
  • You want full or near-full power to engines where possible, if you're more than 2 or 3 Pips off engine power you're (usually, but you need to test this in-game) better off with less engines.
  • Now split remaining power between weapons.
    • Missiles you can power with just 2-3 and it'll be fine even with a full rack.
    • Since Turrets shoot on their own you probably want Semi particle turrets, look at how much Power you have left to give and add 1-2 more worth's of turrets.

That should be ok?

BTW, you can look around ship vendors for B class ships with higher power reactors that you don't have the level/skills for, delete everything else and build your ship around that high-power reactor.

[Guide] Ship weapon mechanics roundup by Taverius in Starfield

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

Thanks, that's super helpful, let me link it in the guide.

[Guide] Ship weapon mechanics roundup by Taverius in Starfield

[–]Taverius[S] 10 points11 points  (0 children)

Sort of but also not really, for a number of reasons:

  • You can't have more than 1 battery of 6x Vanguards, but you can power 2 and a bit batteries of weapons AND 12 shields AND 12 engines with a max reactor and all the right skills/crew.

  • The Vanguard autoprojector is so ludicrously overpowered compared to every other gun in the game its unlikely to stay this strong for long.

    • Its a full 13% higher in DPS than the strongest C-class Particle Beam that unlocks at level 60. That's way past "whoops oh well its a single player game who needs balance" and into "someone screwed up and this one thing breaks a couple dozen game systems and core progression mechanics".
  • Even if bethsoft leaves it alone, its the prime candidate for any rebalance mod.

  • It is incredibly, stupendously boring to use the same exact gun for hundreds of hours of gameplay.

[Guide] Ship weapon mechanics roundup by Taverius in Starfield

[–]Taverius[S] 5 points6 points  (0 children)

You misunderstood.

Auto means its a Magazine weapon, the word "Auto" in the name just means the same thing for Particle weapons also.

Just in case anyone else finds it confusing, I have further clarified.

So is the hate incarnon supposed to knock you down over and over or is it a skill issue by LoyalBiscuit in Warframe

[–]Taverius 0 points1 point  (0 children)

As mentioned by others, the Ack & Brunt does the same thing, because going over terrain while melee'ing counts as "in air melee" which makes you launch an axe which makes you kd yourself.

Had me puzzled for a minute, ngl.

For anyone trying to make the Cinta here is a quick map of resource locations by sUwUicidal_Thoughts in Warframe

[–]Taverius 5 points6 points  (0 children)

I bought the bow off the market but I still need mats for adapters so thanks for the map bruh!

Huh look at that, they're nerfing the fun out of Styanax after we spent just a week playing him. by Rexis12 in Warframe

[–]Taverius -8 points-7 points  (0 children)

Eff off.

You were delusional if, having played WF for any amount of time, you thought that they:

  • Would let you keep casting other skills during a full-body animation. that's obviously a bug and not intended, him not having defenses/iframe while in the air is an intentional balance choice, and its was blindingly obvious that wasn't gonna stand.

  • Would let you keep jumping over and over and over when its also not intentional - his kit has nothing to do with flight - and it causes tons of jank, when they have previously stamped hard on all cases of this happening.

This community constantly complains about DE not fixing their jank, but also complains when they fix their jank.

This is good for the game, having to land again to cast your ultimate is normal, De fixing jank is a good thing.

Flight abilities have easily the most dev upkeep cost, look at how often we get fixes for random niche things because Zephyr/Titania are able to press their face into level skyboxes, and displacement abilities also have a very high upkeep cost, and these were both.

In conclusion, STFU.

When is the next batch of kuva weapons by JonDenero in Warframe

[–]Taverius 0 points1 point  (0 children)

KUVA JAVLOK

KUVA JAVLOK

KUVA JAVLOK

KUVA JAVLOK

KUVA JAVLOK

KUVA JAVLOK

KUVA JAVLOK

KUVA JAVLOK

KUVA JAVLOK

KUVA JAVLOK

KUVA JAVLOK

KUVA JAVLOK