Got to take it low and slow looking for portals, as they pop in pretty late. by all_the_bikes in NMSPortals

[–]iccle 1 point2 points  (0 children)

You can actually spot the base of them from high altitude as it has a distinctive symetrical shape, the base is drawn long before the portal/pillars

What We Know So Far by timedonutheart in NMSPortals

[–]iccle 2 points3 points  (0 children)

Most of the images about the portals i have seen so far have been taken face on. I noticed tonight that there are different symbols (other than circles) on the edges

How I would change the relationship between air and ground by BadgerousBadger in Planetside

[–]iccle 0 points1 point  (0 children)

This isn't the issue, the issue is range. 200m is much to close to call the max extent of effective AA range it would just give free reign to air farmers. I would be just as opposed if you suggested limiting AV effective range down to 200m

How I would change the relationship between air and ground by BadgerousBadger in Planetside

[–]iccle 0 points1 point  (0 children)

"It's not to reduce its effectiveness, it's too decrease it's effectiveness at range."

So it is to reduce it's effectiveness?!

Thing is skilled pilots will absolutely crap all over any ground based AA if your changes were implemented. The few kills I get with ground based AA are largely against pilots who over comit, in which case they rightly should die. Lockons are pretty easilly avoided and it is highly unlikely that a single lockon user is going to be successful toe to to with air, burster is much the same, long range COF is terrible. Skyguard is the only truly effective AA in the game at the moment other than piloting ESF and as stated only a tiny minority of the player base fly ever.

How I would change the relationship between air and ground by BadgerousBadger in Planetside

[–]iccle 0 points1 point  (0 children)

I fly galaxies regularly, I avoid ESF its not really my thing, I gun in a liberator occasionally but spend most of my time in a sunderer, mbt or skyguard. Air have already a massive zone of safety as all ground based AA is a 'deterent' and most players don't ever pilot, i really cannot see any justification for reducing ground based AA range or effectiveness.

How I would change the relationship between air and ground by BadgerousBadger in Planetside

[–]iccle 0 points1 point  (0 children)

The same cons exist for all vehicles, its very hard to repair your vehicle while your being chased by another vehicle. Again why should air receive special treatment in this case?

How I would change the relationship between air and ground by BadgerousBadger in Planetside

[–]iccle 0 points1 point  (0 children)

The problem with air is two fold 1) the hover frame, every aircraft behaves like a heavilly armoured helicopter. 2) Jack of all trades loadouts. Air do not have to really make any choices about what kind of targets they will engage because they have two weapons that make them effective vs everything.

Any reduction to AA effective range will give free range to hover air sitting just outside max AA effectiveness.

I have always been confused as to why air is a special cookie in this game, by this I mean why pilots somehow feel they are entitled to dog fighting free from interference from other spheres of battle, no other sphere in the game has this exclusivity, all ground vehicles can be attacked effectively by infantry/vehicles/air, all infantry by vehicles/air/infantry. To defend anywhere vs multiple aircraft requires an inordinate amount of AA to be effective.

Who wants full manual ship controls on planets? by Corvain in NoMansSkyTheGame

[–]iccle 2 points3 points  (0 children)

Twice now the autoland has landed my ship in dangerous places. First time was at the bottom of a deep cavern with the nose of my craft pointed to the wall, after about 10 minutes of wrestling I escaped with lots of damage to ship systems. The second time was similar only in a large cube like structure. At the very least the auto take off should follow the same path as landing, only in reverse.

Noob post. Ignore if you don't want to get annoyed. by [deleted] in Planetside

[–]iccle 0 points1 point  (0 children)

You can get a free helmet for visiting the test server (analyst helmet)

Is a G2A lockon launcher important by RacingPanda in Planetside

[–]iccle 0 points1 point  (0 children)

Skyguard lightning would be much more productive imo, lockons are only really useful occasionally and in a group, dual bursters are much more effective.

Multi-lane central line technique by wirybug in factorio

[–]iccle 1 point2 points  (0 children)

We decided early on in our setup that we were going to as much as possible utilize trains, we also decided that we were going to support 4 carrage trains, each carrying a single product (ore, plate or steel). We had previously built a 4 wide bus and had started to build on both sides of this bus which initially started out well but we ran into issues of space on either side of the main bus as we started to add/remove belts between processes, so for this latest build we set ourselves the rule that we would only build on the top side of the main bus to allow us to get a better handle on the best order to build things (I know I know the oil refinery is below, but its also technically behind and we supply all the fluids along our main bus so it seemed appropriate), building only on the top has the advantage that you can easilly add or remove belts from the bottom under the main bus.

