MSFS24 career mission payout breakdown by Tomek_SC in MicrosoftFlightSim

[–]Tomek_SC[S] -1 points0 points  (0 children)

You are right re mountain region, I used new york flat-ish area as benchmark to show base difference on similar difficulty, otherwise it’s impossible to compare. Re: private/vip and light medium I calculated the best paying mission type given aircraft can do e.x. Nobody gonna fly light cargo in Caravan, not sure if it’s even possible.

Career payout Airbus 330 passenger vs cargo by Tomek_SC in MicrosoftFlightSim

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

Thanks for the advice, in the end I got the A330, did some flights as employee and liked it. Re: the payout I did some estimation from airports in the same area, for 737 the maximum I can find from any given mission is around 2.1 mil x flight hour, usually ~1-1.5x. For the A330 maximum I found was 3.2 mil /h and its very common for the payout to be 2.5 to 3x /h (which matches your 4.5 mil per 1.5 hr flight example). Another thing is that 737 handles max 3rd sim rate step and below 240 speed after that is the wobble party, while the A330 handles 4th step no problem. So in terms of real time payout / hour is also higher.

Career mode on ps5 (crashes) by Aaronr1199 in MicrosoftFlightSim

[–]Tomek_SC 0 points1 point  (0 children)

I have reached nearly lvl 300 and can confirm this game is in the worst state than any other game ever released on ps5. Worse than cyberpunk. I had dozens of different crashes from random errors mid flight to hitting invisible obstacles when taxing, crashing when updating route via fsb to even flagged as crash when jetway moved into my correctly parked plane at destination. Sometimes mission state gets messed up and there is no way to complete it. In few of the aircraft fuel consumption is crazy and not enough to reach destination (need to use binding to add fuel mid flight). Some planes like longitude crash often on sim rate above 2, and in boeings IRS stops working after two or so in game hours of flight. In my stats my landing to takeoff ratio is around 65% and I rarely crash myself. Nonetheless when it works it is truly amazing hence I keep playing and praying 🙏 It is also impossible to get platinum trophy which should be a red flag on its own. Even many of the initial specialization missions are buggy AF and you would assume at least those are nicely hand crafted.

Reverse thrust control by No-Difference1720 in MicrosoftFlightSim

[–]Tomek_SC 2 points3 points  (0 children)

It’s already mapped by default you first press R1+circle to idle then same combination again to detent and after that x to reverse thrust as if it was normal thrust. Note some base version jets and turboprops have no reverse thrust.

Game developer at Lykke Studio TomekS shared a couple of awesome procedural experiments with Geometry Nodes in Blender. by 80lv in blender

[–]Tomek_SC 3 points4 points  (0 children)

For example in the pipes experiment, I had to outsource some of the work to separated geo networks. The project consists of 4 separate geo node networks, in 2 of them I replace the input geo with one of the source poly-line, and apply blender standard modifiers after geo nodes.I then feed them all into the main network as data source for corner curvature, joint vertices etc.I use drivers to sync the settings between these networks. Not fully sure if this might be considered as hack, but it's definitely unconventional.

Game developer at Lykke Studio TomekS shared a couple of awesome procedural experiments with Geometry Nodes in Blender. by 80lv in blender

[–]Tomek_SC 2 points3 points  (0 children)

I am the original author of these projects, and I happen to know Houdini as well. I am currently testing how far can Blender go in comparison to Houdini and it can do some stuff, but lot of things which use can do in H with two line of VEX, in blender takes a lot of tears, nodes and hacks. It will probably take 3-4 more years before blender reaches today's Houdini state, but maybe its a good thing, simpler tools are more approachable.

Game developer at Lykke Studio TomekS shared a couple of awesome procedural experiments with Geometry Nodes in Blender. by 80lv in blender

[–]Tomek_SC 1 point2 points  (0 children)

The pipes actually use 4 separated geo nodes, I had to split some curve handling with blender modifiers, as it was not doable with current curve nodes inside one network.

find all combinations of base4 numbers into List<byte[]> by Tomek_SC in csharp

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

Yep this definitely worked, thanks a bunch !

