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2.9.3 Stable update!

2.9.3 Stable update!
What is up Depthians!
We are back with another monstrous update as this one incorporates five beta test builds, so we have a lot to cover.
If you want to dive straight into the massive changelog/dissertation Click
We should probably start with the biggest change to From The Depths in this update and that is the change of fuel and ammo storage.
Quoting Nick, our lead developer
The change is quite simple: "remove ammo and fuel as separate resources. Weapons will consume materials directly, fuel engines and CJEs will burn materials directly".
Before I dig into why I think this is the right thing for FtD, I'd like to explain a few details.
Energy, fuel and ammo are still needed for your constructs.
We have changed the "ammo barrels (etc)" and "fuel tanks" so they are just alternative material storage containers, but with the following properties:
--"ammo barrels" now increase the maximum possible rate of usage of materials as "ammo" for reloading guns. They still explode.
--"fuel tanks" increase the maximum possible rate of use of materials as "fuel" for fuel engines and CJEs, with the future stretch goal of fuel tanks being flammable.
--So ammo racking is going to remain a feature of the game- vehicles that need to reload a large amount of materials may need additional ammo barrels
Ammo and oil processors are replaced ship-wide with existing material storage containers of the same size. They'll be made decorative blocks so you can still use them decoratively in future if you want to.
The oil refinery will be repurposed (described later in the patch notes)
There are two main reasons why I think this is the right move. Why it's right for the business and why it's right for the player.
Let's start with why I think it's right for the player:
Ammo and fuel containers are currently purchasable as either "empty or full". This is confusing when considered in the context of the campaign, story missions, custom battles, multiplayer do empty and full tanks behave in these modes? I'd need an hour to study the code and a small essay to explain it. That's not good game design.
Localised resources, when considering just the moving of material (and energy, if you want), becomes infinitely more manageable. The supply group system and the transit fleet system are not intuitive and for a lot of situations, their usage becomes fiddly and too complicated. We've replaced these systems with a new supply system that is much more intuitive for moving materials and energy around.
The UI is less cluttered now that ammo and fuel bars are not shown. This is not a minor'll reduce the amount of data on screen by about 40% in a lot of the different views. It'll be so much easier to know at a glance if a particular fleet is running low on "materials" or doing fine. Is a transport ready to leave, or does it need to pick up more materials? Will a set of vehicles have enough materials for the next fight...this is so much easier with just one main resource type per vehicle.
When you or an enemy run out of ammo or fuel in a battle it's just frustrating. By combining fuel, ammo and materials for repairing you can guarantee that if someone runs out, the fight is going to be over quickly.
I imagine that deep down the majority of players would rather not have to create, stock and resupply fuel and ammo. I know that personally, the requirement to do this puts me off playing the campaign. By using a single material it still focuses the game on making efficient war machines, maintaining supply lines and growing your economy, but without the extra confusion of mat->ammo and mat-> fuel conversion.
Being able to assess weapons, engines and vehicles in terms of material cost and running cost is elegant.
Most grand strategy games and RTS games don't have localised resources, and many don't have more than 2 resource types to handle. Very few combine localised materials with multiple types.
Why it's right for the business:
The ammo and oil processors were created about 8 years ago. Boring single blocks that don't add much to the game. It's been our intention to add something similar to the oil refinery but for ammo creation. That's a lot of work and adds to the complexity of the logistical part of the game, which we feel is already a burden.
Making the localised resource supply system more user friendly to make it easy/natural/pleasant to move ammo, fuel and material around the map would require a lot of effort and, quite frankly, I'm not sure we'd ever manage it.
The complexity of the UI scares off a lot of our customers. The barriers to getting a gun firing or a boat moving will be lowered if a single material container can theoretically get everything working.
Running out of ammo/fuel in combat is a problem for our players. We want to find a solution to that, but it would take a lot of effort to do so. We also want the strategic AI to always enter a battle with enough ammo and fuel for the fight- that's another massive bunch of work.
The campaign's strategic AI has to work hard to get materials where it wants them. It's a bundle of work and added complexity to get NPC fleets to restock ammo and fuel as well.
We had proposed work to make resource dumps (from dead ships) contain ammo and fuel...again, that's more work, more bugs, more testing.
Certain game modes such as story missions, tournament mode, and multiplayer maps should theoretically allow the player to choose the amount of ammo or fuel stocked into their vehicles before the match begins. That's another bundle of work and added complexity we'd like to avoid.
Currently out of play units on the map can run out of fuel and will still continue to move "for free". It's exploitable and we don't have a solution to that...but if all the different out of play movement calculations are burning material, there will be no avoiding the cost.
The development effort can be much better spent polishing up other features that I actually believe in, rather than flogging the dead horse of logistical complexity in an attempt to make it interesting, approachable and fun for everyone (which I fundamentally don't think it would ever be).
Fundamentally I think that by winding back this feature we tie up a large number of loose ends and it results in a far more finished and enjoyable product.
And what's-more everyone on the development team agrees that we enjoy the game for fighting, looting and creating...not staring blankly at dozens of resource bars trying to figure out who needs to head back for more fuel and how long we need to wait for ammunition to process.
We've also simplified the resource transfer system. "Supply groups" and "Transit Fleets" have been replaced with a simple but comprehensive three-tier system. You can mark a vehicle as a "Creator", a "Cargo" or a "User". Creators fill up Cargos (and Users), Cargos give to Users (up to procurement levels). Users equalise their material with their neighbours, so do Creators, and there are a few handy transfers from Users back to Cargo and Creator to make sure they maintain their procurement levels as well. This system covers 95% of the way people were using the resource system and does it all semi-automatically. This simplification is much more possible now that materials are the only resource, as they invariably just need to flow from the resource zones to the front line, with everyone (Creators and Cargo) keeping what they need and passing the rest on. This new resource system also facilitates the long-range transport of materials from refinery to refinery, which is neat. The system also has an option, for Creator and Cargo types, to set their "supply chain index", so if you want to relay materials from output to output in order to accumulate them at a central location you can set the supply chain index to determine which way along the chain the materials will flow. It's all explained in the game.
After spending a lot of time with this new system from adventure to campaign and designer mode, the gameplay feels a little faster to get going and a little simpler for fleet management. As if you didn’t already know, you can shift+right click (with your supply construct selected) on the target construct / flagship of a fleet to keep supplied, keep holding down shift and right-click where you want to pick the resources up from and once again while not letting go of shift, shift+right click on the target construct/flag ship to finish the loop.
This would be done of course after setting up the settings Creator, Cargo and User.
Creator as an example is the harvesting construct, Cargo which would be the supply ship, User which would be a single target construct that uses the mats.
This will keep the supply ship target waypoint updated and therefore your supply ship will always head to the target construct no matter where it has moved to after setting up the loop.
You still need ammo and fuel boxes on your constructs, as these are governing the transfer rate / the speed that stock your turrets and fuel engine with the materials needed for them to run. You can run a construct without fuel or ammo boxes, however, once your APS clips are empty you will see a drop in your rate of fire as the material is not being transferred fast enough, this is the same for fuel engines and CJE.
Another change that goes hand in hand with resource management is the changes to fuel refineries.
In short:
Refineries on a force with greater than 1 million materials on it will begin refining the material into 'commodities' that are stored centrally. Commodities (AKA centralised materials) can be added by the player to any vehicle in allied territory, at any time.
Resource zones have a new feature too, and that is the ability to deactivate a resource zone on your owned tiles and if you own enough territory as you can see from the UI when double-clicking on the resource zone “Zone Deactivation”.
Custom Jet Engines, have had some additional parts and new features.
We have the new ducted air intakes which as you can see have different attachment points
These ducted intakes allow you to have your CJE enclosed inside your construct enabling you to pass ducting through to access airflow outside.
And as you can see in the pic below they are enclosed and making use of the air duct intakes.
You can also funnel the exhaust of your CJE's that would be under the waterline by using the two new connector blocks, a 90-degree corner and an extension piece which allows them to work as long as you funnel the exhaust out above the waterline.
PACs have also had a rework and new additions.
We now have the long-range lens which has a circular 10° field of fire, the close-range lens which has a circular 35° field of fire, the scatter lens which has a circular 30° field of fire, and the vertical lens which has a 10° horizontal / 60° vertical field of fire (good for AA). The other differences between them is the percentage of damage drop off at certain ranges, which is marked in their UI.
One other awesome change to the PAC system is that melee lenses do not need to be hooked up to the now called long-range lens. Simply setup your melee head and snakey noodle PAC tubes with a terminator on the end, then link up to your other melee lens via Q in the drop-down menu. The scatter lens also deserves some attention here, as it can double up the number of beams if we increase the charge time max x4 at 30 seconds. The PAC system has had many tweaks which you should check up on in the changelogs.
Shields have also had some love. Projector shields reflect and laser scatter modes are now merged and have also had a slight buff to ricochet chance. Ring shields armour bonus has also increased by 50%.
We also have some new additions to APS in terms of coolers.
From left to right we now have an L shape, 4 way and a 5 way cooler.
We now have some new wide wheel additions too for all you land vehicle lovers.
The next biggest change would be steam engines even though other changes will be implemented in this update. We are once again rehashing the whole system, which will be released in the following updates.
I had asked Weng a number of questions as to why the change was needed, why are the parts expensive, when and why would you use steam over fuel, and this is what he had to say:
Reason why steam changes are needed:
  • Steam was previously totally unbalanced and arbitrary. For example, 9 small boilers with 1 small piston was the optimal steam setup, which was more efficient and denser than almost all other engines; and turbine power generation only depended on its pressure, so compact turbines were always optimal.
  • It lacked many critical info in its UI.
  • It was hard to control the usage of steam

What's good with new steam:
  • A bit more of realism and complexity
  • Larger steam now generally have better efficiency and density than equivalent smaller steam
  • More useful info such as total power production, performance over time
  • Possibility to regulate steam usage with valves

Pros of steam compared to injector fuel:
  • Denser and more efficient
  • Even denser with turbines
  • Easier to fit into irregular space
  • Provides a buffer with flywheels or steam tanks
  • More efficient when used for propellers
  • Doesn't require fuel containers, uses material directly from any type of storage
  • Computationally less intensive
Cons of steam compared to fuel:

  • Still hard to regulate, so it's only useful when the power usage is constant or there's a buffer energy storage
  • Turbines waste energy when batteries are full
  • Crankshafts waste energy when reaching speed limit
  • More susceptible to damage (injector engines can often still run fine even when half of it is gone, steam can stop working when a single pipe is destroyed)
Why cost of parts is hilariously high: Steam engines have better efficiency and density (many players seem to forget that one) than injector engines. So a higher initial costs makes it less overpowered.
(In my opinion, the potential waste of energy is a major drawback of steam and justifies for its high potential power. But iirc Draba said that injector engines would be useless on designs that require a lot of power if steam doesn't have higher initial cost, which also makes sense.)
Problem with new steam that can't be fixed:
  • Many old designs are broken due to low power output
  • More complexity
Problems that can probably be fixed but I don't have a solution:
  • Inefficient steam engines are ridiculously bad (a bad steam engine is like 30 PPM and 50 PPV, while a good one is around 600 PPM and 110 PPV) (I tried to fix this and spent like 40 hours on that, but I only managed to make it easier to build a mediocre engine)
  • Cannot be simulated to calculate a stable power output, like fuel engines do (actually it's easy but would take a lot of time to do and I don't think it's necessary)

Another massive change is the detection rework which I also left a few questions for Ian AKA Blothorn to explain the system and how it works.
Why a change was warranted:
  • Different types of detection weren't well balanced--for instance, visual components had better accuracy than IR and vastly better range.
  • Detection autoadjust used an incorrect formula, so optimizing adjustment was both mechanical and tedious.
  • Trackers having much better detection ranges than search sensors meant that detection was very binary--if you could see something at all you could usually get a precise lock (barring ECM, which was only counterable by large numbers of components).
  • Needing both sensors and munitions warners made reactive missile defence difficult on small vehicles.
  • There were a number of other inconsistencies/imbalances, e.g. some visual/IR sensors working through water, steam engines producing no heat, etc.
Overview of the new system:
On the offensive side, each sensor type now has a role in which it is optimal, and large vehicles are best using a variety to cover their weaknesses. Visual probably remains the default for above-water detection--it remains impossible to reduce visual signature other than reducing size. IR is better against fast vehicles, as they have trouble avoiding high IR signatures from thrust and drag. Both visual and IR are weak in rangefinding (although coincidence rangefinders are adequate for most purposes); radar is correspondingly strong in range and weak in bearing, although it often offers better detection chances against vehicles that don't pay attention to radar stealth.
On the defensive side, there are two approaches. Most obvious is signature reduction--while it is deliberately difficult to avoid detection entirely, reducing signature reduces detection chances and thus degrades opposing accuracy. At short ranges, however, this doesn't work well--detection chances are likely high regardless, and low errors at short range mean even sparse detections can give a good fix. Smoke and chaff can be useful here: they increase detection chance while adding a distance-independent error to opponent's visual and radar sensors, respectively.
ECM, buoys, and radar guidance have also been reworked. Buoys are more powerful, becoming more accurate as they get closer to the target. While their base error is high, at long ranges a buoy at close range can beat the accuracy of any onboard sensor. If you worry about opponents’ buoys, ECM can now intermittently jam them--except if they are connected to their parent vehicle by a harpoon cable, in which case they don't need the vulnerable wireless connection.
Most blueprints should need no modifications under the new system, although a few may want a few more or less GPP cards. The one exception is water interactions--IR cameras, laser rangefinders, and retroreflection sensors can no longer work through water, so submarines that used them underwater or vehicles that used them to detect submarines will need to replace them (likely with buoys). Vehicles that predominantly used visual detection should also consider adding a greater variety of sensors--in particular, visual camera trackers tied to AA mainframes should likely be replaced with IR cameras. Also, radars and cameras can take over missile and projectile detection (radar is required for projectile detection), so munitions warners can be removed/replaced with additional sensors.
Last but not least a sweet little addition to our build menu prefabs.
Please do make sure you go through the changelog as a hell of a lot has changed!
submitted by BaconsTV to FromTheDepths [link] [comments]

