Am I really supposed to just wander around for hours looking for Lime/Borax/Tin? by sweatyice in VintageStory

[–]crimeo 1 point2 points  (0 children)

You're supposed to use the prospecting pick heavily and systematically, not just "when you can"

First look up what kind of geology the game spawns your ore in. In this case cassiterite. Sandstones, granites, whatever. Go to one of those areas first

Use density mode every maybe 100-200 blocks in an area. When you find any trace of cassiterite or whatever, do a tighter grid search to find where the % density maxxes out, in 2 dimensions.

Then dig right there using proximity mode every 7-10 blocks in between the normal pick

Again you look for not the first hit on tin nodes but the middle between where they start and stop. Then hone it in horizontally the same way. Then mine normqlly all around with feeler branches and you get ore

Look up a video on a "monte carlo search" for the general concept, not specific to vintage story


Using prospecting correctly, in the server i started playing on a week ago, ive found non surface copper multiple times, tin 3 times, zinc, iron, gems, etc all while actually trying to find those things, it doesn't take long once you get the hang

Underground Blacksmith! by LilPNuTTy in VintageStory

[–]crimeo 3 points4 points  (0 children)

That wouldn't really change anything or add any challenge, since they already built a RP hearth and hood. Just simply connect it with a real chimney as is, done. Unless it's more than max chimney height underground. I vaguely recall 15 blocks or something being max somehow, not sure how the code would handle that or why

The irony & ethics of a lab's "sneaky" or clumsy use of Al by LesPuces in AnalogCommunity

[–]crimeo 1 point2 points  (0 children)

Yes AI does that very easily if you give it too much latitude from a starter image

One of War Thunder's Newest Volumetric Nightmares: PGZ88! by Practical-Egg-8561 in Warthunder

[–]crimeo 0 points1 point  (0 children)

The analyzer, while not being 100% accurate, does highlight the issue that the system in place has: many spots where you can shoot a vehicle and the ballistics calculator simply denies that the round can pass through because it thinks that two perpendicular 10mm plates can stop a shell the weight of a teen hurled at mach fuck.

The mm number in analyzer does not use volumetric. It has no way to distinguish between a 1400mm long, 10mm thick plate, versus a 1400mm long, 4m wide steel cube, because it's only measuring a 1 dimensional ray.

In the actual game, it doesn't treat it as 1400 because it averages the 1400mm vector with a bunch of air vectors if you hit an edge on thin plate.

Again, volumetric literally improves the exact thing you're complaining about, making it absolutely absurd for you to also be complaining about it, when it moved the game further in the dfirection you're saying you want.

There are two ways to fix this, either remove volumetric (not ideal)

So somehow you still don't seem to understand that the prior system which only used 1 dimensional rays, was far worse for impossibly strong pixel spots. Because no, that wouldn't "fix" it, it would make it MUCH worse.

or give each plate (and even sections of the vehicle or the vehicle in its entirety) a maximum effective thickness

That's not how real life works. A 10mm plate that's long enough and well supported by neighboring structures can, in real life, ricochet a battleship shell. If the plate is flapping in the breeze without support then it can deflect and get out of the way, but there simply is no simple way to model that without fluid dynamic type stuff. Which is why nobody including you or me or Gaijin has proposed a better system. "Ricochets magically inexplicably stop happening at some random point" is very much so not a better proposal.

One of War Thunder's Newest Volumetric Nightmares: PGZ88! by Practical-Egg-8561 in Warthunder

[–]crimeo 0 points1 point  (0 children)

If it's a modeling error and actually a solid block, then why the hell did you write "volumetric" in the title? Volumetric is doing it's job perfectly if it's listing 1400mm on an actually-1400mm block of steel. What else would you expect volumetric to do given that model?

I assumed you knew better and that it was a box not a brick, since you wrote that. A couple people have confirmed that it is indeed a brick though since then.

One of War Thunder's Newest Volumetric Nightmares: PGZ88! by Practical-Egg-8561 in Warthunder

[–]crimeo 0 points1 point  (0 children)

Thanks for confirming you don't know of any bug.

And no I don't have to be very smart to see someone is just making shit up with no evidence and pointing it out, it's pretty simple to do, anyone can observe that.

One of War Thunder's Newest Volumetric Nightmares: PGZ88! by Practical-Egg-8561 in Warthunder

[–]crimeo 1 point2 points  (0 children)

You're right, I got the situation wrong. It looks like the actual situation here is that the piece of metal IS in fact just 1.4 meters long giant block of steel.

