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Messages - Trekkin

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2146
General Discussion / Re: Science Thread (and !!SCIENCE!! Thread!)
« on: December 01, 2017, 09:33:59 am »
Nicely done. Is there a way to color or otherwise label the photons according to the ship's position when they were emitted?

Incidentally, it might help you see explicit backwards time travel if you added a selector for reference frames that did the Lorentz transforms for you.

2147
Other Games / Re: Stellaris: Paradox Interactive IN SPACE
« on: November 30, 2017, 10:34:12 pm »
Would it be any better if DPS didn't scale linearly with fleet size, so a fleet with twice as many ships as another had less than double the lesser fleet's DPS? I could see an extremely tenuous argument made that, at least for the kind of fighting Stellaris is trying to represent, the set of optimal firing positions for a given array of enemy ships could be filled by a fleet of comparable size, relegating the excess ships to suboptimal positions and so diminishing their effective firepower. It's stupid, but it's less stupid than outnumbered gunners shooting faster and still discourages doomstacks; more importantly, a fleet's effective firepower wouldn't vary according to the size of its foe.

2148
Other Games / Re: Stellaris: Paradox Interactive IN SPACE
« on: November 30, 2017, 09:03:16 pm »
I'm not too sure why I'm getting so worked up over this. I wrote this game off so long ago and basically just treat it like a curio these days. Meh, let them do whatever.

Maybe because they just keep finding new ways to be ridiculous?

Just wait. When this fails to eliminate doomstacks, they'll implement a friendly fire mechanic with damage scaling by fleet size. Then they'll decide people are using battleships too much and quintuple their cost. Then people won't be using battleships enough, so corvettes will get a random chance per warp jump of getting lost forever. Except in sectors. For some reason.

They want so badly to respond to the meta that they've forgotten to step back and actually advance a coherent idea of how they want their game to work, so they just vacillate from one extreme to another in an attempt to please whoever was mad last.

2149
Other Games / Re: Stellaris: Paradox Interactive IN SPACE
« on: November 30, 2017, 07:57:27 pm »
I'm just waiting for Wiz to explain how everyone complaining about it is a racist or something.

2150
Other Games / Re: Stellaris: Paradox Interactive IN SPACE
« on: November 30, 2017, 07:42:59 pm »
...in the endless expanse of the void.

This is a really bad counterpoint, in my opinion.  Space may be endless, but the area a battle is waged within is not.  Seriously, think about the battles in Stellaris, you have tons of ships snaking around each other in a fairly confined area, and in those situations, the larger fleet has to worry more about losing their own ships to friendly-fire compared to the smaller fleet.  That's probably what is being simulated with the bonus.

Except that everything in Stellaris is wildly not to scale, either in distance or in size, so what we see of the battles is meaningless.

2151
Other Games / Re: Stellaris: Paradox Interactive IN SPACE
« on: November 30, 2017, 05:04:59 pm »
Mmm, the problem with a fleet-wide withdrawal is that the entire stated purpose of this feature is to preserve individual ships as well.  Repairs take less time than construction, so a key part of the present situation of decisive battle is the annihilation of the enemy fleet which forces them to rebuild losses from the keel up.  If you simply pool fleet-wide HP and retreat when it drops below half, that damage tends to be focused on a few ships.  The retreat thus means that half the fleet escapes unscathed and half the fleet is annihilated, which doesn't fulfill the design goal; moreover, it can already be done manually in any battle that takes around a month as in the late game.  By forcing individual ships to flee, you leave more individual ships intact and spread that 50% damage across more of the fleet.  This preserves individual ships as well as the fleet as a whole and maintains the fleet as a force in being, making snowballing off of an early victory a bit more difficult unless you can catch the enemy fleet again in the repair docks. 

