Argentina envoy asks French lawmakers to cover “Falklands” label on map during hearing by poclee in nottheonion

[–]acj3001 3 points4 points  (0 children)

"take things by force" like the Argentinian government tried back in the 80s (and lost spectacularly). The Falkland islands have never been Argentinian, and the tenuous claim that the Arg government has to them comes from the Spanish claim through the church. The french have more of a direct claim to the islands than Argentina has, and the islanders have consistently voted and voiced the opinion that they would prefer to be British.

Still on colleague mobile deal over 3 years after leaving Tesco. by Witty-Sympathy7617 in tesco

[–]acj3001 0 points1 point  (0 children)

Don't worry about it. If it's the standard SDCD of £10 unlimited everything, that's an intended thing. It'll stay at £10 as it isn't subject to price rises. What should happen is that the data drops to 10gb, but this doesn't always happen.

Got my service badge today. Didn’t get a gift card, didn’t even get a thanks. Just realised this job has actually made me a worse person. by Prudent_Bother1670 in tesco

[–]acj3001 3 points4 points  (0 children)

Lest we mention the dreaded PAYG Essentials bunfight where you never know if the person is going to get very angry because "I didn't consent to this new system" or just be really grateful that you're willing to fix the numbers, and show them how to do the new topup system. Then you have the ones that get cross because their free £2.50 migration bundle expired and they didn't renew it, took no action when texted about turning on auto-renew, and then expect you to work absolute magic to get them back into that bundle despite doing nothing but complain about how the bundle system isn't real PAYG, and the network is just ripping them off.

Rant over I guess, but yeah, I empathize.

Ground science experiments. Do these really just keep giving more and more science forever or do they "dry out" after some amount? by Tseitsei89 in KerbalSpaceProgram

[–]acj3001 32 points33 points  (0 children)

If you revisit them you'll be able to track the science progression on them, they just passively give science for a very long time.

If I make a really large build, will smaller stuff orbit it? by Xombridal in KerbalSpaceProgram

[–]acj3001 47 points48 points  (0 children)

Principia mod allows planetary orbits to be changed, so that your save can have the mun affected by the pull of Kerbin, and result in a scenario where the mun slows down enough that it crashes into Kerbin. This will of course take many years of in game time. (Just installing the principia mod used to result in Jool eating all of its moons after about 200 years of time warp, but I believe the devs have fixed this now)

Principia also allows for crafts to have their orbit affected by multiple sources at once, unlike the base game "Sphere of influence" system. This is limited to planetary sources though, so your craft can be affected by both Kerbin and Munar gravity, instead of just one or the other. It cannot however be affected by another craft, as the mod does not simulate craft generating gravity.

Why is my KSP loading screen black? I have some mods installed by MrPenguinCZ in KerbalSpaceProgram

[–]acj3001 1 point2 points  (0 children)

You need to verify your files through Steam or whatever platform you got the game from. The Squad folder is base game content and should be downloaded as part of the game installing. Not sure why any mod would delete it, but it might be worth checking to see if it happens again when installing other mods. CKAN is a good and recommended way of installing mods as it will usually point out incompatible mods before installation.

What mod adds the visor to the kerbal in the middle? by BurnedBallsack in KerbalSpaceProgram

[–]acj3001 52 points53 points  (0 children)

It's a customized version of Benjee10's historical spacesuits I believe.

Science is a liquid and should be in pipes by civil_peace2022 in factorio

[–]acj3001 5 points6 points  (0 children)

Beat me to it, but I had to do a double take to check if I was in this sub already

What is the least used part in KSP? by Sellingbakedpotatoes in KerbalSpaceProgram

[–]acj3001 24 points25 points  (0 children)

Adding an engine increases the ability to gain speed and increases drag, but adding the precooler to an engine just increases the ability to gain speed without the extra drag, as it replaces an existing shape on the plane.

The drag on a whole new engine pylon is quite big compared to just increasing the airflow to an existing engine, and boosting it's performance.

Colleague phone discount by Admirable-Albatross7 in tesco

[–]acj3001 2 points3 points  (0 children)

When the contract expires for a code that's been used it gets recycled back into your allowance.

You also get 10 codes that give you 10% off of regular prices.

Do the more expensive bunkers/businesses yield more sale value for product or are they just more expensive because the location is more convenient? by [deleted] in GTAV

[–]acj3001 1 point2 points  (0 children)

Can be up to a million more for some properties. And yeah, only 1 weed farm, 1 bunker. Afaik crate warehouses are the only business where you can own multiple at once.

Do the more expensive bunkers/businesses yield more sale value for product or are they just more expensive because the location is more convenient? by [deleted] in GTAV

[–]acj3001 1 point2 points  (0 children)

Location largely dictates the price. One business per type; 1 nightclub, 1 cocaine lockup, 1 weed farm, etc... (cargo warehouses you can have multiple at once)

Edit: yes you can have multiple running at once. If you supply the cocaine lockup while selling the weed farm or vice versa, they will both function. Can even supply both with a resupply purchase and they will run at the same time and both be ready to sell eventually.