The Shoulders of Orion- Ch. 1: First Contact

Space-time rippled as the Horns of Glory snapped into real space. The normally smooth transition from FTL subspace travel back to the laws of relativity was instead dangerously jarring, as the inertial dampeners struggled to hold the innards of the massive warship in their proper places. After straining mightily for the briefest of moments, they failed, throwing Admiral Halon Va and the rest of his bridge crew violently into their restraining harnesses. The ship shuddered under the immense stress, then settled, drifting silently through space on minimal power.
“Tactical, get me a status report for the fleet on screen now. I want updates the instant ships jump in.” The Admiral’s voice was still firm and authoritative; it was taking every last shred of resolve he had to keep it that way. “Lieutenant Roshin, put a detail together and work with medical. I’m sure that re-entry caused more than a few extra injuries. Get as many of the crew patched up and ready for emergency action as fast as you can. I want a full casualty report as soon as possible. And if you find Science Officer Lentith and he’s still alive, send him to the bridge immediately.”
Admiral Va settled back into his command chair, drawing creaking sounds from the over-stressed frame as it absorbed the weight of his massive form. The bridge was completely silent now, the command crew entirely focused on the tasks at hand. Or they were too afraid to say anything; Va couldn’t be sure. He was thankful for their silence, though. He didn’t have any answers for them about his failure.
Keying in a few commands on the command panel at his station, the damage report for his ship popped up, the bridge lights flickering from the extra power draw. The Horns of Glory floated before him in hologram form. Long and slender, the ship was over two kilometers from bow to stern. At least, it had been a few hours ago. The forward 20 percent of the holographic ship was flashing red, indicating heavy damage. This was inaccurate, however, as the forward 20 percent of the ship simply wasn’t there anymore. The graceful lines and carefully crafted angles of the ship's armor were an unrecognizable slagged mess, and deep gouges had been cut into the inner decks all over the ship. Whole sections were missing amidships, two of the main reactors were offline, all the primary weapon batteries had been completely destroyed, and most of the critical systems were barely functioning. It was a miracle that she had survived the jump. That morning, Horns of Glory had been the greatest feat of Arien’Ra engineering, and it was now a barely functioning hulk.
And it had all happened under my command, thought Va.
He had no time to wallow in his failures, however, as at that moment tactical finally reconnected to the fleet command systems. The hologram of Horns of Glory quickly scaled down, appearing as a small, flashing, red point of light floating in loose formation with several other points of light. Most of them were flashing red as well. A constant stream of data and various reports scrolled down the right side of the hologram, listing in no uncertain terms the doom that Va had subjected his command to.
If Va had thought that the bridge was quiet before, it was nothing compared to the complete stillness that now settled over them. No one so much as moved a muscle, as they all sat in stunned silence, reading the reports. Occasionally, the hologram would flash, and a new point of light would join the formation, adding more data to the pile spelling out their damnation. After 30 ticks, new points of light had stopped appearing. Admiral Halon Va had lost over 60 percent of his fleet, and not a single other dreadnaught had survived the slaughter. His defeat was total, and the Federation navy was crippled.

Science Officer Beredarin Lentith had been the first member of his family not to enroll in command school in eight generations. They had been some of the finest members of the fleet the Vorqual race had ever contributed to the Federation. His brothers and sisters had all enrolled, which meant that as far as he was concerned, his family had more than fulfilled their duty to the Federation. Military life wasn’t for him, anyway; he wanted to explore. The Federation had been around for over 3000 years, and there were still vast swathes of the galaxy that they knew nothing about. They were still encountering new species every few hundred or so years, and there was nothing he wouldn’t give to find the next one. That had been the dream that directed him away from the military and into academia. The odds of actually finding a new race were so small, though. There were still at least 200,000,000 unexplored systems in the galaxy. There just wasn’t time to visit them all...
He snapped out of his reverie as he stepped over the body, or rather, what was left of the body, of a Zelnassi marine. Most of it was just a green stain on the corridor wall at this point, though there had been enough of the chitinous armored torso to partially obstruct his path. The young lieutenant quickly continued on towards the bridge.
If he was being honest with himself, becoming an expert on the area of unexplored space directly between the Federation and it’s largest military rival wasn’t the smartest of ideas. Between his family reputation and his unique knowledge base, he was just asking to get pressed into service.
Which was exactly what had happened immediately upon the recent outbreak of hostilities.
And now here he was stepping over corpses, marveling at the fact that he had somehow survived this long. He still couldn’t believe the insanity of the Dominion forces. Boarding an enemy ship MID-COMBAT. It was like something out of a youngling’s tale from before space travel. It was pure madness, but there were the bodies to prove that it had happened. He gingerly stepped around the remains of yet another Zelnassi.
The signs of battle continued all the way to the bridge, where he found security forces still holding quickly fortified positions around the bridge entrance. There were more Zelnassi bodies at their feet. Berendarin shuddered. He had been closer to death than he thought.
He quickly pushed those thoughts out of his mind. He could only imagine why he was needed on the bridge so urgently.
The door slid open, and Lentith walked into a completely silent room. Admiral Va was slouched at his command station, his enormous arm propped up on the chair arm and supporting his massive, horned head. Lentith didn’t even know that Arien’Ra COULD slouch. Nevermind that the fastidious Admiral could or would ever do such a thing. Maybe things were somehow worse than he thought. No one seemed to notice him enter, so he announced himself to the Admiral.
Though he didn’t shout, his voice echoed in the deathly silent room, startling most of the bridge command. Two of the other Vorqual officers swore, and the tiny Jezren manning the com station let out a high pitched sound somewhere between a squeak and chirp. Berendarin would have found it quite funny if the situation wasn’t so dire.
Admiral Va immediately snapped back to being the hulk of muscle and horn that imposed his will on a room just by being in it. His booming voice only added to his authority.
“Science Officer Lentith. I’m glad to see you’re still alive. Are you seriously injured?”
Berendarin had almost forgotten that he had walked the entire way to the bridge holding a bandage to his head just above his left eye. The drop out of subspace hadn’t been kind to him. He pulled the bandage away, revealing a dark orange stain on the bandage and a crack in the bone plate above his eye.
“I’m fine, sir, just one of the outer plates, and the bleeding has already stopped.”
“Good. Commander Vortith is currently overseeing the emergency repairs. Take his seat. You are going to help me find a way back home.”
“Sir? I’m sorry I don’t understand. Why don’t we just go back the way we came?”
“That’s not possible. Most of our supply ships and tenders were destroyed when that third wave of Dominion ships hit our flank. Almost all of our pre-prepared fuel reserves are gone. On top of that, some of our ships are so damaged that they don’t have another long jump in them. And if we run into any enemy ships, the whole rest of the fleet is done for. We barely qualify as a fighting force in the state we’re in.”
“Is it really that bad?”
“It’s worse, but we don’t have time to get into the details. You’re the expert on this section of the galaxy. I need you to find the fleet a hiding hole. Somewhere away from the known jump routes through the Spur. Any system where we can use the few miners we have left to scavenge up some fuel, and get some critical repairs done while we’re at it. And from there either wait for reinforcements or get ourselves patched up enough to limp home. Wherever it is, it needs to be close. I’m not leaving any ships behind because they can’t make the jump.”
“Oh. Just that?” The lieutenant knew that Arien’Ra were strict herbivores, but with the look that the Admiral shot him, he couldn’t help but think about the fact that his head would easily fit into that giant, molar filled mouth.
“And away from any known pirate hideaways. Like I said, our fleet can’t take any more fighting. And find it quickly. It won’t be long before the Dominion fleet locates us.”
“I. Uh. Sure. I’ll see what I can find.”
Berendarin shrank into the commander’s chair next to the enormous Arien’Ra, desperately wishing he had been more professional. If he had acted like a proper soldier, it might soften the blow of telling the Admiral that what he wanted was next to impossible. If he had a few weeks, he might be able to find something. So much of the Spur was still un-surveyed. The odds of there being anything useful to the Admiral in the databases was absurdly low, and there was even less of a chance he’d be able to find it in time for the information to matter. He began pouring through his notes anyway. It was better than waiting around to die, which, if the situation was as dire as the Admiral made it sound, was the only other option.
He spent the next hour lost in his notes, finding nothing, while the bridge crew went about piecing the ship and the fleet back together. The young scientist had all but given up on the Admiral’s impossible request when a raucous cheer went up from everyone on the command deck.
“Sir,” The coms officer called out, “The Consul’s Pride just dropped out of subspace and is hailing us, sir.
The main communication screen lit up, and Berendarin Lentith looked to see the face of his oldest sister on screen, strapped into the captain’s chair of her dreadnaught. He let out a sigh of relief; Baraquen was his favorite sibling. Her uniform was drenched in a deep orange blood stain at the shoulder, and she was covered in what looked like flecks of green gore from a Xelnassi. The artificial gravity was clearly malfunctioning, as the captain’s restraining harness was the only thing keeping her from floating around her bridge. But the bone plates of her jaw were turned as always into her calm, self assured smile
“My apologies for the delay in joining you, Admiral Va. We had some… guests shut down our drive mid jump. We had to deal with them before we rejoined the fleet. I assume there is a plan to get us back to federation space?”
“It’s good to see you in one piece, Captain Lentith,” the Admiral responded. He was barely able to keep the relief from his voice. “And there is indeed a plan.”
Berendarin returned to his research as the two ranking officers in the fleet went over the details of their current predicament. He was glad his sister had survived, and not just because they were close. It would have been a terrible blow to the whole family to have lost not only their future matriarch, but the ship she commanded as well. A member of his family had been commanding that dreadnaught uninterrupted for the last 5 generations. Military service had never appealed to Berendarin, but his family history was certainly still important.
And then the solution to the current problem hit him like a driver round. He let out a gasp and tore into his notes with a fervor. Both Admiral Va and his sister’s projection turned to look at him, but he didn’t notice. After a few seconds of curious silence from the rest of the onlookers, Berendarin practically jumped out of his seat.
“Admiral, I think I’ve got something that will work.” The young Lieutenant punched a few commands into his datapad, and a set of stellar coordinates popped up on the navigation terminal. “It’s a main sequence star, about 500 light years from us, fairly close to the edge of the Spur. It’s not anywhere near any established jump routes. The Consul’s Pride made me think of it.” He nodded towards his sister’s face on the ship's screen. “Our great, great grandsire took the Consul’s Pride through the system on her shakedown run a little over 300 cycles ago. Chased a band of Qorthi slavers out of the system. The outer four planets are all gas giants. If we can’t find Helium 3 there, I don’t know where else we should look.”
On screen, Captain Lentith looked impressed, but Admiral Va clearly didn’t seem too sure. “We’re supposed to be going away from Dominion forces, not into them. What were the Qorthi doing there?”
“There are also four rocky inner worlds in the system, Sir, according to reports from the encounter. Apparently, the third planet is a Class 7 Deathworld, and the Qorthi were running some experiments on the primitive lifeforms there. They were caught completely by surprise by the Consul’s Pride, and it was the first time that she fired her weapons in anger. I can’t find any reports of Dominion ships in that section of the Spur since.” There was a long pause before Va responded.
“Good work, Lieutenant. I knew my trust in you wasn’t misplaced.” Admiral Va replied, before turning to the rest of the bridge and booming “Coms! Tactical! Get those coordinates to every ship in the fleet. I want every ship we have left formed up and ready to jump as soon as possible. Any captain who feels that his drives can’t make the jump is to focus all repair efforts on getting their drives functioning immediately. I will transfer repair crews from less damaged ships to more damaged ships if that means we jump even a tick earlier. Get to it everyone. I’m not losing any more of my fleet today.”