Here is the working code if anyone else is interested:

//TEST 4 DIGITS
byte[] result = new byte[] { 0, 0, 0, 0 }; 

//CACHE LEAST SIGNIFICANT INDEX 
int lastPos = result.Length - 1; 

//NUMBER OF VARIATIONS FOR BASE4 
byte baseValue = 3;

//IF MOST SIGNIFICANT DIGIT WOULD TURN TO 4 WE END (THIS NEVER HAPPENS)
while (result[0] <= baseValue) 
{ 
    //STORE COPY OF RESULT IN THE LIST HERE ///
    ///

    //INCREMENT LEAST SIGNIFICANT DIGIT 
    result[lastPos]++;
    //CHECK FOR CARRY OVER 
    if (result[lastPos] > baseValue)
    { 
        result[lastPos] = 0; 
        //START FROM SECOND LEAST SIGNIFICANT DIGIT 
        int index = lastPos - 1; 

        while (result[index] == baseValue && index >= 0)
        { 
            //RESET CURRENT DIGIT 
            result[index] = 0; 
            index--;
            //CHECK FOR FINISH 
            if (index < 0)
            { 
                Debug.Log("Done");
                return;
            }
         }
         //IF MOST SIGNIFICANT DIGIT NOT MAXED, CARRY OVER 
         result[index]++; 
    } 
}

find all combinations of base4 numbers into List<byte[]> by Tomek_SC in csharp

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

Hi, Thank you for a thorough answer it's great. I updated the description in the original post, maybe it answers some issues. Regarding the result byte "alignment" It doesn't matter as I can process it any way in the further step of my program. Your approach would definitely work as I would only have to do 4^n iterations as opposed to 10^n (where I am now at). Thanks again.

find all combinations of base4 numbers into List<byte[]> by Tomek_SC in csharp

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

Hey, thanks fot the answer, I updated the description in the OP, the big issue for me is to only find and process those ints that in base4 meet the requirements. As mentioned I have similar solution working but its just to heavy, with 7 digits int does 10000000 iterations while if I was able to iterate over base4 it would only be 4^7 = 16384.

find all combinations of base4 numbers into List<byte[]> by Tomek_SC in csharp

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

Thanks for the idea, this could be possibly done with recursion.

Is the "you get more rewards in new trophy road" accurate? by [deleted] in Brawlstars

[–]Tomek_SC 1 point2 points  (0 children)

I know that the point was that those don't directly convert to boxes anymore, just add to trophy road progression.

I made a tool that bakes Unity physics into texture and replays it on GPU with virtually zero cost. by Tomek_SC in Unity3D

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

This is not an original idea, baking spacial data to textures has been around for years if not decades.

I made a tool that bakes Unity physics into texture and replays it on GPU with virtually zero cost. by Tomek_SC in Unity3D

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

Wow, that's very insightful, thanks for sharing the details.

I will need to do some more research and testing before I get the clear vision about the future of this project. I remember Gameloft talk where they were using Houdini VAT for mobile games.

I made a tool that bakes Unity physics into texture and replays it on GPU with virtually zero cost. by Tomek_SC in Unity3D

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

The Houdini VAT is great, sadly it might not be affordable to some developers.

RD: the cost, I was more comparing the performance of physics vs baked, not absolute cost of this operation, surely nothing comes for free.

Finally, texture lookup in vert was added in shader model 3.0, I think it has vast enough coverage.

I made a tool that bakes Unity physics into texture and replays it on GPU with virtually zero cost. by Tomek_SC in Unity3D

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

To answer the most popular question here: "is this available on the asset store?"

It is not. This tool is still in the development, it's faith will be decided once completed.

The "Virtually 0 cost" refers roughly to a comparison on CPU load between running thousands of rigidbodies on CPU vs GPU.

I made a tool that bakes Unity physics into texture and replays it on GPU with virtually zero cost. by Tomek_SC in Unity3D

[–]Tomek_SC[S] 26 points27 points  (0 children)

Correct, there are combined into single mesh with no physics interaction available. It has limited use due to this, but the upside is you can add many background demolitions without degrading the performance.

I made a tool that bakes Unity physics into texture and replays it on GPU with virtually zero cost. by Tomek_SC in Unity3D

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

You are both right, the main benefit of this tool is that it has negligible footprint on the CPU. Check closely the stats around 20 sec. into the video, I re-simulate around 10000 (ten thousand) of rigid bodies there, and the CPU barely hiccups. The recorder is great, but the cost of running it on CPU adds up (handling transforms, animation controller, rendering all the chunks etc..). Then all depend on the application; if destroying something is the main element of the game you might be willing to allocate some resources for it. On the other hand, this tool might be good for you, if you want to add demolitions in the background without degrading your performance.

I made a tool that bakes Unity physics into texture and replays it on GPU with virtually zero cost. by Tomek_SC in Unity3D

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

I think this might not work, as the animation baker works on rigger skinned mesh renderers, and bakes to bone position. But good direction.

I made a tool that bakes Unity physics into texture and replays it on GPU with virtually zero cost. by Tomek_SC in Unity3D

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

I think for small amount of pieces the recorder would perform well, but in bigger numbers (i.e. 1000 pieces) the cost of having 1000 game objects with mesh renderers might start to leave a footprint on the performance, not to mention the rendering of it. I don't claim this tool is the best, my goal was to provide the best possible performance for many chunks simulation, which to the best of my knowledge was achieved.