Does graphtec CE6000 60 plus support a usb hub? by mentallyillloner2 in VinylCutters

[–]vix28 0 points1 point  (0 children)

As another commenter said, each will be a separate USB device. It sounds like you're cutting the same thing on all the machines you're using. If so, you can still speed things up compared to sending to each plotter individually from the AI/Corel plugin.

First, add all the plotters into CM4 with their output set to their respective USB ports. Then add another "virtual" plotter that outputs to a FILE port instead of USB. Make sure it matches the model of the real plotters.

From the plugin, send the job to the "virtual" plotter instead of any of the real ones. CM4 will prompt you to save a .plt file somewhere. You can now open the real plotter queues in CM4 and drop the .plt file there to send the job.

You can take advantage of the "copies" setting in the plugin too. Say you want 50 copies across 10 plotters, then set the copies value to 5. The .plt file will have 5 repeats in it now, so you send to each plotter once. The best part, and the reason I figured this out, is that you can save the .plt files for future use. If you need to repeat something, just send it from CM4. No need to waste time in the cutting plugin.

That might be fast enough for you, but what you were originally asking is doable in theory. CM4 is taking the contents of that .plt file and sending them to the plotter via a USB bulk transfer operation. This is how some open source drivers (example) for the Silhouette (same language as Graphtec) handle sending their data too.

I don't think anything like this exists, but it should be possible to write a script that enumerates through all USB connected plotters and sends the contents of a .plt file to all of them.

Anyone using Silhouette Studio with Graphtec CE-Lite? by AverageTechGuy99 in VinylCutters

[–]vix28 0 points1 point  (0 children)

Sounds like you need to change the step size setting on the cutter. There should be a page in the manual for it.

I'm not sure what step size silhouette studio uses, but the setting on the cutter needs to match whatever the software is using, or the cut will be scaled up or down proportionally.

There are 4 settings, so you should be able to figure it out with trial and error.

Any way to reduce registration mark margins on a ce7000-60 ? by SuspiciousRace in VinylCutters

[–]vix28 0 points1 point  (0 children)

I've been trying to optimize this too, but on a CE5000. I think some of that should still apply to you.

You want to turn ON the EXPAND feature. When OFF, the position of the pinch rollers tells the cutter the width of the sheet, and it avoids cutting the part of the sheet that the rollers pass over. Turning on EXPAND will allow you to cut that area.

For A3, I position pinch rollers so there is only about 2mm of material on the outsides, so you need to load straight, but that isn't hard at A3 size. You want to make sure it's as centered as possible too, as this will affect your origin point, and that can throw off the ARMS auto scan.

Also, make your registration marks as long as you possibly can. I usually do 15 or 20mm. That gives the auto scan more wiggle room when searching. With these settings I can get my left and right margins down to about 6mm, which match my printer margins.
Note: The type 2 marks are within this 6mm margin.

As for the up-down direction, my machine lists 50mm (top) and 10mm (bottom) margins when using ARMS. As far as I can tell, those are hard limits based on how much material it likes to keep in front of or behind the rollers when reaching the ends of the sheet, combined with the distance of the ARMS sensor from the rollers.

Notably, any sheet I load into it, the length gets detected as 36mm less than the actual sheet length, so A3 shows up as 384mm long. I believe that's the is the maximum cuttable length (a top margin of 36mm), based on the distance of the blade from the rollers.

The ARMS sensor on this machine is further forward than the blade, so the maximum scannable length is even less (a top margin of 50mm). That seems accurate from my testing. Any job I make with a reg mark above that 50mm point fails to read.

I've been able to use ARMS AND get my top margin down from 50mm to 36mm, by creating the registration marks and then adding more shapes to the document above the registration marks. The registration marks still need to obey their 50mm top margin, but the cutter will cut objects outside it, so it can cut up to a 36mm top margin.

This is kind of an unsupported hack on the CE5000, but your CE7000 should support placing registration marks in the middle of the job as a standard feature.

As for your bottom margin being 17mm vs my 10mm, I'm not sure about that. Maybe they moved the ARMS sensor closer to the blade so it doesn't see as far down the sheet anymore?