The four revolution long jump to Science Officer Lentith’s newfound sanctuary had done wonders for Halon Va’s mental state. The initial shock of his fleet's terrible defeat had worn off, and he had been able to focus on what came next. Repair crews were able to stabilize most of his ship's core systems, and he was no longer worried about the life support systems cutting out and killing the rest of his crew. There had also been time for him to visit with the wounded. To thank them for their sacrifices. He had expected it to be an act of contrition, maybe even a chance to start begging for forgiveness. But there had been no anger in his crew, and no blame hung on his horns. Most had just been relieved that he had survived, and had expressed as much. He would be forever grateful to them for that.
Most importantly, the four revolutions in hyperspace had given the admiral time to really think about what had gone wrong in the nebula. He had barely rested in the preceding four revolutions, spending every scrap of spare time in his office, pouring over records from the battle. That’s where he found himself now, tucked behind his massive ceramic and titanium alloy desk of Tellarim design. It had been custom made for him upon his promotion to this command, a gift from the high admirals and the council. It was the only luxury that Va allowed in his office. The rest of Va’s space he kept strictly utilitarian. There were no trophies adorning his walls, as was customary for other members of his species. The plain bulkheads of his office were instead lined entirely with screens, and each of them were now filled with footage and reports from the battle, running on loop.
Va soaked it all in. The more he watched, the more a singular conclusion crystallized in his mind. He had done everything right; he was sure of that now. 1000 years of doctrine and theory for fighting the Dominion had gone into his preparation for that battle, and he had followed it to the letter. And he had been winning. Then that attack on his flank by the Zelnassi had blown all of that out of the airlock. Something significant had changed in the way the Dominion fought...
Commander Vortith’s voice rang out over the com system. ”Admiral Va, we’ll be transitioning back to real space in moments.”
“Thank you. I’ll be there shortly. And get Science Officer Lentith to the bridge. I want him nearby just in case. He’s the only one who has any idea of where we are.” The Admiral pulled himself from his desk. He would have to leave the rest of his analysis for later. There was just enough time for him to reach the bridge and settle into his command chair before the Horns of Glory snapped back to real space. This time, the inertial dampeners held.
“Tactical, status report.”
“All ships accounted for, Admiral. Though the Consul’s Pride, several cruisers, and three of our escorts are all reporting massive failures in their Drive Cores. They won’t be jumping anywhere anytime soon.”
“Wonderful.” Va wasn’t sure if he meant that sarcastically or not. “Get scans up and running and deploy the pickets that aren’t crippled in a standard scouting formation. How close are we to the nearest gas giant?”
“We’re approximately half a light tick from the system’s innermost gas giant, sir.”
“Excellent. Deploy the rest of the fleet. Put us in a high orbit around the planet in a defensive formation, and get our miners working immediately. Once our orbit is stable, I want every hand, paw and hoof in the fleet working on repairs.”
“Yes sir.”
Admiral Va settled into his command chair for a long shift.
It would be a drawn out, boring process to refuel the ships. With his fleet limping along, and only two functioning miners, it would take far longer than it should. After all the chaos of the last few revolutions, boring would be a welcome change of pace. Va started to relax, sinking into his chair’s acceleration padding. His fleet and his crews were finally safe. The first priority would be to get one of the subspace beacons repaired and to get word back to the Federation that the fleet still existed. And hopefully call for aid. He was sure to be stripped of his rank as soon as contact was made, but hopefully he would avoid a Tribunal. That was an unpleasant prospect…
“Sir, we have unidentified ship signatures appearing from around the planet we’re approaching.”
Va had never heard panic in the voice of his young sensors officer before, but it was certainly there now. Va understood the sentiment, though. He found it difficult to keep the panic from his own voice as he started issuing orders
“Bring the fleet up to combat status immediately. How many ships are there?”
“I’m showing 35 individual signatures. All approaching us at combat speed and still accelerating. At current speeds, they will intercept us in just over 30 ticks, sir.”
“I want details as soon as you have them, Lieutenant. Size, make, estimated firepower. Who they are. And keep scanning the system. Find out where they came from.” The panic had partially subsided for Va. 35 unknowns was not too terrible a threat. He still had almost 240 warships under his command. Still, if there was a way to avoid combat, he had to try. His fleet couldn’t suffer any more losses. “Coms, any attempt by these unknown ships to contact us?”
“I”m not sure, sir,” the diminutive Jezren at the coms replied. “There’s nothing on standard communications channels. The ships are transmitting something, but I can’t figure out what it is.”
“Admiral,” the Lieutenant at the sensors station called out. “I think I might have an idea of where these ships came from. Preliminary scans show there is extensive urbanization on the third and fourth planets, as well as what appear to be habitation sized artificial satellites around the second and sixth planets. One of the moons of the gas giant we’re approaching shows signs of habitation as well. All of them are emitting significant signal pollution. This system clearly already belongs to someone, and they’re broadcasting everywhere.”
Halon Va, High Admiral of the Combined Federation Fleets, turned, slowly and with as much composure as he could muster, to face the young science officer seated to his left. Berendarin sat, mouth agape, staring transfixed at the sensor readouts in front of him. Va had never seen a Vorqual more confused in his life. “I want answers, Officer Lentith.”
“I… I don’t.. This doesn’t make any sense,” the young science officer stammered. “There shouldn’t be anything here.”
“Admiral,” The comms officer cut in, “The signal that we’re picking up from the unknown ships is definitely some kind of communication. I managed to put together audio from it.”
“Play it,” commanded Va. A series of short, guttural, and completely unintelligible sounds came over the speakers in reply. There was a short pause before the sounds repeated themselves again. “Coms, what was that?”
“No idea, sir, but it’s being transmitted on loop. If it is intended as a communication, our translators have no idea what to do with it.”
“Admiral.” The voice came from Va’s left, and was barely audible. Va turned yet again to look at the young science officer. His gaze was locked on the tactical readout, and there something in his eyes that Va couldn’t recognize. A mixture of pure terror and something else. Was it wonder? The young Vorqual’s voice was still barely above a whisper when he continued to address the admiral: “I think we should run the transmission through First Contact Protocols.”

Captain Benjamin Alvarez-León slammed against his restraining harness as the USCS Aurora started it’s decel burn. He had pushed the engines on the outdated cruiser to their limits, and the ship groaned in protest as it started counteracting his rather zealous acceleration orders. He hoped that his mad scramble with his small squadron of outdated ships had been an overreaction. The alternative was something he’d rather not think about.
All Ben had was the reserves; the rest of the fleet was on maneuvers at Sirius. The Admiralty had wanted to test the new, fully modernized fleet’s maneuvering abilities in the gravwell of a binary system. And, in their infinite wisdom, they decided they needed ALL of the new fleet assets, leaving nothing in Sol except for the handful of cruisers and escorts that couldn’t match the capabilities of the modern ships.
A handful of cruisers and escorts that were now hurtling towards more than 200 unknown contacts.
It was the unknown part of all of this that was unnerving Ben. There were no familiar energy signatures. No familiar scan data. No IFF. No signals coming off the contacts of any kind for that matter. Two of the contacts were too big to even be ships. If it wasn’t for the fact that they were moving towards Jupiter in formation, Ben wouldn’t even think they WERE ships.
“So what do you think, Alexi?” Ben asked, turning towards his second in command. “You and the rest of the bridge crew are always making inane bets. Have you whipped up an over-under for what we’re throwing ourselves at yet?”
“Haven’t had time,” came the quick reply from Ben’s right. The short, stocky man from Vladivostok was missing his trademark joviality. “Though, my money is on them being Ithacan, sir.”
Ben bristled at Alexi calling him sir. They’d been friends for twenty years, damnit, and had been practically joined at the hip since going through the Academy together. Outranking him still felt a little off. Now was hardly the time to worry about formalities, though.
“What makes you think they're from Ithaca?”
“It’s the only thing that makes sense. The locals have been getting increasingly radical, and Ithaca is the only sector where reports of piracy have been increasing.”
“Yeah, I could see a rebellion coming from Ithaca,” Ben added slowly, turning over that scenario in his head. “But there’s no way they could swing something of this magnitude. There aren’t even any shipyards in the sector. And even if there were, there’s no way they could keep the construction of over two hundred ships a secret.”
Alexi could only offer him a shrug in response.
It was at that moment that the coms station informed him there was a transmission incoming from the unidentified ships. Ben instructed the ensign to play it, and the bridge was suddenly filled with a stream of grotesque bleating noises and strange grunts, with the occasional recognizable syllable interspersed throughout the transmission. Ben thought he picked out ‘dentify’ from the mess, but he wasn’t sure. There was a long moment of silence on the bridge.
“What the hell was that?”
When no one had any answers for him, Ben tapped his command console and recorded a new message to broadcast.
“This is Captain Alvarez of the USCS Aurora. Unidentified ships, please clarify. Your transmission is badly garbled. We did not receive your identification. You are still trespassing in Commonwealth space and are on an unauthorized course towards Jupiter. Begin decelerating immediately and re-identify yourselves.”
He wouldn’t admit it to the crew, but Ben was profoundly unsettled. Something was deeply, deeply wrong about this whole situation. Not only was he vastly outnumbered by these things, but they were unwilling to communicate properly. He was almost believing this whole thing was some kind of bizarre prank.
“How much longer before we can get a decent visual on these things?
“Any moment now, sir.”
A new transmission arrived just then, and Ben had it played back immediately. This time, instead of almost bovine bleats and grunts, the sounds coming over the speakers were mostly intelligible. Or, they would have been, if any of the syllables were in the right order. It was almost like a toddler was rattling off all of his new favorite sounds, spitting them out in a random order and not knowing how they went together. There were still a few heavy grunts sprinkled in, just for good measure.
Before Ben could process this new joke of a transmission, the contacts finally started slowing. In a matter of moments, the strange wall of contacts was hanging lazily in Jupiter’s orbit, barely moving fast enough to keep their orbit from decaying. They were still in perfect formation.
“Huh. Well, I guess that’s something.”
With nothing to do but sit back and wait as his ship closed the distance, Ben tried to relax and began running over all of the possibilities in his mind of what the new contacts could be. He came up with nothing. Well, nothing feasible, anyway. He took a series of long, calming breaths, trying to clear his mind and focus. This was no time for his imagination to be running wild. But he couldn’t shake the feeling that logic was failing him. Something was off. Something…
“Captain, bringing visual of the unknown contacts up on screen now.”
Ben actually felt his jaw drop. Every contact on his display was clearly a ship. Most were long and spindly, wrapped in layers of some kind of highly reflective armor; a fleet of crystalline arrows hanging in the darkness. The two largest contacts, which Ben had just moments ago thought were too big to be ships, were large enough on the screen for him to clearly see details. In addition to their immense size and strange armor, both ships were dotted with what were clearly weapons platforms, though what kind, Ben couldn’t tell.
Noticeably, almost all of the ships on his screen were heavily damaged. Chunks were missing from some ships, and most had deep lines gouged into their hulls. Any form of decorative paint or markings had been burned away. Something had put these ships through absolute hell. But still, the damage could not take away entirely from the elegance of the ship’s designs. They were graceful and sleek, completely different from anything Ben had ever seen before.
It was all so different. So strange. So very, very… Alien.
Despite every effort he had made to avoid the word, it finally forced itself to form inside Ben’s mind, and forced him to acknowledge the reality that legitimate, extra-Solar life was hanging in the darkness in front of him. It forced him to acknowledge the screams he had been suppressing in the back of his mind. The screams of his imagination crying out in glorious triumph over reality. And with those screams came a deluge of accompanying thoughts and emotions.
He was a child again, staring up at the stars above Armstrong and wondering what else, and who else, was out there. He was a teen again, signing his name to the Academy enrollment paperwork, determined to get out there between the stars and see the galaxy himself. He was a young officer again, screaming and pleading with the Admiralty to at least consider a modern First Contact scenario. He was sitting in his command chair now, hurtling towards honest-to-god aliens, all of his dreams made manifest in an instant. He was overwhelmed. He was terrified.
And he had never imagined that he could feel such elation.
It was the young warrant officer at the coms that snapped Ben out of his reverie. “Sir, the contacts are hailing us on all standard channels, requesting a video feed.” She sounded very, very nervous.
Ben immediately stood up, straightening his uniform as best he could. “If they’re anything less than genocidal monsters, I’m going to offer them aid and repairs. As long as they’re peaceful, there’s no reason not to extend them the full hospitality of humanity.”
“Ben,” Alexi asked, clearly choosing his words carefully, “Are you sure that’s the… Wisest course of action? How will the Admiralty respond to Goddamned alien ships docking at Hephaestus?”
“Alexi, in the 250 years the Commonwealth has existed, the First Contact protocols haven’t been updated since the charter was signed. No one has cared. This has been nothing but a fantasy for most people. I am NOT letting this opportunity get away. Every child that has ever looked up at the stars and wondered finally got an answer, and I will not waste this moment. We’re making friends, the Admiralty and the government be damned.”
“You do realize you’re potentially deciding the fate of our entire species on a whim, right?”
“Is there someone else you’d prefer to have making this call?”
Alexi, apparently deciding that there was not, stood up and straightened his uniform, standing next to his friend as he ordered the connection of the video feed. The channel connected, and the human bridge crew found themselves looking at the bridge of a ship crewed by not one, but three alien races.
The largest alien in the center of the screen opened its mouth to speak. This time, instead of bleats and grunts, a choppy, mechanical voice that didn’t sync up to the alien at all proclaimed from the bridge speakers in broken, stuttering English: “I. Am Admiral. Halon. Va. Of the Federation of. Sentient Races. Greetings and. Welcome. To the. Galaxy.”
Ben couldn’t suppress his smile.
“On behalf of the United Solar Commonwealth, and all of Humanity, greetings, and welcome to Sol. Your ships look like they’ve had a bad time on your way here. If there’s any way we could aid with your repairs, we’d be happy to help.”

Slave 782 slammed his right appendage onto the control console hard enough to rupture his outer membrane and smear ichor over the panel. It had been four days since the battle in the nebula, and with the latest round of reports, he finally had to admit that the rest of the Federation fleet had escaped him.
It was a minor frustration, all things considered, but the escape prevented this from being a total victory. Still, he had proven his worth to his owners in this battle, and his experiments with the Zelnassi had paid dividends beyond his wildest imagination. He had earned a command today, and with every success in that command, his ability to bargain for his people's freedom only increased. For what he would be asking, it might take the total defeat of the Federation to earn that kind of leverage. Also frustrating, but not a task that he couldn’t handle. It would be a long war, he was sure, but like his owners, he was patient.
He would earn his freedom, even if it meant reducing the entire Federation to glass.

