Search found 1029 matches
- Tue Dec 12, 2023 12:12 am
- Forum: General discussion
- Topic: Maximum throughput of a rail line
- Replies: 83
- Views: 10135
Re: Maximum throughput of a rail line
how you do for the braking distance, i'm looking for square roots but are you getting it from the game and not mathing it? That's right. Each tick I record the distance from the front and back rail of the train to the train's current path_end_rail. Before recording it, I check whether the path end ...
- Mon Dec 11, 2023 10:40 pm
- Forum: General discussion
- Topic: Maximum throughput of a rail line
- Replies: 83
- Views: 10135
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...
- Mon Dec 11, 2023 7:44 pm
- Forum: General discussion
- Topic: Maximum throughput of a rail line
- Replies: 83
- Views: 10135
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...
- Sat Dec 09, 2023 4:32 am
- Forum: General discussion
- Topic: Maximum throughput of a rail line
- Replies: 83
- Views: 10135
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...
- Thu Dec 07, 2023 9:19 pm
- Forum: General discussion
- Topic: Maximum throughput of a rail line
- Replies: 83
- Views: 10135
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...
- Thu Dec 07, 2023 1:47 am
- Forum: General discussion
- Topic: Maximum throughput of a rail line
- Replies: 83
- Views: 10135
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...
- Mon Dec 04, 2023 9:18 pm
- Forum: Releases
- Topic: Version 1.1.100
- Replies: 12
- Views: 14833
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!"
- Thu Nov 23, 2023 8:31 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: 16K sandbox
- Replies: 17
- Views: 10419
Re: 16K sandbox
5600x3d, 16gb@3200, 6650xt, 47fps zoomed in, 43 zoomed out.
- 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: 1238
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...
- 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: 643
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.
- Fri Oct 06, 2023 11:46 pm
- Forum: News
- Topic: Friday Facts #379 - Abstract rewiring
- Replies: 153
- Views: 27359
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.
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.
- Wed Sep 20, 2023 7:02 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Game Save File and -Speed Related Suggestions
- Replies: 19
- Views: 7832
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...
- Tue Sep 12, 2023 9:58 am
- Forum: Ideas and Suggestions
- Topic: Train Length Lookahead Signal
- Replies: 23
- Views: 7627
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.
- Fri Sep 08, 2023 5:24 pm
- Forum: Releases
- Topic: Version 1.1.90
- Replies: 6
- Views: 9125
Re: Version 1.1.90
haha look again.
- Sat Sep 02, 2023 11:05 pm
- Forum: Off topic
- Topic: Climate Change
- Replies: 53
- Views: 32530
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...
- 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: 1141
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...
- Thu Jul 27, 2023 10:38 pm
- Forum: Technical Help
- Topic: Very high latency and buffer
- Replies: 10
- Views: 1160
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...
- Mon Jul 10, 2023 7:28 am
- Forum: Balancing
- Topic: The Most Obvious Imbalance I've Ever Seen After 4K Hours
- Replies: 11
- Views: 4765
Re: The Most Obvious Imbalance I've Ever Seen After 4K Hours
#literallyunplayable
- Tue Jun 27, 2023 1:42 am
- Forum: Ideas and Suggestions
- Topic: Save file organization
- Replies: 5
- Views: 762
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.
- Sat Jun 10, 2023 11:18 pm
- Forum: Multiplayer
- Topic: WinterNode - Affordable & Powerful Factorio Hosting
- Replies: 9
- Views: 2202
Re: WinterNode - Affordable & Powerful Factorio Hosting
Aftertaste now very substantially worse than meh.