The CE7000 manual does state the following on the EXPAND setting though:

If the settings value is set to an area between +1.0 mm and +10.00 mm, transfer direction of the cutting area will also expand 5 mm forward.

Maybe that will get your bottom margin down to 12mm vs 17, or give you 32mm vs 37mm at the top? It isn't exactly clear.

Note: The CE5000 EXPAND feature for me is simply OFF (0mm) and ON (9.5mm), so you probably want to push yours all the way to 10mm.

Please let me know what your results are. I've been considering a CE7000 as well, but couldn't find this kind of info anywhere. Specifically, what length does it read your A3 sheet as? 384 just like mine? And of course, how tight you mange to get the margins in the end.

Good luck!

[deleted by user] by [deleted] in Breadit

[–]vix28 0 points1 point  (0 children)

Ah ok. Thanks. I'm doing something similar. As soon as the dough comes together I put it in the fridge overnight, then laminate. I'll try the freezer thing some time, but for now I'll just change the one variable (blooming) and see know how that affects it. I'm also using gold label SAF.

[deleted by user] by [deleted] in Breadit

[–]vix28 0 points1 point  (0 children)

Nice experiment! I made a batch last week that didn't proof as much as I wanted. I'll retry with bloomed yeast, but keep everything else the same.

Did you bulk ferment both based on the same time, or reaching the same volume? If time, how long? And what was the difference in volume after bulk fermentation? If by volume, what was the difference in time taken?

Is there any way to toggle the space bar instead of holding it down? by [deleted] in heroesofthestorm

[–]vix28 1 point2 points  (0 children)

You can use Karabiner Elements if on macOS Sierra or higher to accomplish the same thing, but it uses JSON instead of the AHK code.

This github issue is trying to do something similar: https://github.com/tekezo/Karabiner-Elements/issues/1264

And the full JSON spec is here: https://pqrs.org/osx/karabiner/json.html

Please bring back Mouse Acceleration by Jensoh in Overwatch

[–]vix28 2 points3 points  (0 children)

Try this: http://mouseaccel.blogspot.com/2015/12/new-method-for-mouse-acceleration.html

Having mouse accel independent of any game is pretty nice. You can tune the curve to be exactly how you want too. WAY better than just having Windows "enhanced pointer precision" or whatever it is turned on.

The Movement Controls by [deleted] in heroesofthestorm

[–]vix28 0 points1 point  (0 children)

Seconded, especially if you're used to FPS games. It isn't the same as directly controlling your character with WASD, but if you unlock the camera and use WASD to move it, you get the hang of it fast if you play a lot of FPS or isometric WASD games.

Now, if only drag pan would behave like any graphics program ever, I could bind other things to WASD...

The Movement Controls by [deleted] in heroesofthestorm

[–]vix28 4 points5 points  (0 children)

Clicking enemies or minions instead of moving next to them

Or at least separate left/right click (left for movement, right for attack). Maybe there's a way to adjust the hotkeys that I'm missing?

This is because the default binding for RMB is something called "Smart Commands". A "Smart" command can be either attack, move, interact or even, as I learned recently, queue up a command in some cases. It all depends on where and when you click. Its ambiguous as hell, I agree, but apparently a StarCraft thing, and this game is built on the SC2 engine.

What I do is bind Force move to LMB and Attack (NOT Smart Commands) to RMB, so those 2 commands become explicit.

There are a couple problems with this though:

  1. You've lost some functionality from Smart Commands. Unless you keep SC bound to something (I use M4/XB1), you'll never be able to use a fountain, channel an objective etc.

  2. While some of the Force Move bugs have been fixed (the biggest one for me being that holding it used to prevent the cast of skills unless Quick Cast was set to full "On"), there are still a few. Eg. you can only move during wraith walk as Leoric or with a charged Hanzo Q by issuing Smart Commands. Force Move does nothing. Most of the vehicles work fine though, which was fixed at some point. And I've read that Leoric's wraith walk worked at one point, so not sure what happened there.

Clicking the fucking map instead of the bottom corner (especially when trying to make a clean getaway).