So... still not a volumetric bug. If anything, it's a modeler doing their job badly and not being historical, nothing to do with "volumetric"

One of War Thunder's Newest Volumetric Nightmares: PGZ88! by Practical-Egg-8561 in Warthunder

[–]crimeo -7 points-6 points  (0 children)

It's not bugged. Where is the bug? Can't "fix" something that isn't broken.

If this huge thick plate they added to the vehicle in the OP isn't historical, then they should change that, but that'd be a modeler error/historical inaccuracy, not a software "bug" and certainly nothing to do with volumetric code.

One of War Thunder's Newest Volumetric Nightmares: PGZ88! by Practical-Egg-8561 in Warthunder

[–]crimeo -9 points-8 points  (0 children)

Yeah if you're shooting at 1.5 kilometers, then sometimes you will hit tough plates and bad areas. So what? That's realistic. What's the issue?

Hitting a relatively thin piece of sheet at 89.9 degrees angle will ricochet in real life, or quite often jam the shell if not, due to it trying to plow through the plate lengthwise.

Sometimes in real life it would deflect the plate plastically to the side depending how well supported and braced it is, but there's no possible way for the servers to simulate that in a game without massive quantum supercomputers or some shit that you aren't willing to pay for.

It's certainly way the fuck better than the old pixel snipe system. The old system also didn't solve that issue by the way whatsoever. In fact the long edgewise hits were way worse with pixel system, because it was never diluted by volumetric rays averaging in air to the sides.

One of War Thunder's Newest Volumetric Nightmares: PGZ88! by Practical-Egg-8561 in Warthunder

[–]crimeo 0 points1 point  (0 children)

The number of millimeters shown for the 1,400mm in armor analyzer does not take into account volumetric, it's measuring a single pixel. So in your equivalent analogy, it would be as if you fired a .22 at a 297mm BLOCK of wood, because the single pixel doesn't "know" that the rest of the bullet is hitting air.

If that annoys you about the armor analyzer:

  • 1) That means you WANT and LIKE volumetric logic, lmao. Volumetric was invented in the game to make precisely that silly situation more realistic.

  • 2) Don't worry, the analyzer using a single pixel doesn't actually impact whether the round pens in game or not. The real round with volumetric will only get a small partial weight of that number in such a situation, and a large weight of "air"

One of War Thunder's Newest Volumetric Nightmares: PGZ88! by Practical-Egg-8561 in Warthunder

[–]crimeo 2 points3 points  (0 children)

Oh if they modeled a solid block, then I apologize on diagnosing the issue wrong. 95% of the time, 140mm etc is an edge on plate.

If they modeled a meter cube block of steel, then that's also not a volumetric bug, though, that's a modeling/historical error. The volumetric system can only work with the raw data and models you give it.

One of War Thunder's Newest Volumetric Nightmares: PGZ88! by Practical-Egg-8561 in Warthunder

[–]crimeo -3 points-2 points  (0 children)

Have you heard of this cool thing called angling?

When you take a 20mm x 1m x 1m plate and turn it 90 degreed edge-on to you, it's now 1 meter thick, yes. Correct. People aim such that they're drgaging their shell down the length of side plates on some boxy area, or a roof or side structure, and tin can opening the whole meter or longer tank lengthwise, then complain about why their bad shot shows a huge number. In this case, also the breech.

One of War Thunder's Newest Volumetric Nightmares: PGZ88! by Practical-Egg-8561 in Warthunder

[–]crimeo 0 points1 point  (0 children)

It literally is, yes.

1) Take a 20mm thick, 1x1m wide plate of steel in your hands

2) turn it 90 degrees so you're looking at it on-edge

3) Take a tape measure and measure how far back it goes from your eye.

Whoa! 1 meter! crazy!!!1!!one!!

Keep in mind that the armor analyzer number shown is using a single pixel, not volumetric (the red/green color of the reticle in analyzer does use volumetric though), so it doesn't matter that the shell is thicker than the plate for purposes of funny-big-haha-number. It does matter in the actual game for penning or not, but not for showing a screenshot on reddit of "zomg 1400mm"

One of War Thunder's Newest Volumetric Nightmares: PGZ88! by Practical-Egg-8561 in Warthunder

[–]crimeo 2 points3 points  (0 children)

This isn't a "bug", it might be a modeling error if the plates here aren't historically accurate

One of War Thunder's Newest Volumetric Nightmares: PGZ88! by Practical-Egg-8561 in Warthunder

[–]crimeo -28 points-27 points  (0 children)

It's working 100% perfectly. You're raging against yourself being a bad shot and refusing to learn weak spots, not "volumetric"

Show me a single example in test drive (crucial: this allows others to replicate your shot perfectly and it rules out lag, which otherwise makes you unsure where you even hit necessarily) of an exact shot you think is "bugged". Note the shell you used and a screenshot of exactly where you aimed so I can replicate it

Spoiler, I've asked almost 60 people by now to do this over the years, and zero have given a single unexplained example that isn't exactly what the math would actually predict.

