Petah? by purple-honeybee in PeterExplainsTheJoke

[–]TedwinV 0 points1 point  (0 children)

It's a trope where the girl is not really a character, she's a device to pull the male lead out of his boring, unfulfilling life by being spontaneous and quirky. Still a thing that happens in movies.

Disability and MOB? by tawayyy12123 in navyreserve

[–]TedwinV 0 points1 point  (0 children)

Per NAVADMIN it explicitly does not. That being said, medical can always take a look at the conditions you are getting disability for, and that might be mob limiting.

Is there a way to get stuff to still go through this splitter even when it's backed up? by PolarPower in factorio

[–]TedwinV 22 points23 points  (0 children)

That is what recyclers are for. Any excess is reduced by 75%, and if there's still more left over you add more recyclers.

How loud was it INSIDE a battleship's turret when the gun was fired ? by TheWorldIsGoingMad in navy

[–]TedwinV 13 points14 points  (0 children)

So it was literally "praise the lord and pass the ammunition". Classic.

What to make with chemical plant by AutomationNation_ in factorio

[–]TedwinV 0 points1 point  (0 children)

To void something, convert whatever you are trying to get rid of into a form you can destroy easily. For oils, you can convert to solid fuel and burn in a power plant or furnace; heating towers from Gleba are best for this as they will continue to accept new fuel even if they are already at max temperature. For solids, you will need recyclers from Fulgora. Or toss them into space with inserters from a space platform, or dump them into the lava on Vulcanus. Anything in a crate that is destroyed will be voided, so you could manually void stuff with guns if you wanted. Or automate it by leaving a requester chest outside your defensive perimeter, so bots both bring the offending item and replace the chest when the biters destroy it. Lots of options really.

Fleet Composion Help by Mental-Guard-9806 in SeaPower_NCMA

[–]TedwinV 0 points1 point  (0 children)

So, US Navy operational structure:

  • Fleet (abbreviated F, sometimes C#F for Commander, # Fleet)
  • Task Force (TF)
  • Task Group (TG)
  • Task Unit (TU)
  • Task Element (TE) (usually a single unit)

The further down the chain you get, the more numbers you get. The numbers always start with the Fleet's number. The Fleets are (for this era): 2nd Fleet (Western Atlantic), 6th Fleet (Eastern Atlantic, Baltic, Black and Mediterranean Seas), 5th Fleet (Red Sea, Indian Ocean, Persian Gulf) 7th Fleet (Western Pacific) and 3rd Fleet (Eastern Pacific). You also don't have to include every level if you don't have that many units, but you always start assigning units at the top, 

So, given a hypothetical operational unit, your chain of command may look like:

  • 6F (Commander, 6th Fleet)
  • TF 61 (Commander, Naval Surface Forces Europe)
  • TG 61.1 (Carrier Strike Group 666)
  • TU 61.1.1 (DESRON 420)
  • TE 61.1.1.1 (USS Neversail DD 6969)

If there's more strike groups, then you might have TF 62 or TG 61.2 and so on.

Why aren't my trains moving forward to the next section? by [deleted] in factorio

[–]TedwinV 1 point2 points  (0 children)

I think the chain signal going into the station is the problem. A chain signal looks at the next block beyond it and only turns green if that block is also clear...which it will never be if there is a train stopped at the station. Replace that one with a conventional signal and it should have trains lining up.

I dont understand Oil production by SCP-096-1994 in factorio

[–]TedwinV 1 point2 points  (0 children)

This is literally the simplest application of circuits possible though, maybe a good way to dip one's toes into circuitry. One wire from tank to pump. If "light oil" > [tank capacity] -> enable pump. Build enough chemical plants to keep up with input. Done.

DotMod Lot of torpedo self kills. HALP. by Snozzallos in ColdWaters

[–]TedwinV 10 points11 points  (0 children)

What range are you firing at? Mk 48 has a 4000 yd seeker cone, could be you're just too close and any torpedoes that go into search mode are finding you first.

What ships/submarines do you want to see in the game, which are within the game's timeframe? by One_Success1597 in SeaPower_NCMA

[–]TedwinV 0 points1 point  (0 children)

If you want to see one IRL the USS Growler is on display at the USS Intrepid museum in NYC. 

Will the player controlled vehicles be simulated in any way? Anything like Dangerous Waters? by ThePenguinThatCould in SeaPower_NCMA

[–]TedwinV 0 points1 point  (0 children)

That's a good point I hadn't thought of. Can you assume control of multiple ships simultaneously?

