TechieDamien

joined 3 years ago
[–] TechieDamien@lemmy.ml 2 points 6 hours ago

I reckon there is a large overlap between people that share their ship designs here and people that like to use circuit networks which leads to an apparent bias in favour of using circuit networks on ships.

[–] TechieDamien@lemmy.ml 21 points 2 days ago

It really depends on the role you are looking for. If working with data and doing analysis, you need some knowledge in stats and probability. If you are working on simulations, you will need basic calculus and algebra. If you are looking at game development, you will need basic trigonometry and vector arithmetic. The one thing you don't need is mental arithmetic because you have a computer.

That being said, you can get by without these skills, it just becomes harder to see what you need to do, even if you would know how to implement it. This is alleviated if you are working in a team however.

[–] TechieDamien@lemmy.ml 4 points 4 days ago

I mean they should be using rfc3339 as it is an open standard unlike the iso.

[–] TechieDamien@lemmy.ml 6 points 5 days ago

Go through the tutorial. It is quite good and teaches things incrementally with real world examples. Just run vimtutor to start.

[–] TechieDamien@lemmy.ml 2 points 1 week ago (1 children)

Are you running steam in a flatpak by any chance?

[–] TechieDamien@lemmy.ml 21 points 1 week ago (2 children)

You complain about artillery being locked behind space. I complain about cliff explosives being locked behind space. We are not the same.

[–] TechieDamien@lemmy.ml 8 points 1 week ago

That is exactly what I do. My ammo processor runs almost non stop and dumps it all into storage up to 1k and the schedule only lets it depart Nauvis at 750 and other planets at 500. The difference here is that the other planets have passive medium asteroids which slows down effective ammo generation, so I would rather be idling at Nauvis if I have to. I tried having less turrets but then bad things happened which set me back a bit...

[–] TechieDamien@lemmy.ml 5 points 1 week ago

Yeah, that's not a bad shout regarding the thrusters. I'll try that for gen 2. I already use the hub for storage for ammo, iron plates, carbon, ice and iron ore. My first stationary platform also used it to store asteroid chunks, then I learnt that they don't stack which is why I have a sushi belt for asteroids now.

[–] TechieDamien@lemmy.ml 11 points 1 week ago

No but they protect the more expensive stuff if a medium asteroid breaks through which can happen if too many are clumped together. Happens once every 10 trips or so and a wall is far cheaper than an asteroid catcher or turret, especially if you are using quality items.

[–] TechieDamien@lemmy.ml 10 points 1 week ago (3 children)

First thing I tried. Unfortunately you can't. I considered shaping them in a V pattern, but then you have to cross the pipes which is possible but annoying. I also cut out some foundations to reduce weight by this method. Even though it has 5 engines, it can only sustain thrust for one of them, hence the tanks, so maybe 1 engine is better for frequent trips if you can't stock up in time (although ammo stockpiles seems to be the bottleneck in my design).

 
[–] TechieDamien@lemmy.ml 9 points 1 week ago

And not everyone will understand scientific notation unfortunately.

[–] TechieDamien@lemmy.ml 6 points 1 week ago

To be fair, we currently have an overpopulation of jellyfish due to both the decline of turtles and raising sea temperatures, so if anything, this is helping.

 

The answer is one dll that gets loaded that causes the game to crash on startup. Go to $WINEPREFIX/drive_c/GOG Games/Cyberpunk 2077/bin/x86/ and rename GameServicesGOG.dll to GameServicesGOG.dll.bak (or delete it if you like to live life on the wild side). Now enjoy playing the update!

This was tested on Arch using AMD and latest mesa.

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