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[They] Are Not Journalists. [They] Are Not Reporters. [They] Are Professional Mouthpieces. [They] Are The 'Clowns In America'. Names, Headshots, And News Organization. 18 U.S. Code § 2384 - Seditious Conspiracy 18 U.S. Code § 1962 - R.I.C.O. + 'Crimes Against Humanity'

[They] Are Not Journalists. [They] Are Not Reporters. [They] Are Professional Mouthpieces. [They] Are The 'Clowns In America'. Names, Headshots, And News Organization. 18 U.S. Code § 2384 - Seditious Conspiracy 18 U.S. Code § 1962 - R.I.C.O. + 'Crimes Against Humanity'
When You’re Sitting Comfortably In Front Of Your TV, Keep In Mind That The Actual Patent For The Television Was Filed As Electromagnetic Nervous System Manipulation Apparatus.


At any rate, here are the patents. Just reading some of them helped me to understand the attacks against me and to resist them. Round-robin voices–a man, woman, and child–at different frequencies–are just one example.
Hearing Device – US4858612 – Inventor, Phillip L. Stocklin – Assignee, Mentec AG. A method and apparatus for simulation of hearing in mammals by introduction of a plurality of microwaves into the region of the auditory cortex is shown and described. A microphone is used to transform sound signals into electrical signals which are in turn analyzed and processed to provide controls for generating a plurality of microwave signals at different frequencies. The multifrequency microwaves are then applied to the brain in the region of the auditory cortex. By this method sounds are perceived by the mammal which are representative of the original sound received by the microphone.
Click on Link for Full Patent: US4858612
Hearing System – US4877027 – Inventor & Assignee, Wayne B. Brunkan. Sound is induced in the head of a person by radiating the head with microwaves in the range of 100 megahertz to 10,000 megahertz that are modulated with a particular waveform. The waveform consists of frequency modulated bursts. Each burst is made up of ten to twenty uniformly spaced pulses grouped tightly together. The burst width is between 500 nanoseconds and 100 microseconds. The pulse width is in the range of 10 nanoseconds to 1 microsecond. The bursts are frequency modulated by the audio input to create the sensation of hearing in the person whose head is irradiated.
Click on Link for Full Patent: US4877027
Silent Subliminal Representation System – US5159703 – Inventor & Assignee, Oliver M. Lowery. A silent communications system in which nonaural carriers, in the very low or very high audio frequency range or in the adjacent ultrasonic frequency spectrum, are amplitude or frequency modulated with the desired intelligence and propagated acoustically or vibrationally, for inducement into the brain, typically through the use of loudspeakers, earphones or piezoelectric transducers. The modulated carriers may be transmitted directly in real time or may be conveniently recorded and stored on mechanical, magnetic or optical media for delayed or repeated transmission to the listener.
Click on Link for Full Patent: US5159703
Method and Device for Interpreting Concepts and Conceptual Thought from Brainwave Data & for Assisting for Diagnosis of Brainwave Disfunction – US5392788 – Inventor, William J. Hudspeth – Assignee, Samuel J. Leven. A system for acquisition and decoding of EP and SP signals is provided which comprises a transducer for presenting stimuli to a subject, EEG transducers for recording brainwave signals from the subject, a computer for controlling and synchronizing stimuli presented to the subject and for concurrently recording brainwave signals, and either interpreting signals using a model for conceptual perceptional and emotional thought to correspond EEG signals to thought of the subject or comparing signals to normative EEG signals from a normative population to diagnose and locate the origin of brain dysfunctional underlying perception, conception, and emotion.
Click on Link for Full Patent: US5392788
Method and an Associated Apparatus for Remotely Determining Information as to Person’s Emotional State – US5507291 – Inventors & Assignees, Robert C. Stirbl & Peter J. Wilk. In a method for remotely determining information relating to a person’s emotional state, an waveform energy having a predetermined frequency and a predetermined intensity is generated and wirelessly transmitted towards a remotely located subject. Waveform energy emitted from the subject is detected and automatically analyzed to derive information relating to the individual’s emotional state. Physiological or physical parameters of blood pressure, pulse rate, pupil size, respiration rate and perspiration level are measured and compared with reference values to provide information utilizable in evaluating interviewee’s responses or possibly criminal intent in security sensitive areas.
Click on Link for Full Patent: US5507291
Apparatus for Electric Stimulation of Auditory Nerves of a Human Being – US5922016 – Inventors & Assignees, Erwin & Ingeborg Hochmair. Apparatus for electric stimulation and diagnostics of auditory nerves of a human being, e.g. for determination of sensation level (SL), most conformable level (MCL) and uncomfortable level (UCL) audibility curves, includes a stimulator detachably secured to a human being for sending a signal into a human ear, and an electrode placed within the human ear and electrically connected to the stimulator by an electric conductor for conducting the signals from the stimulator into the ear. A control unit is operatively connected to the stimulator for instructing the stimulator as to characteristics of the generated signals being transmitted to the ear.
Click on Link for Full Patent: US5922016
Brain Wave Inducing System – US5954629 – Inventors, Masatoshi Yanagidaira, Yuchi Kimikawa, Takeshi Fukami & Mitsuo Yasushi – Assignee, Pioneer Corp. Sensors are provided for detecting brain waves of a user, and a band-pass filter is provided for extracting a particular brain waves including an α wave included in a detected brain wave. The band-pass filter comprises a first band-pass filter having a narrow pass band, and a second band-pass filter having a wide pass band. One of the first and second band-pass filters is selected, and a stimulation signal is produced in dependency on an α wave extracted by a selected band-pass filter. In accordance with the stimulation signal, a stimulation light is emitted to the user in order to induce the user to relax or sleeping state.
Click on Link for Full Patent: US5954629
Layout Overlap Detection with Selective Flattening in Computer Implemented Integrated Circuit Design – US6011991 – Inventors, Wai-Yan Ho & Hongbo Tang – Assignee, Synopsys Inc. The present invention relates to a method for efficiently performing hierarchical design rules checks (DRC) and layout versus schematic comparison (LVS) on layout areas of an integrated circuit where cells overlap or where a cell and local geometry overlap. With the present invention, a hierarchical tree describes the integrated circuit’s layout data including cells having parent-child relationships and including local geometry. The present invention performs efficient layout verification by performing LVS and DRC checking on the new portions of an integrated circuit design and layout areas containing overlapping cells. When instances of cells overlap, the present invention determines the overlap area using predefined data structures that divide each cell into an array of spatial bins. Each bin of a parent is examined to determine if two or more cell instances reside therein or if a cell instance and local geometry reside therein. Once overlap is detected, the areas of the layout data corresponding to the overlap areas are selectively flattened prior to proceeding to DRC and LVS processing. During selective flattening of the overlap areas, the hierarchical tree is traversed from the top cell down through intermediate nodes to the leaf nodes. Each time geometry data is located during the traversal, it is pushes directly to the top cell without being stored in intermediate locations. This provides an effective mechanism for selective flattening.
Click on Link for Full Patent: US6011991
Apparatus for Audibly Communicating Speech Using the Radio Frequency Hearing Effect – US6587729 – Inventors, James P. O’laughlin & Diana L. Loree – Assignee, US Air Force. A modulation process with a fully suppressed carrier and input preprocessor filtering to produce an encoded output; for amplitude modulation (AM) and audio speech preprocessor filtering, intelligible subjective sound is produced when the encoded signal is demodulated using the RF Hearing Effect. Suitable forms of carrier suppressed modulation include single sideband (SSB) and carrier suppressed amplitude modulation (CSAM), with both sidebands present.
Click on Link for Full Patent: US6587729
Coupling an Electronic Skin Tattoo to a Mobile Communication Device – US20130297301A1 – Inventor, William P. Alberth, Jr. – Assignee, Google Technology Holdings LLC (formerly Motorola Mobility LLC). A system and method provides auxiliary voice input to a mobile communication device (MCD). The system comprises an electronic skin tattoo capable of being applied to a throat region of a body. The electronic skin tattoo can include an embedded microphone; a transceiver for enabling wireless communication with the MCD; and a power supply configured to receive energizing signals from a personal area network associated with the MCD. A controller is communicatively coupled to the power supply. The controller can be configured to receive a signal from the MCD to initiate reception of an audio stream picked up from the throat region of the body for subsequent audio detection by the MCD under an improved signal-to-noise ratio than without the employment of the electronic skin tattoo.
Click on Link for Full Patent: US20130297301A1
Apparatus for Remotely Altering & Monitoring Brainwaves – US3951134 – Inventor, Robert G. Malech – Assignee, Dorne & Margolin Inc. Apparatus for and method of sensing brain waves at a position remote from a subject whereby electromagnetic signals of different frequencies are simultaneously transmitted to the brain of the subject in which the signals interfere with one another to yield a waveform which is modulated by the subject’s brain waves. The interference waveform which is representative of the brain wave activity is re-transmitted by the brain to a receiver where it is demodulated and amplified. The demodulated waveform is then displayed for visual viewing and routed to a computer for further processing and analysis. The demodulated waveform also can be used to produce a compensating signal which is transmitted back to the brain to effect a desired change in electrical activity therein.
Click on Link for Full Patent: US3951134
Auditory Subliminal Message System & Method – US4395600 – Inventors, Rene R. Lundy & David L. Tyler – Assignee, Proactive Systems Inc. Ambient audio signals from the customer shopping area within a store are sensed and fed to a signal processing circuit that produces a control signal which varies with variations in the amplitude of the sensed audio signals. A control circuit adjusts the amplitude of an auditory subliminal anti-shoplifting message to increase with increasing amplitudes of sensed audio signals and decrease with decreasing amplitudes of sensed audio signals. This amplitude controlled subliminal message may be mixed with background music and transmitted to the shopping area. To reduce distortion of the subliminal message, its amplitude is controlled to increase at a first rate slower than the rate of increase of the amplitude of ambient audio signals from the area. Also, the amplitude of the subliminal message is controlled to decrease at a second rate faster than the first rate with decreasing ambient audio signal amplitudes to minimize the possibility of the subliminal message becoming supraliminal upon rapid declines in ambient audio signal amplitudes in the area. A masking signal is provided with an amplitude which is also controlled in response to the amplitude of sensed ambient audio signals. This masking signal may be combined with the auditory subliminal message to provide a composite signal fed to, and controlled by, the control circuit.
Click on Link for Full Patent: US4395600
Apparatus for Inducing Frequency Reduction in Brain Wave – US4834701 – Inventor, Kazumi Masaki – Assignee, Ken Hayashibara. Frequency reduction in human brain wave is inducible by allowing human brain to perceive 4-16 hertz beat sound. Such beat sound can be easily produced with an apparatus, comprising at least one sound source generating a set of low-frequency signals different each other in frequency by 4-16 hertz. Electroencephalographic study revealed that the beat sound is effective to reduce beta-rhythm into alpha-rhythm, as well as to retain alpha-rhythm.
Click on Link for Full Patent: US4834701
Method & System for Altering Consciousness – US5123899 – Inventor & Assignee, James Gall. A system for altering the states of human consciousness involves the simultaneous application of multiple stimuli, preferable sounds, having differing frequencies and wave forms. The relationship between the frequencies of the several stimuli is exhibited by the equation
g=s.sup.n/4 ·fwhere f=frequency of one stimulus; g=frequency of the other stimuli of stimulus; and n=a positive or negative integer which is different for each other stimulus.Click on Link for Full Patent: US5123899
Method of and Apparatus for Inducing Desired States of Consciousness – US5356368 – Inventor, Robert A. Monroe – Assignee, Interstate Industries Inc. Improved methods and apparatus for entraining human brain patterns, employing frequency following response (FFR) techniques, facilitate attainment of desired states of consciousness. In one embodiment, a plurality of electroencephalogram (EEG) waveforms, characteristic of a given state of consciousness, are combined to yield an EEG waveform to which subjects may be susceptible more readily. In another embodiment, sleep patterns are reproduced based on observed brain patterns during portions of a sleep cycle; entrainment principles are applied to induce sleep. In yet another embodiment, entrainment principles are applied in the work environment, to induce and maintain a desired level of consciousness. A portable device also is described.
Click on Link for Full Patent: US5356368
Acoustic Heterodyne Device & Method – US5889870 – Inventor, Elwood G. Norris – Assignee, Turtle Beach Corp. (formerly American Tech Corp.) The present invention is the emission of new sonic or subsonic compression waves from a region resonant cavity or similar of interference of at least two ultrasonic wave trains. In one embodiment, two ultrasonic emitters are oriented toward the cavity so as to cause interference between emitted ultrasonic wave trains. When the difference in frequency between the two ultrasonic wave trains is in the sonic or subsonic frequency range, a new sonic or subsonic wave train of that frequency is emitted from within the cavity or region of interference in accordance with the principles of acoustical heterodyning. The preferred embodiment is a system comprised of a single ultrasonic radiating element oriented toward the cavity emitting multiple waves.
Click on Link for Full Patent: US5889870
Apparatus & Method of Broadcasting Audible Sound Using Ultrasonic Sound as a Carrier – US60552336 – Inventor & Assignee, Austin Lowrey III. An ultrasonic sound source broadcasts an ultrasonic signal which is amplitude and/or frequency modulated with an information input signal originating from an information input source. If the signals are amplitude modulated, a square root function of the information input signal is produced prior to modulation. The modulated signal, which may be amplified, is then broadcast via a projector unit, whereupon an individual or group of individuals located in the broadcast region detect the audible sound.
Click on Link for Full Patent: US6052336
Pulsative Manipulation of Nervous Systems – US6091994 – Inventor & Assignee, Hendricus G. Loos. Method and apparatus for manipulating the nervous system by imparting subliminal pulsative cooling to the subject’s skin at a frequency that is suitable for the excitation of a sensory resonance. At present, two major sensory resonances are known, with frequencies near 1/2 Hz and 2.4 Hz. The 1/2 Hz sensory resonance causes relaxation, sleepiness, ptosis of the eyelids, a tonic smile, a “knot” in the stomach, or sexual excitement, depending on the precise frequency used. The 2.4 Hz resonance causes the slowing of certain cortical activities, and is characterized by a large increase of the time needed to silently count backward from 100 to 60, with the eyes closed. The invention can be used by the general public for inducing relaxation, sleep, or sexual excitement, and clinically for the control and perhaps a treatment of tremors, seizures, and autonomic system disorders such as panic attacks. Embodiments shown are a pulsed fan to impart subliminal cooling pulses to the subject’s skin, and a silent device which induces periodically varying flow past the subject’s skin, the flow being induced by pulsative rising warm air plumes that are caused by a thin resistive wire which is periodically heated by electric current pulses.
Click on Link for Full Patent: US6091994
Method & Device for Implementing Radio Frequency Hearing Effect – US6470214 – Inventors, James P. O’Loughlin & Diana Loree. Assignee, US Air Force. A modulation process with a fully suppressed carrier and input preprocessor filtering to produce an encoded output; for amplitude modulation (AM) and audio speech preprocessor filtering, intelligible subjective sound is produced when the encoded signal is demodulated using the RF Hearing Effect. Suitable forms of carrier suppressed modulation include single sideband (SSB) and carrier suppressed amplitude modulation (CSAM), with both sidebands present.
Click on Link for Full Patent: US6470214
Method & Device for Producing a Desired Brain State – US6488617 – Inventor, Bruce F. Katz – Assignee, Universal Hedonics. A method and device for the production of a desired brain state in an individual contain means for monitoring and analyzing the brain state while a set of one or more magnets produce fields that alter this state. A computational system alters various parameters of the magnetic fields in order to close the gap between the actual and desired brain state. This feedback process operates continuously until the gap is minimized and/or removed.

