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03:59:49 <esolangs> [[Special:Log/newusers]] create * DanielDG * New user account
04:14:35 <esolangs> [[Esolang:Introduce yourself]] https://esolangs.org/w/index.php?diff=103395&oldid=103394 * DanielDG * (+197) /* Introductions */
06:22:54 <esolangs> [[User:Salpynx/Minimal TC program machines]] https://esolangs.org/w/index.php?diff=103396&oldid=103254 * Salpynx * (+537) /* Table of minimal TC program / counter machines */ Found another TC 2 register, 2 instruction set machine formulation hiding in plain sight in Minsky 1967.
06:36:14 <esolangs> [[Talk:Three variable modification language]] https://esolangs.org/w/index.php?diff=103397&oldid=103057 * PkmnQ * (+3144) it wasn't a hello world program
06:40:49 <esolangs> [[Three variable modification language]] https://esolangs.org/w/index.php?diff=103398&oldid=103055 * PkmnQ * (+8) add Hello World program
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07:59:16 <esolangs> [[Special:Log/newusers]] create * Fazaazafg * New user account
08:22:09 <esolangs> [[Esolang:Introduce yourself]] https://esolangs.org/w/index.php?diff=103399&oldid=103395 * Fazaazafg * (+288) /* Introductions */
08:47:51 <esolangs> [[Aardvark]] N https://esolangs.org/w/index.php?oldid=103400 * DanielDG * (+2329) Created page with "Aardvark is a language created by [[DanielDG]] to abuse the ''async/await'' syntax. The only datatype in Aardvark is asynchronous ''tasks'' (a.k.a. ''futures'' or ''promises''..."
08:50:02 <esolangs> [[Aardvark]] https://esolangs.org/w/index.php?diff=103401&oldid=103400 * DanielDG * (+41)
08:53:08 <esolangs> [[Language list]] https://esolangs.org/w/index.php?diff=103402&oldid=103392 * DanielDG * (+15)
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09:25:22 <esolangs> [[Aardvark]] https://esolangs.org/w/index.php?diff=103403&oldid=103401 * DanielDG * (+948)
09:30:42 <esolangs> [[Aardvark]] https://esolangs.org/w/index.php?diff=103404&oldid=103403 * DanielDG * (-2) /* External resources */
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09:43:09 <esolangs> [[Aardvark]] https://esolangs.org/w/index.php?diff=103405&oldid=103404 * DanielDG * (+637)
09:47:02 <esolangs> [[Aardvark]] https://esolangs.org/w/index.php?diff=103406&oldid=103405 * DanielDG * (+0) /* Examples */
09:59:51 <esolangs> [[Aardvark]] https://esolangs.org/w/index.php?diff=103407&oldid=103406 * DanielDG * (+0) /* Variables */
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10:18:31 <esolangs> [[Aardvark]] https://esolangs.org/w/index.php?diff=103408&oldid=103407 * DanielDG * (-11) /* Asynchronous functions */
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11:02:39 <HackEso> olist <https://www.giantitp.com/comics/oots1267.html>: shachaf oerjan Sgeo FireFly boily nortti b_jonas
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12:25:01 <esolangs> [[Incdecisive Machine]] N https://esolangs.org/w/index.php?oldid=103409 * Keymaker * (+1546) A Minsky Machine variation that branches when increasing instead of when decreasing.
12:27:40 <esolangs> [[8BallScript]] https://esolangs.org/w/index.php?diff=103410&oldid=101138 * Gears * (+8)
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12:45:27 <esolangs> [[User talk:Salpynx/Minimal TC program machines]] https://esolangs.org/w/index.php?diff=103411&oldid=103257 * Keymaker * (+928) Reply.
12:46:36 <esolangs> [[User:Keymaker]] https://esolangs.org/w/index.php?diff=103412&oldid=75451 * Keymaker * (+92) Added Incdecisive Machine to the list.
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19:05:17 <esolangs> [[Dot's]] https://esolangs.org/w/index.php?diff=103413&oldid=103387 * Ilikecreepers * (+2) /* the console */
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21:16:22 <zzo38> The rules for a game (relating to a mecha with legs) are: Each leg (including the motors, mechanisms to connect it with the body, etc) is 5% of the total (loaded) mass. Power requirement depends only on total mass and not on the number of legs. Acceleration is always ten yards per square second. Top speed is five yards per second, times the number of legs (regardless of mass or size).
21:17:28 <zzo38> Do you think these numbers are sensible (according to physics)? I don't know if it is, or not. It didn't seem so to me, but maybe I missed something. However, then eighteen legs gives a speed of 90 yards per second, and I don't know if that is too fast?
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22:11:06 <b_jonas> zzo38: I don't think you can keep the ratio of the legs' weight per the whole weight constant. It has to depend on the size of the mech, as in tiny spiders get around with hair width legs, birds can have thin legs, humans have thick legs, elephants have very thick legs, and there can't be mountains taller than 10 kilometers at all on Earth because no amount of legs can support them
22:41:01 <zzo38> Yes, it doesn't make much sense to me, which is why I was asking. Nevertheless, that is what GURPS Spaceships 4 says, regardless of the size, and power is proportional to total mass only and not on the individual legs or how many there are. (A bigger size and mass does result in worse handling, though; more legs also results in reduced handling. Like speed, stability also depends only on the number of legs.)
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23:10:04 <zzo38> It says that the top speed is set by "the maximum practical rate at which you can cycle the limbs".
23:12:26 <zzo38> (I don't actually know how much sense this makes, though.)
23:23:11 <zzo38> (Another book modifies the rule so that effectively, the speed is proportional to the ratio of cost to total mass, rather than the number of legs; it is effectively a generalization of the rule that it is based on the number of legs. Power is still based only on total mass, though.)
23:38:30 <b_jonas> This reminds me of the discussion http://www.irregularwebcomic.net/draakslair/viewtopic.php?t=10371 , about a tracked military vehicle in Star Wars: Rogue One, where we discussed whether it makes sense for an all-terrain vehicle to be tracked rather than levitating or walking on legs like Star Wars previously showed.
23:45:15 <zzo38> It does include tracked as well. Tracked is 5% of total mass and has acceleration 1 and top speed 10 (but can be increased up to 3 and 30 by applying more power), and wheeled is 5% of total mass and has acceleration 2 and top speed 42 (can be increased to 6 and 60 by applying more power).
23:45:41 <zzo38> Worm movement (flexibody drivetrain) uses 15% of total mass, and has acceleration 1 and top speed 4 (increaesd up to 3 and 12 by applying more power), or half in water.
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