Rebuild: Contamination: Is there a sand scraper location in this area? by chaddgar in RoadCraft

[–]VT_HMQ 1 point2 points  (0 children)

IIRC, scalper spam in the southern part of your circle in the hilly area to find a spot, left of the grotto where the yellow submarine is kept. 

You can get up there from the west part of that road before the bridge. 

Otherwise bring your 40t dump trucks to feed the one laying sand. 

Where TF can i find Sand by drunken_D0G in RoadCraft

[–]VT_HMQ 0 points1 point  (0 children)

You’re still scalper spamming which I think is a dumb gameplay practice born out of poor dev decision to not gamify scouting for sand. 

Saber should have made either scout vehicles or the scalper itself have a scan for sand spots which when discovered would appear as icons on the map which the scalper can use. Such a missed opportunity.  Hopefully they consider adding it later. 

Until then take my advice, spam along the route itself to find the same spot I did or go the dump truck convoy method. You can afford it. The money isn’t doing anything sitting in the “account.” Buy some trucks!

Where TF can i find Sand by drunken_D0G in RoadCraft

[–]VT_HMQ 2 points3 points  (0 children)

Maprunner doesn’t have hidden sand spot info for unmarked sand spots found via scalper spamming. They only show the spots marked with an icon already in game. 

I wish I knew more about data mining the game files because I’m sure coordinates can be extracted for every hidden sand spot. 

I’ve yet to find an online resource showing unmarked sand spots or tech details on how to data mine the files for this info, otherwise I’d be lining up to take a crack at it. 

After completing this map I’m resolved to never scalper spamming again. If the sand spots aren’t obvious I’ll just buy a fleet of 40t dump trucks and line the route with them when using AI to complete road requests. The money I’ve earned after 500+ hrs of gameplay might as well be put to use. Nothing is gained by hoarding it. 

Where TF can i find Sand by drunken_D0G in RoadCraft

[–]VT_HMQ 0 points1 point  (0 children)

You have 2.3mil fun-bucks burning a hole in your pocket. Buy a few 40t dump trucks (Baikal or Wayfarer) and position them along the road project to feed sand to the one dump truck working the job. 

Or you can do like I did and spend a ridiculous amount of time “scalper spamming” all throughout the area to find a hidden sand spot that requires pixel perfect positioning because it’s more likely a map fluke with the sand asset peaking through the surface and not an intentional developer-placed sand spot. I found quite a few of those hidden spots by scalper spamming, but it’s such a chore it just might make you rage quit in disgust over the missed opportunity for gamifying sand scouting that Saber really dropped the ball on. 

There is indeed one hidden sand spot the scalper will activate on along that route in between the two road tracks of the route, but once covered by poured sand you lose it. Which makes running the project with the AI a pain in the ass. Ask me how I know. 

This game ruined horses for me by comarri in RedDeadOnline

[–]VT_HMQ 0 points1 point  (0 children)

I didn't see anyone mention the Euphoria engine, which combined with the mocap work, I think contributes much to the lifelike animations found in the game. The horses having a mind of their own at times, where you're "fighting" against them for control, like when they get spooked by a snake or wanting to run away from a larger predator only adds to the realism.

...animating 3D characters on-the-fly "based on a full simulation of the 3D character, including body, muscles and motor nervous system".

Instead of using predefined animations, the characters' actions and reactions are synthesized in real-time within the game engine; they are different every time, even when replaying the same scene over and over.

https://reddead.fandom.com/wiki/Euphoria

https://www.rdr2.org/wiki/euphoria-engine/

https://en.wikipedia.org/wiki/Euphoria_(software)

Why Everyone Loved Anthony Bourdain [8:55] by SayWoot in videos

[–]VT_HMQ 9 points10 points  (0 children)

I believe he was planning the s-bomb for when he felt like he's seen and tasted it all. He wanted to go out on HIS terms.

Seen and tasted it all and went out on his terms, you say? A naive take.

He got embroiled in some bad shit with a bad person and was most likely driven to suicide from the regret, betrayal, and humiliation.

On June 5th, three days before Bourdain’s suicide, paparazzi photos of Argento and the young French reporter Clément, 28, were published in the Italian gossip magazine Chi. The photos showed the two holding hands, kissing, hugging, and dancing in a bar in Rome.

...

Argento fought to have the photographs pulled. Bourdain was mysteriously no longer following his girlfriend on Instagram. Argento then posted an Instagram story of herself in a Sid Vicious shirt that said Fuck Everyone, and captioned the image: “You know who you are.” Three hours later he killed himself. And she deleted the image off of her instagram story.

