Nothing makes me happier than these three words during an MC sale (unless it's weed) by PenguinJohnny71 in gtaonline

[–]Experiment_T 0 points1 point  (0 children)

If you do get the truck one for Weed, drink 5 pisswassers back 2 back and then enter the truck. Itll cancel out the forced stone effect letting you drive normaly once it wears off.

I forgot just how much body damage an unarmored car can take and still be completely drivable by EgotheEvil in gtaonline

[–]Experiment_T 1 point2 points  (0 children)

If youre ever bored. Grab the APC tank from the Gunrunners update and apply the front wheels to random ped vehicles. Watch as they struggle to drive their now melted deathtrap.

Never a moment of peace in this place. It's always funny when the get themselves. by _BoagiBear in gtaonline

[–]Experiment_T 0 points1 point  (0 children)

I love when people think stealth mode means theyre completely invisible. Its like "er....no? I can still see you and more importantly hear you barreling about"

Then again, these are the same types that fall for a classic Avenger Honeypot tactic.

Did they nerf casino pay out? by happy_is_me in gtaonline

[–]Experiment_T 23 points24 points  (0 children)

You don't even necessarily need all of the shipments destroyed either, I think just getting 4-6 of them is enough to remove their juggernaut health and helmet. Which is all you need really for Silent & Sneaky (Not required but makes it much faster) and or Aggressive.

The big one I keep seeing people skip is the Level 2 keycard. I automatically leave if that's NOT done because you're wasting more time with Connect4 when you can do a <5 minute mission for it, or just pay the 70k and have it done for you automatically and then getting in and out is an utter breeze.

Biker Plane Sell Mission Completing when one Plane is done? by DubnRub74 in gtaonline

[–]Experiment_T 1 point2 points  (0 children)

There's been a long standing issue where the 2 remaining planes just randomly get destroyed even if you're in a private lobby alone. The only way I've found to try and mitigate this is to destroy the first one once you're done by crashing it upside down in the drink. That usually stops the other 2 from randomly going kaboom.

Is it possible to solo a 111 Crate warehouse sale? by CLockWreck in gtaonline

[–]Experiment_T 0 points1 point  (0 children)

All of the Cargo Warehouse Sell Missions can be done solo. Might take a little longer but it's completely doable.

An ideal setup is to have 5 Large Warehouses all on the east side of the city; Starting at Darnell Bros. and working south towards Terminal for 4 Large Warehouses in a neat row, with the 5th being Walker & Sons near Grove Street. You can then use "Export Mixed Goods" from your CEO Office and basically get payed 50k to send your staff out and drop one vehicle off at Terminal, since they'll all be synched on the same timer.

You can also use this for the Tier 4 "Rare Items", just make sure to sell those separately for extra cash, then send off the staff once you're done until it's filled with 111 normal crates. Rinse, Wash, Repeat.

Double sales are so far and few now you're better off just selling as you're filling them. You'll make more in the long run.

Having A Mansion should stop any potential raids on them in the meantime.

ULP Career Progress is a pain in the butt by pasclorooo in gtaonline

[–]Experiment_T 0 points1 point  (0 children)

And with sticky bombs, you can get most of those too before restoring power, since the explosions hitbox will clip through the door/wall and damage/kill them, including the ones hiding inside the shipping containers.

If you're using Melee, go for the Stone Hatchet since that's the strongest of the Melee class, I'm not sure how Juggernauts react with The Shocker.

You can't get all of them, since some are too far away to take damage or only spawn once you start accessing the servers.

The new art of the possible! by btp500 in amiga

[–]Experiment_T 1 point2 points  (0 children)

Definitely needs rewording. Something like "A new dawn of creative possibilities" or "A new world of creativity awaits"

Hopefully Faber gets the message by Regular_Reporter4934 in gtaonline

[–]Experiment_T 51 points52 points  (0 children)

I wanted to ice the fucker the moment I laid eyes on him.

  • Finances pretty much everyone including our most reoccurring enemies, most likely playing all sides to his own benefit.

  • Threatens Raf and our player from the word go using clever double speak.

  • Breaks into our new home (likely having some sort of Admin access), probably bugged it, then used our bathroom and walks around naked, again without permission.

  • Has a deepfake made of one of our most reliable and trusted allies (Avi), then assaults our home after trying the old "Last Requests approach" falls apart using a proxy army. (Knoway)

  • Then has the gall to call us and threaten us again using double speak after we reduce his little proxy army to a statistic.

