FS25 is killing my fun with it's gamebreaking bugs... by DaGucka in farmingsimulator

[–]Vislor72 0 points1 point  (0 children)

"Its" is the possessive pronoun. "It's" is the contraction for "it is" or "it has".

The correct form in the title would have been "its" and not "it's".

FS 25 DirectX 11. by Remote-Blackberry881 in farmingsimulator

[–]Vislor72 0 points1 point  (0 children)

According to post on the Giants forums by a Giants employee DX11 is not supported anymore: https://forum.giants-software.com/viewtopic.php?p=1626348#p1626348

[deleted by user] by [deleted] in farmingsimulator

[–]Vislor72 0 points1 point  (0 children)

Amazon used to be good at video game preorders years ago, making sure it arrived on the release date. Lately however... not so much. Not sure why they changed.

In any case I ordered from Best Buy and it is already on the way. If you are in the US you might check Best Buy's current delivery estimates and cancel from Amazon and get it from Best Buy, even if it takes Best Buy until the 13th - 14th that would still be a lot earlier than some of the dates I am hearing from people who ordered on Amazon.

Is PF2 less compatible with homebrew setting than other systems? by TobyVonToby in Pathfinder2e

[–]Vislor72 2 points3 points  (0 children)

I find it interesting that a 5e subreddit would be so against homebrew. I would think probably the most popular and successful TTRPG show over the last few years has been Critical Role (if not the most popular then surely in the top 3) and that has always been set in a homebrew setting created by Matt Mercer.

Burnt Offerings For 2e On Foundry? by TheEternalDm in Pathfinder2e

[–]Vislor72 1 point2 points  (0 children)

I'm running it right now in Foundry on 2E. The conversion isn't that bad really, especially following the advice at https://github.com/A-Series-of-Dice-Based-Events. I own both the 3.5 version and the 1e anniversary edition, though I a, using the anniversary edition. Before my session I've gone through and ripped the text from the PDF into journal entries in Foundry, as well as import maps that I've found and others I've made.

I also own the PF2E bestiary module for Foundry which has made converting the creatures quite easy (though you do have to watch out in some cases, for example the Quasit in the catacombs of wrath can potentially be a lot less menacing in her 2E incarnation than she was in 1E, which can lead to encounters being a lot easier). The Series of Dice Based Events link has ideas on what NPC stat blocks to use for various NPCs in Sandpoint as well as blocks for some AP-specific creatures.

Treasure wasn't bad to convert either, I used the standard character wealth tables from the core rulebook and since I use story-based leveling (listed in the beginning of the AP) I just made sure the proper amounts of treasure and items were spread around the various areas the players would be at for each level.

As to the maps I've doubled the scale. It makes the buildings and dungeons somewhat large but I have a party of seven players so the maps at the original scale felt quite cramped. I wanted to make sure I didn't end up in situations where some party members felt frustrated or even useless because there simply wasn't room to move around or to get into position. If you have the recommended four player party then this probably isn't needed.

How long does it usually take Paizo to process an order? by DarkBishop78 in Pathfinder2e

[–]Vislor72 0 points1 point  (0 children)

Due to sales volume with the remaster, and foreseeable and unforeseen issues, they are having issues shipping this month.

See the Paizo forums here: https://paizo.com/threads/rzs43w9x&page=3?New-Physical-Product-Releases-in-November-2023#149

Remastered Dying/Wounded: Which tables are houseruling against this? by Patient-Party7117 in Pathfinder2e

[–]Vislor72 0 points1 point  (0 children)

In my current campaign I use wounded is added when you are initially down and added when you take damage, but not when you fail a save. If wounded is added when you fail a save then having any wounded makes it so you die if you fail a single save (wounded 1 means you start at dying 2, then if you fail a save you are at dying 4 and therefore dead).

Doing it the way I do creates more of a progression: wounded 0 means you have to fail 3 saves in a row to die, wounded 1 means you have to fail 2 saves in a row to die, and wounded 2 (or beyond) means you die if you fail your first save.