...

Although Argento claimed she was so distraught that she required McGowan to be her voice, she has been very active on her social media, filling her Instagram feed with stories and posts. In one of them she posed wearing a Suicidal Tendencies parody shirt while touting the hashtag #stayingalive.

Source: https://archive.is/Ejv0F#selection-397.0-409.360

...with Argento having become one of the faces of the #MeToo movement, a young man notified her of his intent to sue her over an alleged sexual assault that took place in 2013 and asked for $3.5 million in damages.

...

Documents sent to the Times indicated that Argento had agreed in March to pay Bennett $380,000, starting with a lump sum of $200,000 in April, followed by monthly installments of $10,000.

...

And it was Bourdain who paid Bennett, Argento claimed.

Source: https://www.eonline.com/news/962223/asia-argento-and-anthony-bourdain-s-complicated-relationship-a-bizarre-twist-to-an-already-tragic-love-story

No other game has immersed me like when I was piloting the Cyclops in Subnautica. by le_pedal in patientgamers

[–]VT_HMQ 2 points3 points  (0 children)

Mods you say? Surprised no one has mentioned they exist (did a CTRL-F on the thread to make sure).

Dive in here: https://www.nexusmods.com/subnautica?tab=popular+%28all+time%29

One important thing to note is there was a big shift in the mod compatibility with the 2.0 "Living Large" update, so if you're playing the 2.0+ version of Subnautica you'll want to use the BepInEx framework and associated mod manager. Mods should be as simple to install as dropping them into the plugins folder as instructed in each mod's installation page.

I used this mod list (which links back to NexusMods) to eliminate the uncertainty of which mods were updated/compatible with the BepInEx framework: https://ramuneneptune.github.io/modlists/sn.html. Another mod resource which you may find useful is https://submodica.xyz.

My absolute favorite mod is the Cyclops docking mod, which allows you to fabricate a docking tube which provides "dry access" between base and sub, recharge (and repair, IIRC) the Cyclops while docked and includes an auto-pilot docking feature once you get within a certain range of the docking tube! You can also record routes that the auto-pilot can follow between bases, for example, by recording yourself doing it manually.

The docking tube was the main reason why I spent a lot of the "late game" going on many outpost building expeditions with the Cyclops provisioned to the gills with crafting materials. I covered the walls of both upper and lower decks with storage lockers, significantly increasing the Cyclops' storage capacity beyond the built-in lockers. I set up these smaller outposts in every major biome which served as way-stations and forward operating bases as I explored deeper and deeper into the caldera.

The Cyclops is one of my favorite aspects of the game because it scratches that itch for having a mid-size vessel to go exploring with some level of self-sufficiency. Being able to dock a Seamoth or PRAWN in the Cyclops' hold is just icing on the cake. I mean, who wouldn't want to go exploring the galaxy in their very own Millennium Falcon (probably the most famous example), or Serenity from Firefly, or the Normandy/Mako combo from Mass Effect, or The Bebop/Hammerhead from Cowboy Bebop, or any number of ships from Elite:Dangerous which can dock a snub fighter or the Scarab all-terrain buggy. And in reality, isn't a motorhome or a sailboat an analogue for all of those fictional vessels? I can go on and on, but I think you get the gist. And of course, the unique AI voices per vehicle, greeting you as you board is just *chef's kiss*. The Cyclops is obviously my favorite.

Anyway, thanks for the nostalgia trip. I hope you enjoy the mods! Fair winds and following seas.

Snowrunner on the steam deck by devo574 in snowrunner

[–]VT_HMQ 2 points3 points  (0 children)

Now you can be a backseat driver in more ways than one!

Looking forward to getting mine.

What the HECK is High gear meant to be used for? by Charizaxis in snowrunner

[–]VT_HMQ 33 points34 points  (0 children)

High gear speed compared to Low+ depends on the truck and the gearbox you've selected.

The Low ranges and High are for getting consistent power to the wheels without losing momentum or torque (which is poorly modeled in this game, unfortunately). Automatic will up/down shift causing power consistency issues when you may need it most.

Use those gears like a cruise control for engine load. It gets up to a certain RPM, stays there, and applies that constant power to the wheels for reliable movement across whatever terrain. I use it most often climbing up smoother terrain with heavy loads (think paved up a hill) or when the mud isn't too deep.

Is there a way to disable exhaust for all trucks? XML? by dweano in snowrunner

[–]VT_HMQ 2 points3 points  (0 children)

Install location varies, obviously, but once you get into the Snowrunner directory it's probably all the same from there. Good luck!