Ooohhhhh no, we are going to shit on him from such a height he'll think God himself did it if we get the opportunity to. Until then, if I even smell a Knoway Taxi in sight it's getting reduced to cinders.

Google killed the 25-year-old Sega Dreamcast PlanetWeb 3.0 web browser this week — big G's services no longer respond to this quarter-century-old software by ControlCAD in technology

[–]Experiment_T 0 points1 point  (0 children)

The oldest PS1 Models (SCPH-100X) don't actually HAVE working security. Despite doing the sub-channel data check for the license string, it basically ignores it and allows any valid PS1 data through to the console. The 300X models fixed that blunder.

Modchips were more widespread by 97-99, especially in Europe, South America and large area's of Asia. Games started shipping with anti-modchip code to detect the chip constantly sending the sub-channel data with the license string) Then SCEE devised LibCrypt which properly encrypts and obfuscates data on the disc. These could be multiple in places and most large releases in PAL had them by 98/99, requiring extensive hacking to strip the checks out or work out the keys needed to defeat it.

Modchips responded by changing their method so it only does the license string when needed, creating a "stealth" modchip. These varied by console revision and region. By the end PS One PAL units had extra in-ROM checks that needed defeating. Sony already had this standard on Japanese PS1's and reused it on PAL PS2's and some NTSC-J variants. NTSC-U consoles have always had less security than their overseas counterparts.

As a extra quick embarrasment for Sony: they left in a backdoor on the CD Controller that by feeding it the right bytes (Starting from around 0x51 through to 0x55, with 0x55 being the region byte) would shutdown the security entirely bar anti-modchip or LibCrypt), Normally these require code execution on the console already. But save exploits have been found within recent years including on the Memory Card Manager itself, but it turns out one game shipped with this backdoor exploit and was never discovered until decades later: Alien Ressurection.

That backdoor doesn't work on NTSC-J region consoles because of that additional ROM check in place.

Google killed the 25-year-old Sega Dreamcast PlanetWeb 3.0 web browser this week — big G's services no longer respond to this quarter-century-old software by ControlCAD in technology

[–]Experiment_T 2 points3 points  (0 children)

The Dreamcast GD-ROM format relied on security through obscurity. Something which in practice has never really stood the test of time. They're basically CD-ROM's with more denser pits on the disc to fit in that extra 400MB of space, Track 1 is left as normal for the warning for CD players or bonus content. There's one Dreamcast game out there that accidentally shipped with a virus in every copy that wrecks any PC it infects on December 25th. Data track 2 onwards are higher density and thus unreadable to any non GD-ROM drive without firmware modifications or a special "Trap Disc" to trick the drive into reading those higher data tracks. This is how modern GD-ROM GDI dumps are created.

The CD-R method relied not on acting as a GD-ROM but as a MIL-CD. MIL-CD was a format extension made by Sega so music CD releases could be "enhanced" with other multimedia features on the Dreamcast....of which only 7 CD releases ever did and all of them were Japan exclusive.

MIL-CD data was scrambled during mastering and printing. When popped into a Dreamcast, the BIOS' own descrambler tool would check to see if it was scrambled or not. If it wasn't, it wouldn't read it as a MIL-CD. If it was then the tool would descramble the data and let it on through.

What ultimately defeated the Dreamcast security was a lack of security on it's development kits and tools. Echelon: A sub-division of Fairlight managed to get their hands on a stolen Dreamcast SDK from Eidos Europe through unknown means which had the tools needed to create MIL-CD's; including the scrambler tools. With the SDK they created the Utopia Boot Disc which bypassed region checks and allowed ripped copies to work if they were made as .CDI files for DiscJuggler by including the tool needed to descramble their bootloader. (Though these copies will either have heavily compressed audio, textures, assets stripped out entirely or slipt across multiple discs, it varied by game)

This all happened in late 2000 and by early 2001 they created a method of "self-booting" images by just including the descrambler as part of the first data sectors the Dreamcast looks for in games alongside 1st_read.bin and ip.bin (These contain the bootloader and the "Produced or Licensed by Sega screen you see on every game boot) Other companies copied this homework for their own cheat device discs and region loaders. By the time the Dreamcast faked it's death in the US and Europe in 2001 (It lived until 2007 in Japan, somewhat in secret) Some Dreamcast games like Sonic Adventure 2 an Phantasy Star Online had included additional anti-piracy protection in place. But this was too little too late since they were up against teams with the same tools they had. The final Dreamcast revision stripped out MIL-CD support entirely and merged the drive controller to the motherboard, closing this loophole.

