Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - bjo0rn

#1
I'm taking a course in mathematical modeling of casting where we're writing a code for simulating heat flow and solidification. I just wanted to say I'm amused by Tynan's entry in the change log for Alpha9e:
Quote from: TynanFixed a bug that caused temperatures indoors to sometimes become NaN (not a number)
...because I was struggling with this very symptom.

In my case the bug was caused by my use of infinite heat transfer coefficients between nodes within a material (legit according to the book). Despite Matlab's capabilits to handle infinite numbers, subtracting infinite from infinite turned out to be a hard nut to crack (hence NaN), so I had to implement an ad-hoc workaround. It was not trivial to find the source of the problem because the heat transfer was solved implicitly, meaning that depsite the NaN value originating from a specific node the value propagated to all nodes.

Though I'd be surpriced if the source of Tynan's problem was of the same nature as I'm sure his modeling of heat flux is quite different.
#2
Scott Manley
#3
General Discussion / Re: IRL Muffalo?
August 10, 2014, 05:46:47 PM
Yeah, appearence wise it looks much more like a horn-less yak than a Mufflon. I just found that the name was similar.
#4
General Discussion / IRL Muffalo?
August 10, 2014, 01:05:40 PM
I just came across an article about this animal.
Do you think this beast was an inspiration behind the Muffalo?
Maybe it's a Mouflon-Buffalo hybrid? (conceptually, not genetically)

English: Mouflon
German: Mufflon
#5
Ideas / Re: Time management
August 02, 2014, 06:55:27 AM
I personally like the colonists to manage their own work schedule as much as possible.
If you're unsatisfied with their time-management, it's better to tweak the AI.
#6
Is the purpose of hats only decorative?
#7
Ideas / Re: Hauling hauling hauling!
August 02, 2014, 06:20:40 AM
I like the idea of the cutters or miners holding on to their crop until they can't carry more instead of leaving a large number of small stacks. The downside of this would be if you need some material/food quick and you have to wait for him to drop it. This could take some time if he's mining or cutting wood.

I also like the idea of stock pile priorities affecting not only where colonists drop things, but also where they take things from.

The rest I don't have an opinion on.
#8
I'm not sure I agree with the problem, but you seem to offer a constructive solution.
#10
General Discussion / Re: Colonists refusing to eat?
July 26, 2014, 09:07:35 PM
A recurring scenario for me is that the colonists are both tired and hungry but prioritize sleep despite there being food available and then get mental breakdown during the night. Surely it would be better to eat first and then sleep!
#11
On the other hand, trade ships is only one way to get guns.
Personally I think scarcity is part of the game. It's not supposed to be a capitalist dream with endless resources.
#12
In most cases it's not that they're technically incapable, it's that they're unwilling due to their personality, e.g. a pacifist refuse violence, a high-born refuse physical labor, etc.

I like it. It creates more diversity.
#13
Ideas / Re: scarab nests/tombs
July 25, 2014, 07:46:11 PM
I like the concept of having some surprises (good and bad) hidden deep in the mountains.
Not so fond of this particular surprise though.
#14
General Discussion / Re: Chairs
July 25, 2014, 06:33:03 PM
I really think Tynan should add a throne. (already suggested it under "Your Cheapest Ideas")
#15
I got to admit Shinzy's artwork swayed me a bit on this one. I'm still skeptic though.

Visually, the rope implies some properties about the tile that are currently not true for deposit zones... such as that it would be combustible, destructible, and hinder movement across it. Either you'd have to add those properties to zones, or mislead inexperienced players with counter-intuitive graphics.