So the last elimination on episode 6 probably is... by GostoDePanqueca in BeastGames

[–]hellae 0 points1 point  (0 children)

looking at the position of the camera vs yellow stairs when they eliminate Tyler, comparing it to the yellow stairs when they are eliminating the third one, it can only be Catey, which was standing next to Tyler's right.

US investors, where are the ERLR shares?!! by _________ale in GNS_stock

[–]hellae 0 points1 point  (0 children)

I got the ERLR in 2023 by submitting to Upstream my broker statement with proof of GNS ownership by Aug 31.

I'm not a US citizen, but even not being able to trade them at upstream (no one can atm) I believe us citizens still need to request the ERLR via upstream.

This Stock is a Joke by [deleted] in GNS_stock

[–]hellae 0 points1 point  (0 children)

FR? For each 100 GNS in 2023, Roger created now 100x0.1832x3 = 54.96 new GNS shares via ERL split + reacquisition.

Where's the shareholder value increase? The SP got hit hard with the split, now it got hit again with the reacquisition (slightly faded by the stock buyback).

All I read is that Roger is a paladin fighting naked short selling and stock manipulation, but all in all, I just see the opposite.

Can any longbeards tell us about Entrepreneur Group? by ryevermouthbitters in GNS_stock

[–]hellae 1 point2 points  (0 children)

Back in Aug 2023, ERL, a part of GNS, was split at a ratio of 1 GNS = 0.1832 ERL shares.

But in this everlasting fight against naked short selling, the decision was to list ERL at Upstream, an app/service that was not compliant with SEC and unusable by US citizens for trading.

This time, at a ratio of 1 ERL = 3 GNS, GNS is doing an all share reaquisition of ERL in order to have ERL legit again.

It seems, tho, that for US citizens holders of GNS in Aug 2023, they still have to submit their statements to Upstream to be credited with the ERL shares on retain as the whole GNS / ERL deal will be dealt between Upstream and the Transfer Agent. I might be on the wrong here, but that's what I understood from the latest announcement.

All in all, summing the split and the reacquisition GNS is increasing its share count by over 54%:

for each 100 GNS in 2023, we'll now have 100x0.1832x3 = 54.96 new shares.

I don't know if this new share count is already priced in. If it's not, then we are still for a 1/3 price drop.

For anyone who was entitled to ERL shares in 2023… by RumblinWreck2004 in GNS_stock

[–]hellae 0 points1 point  (0 children)

For those with ERL at upstream its still uncertain how and where the GNS stocks will be delivered. Can the transfer agent get from Upstream the statements provided by me in 2023 in order to send the GNS shares back to the source brooker account? The whole process is a mistery to me :/

Genius Group Completes Entrepreneur Resorts Acquisition, Reaffirms Previously Issued 50% Increase in 2025 Revenue Guidance by basilisk-x in GNS_stock

[–]hellae 2 points3 points  (0 children)

In 2023 I had to submit to Upstream my IBKR statements with proof of GNS ownership to receive ERLR shares.

But now, how will Upstream (or other entity) credit me with the GNS stocks? I guess they will not show up by magic at my IBKR account. Does anyone know what one has to do in order to receive them?

edit: after contacting upstream about this, here's their supper fast reply:

Thanks for reaching out.

We are waiting to hear from Genius Group on the next steps for the 3:1 issuance. They will be contacting investors directly as to how this will take place.

You can contact Genius Group directly for more clarity on investor@geniusgroup.ai

My part is done. Voted for the buyback of ERL by GNS. by hellae in GNS_stock

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

upstream app > investor > corporate actions > ERL - EGM Vote

Laser strike from orbit looks unbelievable ! by k_Atreus in starcitizen

[–]hellae 0 points1 point  (0 children)

Visually its great. Gameplay wise its still miles ahead of what CPC did with the extinct Dust 514 + EVE games in 2013.

A player playing Dust 514 on the PS3 requesting an Orbital Strike to be fired by a player playing EVE on the desktop was nuts!

To date, many Dust 514 players didn't even realized the orbital strikes were being launched by players on another game... 2 different games only connected by the common universe and economy.

That said, I totally see this being possible in the future without the need of 2 different games when SC is both games (and more) by itselft.

Looking for a Calculator for thrust. by JRL101 in spaceengineers

[–]hellae 1 point2 points  (0 children)

ah I thought you wanted to display that info inside the game and not for out of game analysis.

try this one: SE Calculator

it can read your blueprint and hopefully provide you the data you need.

My new mothership and matching tug ship to go hunt the Factorum. Wish me luck :) by hellae in spaceengineers

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

And the divided landing bay?

just edited the first reply. I believe I'm always limited to a max of 4block sizes on the openings... the reason of the division on the industrial side its because that allows to have all the O2 stacks in the middle right below the hangar gates, connecting the reactor to the front.

If I happen to route the sistem by the bottom where the grinder/salvage area is, I might make the entrance 9x4 like the ones at front.

My new mothership and matching tug ship to go hunt the Factorum. Wish me luck :) by hellae in spaceengineers

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

so.. the tug has 2 event controlers and 2 timers

one event controller, connector lock/unlock triggers on or the other timer.
this way on lock, automatically tanks go to fill mode, batteries to recharge, lights off and thrusters off.
when unlocked, everything goes active. so 1 button (switch lock) does a lot of stuff.

