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Author: admin | 14.07.2015 | Category: One Ear Ringing

Ater cleaning it all up and servicing the consumables and adjusting the cleaning wire, the only problems were a rather noticeable pulsing (chugging) and the need to frequently clear the jet. With the lantern and vent attached (no glass or handle), I hold the lantern upright in its normal position. My first thought was that there was an air leak problem with the fuel pick up inside the tank. If it was air entering through the pickup where it wasn’t supposed to, then fuel should do the same. 2)Replacing the Handi generator stuffing with that from a Coleman 201 kerosene generator (thicker and tighter spring) made no appreciable difference. As asbestos string is hard to come by, I’d successfully made stuffing from fine brass screening before, very similar to how Austramax does theirs. I could have quit there, the lantern was bright enough with the Austramax mantle but I thought it could do better. I believe this burner (AGM heritage), like most American burners, was made for a tubular mantle and not a round mantle. When I fired the lantern up with 999, it was much brighter than with the Austramax mantle. I remember a Mewa of mine that I could not to get into proper operation, although I've fettled several of them and similar lanterns successfully before.
The generator of that particular Mewa clogged quickly, and before that happening I had to use the pricker frequently. So the only thing that finally fixed the trouble was changing the mantle to another one which didn't get that close to the vaporizer. I've still to find one of these characterful lanterns (still searching the right price). The difference in the mantle size's working correctly, pulsing or chugging, reminded me of the very same problem I'd had with the JC Higgins single, way back. Advice sought, then led me to try the larger bobby sock 99 mantle (longer); which then, rather surprisingly stopped it all off completely & it's run right ever since, thank holiness's ! More concentrated heat towards the base or mid section of the genny, seems to me to always improve perpetuation; fitting a healthier or plumper filter, I don't know, I think that might depend on it being a guzzler or not ?
Strangely enough, I had the very same issue (rhythmic pulsing) with a Tilley 606 vapouriser, but that was the newer & poorer made ones in an X246B. Thumbnail Button missingX246 2nd ModelViability of "making" a Tilley table lamp ? With Instructables you can share what you make with the world, and tap into an ever-growing community of creative experts. Game Design Deep Dive is a new series from Gamasutra, with the goal of shedding light on specific design features or mechanics within a video game, in order to show how seemingly simple, fundamental design decisions aren't really that simple at all. Early on in the development of Amnesia, around the time when we were applying for funding from Nordic Games, we thought a lot about ways to develop a game without having to spend too much money and resources. The issue was now to figure out a way in which the player could interact with the darkness. The problem is that once you start mixing something that's very aesthetically meaningful -- like darkness and light in a horror game -- with a game mechanic, you ruin the aesthetics and the mood. Despite having been demoted, the darkness was still a prominent feature, as is evident in the items that we added soon after settling on the sanity system. There were also potions that replenished player sanity, and of course special potions for increasing health.
In all, we found that it was a pretty tense system, and having the player trying to stay sane (and alive) offered a surprising amount of gameplay. But around August of 2009, we decided that we were going the wrong direction; money was running out and the game didn't have the right feel yet. First, we made the current level of sanity less explicit by just relaying it using an image and text that was only seen in the inventory screen. In a more action-oriented game, getting a good idea of the current status of a stat can be good both for getting good gameplay dynamics and for upping the tension (think how tense a fighting game can be when one of the player's health is close to zero). While you can inflict a certain level of physical discomfort in a horror game, too much will break the player's immersion. Because the sanity drops often only lasted for shorter bursts, we could push the effect further in terms of unpleasantness than what we could with the insanity on. Another thing that we added to the sanity systems was sudden events that could make the sanity suddenly take a deep plunge. We were really unsure about how these would work, as we were basically telling the player, “Boo! The sanity system was shaping up, and testing showed that it affected the player in just the way we wanted. When the game changed direction, it went from having disconnected Super Mario-like levels to having an interconnected game world. Some players would have excellent experiences, fighting to stay sane and just barely making it -- just the way we wanted them to. We first thought that fixing this was just a case of some quick tuning, but quickly learned that it would not be that easy.
Eventually, we removed all challenge from the sanity system and it just became a feature with few gameplay implications. A final note on the design history of the sanity system: Up until the last four months or so of development, the game featured special sanity potions. Around the time we were questioning the design of the sanity system, it started to become more and more clear to me that not everything in a game has to be competitive in nature. This thinking greatly influenced a lot of the design issues made during the last half year of Amnesia's development, the sanity system being one of them. Looking back at it, it seems like a really obvious decision to make, and it felt natural at the time.
