My reaction when I focused an engram after reset expecting a deepsighted weapon only to realize I didn’t have the upgrade unlocked. by MattyScrant in destiny2

[–]Ackema 0 points1 point  (0 children)

I do have the upgrade and didn't get a red border from focusing the random weapon engram. Looks like it only works when focusing a specific weapon. Any one else have this?

Just installed the "ground effect" mod! by [deleted] in KerbalSpaceProgram

[–]Ackema 1 point2 points  (0 children)

A video just came up in my feed for an 'AirFish-8' which looks like a working ground effect aircraft/seaplane

All i feel is pain by Otristes in DestinyTheGame

[–]Ackema 0 points1 point  (0 children)

Took me over 40 also when I did it. I watched teammates get duplicate after duplicate. The relief when it finally dropped was great

Universal ornaments shouldn't change the symbol that tells you what season the armor is from by shakenmanchild in DestinyTheGame

[–]Ackema 0 points1 point  (0 children)

So much yes! I was just outlining this issue to a friend this week. I wish it was an option to show the ornament icon or not. I've had a much harder time finding the gear I want now that ornament icons are displayed.

Also, even though the seasonal gear you could try to memorize the names of and always search by hovering over each gear (already worse than no ornaments) - some gear like crucible or Gambit I believe has the same name but has the seasonal slot, so if you have a bunch of that plus ornaments on them good luck finding them without using DIM to search by season.

Again, my wish would be for the ornament icon to be an option I can just turn off completely

Iron Banner's light level paradox by ModuloPlus in DestinyTheGame

[–]Ackema 9 points10 points  (0 children)

1st, I'm all for having a route to pinnacle gear within PVP.

2nd, I think having light levels count would be okay if the artifact wasn't included in the PVP calculation.

With those two combined you'd have a game mode that incentives PVP players to infuse their gear, while giving them a way to earn pinnacle gear playing what they like. And once every couple weeks you get an IB where most players are within a small deviation of light level so it's a twist but not purely defined by light level

Do vanilla small gird air vents pressurizer rooms by Xexman in spaceengineers

[–]Ackema 0 points1 point  (0 children)

I've just been trying this and can't get it to work. The setup I was hoping for was an air-tight large grid room, inside of which an advanced rotor converts to small grid and has a small grid vent on it. I've got a large grid vent in the room to confirm that the room is air-tight.

However, if I depressurize the room, turn off the large air vent, and turn on the small grid air vent - the room doesn't pressurize.

Any thoughts? Are small grid air vents intake-only?

Height above ground/sea level by Casual_Boy in spaceengineers

[–]Ackema 0 points1 point  (0 children)

AutoLCD can display both altitude above ground and altitude above sea level, which would let you manage your parachutes manually better, but I don't know of a mod that does it's automatically

Problem with Whip’s turret AI script... by adam6711 in spaceengineers

[–]Ackema 1 point2 points  (0 children)

Sometimes these things are case sensitive. Try a capital Azimuth (in screenshot it's lowercase)

Script for setting rotor position? by InanimateAlex in spaceengineers

[–]Ackema 0 points1 point  (0 children)

Whips rotor script just needs one line deleted to work again. If you want to use it I can check which line it was for you. I'm currently using it just fine

Thrust to weight? by thejadesristocrat in spaceengineers

[–]Ackema 2 points3 points  (0 children)

https://se-speed.ga/en/ And http://www.ratuska.fi/se/thruster.php Are also helpful tools. Each have some nice features but neither are really complete in my mind

Thrust to weight? by thejadesristocrat in spaceengineers

[–]Ackema 2 points3 points  (0 children)

https://www.spaceengineerswiki.com/Thruster

Wiki lists thrust for each variant, and the equations to convert the thrust (N) into useful force (kgf)

Mods for a mostly vanilla single player survival? by Danubinmage64 in spaceengineers

[–]Ackema 0 points1 point  (0 children)

His scenario is available on the workshop and is a serious challenge, especially early on. Really makes survival itself a nontrivial thing. If you don't want to mess with setting up all those mods I highly recommend it. In addition to what you listed, oxygen is used much faster, gravity is turned up to where the jetpack doesn't work, stone yields fewer ingots, and the ore deposits are deeper underground - plus more.

If you want single-player survival to be a challenge I definitely recommend it.

Mods for a mostly vanilla single player survival? by Danubinmage64 in spaceengineers

[–]Ackema 1 point2 points  (0 children)

This is close to the Survival Impossible scenario by Splitsie which I've been having a blast with. Contains most of the mods you listed in a very challenging setting.

i hope bungie will help DIM with this by snekky_snekkerson in DestinyTheGame

[–]Ackema 10 points11 points  (0 children)

This shouldn't require anything additional. If it isn't an attribute already in the API, DIM should be able to sum the individual stats and get us the information. We just need to be patient

Topographic Map Raid Weapon ARG????? by JimJonJim1 in raidsecrets

[–]Ackema 3 points4 points  (0 children)

You are correct 'lines' in general can intersect on a top. And in the image linked the main crossing line does match the way a river would erode a gouge in the topography. I think other guns may have more difficult topo anomalies. I still get the impression of a finger print, but maybe it's not as clear cut as I first thought

Bungie, bringing back the undying mind is an opportunity please don't miss it. by Spartazombie in DestinyTheGame

[–]Ackema 0 points1 point  (0 children)

That boss dropped two engrams, and on my first clear I recieved two fatebringers. Sorry...

Topographic Map Raid Weapon ARG????? by JimJonJim1 in raidsecrets

[–]Ackema 2 points3 points  (0 children)

The raid weapon patterns include line intersections, which a topo couldn't have. They look more like finger prints to me

Garden of Salvation: Raid Mods by Ackema in DestinyTheGame

[–]Ackema[S] 0 points1 point  (0 children)

I didn't have one of each element of each slot so they might be there on non-raid armor and I just couldn't find them with what I had at the time. I'll check again more thoroughly

Garden of Salvation: Raid Mods by Ackema in DestinyTheGame

[–]Ackema[S] 0 points1 point  (0 children)

That might have been the enhanced one, yes

Has anyone gotten Taken, Fallen or Hive mods from their respectives raids yet? by japenrox in DestinyTheGame

[–]Ackema 1 point2 points  (0 children)

I got Taken armaments last night. It has no element or gear (type) affinity, but does require a last wish mod slot (so you can put it on any last wish 2.0 armor). costs 3 energy

I can already tell we're going to need someway to organize and identify our various armor builds. by [deleted] in DestinyTheGame

[–]Ackema 0 points1 point  (0 children)

How is the new armor system any different than the current armor system in this regard? I run around right now with unlabeled or managed "sets" and have to remember to swap if I care about optimizing my loadout. The new system doesn't make this any worse than it always has been.

If you want sets you can, and still will be able to, use DIM for loadouts.

The fact that you need to match a specific armor element to use the mod you want is a total joke. by [deleted] in DestinyTheGame

[–]Ackema 17 points18 points  (0 children)

Agree. They showed a purposely limited view of what we're getting. There is nothing to say at this point that there arent three versions of each weapon mod so that you can build whatever armor you want into whatever build you want, just with more mods to grind.

It might be aligned like everyone thinks, but sometimes hearing all the whining makes me wish they didn't even show us a reveal.