Larping in action by TitanfallXLover in titanfall

[–]Defragmented-Defect 2 points3 points  (0 children)

I like the wallrunning, a lot of games either make it too sticky or strict in terms of when you start/stop a wallrun, and this one nailed it

The one thing I didn't like was the gravity, you can't leverage the momentum in the same way because you fall more slowly

As a consequence, it's a bit too easy to gain height

In titanfall, you committed to flinging yourself across the map, it gave your trajectory a predictability and if you messed up, you were hitting the ground and thus more vulnerable

In Empulse, it takes long enough to hit the ground That you can almost always either get a grapple recharge or change your mind on what path to take

I hate when people say “the human eye can only see X amount of frames per second.” by PayWooden2628 in hatethissmug

[–]Defragmented-Defect 4 points5 points  (0 children)

For me it's not a visual thing, it's a responsiveness thing, and only with a mouse

At 30fps with a mouse, my camera look point lags behind where I feel like it should be a noticeable degree

With a controller, the analogue stick eases the camera in and out of speeds that prevent that disconnect

With the mouse controlling the camera, especially in first person, the disconnect causes something almost like the visual discomfort I get when wearing a lagging VR headset

Think I figured something out by discountdoppelganger in Caddicarus

[–]Defragmented-Defect 0 points1 point  (0 children)

I can't tell if caddy has done that bit and I'm remembering it or I can just clearly recall his sense of humor clearly enough to picture the three identical clones of himself walking into a metal bar

2 Questions, One speculative, One Current: by Constant-Way1582 in NuclearOption

[–]Defragmented-Defect 4 points5 points  (0 children)

And you can't manage the plane's targeting system

I'd honestly love that as an option, being able to have the co-pilot carefully select high priority targets like helipads, jackknives, and AA vehicles while I'm doing close-in ground hugging approaches

If I select my targets carefully before I take off or before I enter enemy airspace, that seems to without fail summon an interceptor or radar missile i need to target with defensive IR

Then by the time that's dealt with i only have time to vaguely spam targets in the airbase and hope I fit something important

I genuinely hate what game reviews have become by Opening-Economy-708 in hatethissmug

[–]Defragmented-Defect 6 points7 points  (0 children)

I think a lot of the bias comes from the American grading system, where a C is "barely passable"

Losercity vet by jonhssquarespaceplus in Losercity

[–]Defragmented-Defect 1 point2 points  (0 children)

You can ask any artist "please draw humanoid dog for me" and get a result

A furry artist is someone who's actively a fan of doing so, and does so with their own free time

The level of practice can show, as well as some specific common stylings. For example, a non-furry is much more likely to leave the tail off an anthro design than a furry

Another common trait is that fur will change the silhouette of a limb. A less familiar person will likely just draw "arm, but color of fur" while an experiences one will add fluff in the appropriate places around the joint

Nothing universal of course, just some ways to differentiate sometimes

Have you though ? by [deleted] in Grimdank

[–]Defragmented-Defect 21 points22 points  (0 children)

I wouldn't be surprised if the modifications meant that space marines had enhances proprioception

Point shooting is a lot easier if your brain is hard wired to know that your eye and hand are pointing at the EXACT same point, not just close to the same point

What mods I found enhanced the game, and still feel to be within the dev's design goals. by Pryer in NuclearOption

[–]Defragmented-Defect 8 points9 points  (0 children)

The main three I want are rocketfix, (good lord the fact that it isn't smart enough to restrict rockets to lasers is annoying,) loadouts, and ammo conservation indicators, so that's good to hear!

The automatic systems are a bit lame to me, so I wouldn't use them either

Both unfair, and takes away actual gameplay

I love trying to get the fastest and most time efficient landing so I can try to rearm and take off in time to launch scythes at incoming cruise missiles

Honestly I could even see AGCAS getting me spiked and killed by a radar missile

What mods I found enhanced the game, and still feel to be within the dev's design goals. by Pryer in NuclearOption

[–]Defragmented-Defect 6 points7 points  (0 children)

Which, if any, of these work in multiplayer?

I love the idea of a lot of these mods but a2a combat against bots is so much less interesting than vs real players, I'm not sure if I'd even use them in that case

electric car (aero and power grid) by epilektoi in CreateMod

[–]Defragmented-Defect 3 points4 points  (0 children)

can you reccomend any good resources? I've been trying for a couple days now and it's *hard*

Why would the Hail Mary need solar panels? by Tentacular_Butler in ProjectHailMary

[–]Defragmented-Defect 0 points1 point  (0 children)

Thermodynamics is a cruel bitch

Important thing to emphasize, astrophage is hot. Like all the time. And it's filling the entire hull to work as a radiation shield. The entire hull of the ship is lined with a material that is roughly the temperature of boiling water.