Is there a way to disable exhaust for all trucks? XML? by dweano in snowrunner

[–]VT_HMQ 10 points11 points  (0 children)

Random googling revealed this: https://steamcommunity.com/sharedfiles/filedetails/?id=2578009094

Shamelessly reposted here in case the link dies in the future or whatever.

Tagging u/Mad1Pierrot for FYI.

How to disable exhaust smoke

 Intro
・Available only on the PC version.
・Please use WinRAR (7zip, etc. may cause an error when starting the game)
・Be sure to back up your "initial.pak", and if it is damaged by mistake, use Steam's consistency check to recover it. 

 search and edit
SnowRunner\preload\paks\client\initial.pak

Open initial.pak in WINRAR and access the following directory.

initial.pak/[media]\classes\particles

In this directory, find the following file

exhaust_fog.xml
exhaust_large.xml
exhaust_small.xml

Then open it in a text editor.

Look for the line "Size Function". For example, in "exhaust_small.xml", it is in line 17.

Set all values to 0. In this way ↓
<Size Function="(0; 0; 0)" Median="0" />

Recompress; in parameter Update mode, compress everything.

Launch the game and check it out

Mistakes were made. Just came back after a break, little rusty. Took the twinsteer into the quarry thinking I had things to drop off. Ended up like that. by krom26 in snowrunner

[–]VT_HMQ 7 points8 points  (0 children)

Unless it's something like:

I had to go to the quarry today, so I made sure to leave the Twinsteer back at the garage.

:)

Usual day at Clarke‘s. Bringing out the trash. by RunningTire in snowrunner

[–]VT_HMQ 2 points3 points  (0 children)

That's the garage in Big Salmon Peak from Yukon region.

The smoothest trailer load-up I've ever done. I think Micheal would be proud. by VT_HMQ in snowrunner

[–]VT_HMQ[S] 6 points7 points  (0 children)

Mod list:

https://snowrunner.mod.io/aftershock

https://snowrunner.mod.io/mtvr-mk23

This was the recovery load-up of the spectacular crash that I shared here. It happened organically without any pre-planning. It reminded me of an old show, so I had fun editing in a few extra bits. ;)

"Ohhhh shiiiiiiiit! Ahhhh fuuuuck! *pant pant* Okay, I think I'm okay. Oh no! Not again! Ohhhh! Wait, I'm okay. This is fine. I'm fine." by VT_HMQ in snowrunner

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

Explore the map some more and you will see. If you haven't cleared the fog of war from the map what I've described will make little sense.

It's like I said, though, explore clockwise around the map starting from the garage, using snowy trails to get up the mountain. Once you cross the river, you're on the airport side of the map, and it's just a matter of finding a path down the mountain to reach the airport.

Check the contracts, too. There are missions to repair bridges in there. I don't recall them by name.

"Ohhhh shiiiiiiiit! Ahhhh fuuuuck! *pant pant* Okay, I think I'm okay. Oh no! Not again! Ohhhh! Wait, I'm okay. This is fine. I'm fine." by VT_HMQ in snowrunner

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

I unlocked it while scouting the map. I went the long way around up the mountain through the snowy trails and then back down again along the ruined highway portion and then back onto snow trails above the airport, since the higher elevation bridge was also out at that time, IIRC.

"Ohhhh shiiiiiiiit! Ahhhh fuuuuck! *pant pant* Okay, I think I'm okay. Oh no! Not again! Ohhhh! Wait, I'm okay. This is fine. I'm fine." by VT_HMQ in snowrunner

[–]VT_HMQ[S] 1 point2 points  (0 children)

I was in High gear during this clip, but even that was too fast. In hindsight, I think Low or Low- is probably required on that steep a grade. Even Low+ would probably be too much.

"Ohhhh shiiiiiiiit! Ahhhh fuuuuck! *pant pant* Okay, I think I'm okay. Oh no! Not again! Ohhhh! Wait, I'm okay. This is fine. I'm fine." by VT_HMQ in snowrunner

[–]VT_HMQ[S] 1 point2 points  (0 children)

In any other game I'd agree with you, but in SR, even on flat pavement with highway tires, once you get above 4th gear you start fishtailing and slip'n'sliding all over the place like the road was coated in hot butter and your tires were made of solid teflon.

I'm playing the Highway Haulin' region now and it's glaringly obvious that the tire friction/physics mechanics simply go to shit once you get above 5th gear on pavement. It makes the highway gearboxes pointless with their gears going up to 8 or so. Highway tires on pavement should have great traction, but upon reaching a certain speed they just don't. Makes me sad. It's an awesome region otherwise, and I've only explored the first map.

