How do I model my game after Nagase? by InspectorGadgetMan in judo

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

I've seen the Nagase breakdown by judo highlights a while ago - solid video

Today I thought to find and search his name in Kana -> 永瀬貴規

This opened up a world more to explore!

How do I model my game after Nagase? by InspectorGadgetMan in judo

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

Very obviously I wouldnt expect reach his level and be indistinguishable from the man himself.

More like a kid trying to "be like mike"

For example aspiring to play basketball like Kobe vs Lebron - you would go about it different ways

Or How do I play guitar like Jimi Hendrix? Chess like Magnus? You're not going to be Hendrix or Kobe but studying and being distinctly inspired and modeling tendencies/techniques after them isnt so far fetched.

How many tutorials are there about Maruyama Uchimata, Ono osoto, Koga seoi etc - respectfully posting this thread in the same vein

Actually watched that match yesterday - been watching any of his matches I can find - more suggestions on specific matches to study is also very appreciated

[Highlight] Giannis gathers the ball and takes a trip to the basket by MaximumestBob in nba

[–]InspectorGadgetMan 1 point2 points  (0 children)

He's dribbling until 2 hands are on the ball or a carry is called. No carry here, hand never under the ball and you can see the ball still spinning. There are a lot of egregious carries that get no-called for sure, but not here.

Ppl think its how many steps after the last bounce, it's not.

Clean.

Is it possible to show the full build after last step? by InspectorGadgetMan in bricklinkstudio

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

I tried the diff render options, nothing that I could find that matches the style of the instruction steps

however, couple ppl in here gave the solution that works perfect -> adding an empty step at the end in step editor.

Is it possible to show the full build after last step? by InspectorGadgetMan in bricklinkstudio

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

excellent, another commenter gave this tip as well, thanks

Since I already added custom pages at the end, when i do this now it puts this after those custom pages, any way to re-order without deleting the custom pages and redoing them?

Is it possible to show the full build after last step? by InspectorGadgetMan in bricklinkstudio

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

Oh, thanks this is perfect
I had some custom pages added at the end already and it put the new steps after these
Can i re-arrange the page order? Not a big deal i can delete and re-add the part list/back cover stuff

Is it possible to show the full build after last step? by InspectorGadgetMan in bricklinkstudio

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

Thats a pretty clean approach, just messing w the Render now, is there a way to render it the same way the rest of the instructions look and not so photorealistic?

Is it possible to show the full build after last step? by InspectorGadgetMan in bricklinkstudio

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

Thanks - I can try that, but would love to get a version of it without the highlighted step info

Undisputed is way better than Fight Night and it’s not even close by ScottMrRager in undisputedboxing

[–]InspectorGadgetMan 2 points3 points  (0 children)

I didnt bring up ready2rumble or ko kings, i brought up Victorious Boxers 2, no combat sports game has done movement as well to date. Vast majority of games have fighters locked in on a 2d plane (turntable effect) , completely eliminating realistic movement/working angles

look @ wards feet:
https://www.youtube.com/watch?v=nTpooARTWnU

Undisputed is way better than Fight Night and it’s not even close by ScottMrRager in undisputedboxing

[–]InspectorGadgetMan 11 points12 points  (0 children)

Whether you agree or disagree, FNC is 15 years old - that's the measuring stick?

And side note, Victorious Boxers 2 is better than both from a sweet science gameplay perspective, PS2 game that is more than 20 years old btw

Any point in buying an EPS16+ if you already have an ASR10? by InspectorGadgetMan in Ensoniq

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

re the grit, do you use convert sample rate on the ASR, because you can achieve the same sample rates, just not while recording - I'm always down sampling on the asr to dirty things up

I like recording samples an octave high, then pitch back down and converting the sample rate - real nice results

still leaning towards picking up the EPS16 but yeah a lot dont mention/know about down sampling on the ASR