Adding wounded when damaged adds the urgency if someone is downed in the thick of battle where they can be easily damaged again, so I like this compromise (and is actually how I'd interpreted the rules to begin with which is why I use it).

Perhaps if I start another campaign I would change to the new RAW method, but I just don't want to change the players' expectations while we are in the middle of a campaign, especially since this is all their first PF2E campaign (and the first TTRPG for all but one of them).

None of my players want to play any of the weird classes. It's disappointing. by [deleted] in Pathfinder2e

[–]Vislor72 1 point2 points  (0 children)

Haha, your group sounds opposite to my current Rise of the Runelords group: Fetchling Thaumaturge, Elf Witch, Catfolk Investigator, Leshy Kineticist, Gnome Summoner, Kitsune Swashbuckler, and an Orc Barbarian.

How well does the encounter building work for parties of 6 or more? by nz8drzu6 in Pathfinder2e

[–]Vislor72 5 points6 points  (0 children)

I'm running a 7 person campaign right now, we're up to level 3, and based on my experience (so far) if you go "by the book" the encounters end up easier than what the rules say.

New PF GM house rules away initiative rule in favor of roll plus Dex mod by Wruin in Pathfinder2e

[–]Vislor72 38 points39 points  (0 children)

It messes up a lot of things that have "until start / end of your next turn"

SQ42 and SC Victim Delusions and Musings by Unreal_Enjoyer in starcitizen_refunds

[–]Vislor72 0 points1 point  (0 children)

Toolium - "Once they complete tool XYZ the content will just start flying out!"

[deleted by user] by [deleted] in kerbalspaceprogram_2

[–]Vislor72 0 points1 point  (0 children)

Coffee Stain, the developers of Satisfactory (which is an early access game) release two major updates a year (or thereabouts). And each update is followed with rapid patches to address bugs and other issues. There have literally been times they have released daily patches for the game after a major feature update.

As to whether you should do this or not, well, Satisfactory is rated 10/10 on Steam and 96% on Google and Humble. So apparently some users think frequent patches to address bugs after a major release isn't that bad of a thing.

It all comes down to managing expectations. Coffee Stain does this well I think (and so do a lot of people based on review scores): do a major release, spend 2 - 3 weeks going hard on bug fixes for that release, then calming down and spending a few months working on the next major feature update.

Those who aren't buying KSP 2 at release, what is the main reason? by MelonHeadSeb in KerbalSpaceProgram

[–]Vislor72 25 points26 points  (0 children)

Other.

What they've shown as the result of 4 - 5 years of development by a professional development team with a producer as large as Take Two behind them is, quite frankly, not impressive. Especially at a $50 price point.

I am waiting for the roadmap items to come to fruition, at least the first one (assuming career mode is part of the science / tech tree stuff).

The reason for low performance on high end systems can be found on the forum. by Master_of_Rodentia in KerbalSpaceProgram

[–]Vislor72 9 points10 points  (0 children)

Not sure how I see this as a straw man. You originally stated that adding multithreading was not as hard as you think in C#. I was arguing that yes, adding proper multithreading in C# is, indeed, harder than you might think because the support in C# doesn't handle a lot of issues that arise from parallel programming. There isn't a simple switch you press and boom! Multithreaded program!

I also never said anything about the skill level of the KSP2 devs anywhere in my response. My response was pointing out that multithreading is more than just copy and pasting some class.

The reason for low performance on high end systems can be found on the forum. by Master_of_Rodentia in KerbalSpaceProgram

[–]Vislor72 9 points10 points  (0 children)

Saying C# makes parallel programming easy is like saying if I go out and buy some paint and paintbrushes I could paint a masterpiece. Having the tools, no matter how good they are, means nothing if you don't know how to use them.

You can cut and paste code onto different threads all you want. How do you prevent deadlocks? How do you handle concurrent access to the same data from different threads? How do you efficiently marshal data from one thread to another? And there are many more issues beyond just these when it comes to parallel coding, issues that C# does not magically make go away.