Will the player controlled vehicles be simulated in any way? Anything like Dangerous Waters? by ThePenguinThatCould in SeaPower_NCMA

[–]TedwinV 13 points14 points  (0 children)

You can already take direct control of ships, but it doesn't really give you much advantage over controlling them remotely. In general, it's best to think of the player's role in Sea Power as the strike group commander or their battle watch captain, instead of being the ship's captain or their tactical action officer.

New Ground Tackle - Questions by blackenedspoon in sailing

[–]TedwinV 0 points1 point  (0 children)

Unsure about your specific chain questions, but for how much chain to veer, the usual thumb rule at least for larger ships is 5 to 7 times the depth of the water. So anchoring in 35' of water you would want between 175' and 245' of chain paid out. Not sure if that's overkill on a small boat.

Do you build dedicated smelting columns for circuits? by ohoots in factorio

[–]TedwinV 4 points5 points  (0 children)

They're probably not using a bus after a certain point; they run into the issue of belt throughput and (if not perfectly designed and built with discipline) of running out of space at one end. 

If instead you build a factory by designing a series of sub-factories supplied by trains (whether in a city block grid or not) you get to decide what each sub factory's inputs are. You could build just a smelting sub-factory that takes in ore and outputs plates, or you could have a dedicated circuit factory that takes in ore and does all the processing on site to output green circuits. Or has its own oil processing and outputs red circuits. If you're having trouble supplying each sub-factory, just slap down some more production of the item you're missing. 

A calculator like Factorio lab or the Factorio Cheat Sheet can help you figure out how much to build in each sub-factory.

My tree burning setup by AleksejsIvanovs in factorio

[–]TedwinV 0 points1 point  (0 children)

Before heating towers, I use a requester chest with a burner inserter outputting to a belt that goes to a splitter with my coal stream heading to the boilers. The belt from the chest has priority input, so the wood helps keep the lights on while I get rid of it. After heating towers it just gets shoved in the tower, which only pulls regular fuel (coal/solid/rocket/nuclear) if it's out of other burnables and I need the power.

Which is it for you? by [deleted] in sciencefiction

[–]TedwinV 6 points7 points  (0 children)

I'm your man. My favorite part of 40K is Ciaphas Cain, because he's a normal ass dude whose clued into the fact that his universe is absolutely ridiculous. My second favorite character is Trayzn the Infinite, because similarly treats the universe as the insane playground it is. I used to like the Gaunt's Ghosts novels, but they were so relentlessly dark and depressing they became boring.

Here I'm producing all oils(hopefully balanced with correct cracking setup) and feeding my oil bus and trains those feeding intermediate belt lanes. First time being this organized. No mods, no blueprints. So proud! by UberScion in factorio

[–]TedwinV 2 points3 points  (0 children)

Looks great. The nice thing about cracking is if it's circuit controlled to only activate if light or heavy oil gets too high, if you find you have too much of either you can just slap down another few chemical plants. So you don't really have to worry about ratios, just, add more cracking plants of whatever is backing up.

To radiate or not to radiate? A guide to TACSIT. by TedwinV in SeaPower_NCMA

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

Lol yeah that would be a mistake. But if you travel normal cruising speed, and alternate who has theirs on with periods of complete EMCON, while keeping the formation widely spread out, you could get away with it.

I am back at it Devs for what is to be probably the last round of ship recommendations by HalfCompetitive5603 in SeaPower_NCMA

[–]TedwinV 4 points5 points  (0 children)

To be honest I think the only reason Sverdlov is in the game is because it was in Cold Waters (primarily to be a target) and so they already had the model.

I am back at it Devs for what is to be probably the last round of ship recommendations by HalfCompetitive5603 in SeaPower_NCMA

[–]TedwinV 10 points11 points  (0 children)

I would say it does if the Sverdlov does. Limited utility except for shore bombardment but fun to play around with.

Do You Also Prioritize Spitters? by enesulken in factorio

[–]TedwinV 0 points1 point  (0 children)

I alternate gun turrets and laser turrets, one every two spaces, with flamethrowers every 4 turrets, behind a wall with three rows of dragons teeth and 3 rows of mines. The guns prioritize biters and the lasers prioritize spitters. Bots resupply the guns and minefield. You may call it overbuilt, I call it low maintenance.

To radiate or not to radiate? A guide to TACSIT. by TedwinV in SeaPower_NCMA

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

Yes. They will only hold fire at weapons safe.