storm6436

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  1. This largely fits with my experience. I went from a liquid cooled FX-9590 with 32 GB of relatively low latency (for the era) RAM and a SATA drive just a notch below the Cheetah 15Ks in terms of performance to a liguid cooled 3950x with 32 GB of CL14 PC3600 RAM + a Samsung NVMe SSD geared for performance.... You *will* end up at 15-20 fps again, it's just a matter how how many cycles it takes to get there. Basically, I went from taking 100-200 cycles (largely dependent on how aggressive I was in expansion) and more or less tripled the time before things lurched to a crawl. Maybe a Threadripper running all four channels with low latency might last longer, but I wasn't willing to double the price of my build to find out. I'd expect we won't see more serious ONI performance gains until folks shift to DDR5 next year, depending on the the clock to latency ratios that show up with DDR5. I haven't looked, so I don't know, Faster clocks don't necessarily mean better performance, unfortunately. Edit to add: Keep in mind, by the lurch, I mean the drop from 60 fps to 20. It's still perfectly playable at that framerate. My old CPU would get me to around cycle 800-900 before I got terribly annoyed by the frame stutters, etc. I expect the new one will last me quite a bit beyond that, I just haven't gotten that far since I got the new box due to real life concerns. For folks who might want my GPU info for reference, I went from a R9 NANO to the 5700XT, both Asus cards. Yeah, the first 250ish cycles is largely my favorite as well... finding out where all the geysers are, discovering the degree the RNG has screwed me for output volume, and figuring out what structures to put where make for a fair amount of fun in its own right. As far as the overall arc goes, I've gotten to the point of having researched rockets. I've even starting building one, but never got to launching it. Between trying to optimize my structures and their layouts and the patch cycle leading up to release, I generally started a new game by the time I got that far because they dropped a new patch that altered a ton of things. Well, that, and my masochism, er, penchant for trying to prove to myself I can build certain things with pre-space materials even if they're less efficient. Volcano harvesting is one thing, pre-space oil boilers for nat gas production and LOX/LH2 are another set of frustration altogether. :P
  2. You do you. I'd say stow it somewhere, but I'm one of those "Nothing gets lost to space unless I have no other choice" types. YMMV :P
  3. Yeah, I somewhat agree, I somewhat don't. Part of the problem is how do you make them less OP without adding unfun interstitial steps or otherwise diluting the game? Getting out into space really would require something like that. Toning down the O2 a bit is decent enough I guess, but honestly, it feels like there should be different types of suits... Something like an isolation suit with a Scotts pack for disease isolation (ie. think CDC lab moon suit), one that's intended for vac, and one intended for extreme environments. Figure you could style that sort of like how some of the previous tech works out, suit 1 is good up to say 55c, requires plastic, The vac suit is rated up to, say 235-250c, and the hostile environment suit placed at where the current suit is.
  4. Ugh, yeah, been there done something similar. I eventually ended up sealing it off with the intention of coming back once the sealed block hit equilibrium, which would have been a lot lower, or when I got space-age materials. At that point I wasn't very confident with turbines and, well, that was a few patches back so turbines didn't work quite the same way .. Looking at that now? I'd consider accepting that some gas deletion was going to happen if I wanted this to work out anywhere approaching "quickly." I'd widen that central ladder chamber to at least 2 wide and set up 2-3 turbines up top set to drop down that shaft into the petrol below. That way you "steal" the heat from lower in the chamber, closer to the main temp source and the gas separation should pull it back up to your turbines. Maybe not the best solution, but that's the first one that comes to mind. Ghetto convection system FTW. Edit to add: Or, if you could find a way to abuse temperature gradients, provided you were as masochistic as I was when this first happened to me and you have enough metal on hand, you could try to set it up to 'leak' the sour gas across a cooler area in a way that the gas is cold enough to pump when it gets there... and pump it into a truly ridiculous array of gas containers. Worked for me in that save game, I just needed like, 30 of them. Yeah, definitely not the best way to handle it, but it is *a* way. :P
  5. Yeah, wouldn't want to lose those... I mean, it's bad enough Meep hit the fan... losing the non-attached bits is just disrespectful.
  6. I'll need to load up when I can to see how much this addresses my experience with the performance optimization patch immediately preceding this one. User experience feedback for previous patch: Context: Cycle 450ish, 90%+ map revealed, 19 dupes Computer = potato, er, great for 5-6 years ago: AMD FX-9590, 32 GB DDR3, ATI R9 NANO, 1 TB Samsung Evo SSD -- No overclocking Good News(TM): Average framerate ~18-21 fps -> ~29-30 fps Bad News(TM): While average framerate increased quite a bit, it introduced a fair amount of semi-periodic frame jerking. Haven't quite figured out the x+/-y yet so I'm wondering if it's something like shuffled garbage collection or maybe a complication from the streaming optimizations. The stutters aren't super bad, just irritating. There is maybe a tenth to a quarter second jerk every 5-15ish seconds. Sorry, I'd be more specific but I didn't get to fiddle with it long for much the same reason I haven't been able to check the current patch out yet. I'm not a "(Max_FPS -1) !? OMG!" type.so 15-20 fps was perfectly acceptable and I'm ecstatic at getting 30 on late stage colony.
  7. Will confirm, bug is present in current build (LU 366134.) On my system it's about 300MB of memory per game load. Discovered because I missed Carnivore by 5k and went back to save scum Worth noting I monitored memory allocation for a few minutes afterwards and it did not return to normal, so this is a de-allocation failure/leak provided the GC routine is supposed to fire less than every 2-3 minutes. Situation is unchanged whether paused or time running.
  8. Yeah, it's a crash o matic now. I can't even get through a single cycle doing an expansion of my O2 distribution network to accomodate a new exosuit dock area.
  9. Including this comment because it might expand the scope of available codebase the bug could be hiding in. I had something similar happen yesterday, but it wasn't a shower. Truth be told, I'm not sure what it was as I was lucky to have seen it happen at all. Was scrolling past my water treatment/power plant when out of nowhere it blew up much like your bathroom did. Had just enough time to go "What the ****" before it punted me straight to desktop. Here's the thing though, the region where the unplanned rapid disassembly started? No pumps or liquid fixtures... just deodorizers and newly installed nat-gas vent piping.
  10. Done. The earliest one I'm not 100% certain is from before the update, but I'm including it because the .exe version I extracted (via Visual Studio) is the same. SimDLL_CRASH_preview_272945_20180612-16.34.25.dmp SimDLL_CRASH_preview_272945_20180612-17.06.54.dmp SimDLL_CRASH_preview_272945_20180612-17.57.07.dmp SimDLL_CRASH_preview_272643_20180612-16.26.34.dmp
  11. So, post update my game is... maybe on average once every 30 minutes or so either going "sound skip -> not responding" or "sound skip"-> Desktop. I haven't been able to isolate any causes, it just seems random.
  12. Any chance we could get the specific heat capacity and thermal conductivity numbers added to the in-game database?