Multifunctional Radio Frequency Directed Energy System – US7629918 – Inventors, Kenneth W. Brown, David J. Canich & Russell F. Berg – Assignee, Raytheon Co. An RFDE system includes an RFDE transmitter and at least one RFDE antenna. The RFDE transmitter and antenna direct high power electromagnetic energy towards a target sufficient to cause high energy damage or disruption of the target. The RFDE system further includes a targeting system for locating the target. The targeting system includes a radar transmitter and at least one radar antenna for transmitting and receiving electromagnetic energy to locate the target. The RFDE system also includes an antenna pointing system for aiming the at least one RFDE antenna at the target based on the location of the target as ascertained by the targeting system. Moreover, at least a portion of the radar transmitter or the at least one radar antenna is integrated within at least a portion of the RFDE transmitter or the at least one RFDE antenna.
Click on Link for Full Patent: US7629918
Click on Link for Full Patent: US3393279
Method & System for Simplifying Speech Wave Forms – US3647970 – Inventor & Assignee, Gillis P. Flanagan. A speech waveform is converted to a constant amplitude square wave in which the transitions between the amplitude extremes are spaced so as to carry the speech information. The system includes a pair of tuned amplifier circuits which act as high-pass filters having a 6 decibel per octave slope from 0 to 15,000 cycles followed by two stages, each comprised of an amplifier and clipper circuit, for converting the filtered waveform to a square wave. A radio transmitter and receiver having a plurality of separate channels within a conventional single side band transmitter bandwidth and a system for transmitting secure speech information are also disclosed.
Click on Link for Full Patent: US3647970
Intra-Oral Electronic Tracking Device – US6239705 – Inventor & Assignee, Jeffrey Glen. An improved stealthy, non-surgical, biocompatable electronic tracking device is provided in which a housing is placed intraorally. The housing contains microcircuitry. The microcircuitry comprises a receiver, a passive mode to active mode activator, a signal decoder for determining positional fix, a transmitter, an antenna, and a power supply. Optionally, an amplifier may be utilized to boost signal strength. The power supply energizes the receiver. Upon receiving a coded activating signal, the positional fix signal decoder is energized, determining a positional fix. The transmitter subsequently transmits through the antenna a position locating signal to be received by a remote locator. In another embodiment of the present invention, the microcircuitry comprises a receiver, a passive mode to active mode activator, a transmitter, an antenna and a power supply. Optionally, an amplifier may be utilized to boost signal strength. The power supply energizes the receiver. Upon receiving a coded activating signal, the transmitter is energized. The transmitter subsequently transmits through the antenna a homing signal to be received by a remote locator.
Click on Link for Full Patent: US6239705
Method & Apparatus for Analyzing Neurological Response to Emotion-Inducing Stimuli – US6292688 – Inventor, Richard E. Patton – Assignee, Advanced Neurotechnologies, Inc. A method of determining the extent of the emotional response of a test subject to stimului having a time-varying visual content, for example, an advertising presentation. The test subject is positioned to observe the presentation for a given duration, and a path of communication is established between the subject and a brain wave detectoanalyzer. The intensity component of each of at least two different brain wave frequencies is measured during the exposure, and each frequency is associated with a particular emotion. While the subject views the presentation, periodic variations in the intensity component of the brain waves of each of the particular frequencies selected is measured. The change rates in the intensity at regular periods during the duration are also measured. The intensity change rates are then used to construct a graph of plural coordinate points, and these coordinate points graphically establish the composite emotional reaction of the subject as the presentation continues.
Click on Link for Full Patent: US6292688
Portable & Hand-Held Device for Making Humanly Audible Sounds Responsive to the Detecting of Ultrasonic Sounds – US6426919 – Inventor & Assignee, William A. Gerosa. A portable and hand-held device for making humanly audible sounds responsive to the detecting of ultrasonic sounds. The device includes a hand-held housing and circuitry that is contained in the housing. The circuitry includes a microphone that receives the ultrasonic sound, a first low voltage audio power amplifier that strengthens the signal from the microphone, a second low voltage audio power amplifier that further strengthens the signal from the first low voltage audio power amplifier, a 7-stage ripple carry binary counter that lowers the frequency of the signal from the second low voltage audio power amplifier so as to be humanly audible, a third low voltage audio power amplifier that strengthens the signal from the 7-stage ripple carry binary counter, and a speaker that generates a humanly audible sound from the third low voltage audio power amplifier.
Click on Link for Full Patent: US6426919
Signal Injection Coupling into the Human Vocal Tract for Robust Audible & Inaudible Voice Recognition – US6487531 – Inventors & Assignees, Carol A. Tosaya & John W. Sliwa, Jr. A means and method are provided for enhancing or replacing the natural excitation of the human vocal tract by artificial excitation means, wherein the artificially created acoustics present additional spectral, temporal, or phase data useful for (1) enhancing the machine recognition robustness of audible speech or (2) enabling more robust machine-recognition of relatively inaudible mouthed or whispered speech. The artificial excitation (a) may be arranged to be audible or inaudible, (b) may be designed to be non-interfering with another user’s similar means, (c) may be used in one or both of a vocal content-enhancement mode or a complimentary vocal tract-probing mode, and/or (d) may be used for the recognition of audible or inaudible continuous speech or isolated spoken commands.
Click on Link for Full Patent: US6487531
Nervous System Manipulation by Electromagnetic Fields from Monitors – US6506148 – Inventor & Assignee, Hendricus G. Loos. Physiological effects have been observed in a human subject in response to stimulation of the skin with weak electromagnetic fields that are pulsed with certain frequencies near ½ Hz or 2.4 Hz, such as to excite a sensory resonance. Many computer monitors and TV tubes, when displaying pulsed images, emit pulsed electromagnetic fields of sufficient amplitudes to cause such excitation. It is therefore possible to manipulate the nervous system of a subject by pulsing images displayed on a nearby computer monitor or TV set. For the latter, the image pulsing may be imbedded in the program material, or it may be overlaid by modulating a video stream, either as an RF signal or as a video signal. The image displayed on a computer monitor may be pulsed effectively by a simple computer program. For certain monitors, pulsed electromagnetic fields capable of exciting sensory resonances in nearby subjects may be generated even as the displayed images are pulsed with subliminal intensity.
Click on Link for Full Patent: US6506148
Apparatus To Effect Brainwave Entrainment over Premises Power-Line Wiring – US8579793 – Inventor, James David Honeycutt & John Clois Honeycutt, Jr. – Assignee, James David Honeycutt. This invention discloses an apparatus and method to affect brainwave entrainment by Very Low Frequency eXclusive-OR (XOR) modulation of a Very High Frequency carrier over a premise’s power-line Alternating Current (AC) wiring. A microcontroller with stored program memory space is used to store and produce the waveforms that lead to brainwave entrainment by controlling an H-Bridge capable of generating bipolar square waves, which output is capacitive coupled to a premises AC power-line and a light sensing device is used by the microcontroller to determine whether to produce daytime or nighttime entrainment frequencies.
Click on Link for Full Patent: US8579793
Method & System for Brain Entrainment – US20140309484A1 – Inventor & Assignee, Daniel Wonchul Chong. The present invention is a method of modifying music files to induce a desired state of consciousness. First and second modulations are introduced into a music file such that, when the music file is played, both of the modulations occur simultaneously. Additional modulations can be introduced, as well as sound tones at window frequencies.
Click on Link for Full Patent: US20140309484A1
Method of Inducing Harmonious States of Being – US6135944 – Inventors, Gerard D. Bowman, Edward M. Karam & Steven C. Benson – Assignee, Gerard D. Bowman. A method of inducing harmonious states of being using vibrational stimuli, preferably sound, comprised of a multitude of frequencies expressing a specific pattern of relationship. Two base signals are modulated by a set of ratios to generate a plurality of harmonics. The harmonics are combined to form a “fractal” arrangement.
Click on Link for Full Patent: US6135944
Pulse Variability in Electric Field Manipulation of Nervous Systems – US6167304 – Inventor & Assignee, Hendricus G. Loos. Apparatus and method for manipulating the nervous system of a subject by applying to the skin a pulsing external electric field which, although too weak to cause classical nerve stimulation, modulates the normal spontaneous spiking patterns of certain kinds of afferent nerves. For certain pulse frequencies the electric field stimulation can excite in the nervous system resonances with observable physiological consequences. Pulse variability is introduced for the purpose of thwarting habituation of the nervous system to the repetitive stimulation, or to alleviate the need for precise tuning to a resonance frequency, or to control pathological oscillatory neural activities such as tremors or seizures. Pulse generators with stochastic and deterministic pulse variability are disclosed, and the output of an effective generator of the latter type is characterized.
Click on Link for Full Patent: US6167304
Method & System for Brain Entertainment – US8636640 – Inventor, Daniel Wonchul Chang – Assignee, Brain Symphony LLC. The present invention is a method of modifying music files to induce a desired state of consciousness. First and second modulations are introduced into a music file such that, when the music file is played, both of the modulations occur simultaneously. Additional modulations can be introduced, as well as sound tones at window frequencies.
Click on Link for Full Patent: US8636640
Method & Apparatus for Manipulating Nervous Systems – US5782874 – Inventor & Assignee, Hendricus C. Loos. Apparatus and method for manipulating the nervous system of a subject through afferent nerves, modulated by externally applied weak fluctuating electric fields, tuned to certain frequencies such as to excite a resonance in certain neural circuits. Depending on the frequency chosen, excitation of such resonances causes relaxation, sleepiness, sexual excitement, or the slowing of certain cortical processes. The weak electric field for causing the excitation is applied to skin areas away from the head of the subject, such as to avoid substantial polarization current densities in the brain. By exploiting the resonance phenomenon, these physiological effects can be brought about by very weak electric fields produced by compact battery-operated devices with very low current assumption. The fringe field of doublet electrodes that form a parallel-plate condenser can serve as the required external electric field to be administered to the subject’s skin. Several such doublets can be combined such as to induce an electric field with short range, suitable for localized field administration. A passive doublet placed such as to face the doublet on either side causes a boost of the distant induced electric field, and allows the design of very compact devices. The method and apparatus can be used by the general public as an aid to relaxation, sleep, or arousal, and clinically for the control and perhaps the treatment of tremors and seizures, and disorders of the autonomic nervous system, such as panic attacks.
This is every person involved in the main stream media that that is in deep shit with no way out.

  • Clowns Exposed ― Faces Of Seditious Conspirators In The U.S. Media.
  • I'll Kick This Off With The 65 “Journalists” WikiLeaks Revealed Accepted To Work With The DNC And The Hillary Clinton Campaign To Influence And Steal The 2016 U.S. Presidential Election.
submitted by OwnPlant to conspiracy [link] [comments]

Help setting up Cetus3D MkII with TinyFab CPU for Smoothieware and Cura

Help setting up Cetus3D MkII with TinyFab CPU for Smoothieware and Cura
First of all, apologies for the massive post.
I have my Cetus3D MkII with TinyFab CPU installed. I have now spent days getting the BLTouch installed and 3 point leveling working.
I am at the stage of trying to get a 20mm cube printed and have decided to use Cura for slicing and producing the G-Code and then issuing the GCode via Repetier-Host which I think TinyFab himself uses.
I not using Up Studio to print the GCode
I am totally willing to experiment to get print quality to match / exceed what I was getting in Up Studio but I am having a lot of difficulty getting started.
There are various posts re. Cura and the Cetus3D but I am not sure if they involve the TinyFab CPU or if they are just for printing GCode in UpStudio as most of the posts are over a year old now.