Plus, I'm not so sure that the ships still appear when they've disengaged.  That single lone screenshot we have shows two ships which I assume (without any proof, but I think it's reasonable) are the two ships listed in the status screen, but one of them seems to be flaring up.  Depending on *when* they took that screenshot, it might be that disengagement is communicating visually at on the map by ships jumping out using the same method as Emergency FTL, and they simply took the screenshot at the moment this was happening because it was visually distinctive rather than simply taking a shot of one lone ship.  Plus, both of the ships are still taking fire when we know from the DD that disengaged ships aren't targeted for fire in the first place, which suggests someone either screwed up big writing the DD (known to occur before) or they intentionally timed that screenshot pretty much right when the ship flipped to "engaged" to "disengaged".

That's true; it is kind of a clunky patch for how damage is distributed, but actually fixing that would mean implementing a better combat AI and that's almost certainly never going to happen.
Then again, you could always have two withdrawal conditions, one for total damage and one for casualties, but I suspect the casualty one would always be the one to trip.

2152
Other Games / Re: Stellaris: Paradox Interactive IN SPACE
« on: November 30, 2017, 04:21:12 pm »
It's partly the aesthetics and partly that it's not intuitive; there are more sensible ways of getting the same behavior out of fleets. Limiting fleet casualties makes sense to me, at least in principle, as does wanting ships to stay in their fleets until moved or destroyed, and having the fleet retreat as a whole is probably the best way to do that without having to make a fleet an abstract concept with no geographical component. (In other words, it's easier to understand fleets if they stay together.)

What I don't get is why the decision to disengage should be made on a ship-by-ship rather than fleet-by-fleet basis, since the former means you need to put the disengaged ships somewhere until the fleet itself decides to leave and there's no clear way to do that. If you "disengage" them to sit still, players will wonder why their ships aren't fighting; if you remove them to hyperspace or similar, the player will wonder where their not-destroyed ships went.

By contrast, if ships keep fighting to death and the fleet as a whole decides when to leave based on fleet-wide damage (which we can already see), the same casualty-limiting and fleet-integrity-preserving mechanic is maintained but the graphics are less confusing. Ships are either visibly fighting or visibly destroyed, and the thing you'd click on in confusion to see why the fleet is running away has the screen space to clearly say it's retreating because of such-and-such conditional.

2153
Other Games / Re: Stellaris: Paradox Interactive IN SPACE
« on: November 30, 2017, 03:30:19 pm »
Conceptually, perhaps, but this execution is going to look very silly when ships just stop doing anything and hang around being invincible. Why not have the fleet as a whole disengage after a certain percentage of losses, if they don't want individual ships to disengage? That way there could still be some decisive, fleet-ending battles, too.

I don't see why it'd look silly. Disengaged ships are pretty much hitting emergency FTL early, right? The only reason they don't separate and move off on their own is because of how tedious and micromanage-y that'd be. Also they obviously want individual ships to disengage if they're implementing this.


I mean actually disengage (i.e. retreat), not just engage some kind of magic time out that everyone apparently accepts. They don't want individual ships to move off on their own because, yes, it's tedious and micromanagey. I just think it'd look more normal if the entire fleet actually retreated once casualties or damage passed some threshold, rather than the fleet retreating when 100% of the fleet passed an individual threshold and just sat around until the fight was resolved one way or another.

It just seems ridiculous that a ship can escape death by sitting quietly in the middle of the battlefield until everyone else wants to go home too.

2154
Other Games / Re: Stellaris: Paradox Interactive IN SPACE
« on: November 30, 2017, 01:47:35 pm »
Force disengagement is conceptually reasonable, though, and the other bit, while nonsensical taken on its own, is really just a kludge for their imperfect math. Would it be better to create a logical and organic system where smaller armies still have the potential to inflict non-trivial losses on bigger fleets? Yeah. Do you really trust Paradox to do that successfully though?

