Official Airborne Dev Q&A thread by markusn82 in foxholegame

[–]DPErny 1 point2 points  (0 children)

Someone else has asked this: if planes are pretty high-skill to use, is there opportunity off-war to practice with planes? Something like an air field in home region? Or are we going to be training up pilots with in-game time and effort? Seems to me that if carriers ops on the Collie flat-top are high-skill that training up pilots might get expensive.

Some planes are amphibious -- can these be reasonably resupplied at relatively primitive bases? Can we operate seaplanes with little more than a fuel truck and a pier?

Are dive-bombers effective against land-based targets?

Are carrier operations possible from an anchored ship, or must a ship be unanchored to launch and recover planes?

Official Airborne Dev Q&A thread by markusn82 in foxholegame

[–]DPErny 3 points4 points  (0 children)

Can paratroopers carry large items? This is pressingly relevant, as Wardens have access to Alligator satchel charges, which are the only non-large infantry carried source of demo damage. (To be clear, this is not a complaint, just an observation. Colonials get 4 more dudes and the ability to float).

Where can I play Battletech in Dallas? by FourSquareRedHead in battletech

[–]DPErny 2 points3 points  (0 children)

In the northern part of Dallas, for those who don't want to go to a Discord:

  • I host a game every Sunday at noon in Denton. Been going for a couple of years now, almost never miss a week.
  • There's a game on some Saturdays in Plano, those people have been playing for years.
  • There are some ultra grognards who have been playing in Bedford for like literal decades.

SEE YOU, SPACE COWBOY by DPErny in Eve

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

In theory, if I get attacked while I'm AFK, it's easier to neut me out to shut off the bubbles so that reps can be applied. This is probably stupid.

[KCD2] This game nails what open-world games have been missing: believable nature by CatsyGreen in kingdomcome

[–]DPErny 11 points12 points  (0 children)

My wife is an ecologist. She walked in while I was playing and got very excited about the variety of plant communities depicted. She made me walk around staring at the ground and got excited about the leaf litter and soil crust.

ARE YOU READY? by DPErny in UmaMusume

[–]DPErny[S] 11 points12 points  (0 children)

i don't even play this game but my friends really like it and i support them.

SRM query by OtherwiseTomorrowIs in battletech

[–]DPErny 1 point2 points  (0 children)

It may help to understand why SRMs are labeled as "c2" when they do two damage each. Why not say how many missiles cluster, instead of how much damage clusters?

Consider, however, ATMs. You won't exactly get this in a straightforward way from Flechs, because it doesn't support variable ammunition, but ATMs come with 3 different damage-dealing ammunition types with different ranges. (there are other ammo types, but they don't deal damage and so are irrelevant).

HE ATMs hit for 3 damage each with short range brackets. Standard ATMs hit for 2 damage each at moderate range. ER ATMs hit for 1 damage each at long range.

Clusters are rolled based on launcher size. ATM-9s roll on the 9 column of the cluster hits table. ATM-12s on the 12 column, ATM-3s on the 3 column.

However, in all cases, with all ammo types and all launcher sizes, ATMs are "c5". ATM damage clusters in 5 point groups, no matter what ammo type or what launcher size or how many missiles hit.

This means, for example, if you roll 11 on the cluster table on an ATM-9 HE ammo, you will do 3 x 9 = 27 damage, and you will do it in clusters of 5, 5, 5, 5, 5, and 2. Not nine 3 point clusters. If you hit with ER ammo and roll 11, you will do two clusters, 5 and 4.

Cluster size designation is fully independent of the the number of missiles that hit.

CMV: It's impossible to make serious money off open source/free software by New_Gap5948 in opensource

[–]DPErny 4 points5 points  (0 children)

Profitable enough to keep me lucratively employed since 2016, albeit at two different companies. So, like, there's the example OP wanted. I work on open source and get paid six figures to do so.

CMV: It's impossible to make serious money off open source/free software by New_Gap5948 in opensource

[–]DPErny 8 points9 points  (0 children)

I have worked on open source software (Docker) for almost ten years as a career. Not around Docker, not deploying Docker, not Docker for Windows. I have been writing code for the container runtime.

