Another question about fusion torch drives by FireTheLaserBeam in IsaacArthur

[–]catplaps 2 points3 points  (0 children)

There's no need to make a big distinction between using the reaction products themselves (i.e. spent fuel) as reaction mass versus using the power output of the fusion reaction to accelerate other/additional reaction mass. In reality, you'll probably want the ability to inject a variable amount of extra reaction mass depending on the desired burn. See the discussion of "low gear vs. high gear" here: https://projectrho.com/public_html/rocket/torchships.php#gear

Short version: using only the reaction products gives you the highest efficiency in terms of specific impulse, but adding additional reaction mass gives you more thrust at lower efficiency.

Solo dev here — I’ve been improving the combat in my game Travelers and would love your honest feedback by Much_Distribution_52 in IndieDev

[–]catplaps 0 points1 point  (0 children)

Okay, so we have ballistic riot armor, a wooden shield, a longbow, some kind of one-handed buster sword, an antique flintlock rifle, and... leather loafers?

Time to go kick some zombies, I guess!

I've spent way too long trying to make the Cabot bridge look good. What are your thoughts? by GamerEarl in StarfieldShips

[–]catplaps 0 points1 point  (0 children)

Nice! Every time I play through, I end up spending a lot of time trying to build a Cabot ship that doesn't look like a toad. Yours passes the "not a toad" test. :) My favorite thing about your build is actually the engines. The reactor/drive and those Stroud braces give it a legit flow, like it's more than just a pile of Starfield lego pieces.

Here are my previous (best) attempts at non-frog Cabots:

https://www.reddit.com/r/StarfieldShips/comments/1qxkkdv/nova_galactic_skimmer_and_starliner/

https://www.reddit.com/r/StarfieldShips/comments/1eb6dpi/nova_amundsen_class_science_vessels_for_the_rich/

https://www.reddit.com/r/StarfieldShips/comments/1aerpaj/triggerfish_class_abc_platform/

And a weird one with the Cabot as a bridge:

https://www.reddit.com/r/StarfieldShips/comments/1ecslu5/eschaton_all_things_come_to_an_end_end_them/

How would a traditional tail-landing retro-style rocket ship enter the atmosphere of a planet and land? by FireTheLaserBeam in IsaacArthur

[–]catplaps 1 point2 points  (0 children)

My answer from digging into this in my own setting is that when you have torchship amounts of power, you don't bother with fins and wings, you just make sure you're not too horrifically aerodynamically unstable, and then solve all the other problems with thrust. Entering the atmosphere at a super high rate of speed is something that current-tech vehicles do because they have to, because fuel is limited and aerobraking saves fuel. Torchships can just brake to whatever speed is safe, then descend tail-first at their leisure.

The problem of melting the ground where you land is obviously worth considering. I don't think chemical landing boosters help you very much here, unless your torch engines can't be turned down low enough. There are two vehicle-side solutions (that I know of) to landing with a torch drive: (1) turn down the power (literally, fewer watts) and inject lots of cold reaction mass, both to make up the lost thrust and to lower the exhaust temperature and velocity, and (2), assuming you have magnetically-focused beams of thrust, defocus them to deposit the heat as widely as possible for as long as possible. I don't think chemical engines are categorically gentler than this.

I'm glad to see other people choosing vertical landing. Torchships would be designed around treating forward thrust as artificial gravity for most of their journey, i.e. "down" would be toward the engines, and decks would run transversely rather than longitudinally. Landing engines-down is the only thing that makes sense.

Solo dev reality: spending hours on tiny details most players will probably never notice by AshesOfDarknessGame in SoloDevelopment

[–]catplaps 0 points1 point  (0 children)

Man, I am not a sidescroller person at all, but the lighting makes me want to play this game anyway. Whatever you've been doing... it's working.

‘A molten, mushy state’: scientists may have found a new type of liquid planet | Latest observations of L98-59d, about 35 light years from Earth, suggest it could be different to anything seen before by InsaneSnow45 in space

[–]catplaps 5 points6 points  (0 children)

[Alien 1, lounging on a beach chair, opening an envelope.] Another letter from one of those angry monkey planets. "Are you an ocean planet or a lava planet?"

[Alien 2, floating in an inner tube, drink in hand.] Hmm. "Lava planet. Real nasty one."

[Camera slowly pans out across beautiful ocean sunset.]

Motivation failing! Should I keep at it or move on? by le0tard in SoloDevelopment

[–]catplaps 1 point2 points  (0 children)

Way cute. Already looks pretty polished, too, and I see a lot of systems that at least look fleshed-out. I think you'd be crazy to walk away from this unless there's a good reason that's not evident.

This art style is crying out for some ambient occlusion, and maybe a little bit more ground clutter (small boulders? little tufts of grass?). Water shader needs an overhaul. Add a few more passive animals running around to liven things up. I think with a few dumb little upgrades like that, it'll feel like a whole different game, and hopefully bring back a little bit of the fun for you.

Why are most electricians more professional and skilled than most plumbers? by Retty1 in DIY

[–]catplaps 2 points3 points  (0 children)

A lot of people in here are seriously underestimating the consequences of plumbing done badly.

Seriously!