Conceptually, perhaps, but this execution is going to look very silly when ships just stop doing anything and hang around being invincible. Why not have the fleet as a whole disengage after a certain percentage of losses, if they don't want individual ships to disengage? That way there could still be some decisive, fleet-ending battles, too.

2155
General Discussion / Re: Science Thread (and !!SCIENCE!! Thread!)
« on: November 30, 2017, 09:29:12 am »
Okay. Assuming the ship travels ~4x the speed of light, the stars are 10 years apart from each other in a line ABCD, and it lingers motionless for five years at each star in a trip going A->B->C->A, (and omitting the actual destruction events to simplify) each of them sees this:

Ship: Depart A, Arrive B, Depart B, Arrive C, Depart C, Arrive A. All good so far.
A: Depart A, Arrive B, Depart B, Arrive A, Arrive C, Depart C. Oh hey, two ships at once.
B: Arrive B, Depart B, Depart A, Arrive C, Depart C, Arrive A. It arrives before it leaves! It leaves before it leaves!
C/D: Arrive C, Arrive B, Depart C, Depart B, Depart A, Arrive A Good grief! The ship's in two places at once and it's arriving before it leaves besides!

See the problem? Mass-energy equivalence isn't conserved, effects precede causes... I can post the diagram if you want.
I'm assuming FTL by Alcubierre drive. I tried working it out by creating a table, but I ended up just confusing myself, and my brain has started shutting down for sleep.

I'm thinking of making some kind of simulation where the ship releases labeled photons as projectiles at each time interval. Then we can know what each point sees by the available photons. Unity engine would be ideal.

You can do that, but a Minkowski diagram gives you exactly that information with much less work. They're well worth learning to draw if you have any interest in this kind of thing.

EDIT: here, I made a quick one.
Spoiler (click to show/hide)

2156
General Discussion / Re: Science Thread (and !!SCIENCE!! Thread!)
« on: November 30, 2017, 01:12:18 am »
Trekkin, your argument "We have been able to do that for years", applies specifically to in-vitro, not in-vivo. But sure. disregard an advance. You are welcome to your opinion.

Wrong again, weird:
https://www.ncbi.nlm.nih.gov/pubmed/21404373
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3278164/

That took me a few seconds to confirm via Google, man. 

And no, I'm not disregarding it. I'm placing it in its proper context: the problem it solves is contingent on solving a much more difficult problem to be of greater utility than our existing solutions to a degree that would justify the added work of implementing it, and actually loading the synthetases gets harder the more unusual an ncAA you want to incorporate. This is a better way to implement those solutions, yes, but in and of itself it's going to be a while before it's worthwhile and it's hardly as revolutionary as you seem to suggest.

But hey, get excited about whatever you want. Just...get informed too, maybe. These aren't things you need any kind of paid access to learn about.

2157
General Discussion / Re: Science Thread (and !!SCIENCE!! Thread!)
« on: November 30, 2017, 12:38:03 am »
While it certainly is no secret that I greatly dislike paywalls, that does not make my interest in science any less, Trekkin. They published in Nature, so that is where I linked.

While they have not fully integrated the synthetic components, (as you point out, it requires artificially added transcription factors), the demonstration that the base pairs are theoretically functional should additional features be incorporated into their sample's genome (said tRNA frameworks) is still a big thing. The devil lives in the details, yes-- but that is what they are showing here-- one of the details claimed to be a devil has been shown to not be. (Specifically, the different bond structure of this base pair, since it is not based on hydrogen bonds. It was argued that it would cause problems with transcription. This is now shown to not be the case.)

You dont win a marathon by jumping to the finish line, you do actually have to run the race. This is exciting, because the runner is still running, and has made a significant distance down the racetrack.  The goal of synthetically assigned amino acids being added to a cell's vocabulary is just a little bit closer today. That is still pretty damn exciting.

...no it doesn't, which might be why I never said it did -- and I'd appreciate you not putting words in my mouth in future, especially when you can't get them right. aminoacyl tRNA synthetases are not transcription factors. They do two completely different things.

