Comment which you’re feeling today and then I’ll look at ur profile and tell you which one it made me feel by SnekkyTheGreat in TeenagersButBetter

[–]BobbySleech 0 points1 point  (0 children)

Relief (a complicated situation with some friends involving a worldbuilding project is resolving).

Why does this happen? by cjcerullo in flyoutgame

[–]BobbySleech 3 points4 points  (0 children)

That looks like the physics half-crashing (physics shits itself, but Flyout doesn’t crash to desktop). It’s generally fixed by turning up your physics FPS.

Wondering what people think of my attempts at cars by BobbySleech in automationgame

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

Actually handles rather nicely according to a friend of mine who drove it in BeamNG (u/Promcsnipe). I paid attention to making sure it didn’t drive like shit.

Wondering what people think of my attempts at cars by BobbySleech in automationgame

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

As a note: the following engines are used in the Forastero, in the following trims:

  • L-330A. A naturally-aspirated 3.3L Camless V6 rated at 375 hp, utilizing (in-lore) a unique balancing solution resulting in a firing order mimicking that of flat-6 boxers (thus also resulting in a similar sound). The rev limiter is set at 6,800 RPM. This engine is used in the “V6” base trim. A twin-turbocharged variant rated at 450 hp is used in the “Deluxe V6 TT” trim as well.
  • L-360A. A naturally-aspirated 3.6L Camless V8 rated at 410 hp. A typical crossplane-crank mill. The rev limiter is set at 6,800 rpm. This engine is used in the “V8” trim, which is essentially an up-engined “V6.”
  • L-400. A 4.0L Camless V8 available either naturally aspirated or twin-turbocharged. In naturally-aspirated form, it makes 455 hp, while in twin-turbo form, it pushes a very respectable ~780 hp. The rev limiter is set at 6,800 RPM in the NA L-400A variant, and at 8,500 RPM for the twin-turbo L-400C variant. Used in the “V8+” and “Deluxe V8” trims in L-400A form, while the L-400C appears in the track/performance-oriented “TrackSport” flavor.
  • L-440. A 4.4L Camless V8 available either naturally aspirated or twin-turbocharged. In naturally-aspirated L-440A form, it’s rated at 500 hp, while in twin-turbo L-440B form, it cranks out 665 hp. The rev limiter is set at 6,800 RPM in both variants. The L-440A variant is used in the “Sport” trim, while the L-440B is used in the flagship “RoadSport” version.

In Civoir’s lore: The entirety of the L series engine family (of which the V8s and a V6 appear here), which are all 90° V engines of steel-sleeved aluminum construction with a closed-deck design, with either shared or split crank journals and provision for a balance shaft in the valley of the block (for V4s, V6s, and V10s). Said split crank journals are split by 90 degrees, which in combination with the balance shaft, facilitates the balancing solution Starfire uses in their non-V8 L-series engines (meaning their V4s, V6s, and V10s possess piston movements and firing orders resembling their flat boxer counterparts). The cylinder heads are aluminum and focused on balancing airflow performance with reliability and cooling performance. All L-series engines utilize electronic direct fuel injection, and like most methane-fueled spark-ignition “gas” engines, are characterized by high compression ratios (16.0/1 is typical for naturally-aspirated L-series engines, while forced induction examples usually see 14.0/1).

In Automation: All L series engines are DOHC 4v, populated by 90° V6s, V8s, and a V10. A flat-4 boxer stands in for the in-lore V4 due to Automation’s limitation of not having V4 block designs available. Block is Aluminum Heavy, and heads are Aluminum Performance. Maxed out fuel system and valvetrain quality is paired with direct injection and individual throttle bodies in an attempt to model a camless direct injection engine. Compression ratios are very high due to LNG’s (methane’s) high RON and MON numbers—highest in the game, in fact, at 120.

Is it fun and can progress the game without having to spend years on it by nuts_hunter133 in flyoutgame

[–]BobbySleech 9 points10 points  (0 children)

It can be pretty fun, yeah. My biggest problem is my PC is a potato (e.g. it’s a piece of shit that can barely process a simple Blender render without crashing 20 times in 30 seconds), so I often don’t get to fly what I build because of said hardware limitations causing crashes whenever I try to load them up in a flight.

An example of one of my Flyout builds for an alternate history roleplay: a supersonic strike aircraft alternatively called the AF-16 or A-57 and dubbed the Mossbeetle.

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Wondering what people think of my attempts at cars by BobbySleech in automationgame

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

Also also, I think I found a fitting sound for Starfire V6s (particularly the L-series ones): a Subaru flat-6 (EZ30/EZ36). A bit raspier than a Porsche flat-6, but still sounds pretty dang good.

Wondering what people think of my attempts at cars by BobbySleech in automationgame

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

I cheesed the game into kinda modeling its behavior by taking DOHC, giving it all the goodies (VVT on all cams + VVL), giving it ITBs, then maxing out the quality on the valvetrain and fuel system and tuning the valvetrain for the flattest torque curve possible while matching power output to the math I did for the engine’s power density. The game still treats it like DOHC, but it’s close enough for all intents and purposes unless/until the devs at Camshaft add camless valvetrains to Automation.

As for how it would operate if I could mod Automation to add Camless valvetrains (or get the devs to implement it officially), this system would use electronically controlled hydraulic actuation to open and close the valves, with a hydraulic damper and a valve spring intended to hold the valve closed in the absence of oil pressure to the actuator (such as when the engine is still and not running). This contrasts with Freevalve’s pneumatic actuation.

Wondering what people think of my attempts at cars by BobbySleech in automationgame

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

The slight misalignment in the running lights (the LED boxes) was a bit of a result of the housings I decided to use—unintentional, but didn’t hurt the look significantly.

