[-] lucg@lemmy.world 2 points 3 days ago

Do you mean like a bass sound? Any idea what frequency?

[-] lucg@lemmy.world 1 points 3 days ago

As someone who can't hear high pitches at all, I do recognise this funky bouncing of frequencies at the edge of my hearing range (probably around 15 kHz, I haven't precisely measured it). It's surprisingly hard to locate sound sources when you only hear them when you're facing a certain angle in a certain spot in the room! These are always too quiet for my phone to pick up, so that's no help sadly

I wonder if there'd be a market for a variant of a phone model that is just all-round decent, but has a better microphone and other sensor upgrades. I run into the sensor limits a lot (probably weekly) but also don't want to permanently run around with a bulky sensor board in my pocket :<

[-] lucg@lemmy.world 2 points 3 days ago* (last edited 3 days ago)

Probably related: apparently (some?) people can learn to use echolocation. Particularly useful for blind people of course, but I've read it's too much effort and too limited compared to the alternative solutions so that it's generally not considered worth pursuing. Naturally I had to try it myself: distinguishing the distance to one wall isn't hard at all, at least coarsely; the difficulty seems to be in rapidly (while walking) finding smaller objects (especially ones that dampen sound), figuring out angles if you're not facing or precisely perpendicular to a wall, and dealing with background noise

With your superhuman hearing, maybe you'd enjoy casually learning to do this at some level and getting some use out of the hearing sensitivity :)

[-] lucg@lemmy.world 3 points 3 days ago

All lights? Also battery-fed DC lights somehow?! I'm no expert but that seems strange

I've caught a lot of lights and light-emitting displays flickering with the 980fps camera that's built into my phone (best thing since sliced bread for a nerd like me), but also quite many lights appear solid. I'd imagine few have such high-frequency electronics that it pulses well beyond 1 kHz. Otherwise the sensor should sometimes capture a frame during a low or a peak

As an example, I was recently looking at car lights in Germany, expecting to see duty cycling in most modern ones, but the majority (2/3rds or so) were actually solid so far as I could tell. A few cars had a mixture of flickering and solid lights in seemingly the same fixture. All flickering ones were high frequency though, not like 50 Hz as grid-fed lights do but much more. I didn't bother with ffmpeg and counting frames but I estimated on the order of 250 Hz for one of them

[-] lucg@lemmy.world 4 points 3 days ago

You're saying I can learn to see with my buttocks if one puts the right kind of lens in front of it and the light is sufficiently intense?

[-] lucg@lemmy.world 3 points 3 days ago

I definitely can't hear high frequencies (I'm assuming due to ear infections as a child, feels mildly unfair that other people my age get to hear and understand conversations better but oh well) but coil whine is a thing for me as well.

Had a router once that would whine depending on the network packet rate. My computer screen makes a noise when displaying large grids like a screen full of terminal text or a mostly blank spreadsheet. The led lights in my bathroom make a noise and I often turn them off while transacting my business. My Bluetooth headphones make similar noises depending on the connection state but that one is probably interference and not coil whine

It happens at all frequencies. Although you don't need to be able to hear special frequencies for it, of course you'll hear it in more places if you have superlucg hearing ^^

[-] lucg@lemmy.world 2 points 3 days ago

Do you have an example of something you can make out that an average person probably can't?

[-] lucg@lemmy.world 1 points 3 days ago* (last edited 3 days ago)

Interesting perspective I haven't heard about before, thanks for sharing this food for thought!

I'm wondering if this can be extrapolated beyond physical things like the hammers and houses you mentioned. Would a rule of thumb like "one shouldn't be able to appropriate more resources than one can personally make use of" fit with your point of view?

E.g.: nobody should earn 3 million a year (thinking of the mozilla ceo here specifically lol, but I'm sure it's common among big businesses), not leaving the heater on if you're not home because (in most cases) someone else could have used that electricity or gas, selling or donating non-sentimental things you're surely not going to use it again so that someone else can get use/value out of it, etc. As ideals to strive for of course, not necessarily all hard-and-fast rules

32
submitted 2 months ago by lucg@lemmy.world to c/factorio@lemmy.world

Meet Ferry the Spaceship.

When you need a quick one-off delivery, Ferry is your chauffeur. We hired him because there is no traffic or possibility of collisions in space. This makes him excellently suited for the job: fast, reliable, and no driver's license required.

When this boat floors it, the first 100 km/s out of a planetary orbit are reached in less than a second. My trusty qalculater tells me that

> 100km/s /1s to gees
 (100 kilometers/second) / (1 second) ≈ 10197.2 gees

Being used to tens or perhaps hundreds of gs at most, I thought my calculation had gone wrong, but no: with one earth g at ~9.8m/s², these 100km/s² aren't a mere ten of those, there is an extra kilo of them.

Ten thousand earth gravities. Fancy that pulling on your buttocks! Ferry's leap into interplanetary space is, however, no unparalleled feat. Desiring to put this number into context, my deep dive research (i.e., opening Wikipedia) landed me at this comparison table. Coming in at 10'400 g, a Mantis Shrimp's claw during predatory strike accelerates as fast as Ferry's six rocket engines.

