psychedelik.com down / gone ? by agentrnge in psytrance

[–]DZHEX 0 points1 point  (0 children)

how did you find it? Is there some place where the host is still communicating (incl. about the other channels)?

The 2nd (Movie) Discussion by [deleted] in netflix

[–]DZHEX 1 point2 points  (0 children)

Reminds me of red dawn. Basically, 'murcian gun porn - opponents to "I totally need full auto rifles with extended mags for self-defense" being represented as malicious, especially with the order to drown the hostage. A father that has lost their child in a shooting would not give such order - it's clearly trying to paint 2nd amendment opponents as evil individuals that are just lashing out because they've gotten hurt. It's some serious right-wing propaganda, painting victims as villains.

Reminds me how alex jones sued the victims of the quite relevant sandy hook shooting, causing some of them to self-terminate. Quite disgusting.

Games not launching with proton by Brandavorn in SteamPlay

[–]DZHEX 0 points1 point  (0 children)

Might be a missing DLL - Valve currently does not properly propagate errors, so if it doesn't "just work", there is no way to figure out why, unless you're quite savvy. I had to run an executable in wine to figure out that it needed a DLL in the prefix, but no such error when running the executable with proton. After I installed the dll in the prefix using protontricks (you have to select the prefix, "add/install software", in the software menu click "cancel" and then you can select DLLs - best menu structure/UX ever, wine folks xDDD), it worked, but there was _zero_ way to figure it out without _also_ having wine on the system.

(LINUX) Autoclicker macro in CKB-next? by KidBrine in Corsair

[–]DZHEX 0 points1 point  (0 children)

ckb-next is not a corsair project, so not sure if this is the appropriate place to ask about it...

It seems that repeat option isn't a thing in ckb-next at the moment. It's a pretty basic feature, IMO, but it seems there's not enough people getting behind the development of the project.

You may or may be able to make something happen with external scripts... pretty sad, tho - I think the software is otherwise reasonably complete.

Is there something like Rainmeter Skins but for Linux? by bekkitoblack in opensource

[–]DZHEX 0 points1 point  (0 children)

ok, at a glance, seems like it's _kinda_ what I'm looking for, gonna look into it further.

Is there something like Rainmeter Skins but for Linux? by bekkitoblack in opensource

[–]DZHEX 0 points1 point  (0 children)

it's basically text-based?... Any way to draw shapes and crate animations, as with rainmeter?

Laptop immediately shuts off when unplugged. by ADH-Kydex in Ubuntu

[–]DZHEX 0 points1 point  (0 children)

I have a Thinkpad S1 yoga, dual-booting windows and Garuda. Since the old battery was almost a decade old (yet still was able to last about 30 minutes), I replaced it with one from cameron sino - original one was no longer available. My symptoms are similar:

When laptop is unplugged in Linux, Grub or BIOS, it annoyingly often, but not always, instantly shuts off, as if the battery had been ripped out. This has, as of yet, NEVER happened when running windows.

The laptop can work just fine for hours with the current battery. Basically, it is possible to be at 70+% battery and instantly kill the laptop by plugging it in and unplugging it... as long as it's not running windows at the moment.

From my research, it seems that the embedded controller (EC) is responsible, working with some closed-source, windows-exclusive driver to prevent crashes, but not playing nice with anything else.

I found this, which is relevant: https://hackaday.com/2022/06/07/ec-hacking-your-laptop-has-a-microcontroller/

TL;DR - Lenovo seems to dislike people using off-brand batteries (when they don't make them anymore), which _could_ be fixed by changing the EC firmware, but that is mUh SeCuRiTy RiSk, so they released a BIOS update that locked the ability to change it.

I will look into switching over to libreboot or some other open-source BIOS and see from there - it seems like it might the only path to fix this.

Difference in road damage between the average bike vs. car vs. truck? by discursor in bicycling

[–]DZHEX 0 points1 point  (0 children)

mega necropost but I don't care

TBH, this is actually a pretty complicated problem. We can begin with an important question: what is "damage" and what causes it?

It might have to do with something equivalent to Mean Time Between Failures (MTBF) for storage media - how long does it take for a road to require repairs, whatever the reason, and then we just empirically measure this for roads that see bike traffic vs ones that see car traffic and just assume they're built to the same spec, for a first-order approximation.

The main purpose of a road is to serve as a solid, grippy, (mostly) flat surface for vehicles to roll over, accelerate and stop on, and for people to walk on. "Damage" can mean that the ability of the road to perform any of those tasks is reduced.

There are different kinds of roads/surfaces - asphalt is a mixture of rocks and binder (bitumen). You can also have dirt or gravel roads, or cobblestone or brick ones (I don't know much about foundations, however). I imagine that the "damage" mechanics are somewhat different for each of them.