I'm so stuck and would appreciate any assistance. I'm a bit surprised there isn't more info on the TinyFab support site to allow a new user to get started.

My Smoothieware settings are down the bottom of the page - note gamma_max of 185.

I then calibrate the Z axis using a piece of paper under the nozzle in the center of the build plate using the following GCode:
G28 #Home all axis G1 X90 Y90 Z10 #Move nozzle to middle of plate at 10mm above zero MOVE NOZZLE DOWN GRADUALLY TO ALLOW PAPER TO FIT UNDER M306 Z0 #Set new zero location M500 #Store new zero location permanently (M500). This writes the setting in the config-override file G28 #Home axis 
This results in the axis set to X180.00, Y0.00 and Z180.10 due to the 4.90mm offset when callibrating. This can be seen by issuing an M114 command:
M114 ok C: X:180.0000 Y:0.0000 Z:180.1000 E:0.0000 

Stepper positions after performing G28 home on all axis
This is what I believe the coordinates to be in reference to the build plate before messing with any axis offsets:
Now... I have seen the Cura GCode config on Reddit and another on the Cetus3D forums and it has a couple of commands that I am quite confused by:
M206 X-180 ; offset X axis so the coordinates are 0..180 M206 Z-182.3 ; nozzle offset (TUNE before using!!) 
I don't know why I have to offset these axis. Is it to move 0,0 to the front left of the build plate as shown by origin in Cura below ? Do I have to do this if I'm printing via GCode through Repetier-Host ? Are these settings only for using Cura GCode in Up Studio ?
What is the Z axis nozzle offset doing ? I tried this thinking that it would make the origin at 0,0,180 - when I did this and issued a G1 Z180 it tried to run the Z axis off the top ie. it went up and not down to 180 as I expected.

Is this position in Cura supposed to be 0,0,180 as Smoothieware sees it ? At the moment it would be 180,0,0 in Smoothieware.
If I move to 0,0,0 this is where the print head is - this looks fine to me.
Does this mean I don't have to worry about offsetting the X and Z axis ?