In the end I think I think it was successful -- the system ended up working better than we thought it would, especially considering the history behind the feature.
We are still working on the idea, and while it is not where we want it yet, we are getting closer. Are you a developer interested in contributing to Gamasutra's Game Design Deep Dive series?

Perhaps a stress crack in the tube or a loose solder joint at the top where it's joined to the bushing. So I went back to the theory that the kerosene is not gradually vaporizing, but flash vaporizing.
I have light meter which I use to make relative CP measurements as I’m not sure the CP reading I get is super accurate.
The distance between the edge of the burner outlet and the edge of the generator is rather narrow.
Also excessive production of carbon just in or on top of the jet seems to be an issue with using the "wrong" mantle. I tried nearly everything including the exchange of parts that proved to work in other lanterns.
There was also a kind of carbon filament building up on top of the jet which obviously disturbed the gas flow.
However, there are many lanterns which really don't seem to have a problem with that "close" setup.
An idea popped up: "Why not get rid of enemies altogether?" Instead of having physical monsters present, we'd just have the dark as an enemy. We began by designing, on paper, a mechanic in which players could manipulate things like windows, candles, and mirrors in order to control the dispersion of light and dark. Instead of having the darkness being directly linked to player's health, it made a lot more sense if it affected their mental well-being. The scenarios got more interesting, the environments more believable, and having the protagonist fear the dark worked perfectly, narrative-wise. Early in development, we had the idea of basing the game a lot on movement, such as climbing, extending bridges, and jumping on platforms. To avoid darkness, the player needed to pick up lamp oil in order to keep the lantern going, or pick up tinderboxes to light various in-game light sources (e.g.
At this point in development, we were hoping to make a game that is less like our adventure game series Penumbra, and more of a mechanics and level-based game. The current health and sanity levels were printed in actual numbers, messages popped up when certain amount of items had been picked up, and so forth. We made the decision that it was time to go back to what we knew best: making adventure-style games with less focus on mechanics, and more focus on narrative and ambiance. Something had to happen when sanity got low, as an indicator for players, but without showing it in direct numbers. I sat for a couple of days just tuning the visuals for this -- often having to take longer pauses because of extreme nausea -- before I got something that felt right. After all, horror is built upon the imagination; if you get to experience the things for real, it stops being entertainment.
When sanity is high, the visual effects are quite subtle, meaning you do not notice it dropping.
However, as we started doing test runs with longer playtime, an issue propped up: The balance was way off. The levels were now set up just as in our previous games and titles like Silent Hill and Resident Evil. The way that the player's sanity changes throughout the game depends on a multitude of factors: How carefully they searched the environment, how good they were at navigating, how many tinderboxes they used, and so on.
If someone went through the whole game not paying attention to their sanity level, even letting it drop all the way down, they could do that.
In May, we released a special preview build of the game, and a great deal of the previews complained about these potions.
It started as a substitute for monsters -- due to team size constraints -- then became a system heavily inspired by Mario's trinket collection system, then became a game system, then an ambient background system that keeps the player on edge.
Despite being an ambient feature, some started taking a systemic approach to the whole thing, and that made the rest of the experience less engaging. I would have liked to have made the system less reliant on game-y items such as the hundreds of tinderboxes scattered over the place. It ended up being quite a bit of head scratching and experimenting but I did manage to fix it. A round mantle touches (or almost touches) the generator tube and concentrates a lot of heat in a small section of the generator. When I get one, I am usually in misery for days with pulsing, itchy lumps that last for days. If the bite is on your face, you'll feel it pulsing, other areas not to much, but it's still working. They itch because when a mosquito bites you it injects its saliva into you to stop blood flow so the blood goes in him so one way it's to just let him bite you evaluate when he is done he will take his saliva out.
It's also an amazing facial masque and reduces cystic acne down to just a zit after one masque application. Being in the dark too long meant your health would suffer and the player had manipulate the environments in a way that kept them away from the shadows. This also made us decide to add actual monsters and other kinds of (non-darkness-related) puzzles as well.
It gives the player an informational gap regarding their current situation, making it harder to feel safe. It is less about making tactics based on information and more about flailing in the dark, having panicky reactions as things happen. This meant we needed something that made it clear to the player that they where in a really bad spot.
We ended up implementing an audio cue that was created by cracking egg shells in front of a microphone. The addition worked nicely as it gave some sort of reset at regular intervals, but it did not solve the basic issue.
