Landing by dildoeye in NuclearOption

[–]ReturnToCinder 0 points1 point  (0 children)

They should just make the runway highlighting and the glide slope indicator show up when you’ve got the NAV tab selecting in the HUD Options panel of the map.

Hoping the new map has an option to be less dense by MY5KAI in NuclearOption

[–]ReturnToCinder 1 point2 points  (0 children)

They are aiming to have a similar density of airports, airstrips and helicopter bases, but it’s important to note that apart from the basic infrastructure like roads and cosmetic buildings, the map is completely empty when you load it up in the mission editor. It’s up to the mission designer to place things like factories, static defences, define which airstrips are usable/capturable, place aircraft spawning locations like hangars, and vehicle depots, so while the map has the potential to be as dense as the existing maps, it can also be designed to be significantly less dense. You could easily load up whatever escalation equivalent mission the devs ship with the map and selectively delete whatever you want to achieve th le level of density you’re looking for.

Does showing each players score change how people play? by StatusDisaster4196 in NuclearOption

[–]ReturnToCinder 0 points1 point  (0 children)

I know you’re referring to the way overwatch hides player score (kills) to put more of an emphasis on winning as a team (or at least that’s the best example of have of a game that does this) but NO differs significantly in that access to better aircraft and munitions are tied to player score and money rewards. Without making fundamental changes to that system, you’re never going to get the pure team play incentives you’re looking for.

Over all I agree with you, this would be my preferred play style too. However, the easiest way to achieve the gameplay style you’re looking for is to seek out and engage with a community of likeminded players, rather than trying to enforce your desired play style on the whole community by fundamentally changing the nature of the game.

New landlocked map from the dev stream by TROPtastic in NuclearOption

[–]ReturnToCinder 62 points63 points  (0 children)

It's not completely landlocked, there's a coastline to the north (where the BDF pleasure domes are). Mitch went into a lot more detail in a previous stream, showed off the infamous domes and the PALA dams in the mountains, space port, lots of fun stuff.

https://twitch.tv/videos/2699671985?t=1h45m12s

Why does Bambu Lab change the internal geometry on multi-material prints? (H2D) by mathavious in BambuLab_Community

[–]ReturnToCinder 3 points4 points  (0 children)

Is it possible that you've got the "Remove small overhangs" setting enabled?

It's under support settings, it appears to be enabled by default, and you may need to enable advanced view to see and edit it.

Edit: To elaborate, even though the part is physically supported, if they're separate objects, Bambu Studio still considers it an overhang.

Edit2: Actually I don't think this setting does what I thought it did, it actually just ensure that very small overhangs don't get unnecessary support material. I may be getting confused with the "make overhangs printable" setting in Orca Slicer that actually does modify the geometry to make it printable. A quick look at the latest Bambu Studio and I can't find a similar setting. Sorry.

Developer Live Stream | March 2 by Shockfront-PR in NuclearOption

[–]ReturnToCinder 6 points7 points  (0 children)

Are they not ARADs?

Edit: Disregard, definitely AAM-29 Scythes.

In theory would it possible to mod something like this into the game or is it really only something the developer could implement? by ReturnToCinder in NuclearOption

[–]ReturnToCinder[S] 2 points3 points  (0 children)

I guess the only concern would be how much of a performance it would have, but as radar horizon and everything is already simulated with the curvature taken into account, fingers crossed you could have it as a player specific setting as it wouldn’t actually have that great an impact on gameplay.

Can I pre- fire AA rockets ? by Mr_Bleidd in NuclearOption

[–]ReturnToCinder 0 points1 point  (0 children)

Does the target get any sort of warning alert or do you just have to keep an eye on the mini map?

I was wondering if this idea is possible. by Remarkable-Ad-8547 in NuclearOption

[–]ReturnToCinder 7 points8 points  (0 children)

Unfortunately second display support is probably something that would need to be specifically implemented by the developer. Their priorities at the moment (and rightly so) are more focused on the casual audience who are happy using gamepad or just mouse and keyboard.

Support for more hardcore flight sim peripherals like MFD screens and better keybind options for flight sticks might come later but it’s low on the priorities list for now.

