Linux gamer, retired aviator, profanity enthusiast

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Joined 2 years ago
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Cake day: June 20th, 2023

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  • If you mean, why not install a load cell in the spool holder instead of an RFID reader, well…

    I just happen to have four empty 1kg spools lying around, because I’m a total packrat. Let’s weigh them:

    1. 343g
    2. 319g
    3. 300g
    4. 254g

    So that’s a range of 89 grams, out of just four spools. And these are all visually similar 1kg black plastic spools. I’ve seen skeletonized spools that tried to reduce plastic, I’ve seen cardboard spools, and I’ve seen spools of different sizes. How is a printer supposed to tell a mostly empty 2.5kg spool from a full 1kg one?

    Then…What happens if you load one new spool, use some of it, unload it, use a different spool for awhile, then switch back to the first? Will you have to manually key in a tare weight for that first spool?

    If you install a load cell in addition to an RFID reader, well then the spool’s RFID chip could store the weight of the spool, the initial weight of the filament loaded, and the weight of the remaining filament, and the printer could weigh the spool to verify that, which could catch and correct errors caused by oozing, miscalculation, using the spool on another printer, having to cancel a job mid-run because of a problem, etc. I’d kind of like this for reloadable spools. Somebody is coming up with split spools that you can buy just the filament for, and then you could reload the spool with another load of the same filament, and a printer with a load cell could automatically weigh and recalibrate a reloaded spool including an updated tare weight.

    All told though, given how much it matters, I’d be fine with the dead reckoning approach done by the slicer. I mean, my personal 3D printer just turned 11, it has no auto bed leveling system, no filament runout sensor, no auto loading system, hell I haven’t updated the firmware since Barack was president, and I’m in the habit of running one spool all the way empty, and just shoving in the start of the next spool as the printer runs. I’ve done that for two-color signage and such, something with colored raised lettering on a white background or something. You can get away with shit on a primitive old clanker like mine that the newfangled units won’t put up with.




  • If the tag is read-only, it can allow:

    • marginally better loading, as the printer can heat the nozzle correctly for that filament without input from the user.
    • Comparing a G-code file to the loaded filament, either to throw a filament mismatch error, or to adjust temperature settings on the fly.
    • Allow slicer software with a network or serial attachment to the printer sense what filament is loaded

    If the tag is writable, it can allow for keeping track of how much filament remains on the spool, by writing how much was consumed during each print. This means, when you get to the end of the spool, the printer can warn you if there isn’t enough filament remaining without having to manually track the mass of the spool.










  • Putting my flight instructor hat on here, this is mostly correct.

    “Indicated airspeed” (IAS) is what number your aircraft’s airspeed indicator is pointing to. As Rivalarrival described, the airspeed indicator is a barometric instrument that compares ram air pressure with static pressure to measure the dynamic pressure, which is a function of airspeed. Indicated airspeed is an indication of how the airplane will “feel,” how much force will act upon the aircraft in maneuvers, which is why force limit speeds such as maximum flap and landing gear extended speeds, stall speeds, max normal operating speed and never exceed speed are marked on the airspeed indicator.

    “Calibrated airspeed” (CAS) is indicated airspeed corrected for instrument error. The airspeed indicator and the plumbing it is hooked to aren’t perfect, so they’ll be off by a few knots especially near the lower edge of its range. You find a chart in the POH that says “IAS 45, 50, 55, 60 etc” on one line and “CAS 43, 49, 54, 60 etc” on another. Pilots use this for, if we’re being honest with ourselves, nothing.

    “True airspeed” (TAS) is indicated airspeed corrected for air density. The airspeed indicator is flawed in concept: It’s a pressure gauge calibrated in units of speed. To actually determine the relative velocity of the aircraft through the air, we have to do a bit of math comparing the outside air temperature with our pressure altitude, this will give us our density altitude. You then do a bit more math to correct calibrated airspeed for density altitude and get true airspeed. E6B flight computers have little windows for this.