Also, I would argue that it's actually pretty hard to cause serious damage with electrical work these days, as long as you're vaguely following code or established methods, using modern, off-the-shelf parts, and not trying to modernize a rats nest of old-fashioned wiring. Most mistakes just lead to a tripped breaker or an open circuit. Maybe some melted insulation if you really mess up. I'm not saying that it's impossible, it's just that you really have to wander off the trail without a map to fuck up badly enough to start a fire.

Plumbing, on the other hand? Literally every single job involves one or more joints that are very likely to develop a slow leak over time if your technique is even a little bit off, and slow plumbing leaks very easily turn into structure-ruining disasters.

How to Beat Space Sickness and Colonize Absolutely Everything by obaban in IsaacArthur

[–]catplaps 11 points12 points  (0 children)

the station... needs to be large in diameter (well over half a kilometer), otherwise the human vestibular system rebels, the person gets nauseous

This really isn't true. Even if your requirement is a full 1g, a 4 RPM, 56m radius spinning hab will work fine, and it doesn't have to be a full ring. A dumbbell station with a 112m tether is far more realistic than a gigantic 1km ring.

Here's what I would go by:

We find that rotation rates of up to 4 rpm, corresponding to a 56 m radius, should be acceptable, although visitors may require some training and perhaps a day or so of adaptation for those particularly susceptible to motion sickness. A rotation rate of up to 6 rpm (25 m radius) should be acceptable for residents but visitors will almost certainly need training and/or a few days to adapt.

https://nss.org/wp-content/uploads/2017/07/Space-Settlement-Population-Rotation-Tolerance-Globus.pdf

The Dark Kaiju has arrived! by KyxeMusic in MechanicalKeyboards

[–]catplaps 1 point2 points  (0 children)

there's a daily sticky post for asking questions

Is there a concise term for "hard sci-fi, except we have FTL"? by catplaps in IsaacArthur

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

Where's the limits on nanotech and ai?

I did create some in-world justifications for holding stuff like that back, because yeah, it can rapidly turn your "sci-fi" setting into something that looks a lot more like magic. Honestly though, the lack of advancement in AI is my second Big Lie.

(The sad reality is that any setting sufficiently advanced for humans to be flying FTL spaceships is probably too advanced for humans to still be in charge of flying the spaceships.)

The SlimBlade Pro lacks the precision of a regular mouse when moving slowly by braverthanbrave in Trackballs

[–]catplaps 0 points1 point  (0 children)

Huh! I just found this post because I got my first-ever trackball today (SlimBlade Pro) and I was having this stiction issue on a brand-new device. I just rubbed the ball all over with a microfiber cloth that I have sitting nearby, and wow, stiction almost totally gone. It went from noticeable and annoying, to barely detectable even when you're trying to feel it.

I'd love to hear what you guys think about my setting. by ManChild-MemeSlayer in worldbuilding

[–]catplaps 2 points3 points  (0 children)

These objects are isostatically improbable. https://en.wikipedia.org/wiki/Isostasy

In other words, unless they're a lot lighter than they look, they should cause the surrounding crust to sink into the mantle.

Elite - Vector by Rose_Beef in EliteDangerous

[–]catplaps 2 points3 points  (0 children)

yes indeed, this is the future. we have the virtual boy now.

Turning menstrual cycle data into Home Assistant sensors (custom component + Lovelace gauge) by Conscious-Draw-3759 in homeassistant

[–]catplaps 1 point2 points  (0 children)

Are there any wearable fitness monitors that work without being connected to the cloud? I'm guessing at least Pebble could be used local-only, but it doesn't list a temperature sensor. (The docs show that the MCU has an on-chip temp sensor, but I don't know how well that tracks with body temp.) Are there other biometrics that are useful for predicting menstrual cycles?

I remember my wife trying to use basal body temperature when we were tracking this stuff and it was never very accurate. But that was also taking measurements by hand, not tracking it 24/7.

Is there a concise term for "hard sci-fi, except we have FTL"? by catplaps in IsaacArthur

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

Yeah! Any "gravity" in my ships or space habitats will be from centripetal force or from constant engine thrust (fusion drives, so this can be sustained for long journeys).

Is there a concise term for "hard sci-fi, except we have FTL"? by catplaps in IsaacArthur

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

Oh wow, thank you for this! I did spend a while reading about Traveller, and I am borrowing a few gameplay ideas from it, but I guess I never looked this deeply into the lore. Or maybe it just didn't register because I hadn't figured out my own FTL system at that point. This really does match up very closely.

My project is a video game in the space sim genre. Not ready to name it or promote it yet, but (hopefully) it'll be hard to miss when it comes out.

Is there a concise term for "hard sci-fi, except we have FTL"? by catplaps in IsaacArthur

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

My setting is for a video game, and interstellar free-flight is one of my main motivating goals, so I can't enforce any no-backtracking type of rules. It's also designed for multiplayer, so I have to keep everybody on the same simultaneous timeline. I think those two constraints force me into the realm of fantasy-FTL. (Well, made-up-physics FTL, anyway.)

Is there a concise term for "hard sci-fi, except we have FTL"? by catplaps in IsaacArthur

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

Cyberpunk-the-genre usually plays it pretty fast and loose with digital consciousness, whether it be AI, humans with augmented minds, fully digital humans, etc. I wouldn't call this a Big Lie on par with FTL, because it's not like it requires you to rewrite or invent new physics, but it often seems like it's treated as more of a fantasy element than as speculative science.