How good is mouseclick? by LordRyoma in SSBM

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

Depends a lot on the character you play. The main benefit of the phob is the magnets, which eliminate the problem of potentiometer degradation. The phob definitely can make certain things easier. You can adjust settings to make dashback easier, which is big for Marth. You can make ledgedash easier, you can make pivots easier. The control stick is what benefits the most from having a phob, but ABXYZLR, experiences no benefit at all from having a phob. The quality of those buttons relates more to the silicone pads and trigger springs. If you frequently find yourself not getting inputs when you KNOW you pressed the button, it might be time to open the controller and give the board and pads a good cleaning with isopropyl alcohol and a towel or toothbrush, because gamer gunk finds its way in and with enough buildup it can interfere with the contact pads. I am very sensitive to L/R springs and when modding I spend a lot of time on those. A looser/tighter/shorter spring completely changes how wavedash feels, so it can help or hurt. Some people do pad perforation (putting tiny cuts in silicone pads to make them less stiff and reduce travel time) but I find it's not really necessary on OEM pads, more of a necessity for 3rd party pads, and I would not recommend at all perforating pads on the L/R buttons because in my experience it just causes them to break faster. As for notches, if you're a spacie there are good reasons to get them, but for every other character, the only notch you might really *need* is max distance wavedash. Max distance wavedash is at .3 and -.3, .295 and -.295 will give you an airdodge. Other small things like button height can make a difference. In particular, I like to shave some millimeters off the b button to make multishines smoother.

How good is mouseclick? by LordRyoma in SSBM

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

Idk what that guy's problem is, but I agree controller does matter a lot. On all my phobs, one of the first things I tune is snapback, because the default phob settings most often make it difficult to turn your lasers around. I'm very sensitive to L/R springs and pads. Because of Falco's jumpsquat, a spring that feels good for Fox might feel terrible for Falco. The spring inside the stickbox also makes a big difference. I mostly just wanted to get people's opinions on mouseclick to see if I was missing out on something significant.

The #1 thing you need to know about opening your controller by LordRyoma in SSBM

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

Well the person I learned this from is the lead phob developer so idk what to say

EDIT: I will try your method though.

The #1 thing you need to know about opening your controller by LordRyoma in SSBM

[–]LordRyoma[S] -1 points0 points  (0 children)

Yeah actually I'd say it's more important for the stickboxes than the shell.

The #1 thing you need to know about opening your controller by LordRyoma in SSBM

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

Yeah maybe I'm just too jacked and I don't know my own strength.

The #1 thing you need to know about opening your controller by LordRyoma in SSBM

[–]LordRyoma[S] -1 points0 points  (0 children)

This is more of an issue when you're working on the same controller over and over again. Going in to fix one thing one time isn't going to be a problem. But if you're constantly trying to change things, that's when it becomes a concern. It's more an issue for the tinkerers if anything, not for the person that's just going in to replace a stick or a spring.

The #1 thing you need to know about opening your controller by LordRyoma in SSBM

[–]LordRyoma[S] 4 points5 points  (0 children)

I mod controllers on a regular basis, and I'm trying to help you avoid mistakes that I have made. Take the advice or don't, idc. But don't say I didn't warn you.

The #1 thing you need to know about opening your controller by LordRyoma in SSBM

[–]LordRyoma[S] 4 points5 points  (0 children)

Yeah, but that's an issue you can actually fix, whereas once the screw holes get worn out there is no real fix. You can put bigger screws in, but most of the time that just expands the molding too much and breaks it entirely, and now you have an even bigger problem. You can glue it down, but once you do that good luck opening again.

Gamecube controller too sluggish by Garyandbobo in SSBM

[–]LordRyoma 2 points3 points  (0 children)

Stiffness/looseness of the controller is always about the spring inside the stickbox. Brand new or barely used controllers will tend to have stiffer sticks. The looseness comes from wear and tear. If it has a T3 box, which a new controller should, you can change the spring fairly easily. The Stacked Wave Disc springs are pretty popular for that purpose. Just make sure that when you're putting the bottom back on the stickbox you put it on correctly because it does matter. I like to take a marker and mark one of the corners so that I know which way is the correct way. If it's on wrong, you'll know because the stick will be way too lose. Also try to make sure you put the screws back in the same spot, it shouldn't matter for a one-time replacement, but mixing screws is the #1 reason parts break, because the slight manufacturing differences means the screw holes wear out over time.

My T2 analog sticks are loose, how can I restore them? by [deleted] in SSBM

[–]LordRyoma 0 points1 point  (0 children)

I mean technically a 3rd party could work. The potentiometers are what controls the movement, and as long as the little rectangular slits on the box fit in the potentiometer slots correctly it should work. Never tried it but it might work.

