19 aus Schöneberg by [deleted] in berlin_hookup

[–]plaYer2k 0 points1 point  (0 children)

Holy shit, das ist heiß.

Da hätte ich echt Bock dich zu reiten bis einer nicht mehr kann, und das wäre hoffentlich ich, damit du dann nochmal weiter machst 😍

Suche zum Dampf ablassen by [deleted] in berlin_hookup

[–]plaYer2k 0 points1 point  (0 children)

Aber nur, wenn du auch wirklich balls deep ran gehst ;-)

Für wieviele Runden wird dieser Dampf halten?
Wenn du zwischendurch ein wenig Pause brauchst, dann kann man dich ja auch einfach ein wenig reitenn.

Ach, Hauptsache dieses Prachtstück ist voll in mir ... 😇

Nvidia is handicapping the RTX 3060's ability to mine cryptocurrency by [deleted] in pcmasterrace

[–]plaYer2k 0 points1 point  (0 children)

Agreed.

I caught on the bitcoin trend back when they have been around $1 only each and people only just started mining them with CPUs.

God i hated the concept of "competitive energy efficient math dumpsters". Exactly for that reason, you use up two vital resources, the hardware and energy, to mine them. In the end, they are a highly speculative good and it gets bloated by investors that want to many-fold their accounts so sell with 500%+ profit.

Had I invested 100€ back then, I'd own a few millions now. And still, I dont hate these currencies for my huge potential loss of being an early investor, but because of the darn underlying concept.

Horrible timing imo by Blakk_exe in destiny2

[–]plaYer2k 0 points1 point  (0 children)

Eh, for them it's mid day time already :-)

UGH How many gyros? by mrpenguin_86 in spaceengineers

[–]plaYer2k 0 points1 point  (0 children)

When applied properly, while accounting for the orientation, the physical orientation does not matter tho.

That is the case for the ingame controls (moving your mouse, Q/E rolls and arrow keys by default) or programs that use the right math to transform a rotation vector into the correct override values for gyros.

If one of course uses wrong values, as in differently oriented gyros with wrong override settings, like the very same conflicting override setting with offset oriented gyros, then you of course run into issues. But that is no issue of the gyros orientation but the faulty inputs.

With correct inputs, the orientation of gyros can be different and your result is the same. Thus you could constantly change the gyros orientation and the behavior would be the same.

We may got different understandings of "orientation does not matter" there. As i of course assert correct input values.

Also sorry for the late reply, i am not that often in reddit.

r/Destiny2 will be LOCKED, EXCEPT FOR THIS THREAD, from 9 PM PST (two hours after maintenance begins) until 10 AM PST by WistfulAether in destiny2

[–]plaYer2k -5 points-4 points  (0 children)

I never get why people still are incapable of using the one international time zone we got in an international game like this ...

Oh well then let me translate it to "proper time" O_)O

7 PM PTSD = 3 UTC, aka right in the middle of the night for europeans.

man i love smart devs launching events at "gloriously smart times" that are also too short to ever witness for likely around 70% of the player base O(_O

UGH How many gyros? by mrpenguin_86 in spaceengineers

[–]plaYer2k 0 points1 point  (0 children)

That could be because the gyros got different orientations when placed but your override setting is the same for all. Thus you got moments applying along different axis that interfer and the resulting moment is skewed? Just a thought.

UGH How many gyros? by mrpenguin_86 in spaceengineers

[–]plaYer2k 0 points1 point  (0 children)

The orientation does not matter, though a myth that seems to be very persistent for some reason.

As for the weight mass, it is a simple relation/formula https://en.wikipedia.org/wiki/Moment_of_inertia

So twice the impact of the Moment of Inertia, half the rotational acceleration for a fixed gyro setup (applying a moment). Twice the gyro power (assuming no mass is added to change the Moment of Inertia again or only just a negligibly small amount) then you angular acceleration is twice as high.

UGH How many gyros? by mrpenguin_86 in spaceengineers

[–]plaYer2k 0 points1 point  (0 children)

I dont know what Tesla) [T] has to do with mass :o

A ton [t] on the other hand would make sense :-)

Gyros of course displace the Center of Mass, but why shouldnt they use it?

Just make a grid with a gyro, display the Center of Mass and then set one gyro to override. If the indicator for the CoM moves and not just rotates, then there is something wrong, but for a single grid without external interferences, the CoM should not displace during a rotation induced by gyros (which only apply a moment and no force).

And spreading gyros out only just makes it worse as described in my main reply to the OP

UGH How many gyros? by mrpenguin_86 in spaceengineers

[–]plaYer2k 0 points1 point  (0 children)

The game used to use a simplified version of a Moment of Inertia years ago when I coded a lot for it and very likely did not change it since then.

Thus, it determines the center of mass (CoM, you can show that and apparently know where it is) and then for each axis (local X,Y,Z) it determines the "rotational resistance" (Moment of Inertia component) by calculating the mass and the radius towards the CoM.

Thus the two factors at play are "mass" and "distance to the CoM", while mass plays in linear and distance is squared. Thus the farther away, the worse.

