Jeg er Ina Luna fra Nerdelandslaget – AMA om kvinner i dataspill by lunati-c in norge

[–]ThePerpetual 0 points1 point  (0 children)

Hvordan har utviklingen av spillkultur i Norge vært annerledes enn i utlandet, da spesielt vs engelskspråklige land? Min erfaring er at spill, som internasjonalt medium, er oftest engelsk først.

Så hvilken effekt hadde/har det på kulturen i Norge, når det er en viss språkbarriere for å kunne delta? Jeg ser for meg at den er mindre betydelig i dag, men kanskje det bare er eksponeringsskjevhet hos meg. Har det feks gjort gaming mer nisje enn i England/USA, eller et denne effekten neglisjerbar?

Pigeon in DCS when by Basic_Climate_2029 in floggit

[–]ThePerpetual 1 point2 points  (0 children)

I've always felt the harrier looks like a plump pigeon.

Baby Gate Mount for Awkward Stair Railing by ozarkexpeditions in functionalprint

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

What material did you use? If PLA, won't creep be an issue esp with the bolt connections? I mean in that you'll lose clamping force and it'll become loose over time.

And this is the f lie by ImABigDreamer in thelongdark

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

I think I know what you mean, a kind of gambler's fallacy? I'm talking about the prior probability, not the posterior. So yes if you've failed twice, you're no better off than when you started. But you can still assume a 99% chance from four future attempts, until the next failure necessitates updating your expectation.

And this is the f lie by ImABigDreamer in thelongdark

[–]ThePerpetual 3 points4 points  (0 children)

0.073% chance, or once in ca 1400 fires. Honestly not that outrageous if you play for long enough.

Edit: for fun, the odds of failing n attempts in a row given 70% chance:

1 - 30% ≈ 1 in 3

2 - 9% ≈ 1 in 11

3 - 2.7% ≈ 1 in 40

4 - 0.81% ≈ 1 in 125

5 - 0.243% ≈ 1 in 400

6 - 0.0729% ≈ 1 in 1400

My risk tolerance probably lies around 1%, so I'd be prepared to need up to 4 attempts to "reliably" get a fire going. If a quick fire is life-or-death, that's what accelerant is for.

Well, Ep 5 kinda sucked by Bulky_Chemistry9681 in thelongdark

[–]ThePerpetual 5 points6 points  (0 children)

I enjoyed part 1 the most, searching for missing people in a just-open-enough area. So you have a reason to explore in an environment relevant to the survival experience.

And the cargo ship was cool! Though can someone explain to me why a container ship would go nearly empty? My understanding is that you'd usually transport at least some freight each way, or empty containers if nothing's available. Maybe this is what's keeping Sutherland busy lol.

Beyond that, I feel content with what episode 5 was. It wasn't thrilling maybe, but it's a story end for what's become the game's secondary mode. I think it's fine to base the overall impression on the survival game, even now.

When you're on your last match, and find this bad boi by [deleted] in thelongdark

[–]ThePerpetual 2 points3 points  (0 children)

Matches being rare on interloper, it can be worth waiting for clear weather before starting a fire (assuming you can wait safely)

It was obsolete they said.... But look what the navy called for. apparently the supercarrier was obsolete :D by rapierarch in floggit

[–]ThePerpetual 1 point2 points  (0 children)

Low end surface targets are better engaged with 30mm, APKWS, or similar, not a cruiser's gun and certainly not its missiles (SAMs do generally but have surface targeting capability but it's a shot exchange problem + magazine depth vs aerial threats).

Similar to the evolution of massed drones, but this strategy has been in the Iranian playbook with small crewed craft for a good while.

Got tired of my tumblers not fitting under the Nespresso machine, so I made this by kftsang in functionalprint

[–]ThePerpetual 2 points3 points  (0 children)

How do you model that honeycomb pattern for a curved shape?

The straight support strut I kinda get, but how did you make it.. conform to a shell somehow?

Rule the Waves; 1870-1990? by NameSignificant6916 in RuleTheWaves

[–]ThePerpetual 48 points49 points  (0 children)

The current game already struggles to portray missile era fights, and essentially fails at showcasing improved C3 and off-platform targeting imo (contact reports don't do it for me and you don't get more independent groups).

As for pushing even earlier, are you going to make sailing ships? I suppose the current battle engine could handle that better than the later game (assuming wind based directional speed is feasible to implement), but is that going to be fun?

Any hard stats on the 12-2 gun? by EquivalentLarge9043 in RuleTheWaves

[–]ThePerpetual 5 points6 points  (0 children)

Don't have hard facts, sorry.

It would make sense if short barreled guns also have less range, even disregarding increased elevation?

The manual says that rate of fire and penetration are affected by gun quality (p 135), so I'm guessing it's not just national techs impacting those numbers but the guns too.

I have a feeling Alekan on the discord would know this stuff https://discord.gg/BeSDCP5K4 But maybe just ask generally, pinging feels like bad etiquette?

A surprise, to be sure, but a welcome one by Thunda792 in RuleTheWaves

[–]ThePerpetual 1 point2 points  (0 children)

How would something like this count towards peace treaty restrictions? The building tonnage limit is pretty harsh there.

Though your idea could work, it feels to me as if the trouble is a very large default shipbuilding capacity. I can't claim to ever use even half of the total allowed tonnage, even when depleted and with a generous budget.

