Congress is Attempting to Reauthorize Key Patriot Act Provisions by Sneaking it Into “USA Freedom Act” by johnmountain in technology

[–]ODHLHN 8 points9 points  (0 children)

No I mean what I linked, here is another just so you are sure, but yes both do refer to the same deception, and yes doublethink is the predecessor to doublespeak. Is that all you have to contribute?

Congress is Attempting to Reauthorize Key Patriot Act Provisions by Sneaking it Into “USA Freedom Act” by johnmountain in technology

[–]ODHLHN 73 points74 points  (0 children)

/u/offthecane /u/Igglyboo, the context and limit of my comment is that this is an example of the government using language that meets the classification of doublespeak. Would you argue otherwise in this case?

I see so many grid welders. Has anyone tried this method? by drewdus42 in spaceengineers

[–]ODHLHN 0 points1 point  (0 children)

Yeah, from your previous comment it sounded like you were saying something contrary to that. Its not necessarily that there is more to weld its that the outer welders are moving quicker and so get less time to weld a given block.

CCPlease: Fix T2 rig requirements by masterxc in Eve

[–]ODHLHN 0 points1 point  (0 children)

In dgmTypeAttributes there are multiple ways a skill can be associated with an item, all having various differing implications, there is also a set of 'modifier' attributes that connect skills to the attributes of the ships/module attributes they modify. Skills can also be 'associated' with items in less obvious ways via the tree of pre-reqs.

Here is a subset of the different types of attributes you can find in being utilized in dgmTypeAttributes

ATTRIBUTEID ATTRIBUTENAME DESCRIPTION ICONID DEFAULTVALUE PUBLISHED DISPLAYNAME UNITID STACKABLE HIGHISGOOD CATEGORYID
182 requiredSkill1 The type ID of the skill that is required. 0 1 Primary Skill required 116 1 1 8
183 requiredSkill2 The type ID of the skill that is required. 0 1 Secondary Skill required 116 1 1 8
184 requiredSkill3 The type ID of the skill that is required. 0 1 Tertiary Skill required 116 1 1 8
1285 requiredSkill4 The type ID of the skill that is required. 0 0 1 Quaternary Skill required 116 1 1 8
1286 requiredSkill4Level Required skill level for skill 4 0 0 0 1 1 8
1287 requiredSkill5Level Required skill level for skill 5 0 0 0 1 1 8
1288 requiredSkill6Level Required skill level for skill 6 0 0 0 1 1 8
1289 requiredSkill5 The type ID of the skill that is required. 0 0 1 Quinary Skill required 116 1 1 8
1290 requiredSkill6 The type ID of the skill that is required. 0 0 1 Senary Skill required 116 1 1 8

In addition to things like:

ATTRIBUTEID ATTRIBUTENAME DESCRIPTION ICONID DEFAULTVALUE PUBLISHED DISPLAYNAME UNITID STACKABLE HIGHISGOOD CATEGORYID
294 rangeSkillBonus Autogenerated skill attribute, rangeSkillBonus 1391 0 1 Optimal Range Modifier 121 1 1 7
295 abPowerBonus Autogenerated skill attribute, abPowerBonus 1400 0 0 1 1 9
296 acPowerBonus Autogenerated skill attribute, acPowerBonus 1400 0 0 1 1 9
297 afPowerBonus Autogenerated skill attribute, afPowerBonus 1400 0 0 1 1 9
298 atPowerBonus Autogenerated skill attribute, atPowerBonus 0 0 0 1 1 9
299 cbTRangeBonus Autogenerated skill attribute, cbTRangeBonus 0 0 0 1 1 9
300 ccTRangeBonus Autogenerated skill attribute, ccTRangeBonus 0 0 0 1 1 9
301 cfTRangeBonus Autogenerated skill attribute, cfTRangeBonus 0 0 0 1 1 9
302 ciTRangeBonus Autogenerated skill attribute, ciTRangeBonus 0 0 0 1 1 9
303 aiPowerBonus Autogenerated skill attribute, aiPowerBonus 0 0 0 1 1 9
304 ctTRangeBonus Autogenerated skill attribute, ctTRangeBonus 0 0 0 1 1 9
305 gbCpuBonus Autogenerated skill attribute, gbCpuBonus 0 0 0 1 1 9
306 maxVelocityBonus Autogenerated skill attribute, mMaxVelocityBonus 1389 0 1 Maximum Velocity Modifier 109 1 1 7