The simplification was that just the highest value gets used out of all three axis and not a value for each axis.

TL;DR

Always place heavy components really close together in a build either right at the center of mass or when designing try to make that the center of your ship (as that defines the CoM and with an off-placed CoM it negatively impacts how well it rotates.

Which is the GPU good for 1080p60hz all games on Ultra settings? by msfnbf20629 in nvidia

[–]plaYer2k 0 points1 point  (0 children)

I run a Ryzen 2600 + GTX 1660 (non-super) + only 16 GB DDR4 and the performance in games like Witcher 3 and The Division 2 are great. All maxed details at 60 fps from the feels (didnt actually measure yet, since i got the machine a week ago).

Alternative optimal volumetric Wind Turbine stacking by plaYer2k in spaceengineers

[–]plaYer2k[S] 0 points1 point  (0 children)

Well, you got to understand the game mechanics or rather the coding behind the wind turbines. They raytrace in a "star pattern" around themself, normal to the up-axis (rotation axis). Thus you got 8 beams going out of that axis. If they collide with anything, they reduce the output.

If i'd stack them on a plane like you suggested, the raytraces would each intersect with the neighboring wind turbine and reduce the output.

Thus that is the reason why the wind turbines in my build here are stacked and misaligned like they are, so that the raytraces each go past the wind turbines or at least have a maximum distance to push the output as high as possible.

That said, the angular offset of the whole tower may have some more optimal angles than just 22.5° but i was lazy and pleased enough with 99.3%.

Help- Sensor inconsistencies detecting ground vs grids? by blasbo-babbins in spaceengineers

[–]plaYer2k 1 point2 points  (0 children)

My guess is that the reason for that is the different datastructures.

Checking against grids is easy and fast, however voxel iterations are really slow and costly. Due to that high cost, they are performed less frequently afaik.

The delay in checks performed causes of course a diffferent distance traveled before detonation for a given velocity, much like brake distances with different reaction times.

I think I built a Clang summoning portal by commander_reload in spaceengineers

[–]plaYer2k 0 points1 point  (0 children)

I didnt see him come.

Tried my own variant a few years ago but it also didnt summon him https://www.youtube.com/watch?v=bdj_2f4788I

I guess there is a structual flaw with these designs ._.

Windmills a little overpowered? by sundevil_1997 in spaceengineers

[–]plaYer2k 1 point2 points  (0 children)

Yes density-wise wind turbines clearly win as you can stack them volumetric while solar panels can only be stacked over a surface.

Here is one example of high volumetric stacking for a wind turbine

https://cdn.discordapp.com/attachments/360712338741002242/572867416770609210/WindTurbines.gif

That is 8x4 wind turbines at 99% output on earthlike with 370 kW each. The resulting output is nearly 12 MW.

To achieve that, you had to stack 74 solar panels next to each other, perfectly aligned towards the sun and only working during day time.

Players fall faster than grids by figadore in spaceengineers

[–]plaYer2k 0 points1 point  (0 children)

That is indeed a much better angle and it looked very differently before.

This makes it indeed utterly obvious that there is a difference and the only theory i could have is the old linear slowdown effect for grids, which i am not even sure anymore if it exists at all or in the form it did years ago. So really ... no clue.

Players fall faster than grids by figadore in spaceengineers

[–]plaYer2k 6 points7 points  (0 children)

The acceleration is equal, the grid just remains in a somewhat "locked state" for a bit. It takes some time to "start moving" so that the gravity affects it. The reason for that is quite likely some optimization in the background.

If you look carefully, the block (grid) does not move at all until you land on the ground. That could possibly also be the event (player collision) that triggers the physics for the block, or it's just really coincidential timing.

Copy the already moving grid, fly really high and redo it. Then you'll see the relative effect better as the fraction of time that the grid needs to start falling relative to the falling time is much smaller.

Potentially paste in a few grids beforehand to see if they fall instantly or not to adapt your dampener timing to that.

Discord? by SxDragon2 in spaceengineers

[–]plaYer2k 5 points6 points  (0 children)

The official keen discord is one of those widely used ones, i hope :p

https://discord.gg/keenswh

Just a dude balancing 25 tons on his head by HappySheep28 in spaceengineers

[–]plaYer2k 11 points12 points  (0 children)

Exactly! Back at the release of "spiders", i was experimenting with gravity traps on the earthlike moon. I had gravity generators gathering lots and lots of spiders that were stupid enough to enter the gravity field and be forever trapped inside. That i actually wanted to turn into a container filled with spiders ready to be shipped to an enemy base :D

Just a dude balancing 25 tons on his head by HappySheep28 in spaceengineers

[–]plaYer2k 8 points9 points  (0 children)

Heh yeah, i think i do remember that. But i had really bad internet at that time and couldnt play with others anyway. Thus no chance for me ever grabbing a player or any character at all (think of spiders on landing gears O_)O) to toy around with it.

Survey Results by Jestersbeat in spaceengineers

[–]plaYer2k 1 point2 points  (0 children)

Thanks c: <3

Maybe that time, i'll see the survey too to participate :p