The Cura GCode settings I have found are varied:
# Smoothieboard configuration file, see # NOTE Lines must not exceed 132 characters, and '#' characters mean what follows is ignored ## Robot module configurations : general handling of movement G-codes and slicing into moves # Basic motion configuration default_feed_rate 4000 # Default speed (mm/minute) for G1/G2/G3 moves default_seek_rate 4000 # Default speed (mm/minute) for G0 moves mm_per_arc_segment 0.0 # Fixed length for line segments that divide arcs, 0 to disable #mm_per_line_segment 5 # Cut lines into segments this size mm_max_arc_error 0.01 # The maximum error for line segments that divide arcs 0 to disable # note it is invalid for both the above be 0 # if both are used, will use largest segment length based on radius # Arm solution configuration : Cartesian robot. Translates mm positions into stepper positions alpha_steps_per_mm 160 # Steps per mm for alpha stepper beta_steps_per_mm 160 # Steps per mm for beta stepper gamma_steps_per_mm 160 # Steps per mm for gamma stepper # Planner module configuration : Look-ahead and acceleration configuration # See acceleration 3000 # Acceleration in mm/second/second. #z_acceleration 500 # Acceleration for Z only moves in mm/s^2, 0 uses acceleration which is the default. DO NOT SET ON A DELTA junction_deviation 0.05 # See #z_junction_deviation 0.0 # For Z only moves, -1 uses junction_deviation, zero disables junction_deviation on z moves DO NOT SET ON A DELTA # Cartesian axis speed limits x_axis_max_speed 30000 # Maximum speed in mm/min y_axis_max_speed 30000 # Maximum speed in mm/min z_axis_max_speed 300 # Maximum speed in mm/min # Stepper module configuration # Pins are defined as ports, and pin numbers, appending "!" to the number will invert a pin # See and alpha_step_pin 2.0 # Pin for alpha stepper step signal alpha_dir_pin 0.5 # Pin for alpha stepper direction alpha_en_pin 2.4! #0.4 # Pin for alpha enable pin alpha_current 1.5 # X stepper motor current alpha_max_rate 30000.0 # mm/min beta_step_pin 2.1 # Pin for beta stepper step signal beta_dir_pin 0.11 # Pin for beta stepper direction beta_en_pin 2.4! #0.10 # Pin for beta enable beta_current 1.5 # Y stepper motor current beta_max_rate 30000.0 # mm/min gamma_step_pin 2.2 # Pin for gamma stepper step signal gamma_dir_pin 0.20! # Pin for gamma stepper direction gamma_en_pin 2.4! # 0.19 # Pin for gamma enable gamma_current 1.5 # Z stepper motor current gamma_max_rate 300.0 # mm/min ## Extruder module configuration # See extruder.hotend.enable true # Whether to activate the extruder module at all. All configuration is ignored if false extruder.hotend.steps_per_mm 230 # up 640*1.53 Steps per mm for extruder stepper extruder.hotend.default_feed_rate 600 # Default rate ( mm/minute ) for moves where only the extruder moves extruder.hotend.acceleration 500 # Acceleration for the stepper motor mm/sec² extruder.hotend.max_speed 50 # mm/s extruder.hotend.step_pin 2.3 # Pin for extruder step signal extruder.hotend.dir_pin 0.22 # Pin for extruder dir signal extruder.hotend.en_pin 2.4! # 0.21 # Pin for extruder enable signal # extruder offset #extruder.hotend.x_offset 0 # x offset from origin in mm #extruder.hotend.y_offset 0 # y offset from origin in mm #extruder.hotend.z_offset 0 # z offset from origin in mm # firmware retract settings when using G10/G11, these are the defaults if not defined, must be defined for each extruder if not using the defaults #extruder.hotend.retract_length 3 # retract length in mm #extruder.hotend.retract_feedrate 45 # retract feedrate in mm/sec #extruder.hotend.retract_recover_length 0 # additional length for recover #extruder.hotend.retract_recover_feedrate 8 # recover feedrate in mm/sec (should be less than retract feedrate) #extruder.hotend.retract_zlift_length 0 # zlift on retract in mm, 0 disables #extruder.hotend.retract_zlift_feedrate 6000 # zlift feedrate in mm/min (Note mm/min NOT mm/sec) delta_current 1.5 # First extruder stepper motor current # # Second extruder module configuration # extruder.hotend2.enable true # Whether to activate the extruder module at all. All configuration is ignored if false # extruder.hotend2.steps_per_mm 140 # Steps per mm for extruder stepper # extruder.hotend2.default_feed_rate 600 # Default rate ( mm/minute ) for moves where only the extruder moves # extruder.hotend2.acceleration 500 # Acceleration for the stepper motor, as of 0.6, arbitrary ratio # extruder.hotend2.max_speed 50 # mm/s # extruder.hotend2.step_pin 2.8 # Pin for extruder step signal # extruder.hotend2.dir_pin 2.6 # Pin for extruder dir signal # extruder.hotend2.en_pin 4.29 # Pin for extruder enable signal # extruder.hotend2.x_offset 0 # x offset from origin in mm # extruder.hotend2.y_offset 25.0 # y offset from origin in mm # extruder.hotend2.z_offset 0 # z offset from origin in mm # #epsilon_current 1.5 # Second extruder stepper motor current ## Laser module configuration # See laser_module_enable false # Whether to activate the laser module at all. All configuration is # ignored if false. #laser_module_pin 2.5 # this pin will be PWMed to control the laser. Only P2.0 - P2.5, P1.18, P1.20, P1.21, P1.23, P1.24, P1.26, P3.25, P3.26 # can be used since laser requires hardware PWM #laser_module_maximum_power 1.0 # this is the maximum duty cycle that will be applied to the laser #laser_module_minimum_power 0.0 # This is a value just below the minimum duty cycle that keeps the laser # active without actually burning. #laser_module_default_power 0.8 # This is the default laser power that will be used for cuts if a power has not been specified. The value is a scale between # the maximum and minimum power levels specified above #laser_module_pwm_period 20 # this sets the pwm frequency as the period in microseconds ## Temperature control configuration # See ######################################## ntc not used for up/cetus ## First hotend configuration #temperature_control.hotend.enable true # Whether to activate this ( "hotend" ) module at all. #temperature_control.hotend.thermistor_pin 0.23 # Pin for the thermistor to read #temperature_control.hotend.heater_pin 2.7 # Pin that controls the heater, set to nc if a readonly thermistor is being defined #temperature_control.hotend.thermistor EPCOS100K # see ##temperature_control.hotend.beta 4066 # or set the beta value #temperature_control.hotend.set_m_code 104 # #temperature_control.hotend.set_and_wait_m_code 109 # #temperature_control.hotend.designator T # #temperature_control.hotend.max_temp 300 # Set maximum temperature - Will prevent heating above 300 by default #temperature_control.hotend.min_temp 20 # Set minimum temperature - Will prevent heating below if set # ## Safety control is enabled by default and can be overidden here, the values show the defaults ## See #temperature_control.hotend.runaway_heating_timeout 900 # How long it can take to heat up, max is 2040 seconds. ##temperature_control.hotend.runaway_cooling_timeout 0 # How long it can take to cool down if temp is set lower, max is 2040 seconds #temperature_control.hotend.runaway_range 50 # How far from the set temperature it can wander, max setting is 63°C # ## PID configuration ## See #temperature_control.hotend.p_factor 30 # P ( proportional ) factor #temperature_control.hotend.i_factor 0.3 # I ( integral ) factor #temperature_control.hotend.d_factor 300 # D ( derivative ) factor # ##temperature_control.hotend.max_pwm 64 # max pwm, 64 is a good value if driving a 12v resistor with 24v. ####################################### # First hotend configuration temperature_control.hotend.enable true temperature_control.hotend.sensor pt100 temperature_control.hotend.thermistor_pin 0.23 temperature_control.hotend.ampmod1_pin 1.20 # UP! printer uses this to "energize" the RTD temperature_control.hotend.ampmod2_pin 1.21 # set as nc if you don't need to energize RTD temperature_control.hotend.slope 0.0257604875 temperature_control.hotend.yintercept -18.54 temperature_control.hotend.heater_pin 2.7 temperature_control.hotend.set_m_code 104 temperature_control.hotend.set_and_wait_m_code 109 temperature_control.hotend.designator T temperature_control.hotend.max_temp 300 temperature_control.hotend.min_temp -10 # Safety control is enabled by default and can be overidden here, the values show the defaults # See temperature_control.hotend.runaway_heating_timeout 1200 # How long it can take to heat up, max is 2040 seconds. #temperature_control.hotend.runaway_cooling_timeout 0 # How long it can take to cool down if temp is set lower, max is 2040 seconds temperature_control.hotend.runaway_range 50 # How far from the set temperature it can wander, max setting is 63°C ## PID configuration ## See temperature_control.hotend.p_factor 22 #23.0 temperature_control.hotend.i_factor 1.047 #1.104 temperature_control.hotend.d_factor 115 #120 temperature_control.hotend.max_pwm 200 # 160 # max pwm, 64 is a good value if driving a 12v resistor with 24v. ####################################### optional use underside port as 2nd extruder # second hotend configuration temperature_control.hotend2.enable false # Whether to activate this ( "hotend" ) module at all. temperature_control.hotend2.thermistor_pin 0.26 # Pin for the thermistor to read temperature_control.hotend2.heater_pin 0.4 # Pin that controls the heater, set to nc if a readonly thermistor is being defined #temperature_control.hotend2.thermistor EPCOS100K # see temperature_control.hotend2.beta 3950 # or set the beta value temperature_control.hotend2.set_m_code 104 # temperature_control.hotend2.set_and_wait_m_code 109 # temperature_control.hotend2.designator T1 # temperature_control.hotend2.max_temp 300 # Set maximum temperature - Will prevent heating above 300 by default temperature_control.hotend2.min_temp 20 # Set minimum temperature - Will prevent heating below if set # Safety control is enabled by default and can be overidden here, the values show the defaults # See temperature_control.hotend2.runaway_heating_timeout 900 # How long it can take to heat up, max is 2040 seconds. #temperature_control.hotend2.runaway_cooling_timeout 0 # How long it can take to cool down if temp is set lower, max is 2040 seconds temperature_control.hotend2.runaway_range 50 # How far from the set temperature it can wander, max setting is 63°C # PID configuration # See #temperature_control.hotend2.p_factor 30 # P ( proportional ) factor #temperature_control.hotend2.i_factor 0.3 # I ( integral ) factor #temperature_control.hotend2.d_factor 300 # D ( derivative ) factor ##temperature_control.hotend2.max_pwm 64 # max pwm, 64 is a good value if driving a 12v resistor with 24v. ####################################### ###################################### Cetus use the underside port as bed control enable for tinyfab heatbed driver temperature_control.bed.enable false # Whether to activate this ( "hotend" ) module at all. temperature_control.bed.thermistor_pin 0.26 # Pin for the thermistor to read temperature_control.bed.heater_pin 0.4 # Pin that controls the heater #temperature_control.bed.thermistor Honeywell100K # See temperature_control.bed.beta 3950 # Or set the beta value temperature_control.bed.set_m_code 140 # M-code to set the temperature for this module temperature_control.bed.set_and_wait_m_code 190 # M-code to set-and-wait for this module temperature_control.bed.designator B # Designator letter for this module # Bang-bang ( simplified ) control # See temperature_control.bed.bang_bang false # set to true to use bang bang control rather than PID temperature_control.bed.hysteresis 2.0 # set to the temperature in degrees C to use as hysteresis ################################ # when using bang bang ################################ UP plus/mini use internal bed control # temperature_control.bed.enable true # temperature_control.bed.sensor pt100 # temperature_control.bed.slope 0.0234092253 # temperature_control.bed.yintercept -2.85 # temperature_control.bed.thermistor_pin 0.24 # temperature_control.bed.heater_pin 2.5 # temperature_control.bed.set_m_code 140 # temperature_control.bed.set_and_wait_m_code 190 # temperature_control.bed.designator B # temperature_control.bed.bang_bang true # temperature_control.bed.hysteresis 1.0 # #temperature_control.bed.p_factor 13.7 # #temperature_control.bed.i_factor 0.097 # #temperature_control.bed.d_factor 24 ################################# ## Switch modules # See switch.psu.enable true # turn atx on/off switch.psu.input_on_command M80 # switch.psu.input_off_command M81 # switch.psu.output_pin 2.4 # open drain, inverted switch.psu.startup_state false switch.psu.output_type digital # on/off only switch.psu.failsafe_set_to 1 # so the ATX turns off on a system crash switch.psu.ignore_on_halt true # so the ATX does not turn off on a HALT condition (like limit trigger) # However leave commented or set to false if you want the ATX to turn off for an over heat fault condition switch.buzzer.enable true ## true # switch.buzzer.output_pin 0.25 # #switch.motor.enable false # true #switch.motor.output_pin 2.4 #switch.motor.startup_state true ## Switch module for fan control true # M106 # M107 # 2.5 # 2.15 # 1.18 pwm # pwm output settable with S parameter in the input_on_comand 255 # set max pwm for the pin default is 255 #switch.misc.enable true # #switch.misc.input_on_command M42 # #switch.misc.input_off_command M43 # #switch.misc.output_pin 2.4 # #switch.misc.output_type digital # just an on or off pin switch.buzzer.enable true # switch.buzzer.output_pin 0.25 switch.servo.enable true switch.servo.input_on_command M280 #97.0 # 100 - 3% switch.servo.input_off_command M280 #93.0 # 100 - 7% switch.servo.output_pin 1.18 # Pin connected to the aux-port switch.servo.output_type hwpwm # H/W PWM output settable switch.servo.pwm_period_ms 20 # Default is 50Hz ## Temperatureswitch # See # Automatically toggle a switch at a specified temperature. Different ones of these may be defined to monitor different temperatures and switch different swithxes # Useful to turn on a fan or water pump to cool the hotend #temperatureswitch.hotend.enable true # #temperatureswitch.hotend.designator T # first character of the temperature control designator to use as the temperature sensor to monitor #temperatureswitch.hotend.switch misc # select which switch to use, matches the name of the defined switch #temperatureswitch.hotend.threshold_temp 60.0 # temperature to turn on (if rising) or off the switch #temperatureswitch.hotend.heatup_poll 15 # poll heatup at 15 sec intervals #temperatureswitch.hotend.cooldown_poll 60 # poll cooldown at 60 sec intervals ## Endstops # See endstops_enable true # The endstop module is enabled by default and can be disabled here #corexy_homing false # Set to true if homing on a hbot or corexy #alpha_min_endstop 1.25^ # Pin to read min endstop, add a ! to invert if endstop is NO connected to ground alpha_max_endstop 1.24^ # Pin to read max endstop, uncomment this and comment the above if using max endstops alpha_homing_direction home_to_max # Or set to home_to_max and set alpha_max and uncomment the alpha_max_endstop alpha_min 0 # This gets loaded as the current position after homing when home_to_min is set alpha_max 180 # This gets loaded as the current position after homing when home_to_max is set beta_min_endstop 1.26^ # Pin to read min endstop, add a ! to invert if endstop is NO connected to ground #beta_max_endstop 1.27^ # Pin to read max endstop, uncomment this and comment the above if using max endstops beta_homing_direction home_to_min # Or set to home_to_max and set alpha_max and uncomment the alpha_max_endstop beta_min 0 # This gets loaded as the current position after homing when home_to_min is set beta_max 180 # This gets loaded as the current position after homing when home_to_max is set #gamma_min_endstop 1.29^ # Pin to read min endstop, add a ! to invert if endstop is NO connected to ground gamma_max_endstop 1.28^ # Pin to read max endstop, uncomment this and comment the above if using max endstops gamma_homing_direction home_to_max # Or set to home_to_max and set alpha_max and uncomment the alpha_max_endstop gamma_min 0 # This gets loaded as the current position after homing when home_to_min is set gamma_max 185 #This gets loaded as the current position after homing when home_to_max is set alpha_max_travel 190 # 190 # Max travel in mm for alpha/X axis when homing beta_max_travel 190 # 190 # Max travel in mm for beta/Y axis when homing gamma_max_travel 190 #9 # 190 # Max travel in mm for gamma/Z axis when homing # Optional enable limit switches, actions will stop if any enabled limit switch is triggered (all are set for delta) #alpha_limit_enable false # Set to true to enable X min and max limit switches #beta_limit_enable false # Set to true to enable Y min and max limit switches #gamma_limit_enable false # Set to true to enable Z min and max limit switches # Endstops home at their fast feedrate first, then once the endstop is found they home again at their slow feedrate for accuracy alpha_fast_homing_rate_mm_s 50 # Alpha/X fast homing feedrate in mm/second alpha_slow_homing_rate_mm_s 25 # Alpha/X slow homing feedrate in mm/second beta_fast_homing_rate_mm_s 50 # Beta/Y fast homing feedrate in mm/second beta_slow_homing_rate_mm_s 25 # Beta/Y slow homing feedrate in mm/second gamma_fast_homing_rate_mm_s 4 # Gamma/Z fast homing feedrate in mm/second gamma_slow_homing_rate_mm_s 2 # Gamma/Z slow homing feedrate in mm/second alpha_homing_retract_mm 5 # Distance to retract from the endstop after it is hit for alpha/X beta_homing_retract_mm 5 # Distance to retract from the endstop after it is hit for beta/Y gamma_homing_retract_mm 5 # Distance to retract from the endstop after it is hit for gamma/Z # Optional enable limit switches, actions will stop if any enabled limit switch is triggered (all are set for delta) #alpha_limit_enable false # Set to true to enable X min and max limit switches #beta_limit_enable false # Set to true to enable Y min and max limit switches #gamma_limit_enable false # Set to true to enable Z min and max limit switches # optional order in which axis will home, default is they all home at the same time, # if this is set it will force each axis to home one at a time in the specified order #homing_order XYZ # X axis followed by Y then Z last #move_to_origin_after_home false # Move XY to 0,0 after homing #endstop_debounce_count 100 # Uncomment if you get noise on your endstops, default is 100 #endstop_debounce_ms 1 # Uncomment if you get noise on your endstops, default is 1 millisecond debounce home_z_first true # Uncomment and set to true to home the Z first, otherwise Z homes after XY # End of endstop config # Delete the above endstop section and uncomment next line and copy and edit Snippets/abc-endstop.config file to enable endstops for ABC axis #include abc-endstop.config ## Z-probe # See #zprobe.enable false # Set to true to enable a zprobe #zprobe.probe_pin 2.13 #2.13!^ # Pin probe is attached to, if NC remove the ! (2.13 = door check port) #zprobe.slow_feedrate 5 # Mm/sec probe feed rate #zprobe.debounce_count 100 # Set if noisy #zprobe.fast_feedrate 100 # Move feedrate mm/sec #zprobe.probe_height 10 # How much above bed to start probe #gamma_min_endstop nc # Normally 1.28. Change to nc to prevent conflict, zprobe.enable true zprobe.probe_pin 2.13 zprobe.slow_feedrate 5 zprobe.fast_feedrate 100 zprobe.probe_height 10 gamma_min_endstop nc # Normally 1.28. Change to nc to prevent conflict, # Levelling strategy # Example for 3-point levelling strategy, see wiki documentation for other strategies leveling-strategy.three-point-leveling.enable true leveling-strategy.three-point-leveling.point1 10,10 # # first probe point leveling-strategy.three-point-leveling.point2 170,10 ##second probe point leveling-strategy.three-point-leveling.point3 170,170 #ird probe point leveling-strategy.three-point-leveling.home_first false # home the XY axis before probing leveling-strategy.three-point-leveling.tolerance 0.03 leveling-strategy.three-point-leveling.probe_offsets 40,-20,0 #37.6,-19.5,0 #based on the bracket leveling-strategy.three-point-leveling.save_plane false ## # Panel See panel.enable 0 # true # set to true to enable the panel code # Example viki2 config for Re-ARM with IDC cable panel.lcd viki2 # set type of panel panel.spi_channel 0 # set spi channel to use P0_18,P0_15 MOSI,SCLK panel.spi_cs_pin 0.16 # set spi chip select panel.spi_frequency 200000 panel.encoder_a_pin 3.26!^ # encoder pin panel.encoder_b_pin 3.25!^ # encoder pin panel.click_button_pin 2.11!^ # click button panel.a0_pin 2.6 # st7565 needs an a0 panel.contrast 4 # override contrast setting (default is 9) panel.encoder_resolution 4 # override number of clicks to move 1 item (default is 4) panel.pause_button_enable true #panel.button_pause_pin 1.22!^ # kill/pause set one of these for the auxilliary button on viki2 panel.back_button_pin 1.22!^ # back button recommended to use this on EXP1 panel.buzz_pin 0.25 # pin for buzzer on EXP2 panel.red_led_pin 2.8 # pin for red led on viki2 on EXP1 panel.blue_led_pin 4.29 # pin for blue led on viki2 on EXP1 panel.external_sd true # set to true if there is an extrernal sdcard on the panel panel.external_sd.spi_channel 0 # set spi channel the sdcard is on panel.external_sd.spi_cs_pin 1.23 # set spi chip select for the sdcard panel.external_sd.sdcd_pin 1.31!^ # sd detect signal (set to nc if no sdcard detect) panel.menu_offset 0 # some panels will need 1 here panel.reverse false # reverse the lcd ## Custom menus : Example of a custom menu entry, which will show up in the Custom entry. # NOTE _ gets converted to space in the menu and commands, | is used to separate multiple commands custom_menu.power_on.enable true # Power_on # custom_menu.power_on.command M80 # custom_menu.power_off.enable true # Power_off # custom_menu.power_off.command M81 # custom_menu.fan_on.enable true # Fan_on # custom_menu.fan_on.command M106_P0_S255 # custom_menu.fan_off.enable true # Fan_off # custom_menu.fan_off.command M107_P0 # custom_menu.Suspend.enable true # Suspend # custom_menu.Suspend.command M600 # custom_menu.Resume.enable true # Resume # custom_menu.Resume.command M601 # ## Network settings # See network.enable false # Enable the ethernet network services network.webserver.enable true # Enable the webserver network.telnet.enable true # Enable the telnet server #network.ip_address auto # Use dhcp to get ip address # Uncomment the 3 below to manually setup ip address network.ip_address # The IP address network.ip_mask # The ip mask network.ip_gateway # The gateway address #network.mac_override xx.xx.xx.xx.xx.xx # Override the mac address, only do this if you have a conflict ## System configuration # Serial communications configuration ( baud rate defaults to 9600 if undefined ) # For communication over the UART port, *not* the USB/Serial port uart0.baud_rate 115200 # Baud rate for the default hardware serial port second_usb_serial_enable false # This enables a second USB serial port leds_disable true # disable using leds after config loaded #play_led_disable true # disable the play led # Kill button maybe assigned to a different pin, set to the onboard pin by default # See kill_button_enable true # set to true to enable a kill button kill_button_pin 2.12 # kill button pin. default is same as pause button 2.12 (2.11 is another good choice) #msd_disable false # disable the MSD (USB SDCARD) when set to true (needs special binary) #dfu_enable false # for linux developers, set to true to enable DFU # Only needed on a smoothieboard # See currentcontrol_module_enable false # Control stepper motor current via the configuration file 
submitted by thecaptain78 to cetus3d [link] [comments]

XPS 9560 - Battery life optimization and fan management

This guide is part of a series about tuning Ubuntu 16.04.2 on the XPS 9560:
1: XPS 9560 - Battery life optimization and fan management (this guide)
2: XPS 9560 - setting up multitouch gestures with Ubuntu 16.04
I'm pretty happy with my XPS 9560 dual-boot setup with Ubuntu. As it took quite a lot of time to find what and how to setup some packages I'm sharing it here. I've installed a fresh copy of Ubuntu 16.04.2, the following guide is based on it. On my i7-16GB-512GB-FHD now I've 10 hours of battery life, the temperature at idle is under 40° and less than 50° on heavy web browsing, the fans are almost always turned off.

late april update

Thanks to the mighty ArchLinux buddies I've found the trick that workarounds a few important troubles with ACPI support. (source: As far as I understand the most recent Linux kernels started to support ACPI revision 6 but for some reason it still has problems with the XPS 9560. Applying this setting on Ubuntu 16.04.2 is simple as adding a kernel boot parameter to grub, as the Ubuntu kernel is already compiled with the CONFIG_ACPI_REV_OVERRIDE_POSSIBLE flag enabled (at least, it is on the official hwe kernel version 4.10). I haven't found any drawback while the setting fixes and optimizes important stuff.
Edit /etc/default/grub and add acpi_rev_override=5 to your grub default cmdline, the line should look similar to this
GRUB_CMDLINE_LINUX_DEFAULT="quiet splash acpi_rev_override=5" 
don't forget to run update-grub and reboot.
Notably the effect of this flag on my XPS is:
  1. Display brightness keys are now working as they should on Unity.
  2. The CPU frequency sits a lot more at the minimum when is idle, the temperature is a few degrees lower too.
  3. I was finally able to get a stable setup using nvidia drivers!


