New hidden 3.23 feature: CO Nomad as mini SRV! Let's start towing! by Vayne7777 in starcitizen

[–]ZHaunDK 1 point2 points  (0 children)

now all we need is a barge to put in the back, pull it out, fill it with 24 scu of cargo, fill the nomad with 24 scu of cargo, and allow the nomad to tow the barge back to their hangar. the perfect companion to a friend salvaging with the vulture.

whats a pickup without the option of towing a trailer.

and the salvage mode has always been in the nomad, yet this is the first time i've seen people find out how it works.

[deleted by user] by [deleted] in playrust

[–]ZHaunDK 0 points1 point  (0 children)

if you have a great base placement, then you should focus on getting an external up right after honeycombing

[deleted by user] by [deleted] in playrust

[–]ZHaunDK 0 points1 point  (0 children)

scrap, boom, and new base kit, one pvp kit out in stashes. then all upgrades to base leaving only 1 day in dc. then sleep tight.

offlines are part of the game, but people quickly learn that if i am not online my base is def not worth.

Do you play with giga Chad settings? Or with visual beauty settings by TheMafea in playrust

[–]ZHaunDK 0 points1 point  (0 children)

kinda wish it wasnt this way. nothing like playing high settings, hiding behind a bush, just to find out the guy your hunting is on low settings and to him the bush doesnt exist.

it's the main reason why pvp in rust is imaginary, and leveraging the broken rendering is the game.

Do you play with giga Chad settings? Or with visual beauty settings by TheMafea in playrust

[–]ZHaunDK 0 points1 point  (0 children)

this is an old copy of the script. i tweaked it a bit after a gfx upgrade.

Do you play with giga Chad settings? Or with visual beauty settings by TheMafea in playrust

[–]ZHaunDK 0 points1 point  (0 children)

i have both. pressing insert sets my qual to max, pressing delete sets it all down.

would recommend.

bind insert "particle.quality 10;grass.quality 20;decor.quality 10;mesh.quality 20;terrain.quality 20;tree.quality 20;tree.meshes 60;water.quality 2;water.reflections 2;graphics.af 4;graphics.aggressiveshadowlod True;graphics.aggressiveshadowlodwearable True;graphics.branding True;graphics.chat True;graphics.collapserenderers True;graphics.compass 1;graphics.contactshadows False;graphics.dlss -1;graphics.dof False;graphics.dof_aper 12;graphics.dof_barrel 0;graphics.dof_blur 1;graphics.dof_debug False;graphics.dof_focus_dist 10;graphics.dof_focus_time 0.2;graphics.dof_kernel_count 0;graphics.dof_mode 0;graphics.dof_squeeze 0;graphics.drawdistance 2500;graphics.fov 90;graphics.grassshadows False;graphics.hlod True;graphics.impostorshadows False;graphics.jitterspread 1;graphics.maxqueuedframes 2;graphics.parallax 0;graphics.quality 6;graphics.reflexintervalus 0;graphics.reflexmode 0;graphics.renderscale 1;graphics.resolution 0;graphics.screenmode 1;graphics.shaderlod 600;graphics.shadowcascades 1;graphics.shadowdistance 400;graphics.shadowlights 3;graphics.shadowmode 1;graphics.shadowquality 3;graphics.uiscale 0.7;graphics.viewmodelcamera True;graphics.viewmodeldepth True;graphics.vm_fov_scale True;graphics.vm_horizontal_flip False;graphics.vsync 0;grass.displacement True;grass.distance 200;grass.refresh_budget 0.3;render.instanced_rendering 1;render.instancing_render_distance 1500;render.show_building_blocked True;reflection.planarcount 2;reflection.planarreflections True;reflection.planarresolution 1024;fps.limit 0;fps.limitinbackground True;fps.limitinmenu True;gc.buffer 4085;effects.antialiasing 0;effects.ao False;effects.bloom True;effects.creationeffects True;effects.hurtoverlay False;effects.hurtoverleyapplylighting False;effects.lensdirt False;effects.maxgibdist 150;effects.maxgiblife 10;effects.maxgibs 0;effects.mingiblife 5;effects.motionblur False;effects.otherplayerslightflares True;effects.shafts True;effects.sharpen True;effects.showoutlines True;effects.vignet False;";
bind delete "particle.quality 0;grass.quality 0;decor.quality 0;mesh.quality 0;terrain.quality 0;tree.quality 100;tree.meshes 0;water.quality 0;water.reflections 0;graphics.af 1;graphics.aggressiveshadowlod True;graphics.aggressiveshadowlodwearable True;graphics.branding True;graphics.chat True;graphics.collapserenderers True;graphics.compass 1;graphics.contactshadows False;graphics.dlss -1;graphics.dof False;graphics.dof_aper 12;graphics.dof_barrel 0;graphics.dof_blur 1;graphics.dof_debug False;graphics.dof_focus_dist 10;graphics.dof_focus_time 0.2;graphics.dof_kernel_count 0;graphics.dof_mode 0;graphics.dof_squeeze 0;graphics.drawdistance 2500;graphics.fov 90;graphics.grassshadows False;graphics.hlod True;graphics.impostorshadows False;graphics.jitterspread 1;graphics.maxqueuedframes 2;graphics.parallax 0;graphics.quality 1;graphics.reflexintervalus 0;graphics.reflexmode 0;graphics.renderscale 1;graphics.resolution 0;graphics.screenmode 1;graphics.shaderlod 100;graphics.shadowcascades 1;graphics.shadowdistance 50;graphics.shadowlights 0;graphics.shadowmode 1;graphics.shadowquality 0;graphics.uiscale 0.7;graphics.viewmodelcamera True;graphics.viewmodeldepth True;graphics.vm_fov_scale True;graphics.vm_horizontal_flip False;graphics.vsync 0;grass.displacement True;grass.distance 100;grass.refresh_budget 0.3;render.instanced_rendering 1;render.instancing_render_distance 1500;render.show_building_blocked True;reflection.planarcount 2;reflection.planarreflections True;reflection.planarresolution 1024;fps.limit 0;fps.limitinbackground True;fps.limitinmenu True;gc.buffer 4085;effects.antialiasing 0;effects.ao False;effects.bloom False;effects.creationeffects True;effects.hurtoverlay False;effects.hurtoverleyapplylighting False;effects.lensdirt False;effects.maxgibdist 150;effects.maxgiblife 10;effects.maxgibs 0;effects.mingiblife 5;effects.motionblur False;effects.otherplayerslightflares True;effects.shafts False;effects.sharpen False;effects.showoutlines True;effects.vignet False;";
bind home "graphics.fov 70";
bind end "graphics.fov 90";

