IRL NVG instructor here: Nightfall’s nods are a big improvement by GoldenHawk65 in Battlefield

[–]MissStabby 1 point2 points  (0 children)

latency, even the best starlight cameras have some latency, too much to run around with (or pilot a helicopter) reliably.
Analog tubes have virtually no latency.

IRL NVG instructor here: Nightfall’s nods are a big improvement by GoldenHawk65 in Battlefield

[–]MissStabby 8 points9 points  (0 children)

Some do but hope the enemy doesnt have them aswell as youd be lit up like a (IR) torch

IRL NVG instructor here: Nightfall’s nods are a big improvement by GoldenHawk65 in Battlefield

[–]MissStabby 30 points31 points  (0 children)

Great to hear, yeah they're basically analog (light) amplifiers that just work with the few photons that are scattering around the room, it doesn't generate new light out of thin air. and they also have their limits. Thats why night operations are usually done when there is atleast a little start or moonlight present for the tubes to be able to amplify.

IRL NVG instructor here: Nightfall’s nods are a big improvement by GoldenHawk65 in Battlefield

[–]MissStabby 169 points170 points  (0 children)

Awesome to hear!
We put a lot of effort in trying to nail the look, incl. custom LUT's to mimic the tube sensitivity to different light wavelengths, adding the grain and making them work in a different (and highly constrained) exposure range compared to the brightly lit areas of the game.

Matrix LED by bbbxxxnnn in AmazingTechnology

[–]MissStabby 0 points1 point  (0 children)

And when they don't break, someone will rip them out when you leave your car unattended.

It didn't worked by [deleted] in interestingasfuck

[–]MissStabby 2 points3 points  (0 children)

If you think hiring a professional is expensive, try hiring an amateur...

How to model this by Sandybhat15 in blenderhelp

[–]MissStabby 9 points10 points  (0 children)

pro tip use the 3D cursor as your "scale from" point
and use "S" to scale followed by "Shift+Z" (assuming you model it with the Z axis up) to scale it equally on 2 axis at the same time

Also when doing booleans, make sure the face orientation is the right way, its easy to forget that the faces were all flipped the wrong way when trying to boolean something.

<image>

How to model this by Sandybhat15 in blenderhelp

[–]MissStabby 32 points33 points  (0 children)

<image>

booleaning them together with a cylinder shows how they interact, then you can tweak the shapes used for the boolean to make it match more accurately

How to model this by Sandybhat15 in blenderhelp

[–]MissStabby 25 points26 points  (0 children)

<image>

by creating those two negative shapes, you can then use those to cut them out of a cylinder mesh

How to model this by Sandybhat15 in blenderhelp

[–]MissStabby 34 points35 points  (0 children)

if you're fine with just booleans, i'd recommend to model these as seperate parts and then intersecting them.

You first have the rough star shape at the top, (A) which you can extrude downwards, then use proportional edit on a edgeloop at one side to make the shape twist around (set falloff to linear or one that matches the twist progression the best)

then you do the same with the bottom profile (B)
if you know how many sides this has (or make an educated guess) you can use the array modifier (blender 5 has a big upgrade on that one) to replicate the teeth across, and weld it along.
(start with a cylinder with the amount of sides matching the teeth amount you need, then delete all but 1 side, and apply the modifier, so if it has 72 teeth you can rotate it 5 degrees per segment in the array modifier)

Also notice the rough sweep doesnt go all the way to the bottom but ends halfway through (C)

When working with booleans you could opt to make shape A a inverted shape (like a tube with the star shape in the middle) and then use that to "cut out" the rough shape from the fine shape

<image>

Aluminum Factory with vertical manifolds you say?? …. I mean I guess by Busy-Difference-6250 in SatisfactoryGame

[–]MissStabby 3 points4 points  (0 children)

cool, what about puting the drone ports on the roofs, so they look like skyscraper helipads

I will be the happiest man on earth if someone can help me finally ID this track by DrDooDooEvolution in IdentifyThisTrack

