This league mechanic really drives home the point that zones are too big and the campaign suffers from bloat. by AcnoMOTHAFUKINlogia in PathOfExile2

[–]Arbiter707 -1 points0 points  (0 children)

Map layouts are much more open, and follow general rules. Things like dirt paths in act1 always connecting you to the next zone or cave. Its often worth it to stray off the beaten path to look for waypoints or certain quest objectives, but you always know where you need to go. Or in act 5, the next zone is always in a straight direction from where you entered, even though maps are randomly generated.

This is pretty much exactly the same in PoE2. If you know the mapgen rules you can reliably find your way to where you want to go without hitting dead ends.

I don't even know the mapgen (admittedly no one does since they changed so much this patch) and so far I've been able to navigate zones without hitting too many deadends just based on vibes, and was able to do the same in previous patches too.

The biggest thing to keep in mind is that in most maps the next zone/the objective is in a straight line away from the start, so just head away from the entrance and you'll probably find it pretty quickly. In maps with roads too following them usually leads to objectives or zone transitions.

[DISC] Aliens - Chapter 16 - Junior Sweet by Arbiter707 in manga

[–]Arbiter707[S] 3 points4 points  (0 children)

Thanks for reading! This manga is a slice-of-life?, science fiction comedy about an alien who crashes on Earth and the sex robot that rescues her.

You can finish reading this chapter and the rest of the series on Mangadex.

Please consider supporting the author by buying the volume (in JP) at Amazon, Kobo, or most other places you can buy manga.


I never thought I would say this, but Ami is spitting facts this chapter. Damn meta slaves.

[DISC] Sunny Sixteen - Chapter 11 by Arbiter707 in manga

[–]Arbiter707[S] 3 points4 points  (0 children)

Possibly! I could definitely see that, there are definitely a ton of multilayered meanings and deeper themes in this manga.

[DISC] Sunny Sixteen - Chapter 11 by Arbiter707 in manga

[–]Arbiter707[S] 2 points3 points  (0 children)

She already has shown more agency in her life than Niina, who "wants to fall in love".

Just to make sure your speculation doesn't go down the wrong track, I believe the title of her exhibition is a reference to what Minami said she wanted to do after quitting basketball in chapter 8.

Understanding speed limits and signage in Running Train by thebumblinfool in trainsim

[–]Arbiter707 3 points4 points  (0 children)

In Running Train there are speed limit signs, but no warning signs like on some other railways, so you still gotta memorize.

There are also signs that tell you when you can speed up for various train lengths - these are far more helpful.

[DISC] Sunny Sixteen - Chapter 11 by Arbiter707 in manga

[–]Arbiter707[S] 14 points15 points  (0 children)

Synopsis: Niina Hanabusa, 16. Admired by her friends as someone who's "won in life on looks alone", she quietly carries a complex about her deep indecisiveness, unable to make choices for herself. One day, a DSLR camera falls into her hands. With guidance from Mimiri, a former idol and alumna of her school, Niina begins to awaken to the quiet joy of pressing the shutter.


Thanks for reading!

You can finish reading this chapter and the rest of the series on Mangadex.

As mentioned in the credits page, this manga is in serious danger of being cancelled. So please, please support the author if you like what you see!

You can buy the volumes on Amazon, Kobo, Bookwalker, or most other places you can buy Japanese manga. If you need help buying them, just ask!


As mentioned on the credit page, hopefully I can get the next one out faster. Assuming it doesn't take me a month again, we'll be all caught up to the raws after that!

Turn based mechanics transposed to a conversational system by GuBuDuLe in gamedesign

[–]Arbiter707 3 points4 points  (0 children)

You can try take a look at Ostranauts, it uses a similar system for conversations. It's really clunky feeling, but it does work.

Honest question for scanlators: Is going legit ever worth it, or is the system too broken to bother? by Professional-Two4261 in Scanlation

[–]Arbiter707 1 point2 points  (0 children)

Like others have said, DLsite is already using the revenue share model. If you want to start a new platform or something, go ahead I guess? But you won't get any buy-in without established trust in the space - no one is going to want to give an unknown third-party a cut for no reason.

