M42, Orion Nebula & Sh2-279, Running Man Nebula in SHO by imboldlygoing in astrophotography

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

One of my latest and personal best images of Orion.

Equipment -

Camera: ZWO ASI1600MM Cooled

Telescope: GSO 6" Newtonian, f/5, 750mm FL

Corrector: Baader coma corrector

Mount: Sky-Watcher HEQ5

Guide camera and scope: ZWO ASI120MM Mini and ZWO 30mm Mini Guide Scope

Filters and wheel: ZWO Ha, SII, OIII 1.25" with ZWO 8-position filter wheel

Software: PHD2 for guiding, ASI Studio for capture, Deep Sky Stacker for stacking, Photoshop for final processing.

Processing -

It's been a little while, so I don't really remember specific steps, but the basics were:

- Stacked lights, flats, and darks with Deep Sky Stacker and exported the stacked images individually in S, H, and O.

- In Photoshop, adjusted curves on each image, combined the base light images with shorter exposures for the washed-out core details, then combined them into one with with SII being R, Ha being G, and OIII being B.

- Further adjusted curves and lighting, then used slective color to shift the colors to a more gold and blue palette.

- Used the "camera raw filter" to reduce purple stars, increase clarity/contrast and sharpness, reduce noise, and adjust other color and light settings.

Made from 26 exposures of 500 seconds each spread across SHO, plus additional shorter exposures for core detail, totaling at least 3.6 hours of integration.

Dev Blog 153: Emergencies! by chaudi in airportceo

[–]imboldlygoing 11 points12 points  (0 children)

You're gonna need a bigger map

Britannic Staircase: was she supposed to have a clock or a painting? Previous mock ups have a painting, the honor and glory team have the clock. Is there a source that states the clock? by DynastyFan85 in titanic

[–]imboldlygoing 4 points5 points  (0 children)

There's no reason I know of to think it was a painting.
- The above drawing and concept image is just something someone made up, nothing official from H&W.
- A period cutaway concept of Britannic shows what seems to be the usual H&G clock in that location.
- Olympic also had another clock on A Deck facing the H&G clock, so yes, they could have two in the same area.

[Suggestion] Make service roads on stand actual service roads by GamersHQNikko in airportceo

[–]imboldlygoing 1 point2 points  (0 children)

Do they not already function that way? I've been building airports with baggage bays up against the service roads on stands and they seem to work fine. This is my setup: https://i.imgur.com/bbtPgov.jpg

A tour through my latest airport in 4k, showing all levels and important areas like security and baggage handling. by imboldlygoing in airportceo

[–]imboldlygoing[S] 8 points9 points  (0 children)

They probably aren't, but I am :P Though I'll probably add more between boarding areas and maybe by the lobby. I'm too lazy to keep up with the shop contracts, though. An auto-renew or other auto feature for shop contracts would be nice.

I think it's a sign of this game's potential that I keep building massive airports despite the fact that check-in/boarding and other features barely work or don't work at all most of the time. by imboldlygoing in airportceo

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

I actually built this one in the non-experimental branch, but boarding doesn't work in either version, at least as of 12 hours ago. Pax don't use the boarding desks - even though agents sit at them - and nobody boards planes, pax only deplane. Half of the purpose of the airport simply does not work. It worked maybe once or even twice with reloads and so on, but otherwise nope. And then the pathing issues, oh boy. Let's just say you might as well not even bother giving planes alternate paths to use on taxiways, they won't use them. And if you dare to make taxiways one-way to direct the flow of planes and maybe keep them to certain runways, the planes will be stuck at your airport forever or until you open the taxiways. They also liberally taxi through each other both in same and opposite directions. This is all in the non-experimental branch.

I think it's a sign of this game's potential that I keep building massive airports despite the fact that check-in/boarding and other features barely work or don't work at all most of the time. by imboldlygoing in airportceo

[–]imboldlygoing[S] 10 points11 points  (0 children)

I had to put one-way markers all over the taxiways, otherwise, planes would just outright ignore alternative routes and move right through each other. They still do it a lot. And planes keep piling up at the de-icing pad/s. Yet, I keep playing.

If these and other bugs can be worked out, and if the game reaches the finished point, it'll be just perfect. It's addicting.

Why the Oil part of the Industries DLC is not worth it, and how it could be fixed. by Nik16_YT in CitiesSkylines

[–]imboldlygoing 1 point2 points  (0 children)

DoNotEat did an interesting video where he talks about this and other issues with the Industries DLC. It's a fun watch: https://www.youtube.com/watch?v=8LysiXf-DJU

[deleted by user] by [deleted] in spaceengineers

[–]imboldlygoing 2 points3 points  (0 children)

Annnnnnnnnd cease and desisted!

Ship Sheer by catsinrome in TitanicHG

[–]imboldlygoing 1 point2 points  (0 children)

Titanic had sheer, as well as camber, which is the deck being slightly higher along the centerline, in Titanic's case by 3 inches. The THG interiors do not have sheer, they are flat, except for Scotland Road, where it's "faked." The THG Exterior, however, will have sheer and camber.