This is very easy, just:
sudo apt install tlp tlp-rdw 
This packages automatically configure the best settings for an optimized battery life. If you have specific requirements you may want to have a look at the documentation
To install the latest stable package add the official PPA
sudo add-apt-repository ppa:linrunnetlp sudo apt-get update 


The next biggest battery sucker to take care of is the nvidia dGPU. If you don't install Nvidia drivers the dGPU is always on, but the current drivers and kernel support is not really ready yet so if you install it you may have system freezes on shutdown and reboot. (edit: see the late april update) As for the moment I don't really need the Nvidia card on Linux I ended up uninstalling all the Nvidia stuff and turning off the dGPU with a command. To turn off the Nvidia card you'll need the packages "acpi" and "acpi-call-dkms" to be installed.
sudo apt install acpi acpi-call-dkms 
I've found the command to turn off the dGPU on "acpi-call-dkms" package examples, after install you can check /usshare/doc/acpi-call-dkms/examples/
If you run the script it executes various calls to find which one actually works on your computer. On my XPS 9560 the command to turn the nvidia 1050 off is:
echo '_SB.PCI0.PEG0.PEGP._OFF' | sudo tee /proc/acpi/call 
update: thanks to jlarky for explaining how to correctly run the command from an unprivileged user shell
The effect of the command is really evident, the temperature is about 10° lower, the predicted battery time to empty is raised a few hours while it doesn't create any problem with the track pad or anything.
update: thanks to jseris for sharing how to automatically turn the dGPU off at startup
To automate on startup, do the following as root:
echo acpi_call > /etc/modules-load.d/acpi_call.conf 
Create /uslib/systemd/usedgpu-off.service with the following contents:
[Unit] Description=Power-off dGPU [Service] Type=oneshot ExecStart=/bin/sh -c "echo '\\_SB.PCI0.PEG0.PEGP._OFF' > /proc/acpi/call; cat /proc/acpi/call > /tmp/nvidia-off" [Install] 
Enable the new unit file:
systemctl enable /uslib/systemd/usedgpu-off.service 
source: , tested with kernel: 4.9.20-040920-generic and 4.10.0-14-generic
After a reboot cat /tmp/nvidia-off should report 0x0called and the idle temp should be about 10° lower.


The details about how to undervolt with Intel XTU is out of the scope of this guide, you'll find plenty of advices searching the net. The important thing to notice here is that the settings applied with Intel XTU under Windows are saved on a processor register (edit: or in the BIOS?) and survive shutdowns and reboots (edit: not always, see the comments below for more info), so you can also run Linux on an undervolted CPU. Download and install Intel XTU under Windows and under-volt the CPU core and GPU core. I've done a few stress tests but haven't really checked the limit on my particular i7 CPU. Setting the CPU and GPU core at -0.120V seems completely stable here after a couple of days of intensive usage, but YMMV.


This is a bit complicated, don't do it if you're not confident with your Linux skills.
The i8kutils package is old unmaintained (edit: update) maintained by Vitor Augusto, a Linux community member, with a public repository on GitHub and while it can manage the 2 fans separately, it only supports 0, 2400 and 4800rpm speeds.
On Windows I've seen the fan speed at 0, 2400, 3100, 3700, 4100, 4800, 5100 rpm
I wrote a post on Dell Project Sputnik Google+ community asking the devs if they could update and improve the package, but haven't received an answer. (edit: new post with the same request and a link to this guide)
Please, feel free to show your support there, or to ask the Project Sputnik developers where you think is more appropriate, to maintain and improve the package.
UPDATE Vitor Augusto showed interest to improve i8kutils with better support for the latest hardware IF Dell collaborates and releases the essential information to interface with the newer bios versions. I wrote 2 new posts, here on Reddit and a new one on Dell Project Sputnik Google+ community to publicly ask Dell to release the needed information. If you care, please show your support on both posts.

i8kutils how to

At first, for peace of mind, you'll need something to check your temps at a glance.
1) install "lmsensor" package from the official repo
2) install "indicator-sensors" package from ppa:dgadomski/indicator-sensors
3) restart X
You should see a new indicator on the top bar with real time temperatures reporting. Have a look at the preferences, select the right sensors to show, eventually set some alarms for high temps.
Then you can install the i8kutils package to manage the fans.
sudo apt install i8kutils 
Now create /etc/i8kmon.conf with something similar to my configuration
# Automatic fan control, override with --auto option # Uncomment the following line if you want to keep i8k installed # but disable automatic fan control (as i8k adds some useful sensors) # set config(auto) 0 # Status check timeout (seconds), override with --timeout option set config(timeout) 2 # Temperature display unit (C/F), override with --unit option set config(unit) C # Temperature threshold at which the temperature is displayed in red set config(t_high) 80 # Minimum expected fan speed set config(min_speed) 2000 # Temperature thresholds: {fan_speeds low_ac high_ac low_batt high_batt} # These were tested on the I8000. If you have a different Dell laptop model # you should check the BIOS temperature monitoring and set the appropriate # thresholds here. In doubt start with low values and gradually rise them # until the fans are not always on when the cpu is idle. set config(0) {{0 0} -1 55 -1 55} set config(1) {{1 0} 50 60 50 60} set config(2) {{1 1} 55 65 55 65} set config(3) {{2 2} 60 128 60 128} # end of file 
The i8k package was originally designed for other Dell notebooks so you need to force loading the module as the XPS 9560 is not officially supported. To force loading the module create:
with this content
options i8k force=1 
After a reboot you can notice a burst with the fans, that's is due to the bios still managing the speed in contrast with i8kutils and you'll need to write a bios register to disable it's fan management. As misusing the command to do it is potentially dangerous, the command isn't distributed with the i8kutils binary package and you'll need to compile it by yourself. I'm reporting here a warning as found on the source of the program itself.
I'm not responsible too, even if this is working beautifully on my XPS 9560 from a couple of weeks months don't do it at home.
sudo apt install build-essential sudo apt source i8kutils sudo apt build-dep i8kutils cd i8kutils-1.41/ make smm sudo cp smm /uslocal/bin/ 
now you can switch bios fan management off and manage the fans with i8kmon with the commands
sudo smm 30a3 sudo service i8kmon start 
or switch the bios fan management back on and disable the i8kmon service
sudo service i8kmon stop sudo smm 31a3 
To switch automatically to custom fan management on startup and back to bios fan management on shutdown and reboot I've created a script to put in
#!/bin/bash # /etc/init.d/ ### BEGIN INIT INFO # Provides: customfan # Required-Start: $remote_fs $syslog i8kmon # Required-Stop: $remote_fs $syslog i8kmon # Default-Start: 2 3 4 5 # Default-Stop: 0 1 6 # Short-Description: Dell bios fan management disabling # Description: This command is issued to enable/disable # Dell bios fan management as it conflicts # with i8kmon handling ### END INIT INFO PATH=/sbin:/bin:/ussbin:/usbin:/uslocal/bin case "$1" in start) echo "Disabling Dell BIOS fan management" smm 30a3 ;; stop) echo "Enabling Dell BIOS fan management" smm 31a3 ;; *) echo "Usage: /etc/init.d/ start|stop" exit 1 ;; esac exit 0 
to enable it on auto startup and shutdown you need to run
sudo update-rc.d /etc/init.d/ defaults 
if you'll need to disable it from auto startup and shutdown for some reason
sudo update-rc.d disable 
now reboot and
submitted by htrex to Dell [link] [comments]

A Guide to Exploration

Hey y'all! I've been thinking about writing this for a long time, and university procrastination has given me the perfect opportunity. I know what you're thinking, "Exploration advice from an SDC member? Surely not!" However, I started in this game doing exploration, first in my Adder, then Diamondback, Asp, and finally a Conda. Been to the core twice, to the highest point above the galaxy, regularly go on medium-range trips out to various nebulae and prominent systems, and am currently en-route to Beagle point. Those who know me will know that I mostly do it for the sights and screenshot opportunities, and have had several shots of mine in the ED newsletter. So I figured I'd help out anyone who's new or curious about exploration. Here goes!

Exploration - what is it?

Pretty much what you'd expect - exploration involves venturing outside the bubble into the unknown for whatever purpose you have in mind, be it for the thrill, boredom, wanting to get your name on something, credits, or sightseeing.
The thing about exploration is that there's no linear progression or grind. You can take it at whatever pace you like. Ideally you should set yourself an end destination (nebula or interesting stacluster) and if it's a long distance (10,000ly+), set yourself waypoints to look forward to. Or you could just head out in a random direction and see where you eventually end up. As I've said before, your end goal could be reaching your destination, the credit payout, or the sick screenshots you get along the way.

Your ship

Like any profession in the game, exploration is possible in any ship but ideal in only a few. This small list is further broken down based on whether you have horizons or not, but I'll explain more about that later. Here are the basics of any exploration loadout:
Ideally, your ship should have a jump range of at least 25 light years. Some areas of the galaxy have quite a sparse stellar density, so your jump range can mean the difference between reaching that pretty O-class or not. It should have enough internal compartments to include the modules that are vital to your trip (AFMU's, scanners, and a vehicle hangar + shields for those that own Horizons.)
When it comes to purchasing and outfitting your ship, buy it and its modules at a Li Yong Rui system (Lembava, Diaguandri, LHS 20, 6 Andromedae). You'll get 15% off both the ship and all its modules which will bring your total cost down by a significant amount.
Here are a few long-range exploration ship builds for various prices (15% discount factored in). Some have the B-rated fuel scoops mounted to save on credits where it almost halves the build's cost, but you can mount the A-rated scoop if you have the credits:

What to do

Now that you have your ship, you're probably itching to get out there and explore. The first thing you should do is to choose a destination. If you're using any of the builds I've listed above, you'll be capable of flying anywhere in the galaxy. Yes, even the core region and beyond! Your destination could be a nebula, a particular star or system that you know of, or just an area of the galaxy that you want to travel to. Once you have decided on your location, hover over it in the galaxy map and note its distance from you in Ly (light years). The route planner can only plot routes up to 1000ly at a time, so if your destination is over 1000ly away, you'll need to find a system around 1000ly away from you in the general direction of your destination and plot a route to it. Once you have plotted your route, begin the first jump!
When you jump into an unexplored system (nothing showing on your sensors when you first jump in), throttle down to 30km/s in supercruise and charge up your advanced discovery scanner. This is done by binding it to a firegroup and then using it (works in supercruise and sublight). It will detect all astronomical bodies in that system, making them available for you to target from your navigational panel and view from the system map. You get exploration data to sell for every body you discover this way.
Once you've fired your scanner, target the star in front of you and point your ship at its centre. This should begin a detailed surface scan. A detailed surface scan is done by targeting an unexplored body and pointing the ship at it while in range until the scan is complete. You can tell if you're scanning an object by the spinning "loading" sprite in the bottom left panel, and by the scanning sound. Once complete, it will notify you and the body will now have a name beside it. Additional info on that body will also be available for you to view in the system map (gravity, composition, planet type). When an object is surface scanned, the data value you got from discovery scanning it is trebled.
When you're in the middle of scanning the main star, open your system map and take a look at all the bodies. The planets that pay out the most for detailed surface scans are earth-like worlds, water worlds, and ammonia worlds. If you are unsure about a planet's type, move your marker over it and zoom all the way in. If you listen carefully for around 20 seconds, you'll be able to hear its "cartographic music". Water worlds produce a deep ocean bubbling sound, earth-like worlds have singing birds, ice worlds have a harsh wind sound, etc. Recognition of these comes with practice. Decide what you want to scan and keep note of it.
Before you go out to scan bodies in the system or jump to the next one, scoop fuel off the main star if possible. The best way to do this is to travel parallel to the surface of the star in an orbit, which lets you fine-tune your distance from it. If your heat gets too high, back off and approach it again once you've cooled down.

Things to keep in mind

Oh, Be A Fine Girl, Kiss Me (O, B, A, F, G, K, M)
It also conveniently puts them in order from rarest to most common, hottest to coolest, and largest to smallest. Ergo, M-classes are the most common, coolest, and smallest of the main sequence stars. So if you find an O-class star on the map, it's probably worth visiting!

Things to look for

If you want to find interesting things in the galaxy, there are several ways to proceed.
Hope this helps anyone who's sort of interested in exploration. It's quite a nice profession, and really showcases how beautiful this game can be. If I've left anything out or if you've got other questions, just leave a comment or PM me and I'd be happy to help :) o7o7o7
submitted by Jonticles to EliteDangerous [link] [comments]

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