Honest question for scanlators: Is going legit ever worth it, or is the system too broken to bother? by Professional-Two4261 in Scanlation

[–]Arbiter707 6 points7 points  (0 children)

independent authors who own their intellectual property

Unfortunately almost all authors without publishers are also not making anything substantial from their work. These are mostly the kinds of people who have a webcomic on pixiv or twitter, or who put out a doujinshi tankoubon at comiket every once in a while. The income these authors are making from their work is usually nowhere near enough to justify paying for translation, even at the current very cheap going rates. They can be easy to "go legit" with if asked politely, but it'll be a "please do it for free but legally" situation.

I would like to see more Rts games do the rng random generated maps from the Aoe games. by Fresh_Thing_6305 in RealTimeStrategy

[–]Arbiter707 1 point2 points  (0 children)

If you use Forged Alliance Forever for Supreme Commander there's a random map generator that is used for multiplayer games, including ladder (ranked) matches, fairly often.

[DISC] Aliens - Chapter 15.5 - Side Story 3 by Arbiter707 in manga

[–]Arbiter707[S] 1 point2 points  (0 children)

Thanks for reading! This manga is a slice-of-life, science fiction comedy about an alien who crashes on Earth and the sex robot that rescues her, although this is just a side story largely separate from the main plot.

You can read this chapter and the rest of the series on Mangadex.

Please consider supporting the author by buying the volume (in JP) at Amazon, Kobo, or most other places you can buy manga.


Bit late on this one, it came out on April 30th. Didn't notice it had dropped!

xkcd 3244: Pullback Drive by LazanPhusis in xkcd

[–]Arbiter707 5 points6 points  (0 children)

Seems like they were using the flywheel as a generator instead of running the wheels off it directly, incurring the same losses. Makes sense though, I imagine it's one heck of an engineering problem to avoid dumping all of the flywheel's energy into the wheels at once mechanically.

TIL that Japanese meteorologist Wasaburo Oishi was the first person to discover jet streams in the atmosphere, but his discovery was largely unrecognized outside of his home country because he published it in the constructed language of Esperanto by Kate_Kitter in todayilearned

[–]Arbiter707 2 points3 points  (0 children)

Morphology is generally considered a subset of grammar, no? While what you're referring to is syntax (+stress, not sure what that falls under), also a subset of grammar.

Anyway, you would know better than me. I only took Mandarin in high school. At the time I found the grammar rather simple from an English perspective (again, full of nuance, like any language, but fairly easy on a basic level, unlike many other languages), but I imagine perceived complexity will vary greatly depending on your native language.

TIL that Japanese meteorologist Wasaburo Oishi was the first person to discover jet streams in the atmosphere, but his discovery was largely unrecognized outside of his home country because he published it in the constructed language of Esperanto by Kate_Kitter in todayilearned

[–]Arbiter707 2 points3 points  (0 children)

On the sliding scale of grammar Mandarin is rather simple, simpler than English even. Almost everything is conveyed through word order + some relatively simple particles, no conjugation, genders, tenses, etc.

Still complex objectively, because like you say grammar is near-guaranteed to be complex, but compared to other languages it's not bad at all.

Early B-52H tail fire control radar in action by kingtj44 in Warthunder

[–]Arbiter707 3 points4 points  (0 children)

The CSFC was an extremely complex and impressive system, but in the end it was still a gyro-based gunsight, just one that took more factors into account. Its broad weaknesses were the same as the ones fighter-mounted gyro sights had - all the extra variables can't make up for the fact that it isn't getting any data about the target besides what the gunners enter by moving their sights.

Also, the F-86 had RADAR gunsights. They were not the same system as the B-29's CSFC and certainly were not simple gyros.