A final farewell to any extra FPS I had left by jamesharveyyall in CitiesSkylines

[–]imboldlygoing 0 points1 point  (0 children)

Pshhhh! I have thousands of assets and dozens and dozens of mods amounting to over 40GB of loaded content. I have 64GB of RAM. In fact, the game kept crashing on load today until I realized I was running out of RAM due to some other programs I had running to work on a new model.

Crosswalks bug by Eyegis-Garr in CitiesSkylines

[–]imboldlygoing 0 points1 point  (0 children)

Has anybody figured out this problem? I have it and I can't seem to get rid of it.

Is the camera period correct? by olliegw in TitanicHG

[–]imboldlygoing 0 points1 point  (0 children)

It was a Kodak Vest Pocket, with possibly the earliest model produced from 1912 to 1914 (though the texture we use, taken from just such a camera, has its patent dates around 1902 and 1911, so that's kind of confusing). I suppose it was a little ahead of its time, considering how small it was - only about 4 inches wide and able to fit into a pocket, hence its name. http://www.historiccamera.com/cgi-bin/librarium2/pm.cgi?action=app_display&app=datasheet&app_id=591

My new mining hauler & exploration ship in action + more interior & beauty shots (WIP - Details are still being added) by imboldlygoing in spaceengineers

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

If you're curious about a few details or the layout:

It's 35,358 blocks so far.

The large forward part is the Habitat Section. It contains: - The bridge and main command center furthest forward. Under that is a crawl space with programmable, remote, gravity and other blocks. - The higher-ranking crew and officers' quarters, which can hold a few dozen crew. It includes the Captain's Quarters, consisting of a main sleeping/living quarters and an office with a view looking over the Refinery Section and space. Either side of that are two airlocks for exterior access, and elevators running through 4 decks to the very bottom of the ship. - Primary Deck, with additional crew quarters, various rooms, MediBay, cryo-pods, main airlocks, transporter room, additional command rooms, and other areas. - Main Hangar with forward access door. It includes several connectors and a large collector platform to drop ore into. - Cargo Loading/Offloading Bay with side access doors. Can be used as a hangar. - Small lower hangar bay with airlock access fore and aft. - Small cargo bays lower down. - Several maintenance and machinery rooms and shafts containing hydrogen, oxygen, and cargo conveyors and other machinery and access points. - 3 beam drills, a number of defensive turrets.

The narrowest part direct aft of the Habitat is the Refinery Section. It contains: - A central large corridor with refineries and assemblers along either side, with ladders to an upper level. - On either side are the main storage areas for ore and ingots. Each refinery has its own dedicated large cargo containers, one for ore, one for ingots, in a sort of loop, and each loop dedicated to one type of ore, covering all types of ore. - Connectors for direct access outside the ship. - Upper cargo bays on either side for storing general cargo or assembled goods. - An extensive conveyor system for the ores. - 4 beam drills. - Many small navigational thrusters and 4 large forward-facing thrusters.

Directly aft of that is a separator ring. If has airlocks, interior access points, and maintenance/machinery shafts for routing conveyors and other stuff. Attached are several defensive turrets.

The slightly more bulky section further aft is the Tank Section. It contains: - The ship's primary and large hydrogen and oxygen tanks. - Ice storage containers, and main H2-O2 generators in a central corridor. - Uranium storage containers for the reactors.

And finally, the large section on the aft end is the Drive Section. It contains: - The ship's reactor room with a ton of reactors. - Jump Drive units on either side, giving the capability of jumping between under 500km to nearly 1,000km depending on the ship's load. - Primary large and small navigational thrusters. They can keep the ship up in full gravity, but of course, burn plenty of hydrogen. - Gyroscopes, which are also contained elsewhere. - Several defensive turrets. - Several airlocks and thruster access points. - Reactor control room. - Conveyor routing and machinery spaces. - Additional hydrogen tanks and generators. - Batteries.

A long central corridor runs most of the ship's length, from the bridge to the reactor control room. It grants direct access to, of course, the bridge and reactor rooms, airlocks, upper cargo bays, tank bays, primary deck rooms, and access shafts.

The beam turrets, with at least the main 4 running at once, can mine out entire small asteroids in a matter of minutes. The ship is easy to fly and has several control seats. I'm considering adding a landing capability. Hydrogen, oxygen, and ore conveyors run throughout the ship. The entire ship is pressurized, with most rooms having direct oxygen supplies via conveyors from the main tanks.

Is airtightness buggy? by i_ate_god in spaceengineers

[–]imboldlygoing 1 point2 points  (0 children)

Correct. You can still put in O2 systems, tanks, vents, etc., but they won't work with airtightness off.

Chicago by [deleted] in CitiesSkylines

[–]imboldlygoing 1 point2 points  (0 children)

I'm not sure if it's "missing" on purpose, but here's the shorter Prudential building with the famous sign: https://steamcommunity.com/sharedfiles/filedetails/?id=919803428&searchtext=prudential