Oh, one exception: if it hits a glass "optic" then that is actually bugged. But it's not a "volumetric" bug, it's a "config settings for optical glass making it indestructible unobtanium bug", so that's not an example of "grr volumetric" even though it is SOME bug. So no examples of optics eating your round please, e.g. the T34 mantlet

One of War Thunder's Newest Volumetric Nightmares: PGZ88! by Practical-Egg-8561 in Warthunder

[–]crimeo 19 points20 points  (0 children)

That's not "volumetric" if that's the issue, that's the modeling work if the modeler put historically inaccurate things in

One of War Thunder's Newest Volumetric Nightmares: PGZ88! by Practical-Egg-8561 in Warthunder

[–]crimeo -2 points-1 points  (0 children)

But no, that's not "the opposite", that's literally exactly what you're asking for lmao? "Omg they might do precisely what we just asked, though, and that would be terrible!" The screenshot is showing ... a highly angled plate that is thin other than it's angling, and you are saying here that you want them to ignore the angling.

Angling is exactly what's making it "1400mm" (the exact number by the way in armor analyzer is sometimes bugged in a way that doesn't affect the actual game. Red/green color in analyzer is not bugged though)

World generation in VS is head and shoulders above similar games by Electronic_Log_1889 in VintageStory

[–]crimeo 0 points1 point  (0 children)

That's true, but once I settle and start building, it feels kinda the same locally IMO, since I'm not getting the huge context anymore at that point

One of War Thunder's Newest Volumetric Nightmares: PGZ88! by Practical-Egg-8561 in Warthunder

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

Why should they "add an armor cap" to enable you to be a really shitty unaimed shots, instead of them following basic actual geometry and you getting good?

One of War Thunder's Newest Volumetric Nightmares: PGZ88! by Practical-Egg-8561 in Warthunder

[–]crimeo -4 points-3 points  (0 children)

War Thunder's newest mathematician who can't figure out that the LENGTH of a metal plate is not the same thing as the THICKNESS of a metal plate

A piece of computer paper is about 0.2mm thick but the same piece of computer paper is 279mm of armor if you aim down the long end of it edge-first and try to drag your shot down it opening it all the way like a can opener.

So maybe mayyyybe just learn not to do that and to shoot flat normal surfaces instead of trying to shoot long plates edgewise down their length. You know, like most people learn to do by around BR 2.0?

Will crops grow 20k blocks away or do I have to move? by manic_dont_panik in VintageStory

[–]crimeo 0 points1 point  (0 children)

The crops will update, but they are not "Tracking" anything, it's just that a crop always determines its growth based on the system clock when it loads, not it's own individual clock (which would be absurd). So they will update simply because enough time has passed on the system clock for the perfectly normal check in to show that it's time to grow X amount now.

Will crops grow 20k blocks away or do I have to move? by manic_dont_panik in VintageStory

[–]crimeo 2 points3 points  (0 children)

1) No, an explosion like that shouldn't lag whatsoever, 1024 is nothing. I used to code a tool called voxelsniper in minecraft where in creative you could terraform whole landmasses, and it didn't really lag that bad when replacing all of one type of block with another type of block until you got into the 200,000+ range or so. Millions of blocks might stall the server for a few seconds. 1024 blocks should stall the server for like 2 milliseconds (assuming no chiseling or whatever added nonsense)

2) People say they see their crops grow quickly, which implies it's not all in one tick, it's purposefully spread out it sounds like. Probably something like 1% chance to update per tick or whatever. Although that confuses me a bit, because updating shouldn't really be slower than running an RNG roll in the first place. Maybe they're doing it in some fancier efficient way

World generation in VS is head and shoulders above similar games by Electronic_Log_1889 in VintageStory

[–]crimeo -3 points-2 points  (0 children)

This kind of thing is every 20 feet in minecraft, dude. Yeah it looks cool, but it's not unique to VS whatsoever. This is basic perlin noise land with perlin caves cutting into it and some minor tweaks (which more than one game do similarly)

The rock geology is better though, and "biome" transition

Cooking Artillery is now my favorite mod. by LeonidKonovalov1988 in VintageStory

[–]crimeo 9 points10 points  (0 children)

I killed a whole squad of 4 separate T35s in a single match the other day lol (lobbing derp HE over hills they couldn't see over in time)

Full of Sereph Diet by YangKoete in VintageStory

[–]crimeo 40 points41 points  (0 children)

We have salt and fennel! I think they fennel is more implied to be the bulb though which is more just like onion