    Here is my old cardboard E6B from when I was a student. I’ve set an air temperature of -40C over 30,000 feet in the right-hand window, the center window is showing…pretty much exactly 30k feet of density altitude, and we can read true airspeed over calibrated airspeed on the A and B scales. So for 100 knots, we can look at the 10 on the B scale, and read about 164, maybe 165 knots on the A scale. At 30,000 feet and +50C, which literally never happens, your density altitude is ~38,000 feet and 100 KCAS will get you 194 KTAS. Not quite 400 😜

    “Ground speed” is true airspeed corrected for wind. To calculate your ground speed, you need your true airspeed as we just calculated, and winds aloft forecasts from one of the government agencies the Republicans are desperate to destroy, and then we do some trigonometry. You can whip out your Ti-83 Plus Silver Edition from high school and SohCahToa this bitch, or you can flip the E6B over to find a handy dandy vector plotter, which does ground speed and wind correction angle calculations by accurately drawing and measuring the triangle. My high school physics teacher called using this thing “cheating,” I call it “a required aeronautical skill.”


  • I saw this thread a couple days ago, and I"v ebeen giving it a couple days of thought, and I think I just now came up with the succinct answer:

    Woodworking lets me get what I want.

    Just about anyone making videos about woodworking talk about “what I want” a lot. “I mixed a little bit of aniline dye into the stain, and that gave me the color I want.” “I’ll use the cove bit for the first pass, then use the roundover bit on the second pass, and that will give me the profile I want.”

    Building things myself lets me get what I want, not settle for whatever someone else built down to a price.





  • I don’t think that’s true. Take Little Rocket Man, that achievement is a special challenge run that encourages people to replay through the game, probably after they’ve beaten it naturally, and then they see that achievement in the list and they get some more fun playing through it doing this weird thing.

    Subnautica’s achievements are pretty much all on the critical path, only two (launching a time capsule during the end game sequence and hatching a cuddlefish) are reasonable for a first timer to not do. These serve more as useful metadata for both players and the developer. For example, the achievement “Get your feet wet” stands at 88.7% of players have gotten that achievement. 11.3% of players have played Subnautica but haven’t gotten into the water? You can look at the achievements in the order a player would probably do them, and you can see where players tend to fall off, and in fact it makes 100% sense to me why it does where it does. If a lot of players start the game and get early achievements, but there’s a sharp drop in the mid-game where players fall off, maybe you need to look at the mid-game, especially if it’s an early access title like Subnautica was, or you can learn from how players interact with this game and apply that knowledge to your next one.


  • Breath of the Wild does it both wrong and right.

    Weapons in BotW are almost like ammunition. A given sword or club or whatever does so much damage per swing, and will last a certain number of swings, so it represents an amount of damage you can do to an enemy. This system is at its best when you break a sword over an enemy’s head, pick up his weapon, and then keep beating him with that. Problem is, there’s only so cool weapons can get. Players that want to work hard to get a really cool weapon don’t really have a way to both play with it and keep it around. Hell, the Master Sword breaks and grows back.

    BotW does it right with shields. Shields have a use case, and an abuse case. If you do a perfect parry, your shield takes no damage. Same thing happened in Skyward Sword, if you abused your shield too much, it broke. But if you used it correctly, it wouldn’t break. If you built use cases and abuse cases for weapons, for example, bashing a sword against an enemy’s shield would wear it out, but striking soft flesh wouldn’t, that would reward players for learning the combat system by giving them a way to keep their coolest swords around.

    TotK…Youtuber Skittybitty did a 3-hour takedown of that game and I could add at least two hours of my own criticism.


  • Eh, these can be implemented well or badly.

    Look at Subnautica’s achievements. There are seventeen total, seven of them are triggered by events required to beat the game, 5 are triggered by non-required but main path “players will do this” story beats, and 3 are “engage in a major advertised featuer that are technically possible to skip.” The last two are “play with this little bonus feature we included.”

    I’m quite fond of a couple achievements for Half-Life 2 Episode 1 and 2, which are basically challenge runs. “The One Free Bullet” which challenges the player to beat the game having fired only one round from a gun (the crowbar, grenades, rocket launcher, crossbow I think, and gravity gun don’t count as “bullets”) and Little Rocket Man, an achievement for carrying a garden gnome from the beginning of the game all the way to the end and placing him in the rocket.

    Possibly my favorite achievement in all of gaming history has to be in Portal 2. At the beginning of a chapter, PotatOS says “Well, this is the part where he kills us.” And you land on a platform surrounded by spikes and Wheatley says “Hello! This is the part where I kill you!” And then the chapter heading reading “Chapter 9: The Part Where He Kills You” flashes on screen. And then you get an achievement for “The Part Where He Kills You: This is that part.”