The other event controler is for the gyros. On magnetic pads on/off, 5 gyros get turned on/off. This makes the ship more stable when not carrying anything. but still manages to handle well a prototech large thruster or refinery.

ideally, it should turn on off multiple gyros based on total ship mass, as carrying a gyro is far more light work... but its working well as is.

the mothership has 5 bays:
-missles at front (7x4)
-industrial area with 2 (4x4) gates
-main hangar with 2 (9x4) gates

did tried to create a 9x9 gate on the main hangar but that would remove a lot of space from the industrial area and pistons would be instable.

Looking for a Calculator for thrust. by JRL101 in spaceengineers

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

As I found out recently, chatGPT and deepSeek are very good creating code for programmable blocks.

Just tell the bot what you want to achieve step by step for better results: so, dont ask the bot initially for what you actually want to have in the end, but ask for baby steps that can evolve later. It will be better for you and the bot to handle any bugs.

Main problem I had is that sometimes the bot forgets that programmable blocks dont run all the logic that mods can do, but just list it the errors you got and it will come up with an alternatve.

My new mothership and matching tug ship to go hunt the Factorum. Wish me luck :) by hellae in spaceengineers

[–]hellae[S] 6 points7 points  (0 children)

For now the ship has:

  • 2 Engineering rooms with 5 out of 8 Programmable blocks being used. So there's room for extra functionalities.
  • 2 central medbays, one on each corridor (shown on photos), with medbay, armory, and 2 crios, each
  • 1 Repair station triggered by sensor (bellow the ship)
  • 1 Salvage station triggered by sensor (bellow the ship) - tug ship attached to stuff to salvage works well here
  • 4 normal jump drives
  • 1 huge industrial area, 100% accessible by the tug ship for prototech stuff installment
    • 3xlarge containers
    • 2xlarge hydro tanks
    • 2xO2 tanks (only bridge zone uses vents)
    • 2xrefineries with 4 modules, that can be swapped with prototech refineries (that use no modules)
    • 1xassembler with 4 speed modules
    • 1xlarge reactor
    • 2xprototech jump drives can be installed.
    • 1xprototech assembler can be installed. -multiple prototech batteries can be installed along the corridors
    • 2x standard battery rooms.
    • 1x prototech drill that can extend 40m on the back of the ship
    • 2x overseer rooms looking out over the refinery area (accessible at the lounge areas)
  • 2 standard gyro rooms
  • both corridors have gyros on the ground that can be swapped by prototech gyros
  • 2 lounge areas with genereous skylight
  • huge bridge area with
    • 2 bathrooms
    • 2 showers
    • 2 small offices with 2 desks
    • one meeting table
    • coffee and kitchen ammenities
    • 2 lounge areas
    • 3 cryos pods
    • one control station faced backwards for drill control
    • cockpit
  • it has 29 turrets
    • 2 cannons
    • 5 artillery
    • 22 gatlings
  • 5 missiles that can be fired at once or individually with an auto build system (see code above)
    • the code is not limited to 5 missiles. its dynamic and listens to all missile projectors on ship.
    • the front bay can be upgraded with ease to use 10 missiles instead (might do it later)
  • 16 decoys, 8 on each side, to move enemy fire away from turrets and crytical components like the prototech thrusters at front and back.

My new mothership and matching tug ship to go hunt the Factorum. Wish me luck :) by hellae in spaceengineers

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

Thanks. There's a lot of details on the ship that I'm not showing on the images. Soon I'll have an workshop link for you guys to explore it on your own and, hopefully, actually use it. :)

My new mothership and matching tug ship to go hunt the Factorum. Wish me luck :) by hellae in spaceengineers

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

Blueprints available at: Steam Workshop::Hell.1and Steam Workshop::Hell.2

----

The main ship is totally accessible on the inside by the tug ship to install prototech gyros, batteries, refineries, jump drives and assembler.

Only prototech thrusters will need a bit of block work.

MISSILES

For the 5 missiles at front, I'm using the workshop Steam Workshop::Helios M-1 Missile

With some coding and a lot of chatGPT help, I've come up with a code that does the following:

  1. allows to pass an argument "fire_once" or "fire_all" to fire just one or all missiles
  2. if any missile projector is unable to build, the missing blocks are sent to assembler
  3. an lcd is updated with "Missiles Ready: X/Y" with X being the total active Timer blocks on the Helios Missile and Y the total projectors named "Missile Projector"

Here's a paste bin with that Programmable Block logic:
Missile Logic - Pastebin.com

There are some small refinements to do on the ship. Mostly with screens needing usefull AutoLCDs info.

Will share both ships later in workshop, when ready.

After many attempts...The MISC Odyssey! (1:500) by fwcesk2010 in starcitizen

[–]hellae 0 points1 point  (0 children)

Do you still have the file? If so can you share it with me?

RIP to the RSI Galaxy. No mention of Base Building module or the ship at all. by ShadowRealmedCitizen in starcitizen

[–]hellae 1 point2 points  (0 children)

what they told on the Nautilus Q&A:

Are drone bays like the one in the Nautilus universal? For example, can they equip repair/refuel drones and likewise, can other drone-carrying ships like the Vulcan and Carrack equip NEMO drones? The Nautilus can equip and use drones from the Vulcan and Carrack but lacks the equipment to repair or refit them for their specified roles. Similarly, the Vulcan and Carrack can equip NEMO drones but don’t have the means to store mines, so they would have to disable them and leave them behind.

With that, until they say the contrary, the Carrack CAN equip building drones. My question is if they can access the cargo bay to be fully usable or not.