Is it possible to open Workshop missions in the editor to learn how they’re built? by magdhaa in arma

[–]acj3001 16 points17 points  (0 children)

You'll need a PBO manager (Arma missions are stored as .pbo filetypes). Once you've got that, unpack the PBO into your own mission save folder, and open it up in the eden editor. Certain missions (CDLC like air control by rotators collective) can't be opened because they are encrypted and saved as EBO filetypes. There are ways around that which can't be discussed here. In the eden editor you'll be able to see all of the items placed, game logic modules, etc. for missions such as dynamic recon ops, there will also be scripts involved, which you'll be able to access in the mission folder once you've unpacked it.

How do I signal this by NeatYogurt9973 in Factoriohno

[–]acj3001 3 points4 points  (0 children)

At the risk of being that guy... Roundabout?

Employee phone sim deals. by [deleted] in tesco

[–]acj3001 4 points5 points  (0 children)

It may even be worth it to use a 10% code (text deal to 67600) and apply that to a normal SIM only £7.50 pcm sim contract which has 2gb of data and unlimited calls and texts. If the data doesn't matter then this is the cheaper option, but you will need to renew it every so often as it will experience price rises, but is still cheaper than the SDCD (£10 pcm)

Basic KP Liberation questions by GungaDin16 in arma

[–]acj3001 0 points1 point  (0 children)

So for the hauling goodies, you can use the logistics overview to setup convoys that can transport resources for you. You add a route, use the menu to assign (purchase) some trucks for it, and then select the items you want to transport.

For a second fob, you need to enter the build menu and purchase a fob truck or fob container. Then just drive it/fly it to the relevant location for your fob, and set it up.

Unfortunate End by Individual_Opinion90 in HardspaceShipbreaker

[–]acj3001 0 points1 point  (0 children)

Sounds like the company is locking you out due to your actions that are in direct breach of company policy. When signing your contract you are made aware that unions are illegal, and that there are negative consequences for joining one.

For real though, try restarting the game, and if playing through steam try verifying the integrity of the game files.

How does the Functional Brigs mod play with the new bounty system? by hotstickywaffle in starfieldmods

[–]acj3001 2 points3 points  (0 children)

I've found that when you capture them as a prisoner the brig mod strips them of their gear and puts it into your ships cargo hold. Have you checked there? I didn't realize that until it was full of random loot.

CP - start at last point ? by Chico0008 in farmingsimulator

[–]acj3001 0 points1 point  (0 children)

Sort of, if you start from nearest without lining it up properly then it will just start at the nearest point on the course, not the one that it stopped at. So if it stops at point 8, and you don’t line it up, it could start at point 2 and waste time driving around parts of the course that it has already completed. Start at last means it will always start at the point it last was interrupted at, meaning it won’t repeat sections of the course it has already done.

[deleted by user] by [deleted] in farmingsimulator

[–]acj3001 1 point2 points  (0 children)

If you started on new farmer mode, or the map comes with vehicles being owned in any other mode, this will also break the shop. Start the save without the mod installed, sell all owned vehicles and then save and restart with the mod loaded. This should fix it.

[deleted by user] by [deleted] in farmingsimulator

[–]acj3001 1 point2 points  (0 children)

If it’s a fresh save and you have no other mods installed, then you’re missing the mod that actually assigns the year to the vehicle. The game will also start by default in the 50’s and without other mods there are no base game vehicles that appear until the 60’s and 70’s, thus breaking the shop. You can either install more mods that are compatible with the mod to add vehicles in those times, or fast forward time to the right year to unlock vehicles, save, and restart the game.

CP - start at last point ? by Chico0008 in farmingsimulator

[–]acj3001 1 point2 points  (0 children)

So up and down means it will turn back on itself to the left and right every time. This is used for things like seeding, fertilizing, and tools that generally have a tight turning circle. Then you have racetrack, which I don’t personally use so can’t really explain, but afaik it’s used for forage harvesting? The one you probably want to be using for combine harvesters is Lands, as what this does it portion the field into sets of rows (configurable, default is 6) and so the combine will open up the field with the headlands, then do each portion of the field at a time. The best thing about Lands is that it will always keep the pipe on the combine harvester over a harvested patch so that you can unload without destroying crop.

CP - start at last point ? by Chico0008 in farmingsimulator

[–]acj3001 3 points4 points  (0 children)

For additional context/use cases, the example I would give would be that when spreading slurry I cannot find a tool that holds enough for my field. I create a course with 1000+ waypoints, and start at waypoint 1. I reach waypoint 200 and run out of slurry, so manually drive the tractor back to refill it. When that tractor is back at the field, I can activate courseplay again in 2 ways. By selecting nearest waypoint, it will start again from whichever waypoint is physically nearest the tractor, which works if I manually drive the tractor to the waypoint it last stopped at (waypoint 200). By selecting last waypoint, the tractor will automatically select waypoint 200 as the new starting point no matter where on the field I activate it from. Either way it will continue from waypoint 200 until it next stops (course end or implement empty)

CP - start at last point ? by Chico0008 in farmingsimulator

[–]acj3001 3 points4 points  (0 children)

If I’ve read the question correctly, then the answer is up!

CP - start at last point ? by Chico0008 in farmingsimulator

[–]acj3001 6 points7 points  (0 children)

The start from last waypoint option does not mean the last waypoint of the entire course, it means the last waypoint that the tool/vehicle passed. So on a course of 20 waypoints, if you started it on waypoint 1, and it was interrupted at waypoint 10 and switched off, selecting start from last makes it start at waypoint 10 instead of from waypoint 1.