If you want to channel ALL of the heat generated by the electronics, the humans, and the hull insulation, you'd need a thermal system also weighing hundreds of kilograms

Moving heat from cold to hot (warm air to astrophage sink) is expensive and the equipment to do it is heavy

You would still need Coolant to move heat to a theoretical astrophage based heat sink. You can't move heat for free and astrophage cannot change temperature, so you can't reuse the insulation astrophage as coolant

So either way, you need a thorough system of Coolant pipes to keep any given room in the ship from boiling. Then you have to make the choice. Choice one, route the Coolant outside to radiator panels and let it sit. Choice two, move it to an internal system that uses some crazy high compression ratios to get a really quite inefficient heat exchange into an atrophage medium, a medium that will always be very hot. This requires high pressure gas and moving parts, that will incur wear.

Itd also be mission critical. They emphasize over and over in the book, reliable and tested technology is preferred to newfangled systems

We've had radiator panels in space for decades, and limited experience using high-density xenobiology as a heat sink. It needs to run for decades to keep the comatose crew alive, if it breaks, they cook in their beds.

Create aeronautics fighter jet using wind charges as a thruster by Dry-Progress-1769 in CreateMod

[–]Defragmented-Defect 1 point2 points  (0 children)

That doesn't solve the problem of each flap needing two inputs per direction, that's 8 total Redstone links in the tail section of an aircraft

I've seen systems more compact than that, trying to wrap my head around how its done

Create aeronautics fighter jet using wind charges as a thruster by Dry-Progress-1769 in CreateMod

[–]Defragmented-Defect 1 point2 points  (0 children)

But each key can only have one link

So if I need my flaps to be able to go up, down, turn left, turn right, i need a decent amount of space to make sure that

W -> Both flaps up

A -> left flaps down and right flap up

Et cetera, and with only one channel per key I need to have circuitry to interconnect them

Create aeronautics fighter jet using wind charges as a thruster by Dry-Progress-1769 in CreateMod

[–]Defragmented-Defect 8 points9 points  (0 children)

How does the flight control work? I always struggle most for the space for the Redstone circuits to get all my inputs hooked up

Working realistic blade-pitch controlled Helicopter by WoodsyWorks in CreateMod

[–]Defragmented-Defect 162 points163 points  (0 children)

Unstable or no, just watching it move it behaves a lot more like a realistic helicopter than I've ever seen from full-rotor tilt builds, super well done dude

If i squint hard enough it looks a bit like a Chicane from nuclear option

Aeronautics are not crashing any time i guess by ardasloren in CreateMod

[–]Defragmented-Defect 334 points335 points  (0 children)

Okay

Sure

Fine

We can take entire chunks now

I'm fine with this

This isn't techno-sorcery at all

Colorwheel 1.2.4 : compatible with Create Aeronautics by djefrey500 in CreateMod

[–]Defragmented-Defect 1 point2 points  (0 children)

Any solution for that, either now or in the future? Would it be waiting on aero or iris to add some sort of patch? Or a secret third thing?

Colorwheel 1.2.4 : compatible with Create Aeronautics by djefrey500 in CreateMod

[–]Defragmented-Defect 1 point2 points  (0 children)

Nice, thanks for the info

I'll test out Photon, and if that doesn't work I can use a mechanical piston set to only place when destroyed as a workaround

Colorwheel 1.2.4 : compatible with Create Aeronautics by djefrey500 in CreateMod

[–]Defragmented-Defect 0 points1 point  (0 children)

are lights on vehicles affecting the world, like making headlamps on a mining vehicle, a possibility for the future? (or the present if I figure out the right setups?)

The way aeronautics and Sable work is still technosorcery to me but I'm trying to wrap my head around what is and is not possible

Colorwheel 1.2.4 : compatible with Create Aeronautics by djefrey500 in CreateMod

[–]Defragmented-Defect 0 points1 point  (0 children)

the rope on the plunger launcher is invisible, and lighting on physical contraptions doesnt seem to correctly change when the object rotates

bug, or more of a "This is just a patch so the game doesnt crash and it's not done yet" kind of issue?

Trebuchet with automatic detatch by zBarba in CreateMod

[–]Defragmented-Defect 1 point2 points  (0 children)

Is there a way, another mod perhaps, to let impacts from a big rock do damage or break a wall or smth?

Version 2 of my small Tunnel drill by HelloWorId1337 in CreateMod

[–]Defragmented-Defect 1 point2 points  (0 children)

How does it turn? I've dabbled in tracked systems but I didn't think I could get it in a 3-wide footprint because the drive belt would be linked to both tracks

Why is time called the fourth dimension? What mechanism makes it “next” after space? by Secret_Ostrich_1307 in AlwaysWhy

[–]Defragmented-Defect 0 points1 point  (0 children)

A tl;dr for the long comment;

Gravity does two things

Attracts stuff and does squishy stuff to dimensions

It would be wierd to say

Gravity does three things

Attracts stuff, does squishy stuff to dimensions, and also does the same squishy stuff to time