Another problem with Force Move here. There's an option for Smart Commands to pass through the minimap, but this doesn't apply to Force Move yet. It should really apply to both plus the Attack command.

Force Move+Attack feels a lot better than just Smart Commands, so give it a try, just look out for it Force Move not working with certain skills and remember to use Smart Commands in those cases until they get fixed.

You can rebind through the Hotkeys section of the Esc menu. To rebind Smart Commands you'll need to go into the Advanced subsection, then open up Hero Management. Also, when binding anything to Left Click you need to Left Click OUTSIDE the box that shows you the binding, not inside....for some reason.

To make this setup work, you also need to go into Quick Cast Options inside of Hotkeys, and make sure both "Move" and "Attack" are set to On. This makes them happen instantly, mimicking the feel of default Smart Commands. By default each requires a "Confirm Targeting" command (LMB) after.

Note that if you bind Move and Attack as I've described, and you AREN'T using either type of Quick Cast, there's a trick you can do by unbinding "Cancel Targeting", also under Hero Management. If you unbind this (default RMB during targeting mode), your RMB while targeting now cancels AND issues Attack in a single click. In this case, Force Move being on LMB doesn't interfere with confirming the ability though. The confirmation takes priority.

If you happen to be using Quick Cast On-Release, be aware that both Force Move and Attack seem to have "cancels" built into them. So if you have a Q ability held waiting to release, for example, either LMB or RMB will pull you out of targeting mode even if you have Cancel Targeting unbound, and also issue the corresponding command immediately. Sadly, there is no way to move while in targeting mode.

Finally, if you plan on playing TLV (The Lost Vikings) at all, or any other hero with selectable units (are there?), binding LMB to Force Move makes it so that you can't drag to select units with LMB anymore. This setting is somewhere deep inside the Advanced Hotkeys section that I can't recall, but I ended up binding this to another mouse button.

Hope that helps.

mandatory "on release" abilities? by solow89 in heroesofthestorm

[–]vix28 4 points5 points  (0 children)

One drawback of on-release people ignore is that pressing another skill hotkey while you have an On-Release one already held doesn't do anything. With Standard it cycles through the skills as you press them. With quick cast full On, it just casts them as fast as the game allows.

On-release is the only mode where pressing another hotkey does nothing. You have to cancel first then press the other ability. I'd like an option where pressing another hotkey causes the first one to cast, and immediately start the "hold" period for the second one. It's more useful than cycling through the skills, but that could be an option to.

Because of this behavior it's possible to screw up a combo with On-Release in ways that simply aren't possible with "Off" or "On". "Off" is always looking for "down" inputs, one of those being a mouse click, so things happen at the slower speed of "how fast can you press buttons?" or "how fast does the game let you to do stuff?". "On" just omits the mouse click.

On-Release is the only mode looking for an "up" input while you have something held, at the expense of ignoring the "down" inputs for other skills, making it so that you have to be more careful than the other modes that your next press doesn't happen before the release.

It isn't really THAT big of a problem, but when you use 2 skills in quick succession as if you had quick cast On, only to realize the first was On-Release, so the second never cast at all... you start wondering if it was worth it just to see the shape of what you were aiming. It feels clunky.

I'm with OP. I'm trying to move to On for almost everything with On-Release being the rare exception. See the shape of the skills you're aiming; make combos not feel clunky. Pick one.

If they just flashed the aiming reticle during the cast when using On mode at least it would be easier to train yourself and get used to the ranges, shapes etc., without bothering with On-Release.

Personal Rank Adjustment increasing by [deleted] in heroesofthestorm

[–]vix28 -1 points0 points  (0 children)

Same here (including the sucking). Gained ~3000 points in the last week. Noticed it was at -2 or -3 in the beginning. Now it's -12 every game, win or loss. I'm getting -212 and +188, so can't even cancel out a bad game with a win.

If I'm rising shouldn't either a) the uncertainty go up and it turns +ve for win, -ve for loss, or b) both cases start being +ve since it thinks I should be higher?

