Oh no, you!

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Cake day: November 3rd, 2024

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  • neidu3@sh.itjust.workstoSelfhosted@lemmy.worldTonight 😬
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    6 days ago

    STORY TIME!

    Once upon a time, I worked an offshore rotation. So while I was home, I didn’t have much better to do than to hang out with my friend and his coworkers. They all worked for the local branch of a huge international corporation that shall remain anonymous, so I will only refer to the corporation by their initials: IBM.

    This local branch dealt with banking systems, handling large clients in Europe, ensuring that their systems ran the way they should. And to make sure said banks could have their stuff sorted when a problem arose, there was always someone on call.

    Well, it sucks being the guy on call when the one who’s the perfect guy to fix it is off, and in the spirit of solidarity, they did the only thing reasonable: Went to a local pub, and placed the on-call phone on the table, so if it rang, the expertise to get it sorted quickly was present.

    I usually joined them, and more than once did I go for a piss, passing someone with their phone on their shoulder with a laptop in a bathroom sink, trying to sort out banking issues after having had waaay too many drinks.







  • The most important part is that they’re building the game from scratch with an engine suitable for the purpose. As mentioned numerous times by Harvester who created KSP: There are so many hacks and workarounds to make Unity work the way they needed it to, and in retrospect Unity was not a suitable choice for a game of that scale. And it is doubtful that any general-purpse engine is.

    Rocketwerkz are making their own engine, doing away the Scenes/Actors limitation that are detrimental to how a space game would work. This removes a ton of abstractions resulting in an alpha that runs incredibly smoothly almost independent of part cound. It is worth noting that Rocketwerkz were among the original bidders for developing KSP2, but they lost the bid as they were more focused on having a solid foundation over flashy graphics updates.

    As for specific features:

    • Physics during time warp.
    • RCS has a realistic (but automatic) thrust curve instead of instant on/off
    • Physics simulation on multiple vessels at once. There is no “current vessel” or physics distance. Everything is treated the same. It’s just a matter of where the camera is pointed.
    • Multiplayer has been confirmed as an upcoming feature
    • dust storms
    • multiwindow/multiscreen support

    I try to update !kittenspaceagency@sh.itjust.works as often as I can, so there are some more specifics in there.






  • Used/refurb SAS drives aren’t that expensive. Can someone with better memory than I please link to that site for second hand server components?

    The reason why SAS drives are usually more expensive isn’t because the tech itself is more expensive (It’s largelt just a different kind of interface), but rather that “enterprise grade” hardware have a few additional Q&A steps, such as running a break-in cycle at the factory to weed out defective units.

    While a server such as the one you described is slightly power hungry, it’s not that bad. Plus, if you wanna get into servers long term, it could serve as a useful way to get used to the hardware involved.
    Server hardware is at its core not that different from consumer hardware, but it does often come with some nice and useful additions, such as:

    • Botswana drive bays (I tried to write “hotswap”, but autocorrect is probably correct.
    • IPMI/iDRAC or equivalent for headless management
    • Dual PSUs
    • Rack mount capability
    • Easy maintenance access to most hardware
    • A ridiculous amount of sensors with automated warnings.

    RAID is entirely optional. I seem to be the only one in here who actually like hardware RAID, as software RAID is more popular in the self hosting community. Using it is entirely optional and depends on your use case, though. If you wanna live without, use JBOD mode, and access each drive normally. Alternatively, pool as many disks as you want into RAID6 and you have one large storage device with built-in redundancy. RAIDs can either be managed from the BIOS, or from the OS using tools such as storcli.




  • Some VLAN-related nuggets that you may find useful for your post/blog:

    • 99% of the time when people refer to VLAN, they’re talking about 802.1Q (tag-based VLANs). There are others (Such as port based), so it’s up whether you want to cover those as well.
    • The word “Trunk” can mean different things, depending on vendor. In the Cisco world, it means a line/port carrying multiple VLANs. With many other vendors, such as Aruba/HPE, it refers to link aggregation which isn’t necessarily relevant to VLANs
    • A lot of hardware still use VLANs even if none have been configured. For example, defaulting all switch ports to have an Access tag of 1 makes it behave like a dumb switch. This can cause issues later if you’re configuring VLANs elsewhere
    • Anything non-vlany connected to a VLAN-enabled switch will have to be connected to a port with a default VLAN tag. This is usually referred to as an “Access port” or an “Untagged port”
    • “How do I configure the switch to allow units on VLAN 123 to talk to VLAN 321?”. You don’t. Connect both VLANs to a router which will route between them. Either connect the router to both VLANs individually and skip the tagging on the router, or you can run a single trunk between the switch and the router which carries both VLANs. The latter requires you to configure VLANs on your router accordingly.
    • It might make sense in many cases to have the VLAN tag the same as the last octet in the IPv4 subnet. Makes it easier to keep track of.
    • A PC can implement VLANs on its network port, allowing you to connect to a trunk port and access several VLANs with one cable.

    Source: VLANs have been an integral part of my career for 20ish years.