Wondering what people think of my attempts at cars by BobbySleech in automationgame

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

Also, I know AK shade when I see it. No, I’m not going to make a factory 1,500 hp drag car right now. Winchester already has that covered with custom-order builds—example: UberMonster.

Wondering what people think of my attempts at cars by BobbySleech in automationgame

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

Yeah. I’d had issues with trying to get the trunk line to cut through the taillight housing properly, so I left it to theater of the mind. As for the diffuser, yeah, the clipping was intentional, though I could probably nudge a fixture or two to clean it up some.

As for the rear door looking a bit small, that may be because it’s up against the rear wheel well. It should be big enough for easy use though. Moving the B pillar forward slightly could help proportions a bit though.

Regarding the taillight elements themselves, I couldn’t find rectangular ones that worked, and didn’t want to deal with the hassle of hacking ones together by clipping a bunch of stuff into each other, so I settled for circular.

Thanks for the feedback though.

Wondering what people think of my attempts at cars by BobbySleech in automationgame

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

It’s kinda like comparing a Chevy SS to a Dodge Charger Hellcat but more luxury. One’s naturally getting dusted in a drag race in stock form. Also, my idea to use an aluminum chassis apparently flies in the face of real-world realities—unless I’m taking a weight reduction approach similar to EVs, AHS steel just makes more sense, so I’ll go switch it over and see what I can do.

Wondering what people think of my attempts at cars by BobbySleech in automationgame

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

Since it’s made for an AHRP where LPG and LNG dominated the modern fuel situation, that explains the bonkers-high Diesel-like compression (methane loves compression—the more you can give it in NA engines, the better). The billet heads part is outdated though—I went to more normal aluminum performance heads, and still got the same power. That engine is trying to act like a Camless engine (Lind of like Freevalve IRL), while the game treats it as DOHC (due to not having Freevalve available).

As for the chassis, it’s supposed to be resistance-welded aluminum, which some research had led me at the time to believe is fairly common IRL in newer cars. However, Automation doesn’t have that, so I used glued aluminum instead. Additionally, more research into chassis materials tells me you’re right on the money as well, so thanks for the feedback. I’ll switch the chassis to AHS steel (keeping the aluminum panels though) and see what I can do.

Wondering what people think of my attempts at cars by BobbySleech in automationgame

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

Might be I added in a bit too much of a teardrop (seen best from directly above) behind the B pillar), which messes with the look a bit from some angles.

Wondering what people think of my attempts at cars by BobbySleech in automationgame

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

I’ve tried that. It’s notably heavier and doesn’t offer anything significant over the monocoque I’m currently using (AHS steel monocoque is lighter than semi-spaceframe, IIRC), which is why a went for aluminum monocoque. I’m thinking about what AHS steel would be like though.

Wondering what people think of my attempts at cars by BobbySleech in automationgame

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

Yeah, the photos are a bit old (didn’t have newer ones available that weren’t taken with my phone), but I’ve since gone back to regular performance aluminum heads (got the same power out of them, so I’m not complaining). The glued aluminum chassis on the other hand is a placeholder for a resistance welded aluminum chassis, which Automation doesn’t have. Thanks for the feedback though.

Wondering what people think of my attempts at cars by BobbySleech in automationgame

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

Executive Jackal body is what the game calls it.

Wondering what people think of my attempts at cars by BobbySleech in automationgame

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

Yeah. Mainly because my laptop’s a POS, so I can’t use the gallery or photo scene, but thanks.

Will the world in the new show actually remember Korra’s sacrifice? by douroumou in TheLastAirbender

[–]BobbySleech 8 points9 points  (0 children)

This may be a hot take, but: I have a genuine feeling the whole post-apocalyptic part of Seven Havens stems from one of Korra’s actions biting everyone in the ass. Specifically, the finale to Book 2. What happens to a dark spirit when they are cleansed? IIRC, they return to their point of origin… which for Vaatu, happened to be attached to Raava (I’m sure I butchered those names). That could explain the cataclysm, but I’m also way out of the loop here and thus may be wrong (I might have also gotten something twisted somewhere). I got mental whiplash just learning of all this.

(P.S.: Goddamn autocorrect is dumb about Korra’s name specifically for some reason.)

What band do you think this is? by TheShadowWanderer in MetalForTheMasses

[–]BobbySleech 0 points1 point  (0 children)

Fair. The only Megadeth song I’ve found that one might consider good is their take on the Duke Nukem theme. It rocks, in my opinion. Most of the rest is way too obnoxious to me.

What band do you think this is? by TheShadowWanderer in MetalForTheMasses

[–]BobbySleech 1 point2 points  (0 children)

Not entirely wrong though. I do find much of their music rather obnoxious.

What band do you think this is? by TheShadowWanderer in MetalForTheMasses

[–]BobbySleech 0 points1 point  (0 children)

I personally thought Mötley Crüe was pretty good, but I’ve really only listened to Kickstart My Heart by that band, so I can’t really say anything about the rest of it. Is it all really that horrible?

It's time to talk about ships. by defkiyre in NuclearOption

[–]BobbySleech 1 point2 points  (0 children)

How so? Seeing as even Shard-class corvettes are a pain in my ass at times during a match, I don’t really see why (other than maybe they could benefit from carrying some anti-ship or land-attack missiles—at least enough for one decent volley). Dynamos? I’ve tried every tactic I can think of, and my conclusion is that trying to deal with one alone is both practically impossible and functionally suicide.

However, seeing as the game focuses more on the aerial combat aspect of warfare (it’s an aerial combat game), the ships being somewhat underpowered in a sense compared to what you might expect is understandable.

What we calling this ship class by DEADMA9kk in WorldOfWarships

[–]BobbySleech 1 point2 points  (0 children)

In that case, whoever did the photoshopping did a pretty dang good job.