Q&A: How fast belts can cause floating-point precision issue?

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I get around pipe problems by always having more supply than consumption. Fluid dynamics aren't a problem if the pipe is completely full and pressured.

joruffin
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Just remove pipes in update 9. Problem fixed.

halobrutes
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Just don't use floating point. Literally why would you use floating point to keep track of amounts of something that fall into very predictable orders of magnitude.
For the intermediate fluid simulation, sure; but for actually storing how much fluid there is, and the amount moving from one pipe section to another during a tick — crunch that shit down into a fixed-point number. Boom, no more issues with tiny amounts of fluid going missing or shit like that.
Seriously; the overuse of floating point needs to stop.

AlienValkyrie
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Concerning pipe precision:
Remember that Satisfactory is just a game. It's not a physics simulator. It's O.K. if it isn't massively perfect. The game isn't a scientific tool.
So, with that said, my suggest for this would be to simply set an arbitrary limit on how precise the pipes should be and move on. And for anyone particularly bothered by this precision loss in pipes, I'll reiterate: "It's a game." Step away from your computers once in a while.

indovash
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