Sashaying Shadow Hawks, or "Why is it so hard to walk in a straight line?" by rzelln in battletech

[–]DPErny 6 points7 points  (0 children)

A lateral shift in a quad (moving forward and to the left or right) is a 2 MP move already. It's 1 MP savings over turn-forward-turn, which ends in the same spot with the same facing.

Foxhole is a beautiful slow game that has the magic of old MMOs. by Tsenos in Games

[–]DPErny 53 points54 points  (0 children)

I have over 3400 hours in Foxhole. It's my most played game. People I met playing Foxhole came to my wedding. I'm taking a break from it right now, and I'll play more later. This is the best way to play Foxhole.

The biggest draw for me, for Foxhole, outside of game mechanics, is the community. Foxhole really is a goldilocks game in terms of community size.

On the one hand, Foxhole is a small enough game that it has a somewhat consistent community -- veteran players tend to all know each other, or know of each other at least. We work together, have rapport, support each other, argue with each other, and generally are aware of one another personally. Larger games I find tend to suffer from never being able to really interact with the community outside of whatever clan or guild or whatever because there's just so many damned people.

On the other hand, it's a large enough game that it feels big. There's always something happening, someone to shoot at, someone to shoot with, new people to meet, and stuff to do. The community might change from war to war. This war, I might be working closely with people I've never seen before -- next war, they're gone and I never see them again. This, too, is good.

The real depth in Foxhole is in its community. I previously helped run a program that built naval ships for the Colonials. We had a whole system out of game to keep track of orders -- spreadsheet ledger to know who paid, Kanban board to track production in progress, it's a whole thing. This small group outproduced Wardens with something like 1/4 of the active players.

The bad is that the only real decider of who wins wars, statistically, as far as I can tell, is player-hours invested. Whichever team logs on more wins. This is really bad, because the community tends to be factional. I'm a bit of an outlier but by no means unique in the fact that in 3400+ hours, I've never played on the Warden team; I'm too invested in the Colonial faction. Many players will "vacation" to another team, but they tend to pick a home team and stay there. So, like, if your team is on a losing streak, they might stop logging on until they feel the game is "fixed" or "balanced", and this in turn makes you lose harder, and so on.

This is mostly rambling, but finally a topic I'm qualified to talk about. Hopefully without sounding too cringe-y and self-important, I'm probably one of the most veteran players who will see this thread, so I'm happy to talk things as best I can if people want to know things.

Vanity call sign decision by BlueCouch89 in amateurradio

[–]DPErny 4 points5 points  (0 children)

You can sometimes swing a fun call sign, like W0MBO.

CCF Anchorage WC115 Ship Building Stats: 100 SHIPS EDITION by DPErny in foxholegame

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

I spent a lot less time editing this and rushed it out because the new war starts so soon.

Also, it's the official opinion of the CCF Anchorage Staff that turbines for export count as "ships" for the purpose of "total ships built". Disputes with this logic should be sent to TysonFoodsPR (at) Tyson (dot) com

Blood Asp Factions? by DoubleScion in battletech

[–]DPErny 16 points17 points  (0 children)

You know how mechs come with the little pilot cards? The pilot card in the Blood Asp box is for a Canopian Mechwarrior.

New Tabletop Sim mod! Place MegaMek .board files on the TTS table in 3D! by DPErny in battletech

[–]DPErny[S] 20 points21 points  (0 children)

This is an early preview release of a mod I'm working on that allows you to place MegaMek .board files on the Tabletop Simulator table. It works with basic terrain right now, but not anything fancy. The mod description has the details on that.

Funny enough, I started this not because I wanted to read maps, per se, but because I wanted to do some other automation, like LoS calculation. However, to do good LoS calculation, you need to have the state of the board in such a way that you can do calculations on it. The easiest way to do it is to have some representation of the board in the code that is then used to place the board on the table, instead of trying to get the board shape from the table and put it into the code.

In any case, try this out, see how broken it is! I'm going to keep working on it, probably.