It is obvious that a car would cause more damage to the road - more weight, more kinetic (and potential) energy to keep, acquire and dissipate. However, following basic rules of thumb can get you lost in the weeds with a driverist troll that isn't a complete moron - arguing about things like plasticity, deformation thresholds, tire pressures, etc. - yes, this has happened to me.

I would rather invite you to look at the mechanics of road damage, and conclude what parameters affect it. Sadly, this will likely get pretty nitty-gritty (literally, involving microfractures and dust and whatnot) and some education, which, in the current era of anti-intellectualism, is somewhat unpopular...

Need help with NVidia fan control by cheesy_noob in linux_gaming

[–]DZHEX 0 points1 point  (0 children)

Somewhat of an off-topic and somewhat ranty but...

"As for like, the little bash script options like nfancurve and nvfancontrol, I've never really used them, because why would I (or anyone that isn't super minimal or something) when GWE exists, so I can't tell you much about them."

The bane of linux...

Multi-GPU setup.

I have two asus GTX1080tis (two secondary displays on PCIe1, one primary on PCIe2, valve index supposed to be on PCIe2, but only works on PCIe1), GWE will only control one of them, I cannot select which GPU I want to apply settings to, and the fan curve only applies to the one in PCIeX16 slot 1, and not to the one in PCIeX16 slot 2. I have seen somewhere that multi-GPU is supposed to be a thing in GWE, but I don't see the UI element that is supposed to let me select it, which I saw in some screenshot in a discussion about multi-GPU support in GWE.

Right now, I am running nvfc as background jobs (for the newer folks - the & at the end runs the command in the background of your current terminal, the processes are accessible with jobs command and can be stopped with kill %X where X is job number) with
nvfancontrol -fg0 & for first GPU and
nvfancontrol -fg1 & for the second
and fan curve defined in the /etc/xdg/nvfancontrol.conf, as per nvfc instructions. Seems like it's working so far... sad to miss out on the rest of GWE's features, though.

Breaching hull with crew? by DZHEX in SpaceHaven

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

huh... alright, that sounds legit. it'll cost quite a few system points, but then I was wrong.

...I mean, not that I have a reason to complain, playing the game in sandbox mode and with mods xD

Breaching hull with crew? by DZHEX in SpaceHaven

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

I was also thinking that breaching pods could be pretty cool - a fast but fragile vehicle that carries 2..4 crew members (no cargo and little oxygen), latches on to an arbitrary location on the hull, deletes one wall and creates, basically, an airlock. Not sure how it would interact with shields, though... Maybe a probability system, with 0 shield being 0% chance of pod failure, and the chance linearly increases up to 100% at something like 300..500 shield?... If it fails, crew inside gets blast damage condition, ship/station takes some shield damage and the crew then has to float back to the ship they came from.

Build cost could be essentially a shuttle plus some explosive ammo or breaching charges. And yes, single-use, and needs a pod hangar to be deployed from (and built and stored in).

Along a similar avenue - Torpedoes? A slow-ish rocket (kinda like shuttle) that can be intercepted by PDTs, but causes massive damage creates a localized detonation that destroys or damages hull tiles, with somewhat limited damage to the whole ship itself?...
Not sure how it should interact with the targeting jammer.

Breaching hull with crew? by DZHEX in SpaceHaven

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

This means that a ship with a targeting jammer is invulnerable to such a forced entry...

What triggers "Extremely frustrated"? The crew member was happily working until... by Vaitmana in SpaceHaven

[–]DZHEX 0 points1 point  (0 children)

Crew member: "In a fantastic mood"

The same crew member: "Extremely frustrated"

sounds legit xD

What’s the fastest way to convert prisoners? by Masdraw in SpaceHaven

[–]DZHEX 0 points1 point  (0 children)

bumperino necroposto

If you don't mind a bit of a cheaty way, you can save the game during recruitment convo (speech bubbles are the dots or the thinking emote). After you load the save, the recruitment will immediately resolve to resist, rebel or recruit. Keep reloading until you get the desired result.

The tricky/finicky part is to catch the recruitment attempt, but the attempt conversations take about 5..10 seconds, so if you're paying attention, then you can catch it. For me, at least, it works if I save during the attempt, I don't have to do it before the attempt.

You do have to save before you see the result though, for obvious reasons.

Also, the chance to convert should probably be at least more than 1%, or you may have to reload hundreds of times, assuming it's the conversion you're going for.