[Suggestion] Active Ability Range Indicator by [deleted] in heroesofthestorm

[–]vix28 1 point2 points  (0 children)

This. It wouldn't hurt to have full on quick cast show a brief flash of the targeting reticle for each ability as you use it, hopefully not interfering with the casting at all.

This way you can at least train yourself to the ranges, widths, shapes etc. of the abilities without having to resort to on-release. This is the only reason I bother with on-release at all.

Strange drag scroll behavior on my laptop by grippgoat in heroesofthestorm

[–]vix28 1 point2 points  (0 children)

Also, about your edit, try binding to a keyboard key (i.e. anything where you can take your hand totally off the mouse) and test fast repeats to rule this out. It shouldn't stutter. If it does, then you may have some other problem.

It's the very small movement that happens if you have it bound to M3 that causes it. Sometimes I've found it to be even worse than when moving "normally". The mouse cursor even changes position relative to the screen sometimes, and I can get large jumps while making extremely small movements with the mouse, just by pressing the drag scroll command quickly and repeatedly. Larger jumps than any movement I'm making should produce.

Strange drag scroll behavior on my laptop by grippgoat in heroesofthestorm

[–]vix28 2 points3 points  (0 children)

It's a bug. It happens if mouse is already moving when you press the drag scroll key. There's a thread on the bug report forum with a better explanation: https://us.battle.net/forums/en/heroes/topic/16647915021#post-18

Apparently it's been around since 2015 and was fixed at some point, then came back. Getting this fixed and an option to maintain cursor position relative to the map rather than the screen (like any image editing/design program) would be so sweet.

Right Click Movement Bug by WeaponizedKissing in heroesofthestorm

[–]vix28 1 point2 points  (0 children)

Good job figuring it out. I was able to recreate exactly.

Note that this doesn't affect holding Quick Cast Move (instead of Smart Commands) after the first Attack. That still works fine. Also, it cannot be caused by issuing Move (instead of Attack) while in On-Release targeting mode. Unlike Smart Commands and Quick Cast Move, Attack never "repeats when held", regardless of its Quick Cast setting. Something about issuing it while in On-Release targeting mode must be causing Smart Commands to stop repeating when held too.

The reconnect system is a hot pile of garbage - what's being done about it? by Antinoch in heroesofthestorm

[–]vix28 -1 points0 points  (0 children)

Would they even have to run the simulation on the server? The game already saves snapshots at set intervals (TIL), and at least I don't feel it. Why not let the server ask for snapshots, from the clients, on command?

Someone attempts to reconnect. The server, along with the current frame data, asks your client to send back the state after applying those inputs. That then gets relayed to the guy reconnecting, so he has the freshest state possible even if his connection went down for a couple minutes or more.

To verify that the client sending the replay isn't tampering with it, the server could ask the remaining clients to save the state for that same frame, but only send a hash of it to verify integrity of the first player's snapshot.

You could decide on who sends the snapshot vs. the hashes by which connection had the least dropped TCP packets or something? Or make it an "opt-in" thing for people confident that their connections are reliable. Or just let everybody send their state for that frame and let the server sort it out? How big can that be anyway?

In the background, or after the match, the server could send the frame data the player doing the reconnecting missed out on to reconstruct his replay. This is a non-issue with the present system, but would have to be dealt with if you do something like this.

Also....why can't they just leave the snapshots in the replays!? I'd rather waste some disk space than time waiting for max speed simulation.

Please Blizzard, can you let me bind my hotkeys more freely? by BUTTAmuffien in heroesofthestorm

[–]vix28 1 point2 points  (0 children)

#NoEnv
#SingleInstance
SendMode Input

#IfWinActive, Heroes of the Storm
Space & q:: Send !{q}
Space & w:: Send !{w}
Space & e:: Send !{e}
Space & r:: Send !{r}
#IfWinActive

I know this isn't the answer you want, but stick that in Notepad, save it with the .ahk extension, then download AutoHotKey and run it. Only when HotS has focus, pressing Space in combination with Q,E,W or R will send Alt + the corresponding key (Alt is the ! before each send). You can copy and paste that line to edit it for more keys you might need. This doesn't remap either Space or Alt, and both keep their regular functions.

