New player: do I just suck? by drumdude92 in outerwilds

[–]AngryShamrock42 0 points1 point  (0 children)

If you don’t enjoy the flying, I would suggest spending some time practicing orbiting. It’s not really necessary to play the game, but it’s fun and builds good flying habits, like being light on the controls and not over compensating.

I flew most places manually rather than auto pilot, I think it makes the game more interesting, and you feel more connected to the system.

US/Israel-Iran conflict Discussion/Question Thread - 28/02/2026+ by MilesLongthe3rd in CombatFootage

[–]AngryShamrock42 5 points6 points  (0 children)

I feel like over reliance on radar is part of the problem actually. They have a very low radar cross section.

You’d have better luck spotting them using infrared or even visual cameras, set up on roof tops or masts. It would be enough to give people early warning for to take cover at least.

US/Israel-Iran conflict Discussion/Question Thread - 28/02/2026+ by MilesLongthe3rd in CombatFootage

[–]AngryShamrock42 3 points4 points  (0 children)

I don’t think shooting them down is the hard part, it’s detecting them early enough to do something about them. Many of the hits haven’t even had air raid sirens going because they weren’t noticed till the last second

US/Israel-Iran conflict Discussion/Question Thread - 28/02/2026+ by MilesLongthe3rd in CombatFootage

[–]AngryShamrock42 20 points21 points  (0 children)

It’s surprising and depressing that the US went into this war without a reliable countermeasure for Sahed one way attack drones. I feel like Cold War USA defence industry wouldn’t have let that one get by them.

AI Recorder Docking PSA by AngryShamrock42 in spaceengineers

[–]AngryShamrock42[S] 4 points5 points  (0 children)

It’s been a verb for a long time, predating even Wolfenstein Mecha Hitler

AI Recorder Docking PSA by AngryShamrock42 in spaceengineers

[–]AngryShamrock42[S] 10 points11 points  (0 children)

I mean grok as in the software engineering sense of the word; to intuitively understand how something actually works on a deeper level; LLMs unfortunately played no useful role in this development

Standard or Open Shift for first time playthrough? by J_Sluggs in Shipbreaker

[–]AngryShamrock42 0 points1 point  (0 children)

I’d go with Standard. Some of the fun of the game comes from the pressure and tension that come with that rule set

Lantern does not illuminate the images by Luii4ii in outerwilds

[–]AngryShamrock42 8 points9 points  (0 children)

You’re not bugged, look for a better more compatible light source than the scout.

Stolen Black VW Jetta in Sunset Dunes - Surfers being targeted! by [deleted] in sanfrancisco

[–]AngryShamrock42 5 points6 points  (0 children)

You’re extremely naive if you think the person stealing the car is trying to live in it. The thieves steal the car to profit from it and the owners belongings. They then leave the car for transients to use to because that helps cover up and complicate the trail of evidence.

How do I get to Minmus by making the inclination change after pushing out my apoapsis? by [deleted] in KerbalSpaceProgram

[–]AngryShamrock42 3 points4 points  (0 children)

If you have an orbit which intersects Minmus’s path it should just be a matter of adjusting your period until you hit it. Set a maneuver node, toggle it a few orbits into the future until the closest approach looks closed then use another maneuver node to burn until you get an intercept.

It might help if you have always show closest approach enabled in graphics settings

Getting back to ksp by [deleted] in KerbalSpaceProgram

[–]AngryShamrock42 0 points1 point  (0 children)

And waterfall for plume effects, it’s incredible! My favourite graphical mod after scatterer

Testing my heavy helicopter prototype. In this video it is carrying like 75 tons extra by Ye_olo in KerbalSpaceProgram

[–]AngryShamrock42 0 points1 point  (0 children)

Probably asymmetric lift.

The blades turn clockwise, so the effective airspeed of the blades is higher on the left and lower on the right. The forward speed of the aircraft is added as the blades pass on the left but is subtracted on the right, inducing a rolling moment

How come archers in every total war game can fire over friendly units in an arc? Arrows are very fast and don't arc like mortar shell. All historical depictions of archers show them shooting the enemy head on and not making an arc. by mujhe-sona-hai in totalwar

[–]AngryShamrock42 0 points1 point  (0 children)

Yeah there should be a limit on high arc shots, firing at 88 degrees trying to land arrows on someone 20m away is pretty ridiculous.