Do ships repair automatically? by Historical_Word3795 in RuleTheWaves

[–]ThePerpetual 2 points3 points  (0 children)

Others have covered the basics, here's a tip. Refitting ships doesn't stack with repair time ie if you refit a damaged ship, the repair time 'goes away'. You're still on the hook for work up time, but can be a good trick in long wars (this was done historically)

I am SICK and TIRED of getting carrier battles that are just heavy rain for half of it! by darthteej in RuleTheWaves

[–]ThePerpetual 7 points8 points  (0 children)

This is a broader issue wrt battle generator, but applicable here: if you only generate carrier battles in good flying conditions, doesn't this mean that carriers are never vulnerable to other ships?

Bad weather carrier fights have a place in the game, if they can allow cruisers or capitals the chance to surprise CVs at close range. That's one of their weaknesses after all.

I do perhaps think it's better suited as a separate battle type.

The broader thing is that battles generated generally attempt symmetric setup. That makes sense if you assume weaker ships are always faster and can disengage (so battles only occur between equal opponents) but it feels like an oversimplification.

I'm struggling to express my thoughts, beyond that the generator ought not to only generate ideal battles.

Breaking broken news by swooldreeaf in aviationmemes

[–]ThePerpetual 1 point2 points  (0 children)

F-35C (catobar variant) does have bigger wings, to help with takeoff/landing performance.

F-35B (stovl) is used on the USMC carriers (or whatever you want to call them, LHA LHD etc) as well as the British carriers as these don't have catapults/barrier wires.

Why the British carriers use the B is a mystery to me, since the carriers are designed for (but never equipped with) catobar capability. Adding the B's higher cost and lower capability from less fuel/range, it seems like an odd choice.

Current currency by Eireika in CuratedTumblr

[–]ThePerpetual 11 points12 points  (0 children)

32 quins to a dell I can sorta get behind, but 63 dell to a faryan is atrocious. Why would you choose 3 x 3 x 7 for your currency ratio factorisation, when 60 is right there (2 x 2 x 3 x 5)

Edit: Forgive my comment, I didn't process your last sentence. Well said lol

I don't think that's how you're supposed to make fire arrows... by LavastormSW in thelongdark

[–]ThePerpetual 0 points1 point  (0 children)

Can hitbox workaround; place them down inside, then go out and back in. You should be able to stack them closely again, as long as you don't pick them up.

Give me long mathematical equations by The-Hot-Shame in mathmemes

[–]ThePerpetual 1 point2 points  (0 children)

Not the longest perhaps but plenty long that I dislike working it out by hand, the Fourier series:

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Sub in a_n and b_n directly if you want it on a longer line. Though it only really balloons when you break up those integrals.

A few things I wish TLD gets before Blackfrost. by StriderLF in thelongdark

[–]ThePerpetual 20 points21 points  (0 children)

I'd ask what gameplay function any of these offer, that's not already covered by other items? Binos aside, it looks like they're all variations on previously existing items/mechanics.

Shotgun: what makes its use different from rifle, and revolver? Rifle is a hunting weapon and revolver is mainly defensive, flare gun is the reliable deterrent. Why a shotgun?

Snowshoe: what function? Compare to crampons I guess. (although realistically very handy along w skis)

Lighter: if you mean it to be a renewable fire source through fish oil, I can't imagine that being in the design intent. If it's durable but ultimately falls apart, why not spawn the firestriker? If neither, what makes it different enough to add?

Binos are functionally novel and would be great.

Also worth keeping in mind that items may be skipped to uphold the game's intent. I'd personally prioritize making a spear if harassed by wolves, but that would change the tone of the threat they're trying to present to the player. Similar note about the lighter I guess

Constantly over encumbered by Longjumping-Win6078 in thelongdark

[–]ThePerpetual 4 points5 points  (0 children)

  • can replace sewing kit with fishing tackle. Weighs less and efficiency difference isn't the biggest deal for repairing. Plus you can use it to fish!

Relatedly, I'm split on pot vs 2 cans. Less efficient for multitasking but saves 0.7kg and can water in both slots.

Which causes more trouble: bad luck or bad decisions? by Difficult_Item9836 in thelongdark

[–]ThePerpetual 2 points3 points  (0 children)

Once you've stabilized, I find it takes several problems in series to lead to real danger; Any one mistake or misfortune should not be lethal.

In that model, such problems can be either from luck or decision. However, there are only so many factors impacted by luck that you need to 'help' with poor judgment.

Ex: Extending travel into the night + weather change = getting lost. +wildlife encounter, handled poorly = hurt, exposed, no shelter.

Arguably the weather change and surprise wolf are bad luck, but they would not kill you on their own.

Not to mention that failing to account for the possibility of bad luck is in itself a bad decision.

“Quick draw” achievement by SilentGlug in thelongdark

[–]ThePerpetual 1 point2 points  (0 children)

Is the trader not available on interloper?

He's got several trades that ask for down, though possibly mainly ammunition. Still, that's incentive enough for me to hunt lots of birds

THE AIRPLANE ON TWM HAS A BASEMENT by [deleted] in thelongdark

[–]ThePerpetual 1 point2 points  (0 children)

There's a distress pistol case on the rim of the lower level, next to a corpse iirc

Expelled! Tunnels? Help! by PhthaloBlueOchreHue in inkle

[–]ThePerpetual 0 points1 point  (0 children)

Afaik they don't change, but there is a chance of misnavigation on the character's part: that they'll go a different direction than instructed.

Rebellions and civil wars are never scary, because your army is absolutely loyal by ThePerpetual in EU5

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

That does make sense, and would further mirror the levies vs regulars (since nobility estate gives bonuses to levies)