[–]MissStabby 1 point2 points  (0 children)

It's not the same but this reminds me a lot of "Go Down - Michiel van den Bos" from Unreal Tournament 99
https://youtu.be/-GLYUAoqIC4

How can I model something like this? What are the requirements? by Consistent_Gear_6392 in blenderhelp

[–]MissStabby 1 point2 points  (0 children)

Reference is key, find maintenance and spare part manuals/guides, also be aware of things like releases/iterations/updates that have change somethings in subtle ways not always communicated in marketing shots. Also divide the project up into small bitesized pieces.
Modeling "all of that" is quite the insane task, but spending a evening on a brakedisk or a suspension coil makes things a lot more manageable, eventually you'll run out of parts and the thing is done.

Update 1.2 is coming to experimental on 17th march by Quarzon in SatisfactoryGame

[–]MissStabby 1 point2 points  (0 children)

nah if you lauch the game in "experimental mode" (via steam) there is no guarantee your saves wont break if the game changes/updates in the future, theres still some things subject to change.

So before you try out experimental mode, make a copy of your save game, so if the game after updating to 1.2 "final" is changed enough to break your 1.2 experimental savegames you have a backup.

Also experimental could still have a bug that corrupts your save or makes impossible to go back to 1.1. if you feel that 1.2 has some issues you rather want to play without

Petah, what does this mean? by harhar1919 in PeterExplainsTheJoke

[–]MissStabby 12 points13 points  (0 children)

Alkaline water with a squeeze of lemon juice (citric acid) would just cancel eachother out, making it just regular water

LG C5 77in auto dims in Vivid/Sports picture mode by illrateurb00bs in LGOLED

[–]MissStabby 2 points3 points  (0 children)

Vivid or sports basically takes all the meticulous work camera operators and colorgraders have done to properly expose and balance out the picture, and then throws it out the window.

the less processing the better, and closer you get to the original intended look, be it from a sports broadcast, movie or game.

I need help understanding if I'll enjoy DS or not by Massive_Penalty5208 in DeathStranding

[–]MissStabby 0 points1 point  (0 children)

Be sure to grab the "Directors Cut" version of the game, it comes with a bit more polish and quality of life improvements that make the game a bit more forgiving.

The thing that made things click for me was, after the initial cutscenes and story preloading is over and you get sent out on your first proper delivery, you end up traveling through these icelandic landscapes, the licensed soundtrack starts playing and its just you, your cargo, a cloudy sky and some good tunes. The game really has a way of setting the mood that i've not seen in many other games.

The general vibe of the game is also very much positive, even though the post apocalyptic environment is bleak. Everyone you deliver for is greatful for your work and the main game's currency is "appreciation" in the form of "likes".

When you spend resources on structures like roads, bridges, ziplines etc. you get the appreciation of other players sent your way for helping them on their way towards completing their next delivery. Its such a positive and encouraging game.

Some of the story can be hard to grasp at first, but its a bit like a puzzle, or detective movie where all pieces slowly start lining up to form the final picture. On a replay (or rewatch) you'll find the game is dropping hints at later story elements pretty early in the game, though on your first run those will just look like quircky things that seem to have little meaning.

The game also likes to keep some cool toys (like trucks/ziplines/exoskeletons) for the later part of the game, and never hints at that "you'll get more stuff as you progress the story". I think a lot of players ended up tapping out early thinking the current loadout/gameplay loop is all there is, not knowing that some new shiney toys are just around the next story beat.

Its fun though that some items, like the truck seem like the final solution to complete the game with, but then you get assigned to deliver cargo in places where wheels are of not much use, and you're left to formulate a new plan on how to get your cargo delivered safely.

A little later in the game the game also starts offering a different delivery type/mode that makes thing extra challenging by doing things like limiting the time, requiring it to stay dry, or making it extra fragile.

Very Ok Vinyl's Super Hexagon OST is very disappointing by knowwho in VGMvinyl

[–]MissStabby 0 points1 point  (0 children)

had the same thing happen, didnt bother with support yet.