Saturnus

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  1. However, you see the same discrepancies when using a timer sensor which I would argue is at least in concept is meant to be used for precise time keeping. I say in concept because without an automation reset option any timer is basically pointless except for very limited use cases where you just want to cycle on and off times. The fact that we have to make water clocks for precise time keeping, especially over multiple cycles is counter-intuitive to new players and flies in the face of everything we know about automation from real life. Even if it isn't a bug, I definitely think the devs should look at it like it is, and at least try to improve the precision and reliability of automation in general.
  2. Indeed. cpubenchmark.net is 100% funded by Intel so trusting that is like trusting sysmark/passmark results, sysmark also being 100% funded by Intel.
  3. It was also removed from the game over a year ago and replaced with Cooked Fish.
  4. I have no idea how you can even come to that conclusion. This is what I'm referring to. In my split steam turbine post (see below) I very carefully explained that the output power of a steam turbine relies on the total amount of heat removed. And that a steam only requires above 125C steam in a single of it's inputs to run. I also demonstrate that the output power in the case were one side is higher than 125C and the other side is lower but still steam that the output power is in fact exactly proportional to the amount of heat removed. I can if you will but that is outside the scope of this thread I think, demonstrate that you can do the exact same thing without actually splitting the steam room but just have a hotter side and a colder side. The advantage of splitting it in the first place is that when not in use the two sides don't equalise temperature and thus making it difficult to use with volcanoes and other things that are intermittent in nature. With a continuous source set up to run forever it is just as easy to not split it but just have a hotter and a colder side.
  5. No. It does not. That is just flat out wrong and just shows you don't understand the steam turbine at all.
  6. Nope. You're not tricking it to do anything you couldn't do without splitting the chamber. If you have a 1 tile high steam room and the vent on say the left side. And what you want to cool comes from the right, and you alternate window tiles and insulation then the steam on the vent side is just over evaporation point thus creating the exact same effect as the split turbine. The split steam turbine set up just makes it easier to manage the heat exchange. Basically you're simply using the steam turbine as part of a counterflow heat exchanger, or are you saying we can't use counterflow heat exchangers for this so-called challenge? I'm getting a bit tired of people thinking there's anything insidious going on in a split steam turbine set up just because they don't understand how it works.
  7. Nothing glitchy about a split room turbine setup. What on Earth are you talking about?
  8. It's not really a practical build in any case though
  9. I don't see what the problem is exactly. With a gold volcano just pre-cool it to below 1749C and use a lead bead. Or use the mesh flaking method
  10. I've built several budget gaming PCs, think less than €800 for everything including a decent 24" IPS monitor, for my friends over the last year after I built one for myself. In all of them I've used the Corsair VS550. Although it's dirt cheap and barely above no-name price and looks I can honestly say I haven't had any issues with it. Even though I've upgraded my own CPU from the R5 2600 to a R5 3600X and the RX580 for an RX5700 (with XT bios) the PSU still chucks along happily. When I upgrade to to the 5000 series CPU and 6000 series Graphics cards I'll probably be looking for something a little more beefy but overall I had no complaints. The fans hardly ever runs, and when it does you can't hear it over your graphics card or CPU at least. I'm sure that if I put my ear precariously close the fan blades I might hear something but that's not something anyone would do.
  11. I think you'll find that rail clocks are horribly inaccurate if you let them run long enough
  12. Only if you don't want to reset it to count again within a reasonable time. Reservoirs can't be emptied in less than a second like a one tile pool of water can if it's on a door. You could limit output flow of the reservoir as well and thereby count on both the input and the output alternately but that would mean more than 10s of potential inaccuracy each time you shift direction. I can see that you're still trying to come up with alternative methods, and it is good that you're trying but trust me, not matter what you come up with, we've already tried it before. There simply isn't a better alternative than the good old water clock for the purpose.
  13. In principle yes but too many variables as growth rate can be stifled even if just for a second by many factors, like atmosphere, temperature, fertilization and water supply. Any of these factors are off even for a millisecond the growth is equally stifled for a millisecond. Add to it that plants sometimes drop seeds as well so you'd have to remove those from the equation as well. All in all water clocks are just the easiest way to achieve absolute precision counters for very long intervals.
  14. No, I mean on the second accuracy. Here's an illustration of why it works. In this cup we have a hydrosensor set to active if above 600kg. I've spawned in 599.9999kg, ie 1mg less than 600kg, and the sensor still shows red. If I spawn in 1mg more nothing happens as precisely 600kg isn't above 600kg but if I spawn in another 1mg after that the sensor goes green. Using this knowledge that hydosensors are 100% accurate if you only measure the water level in one tile it's fairly obvious how you can use that knowledge to make a resettable water clock with an accuracy that is within +0s/-1s accuracy up to the 1000s of cycles. I should note that with liquid valves the minimum setting is 100mg flow rate so with one tile depth you can only count to 16666.666(6) cycles but you could use counters for multiples of that.