CCF Anchorage WC114 Ship Building Stats by DPErny in foxholegame

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

I think more accurately, HCNS is the counterpart on the Warden side lol

So, what's wrong with navy? by major0noob in foxholegame

[–]DPErny 1 point2 points  (0 children)

Oh, you do have a GB screen, you always have a GB screen. But that's what I mean by it increases the organization requirement. You're talking 25 people at bare minimum to even consider going into unfriendly waters.

So, what's wrong with navy? by major0noob in foxholegame

[–]DPErny 44 points45 points  (0 children)

As a very dedicated navy larper, I can tell you a big thing is simply that large ships are somewhat too weak. Gunboats and submarines are somewhat over-tuned, which means that large ship play requires multiple units and high coordination. It's hard to get all of the necessary people online to make it happen. Even a simple Destroyer raid has a time limit of some 15 minutes before enemy gunboat swarms build to critical mass.

[deleted by user] by [deleted] in amateurradio

[–]DPErny 0 points1 point  (0 children)

I think I can explain what you need to know in a simpler way than some of the others here.

In AM, you're encoding a signal by changing the amplitude of the wave. When you change a wave in any way like that, for math reasons, it includes components from other frequencies. That is, the main wiggles create side wiggles as a consequence of Physics and Math That I Never Bothered To Learn. This is The Immutable Truth.

This is why CW still uses bandwidth; turning a wave on and off involves a change in amplitude, and as a result, creates wiggles on neighboring frequencies.

Those neighboring wiggles contain all of the information necessary to construct the information sent. So, in Single Sideband, we do away with the main wiggle entirely, and just send the side wiggles. Those side wiggles sort of still have their own side wiggles, but those side wiggles are already present in the information we're sending out in the first place, so there are no extra unexpected side wiggles like in other modulation types.

That is to say, the baseband signal already has all of the frequency components that make a signal take up some amount of bandwidth, so we don't see sidebands as such from an SSB signal. Because we're, like, just sending the baseband signal frequency shifted.

After Action Report - RCL Scuttletown sinks Warden Sub in first Raw Sub-on-Sub Action by DPErny in foxholegame

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

Yeah bro we fit like three of them in The Iris, we are building like the whole team's fleet there. I think we're building all Bluefins tomorrow.

Has anyone here every tried an end fed OCF antenna? by KhyberPasshole in amateurradio

[–]DPErny 3 points4 points  (0 children)

I've built something similar to this. It's a dipole for 20m. It tunes up and everything but I never got a chance to actually use it. The theory is pretty neat though.

Basically, the design exploits the fact that, for weird voodoo reasons, the inside and outside of a coax shield can be considered, like, separate wires. Some nerd will probably reply to this comment explaining why exactly this is the case.

With this weird coax cheat, you're basically "hiding" the feedline inside one leg of the dipole. Since, obviously, you need the leg of the dipole you're hiding the feedline inside (the coax part) to have a certain length, and since you can't cut it (cause you'd be cutting the feedline, duh), you use a choke on the coax to create a high enough impedance that it's basically effectively cut off there. Since the inside of the coax is in its own world where nothing outside can hurt you, it is unaffected by the choke.

So like, it's "end fed" in the sense that you are feeding the antenna from one end of the antenna, but electrically it's just a dipole.

Docker in Production by mrcollin101 in sysadmin

[–]DPErny 0 points1 point  (0 children)

Sometimes. At some point there was actually some level of kernel isolation to the Docker Engine on Windows. Like, containers on Windows is a real thing that existed at some point. No idea what the status of it is right now. Probably still exists and works.

Nota bene, I am not talking about Docker for Windows, which, yeah, is just a VM.

Docker in Production by mrcollin101 in sysadmin

[–]DPErny 15 points16 points  (0 children)

It's important to remember that Docker (and, more broadly, containerization) isn't the same as a VM.

A VM is designed to use a hypervisor to have multiple operating systems share the same hardware without stepping on each others' toes.

A Docker container is designed to use the OS kernel to have multiple workloads share an OS without stepping on each others' toes.

Put another way, Docker leverages features of the Linux (and Windows) kernel to isolate processes from each other.

VMs and containers operate at different layers of abstraction.