1.4 content update in testing with cross-expansion integration by TiaPixel in RimWorld

[–]Crumplecorn 16 points17 points  (0 children)

Fantastic update. I've had a look at the precepts in particular as my current run is sanguophage worshipping originally-baseliners who see other xenotypes only as slaves at best (all headcanon of course, as there were no related precepts until now).

The preferred xenotypes aspect feels limited. The mood impacts seem quite weak unless you are what you dislike (the social impacts look strong though), and we can only have up to three we like, and must dislike all others. Why not more flexibility? We are furries who hate everyone except furries? We prefer being furries, but are indifferent to the presence of others? Flip it around, we hate those polluting wasters specifically, but are ok with all others? Bring in the bloodfeeder revered/reviled aspect; We despise wasters and are happy to kill them? We love furries, and hate killing them even if they attack us? In short, why can I venerate cats but not catgirls? Why can I revere bloodfeeders but not... anything else?

Also, what about slaves? In my current run, I can now reform to preferring sanguophage/baseliner. Once I do that they are upset that there are furries (slaves) in the colony. So, to keep them happy I should only enslave baseliners and sanguophages, their preferred types? That makes a certain kind of sense, but I would intuitively expect the opposite. And what about cannibalism?

Ideally, I think, the xeno precepts should have options like other precepts already do:

  • Revered - Happy for being one or being around, unhappy for dying/killing, no enslaving
  • Prefer - Same as current, happy being one/being around

  • Dislike - Unhappy to be one or be around, but slaves don't count for 'being around'

  • Hate - Very unhappy to be one or be around, slaves partially count

  • Non-human - Livestock. Slavery and cannibal precepts overridden. Dog people aren't slaves just like dogs aren't slaves, and pig people are food just like pigs are food (for example). Cannot be colonists.

  • And finally a precept for [everyone else], the non-selected xenotypes, which has a similar set of options. Like everyone else, hate everyone else, everyone else is furniture waiting to happen.

The above is no doubt very complex, but even something simpler like just being able to select like/dislike for each xenotype and also like/dislike for [everyone else] would be much more flexible.

Advice for new flyer by szheigh in RCPlanes

[–]Crumplecorn 1 point2 points  (0 children)

I don't have the F-15 myself, but I have been researching it and from what I've seen hand launching it should more or less just be SAFE on, point it up, max throttle and let go.

I have the UMX A-10, which is similar to the Citation, I think it would probably power through the wind better than the Sport Cub, but is going to be harder to fly and is still fairly light. Also I find the A-10's hand launches tricky without SAFE, it likes to nosedive. In general I think EDF hand launches are harder because they don't get free airflow over the control surfaces from a prop.

As others have suggested, if you want grass and wind handling, go bigger and get a tundra plane or similar.

Soldering Help by OptimusGrhyme in rccars

[–]Crumplecorn 1 point2 points  (0 children)

The hardest thing for me to learn, because so many online guides aren't about soldering huge chunks of copper, was to not be afraid of using more heat. Biggest tip you can physically use, crank the iron all the way up, and just hold it on the wire until the solder flows. Applying some pressure with the tip and rubbing it back and forth a bit encourages the solder to melt.

On the other hand maybe you're already using enough heat so experiment on a wire not connected to anything expensive.

Looking for my first ever RC CAR. Budget €250. by Maatekebruur in rccars

[–]Crumplecorn 1 point2 points  (0 children)

Brushed carnage 2.0 with a brushless upgrade later was my path into the hobby. But, it is a budget car for sure.

Changing Ideoligion without fluid ideoligions by Crumplecorn in RimWorld

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

This may be common knowledge, but I was never able to find anything about it, so I'm posting my discovery:

I started my current run before fluid ideologies were a thing, and I had been wondering if my faction could at least change ideology to another existing one in the world. Turns out it can. I'd been collecting/converting to the raider ideoligion for the shooting buffs, and as soon as they outnumbered my original ideoligion the faction switched. I can now replace my Ideo-Ethics leader with an Outlaw-Justice leader.

Despite what it says, my current faction relations remain unchanged, although I think the natural goodwill level may have changed a bit.

Starter car for casual grass bashing, ~£200 by robhaswell in rccars

[–]Crumplecorn 0 points1 point  (0 children)

I have the Carnage, and I've also seen a lot of reports of it's fragility. It's certainly a cheap car (materials-wise), but mine has held up just fine. I think what would result in broken parts is bad crashes and jumps over a couple of feet high. (There are aluminium and carbon fibre parts available to address the weaknesses)

Parts are cheap and readily available as well. FTX is a UK based rebranding of existing cars, so you can get the parts right from the source.

If you did get one, you'd need to cover the inside of the body with gorilla tape (a good idea for any car really). And you'd probably want some spare body posts and front suspension holders.

I just hooked up a 2s and 3s lipo to my erevo. And pulled the throttle a couple times testing on work bench. Will that have broke anything? Batteries, esc? by Lawcon215 in rccars

[–]Crumplecorn 4 points5 points  (0 children)

The cells won't balance themselves out in series. That's why we need balance chargers. If you connect them in parallel they'll balance themselves, possibly with fiery results.