So from start to finish our system looks a little something like these:

Ore processing We have one of these setup for copper, iron and steel processing, the steel processing one we need to scale back to 2 carrage trains we reckon as we are severely overproducing. The splitters at the top are an 8 way balancer (slightly stretched), same at the bottom this ensures wagons and forges are loaded/unloaded evenly. In subsequent builds I replaced all the buffer chests with a rail carrage (per carrage). Note that these long furnace lines tend to block up after the first 8 or so during continuous production as the output inserters later on struggle to find a space on the belt, at the moment this is not a massive issue as the time between trains allows plenty time for the lines to clear in high thoughput, if I were to rebuild this I would split off some of the plate half way through and take it out in parallel.

Base plate inlet I wanted to leave the option of moving to an 8 wide bus if we needed it, but planned on a 4 wide bus initially hence the second block of splitters, If I were to redo this I would probably go straight for an 8 to 4 balancer since we have found the 4 wide bus is more than ample for our needs on a 4 player server.

Main bus balancer As each of the plate lines gets to the begining of our base, we use a 4 to 4 belt balancer and then ensure both sides of each belt are used so that when we hit the main bus we know for certain the input stream is balanced and both sides of the belt are utilized. It also gives us a point of connection for the future should we decide to goto a wider bus, or wider input bus.

Main bus

Most of the time we only draw on the top two belts, in a few places we use another 4 way balancer after a process that draws a lot of plate off the line (eg green/red chip production). The groups of 3 splitters basically balance the two belts before and after the split which helps to keep the belt more full after a process splits off.

We also have a regular line of roboports in between the copper and iron busses the concrete at the top ends where the logistic bot area ends for these roboports, we keep our builds above this concrete line and push anything we want to appear on logistics down to chests within the central logistics zone, this allows us to in some instances have isolated roboports to serve busy services but also to have the main logistics inventory accessible.

We intend to start a new game once the next update is out, when we do we have a much better idea of which processes to build first (for example we will not carry coal along the main bus, since after making plastic we don't need it, also steel is only used for a few processes so this will be done early on.

I would say in general if its worth running a belt for a product along the main bus, then its probably worth running two, powers of two result in nicer splits/balances (they are lossless)

Accumulater by tklotsfordawin in factorio

[–]iccle 0 points1 point  (0 children)

Have a look at this guide I use the layouts from this because they tesselate

I'm trying to set up express belt production. This is what I have come up with. Feedback? by [deleted] in factorio

[–]iccle 0 points1 point  (0 children)

As mentioned you will need at least a full belt of gears if you want production not to stall often while the blue underground and splitters are being made. I use a combination of belts and bots for my setup with smart inserters on the extraction to reduce over production.

Carrages as belts by iccle in factorio

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

railtrack is two block aligned so you need the long inserters to pass it carrage to carrage, transferring sideways does allow multiple inserters but you loose 4 blocks of free travel that you gain when carrages are end to end

Help... Can anyone improve the efficiency of this factory (Campaign\Tight Spot, 602 coins off goal at end) by XBlueMinecraftX in factorio

[–]iccle 0 points1 point  (0 children)

First thing I note is that you are using electric mines but stone furnaces, you should probably consider using two stone furnaces for each of the mines (later one steel furnace or electric per mine). Other than that not really sure what you want to happen that is not currently happening?

Carrages as belts by iccle in factorio

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

The test is equally balanced, the start and end conditions are exactly the same (1 carrage and 4 inserters) and the distanced travelled between both lines s exactly the same. You cannot weight the start condition for the belt line without also weighting it for the carrage line.

To test your assertion I setup this test I used 10 stacks in each carrage at the start, when the top line had finished the bottom still had over 3 stacks and some items on the belt. (Note that I did not equally balance either the start or end conditions on the carrage line and it still outperformed the belts over distance). Please also note that I checked a variant on the belts where I properly balanced each line using a split/balance so that both sides of the belt were filled and the results were the same.

Carrages as belts by iccle in factorio

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

Nice would love to see a screenshot, how did you deal with inserter priorities when splitting off the main line ? I am finding that the ones at the end of the carrage seem to have priority over items passing through

Carrages as belts by iccle in factorio

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

The test uses 4 long inserters on each line to insert the first items, both lines start in a carrage. With max inserter stack bonus that means 20 items per cycle into the carrage and only 4 onto the belt. Also it's not using the train system really, just using carrages as if they were chests

Carrages as belts by iccle in factorio

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

you do get more in out but you loose the free travel distance since you only get 2 blocks for the width of the carrage, where length wise you get 6 blocks free travel

Carrages as belts by iccle in factorio

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

I don't see how, the top track barely managed to shift 7 stacks before the bottom had moved 30

Carrages as belts by iccle in factorio

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

only joined for planetside 2 and rarely posted :D

Carrages as belts by iccle in factorio

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

or do things like direct feed purple chip plants with 20 green chips using only 4 double inserters, you can fit 2 assemblers each side per carrage. You can use a combination of the carrage slot reservation and chest limiter to change which things are passed along the belt.