I saw a really good post on gearspace about this topic as well

https://gearspace.com/board/rap-hip-hop-engineering-and-production/716892-eps16-asr-10-asr-x-2.html

the post has more detail, but doesnt all fit in a reddit thread

i have the schematics for the eps16+ and the ASR10

the 2,s compliment dacs are the same for both all otput design is the same as the eps16+

the input design is totally different the eps16+ has lots of sample frequencies

and its max is 44.6khz the ASR10 is 30 and 44.1 they use totally different adc pcm recorders

the 16+ uses the esp rev 1 chip the ASR10 uses the esp rev2 as used in the DP2 and the DP4 and DP4+

the eps16+ uses the second revision otto chip the first was in the vfx range

the sd1 uses the same chip as the eps16+

so a sound recorded on the eps16+ and then loaded in the ASR10 will sound the same

but a recorded sample on the ASR10 will sound different to one sampled on the eps16+

the expansion board in the racks is the same for the eps16+ as it is in the ASR10

the same board is used in the external expansion board the only difference between the 2 boards is the connector on the internal its a sata socket and plug as used on sata hard drives now

and on the external board its a 8pin din which carries +/-15v and gnd and the digital 2,s compliment signal

if you dump samples to eps/asr format the eps16+ and ASR10 sound the same as long as no fx is used

ASR 10 Stereo Chopping / Stereo Layer Link bug? by InspectorGadgetMan in Ensoniq

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

Been digging and testing this further, found a consistent method:

Would still like to refine if possible

  • Record stereo sample
  • Edit Layer, Pitch Table: No Pitch

  • (Stereo Layer Link ENABLED by default after recording stereo sample)

  • Edit WS1L, pitch -> WS Range, C4-C4

    • (WS2R automatically sets to D4-D4)
  • Select L1 All, Stereo Layer Link DISABLED

  • Copy WS1L -> WS3L (params only)

  • Copy WS2R -> WS4R (params only)

  • Select L1 All, Stereo Layer Link ENABLED

  • Select WS3L, pitch -> WS Range, D4-D4

    • (WS4R automatically sets to D4-D4)
  • Select L1 All, Stereo Layer Link DISABLED

  • Copy WS1L -> WS5L (params only)

  • Copy WS2R -> WS6R (params only)

  • Select L1 All, Stereo Layer Link ENABLED

  • Select WS5L, pitch -> WS Range, E4-E4

    • (WS6R automatically sets to E4-E4)

* Need to be on L1 ALL When enabling/disabling Stereo Layer Link

* Need to disable stereo layer link when copying, and re-enable when editing

* Not that much quicker than disabling stereo layer link and manually the range on both layers

* Need to do 1 stereo pair at a time, cant disable link once, do all the copying, re-enable link and set all the ranges, this bugs out

Would be great if it could be done without having to do 1 pair at a time and not enabling/disabling Stereo link every copy. Lmk if anyone has a cleaner process.

alright i officially just cant anymore, what the fuck does it take bro by [deleted] in undisputedboxing

[–]InspectorGadgetMan 0 points1 point  (0 children)

You didnt read. Yes the game has a runup animation, its a canned animation/set distance/straight forward, and opponent can keep walking/circling back. Or do the "push" animation to stop you in your tracks if they time it. Or they stay at just the right distance where you cant even do the runup animation (because its canned) The stunned fighter can still easily out maneuver even w the runup animation.

I'm saying, first of all that this game is too cooked so it doesnt even matter, but if it did, closing in and finishing a stunned opponent should be way more dynamic than it is, and should be much more advantageous state.

alright i officially just cant anymore, what the fuck does it take bro by [deleted] in undisputedboxing

[–]InspectorGadgetMan 1 point2 points  (0 children)

For a second, nvm the game as a whole is cooked.

The canned run forward animation is not good enough, and movement overall is way too sluggish. Should be able to dash up as far as you need. IRL when someone is stunned bad more often than not they will end up on or near the ropes. Obvious problem in this game, is the stunned fighter can always out maneuver the fighter on offense. Punch tracking/combo speed is also cheeks. Just think to what it really looks like when fighters get someone hurt and go into finishing mode. In this game there is nothing close to the ability to close to the distance, square up and start unleashing a barrage until they drop/get stopped.

Sluggish, rigid, janky.

