Search found 12 matches

by AristomachosCZ
Mon Aug 01, 2022 11:05 am
Forum: Railway Setups
Topic: Testbench for 3/4way intersections
Replies: 68
Views: 34601

Re: Testbench for 3/4way intersections

I know about the UPS, but I didn't mention that, because the changed game speed impacted the number a lot (from 60 to several hundreds). So I had not idea, what is correct, or what is caused by the mod. About the performance, yes, maybe ram frequency could be higher and as it is usual with the games...
by AristomachosCZ
Fri Jul 29, 2022 9:09 pm
Forum: Railway Setups
Topic: Testbench for 3/4way intersections
Replies: 68
Views: 34601

Re: Testbench for 3/4way intersections

Sorry, but did you read what I wrote under a) ? I have a gaming computer. During these tests I had max. 50% CPU usage, only 6 or 7 GB from 32 GB RAM and max. 30% GPU usage. I also have a fast SSD (PCIe NVMe SSD). What upgrade do you think I need, when Factorio doesn't even use a full potential of my...
by AristomachosCZ
Thu Jul 28, 2022 7:26 pm
Forum: Railway Setups
Topic: Testbench for 3/4way intersections
Replies: 68
Views: 34601

Re: Testbench for 3/4way intersections

Well, I did some testing and I can say the following: a) I don't have to care about the test or game performance on my gaming computer. Always 60 FPS (vsync on) in this scenario, regardless of the game speed. b) I ran the auto test – that should have according to the display about 56 minutes in real...
by AristomachosCZ
Sat Jul 23, 2022 2:19 pm
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 299
Views: 158524

Re: 3 and 4 way intersections

Also there is a version of previous intersection with separated turning lanes – I wouldn't mark it as buffered (because these separated lanes can hold only one train per direction, so I don't think it's a buffer), but it can be a subject of a discussion – and it has a score 59,45,50 => 51 (average v...
by AristomachosCZ
Sat Jul 23, 2022 1:20 pm
Forum: Railway Setups
Topic: Testbench for 3/4way intersections
Replies: 68
Views: 34601

Re: Testbench for 3/4way intersections

Hi, why does the testbench map allows only a specific maximum game speed (probably 10x)? If I have a several dozens work-versions of intersection and do a three test per one, it can take a lot of time. The editor extensions mod, that is required (if I am right), can boost the game up to 64x game spe...
by AristomachosCZ
Sat Jul 23, 2022 1:06 pm
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 299
Views: 158524

Re: 3 and 4 way intersections

Hello, it seems like the 4-way/2lane/compact unbuffered/4. Super compact Celtic knot doesn't have a RHD with 6 spacing , so there it is. Score is: 1) 50,40,45 = 45 ; 2) 51,40,42 = 44 ; 3) 50,41,43 = 45 (testing version 5.1.2, testing included safe exit block). https://factorioprints.com/view/-N7f-xE...
by AristomachosCZ
Sat Jan 08, 2022 9:06 pm
Forum: Translations
Topic: To some disunity in Czech translation
Replies: 0
Views: 1517

To some disunity in Czech translation

TL;DR There are some words or ways of expression in Czech localisation that can be written in two ways, and there should be a unity in a game translation. Which ones exactly ? Wagon: vagón vs. vagon – Nákladní vagón (cargo wagon) has approved translation like this, but all the others have the secon...
by AristomachosCZ
Sat Jan 08, 2022 7:51 pm
Forum: Ideas and Suggestions
Topic: Better manipulation with artillery shells (loading/unloading half)
Replies: 5
Views: 1518

Re: Better manipulation with artillery shells (loading/unloading half)

ptx0 wrote:
Fri Jan 07, 2022 4:25 pm
additionally, because they stack to 100 in a single Arty wagon slot you can simply right click it to grab half.
No, that' s what I am pointing at – you can't do this. If you right click on the 100 shells stack in artillery wagon, you will grab exactly only a single shell.
by AristomachosCZ
Fri Jan 07, 2022 1:55 am
Forum: Ideas and Suggestions
Topic: Better manipulation with artillery shells (loading/unloading half)
Replies: 5
Views: 1518

Re: Better manipulation with artillery shells (loading/unloading half)

Ok, I understand. I know the ways, how it could be automated, but I had in mind the situations when I am far of my base (in a temporary battle outpost) with no power grid and roboports around. But never mind, it was only a minor suggestion, nothing crucial. And I also would like to thank you for you...
by AristomachosCZ
Fri Jan 07, 2022 12:10 am
Forum: Ideas and Suggestions
Topic: Better manipulation with artillery shells (loading/unloading half)
Replies: 5
Views: 1518

Better manipulation with artillery shells (loading/unloading half)

TL;DR Make it possible to split artillery shells (at least in half) when loading them into more artillery waggons (and unload.), please. What ? https://i.imgur.com/0CNl84o.jpeg https://i.imgur.com/Xaim5nF.jpeg https://i.imgur.com/yVtyqPv.jpeg https://i.imgur.com/n7paxP1.jpeg https://i.imgur.com/XV2...
by AristomachosCZ
Thu Apr 22, 2021 11:04 pm
Forum: Minor issues
Topic: Barely visible violet/blue lines behind the rails
Replies: 3
Views: 1496

Re: Barely visible violet/blue lines behind the rails

Hello, I did a quick testing, which confirmed the relation between these blue lines and the configuration of the textures setting. I tried to change two settings, the Texture compression (TC) and Sprite resolution (SR), and I got these results: 1) TC High quality and SR High (my default config) – th...
by AristomachosCZ
Mon Apr 19, 2021 10:35 am
Forum: Minor issues
Topic: Barely visible violet/blue lines behind the rails
Replies: 3
Views: 1496

Barely visible violet/blue lines behind the rails

(Czech version below) Dear developers, I have noticed a presence of thin barely visible blue (or violet) lines behind the rails. It looks like the rails have these lines in their graphic background (I think this might be the root of this issue). The blue lines can only be seen in a certain zoom rang...

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