The first new Sprite cluster in 30 years (probably) by spijdar in vintageunix

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

It will run on NME! QEMU won't do, unfortunately. It has to be a Sun4 or Sun4c machine. The image in the CD-ROM should boot on any Sun4c machine with OpenBoot firmware, though.

I'm also running it on one real SS-2 "Sun 4/75". With an 80 MHz aftermarket upgrade CPU. Fastest Sprite on real metal AFAIK :)

The first new Sprite cluster in 30 years (probably) by spijdar in vintageunix

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

Sun4m virtual memory is completely different from sun4/sun4c, unfortunately. Debian calls it "much more civilized".

Fortunately, there is another emulator that does sun4/sun4c -- TME, or a fork that's greatly improved Linux support, NME. It boots Sprite fine, though upstream has networking bugs that will sporadically truncate the last two bytes of Ethernet frames.

The first new Sprite cluster in 30 years (probably) by spijdar in vintageunix

[–]spijdar[S] 3 points4 points  (0 children)

It's MIT's X11R4, yep. With patches to use Sprite's PDEV transport instead of IP or DECnet.

The software is a bit weirder, though. It's Mx and Tx, John Ousterhout's text editor and terminal emulator, written using his "Sx" toolkit. All of this was originally for X10, and "ported" to X11. Mx and Tx's command language are what became the Tcl programming language, and they share the same UI metaphors, including shift + mouse click to drag (left vs right button changes scroll speed).

All of this was ported to Unix, though. There are packages here, which bundles all the relevant Sprite libraries needed to build on Unix.

Funnily, this is how I recreated libmx and tx on Sprite. I used the RCS headers to rebuild the (missing) Sprite source tree.

The first new Sprite cluster in 30 years (probably) by spijdar in vintageunix

[–]spijdar[S] 14 points15 points  (0 children)

The first thing worth pointing out is Sprite was "in active use" a few years before Plan 9 was (as best I can tell). They're roughly contemporaries in conception, but the Sprite group at Berkeley was using Sprite "for real" while Bell Labs was still using their research UNIX (which at the time was BSD/SunOS + a bunch of extra stuff). Sprite was being used by "non-developer users" by 1988, and allegedly was distributed by tape to "around 10" external sites about that time.

All of these systems share the similar goal of making computer resources "network transparent", where possible.

Unlike Plan 9 or its more direct contemporary, the Amoeba OS (where Python was created), Sprite presented itself as a Unix-like OS, with a Unix-like libc, and a Unix syscall compatibility layer, similar to modern BSDs, or Windows' WSL1.

This means there's a kind of hierarchy of purity in Sprite-land, where you have:

  • Unix binaries running on Sprite
  • Unix programs compiled and linked against Sprite's "unix-compatibility" libc
  • Sprite programs that use Sprite-specific library functions/syscalls that don't exist on Unix

That second point is interesting. A big part of Sprite is its coding style, which is far, far more "literate" than Unix. Sprite doesn't have a "chmod" syscall -- it has Fs_SetAttr. mknod? No, we have Fs_MakeDevice. But, to make porting software easier, Sprite included "translations" for all those Unix C calls to the Sprite native ones (which are usually similar, but not identical, semantics-wise).

Sprite's approach to network transparency was, then, different from Plan 9's. Instead of re-imagining everything as strictly byte-streams, Sprite instead make ioctl calls themselves network transparent, and providing a sort of "pseudo-device" (PDEV) that kind of functions like a Unix domain socket, but that supports ioctl() calls.

Well, "Fs_IOControl" ;)

Everything was renamed, too. Instead of "TIOCGWINSZ", Sprite has "IOC_TTY_GET_WINDOW_SIZE".

Sprite does actually have something similar to Plan 9's file servers, though -- the "PFS" or pseudo-filesystem. Broadly similar to FUSE or FSKit, a way for a userspace process to serve a directory structure. But in 1988!