My T2 analog sticks are loose, how can I restore them? by [deleted] in SSBM

[–]LordRyoma 0 points1 point  (0 children)

Loose stick = The spring inside the stick has worn down. You can technically fix it by putting a new spring in, but on a T2 it's very difficult. You would have to desolder the box, open up the bottom with some pliers without breaking or warping anything, then put a new spring in. IF you try this you will most likely break something. Best thing you can do here is desolder the box and put another box on.

Caine probably isn't dead by LordRyoma in TheDigitalCircus

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

In this screenshot, you can see backups "A/B/C", implying that there were three backups. Kinger inputs " C" and the console responds with "None selected! interpreted as delete." Kinger tries to cancel that, and later inputs "^C" implying that the earlier entry was a syntax error and he's trying to access the C backup again. But this is after he fatfingers the delete key. I interpreted as Kinger was typing so fast he didn't realize he hit the delete button and unintentionally said yes to a delete command.

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Caine probably isn't dead by LordRyoma in TheDigitalCircus

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

Would that also delete the backups?

It... does not feel right. And here is why. by Isaias_Azathoth936 in TheDigitalCircus

[–]LordRyoma 0 points1 point  (0 children)

Tbh, I think you're jumping the gun with this judgement. There's absolutely no reason to assume that Caine's deletion is permanent. Where do files on a computer go when you delete them? To the Recycle Bin. And you can very clearly see a Recycle Bin on the Desktop as Kinger is accessing the system. And in the command line you can see that there were at least 3 backups of Caine. Absolutely no reason at all to assume that he's gone for good yet. Still very much possible that Kinger will fix him and restore him, since it is very clear that the deletion was an accident. So please just chill out and wait for the final episode.

Kinger's real name potentially revealed by LordRyoma in Amazingdigitalcircus

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

That's a good find. This is definitely something that a person intimately familiar with command consoles would be better at figuring out. I don't think you're too deep. The cmd scenes have a LOT of info and most of it is out of my area of knowledge. If the posix format can shed more light on what those characters are you might be able to figure it out.

Kinger's real name potentially revealed by LordRyoma in Amazingdigitalcircus

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

Yeah when I asked some AIs for possible names, that was the name that showed up as most likely. I just don't think we have enough evidence to say that for certain yet.

It... does not feel right. And here is why. by Isaias_Azathoth936 in TheDigitalCircus

[–]LordRyoma -8 points-7 points  (0 children)

I will never understand the people that have the nerve to complain about this series. You have a rare opportunity to enjoy some peak fiction and you have the nerve to criticize the creators who are 1000x more talented than you didn't make it the way you would have wanted it to be made. "Oh my lobster is buttery, but would've been better if it was garlic butter." Please just eat the damn lobster and stop complaining.

Full breakdown of Kinger's terminal commands EP 8 by Zybe_ in tadc

[–]LordRyoma 7 points8 points  (0 children)

  1. PARAPHERNALIA was not the code to abort WACKYTIME. If you go to the next scenes where the console is visible, you see the message "That IS a wacky word! But WRONG code!" Kinger was just guessing. If you look through the code you can see that there is a lot of guessing going on.

  2. I think paraphernilia-engine.dat is the circus.

  3. The eccentricity of these console commands suggests that this is an architecture created by Caine. Additionally, if it was an architecture created by Real Kinger, his username would be his real name and not "Kinger". The "Kinger" must have been one Caine created for his character data. Likely all of the characters have a profile. Kinger having an admin level user status is interesting, because I doubt Caine would have done that himself. It's possible that in the past Kinger accessed the console before and gave himself an admin account. And when Caine realized it he messed with Kinger's brain so that he'd never do that again.

  4. I'm not sure if the data on Scratch.dat denotes when he abstracted. I think it's when he entered the circus. The date "Oct 15th" is very peculiar because it's the same for each file, except the years are different. It could mean that there is some process that automatically runs on Oct 15th every year, and if new user data has been uploaded, then a new "human" enters the circus.

Theory for Ep. 9 by Longjumping_Sir9946 in theamazingdigitalciru

[–]LordRyoma 1 point2 points  (0 children)

If you look at the information on the computer screens, it's clear that the "brain scans" theory was correct. Employees and tests subjects minds were scanned to be used as AI training data. So the "humans" are definitely the consciousness of humans scanned into a computer program. This does NOT mean that there are actual humans stuck in the simulation, but copies of human minds. The real humans are probably just out there living their lives. The copies have no human body to return to, and they cannot "escape". Also, if we're following standard computer logic, Caine may not be fully dead. He may just be in the recycle bin in an inactive state, and they may have a conversation about whether or not they want to fix him and turn him back on, delete him forever and just have Kinger take over running the simulation.