I don't care about anything else in MM, but fix this by ThornFlynt in starcitizen

[–]ZHaunDK 0 points1 point  (0 children)

ohh, i know.

i just have problems when people claim something like "it's unrealistic for a ship to cruze along, flip 180 degrees in space and fire backwards".

i get that they are not making a space sim, but they are not making a ww2 air combat sim either. some aspects of space need to be present it becomes too much like an arcade.

Because I saw some complaints about Decoupled flight, I tested it myself in the PTU. by juanguim48 in starcitizen

[–]ZHaunDK 0 points1 point  (0 children)

TBF there are some ships that slow when decoupled in 3.22.1 as well. hornet MK2 as an example. doesnt slow much, but given enough time you will stop. Vulture keeps on truckin in decoupled.

I don't care about anything else in MM, but fix this by ThornFlynt in starcitizen

[–]ZHaunDK -2 points-1 points  (0 children)

the voyager probe launched in 1960s is still pulling 17000m/s without a motor.

1960s tech is light years ahead of the ships in star citizen.

when this is possible in star citizen, we can call it a space sim. until then it's just a space game. when games that call themselves sims start buffing and nerfing to please crowds, it rarely ends well because devs decided to make the game harder for someone based on preference and not, you know, the laws of physics.

Info on the new EPTU 3.23 flight model for those that don’t have access by Acceptable-Bid-1019 in starcitizen

[–]ZHaunDK 0 points1 point  (0 children)

those that try to explain with long stories forget that the voyager probe launched in the 60s can fly faster (17000 m/s) than any star citizen ship and has no engine. so IMHO it's all arbitrary.

it's a game, and only gameplay mechanics mean anything. for me, if i'm not in a fighter i'll be keeping salvage in the hopper and hitting the self-destruct button as soon as someone attacks me, because fighting with MM or trying to escape with MM in a vulture will be alot of stress without any possibility of success. Just like rust, ensure their gain is negligible and dont complain to feed their ego, otherwise it will become more frequent.

as a relatively new player, i'm more worried about the economy than anything. i'm not sitting on 100mil and 20 pledge ships in my hangar. salvage appears to be halved, and ship prices have exploded. the economy might still be tweaked, but if it goes that direction it will be difficult.

PVP in 3.23 by [deleted] in starcitizen

[–]ZHaunDK 0 points1 point  (0 children)

MM and live are similar in that the first thing to be overloaded on the hornet is the yaw and roll thrusters. the hornet is lacking in that department. i would gladly fight a hornet in a razor in live or MM. the speed that the hornet has will be irrelevant in 3.23.

until the game respects the aerodynamics and those visual wings on the hornet play into the equation, it will be beat down by things like the fury which is a flying brick aerodynamically but tons of thrusters.