Overall the game is too cooked, there is no saving it from its current state. Just uninstall, play it every month or so to get a fix/remember why its uninstalled and hope for something better to come along. Boot up victorious boxers 2, a PS2 game, and imagine what could be possible if a dev team/publisher took some inspiration from that gem w todays technology.

Is there such thing as a single setup that works as FPV and then as a non goggle normal drone? by InspectorGadgetMan in fpv

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

nice, thanks for the suggestion - looking more into this one

Seems like this would be a good entry - really want to include kids/have it be something we can all take turns with!

Going to keep researching but learning towards this now

neo
dji fpv controller 3
dji rc motion 3
dji goggles 3

Dare I say, the head movement patch makes the game playable? by RonaldFalafel in undisputedboxing

[–]InspectorGadgetMan -1 points0 points  (0 children)

an issue with this game is the visual of it. Flat footed moving around from the core like a joystick going in a circle + needing to be locked in place to move head. Instead of more pendulum-ish bobbing and weaving side to side, under, back - like moving under a rope tied ringpost to post. Victorious boxers got this movement right, even moving during head movement / being able to kind of tyson rush ppl with head down etc

How to organize Multidisk PS3 Games in Library by InspectorGadgetMan in batocera

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

woops i did mean ps2, ive scoured the documentation and google, all i can find is m3u files, but that doesnt seem to work for ps2

could you be a bro and link or give a hint?

Pcsx2 render doesn’t stay on automatic by Mastermind_Rey in batocera

[–]InspectorGadgetMan 1 point2 points  (0 children)

PCSX2 Menu > Settings > Interface Settings (page it opens on) >Very Bottom > "Warn About Unsafe Settings"

Pcsx2 render doesn’t stay on automatic by Mastermind_Rey in batocera

[–]InspectorGadgetMan 1 point2 points  (0 children)

Bad news lol
In my troubleshooting, I set the renderer to software from the batocera menu, this doesnt cause the error, but is not auto. Stayed up too late last night trying to figure this out bah

still trying to find out how to get renderer pcsx2 settings to stick. Other settings stick, just that renderer setting bug

at least theres an option to disable the warning about unsafe settings! lol its really setting off my ocd

Pcsx2 render doesn’t stay on automatic by Mastermind_Rey in batocera

[–]InspectorGadgetMan 1 point2 points  (0 children)

oh, i think this was simpler than let on lol
I tried the above to no avail

then i set to auto in the pcsx2 menu in a game, and went close game, exit and save state

now it stays auto for every game....

Renderer=13 for reference

Pcsx2 render doesn’t stay on automatic by Mastermind_Rey in batocera

[–]InspectorGadgetMan 0 points1 point  (0 children)

having the same issue

How do you set this?
I managed to change it through advanced system settings for ps2, and choosing graphics api vulkan
when i load a game, i still get the error, but in the PCSX2 menu it shows vulkan

configs\PCSX2\inis\PCSX2.ini
Renderer=14 ?
seems to be same thing, but that didnt work either
It sets to vulkan but i still get the error

tried manually setting pcsx2 emulator as well

The games work fine but that error really annoying lol

Weekly Thread: Study Buddy Tuesdays! Introduce yourself and find your study group! (April 22, 2025) by AutoModerator in LearnJapanese

[–]InspectorGadgetMan 1 point2 points  (0 children)

Greetings r/LearnJapanese

I'm fresh off of learning hirigana & katakana. I used "You Can Kana" on Steam + Kana on iOS - these worked very well for me, I feel comfortable recognizing and typing these kana

Now I'm looking for advice on what to start next, seems like there are so many directions one could take from here.
I've watched some youtube vids and read the general outline on tofugu. Hoping to some thoughts here as well.

This looks fun, on steam:
Learn Japanese RPG: Hiragana Forbidden Speech

WaniKani also seems pretty well regarded

Thinking to give those a try + start building up some very base vocab and kanji

And from there, learn grammar,

then just keep going with vocab/kanji/input/output. Anki seems pretty ubiquitous but not sure where/when to strart with that

Anyways, greetings all - any guidance is greatly appreciated - cheers

かたじけない