Instead, we made extra sure the audio-visual cues were designed such a way that people were compelled to manage their sanity levels properly. For instance, we could change the amount of lamp oil found (remember, darkness is deeply connected to the sanity system), depending on the player's past and current state. Previewers felt that they didn't fit and made little sense, and we agreed with this sentiment.

Reading it now, it does not seem like anything special, but at the time it just clicked with me.
I think it shows just how much a game's design direction is greatly shaped by the surrounding development environment. It would have been better to use more specific made objects and a mechanism to drive it all. The idea is instead to design the levels in such a way that a state of mind, similar to the sanity system, arises in the mind of the player from mostly narrative aspects. The valve in this tank was really stuck in there and I know when to stop trying before creating a real problem. I filled the tank to the base of the fill cap, closed the cap and shut off and pumped it up.
I’ve seen all different kinds, from springs, to asbestos, to cardboard, or a combination of all. This would help us cope with our limited resources: When we started out the project, there were only three people, including a sole artist at the time. In order to get the proper gameplay going, rooms had to feature countless mirrors, awkwardly-sized furniture, and nonsensical layouts. Partly inspired by games like Call of Cthulhu and Eternal Darkness, and partly by a continuation of features from our Penumbra games, the sanity system was born.
However, the recently-released Among the Sleep actually features just this type of gameplay and it works just fine, because both the world and protagonist are quite different. At this point in the game, low sanity also decreased the player's health, connecting the health potions to the sanity dynamics.
The other was to have an effect annoying enough to the player so that it wasn't a state they wanted to be in, but not so annoying that it made them quit. Half a year or so before release, it became apparent that this caused very serious balance issues. Others still would be stuck with low sanity, an annoying state to be in, for large portions of the game.
It dawned on us that trying to get this right for a system that spanned hours of gameplay would be a close to impossible task. Players could still get into annoyances between puzzles and we could not completely reset the sanity either as that did not give the right kind of feel to the system. This would not have been right if it had been a competitive system, as it would upset the player's planning.
We had thought about removing them for some time, but it was such an old feature that we were relucant to let it go. I also think it shows how important it is to be open to new concepts and not be to stuck in the trappings of older games. The idea is that when you no longer have a strict and simplistic system driving it all, the player's imagination is free to roam, and the experience can become much more powerful. I then flipped the tank upside down so the fuel pickup tube was in the pressurized air chamber and the “leaky” end was submerged.
Below is a picture of a Handi generator and the AGM L593 from which I'm sure the Handi was copied from (the AGM cleaning needle actually fits in the Handi valve).
It’s 10” long and I hold the tube end 2” from the light source so I can properly measure CP in “foot” candles.
The tubular, straight sided, mantle distributes the heat evenly over a longer portion of the generator. The only lanterns of mine that are significantly brighter are the 500 CP models like the Coleman 237 and Petromax style (Hipolito in my case) lanterns.
The original darkness system required the player to survey large areas in order to form proper strategies, whereas the sanity system worked well in cramped spaces. This item looting and management system became a foundational part of the gameplay at this point. Amnesia was based on a hub system like in Super Mario 64, and the sanity and health levels were confined to a level. The visuals of a brain slowly rotting, combined with a textual description of the protagonist's current state, is enough for the player to get invested in the current state of affairs -- but not enough for them to be able to craft any advanced strategies from it. It turned out to be a really a really creepy effect, and has such an emotional impact on players that there are Amnesia mods specifically made to get rid of it. But now that we had removed that, we could put all focus on expecting a certain sanity level, with a frequency of ups and downs throughout the game. The feedback from the preview was the last nail in the coffin, though, and we decided to drop sanity potions. It unleashed an idea of games that would dismiss common gameplay elements, and focus on other things instead. The focus should always be on creating a certain experience, and it is fine to break ingrained rules in order to accomplish this.
However, trying to set hours of varied gameplay up in a way that fosters a particular state of mind is a hard task indeed. I then slowly opened the shut off and after the left over fuel in the tube came out the generator port, no more fuel came out.
The player would lose sanity from seeing monsters, from witnessing horrific events, and of course from being in the dark. It was a really, really nasty sound that gets worse and worse the longer the player's sanity was drained. It was kind of scary to do this, as it required us to tune the dynamics of the sanity system all over again, but in the end it turned out great and was worth it. I don’t know, but I do know that round mantles are almost unheard on most US made lanterns (The Aladdin PL-1 is one exception). Because of the vague and random nature of the system, players made up their own theories of how it worked, and the lack of information made them more frightened about it. I then opened up the shut off all the way and let it sit upside down for an hour or so under no pressure, just atmospheric.

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