Search found 1028 matches

by quyxkh
Mon Dec 11, 2023 10:40 pm
Forum: General discussion
Topic: Maximum throughput of a rail line
Replies: 83
Views: 9609

Re: Maximum throughput of a rail line

I think your method for measuring throughput is correct, but i think your method to estimate the max throughput is not. I think you're right, leaving off the signal spacing made the numbers not good, here's a fixed version that shows how much space each train needs empty to maintain its current spe...
by quyxkh
Mon Dec 11, 2023 7:44 pm
Forum: General discussion
Topic: Maximum throughput of a rail line
Replies: 83
Views: 9609

Re: Maximum throughput of a rail line

Measuring actual performance is a little hard because you can't get braking distance directly and there's signal block lengths, but as a way of validating models I thought I'd measure throughput as directly as possible. So I put a train on a long oval loop with waypoints at the end of each straighta...
by quyxkh
Sat Dec 09, 2023 4:32 am
Forum: General discussion
Topic: Maximum throughput of a rail line
Replies: 83
Views: 9609

Re: Maximum throughput of a rail line

Testing tells me two things: a rocket-fueled 1-12 can reach the top 1.38m/tick speed (pretty sure a 1-14 would get there eventually but I'm not that patient) and adding or subtracting cargo wagons has basically no impact on braking distance, you can see that by getting a 1-12 train up to speed, turn...
by quyxkh
Thu Dec 07, 2023 9:19 pm
Forum: General discussion
Topic: Maximum throughput of a rail line
Replies: 83
Views: 9609

Re: Maximum throughput of a rail line

On a straight track with constant signal spacing, with identical trains as close to each other as can be (train -> braking distance -> signal block length -> train), and assuming trains move at a constant speed, this graph on desmos should show how throughput varies with speed. Train throughput gra...
by quyxkh
Thu Dec 07, 2023 1:47 am
Forum: General discussion
Topic: Maximum throughput of a rail line
Replies: 83
Views: 9609

Re: Maximum throughput of a rail line

If braking speed is a parameter then time to stop is top speed / braking speed and braking distance is ½topspeed*timetostop, that's the minimum tail-to-nose distance so minimum (and max-throughput) nose-to-nose distance is braking distance plus train length, wagons and locomotives are conveniently 7...
by quyxkh
Mon Dec 04, 2023 9:18 pm
Forum: Releases
Topic: Version 1.1.100
Replies: 12
Views: 14517

Re: Version 1.1.100

I can't be the only one hoping Factorio 1's last patch is 1.1.111, "I am eleventy-one today!"
by quyxkh
Thu Nov 23, 2023 8:31 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: 16K sandbox
Replies: 17
Views: 10294

Re: 16K sandbox

5600x3d, 16gb@3200, 6650xt, 47fps zoomed in, 43 zoomed out.
by quyxkh
Thu Nov 09, 2023 1:13 am
Forum: Ideas and Suggestions
Topic: [Linux] Fix related to the Factorio binary and eventually folder structure
Replies: 13
Views: 1183

Re: [Linux] Fix related to the Factorio binary and eventually folder structure

for some reasons the "factorio" prefers to use the hard coded path, instead of reading first the mentioned by others in this topic config file No, it doesn't. If you didn't tell it which config file to use it looks in the install directory for the config-path.cfg file that gives the rules...
by quyxkh
Thu Nov 02, 2023 8:54 pm
Forum: Not a bug
Topic: [1.1.94] factorio binary looks for steam_appid.txt in working directory only
Replies: 3
Views: 600

Re: [1.1.94] factorio binary looks for steam_appid.txt in working directory only

Just use the website version, it doesn't daemonize itself, it gets you real console access, you can script it for benchmarking la la.
by quyxkh
Fri Oct 06, 2023 11:46 pm
Forum: News
Topic: Friday Facts #379 - Abstract rewiring
Replies: 153
Views: 26283

Re: Friday Facts #379 - Abstract rewiring

Loving pretty much all of this.

Any chance of restoring the shift-rclick clearing of quickbar/inventory blueprints? The scrolling through recent copy/pastes is nice but it's as if selecting anything overwrote your clipboard, that'd get annoying fast if it wasn't what everyone was used to.
by quyxkh
Wed Sep 20, 2023 7:02 pm
Forum: Frequently Suggested / Link Collections
Topic: Game Save File and -Speed Related Suggestions
Replies: 19
Views: 7668

Re: Game Save File and -Speed Related Suggestions

So "fast save without pause" is hardly achievable in current game design, due to large amount of data, that has to be copied, from current game data state, until next tick is going to be calculated. And there is no easy solution, if any at all, as I understand it. That's probably a featur...
by quyxkh
Tue Sep 12, 2023 9:58 am
Forum: Ideas and Suggestions
Topic: Train Length Lookahead Signal
Replies: 23
Views: 7494

Re: Train Length Lookahead Signal

Set your interface preference for train visualization length, then use the white outlines to tell you exactly how far from the exit to place the second signal.
by quyxkh
Fri Sep 08, 2023 5:24 pm
Forum: Releases
Topic: Version 1.1.90
Replies: 6
Views: 8943

Re: Version 1.1.90

haha look again.
by quyxkh
Sat Sep 02, 2023 11:05 pm
Forum: Off topic
Topic: Climate Change
Replies: 53
Views: 31597

Re: Climate Change

Well, the way science works is, you're trying to construct a model, math when you can get it, that behaves the same way as some part of reality, then you see how the model behaves in situations you haven't encountered and either construct those situations or wait for them to happen IRL, and see if h...
by quyxkh
Sat Aug 26, 2023 6:59 pm
Forum: Gameplay Help
Topic: I need a circuit that counts and prevents inserters from inserting
Replies: 8
Views: 1059

Re: I need a circuit that counts and prevents inserters from inserting

Here's my no-buffer startup bp, I do nuclear late so it uses beacons and S3's but you can take out the beacons and modules, the circuitry works regardless. It's doing signed-overflow bias on the '235 filters, the rounded 2.1G constant is 40 less than the maximum 32-bit signed int, 40 more wraps it t...
by quyxkh
Thu Jul 27, 2023 10:38 pm
Forum: Technical Help
Topic: Very high latency and buffer
Replies: 10
Views: 1080

Re: Very high latency and buffer

The problem is not the ping, the problem is your friend's cpu has about one third the minimum-spec performance. The response time's as bad as it is because your friend's rig can't keep up in a multiplayer environment. All clients and the server are running the full sim, and in multiplayer they're re...
by quyxkh
Tue Jun 27, 2023 1:42 am
Forum: Ideas and Suggestions
Topic: Save file organization
Replies: 5
Views: 706

Re: Save file organization

Yup, gonna press "play" again, not sorry neither: implementing my suggestion for a startup option to print save file metadata would let people easily write their own automatic save-file organizers.
by quyxkh
Sat Jun 10, 2023 11:18 pm
Forum: Multiplayer
Topic: WinterNode - Affordable & Powerful Factorio Hosting
Replies: 9
Views: 2105

Re: WinterNode - Affordable & Powerful Factorio Hosting

Aftertaste now very substantially worse than meh.
by quyxkh
Wed May 24, 2023 11:31 pm
Forum: Gameplay Help
Topic: Where do the default train station names come from?
Replies: 8
Views: 1485

Re: Where do the default train station names come from?

The list is in the install directory under data/core/backers.json

Go to advanced search