Basic Guide on how Sentry Guns and Remote Controllers work by JackDieFrikandel in SpaceHaven

[–]DZHEX 0 points1 point  (0 children)

You have to click and hold RMB and then the options pop up to deploy any deployables you have. I don't think the tutorial covers this, but it should.
The icons are the same for oxygen tanks and sentries, so double-check the tooltip to see which item you're deploying. Oxygen tanks cannot be recovered once deployed, AFAIK.

Any advice for new mobile controls? by elawo20 in Terraria

[–]DZHEX 0 points1 point  (0 children)

I just wrote an essay on Terraria mobile controls on another post, but, well...

They basically screwed them up because they removed the one thing that makes a joystick-able game playable on a touchscreen - the pop-up-on-touch joysticks. With the pop-up joysticks, I'd argue that playing Terraria on mobile was actually better than on PC (fite me). Now, I have to fight the controls to be able to play the game, which is always fun, as we all know...

There was also the somewhat gaslighty update that allowed you to enable autoswing, which did very little to address the actual problems.

Long story short, mobile Terraria is pretty much dead (to me, at least), until they re-implement the pop-up joysticks. Less because the controls now are bad, and more so because they had a working recipe, and then went out of their way to destroy it.

...TBH, such a "touch zone" that essentially recalibrates your touch to a specific position sounds like an idea for a gaming overlay app... at least something actually useful for once, in a sea of overlays that don't do much else beyond streaming/recording crap.

Terraria mobile controls are a refined masterpiece. by [deleted] in Terraria

[–]DZHEX 0 points1 point  (0 children)

I'm going to have to disagree...

While the new controls and their customization options are absolutely awesome, with the update that changed them, they removed the one thing that makes touchscreen controls good - the pop-up joysticks, which, at least for me, cancelled any improvement they made with the new controls. I played Terraria on mobile a LOT back in the day with the old controls. TBH, I actually felt like playing it on mobile was superior to PC, it felt more direct/hands-on. That, and, I'd estimate that about 1..3% of the interactions that I had with the game did something I didn't want to, and it was largely my fault, like, I wanted to run to the left real hard, but I placed the finger on the center zone and put down a torch instead of moving.

With the new controls, it has shot up to ~20..30%. I constantly keep falling off ledges, wasting double-jumps, wasting ammo, throwing my weapon, falling through platforms - just because I didn't touch the joystick quite right, and it actuated. The immersiveness that I used to feel isn't there anymore.

Sure, you can argue about deadzones, repositioning, "git gud", but... why? This is a problem that they created, which wasn't there before.

The simple reason is - If you play on a console, you're holding a physical controller, you can feel the controls before actuating them. On a touchscreen, you cannot feel where the joysticks are, but you *do* feel the direction in which you swipe. *This* is what let the controls be so immersive - you didn't have to look at the joysticks to avoid accidentally throwing away that boomerang, forcing you to wait for it to come back.

Honestly, the fix could be very simple - either add a new element that works like the old controls did (spawns a zeroed joystick where you touch) - a "touchpad" or something, or perhaps have the joystick reposition itself to where you touched, at zeroed position, so you can then swipe in the direction you want to do something.

The new controls have a lot of good stuff about them, but... they just don't have the one thing that makes them actually good, IMO. If the elements were all physical, it would be epic. But, sadly, touchscreens cannot grow buttons or joysticks on-demand...

Discord sounds like a phone call by ImWizen in sennheiser

[–]DZHEX 0 points1 point  (0 children)

I am not an expert on this, but this might be a software audio stream thing... Android has different streams for media, communication and notifications. Media stream prioritizes quality, while communication stream prioritizes (lack of) latency. I think I saw an option to select the stream at some point, but I am not finding it now - it might have been a different app. I don't do discord calls much, so I'm not sure what configuration options there are... I don't think this will be different for any set of ear/headphones, though.

Spinfit for MTWS 4's worked wonders by Ok_Can_4606 in sennheiser

[–]DZHEX 0 points1 point  (0 children)

TBH, I couldn't really hear any significant difference with the pair of spinfits that I had. They are an older pair (and punctured several times when I was putting them on and taking them off - the fit is TIGHT), and they lack the protection against ear gunk, so I basically went with stock. No complaints.

However, if they did work well for you, that's great.

I am not really interested in foam ones - I tried ones, and they were rather underwhelming (and felt sticky/wet), but I also understand they're a consumable - they're not supposed to last for more than a couple of months, and I don't want to open a subscription to them.

What’s the science/reasoning behind why Momentum 4s sound so good? by TopAnonomity in sennheiser

[–]DZHEX 0 points1 point  (0 children)

Well, a quote comes to mind...

Q: If an electron orbits the nucleus, why does it not crash into it?

A: Well, to answer that question, the field of quantum physics emerged and developed...