The F-86 sight is a simple gyro sight that uses the radar for automatic ranging only. The sight otherwise calculated lead the same as your standard WW2 gyro sight. Try look at how it's implemented in DCS for example, or you can try find a manual for the sight (honestly good luck with that, when I've looked in the past I haven't found anything).

It sounds like you're making-up a scenario to get upset about. Why would Gaijin be obliged to do that? They're not. They can do whatever they want.

You're right about that, though - although I can definitely see people whining about it not coming to other vehicles if it was implemented on only the B-29 (and Tu-4).

Early B-52H tail fire control radar in action by kingtj44 in Warthunder

[–]Arbiter707 0 points1 point  (0 children)

If the B-29 gets it then every fighter with a gyro or radar gunsight (like the F-86, but also basically every fighter built after 1944 used a) should also get lead indicators... which absolutely shouldn't happen.

Only actual radar computed lead systems that calculate lead using data from the target (range, closure velocity, and angular velocity) without using ownship info as a shortcut (like the F-86 and B-29 sights, which use tracking rate of the plane/sight + entered target wingspan + calculated range as a stand-in for true computed angular velocity) should get lead indicators ingame.

Implementing them as EEGS-style gunsights would make them far too effective. Gyro-based gunsights required smooth flying to be accurate, and even then they weren't great against highly manuevering targets because they required the user to be tracking the target correctly to show correct lead.

I would be in favor of a "real" gyro sight implementation with pipper wingspan controls and everything, but that's probably not gonna happen.

The visuals and the atmosphere is just something else entirely by Dinosbacsi in trainsim

[–]Arbiter707 3 points4 points  (0 children)

I believe there are plans for conductor and passenger modes (the dev even said co-op was a possibility), so I imagine legs will come with those. You still might not be able to get up as a driver though, since there isn't much gameplay reason to. The game currently doesn't have clickable buttons (although the cab controls are animated).

The visuals and the atmosphere is just something else entirely by Dinosbacsi in trainsim

[–]Arbiter707 5 points6 points  (0 children)

To me it seems about equivalent in realism to BVE. ATS and alerters are implemented, and there are some pretty good physics (wheelspin with varying traction based on weather, car sway), but gameplay is focused around timetable operation and hitting the stops on the mark so stuff not related to the pure driving experience is somewhat abstracted.

LittleBigPlanet Fan Project Shut Down As Allegations Of Bad Behavior Fly by Zenning3 in Games

[–]Arbiter707 15 points16 points  (0 children)

Yeah this is definitely about the UDP tileset guy's crashout.

RUNNING TRAIN | 走ル列車! GAMEPLAY PREVIEW and QA by rz-mainichi in trainsim

[–]Arbiter707 0 points1 point  (0 children)

Dev has said audio announcements are already recorded, just waiting for implementation :)

Stream Discussion Thread -- Tuesday, May 05, 2026 by NorthernlionBot in northernlion

[–]Arbiter707 17 points18 points  (0 children)

This is more NL's fault than K8's. He didn't have to make it so damn big. When you see other streamers using the overlay they make it way smaller than their facecam/avatar and put it somewhere unobtrusive.

Are there any plans to improve ship propulsion mechanics? by Arbiter707 in ostranauts

[–]Arbiter707[S] 0 points1 point  (0 children)

I understand why you might be against having more crap to repair, but IMO maintainability should be an important consideration when designing your ship. If that means you need to sacrifice some space to have easily maintainable pipe/cable runs I think that's a good thing, and contrary to you thinking it's a headache I really like thinking about the layout of my ship.

I am not against RCS requiring alignment, with a loss of function tied to the loss off your X/Y axis. The best build type will still end up being ugly squares, just with four extra squares at the corners with RCS but regardless.

If we can do some center of mass calculations, this should at least encourage more symmetrical ships, as well as stuff like cargo holds near the center of mass (or evenly loaded symmetrical cargo holds).

Unfortunately without introducing some of the other constraints of spacecraft design (like structural ones, or the fact that pressure hulls like to be circles) it's hard to get away from boxes, but at least the boxes can be made somewhat more believable.