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Author Topic: Interface Addition: Temperature Gauge  (Read 2874 times)

thijser

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Re: Interface Addition: Temperature Gauge
« Reply #15 on: October 20, 2010, 02:42:05 am »

Yes a temperature gauge would be nice.
Lag effects:
1 relative scale: this would probably be the best system fps wise, it will only cause a calculation to happen once a certain treshold is passed.
2 urist: the game already calculets everything with the urist scale so it's the easy to show.
3 farhenheid/rankine little diffrence fps wise. While celsius has a slight advantage from beeing a smaller number to remove it's very little.
4 kelvin/celsius: constantly having to run a (quite) heavy calculation for each tile could easily drop the fps with something like 5 frames per second.
« Last Edit: October 20, 2010, 03:06:46 am by thijser »
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G-Flex

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Re: Interface Addition: Temperature Gauge
« Reply #16 on: October 20, 2010, 02:56:09 am »


3 celsius/kelin little diffrence fps wise. While celsius has a slight advantage from beeing a smaller number to remove it's very little.
4 farhenheid: constantly having to run a (quite) heavy calculation for each tile could easily drop the fps with something like 5 frames per second.

"Heavy calculation"? You have to subtract a single integer.

Calculating the celsius/kelvin temperature from the DF scale is harder, since you also have to multiply by a fractional number in addition to subtracting an integer (or subtracting a decimal value in the case of kelvin).

Not that any of these are remotely expensive enough to worth worrying about.



Most of the planet would prefer we moved on to Celsius, but that has never stopped people from using irrational units.

Don't get your panties in a bunch. Celsius is damn near as arbitrary as Fahrenheit; it just happens to use a more convenient arbitrary zero point (and 100 point). It still doesn't make mathematical sense. If you're going to argue for rational units, argue for Kelvin, not a scale where the zero point lies at a point of positive measurement.
« Last Edit: October 20, 2010, 03:00:34 am by G-Flex »
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thijser

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Re: Interface Addition: Temperature Gauge
« Reply #17 on: October 20, 2010, 03:06:22 am »

oh you are right I though it was dirrectly related to kelvin/celsius (most of df is metric). Well we then have to chance farhenheid and celsius around.

[DF scale] = [FAHRENHEIT] + 9968

[DF scale] = [CELSIUS] * 9/5 + 10000

[DF scale] = [KELVIN] * 9/5 + 9508.33

[DF scale] = [RANKINE] + 9508.33
« Last Edit: October 20, 2010, 03:09:16 am by thijser »
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Jake

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Re: Interface Addition: Temperature Gauge
« Reply #18 on: October 21, 2010, 06:21:43 pm »

All temperature measurements are arbitrary; every numeric scale applied to natural phenomena is. Is it therefore any more rational to use a system whose zero point is far below anything encountered in nature, has never been achieved in a laboratory and which we're by no means certain is physically possible to reach?
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jei

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Re: Interface Addition: Temperature Gauge
« Reply #19 on: October 21, 2010, 11:27:01 pm »

Pretty self-explanatory, really; an option to display the current outside temperature alongside the number of idle dwarves and the FPS rate. Probably easiest to display the mean temperature for all exposed tiles in the z-level the player happens to be on.
An option to display it in Celsius and/or Farenheit as well as the... unique system used by the game would also help.

And now I come to think of it, since we're on the subject, could a future version of DF possibly replace said system with Kelvin or Rankine?

I would like to see temperature distribution of current Z-level.

You could make it so you need to design magma heating for the fortress in cold places.
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AngleWyrm

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Re: Interface Addition: Temperature Gauge
« Reply #20 on: October 22, 2010, 05:00:41 am »

Also other interface widgets! I want a day/month/year counter too!

Hit 'z' and look in the upper-right corner ;)
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G-Flex

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Re: Interface Addition: Temperature Gauge
« Reply #21 on: October 22, 2010, 02:29:22 pm »

All temperature measurements are arbitrary; every numeric scale applied to natural phenomena is. Is it therefore any more rational to use a system whose zero point is far below anything encountered in nature, has never been achieved in a laboratory and which we're by no means certain is physically possible to reach?

... What?

Temperature scale is arbitrary. The zero point is not, or should not be. That is to say: How much a single degree (or meter, or pound, or newton, or second) is worth is arbitrary, but the zero point not actually being at the point of zero measurement is extremely strange and arbitrary. No other unit of measurement does that, to my knowledge.

Zero kelvin is zero temperature. It doesn't matter that it's physically impossible to achieve (it's also physically impossible to have an object that weighs 0 pounds), it isn't "arbitrary". Arbitrary is placing it at some point of positive temperature; that's sort of like making up a unit of length called "hambones" and defining zero hambones as being equal to three meters. You wouldn't even be able to do proper math/geometry with it, just like you often can't do with celsius or fahrenheit.
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Re: Interface Addition: Temperature Gauge
« Reply #22 on: October 25, 2010, 05:49:34 pm »

How about a hotkey that changes the colors to a blue-red scale (blue=cold, red=hot), with the cursor set up to display the temperature of the current square selected?

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logismo

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Re: Interface Addition: Temperature Gauge
« Reply #23 on: October 27, 2010, 11:21:10 pm »

i like the idea of kelvin  showing up as a mean for the entire z-level and on specific tiles with "k"
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