The next entry of the table is also of Factorial relevance: the electronics in military artillery shells is rated up to 15'500 g. I am glad I haven't pushed a little harder! Poor Ferry, his electronics broken, völlig losgelöst

I hope this fun fact made your day just a little better :)

[-] lucg@lemmy.world 10 points 2 months ago

You said most countries but then only mention the USA. May I surmise you're from the USA aka the world? :P

So I got curious, but it's also 7am and I need to sleep. I looked it up for my own country: we don't exactly have this

The Netherlands basically requires you to acknowledge that its laws apply to you (they do when you set foot here anyway) and that you'll fulfill the duties that come with citizenship.
When opening the included FAQ item "what duties?" it says two things: you abide by the laws (duh) and that you should consider that you're part of this society and that "you'll do what is needed to really be part of this society." Handwavey and not about choosing a side in a war or something, just focused on integration and community. Seems okay to me and distinct from blind allegiance. There's some more details but the FAQs all circle back to respecting the other citizens (no discrimination) and the like

Source: https://www.rijksoverheid.nl/onderwerpen/nederlandse-nationaliteit/vraag-en-antwoord/verklaring-van-verbondenheid

61
submitted 3 months ago by lucg@lemmy.world to c/factorio@lemmy.world

The Factoriopedia lists one "/m" rate for each asteroid type at a given position on a space route, but you clearly have to kill more asteroids as you go faster so it cannot be "per minute" (Factorio uses /m to mean per minute elsewhere in the game). However, it cannot mean metre either because you travel at many kilometres per second: you'd get thousands of asteroids per second per type! Searching through the forums, Lemmy, and reddit, I didn't find an answer to this conundrum of space versus time

I've now gotten around to figuring out how the spawn rate varies :)

Method

  1. Let the ship fly at the indicated speed (V) for 10 minutes (plus margin, because the asteroids need a bit of time to move from spawn to the ship) between Solar System Edge and Shattered Planet
  2. Open the production stats window, set to 10 minutes, select the kills tab, and take a screenshot so that we can work with nonmoving values
  3. Calculate the ship's average position, namely: position at time of screenshot minus (5 minutes × V km/s)
  4. Look up the expected spawn rate at that position by linearly interpolating between the nearest values in the Factoriopedia (they are precise to 40 km, so we know the value at 0km, ..., 960km, 1000km, 1040km, etc.)
  5. Calculate the ratio between how many huge asteroids were killed per minute (per the kills graph) and how many huge asteroids should have spawned
  6. Plot that value on the graph as a percentage

Results

There seem to be two or three formulas in use: one for 10km/s and below (it appears as though this is in effect when your ship touches 10.xx km/s every few seconds, but that seems strange), one for a rapid but smooth transition (or maybe they blend the two other formulas together?), and then one for speeds above 15 km/s. The middle formula may also just be a blend of the other two, perhaps they average the result between 10 and 15 km/s (or apply a sigmoid or whatnot)

  • The formula for slow speeds seems to spawn 1.1x (or 10%) more asteroids as the speed doubles from 5 to 10 km/s (not many data points in this range; value is very approximate)

  • The formula for high speeds spawns about 1.5–1.7x more asteroids when you go 2x faster

The Factoriopedia value isn't distance-based (one could think "/m" is a shorthand for "/10km" or so), because then it would have been 1:1 linear: when you cover twice as much distance per unit of time, the number of kills would double. It also isn't time-based, because then the graph should have shown a flat line at 100%. It appears to be a derivative of your ship's speed (and perhaps other factors, such as its width)

Sorry for the sparse data above 50 km/s btw. I had spent a bunch of time and already pretty much gotten the answer when I realised that I could go back to an earlier save and do the same thing for an easier section of the route where the ship can safely fly faster. I collected just these two data points and, when that also looked close enough to linear, called it "good enough" =)

Discussion/limitations

  1. I wonder if the Factorio developers made Promethium much more common if you fly slow, to make it easier to collect for players that didn't build a great ship

  2. Not all asteroids that spawn get killed, so the graph must be wrong in absolute terms, i.e., the actual spawn rate is higher than what I calculate using the "killed" statistic. My railguns' range about covers as far as the huge asteroids spawn out and I see that only a few on the edges (faded out, only visible when hovering over them) make it down the length of the ship, so the absolute number is probably not super far off. In any case, my personal goal was to figure out the relative number, not the absolute one

  3. Yes, I know these speeds are rookie numbers compared to some of the things I see online. But it's all my own work :). I purposefully don't look at other designs in detail because the satisfaction of figuring it out is the point of the game for me. The "not invented here" syndrome is a problem for my workplace, not my gaming experience :D

Future work

A. I'm also curious how platform width affects the rates, but did not have time to design another ship for trying that out

B. Check that the results are identical on other routes

C. Check how it behaves at and below zero speed

Supplementary material

The Factoriopedia does not show the total spawn rate and so it's hard to see what the difficulty is of each segment towards Shattered Planet. I've added a few data points to what I needed for the above calculation anyway and now we have the answer to that as well:

Basically a copy of the Factoriopedia graph, but with two lines added: the sum of the four values (sharp increase until 674 at 1.6Mm, then roughly flat (if you plot it on a log scale with a fat marker) until 3Mm, and finally it increases until 795 at 3.96Mm), and the sum of the three base asteroid types, that is, excluding Promethium (peaks at 1.6Mm, just shy of 400)

Spreadsheet with raw data for your enjoyment: https://lucgommans.nl/p/factorio/space-age-asteroid-spawn-rate-factoriov2.0.48.ods

Feel free to share the graphs or infos around, consider it CC-BY-SA or a similar flavor if you like ^^

[-] lucg@lemmy.world 9 points 5 months ago

What game are you changing exactly with this?

[-] lucg@lemmy.world 23 points 8 months ago

You can never have enough socks. Many a christmas goes by where again nobody gifts me a nice pair of socks. People always seem to think I am in need of more books to read!

(Hope I'm somewhat correctly recounting Dumbledore's answer in relation to the mirror of Erised)

46
submitted 8 months ago by lucg@lemmy.world to c/factorio@lemmy.world

Shows how https://www.factorio.com/galaxy grew over time. Also has a tool to show where your star is and find whom you're neighbors with :)

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lucg

joined 8 months ago