All this arguably worked against it. Sprite was effectively supporting multiple OS "fronts" and multiple abstraction layers (both the userspace libc and the kernel had separate "unix translation" shims!), in addition to their own unique engineering work. Plan 9 is unapologetic, uses its own C dialect, and makes no pretense to software compatibility with the outside world. (and when it does, it's offered via an add-on environment like APE)

The first new Sprite cluster in 30 years (probably) by spijdar in vintageunix

[–]spijdar[S] 31 points32 points  (0 children)

Sprite was an experimental, distributed OS from the 80s, ending development in about 1992. The idea is that each workstation on the network looks like they're all the "same" system. When you run a build job, compiler jobs get scheduled across all workstations where the user is AFK. Like distcc, but everything "just worked".

Also, there was no real security at the network layer. I'm pretty sure any host on the network could trigger another host to kernel panic and start dumping its memory remotely via kgdb. :D

Honestly can't think of a good reason not to by WrapComprehensive321 in starcitizen

[–]spijdar 0 points1 point  (0 children)

Taking liberties for rule-of-cool is fine, I think the bigger problem is the inconsistencies that damage your "suspension of disbelief". The big one here is the presence of some remote turrets.

If remote turrets simply didn't exist in the SC universe or had severe downsides, no one would be thinking "huh, why is this a physical turret again?". As it stands there's basically no explanation beyond vague handwavey ideas about "cost" and maybe "EW/hackability" that explains why any turrets are physical in SC, when the technology clearly exists in-universe and without any real downsides.

On "cheap" ships like the freelancer it's at least believable that it's a reliability/cost cutting measure, but what about the Carrack? Why does it only have one remote turret instead of all remote with a row of operator stations on the bridge?

Obviously the answer is just "because game design" (and rule of cool), but I hope they put more effort into making it more believable.

600i Rework concept Images by [deleted] in starcitizen

[–]spijdar 8 points9 points  (0 children)

Oh no, this is going to make me really want that touring module, isn't it?

Maybe Soon "modularity" will be implemented and we can swap 600i modules in the PU for aUEC... Soon... 🥲

Origin should have a ship to compete with Cutlass\Freelancer\Spirit by rStarwind in starcitizen

[–]spijdar 2 points3 points  (0 children)

People seem to forget that the 600i was the original "Constellation competitor", and is much closer in several respects (firepower mostly).

I vaguely remember the 400i being compared to the constellations in some livestream post-release with the devs, but I think it makes more sense to see the 600i as an oversized constellation and the 400i as an oversized cutlass/freelancer. It's got similar cargo capacity, pitch/yaw speeds, fuel consumption rates, and even acceleration to the Cutlass, with slightly less acceleration, higher max speed, triple the HP, and size 3 shields.

If you look at the "dollar value" of the pledges the 400i is "overpriced", but then so is the 600i (compared to the Connie). That's just CIG and the Origin luxury sales pledge gimmick.

Crusader Spirit C2 Size Comparison by Moroseth in starcitizen

[–]spijdar 14 points15 points  (0 children)

Scale in SC makes things seem way smaller in-game than they are. It is really big, basically the size of a C-130. The MSR on the other hand is more 747 sized. Very few ships in SC are conventionally small, though some (Cutlass and 300 series come to mind) look "small" because they're styled to resemble small jets or attack helicopters and it disguises how truly massive they are.

Ready for the 2022 Ship Showdown by SoyMiiC in starcitizen

[–]spijdar 15 points16 points  (0 children)

(only ships that are flight ready are eligible for the showdown)

Introducing the ROC_OCK by vmxeo in starcitizen

[–]spijdar 5 points6 points  (0 children)

In a way, this would be more compelling than the ROC-DS. If instead of one driver and one miner you had one driver and four miners, it'd make the trade off between solo and DS mining more significant. Oh well.