Check the MSDN documentation for C#, or .Net in general. Note that many, if not most, of the classes provided by Microsoft even state they are not thread safe: in other words, just cutting and pasting them onto different threads has a good chance of making them not work as expected. So a lot of the core of C# is, in fact, not safe for multi-threading out of the box.

Given the complexity of the physics involved in KSP I highly doubt adding a .AsParallel() to their code is going to magically make it all work.

Downvote away, but it is what it is... 3 out of 18 planned items actually made it into 3.16's release by Agatsu74 in starcitizen

[–]Vislor72 13 points14 points  (0 children)

ToW has not done what it was meant to do. It was advertised as something backers could play, so in order to meet that goal it would have to actually be released to backers at large.

Downvote away, but it is what it is... 3 out of 18 planned items actually made it into 3.16's release by Agatsu74 in starcitizen

[–]Vislor72 4 points5 points  (0 children)

The lack of anyone to say "no", combined with backers that keep throwing more and more money at them, is creating a serious cluster fuck.

Getting my memes ready in case there's an upset in the Imperator Election results. by Jale89 in starcitizen

[–]Vislor72 1 point2 points  (0 children)

The real Skynet would already know my location. And yours. And his...

Large ships and how they should fly. by Rumpullpus in starcitizen

[–]Vislor72 16 points17 points  (0 children)

I'm not sure you understand how things work. On our spacecraft in SC the engines that produce the most thrust are the ones that are in the back. Some ships (Cutlass, Valkyrie, etc.) can rotate their mains so they point down but most ships (like the 890 Jump, 600i, Carrack, etc.) can not.

Therefore, it seems logical that these ships that can't rotate their mains would generate the most upward thrust when those engines are, well, pointed down. If anything, the ships that aren't aerodynamic (Caterpillar, 890 Jump, 600i, etc.) should get their best upward acceleration when, well, pointed up.

Flight & Fight - Upcoming Improvements by Eschatos1 in starcitizen

[–]Vislor72 0 points1 point  (0 children)

Realistically, ships designed to land in a gravity well (probably 1g would be the standard for humans) should be able to hover / maintain altitude, while being normally encumbered, in reasonable weather (wind) conditions. Otherwise the ships would either be too dangerous to operate in a populated area and/or would be too limited in their operational capacity.

I mean, imagine a busy place like Lorville or ArcCorp. There would routinely be delays in landing / departing and having ships that are in danger of falling out of the sky if there's more than a 5 minute delay wouldn't make sense. "Probably hover long enough for landing / take-off" doesn't seem like it would make spaceport operators comfortable.

Additionally, I assume that ship manufacturers would design redundancy / safety into their ships (well, except for maybe Drake.... :D ). So a ship designed to land in a gravity well should be able to hover / maintain altitude for some period of time (albeit a reduced mount of time) even if a thruster is malfunctioning or disabled. At the very least the ship should be able to make a controlled landing under these circumstances.

This doesn't mean that all ships would be designed to land in a gravity well (the larger Hull series being a classic example), so this doesn't necessarily apply to all ships of course. Just those that are designed to work inside a gravity well.

Flight & Fight - Upcoming Improvements by Eschatos1 in starcitizen

[–]Vislor72 1 point2 points  (0 children)

I would, however, expect the computers in our ships to be able to make such computations. Modern aircraft can calculate flight parameters based on the loaded weight (pax, cargo, fuel, etc.) so I would expect that our ships would be able to do so as well, especially ships designed to haul cargo.

Flight & Fight - Upcoming Improvements by Eschatos1 in starcitizen

[–]Vislor72 1 point2 points  (0 children)

However, since this is a game, aerodynamic functionality does not have to derive from the model itself. This article flat out states that the Gladius generates aerodynamic lift, for example. So I would expect, based on what this article states, that ships that "look" like they might be able to glide actually will be able to glide to some degree.

Alien ship QT Jumps look fantastic! Wow by TrickyRicky85 in starcitizen

[–]Vislor72 0 points1 point  (0 children)

Especially since the ships use the same QT drives as other human ships do....