Apparently you missed the part where noncanonical amino acids have been possible for years now. (Synthetic amino acids have been possible for even longer, but there's no real point outside of really weird NMR experiments.)

2158
General Discussion / Re: Science Thread (and !!SCIENCE!! Thread!)
« on: November 29, 2017, 11:58:35 pm »
I dont know about you guys, but I find this very exciting.

https://www.nature.com/articles/nature24659

(and a fluff article about the paper)
https://www.washingtonpost.com/news/speaking-of-science/wp/2017/11/29/cells-with-lab-made-dna-produce-a-new-kind-of-protein-a-holy-grail-for-synthetic-biology/?utm_term=.2591c40aa383

Remember those artificial base pairs created some time back, the ones that didn't do anything other than take up space in the genome?  Well--- NOW they DO something, and produce a novel protein in a living organism! (Very exciting! Even just one more functional base pair increases the number of transcribable amino acids by many times!)

I never thought I'd see you posting Nature articles given your disapproval of their fees, but anyway: no. No it does not. You still need to engineer in the tRNA synthetases to actually accommodate the expanded codon set, and that still means dealing with whatever weird chemistry you want to incorporate. Otherwise it's just a de facto stop codon. There's a reason most ncAAs are close to canonicals chemically, and it's not because we don't have uses for the other ones.

Yes, this is a better way to add noncanonicals than the standard, but it's hardly revolutionary. Making novel proteins is nothing new, and ncAAs aren't really news either; this is just a lot more overhead to do something with marginally more utility in certain cases given an entirely separate engineering project. Much like CRISPR/Cas9, it's exciting until you read the fine print.

2159
General Discussion / Re: Science Thread (and !!SCIENCE!! Thread!)
« on: November 29, 2017, 08:51:22 pm »
<morbo>Causality doesn't work that way!</morbo>

It gets even better if you have two spaceships and can talk to your own past. EDIT: or go round-trip, actually...
Or are you saying my explanation was wrong?

2160
General Discussion / Re: Science Thread (and !!SCIENCE!! Thread!)
« on: November 29, 2017, 07:40:02 pm »
Well, the exact optics are dependent on how you see FTL working, but the reason it's time travel is because it involves effects following causes that aren't actually in their past light cones. It would be like seeing a flowerpot on your windowsill fall today because you will push it tomorrow. What are you going to push tomorrow, exactly, now that the flowerpot is on the floor?

I'll draw the Minkowski diagram for the exploding stars as soon as I can, but the problem mostly comes up when, for example, B sees the ship appear at B before it leaves A; you can easily set the time, distance, and loiter time at B so it experiences two ships at once, for example*, and even if that's not a problem, when the ship leaves from A to travel to and explode B (from B's perspective), where is it going? Bear in mind we have to care about B's perspective even after it's exploded, because that's relativity, and it has to make sense according to causality for physics to make sense at all.

*incidentally, before someone brings up anything to do with rubidium and laser grids, that's not this thing.

Okay. Assuming the ship travels ~4x the speed of light, the stars are 10 years apart from each other in a line ABCD, and it lingers motionless for five years at each star in a trip going A->B->C->A, (and omitting the actual destruction events to simplify) each of them sees this:

Ship: Depart A, Arrive B, Depart B, Arrive C, Depart C, Arrive A. All good so far.
A: Depart A, Arrive B, Depart B, Arrive A, Arrive C, Depart C. Oh hey, two ships at once.
B: Arrive B, Depart B, Depart A, Arrive C, Depart C, Arrive A. It arrives before it leaves! It leaves before it leaves!
C/D: Arrive C, Arrive B, Depart C, Depart B, Depart A, Arrive A Good grief! The ship's in two places at once and it's arriving before it leaves besides!

See the problem? Mass-energy equivalence isn't conserved, effects precede causes... I can post the diagram if you want.

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