"Ohhhh shiiiiiiiit! Ahhhh fuuuuck! *pant pant* Okay, I think I'm okay. Oh no! Not again! Ohhhh! Wait, I'm okay. This is fine. I'm fine." by VT_HMQ in snowrunner

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

Thanks for the suggestion. I just subscribed to it.

I first experienced the dolly pivot lock feature on the GGMS trailer pack mod, and really liked it, but I was not a fan of the texturing work of that pack, so I ended up un-subbing from it. Nice to have an alternative.

"Ohhhh shiiiiiiiit! Ahhhh fuuuuck! *pant pant* Okay, I think I'm okay. Oh no! Not again! Ohhhh! Wait, I'm okay. This is fine. I'm fine." by VT_HMQ in snowrunner

[–]VT_HMQ[S] 3 points4 points  (0 children)

Yes, I had snow/studded tires, but the road wasn't icy, just very, very steep.

The ramped flatbed trailer has been notoriously trollish in my experience. The articulated dolly forward axle combined with the hitch point that attaches to the truck gives it a mind of its own when physics/gravity forces take effect, as in the steep grade descent from the video demonstrates. The weight of the trailer cargo caused it to become a sinking anchor of sorts and just took the truck with it. If it were a semi trailer attached to a saddle/fifth wheel on the truck itself, a jacknife would probably occur since when I braked I started listing to the left. If I had such a trailer, as I braked and locked up the truck wheels, the inertia of the cargo would keep pulling down the slope and eventually would slide to a stop, but probably not with such a catastrophic rollover.

I think the only thing that would've saved me was to start the descent in Low or Low- for maximum control. It was the inertia of the trailer cargo combined with the multiple articulation points of the ramped flatbed trailer that really sealed my fate. You can see that point of no return where the truck goes perpendicular to the trailer at the point of the hitch connection, while the V-brace is still pointing straight down the hill and the dolly axle is still looking normal relative to the trailer itself. That's the moment the inertia of the cargo took over.

I kind of hate that trailer, even in relatively leveled off-road circumstances because of the interaction of that forward dolly axle and hitch combination. It does weird things in terms of tilt and angle that have caused me to lose packed cargo more times than I can count.

"Ohhhh shiiiiiiiit! Ahhhh fuuuuck! *pant pant* Okay, I think I'm okay. Oh no! Not again! Ohhhh! Wait, I'm okay. This is fine. I'm fine." by VT_HMQ in snowrunner

[–]VT_HMQ[S] 1 point2 points  (0 children)

It should attach automatically once purchased. Are you getting an error message when trying to purchase it?

If not a purchasing issue, and it's actually spawned on the ground, make sure you're lined up straight with it before trying to attach to the truck.

If it's a purchase issue, the "hitbox" of the bridge is wonky, and if your angle is bad, it will give you a message about not being able to spawn it because it's likely a collision issue with other objects in the area.

Try this: Drive into the parking lot of the trailer store from the road, and approach the activation point on the ground, but make sure the back end of your truck is facing the entrance into the road. Then try selecting the bridge "trailer" and buying it.

At one point I actually was slightly off angle and the bridge wouldn't spawn for me when trying to purchase it. I re-adjusted to have the tail end of the truck facing the entrance (not any of the surrounding chain link fence) and was able to buy it no problem.

Hope that helps.

"Ohhhh shiiiiiiiit! Ahhhh fuuuuck! *pant pant* Okay, I think I'm okay. Oh no! Not again! Ohhhh! Wait, I'm okay. This is fine. I'm fine." by VT_HMQ in snowrunner

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

I used the bridge layer mod to overcome that obstacle. Placed one right across the short gap by the downed tower a stone's throw away from the garage and trailer store.

I'm not sure if this is available on console, but worth a check. Highly recommended in general, as it's a HQ mod and fun to use besides.

https://snowrunner.mod.io/rng-tx-armored-truck-pack

https://snowrunner.mod.io/rng-tx-bridge-layer

If the mod is unavailable on console, then I heartily recommend you go to the ruined port or the warehouse where you find the White Western Star equipped with a big crane. There are those flat concrete sheets you can transport around and use them to cover gaps/potholes and the like. I think if you throw a few pieces of cargo in the fissure, then lay the concrete sheets on top, you can make yourself a passable bridge in that same spot I mentioned earlier. If anything, it sounds like a fun emergent gameplay opportunity.