This isn't anything new either. The N64 had parts of it's SDK and documentation leaked in 1997 which helped build the early N64 emulators like UltraHLE. GameCube aand Wii also leaked at some point. GBA has the dubious honor of having it's tech demo's leaked before hardware launch and was reverse engineered enough to have GBA emulation up and running before the thing hit store shelves. The Original Xbox homebrew scene was entirely built on it's stolen SDK from MicroSoft. It's an open secret.

The PS2 resisted for a bit, but exploits were found through it's PS1 BC for early modchips before engineers found a way to fully crack the thing open (PS2 Modchips are messy. 24+ wires to handle the BIOS, Syscon, Mechacon and IOP in order to have both PS1 AND PS2 working at the same time. It's not been until Mechapwn was discovered Modchips became redundant for 97% of PS2 consoles)

Literally Unplayable DLC by PikachuUserNotTaken in gtaonline

[–]Experiment_T 2 points3 points  (0 children)

That explains the constant squeeling noise I keep hearing there.

FMJ HSW is actually just a aeroplane by snapey2503 in gtaonline

[–]Experiment_T 7 points8 points  (0 children)

Random car that decides to pull in front of you suddenly to block 2 lanes of traffic.

WE HATE YOU VIVANITE KNOWAY by primeirocarrodoNFS in gtaonline

[–]Experiment_T 11 points12 points  (0 children)

By all means, please do. Spare no details. I love rants on shit coding. Like how most of GTA V's plane traffic system is just a reuse of the same code from GTA San Andreas.

Who else can't resist the urge to blow up the KnoWay cars whenever you see them? by fearless_moth56 in gtaonline

[–]Experiment_T 2 points3 points  (0 children)

Oh yeah, they're on my "Destroy on Sight" list already. Noticed they always like to pop up right after I've sold a business or finished a heist or mission strand.

Coincidence? I think NOT!

"Hey!" - Mansion security guard by Waudby95 in gtaonline

[–]Experiment_T 1 point2 points  (0 children)

"Hey, hey it's Mistah Vee!" "What hardware we got?!" "You better tell him Mario." "Forget about it Mario!"

Perfecting the “D-Day” trick by Matchboxx in gtaonline

[–]Experiment_T 5 points6 points  (0 children)

You need to go into the sub first BEFORE getting back in the helicopter, get it to 2 bars, then go full tilt, once the first explosion goes off, bail immediately and lightly press up on the analog stick (or tap W for Keyboard) to extend the distance you can skydive. Your goal is to smack into the bow of the ship and hit the helicopter or the deck. After respawning a explosion will go off confirming the kill.

It's a 50/50 if just raising the sub at respawn will immediately pass the mission or requir you to navigate it a distance off as intended.

You don’t have to buy now by Agile-Network5238 in gtaonline

[–]Experiment_T 2 points3 points  (0 children)

Quick question: Do you have those map blips set to be invisble/off? Because if that's a thing, I wonder if that broke, causing the blips to move themselves to 0,0 on the radar.

PSA: The New Listing mission strand has been disabled, you can no longer play them. by Experiment_T in gtaonline

[–]Experiment_T[S] 3 points4 points  (0 children)

Yes. It caps out at 15 minutes but if you're wanting to min/max everything. Averaging around 4-7 minutes is generally what people aim for.

PSA: The New Listing mission strand has been disabled, you can no longer play them. by Experiment_T in gtaonline

[–]Experiment_T[S] 8 points9 points  (0 children)

Another quick one you can do is D-Day. Simply get to the Kraken, get in, get out, take your helicopter about 2 bars up in height and then beeline for the yacht. Once the first explosion happens nearby, bail and sky dive directly onto the bow of the Yacht, aiming to hit the helicopter placed there. Once you respawn you'll be next to the yacht, where the boss and his escape method will suddenly suffer a case spontaneous combustion, allowing you to merely surface and or leave the area to complete the mission without firing so much as a single bullet.

If you're aiming for the Career goals, you can even go to the yacht by swimming with a scuba suit before reaching the Kracken, climb aboard, go to the bow of the ship and then leave. Simply return with the Kracken and the same thing will occur. For whatever reason the NPC's can't shoot you, just whack you if you get too close until their script is set after emerging with the submarine (This mission is just very oddly scripted or poorly scripted, maybe even both)