Search found 106 matches

by db48x
Fri Dec 22, 2017 11:10 pm
Forum: Pending
Topic: [16.07] [linux] Game crashes when focus is lost
Replies: 5
Views: 2320

Re: [16.07] Game crashes when focus is lost

Thank you for investigating this, but I suspect that you've come to the wrong conclusion. For one thing, on Linux you can run any of a large number of different window managers; there's no one window manager used by all Linux systems. I'm using Unity on this laptop, where I definitely have the probl...
by db48x
Thu Aug 24, 2017 1:51 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 879618

Re: 4-way intersections: Throughput and deadlocks [image heavy]

mrvn wrote:It would also be a lot of circuits to build and you don't always have the space for them.

I mend that signals should do that internally on their own. Should be more UPS friendly to start a timer when they turn red and cancle the timer when they turn green.
TheFatController mod does this for you.
by db48x
Mon Aug 07, 2017 6:17 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 879618

Re: 4-way intersections: Throughput and deadlocks [image heavy]

Yeah, that 8-lane design was a pretty perfect example of "more lanes is often not better", so thanks for the tip on saving :D It sure seems like they've not seen this thread, it was pretty funny when they mentioned some of the "joke" submissions as they sure sounded a lot like y...
by db48x
Mon Jul 31, 2017 10:44 am
Forum: This Forum
Topic: max-width for images and videos?
Replies: 10
Views: 3843

Re: max-width for images and videos?

Perhaps I misremembered about images; it's been a while since I posted one.

However, videos need the same treatment; here's one I posted recently: viewtopic.php?f=194&t=46855&p=299916#p299916
by db48x
Sun Jul 30, 2017 7:23 pm
Forum: This Forum
Topic: max-width for images and videos?
Replies: 10
Views: 3843

max-width for images and videos?

Can the theme be tweaked so that it applies max-width: 100%; to images and videos in posts? This will cause the browser to scale them down so that they fit inside the post, rather than showing them at full size but clipping them. Images and videos that are smaller than the width of the post won't be...
by db48x
Sun Jul 30, 2017 5:41 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 879618

Re: 4-way intersections: Throughput and deadlocks [image heavy]

Each lane has a set of combinator logic which is identical (except for a constant with its lane ID) and there's an additional master unit set into one of the lanes, responsible for selecting the current lane, which needs to have a constant in a decider updated if a different number of lanes are use...
by db48x
Tue Jul 25, 2017 8:01 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 879618

Re: 4-way intersectios: Throughput and deadlocks [image heavy]

I've added a few of the intersections posted and one I was working on before going away which turned out to be not too far behind Windmill MK2 but more compact. Complete list: Inscribed square (aaargha), Windmill MK2 (Tallinu), Double squareabout (19wolf, Tallinu), 4-lane Multi-cross (Tallinu) Your...
by db48x
Mon Jul 24, 2017 9:55 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 879618

Re: 4-way intersectios: Throughput and deadlocks [image heavy]

Another option to consider is simply giving the trains a non-zero speed when spawning them. My brother, who is a more accomplished modder than I am, tested it a while back (in isolation, not in this test map). Presumably the mod would only want to do this if there's a block for the train to move in...
by db48x
Mon Jul 24, 2017 6:37 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 879618

Re: 4-way intersectios: Throughput and deadlocks [image heavy]

On that note: Each spawning station can supply about 24 trains per minute, that means that for 2-lane intersections the original test bench can supply at most 96 trains per minute. For 4-lane it's 192, 6-lane: 288, and 8-lane: 348. It seems that once you get an intersection that reaches about 80-85...
by db48x
Mon Jul 17, 2017 1:41 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 879618

Re: 4-way intersectios: Throughput and deadlocks [image heavy]

Wow. Looking at the screenshot, that looks fairly close to the capacity of the test setup; there aren't many trains waiting around. Yeah, I have a feeling "capacity" for the 2-4 trains that the map comes with is approximately 90 trains per minute per lane, based on observations of my vari...
by db48x
Mon Jul 17, 2017 7:29 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 879618

Re: 4-way intersectios: Throughput and deadlocks [image heavy]

TBTerra, you got me wondering... and I just had to try it. ;) The result is the ridiculous behemoth of which I have attached a picture below. Running a throughput test on this thing drops my UPS to 45, or "only" 55 if I zoom way in so I can hardly see anything at all, just from how many t...
by db48x
Tue Jul 11, 2017 10:33 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 879618

Re: 4-way intersectios: Throughput and deadlocks [image heavy]

The test results when I fired this thing up blew me away. Around 157 trains per minute on P3... and 170 on P1. (With the default 2-4 trains.) Did I just trounce everything but the 8-lane Flower Mk3? With a 4-lane? :shock: I'll just leave this here, in case anyone else wants to try it... or check my...
by db48x
Thu Jun 15, 2017 11:57 pm
Forum: Mods
Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
Replies: 46
Views: 18080

Re: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance

Ow: Error while running event highvoltage::on_tick (ID 0) Expected target_circuit_id for target entities with more than one circuit connector. stack traceback: __highvoltage__/control/regularPole.lua:98: in function 'replaceRegularPoleEntity' __highvoltage__/control/regularPole.lua:184: in function ...
by db48x
Thu Jun 15, 2017 7:55 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 879618

Re: 4-way intersection testing: Throughput and deadlocks

I copied what was in the album precisely, but I noticed the same thing.
by db48x
Wed Jun 14, 2017 9:10 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 879618

Re: 4-way intersection testing: Throughput and deadlocks

Nice. I just used your map to test an intersection. I tested the 4-lane variant of the Cross intersection, as posted to imgur by tallinu at http://imgur.com/a/CxXxd, and got 55 trains/minute over 15 minutes. As I had suspected, the modifications to make it a 4-lane intersections make it worse than t...
by db48x
Wed Jun 14, 2017 7:49 am
Forum: Railway Setups
Topic: Savefile for train testing
Replies: 22
Views: 17860

Re: Savefile for train testing

Amazing. There are a lot of toys on this map.
by db48x
Mon Jun 12, 2017 10:15 am
Forum: Pending
Topic: game updates per second (UPS) drops during video conference
Replies: 1
Views: 1054

game updates per second (UPS) drops during video conference

I occasionally use video conferencing, which entails recording video from a camera (which takes negligible system resources), encoding it using a modern codec (probably h.264, which takes non-negligible system resources), and sending it to a server or the other participants in the conference. If I'm...
by db48x
Sat Jun 10, 2017 6:57 am
Forum: Mods
Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
Replies: 46
Views: 18080

Re: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance

We started to get serious about the walls. Since we can't really use laser turrets, these are just ordinary turrets with inserters to move ammo along their length. https://steamuserimages-a.akamaihd.net/ugc/848214165416678822/EA82A570C40454F1B4F941E953CED999CC99DC19/ (also, I had to move a whole tra...
by db48x
Mon May 22, 2017 5:42 am
Forum: Mods
Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
Replies: 46
Views: 18080

Re: [MOD][WIP .15] High Voltage 0.0.5 : Energy over distance

I am also working on a new update, which makes it harder to debug an older version. The update should fix a massive framedrop that I haphazardly introduced when trying to accommodate the Rampant mod - apparently I accidentally am updating the power networks when it is not needed. I should update th...

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