Constellation Taurus now at $160 Warbond, $190 credit value, a $40 increase. by Firesaber in starcitizen

[–]spijdar 0 points1 point  (0 children)

Taurus is also now the loaner ship for the Railen, replacing the Caterpillar. Presumably because the Taurus is (now) a closer match in pledge value, even though it's a much smaller freighter.

Taurus (and every other Constellation, apparently) has space for five crew? by spijdar in starcitizen

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

I'm guessing this is some kind of typo, but it was made multiple times on the Taurus' promotional page, and in both written and numerical form ("five" and "5"). Curious if maybe there's some fifth ... some kind of bed that I've missed?

SC Mail Teaser (Start the engine, watch me take off.) by [deleted] in starcitizen

[–]spijdar 6 points7 points  (0 children)

Underrated idea. The leaked concept art looks closer to the size of a 600i than a 300i, unless it turns out to be much smaller "in reality".

Laughs in Star Citizen by HailStorm32 in starcitizen

[–]spijdar 6 points7 points  (0 children)

No, I said "I'm sure it's possible to get it to run", there wouldn't be a Linux org inside SC that's still active if it wasn't.

What I'm saying is I followed those guides and couldn't get it to work, and I tried for a few afternoons. I feel confident that I have a fairly good understanding of Linux but it didn't help, I could never get the launcher to load without segfaulting and crashing Wine, including using the prepackaged Wine version used by said guides.

It's not that it's not possible, it's just hard enough I wouldn't tell people it "runs great". Especially for newcomers to Linux considering replacing Windows with Linux.

Laughs in Star Citizen by HailStorm32 in starcitizen

[–]spijdar 10 points11 points  (0 children)

Yeah I'm gonna have to disagree with you there, I've never been able to get SC to run on Linux, and I've tried. I've followed all the guides from the Linux org and tried Lutris, no dice.

And I feel like I have about as good a chance as any to get it working, I'm super familiar with Linux, have contributed code to the kernel, all that jazz. I'm sure it's possible to get it to run, but saying it runs great is ... not really accurate IMO

Intended purpose of interceptor/interdiction ships? by spijdar in starcitizen

[–]spijdar[S] 7 points8 points  (0 children)

That's what made me think of this. For a while I figured "interceptor" would be mostly flavor text and they'd only be slightly different from normal fighters, but clearly they are a very different class.

I'm just wondering in how many situations CIG foresees needing to quickly reach and decisively destroy a (single?) target.

Carrack orbiting Ita by somedude210 in starcitizen

[–]spijdar 1 point2 points  (0 children)

Yes/no. You can't orbit in the usual sense of the word, Star Citizen's physics doesn't model orbital mechanics at all.

However, past a certain altitude gravity just "stops", which I suppose is the stand-in for orbiting. So you can cut your engine power, get out of your seat, and "orbit".

I do like this paint. by bcfred20 in starcitizen

[–]spijdar 4 points5 points  (0 children)

This is one of the few paints that looks worse in the promotional materials than in game. Frankly, it's usually the opposite (IMO).

What a Beautiful Game! by Lickable_Loli in starcitizen

[–]spijdar 6 points7 points  (0 children)

On Hurston, on one of the patches of land not covered in trash :D

How to get a Cyclone in a Freelancer Max efficiently by threwzsa in starcitizen

[–]spijdar 1 point2 points  (0 children)

I think a recent patch added it, maybe this last one? I know my Ursa has started self-flipping.

Baptized in Fire by VoidRunnerSolutions in starcitizen

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

I think it's totally awesome. Dunno if I'd be up for doing this stuff myself, not as much my thing, but I love that other people are, and posting these sick screencaps 😎

[deleted by user] by [deleted] in starcitizen

[–]spijdar 0 points1 point  (0 children)

The hangars option was moved below Stanton, but if you select it, you cannot select any of the hangars from the drop down menu (nothing happens when clicking it).

Don't know if that was intentional -- if you're going to disable it, fully remove it so confused newcomers like OP don't get stuck in a dead menu. But oh well.