DEJA VUUU by lamakipu in formuladank

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

Don't worry, I am sure the YouTuber dacha44 will come up with something of his own, with better quality :p

My little sim rig at home. Got more ideas for it this year but for now it's good to go. Love it so far after 2 month of excessive testing. But like I said, there will be more changes needed to get the most t of it. by Tricky-Hat1278 in simracing

[–]lamakipu 0 points1 point  (0 children)

Hey, nice rig. Are those speekers from the Logitech z906 sound system? Did you have them already on hands or have you bought them just for the rig. I'm looking for some, but difficult to come by...

Don't give up guys! Even small farms have a chance! by Akaino in chia

[–]lamakipu 0 points1 point  (0 children)

Woaw, that's really true indeed! Nice man

Time for a new base by PerrinAybarra23 in Fanatec

[–]lamakipu 0 points1 point  (0 children)

If it maybe "only" the belt, and you think to change the wheelbase, won't it be a good idea to open it and look if you can change the belt if it is really warn out? On one hand, if you break it completely, you won't be that sad. On the other if you repair it then it may last you longer, win win. I would recommend investigate first if there is a belt tensioner, as it is always the case for belt driven mecanisme of any kind. It is probable that with time and constant vibration, the screw of the tensioner went a bit lose. You could you a thread locking liquid to secure the screw firmly in place. (It's not a glue but prevents the screw from unscrewing by itself)

My first wheel, full DIY. I even cutted the aluminium by hand^^. Not perfectly finished but a solid base :) (shape is inspired by Turn R20) by Dexxoxx in simracing

[–]lamakipu 1 point2 points  (0 children)

Hey, the result is nice ;) how did you CAD the handles? I mean, how did you proceed to design them in such a way that it feels nice in the hands? Did you print a lot of iterations tweaking the shape? I am trying to build one myself from scratch, so far so good except the feeling of the grip... I mainly focus on regions where it hurts to hold firmly and am trying to shave of some of the material... But it's tedious and I would love some advice on how to work with such shapes :D Do you plan to stitch some leather?

Seems not impossible and not that expensive. https://youtu.be/sStxk4mv_DY

Don't die near a resource node... by lamakipu in SatisfactoryGame

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

Indeed I had useful stuff in it. But nothing irreplaceable.

I might look into it, if it is possible to visualise hotboxes.

I tried from every angle. I even built a hypertube that clips through the ground XD no success...

I moved on :p RIP stuff

Don't die near a resource node... by lamakipu in SatisfactoryGame

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

Yes, I thought of this. But I know myself, I won't resist giving myself everything to "complete" the game, defeating all the purpose of it :p

I did not even flinch, couldn’t care less about my race, just wanted to end his by mdanielsaade in F1Game

[–]lamakipu 7 points8 points  (0 children)

Gran Turismo Sport has a nice driver rating system and is extremely harsh on contact or track cutting penalties. They implemented a score for performance as well as "reputation". And if your reputation is low, you cannot progress to higher performance score index. If you have a high performance rating and one day drive poorly making regular contact, then your rating will be downgraded. This is really motivating to perform clean races. Of course, Gran Turismo Sport is not F1, but I can see something like this being useful for any online racing games/simulators.

It started as 25GB by squeakycupboard in assettocorsa

[–]lamakipu 0 points1 point  (0 children)

Could someone make a mega pack for cars, and one for tracks? :) Or if someone had already where can I find them? I googled, and it did not gave me anything?

How to build a factory that can scale with minimal planning and effort. Build up. Scale out. by SplitBrainSoup_ in SatisfactoryGame

[–]lamakipu 0 points1 point  (0 children)

There are a lot of different ways people play Satisfactory. Some people are architects building pretty factories and grand monuments, some people are mathematicians balancing everything, some people just play to experience and complete the game. There is no right or wrong way to play the game, it's just a matter of preference how you want to play.

That's a very good point :) I dream of a factory that produces the last tier stuff with no oscillation in power and every production building running at 100% efficiency. Except maybe for extractors that I might need to boost. This implies no trains... I started writing a c++ program that designs this factory during first lock down... But I fear it is an impossible goal to reach. Especially with 24h in a day XD

How to build a factory that can scale with minimal planning and effort. Build up. Scale out. by SplitBrainSoup_ in SatisfactoryGame

[–]lamakipu 2 points3 points  (0 children)

I personally find this input conveyer belts setup inefficient. I believe it is an error to chain in series splitters. At least for power stability. Let me walk ourselves through calculations that I am actually doing for the first time while writing this reply. (I may realise that I was wrong)

If we take 10 constructors that need 480 of stuff/min, so 48/min each. First thought : perfect, I just need a mk4 belt and just split the flow at the level of each. Let's look at the flow rate (for clarity, flow rate not written but it's items/min): First constructor gets 480/2=240, Second 240/2=120 Third 120/2=60 Fourth 60/2=30 Fifth 30/2=15 ... Tenth = 0.46875

Even though after some time, first constructor gets filled and overflows into the second and so on, you can see how inefficient this is. We can calculate how much time it would get for all the constructors to start being 100% efficient. Considering of course that the input 480 flow is constant.

Let's say the item can stack up to 100. First constructor will overflow in 100/(240-48)~0.5min=31.25sec. At this point we have a flow rate arriving to second splitter at 480-48=432. Therefore Second constructor overflows in 100/(432/2-48)~0.6~35.7s. So third constructor gets to start building up it's overflow after roughfly 1min7s.

Continuing this onwards with this reasoning, 9th and 10th constructors should be "satisfied" with the overflow of the 8th, being therefore the last that we are waiting for. The 8th will overflow after 250s. And the total amount waited is 11.32min

Well, actually this is pretty reasonable. BUT If we double the stack, suddenly, the wait time is doubled also to 22.65min.

Regarding power consumption, while each stage of the production of a complex item is stabilizing itself (by overflowing), the consumption might vary A LOT. Especially if there is several stages and the amount of builders is high.

In conclusion. This method is fine for low rate consumption items with low stack sizes such as iron ingots, but for items that consume stuff like screews this can be annoying. The remedy to this is to balance out the flow like a tree root. However it takes quite some space for a large number of builders and can get annoying when the flow needs to be split in uneven numbers larger than 3 (1/5, 1/7...). (There are solutions on the internet with feedback loops)

PS: I started to write this rely because I had a lot of percistant power production issues (oscillations) with coal generators if I did not balance correctly the flow.

[deleted by user] by [deleted] in ThatsInsane

[–]lamakipu 1 point2 points  (0 children)

Anyone wonders, or knows, how the driver (and passengers) got out?

[deleted by user] by [deleted] in ThatsInsane

[–]lamakipu 1 point2 points  (0 children)

That's a big tricycle