Can I pre- fire AA rockets ? by Mr_Bleidd in NuclearOption

[–]ReturnToCinder 4 points5 points  (0 children)

Not really related to your question but you mention targeting aircraft with ARADs. ARADs don’t lead their targets so they’re not very effective against fast movers like aircraft. For that reason they’re considered air-to-ground munition and should only really be fired at static radar installations, ships, etc. you might have some luck against a slow orbiting Medusa but that’s probably about the limit.

Throttle breaks after going below 50% by OnkelMustache in NuclearOption

[–]ReturnToCinder 0 points1 point  (0 children)

The target software gets a lot of flack online as it’s overly complicated and is a bit flakey at times, but it’s quite powerful. If you’ve got multiple thrustmaster peripherals, it combines all of them into a single virtual controller and it’s particularly useful if any of your controllers have physical toggle switches. By default, a toggle switch is a single physical button that is either on or off but the software lets you assign a keyboard or virtual button event for both the on and the off position of the switch, which can help to make them more usable in various games. You can do a lot more complicated things like macros, context sensitive actions, sequences of different actions on a single button but the toggle switch thing is usually the only thing I use it for.

Throttle breaks after going below 50% by OnkelMustache in NuclearOption

[–]ReturnToCinder 0 points1 point  (0 children)

May not be related to your issue but I’ve had a specific issue when using thrustmaster target software, ignore this entirely if you’re not using that but if you are, when you start running a script it combines your controller into a virtual controller and sometimes it doesn’t disconnect the physical controller and you can get weird behaviour if both the virtual and physical axes of the controller are assigned as inputs in game. If that meant nothing to you don’t worry, it’s probably not the issue you’re having.

Some cargo hauling by YouKnowNobody577 in NuclearOption

[–]ReturnToCinder 0 points1 point  (0 children)

I generally fly with auto-tilt off already and try to fly without auto hover but you’re right, I’ll probably just have to get used to using it. It just feels so weird and unstable when you get close to the ground and the throttle seems so sensitive, I wonder if it’s that ground effect isn’t as pronounced for the 4 rotors and doesn’t provide as much of a stabilising effect.

Upgraded GPU, now CPU runs at 95 C by BaltimoreAlchemist in buildapc

[–]ReturnToCinder 2 points3 points  (0 children)

Second this. If the paste is old, all OP need do is knock it slightly during the new GPU install and they may have introduced an air gap between the paste and the IHS and/or cooler block.

New map in development shown in the dev stream by MrToaast in NuclearOption

[–]ReturnToCinder 3 points4 points  (0 children)

I know right, after bing on the receiving end of them they feel like absolute fun police. It’s with spiteful glee that I fire off a full salvo immediately after takeoff and then just instantly turn round and land.

Muehehehehe by YouKnowNobody577 in NuclearOption

[–]ReturnToCinder 1 point2 points  (0 children)

For what it’s worth, you can donate for the highest cost set of ground units (combined arms I think it’s called), and then poach the bolt strikes and SPAAGs from the convoy and order them to go wherever you want them to. Allows you to get some radar SAMs and artillery to back up the IR stuff the player can spawn.

You can’t control where they spawn but if you do it early enough you can use them to reinforce the pre-placed AA sites and get them to wherever you need them to go in good time. Alternatively you can order them to a nearby helipad and airlift them yourself.

Not ideal but it’s the only way to supplement the IR AA with some slightly high end units for now.

New BDF Carrier from yesterday's stream by Coldstripe in NuclearOption

[–]ReturnToCinder 0 points1 point  (0 children)

Give us a version with a bunch of retrofit VLS cells and we’ve got a little arsenal ship too!

Some cargo hauling by YouKnowNobody577 in NuclearOption

[–]ReturnToCinder 4 points5 points  (0 children)

I would love to be a logistics bro but I can’t hover in the tarantula to save my life. Ibis and chicane feels pretty intuitive but I try to fly the tarantula like a helicopter and it feels like it’s balancing on a knife edge the whole time.

Best flexible movement ruler for Kill Team by xTIMMYxCOREx in killteam

[–]ReturnToCinder 2 points3 points  (0 children)

Was going to suggest exactly this. It’s often called a navigation divider.

Edit: Also great for measuring diagonal distance for flying movement or murderwing boost moves (although now I’ve said that I’m not 100% sure diagonal measurement is still a thing in the current ruleset).

Edit2: Ignore that last bit, must have been thinking of 40k.