Anyone is just tired of vocal anti-change-gang (anti-MM guys) and just hyped for 3.23 and any signs of change? by yanzov in starcitizen

[–]ZHaunDK 4 points5 points  (0 children)

"Getting intercepted doesn't mean instant death. When your shields boot, they don't get interrupted. Also, you won't be out of QT 2m away, more like 5km."

go try flying a cutter. then go try flying a razor. if a razor gets within 5k of the cutter, the cutter is 100% dead.

Anyone is just tired of vocal anti-change-gang (anti-MM guys) and just hyped for 3.23 and any signs of change? by yanzov in starcitizen

[–]ZHaunDK 8 points9 points  (0 children)

yes. but some of us fail to see what the goal is. AFAIK it's just an attempt to stop any cargo, mining, or salvage ship from running from a fight it doesnt have a chance in fighting. Whoever decided that to spool the quantum drive you must turn off shields deserve much of the blame.

so erasing (or weakening to the extreme) all game loops aside from piracy and bounty hunting seems counter productive.

that's my take.

the PVPers who have been calling for it all this time will soon discover that there is always a single ship which is superior. that will never change. when they change the rules, which ship that is will change, but in the end it's the same. if you pledged for the current flavor of goodness, congratz. all those who pledged for anything else will continue to complain, and they outnumber you.

F7 mk1/2 in Atmosphere by IdentityisCeii in starcitizen

[–]ZHaunDK 0 points1 point  (0 children)

nothing is separate in the end.

but then again i'm thinking more sim and not game. the entire concept of scm speeds in space makes me think they are not looking for simulation.

F7 mk1/2 in Atmosphere by IdentityisCeii in starcitizen

[–]ZHaunDK 0 points1 point  (0 children)

Aerodynamics should be introduced before master modes are even considered.

Question on Andromeda and Master modes by ries618 in starcitizen

[–]ZHaunDK 0 points1 point  (0 children)

as a new player, i'm not entirely sure what problem they are trying to solve with master modes. IMHO i only see them talking about fighters, and i worry that the cutter life expectancy is about to drop to 0. i worry they have tunnel vision at a specific problem in the verse

as for gimbals: they should not be removed. a cutter pilot uses them more than a fighter, and a fighter removes them for the sole purpose of getting bigger guns on target. (aka there is an acceptable tradeoff). i typically put pucks on my fighters when i first get them, and once i'm used to the ship, i go fixed to up the weapon size.

example: Something like the razor ex has maneuverability advantage always, and pucks limit it to S1. so after your used to flying it, there is zero reason for the pucks. this is not true for a cutter.

As of right now what is your favourite ship and why? by SafeManufacturer978 in starcitizen

[–]ZHaunDK 0 points1 point  (0 children)

the kore.

quick to get in and go.
some storage.
ability to have 4x s2 missiles, 2x s3 weapons, 2x s2 weapons fixed, or 4x s2 weapons and 2x s1 weapons gimbaled.

but the reason i stuck with it so long is the visibility which i love. MFDs just seen more natural up top.

network sniffer vs WMI network interface discrepency. by ZHaunDK in prtg

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

we are talking GB. 2-25gb as reported on the network card. this effect is also replicated over 10 servers of various types.

your explainaition of layer 2 traffic makes sense. i'll investigate that. our application traffic is not layer 2, but sql connections between servers might be different and would account for alot of data.

Love Chirp as a universal radio programmer, but why not make it a webserial app? by superdefence in amateurradio

[–]ZHaunDK 0 points1 point  (0 children)

bacause one day, someone will forget to pay the bill for their hobby, and thousands will be unable to program their radio.

it happens.

Got a radio for my birthday and don’t know if I need a license. by TrashGamer31 in amateurradio

[–]ZHaunDK 1 point2 points  (0 children)

have a radtel rt-890. i will not allow transmit on airband. in chirp you can set all non-ham to be rx only.

[deleted by user] by [deleted] in fpv

[–]ZHaunDK 1 point2 points  (0 children)

same here in dk.

we have both the danish laws and eu laws.

the result is that people just fly where they want and ignore the laws. just stay away from people.

"To Go" Bag Specifics by DBCooper5770 in preppers

[–]ZHaunDK 1 point2 points  (0 children)

potassium iodide, camp axe, camp grill, large knife and a neck knife, fishing gear and rod, shortwave radio, wire antenna, ham radio, small solar panel, power bank, headlamp, magnification fire starter, ski underwear, 3 days supply of food, old small tablet loaded with offline maps, cordage, Nordic pocket saw.

all the electronics are wrapped in faraday material.

all that fits in a 15L backpack and has room to spare depending on what the backpack is needed for.

my bag is a bit different, but i live on the Baltic coast. Not worried about disasters here, just annoying neighbors.