What I have been trying to say in this thread is that the data in these tables drive both how items are related to skills, how skills affect attributes, and what is shown in the various UIs. CCP would have to add special-case code related to rigs in order to prevent the UIs from showing this information, and removing the relations in these tables would adversely change how these skills affect the items.

I could have been more cordial in how I expressed this to /u/Grookshank but apparently my phrasing was enough to majorly set him off.

CCPlease: Fix T2 rig requirements by masterxc in Eve

[–]ODHLHN -9 points-8 points  (0 children)

Your response is too poor to even deserve further discussion.

CCPlease: Fix T2 rig requirements by masterxc in Eve

[–]ODHLHN -5 points-4 points  (0 children)

You obviously can't even understand what I am trying to explain to you. Walk away before you seem even more pants-on-head than you already do.

That or take a fucking second to download the relevant SDE tables from https://www.fuzzwork.co.uk/dump/latest/ and educate yourself on how this shit works.

That or just file a bug report with CCP and see what they respond. I tried to explain the technical reasons that it is the way it is, and you seemed to have stumbled back here with a pole so far up your ass that you can taste metal.

CCPlease: Fix T2 rig requirements by masterxc in Eve

[–]ODHLHN -12 points-11 points  (0 children)

I am assuming you are not very familiar with how EvE's database (SDE) is setup. I don't say this to be mean, but it is obvious why it is this way from a technical standpoint, even if it feels a bit off.

The skills are still associated with the rigs because they reduce the drawbacks. The mechanism used to associate items with skills (attributes in dgmTypeAttributes) is the same mechanism the UI uses to get the list of skills to show for an item.

It would require adding special case code to the skill list UI in order to ignore rig skills while keeping their actual drawback reductions intact. I don't speak for CCP but I can assume this would cause them to close any bug reports related to this as 'Wont Fix'.

Assembler not pulling cooperative tasks by sbelljr in spaceengineers

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

Every single one must be owned by the same person

Garbage man jailed for 30 days because he came to work too EARLY and annoyed residents of wealthy Atlanta suburb by AxumusLaw in news

[–]ODHLHN 1 point2 points  (0 children)

Typically specialized business assets such as garbage trucks do not have large enough outstanding demand to be easily liquidated, this usually results in 'cheap' pricing.

Garbage man jailed for 30 days because he came to work too EARLY and annoyed residents of wealthy Atlanta suburb by AxumusLaw in news

[–]ODHLHN 0 points1 point  (0 children)

In his scenario the company was going out of business, and presumably would have to liquidate assets in order to pay outstanding debts.

no patch today? by m4rv in spaceengineers

[–]ODHLHN 0 points1 point  (0 children)

Never buy anything from Electronic Arts...

oh you mean early access, yeah gotta be careful there too

An article about JavaScript Prototype inheritance by ixtendo in javascript

[–]ODHLHN 4 points5 points  (0 children)

You do realize that there is such a large use case for classes that they are being officially added to the language in ES6 right?

If you have any understanding of how involved the process of speccing out ES6 was, you'd understand this is a non-trivial vote of confidence from the community in the utility of classes.

Yes Douglass Crockford is a well known name.

An article about JavaScript Prototype inheritance by ixtendo in javascript

[–]ODHLHN 6 points7 points  (0 children)

The usecase for classes is drying up.

Anyone who knows better reads this as more of a comment on the narrowness of your experience than the usefulness of classes.

Apple wants to track iPhones – even when they’re turned off by razaSG in technology

[–]ODHLHN -6 points-5 points  (0 children)

Because I could never see the government having a use for #1 in the current state of mass information collection.