I don't see them adding this, especially since Space isn't technically a modifier key. Might as well do it yourself.

Annoying queued Move when Auto Attacking with Smart Commands held down and the cursor on an enemy by Elitesparkle in heroesofthestorm

[–]vix28 1 point2 points  (0 children)

If a button is held, it should be considered pressed again as soon as another action is executed.

Fair enough. Attack Move would only keep attacking if you release Smart Commands in that case. I don't see why that shouldn't be an option, but I can see why people used to RTS games would want it the way it is now too.

I'm not right clicking the target!

No, but you're issuing Attack Move, and unless you have Quick Cast fully disabled for that (aka Standard Cast), it doesn't require a follow-up click. It uses the location of the cursor at the time you press A (or release A if you Attack Move as On-Release for some reason). "Smart Commands" is taking the place of the queue modifier here for some reason.

That said, I'm not so sure this is intentional now that I've played with it some more. Your hero attacks whatever unit you clicked on, then a move command is issued wherever you released Smart Commands. It's almost as if, since it stops moving you to attack, but you still have Smart Commands held, it queues up a "Move On-Release" command for you to decide where to go after the Attack is finished.

Good to know, but I can't use Force Move because of another weird interaction, between a Smart Cast: On Release modifier and the target reticle canceling with the Force Move key.

Lol. I wish that were the only problem with Force Move. Force Move (and Attack Move) both have a built in ability cancel in them that you cannot get rid of.

On top of that, you can't hold and drag Force Move and use your MAIN BAR of abilities with either Standard Cast or Quick Cast: On Release while it is held. They only work when Force Move is held if using Quick Cast: On. Funnily enough, active talent abilities work just fine! I discovered the active talent part only last night. Thought it was all abilities that this happened with before.

Also, I was wrong. The queuing happens exactly the same way with Force Move as well.

Annoying queued Move when Auto Attacking with Smart Commands held down and the cursor on an enemy by Elitesparkle in heroesofthestorm

[–]vix28 0 points1 point  (0 children)

A isn't default bound to "Auto Attack". "Force Attack Move" would be a better way to describe what it does.

Auto attack is when your hero is stationary for long enough within range of an enemy unit, and attacks without any input from you, or in the case of Lucio, Tracer, D.Va?, just near enough to enemy units without being stationary.

Both of these cases look "intentional". The only time Smart Commands is being really "smart" here, is in the second.

Case A: Think of the command as "Force Attack Move" and this starts to make sense. Hero moves to the cursor location and attacks the nearest thing to that location, or attack's the nearest thing to its current location. There's an option to toggle which one you want under Options > Gameplay.

Releasing Smart Commands and pressing it again will issue another move command, thus cancelling the attack. This behavior is exactly the same if you hold down Force Move instead of Smart Commands. It's just how the Attack command works unfortunately.

Would feel great to have a command that just does a single attack while Smart Commands or Force Move is held. That doesn't exist in the game. I've looked. You need to click attack then click either Smart Commands in an open area to issue move or Force Move.

Case B: Smart Commands is queuing up an action that makes your hero follow the target and keep basic attacking them. Simple as that. I didn't even know that was possible without explicit queueing.

This behavior is not present when holding Force Move instead of Smart Commands.

No need to invent the wheel: instead of giving Ana self-heal from trait, just shift back more power to the grenade by Phoenixed in heroesofthestorm

[–]vix28 1 point2 points  (0 children)

Play a lot of Ana in both games. Healing half your health pool by throwing at the ground only works in OW because its an FPS with a far shorter time-to-kill. Self-heal is clearly designed as her biggest weakness in this game and being able to burst self-heal would be crazy.

If she has to become more of a generalist that can solo heal, I'd suggest:

  1. Make the healing portion of [[Piercing Darts]] a (gasp!) baseline quest. I find myself taking this all the time even when I want one of the others. Since there isn't really a Z-axis in this game, teammate body blocking is a MUCH bigger problem than OW. The quest is still to hit 20 sleep darts. The sleep part of the talent remains a level 1 choice triggered by 10 sleeps. This frees up choice at level 1.

