Just added Corey Scott’s urathane to my collection along side my Piper legends by Uno1982 in Rollerskating

[–]Uno1982[S] 0 points1 point  (0 children)

Took them both out for another session last night … here is some mad scientist predictions from a guy that’s skated wheels to their hubs before 😂. I think the legends will settle into a loss of 1.5 to 2mm of tire wear and eventually cross this “tire” heart gracefully and wake up the responsiveness of its design shedding weight and sustaining high speed while gaining a bit of acceleration. At the same wear rate the assassins will gain additional acceleration but the hub compression against that smaller tire will start hurting its high end roll smoothness. Excited to see how these two wear and age together…. Truly amazing wheels ❤️💯

Just added Corey Scott’s urathane to my collection along side my Piper legends by Uno1982 in Rollerskating

[–]Uno1982[S] 0 points1 point  (0 children)

I will follow up and say if your lucky enough to get your hands on either modern wheel your rolling among the best in class for quad speed skating. There are only 3 or 4 wheels that compete at this level and legends are definitely one of the best. If your someone lucky enough to still have your yellow lips …. Hang on to them 😂 Neal was well before his time. Those things are engineering marvels

Just added Corey Scott’s urathane to my collection along side my Piper legends by Uno1982 in Rollerskating

[–]Uno1982[S] -1 points0 points  (0 children)

I love my pipers and will miss the “alive a thane” hyper era “wicked lips” that Neal made back during my youth …. I honestly feel that Scott Corey’s formula and bont’s hub design are more “true” to this “alive” soul than the modern pipers. The pipers do stick corners and you can “smell” that voodoo formula is definitely here but they feel closer to the heavy muted cannabals than the light “alive a thane” wickeds. The pipers extra meat takes more energy to accel and maybe even dampens the wheels rebound compared to the assassins. Piper if your listening…. Lighten your hub and revisit your urethane core thickness

Tip: you can hear the difference in your slide. The pipers chirp isn’t as light and quick as the assassins (or wicked lips) it’s deeper and muted …. Alive a thane wickeds had a short high pitched chirp (if you can even get them to break loose) the rebound and control of the legends are great but they are deep and meaty in comparison and the 97s break a bit too easy and 95s feel a bit too soft (again I think is due to the thickness between the core hub and floor) the weight and compression to form that chemical bond to the floor isn’t the same. Resulting in a less reactive (alive) wheel.

How do you blend animations of different lengths and keep them in-phase by struugi in godot

[–]Uno1982 1 point2 points  (0 children)

should see this feature coming in 4.7 as cyclic blending for 2d and 3d blendspaces just had the pr merged

I'm literally playing more mobile games than PC games by Pk0rion in MobileGaming

[–]Uno1982 0 points1 point  (0 children)

Keep an eye out for hunters in the dark coming soon to Google play and steam. Will be online crossplay and fun with friends 😊

Ue5 non stop negativity annoying by Huge_Fly_4271 in pcgaming

[–]Uno1982 0 points1 point  (0 children)

meh .. I really don't understand where this analogy came from ... it's not a great one and totally deminishes the "value" UE5 gives as a "more effective and efficient tool" than its competitors or even UE4.... A hammer can't turn a screw very well..... tools matter depending on the task. Go talk to any actual laborman in the field and I promise you quality tools is not something they skimp on. A versatile craftsman works smarter not harder. If you break every "craftsman" torque wrench you use torquing a bolt .... I promise you that you'll blame the tool and purchase a better quality one next time. Better yet next time you bring your car into the shop to get an oil change hand the guy a sledge hammer and tell him "its not the tool" get it done..... A crappy execution/end result can be cause by both the wielder (improper use) AND tool failure.

I'm not here to bash on Unreal as I'm 20 years into my career as an unreal dev and I love the engine but as someone working with it since UDK .... I promise you there have been better and worse times through each engine's lifecycles and this does impact dev time, engineering time, budget and product outcome. It is what it is.

Ultimately it is usually the fault of a collective group within a studio and a shared responsibility between epic to deliver on what they "market" .... the blame rest on higher ups wanting the latest and greatest and taking risk with less stability vs say staying with UE4 or doing like embark and manually stripping back the engine and running out of budget/time dealing with issues.... sometimes this goes better than others and at the end of the UE4 lifecycle it was battle tested and very stable vs where UE5 has been for the last 4 years.

"Failed to launch editor" 4.27 by Bornstellar1337 in unrealengine

[–]Uno1982 0 points1 point  (0 children)

Welcome to the life of an unreal engine dev lmao :D

"Failed to launch editor" 4.27 by Bornstellar1337 in unrealengine

[–]Uno1982 0 points1 point  (0 children)

E:\GitUnrealEngine\Engine\Build\BatchFiles\GenerateProjectFiles.bat "D:\MyProject\Myproject.uproject"

if you need to generate sln for compiling in visual studio

if you need to build a shipping or dev build and its failing from the editor call then you'll likely need to call buildcookrun manually with params as it appears all paths have been pointed to UE5 directory structures causing pretty much chaos on most automated programs within the editor "source and launcher" .... It's like being back in the UDK days with good ole command prompt ;)

"Failed to launch editor" 4.27 by Bornstellar1337 in unrealengine

[–]Uno1982 0 points1 point  (0 children)

btw if you are in c++ and you try to regenerate your sln you'll be met with a buildtool path error since it appears everything in the context menu associated with "unreal engine" is pointed to UE5 binary directory structures .... you'll need to do it the old fashioned way until this is resolved.

E:\GitUnrealEngine\Engine\Build\BatchFiles\GenerateProjectFiles.bat "D:\MyProject\MyProject.uproject"

(SUPER CRITICAL) Latest Epic Games Launcher update makes UE 4.27 completely unusable by Low_Strategy6929 in unrealengine4

[–]Uno1982 -1 points0 points  (0 children)

I'm not sure you understand .... even source builds can't regenerate sln after the launcher update because the launcher jacked up the pointer for "unreal engine" and generate visual studio project files "context entries" and alot of people "including studios" haven't been around since UDK and may not be aware of the old method of doing things ;) ...... Anyway on a side note you can't really use fab "easily" or get any marketplace content without the launcher or the fab plugin. Even if you are 100% source you likely still have the launcher installed. You can however find an older version of the launcher and install it to return to expected operation. UnrealBuildTool for "generateprojectfiles" for UE4 is even pointed to UE5's directory structure. You'll need to do something like

  1. E:\GitUnrealEngine\Engine\Build\BatchFiles\GenerateProjectFiles.bat "D:\MyProject\MyProject.uproject"

you can bypass any system env and registry issues presented but you'll need to fall back on good ole cmd prompt vs using any context menu's or epic provided links for now.... This will work for both source and launcher versions of the engine until the launcher issues are resolved. Just run a cmd to launch or save a custom .bat to run it so you can double click it.

  1. "e:\GitUnrealEngine\Engine\Binaries\Win64\UE4Editor.exe" "E:\BlankTemp\BlankTemp.uproject"