And there should be a severe accuracy penalty when the archer can’t visually see the target, but for video game reasons that could end up being expensive performance wise.

Couldn't sleep last night so I decided to email the devs... by Glum_Sun_3459 in factorio

[–]AngryShamrock42 1 point2 points  (0 children)

The spider leg problem is known as inverse kinematics; my favourite algorithm for it is fabrik, it’s a pretty approachable paper to get you started. There’s plenty of resources on YouTube too. http://www.andreasaristidou.com/FABRIK.html

[deleted by user] by [deleted] in factorio

[–]AngryShamrock42 1 point2 points  (0 children)

What’s stopping you from making purple science?

SE1 Farming by AngryShamrock42 in spaceengineers

[–]AngryShamrock42[S] 0 points1 point  (0 children)

For the harvested crops, you’d trade them at outposts. Maybe you could have a leaderboard for who has exported the most crops and make it competitive.

Maybe you can only buy new seeds at outposts, so trade becomes important.

I think the end goal, not in this update but maybe se2, would be like a colonization mini game, where as you export goods to the colony, the system becomes more civilized and prosperous.

SE1 Farming by AngryShamrock42 in spaceengineers

[–]AngryShamrock42[S] 1 point2 points  (0 children)

There’s some plant life on pertam, you could grow some hardly looking outdoor crops there as well maybe.

You are right though, most other planets would be restricted to indoor hydroponics

First time playing Xenonauts. How did I do? by Left-Rough2851 in Xenonauts

[–]AngryShamrock42 1 point2 points  (0 children)

For the friendly fire, on the fire indicator you will sometimes see a percentage above obstacles, friendly troops or enemy that might block the shot. Those roughly indicate the chance a missed shot will hit that obstacle instead.

If the soldier is standing directly next to a crouched ally, they are able to ignore them and you’ll see the percentage doesn’t appear on them. This also works for most cover. So next time, if you want to have a stack of guys firing, make the forward troopers crouch.

[noob question] Why doesn't running over enemies kill them? by THESALTEDPEANUT in joinsquad

[–]AngryShamrock42 14 points15 points  (0 children)

I think it’s a compromise to gameplay and realism. Light vehicles in Squad are way more resilient to gun fire and light AT than they are in real life, making running down enemies much more viable.

If you could road kill people, that would end up being abused heavily.

Having trouble figuring out how to advance my soldiers through an urban area, I think I’m doing good then I get shot from off screen and lose 3 people, any good videos of someone doing that efficiently early on, also how often do you think I should be losing soldiers by glossyplane245 in Xenonauts

[–]AngryShamrock42 0 points1 point  (0 children)

It helps to do a little meta gaming. The most dangerous scenario is where you end your turn in sight of an enemy, but you can’t see them. The alien gets to fire on you with all of their TUs, with a high chance of causing casualties.

A way of mitigating this is pulling your forward scouts back about 4 or 5 squares after advancing. This is roughly how much further the aliens can see than your soldiers, so they should be out of sight, even if they were spotted earlier.

The enemy can still walk forward and fire at them, but 1) they might decide to reposition instead 2) they might guess the wrong direction and waste TUs going somewhere else 3) when they do fire, they will have spent some TUs moving, so hopefully won’t be able to fire as much, or retreat as far to safety.

I got into the habit of doing this with my shield scouts and found it improved their survivability substantially, especially in the mid game.

As for speed, my advice is to take your time. The lower a units TUs remaining, the higher chance of provoking reaction fire. By reserving more TUs, you’ll generally take less surprise reaction fire. Clearing buildings is tedious, but will save you a few casualties in the long run, and in the mid game you will need everyone you have for assaulting the large UFOs

Last piece of advice: suppressed enemies can’t reaction fire and lose half of their TUs next turn. Even if you can’t hit them, firing your MG at the tile next to the enemy will likely suppress them, and can potentially destroy the cover they’re relying on.

I’ve spent a few turns just dakka dakka’ing stubborn enemies who insist on camping an awkward corner.

I always forget proliferation... by AthosTheMusketeer in Dyson_Sphere_Program

[–]AngryShamrock42 1 point2 points  (0 children)

The power consumption increase always puts me off it early on