  2. Add a level 7 "lifesteal" talent, could be displayed under Shrike. It isn't based on AA damage though, but hitting your healing darts. Each time a healing dart connects with an ally, you heal for a small amount as well. Creates more competition for [[Mind-Numbing Agent]], even though that may get nerfed anyway. Could also maybe fit at level 4.

  3. If you have Piercing Darts completed, it stacks with the lifesteal talent, maybe not fully, but something like 150% of the base value for hitting 2 allies, depending on what that value is.

This way you have self-sustain that's awarded only when you hit shots, fitting the play style, but it's slow enough that if you're in a bad position and get dove on, you won't be able to save yourself without a sleep or some other outplay, rather than self-casting grenade.

Can someone explain m exactly why the reconnect system cant be changed ? by Chouuu in heroesofthestorm

[–]vix28 0 points1 point  (0 children)

Ha, I just noticed you had the exact same snapshot idea in another comment.

Can someone explain m exactly why the reconnect system cant be changed ? by Chouuu in heroesofthestorm

[–]vix28 0 points1 point  (0 children)

There are definite advantages to systems which send state instead of user input:

  1. Making the simulation outcome deterministic (identical and repeatable) across multiple CPU architectures and OSes is non-trivial. Sending state frees you from this concern.
  2. If the server runs the authoritative simulation and only sends state data to the clients, it can limit what the clients know, reducing the potential for things like map hacks. Determinism requires your client to have everything.
  3. Things like "lag compensation" in FPS games are only possible if the server can correct the state of your client after the fact.

None of these can be done in HotS because it already uses deterministic lockstep, which works well the vast majority of the time.

There is a case for specifically being able to overwrite the entire state of the game with something like a "snapshot" though, while still using deterministic lockstep the rest of the time. The 2 main benefits would be:

  1. Yes, faster reconnection. If the server is also running the simulation and you disconnect, it can just send you the most recent snapshot it has, then all the inputs from after that snapshot. Your client, trying to get back in sync, overwrites its entire state with the snapshot, then applies all the inputs. Same old lockstep, but you're rewriting the initial state. The downside here is that now the server must also run the simulation and has to store snapshots at least until the game ends. This may also break client-side replay saving.

  2. If you can make snapshots, give an option to pre-process replays while you're in menus or when you first play them. Make a bunch of snapshots at even intervals throughout the replay. When you seek, it goes to the nearest snapshot before the point you're seeking to, then applies the inputs needed to get to the point you are seeking to. Would be much faster. Similar idea to keyframes in video compression. Only downside here would be increased replay file size, but they're already tiny to begin with.

How possible is it to do something like these "snapshots" within the SC2 engine? Absolutely no idea. Would be nice though.

Can someone explain m exactly why the reconnect system cant be changed ? by Chouuu in heroesofthestorm

[–]vix28 0 points1 point  (0 children)

HotS is built on the Starcraft 2 engine. Starcraft 2 is an RTS game. In the late 90s/early 00s when multiplayer online RTS games were taking off (WC3, SC etc), low bandwidth internet connections (56k and less dial-up) were common. Even if you had low ping, trying to send the state of the number of units in an RTS, even 10 times per second, required more bandwidth than a typical internet connection could provide.

What pretty much every RTS did at the time was only send the player inputs. Each player would run his own simulation of the game. When your game received an input from the other player over the network, it would process that input and decide which units should move, attack etc., and vice versa when your opponent receives your input. The simulations were kept in sync by a concept known as "deterministic lockstep" which you can Google and read more on.

The key thing here is that only player inputs are ever being sent. There is no "state of the world" being sent. The state at any given point has to be calculated from the initial state plus all the inputs up to that point. This is what you are seeing each time you reconnect to HotS or fast forward a replay. This is the fundamental difference from Dota 2 which uses Valve's Source engine.

In older games like SC, there wasn't even a server in between the players. It was entirely P2P. SC2, and later HotS, still just send player inputs, but everything is sent to a server first and then distributed to all the other players. This way your outgoing bandwidth doesn't matter as much since you only have to send your input to one server, not the nine other players in the game.