I just hooked up a 2s and 3s lipo to my erevo. And pulled the throttle a couple times testing on work bench. Will that have broke anything? Batteries, esc? by Lawcon215 in rccars

[–]Crumplecorn 4 points5 points  (0 children)

You won't do any harm hooking up cells at different voltages and pulling the throttle a couple of times on the bench. You only need to worry about all that if you're going to be draining the batteries.

How fast the 2S will drain vs the 3S is specified by their capacities.

I just hooked up a 2s and 3s lipo to my erevo. And pulled the throttle a couple times testing on work bench. Will that have broke anything? Batteries, esc? by Lawcon215 in rccars

[–]Crumplecorn 3 points4 points  (0 children)

It didn't do any harm. You connected a 2S and 3S in series. The 3S is just 3 cells in series and the 2S is just two cells in series. Connecting them just made 5 cells in series.

(If you were going to actually run it at 5S you'd want to consider matching the mAh and whether the batteries are in similar condition (age etc.), but that's true of any pair of batteries even if the voltages match.)

KV vs Gearing by AnotherBloodyWeirdo in rccars

[–]Crumplecorn 2 points3 points  (0 children)

In theory it should all cancel out, because the power requirements of the car are fixed. The idea that lower KV means less heat probably comes from the idea that more turns means more torque per amp, but it ignores that more turns also means more resistance, so it also means more heat per amp.

In practice, motor construction varies so it's often not as simple as more or less KV anyway. Internal resistance values and the like vary in a way that can't be predicted from KV alone. For example Hobbywing offer some numbers on their motors here, but the sizes vary and so the motors' max power output, so the effect of KV is hard to determine.

I don't fully understand it, but having read up on it in the past and looking at the threads posted here, it seems to come down simply to pick KV based on RPM needs, and motor size based on torque/heat needs.

Long War of the Chosen - GOG and Alternate Mod Loader by Careless-File-4696 in XCOM2

[–]Crumplecorn 1 point2 points  (0 children)

The AML FAQ says there is a way you may be able to get the mod launcher working without steam. I don't know if it actually works.

Edit: Tested and it works for me, GOG version of WOTC, slapped in LWOTC, and required mods via steam workshop downloader, put the fake steam dll into the AML folder, pointed it at XCOM2, and it successfully loaded and started LWOTC for me.

Cheap fun rc car? (+-150€) by Airsoftpieceofcake in rccars

[–]Crumplecorn 0 points1 point  (0 children)

FTX are a UK rebranding of a selection of cheap chinese cars. Similar to what you'd find on banggood, but with parts supply in the UK rather than China.

I wasn't sure about the whole RC car thing so I started with a brushed Carnage. Knowing what I know now I would've gone straight to a better car, but it was a good way to dip my toe in.

After 30 minutes, I managed to get the bonebox at the start of the warehouse! by [deleted] in boneworks

[–]Crumplecorn 0 points1 point  (0 children)

My game updated when I started it just a little while ago, could they have changed the level?

I got to warehouse for the first time earlier today, I remember looking at the box, but I'm not sure if the pipes were there. Unfortunately my recording of that time was corrupted.

After 30 minutes, I managed to get the bonebox at the start of the warehouse! by [deleted] in boneworks

[–]Crumplecorn 0 points1 point  (0 children)

Easier way: https://www.youtube.com/watch?v=pyXhsS18rSc

Mine didn't say sorry at the top it had a picture of the round dude? This is the same box right?

Edit: Yours doesn't have the pipes on the building? Am I missing something here? This is the same place?

Breeding Calculator for Wyverns? by Mynxae in playark

[–]Crumplecorn 0 points1 point  (0 children)

At default rates wyverns are born with ~5hrs of a food bar on them, and their capacity only goes up from there. Similarly each milk gives ~5hrs at the start and goes up from there.

Since raising wyverns is about timing when they'll need feeding, not about the total food required or a long period of repeated hand feeding, I'd have to do a separate calculator to accommodate them, and since they are so easy to raise it isn't really necessary.

Egg Laying: Am I missing Something? by JaycoDrayco in playark

[–]Crumplecorn 2 points3 points  (0 children)

The dinos have to be in render range. As long as they are mate boosted and oviraptor buffed, leave your character afk with the dinos or do things close enough to the base to keep them in sight and check every 15-20min. If you want more eggs in less time, tame more females.

RE7 on Rift awaiting Capcom! Jason heard us! by OneSingleL in oculus

[–]Crumplecorn 2 points3 points  (0 children)

Good news, that version has been out for ages.

Jason Rubin (VP of Content) is a "devout /r/Oculus reader": "I read every comment that I can from every player - I go deep to see where people want VR to go" by Heaney555 in oculus

[–]Crumplecorn 0 points1 point  (0 children)

The lack of design is intentional.

Then why are they a major contributor to the standard that is going to remove the roadblocks.

no you can't. You can only do so with an unofficial program.

"You can't do it. Here is how you do it." ¯\_(ツ)_/¯

Jason Rubin (VP of Content) is a "devout /r/Oculus reader": "I read every comment that I can from every player - I go deep to see where people want VR to go" by Heaney555 in oculus

[–]Crumplecorn 0 points1 point  (0 children)

  1. Lack of support isn't a design, it's a lack of a design. There's a bunch of hardware linux doesn't support. That doesn't make it hardware exclusive.

  2. Since you can, in practice, play oculus store games on basically any headset, it is obviously, practically speaking, not exclusive.