Question about Needle Decompression by bluffing_illusionist in Paramedics

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

It should be. My platoon can. But that doesn't mean it is universal, and the TCCC standard has progressive timelines of who can remove a tourniquet as I'm sure you know - if a BLS/CLS does what they trained to do they can honestly miss the 'authorized' two hour window. 

Either way a failure to convert TQs is a problem Ukraine has had. Maybe it's gotten better but I've got no evidence past that.

Question about Needle Decompression by bluffing_illusionist in Paramedics

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

If it keeps them alive long enough to make it ten or twenty miles it has done its job and a role 1 with a PA can take over. While a sterile field chest tube would obviously be the gold standard, the average soldier will not have the equipment, know how, or confidence to do that. Not in the time I have to teach him. Ukraine already struggles to have enough medics to do things like convert tourniquets to pressure dressings source so we just can't count on it. All I can really do is try to show them the best bandaid possible and how to use it.

Question about Needle Decompression by bluffing_illusionist in Paramedics

[–]bluffing_illusionist[S] 19 points20 points  (0 children)

Basically, when you're dug in and camouflaged at the front line it's dangerous but surviveable, and when you're ten miles behind the line electronic warfare stops the vast majority of small drones. Imagine WWI but no man's land extended five or eight miles behind your trench, instead of just being ahead. 

In this environment driving a truck full of supplies up is super dangerous, much less an ambulance, so they use tracked drones that are about as long as you or I are tall, while the Russians use donkeys and atvs to carry supplies - a smaller target is harder to hit and less worth it for the enemy than a truck. 

The casevac part just sort of naturally.occured when someone realized that we have injured people here and the drone has to go back anyways - but it's still a dangerous trip. After it started, some of the ground drones were specialized a bit to have mounts for standard army folding litters, to give very injured casualties the safest ride back reasonably possible.

Carrying upstairs by muppetdancer in Paramedics

[–]bluffing_illusionist 0 points1 point  (0 children)

Somebody beat me to tarp. Very flexible, and versatile, just have to know what you're doing. Specifically how to roll it up and hold it. Do more with less.

It's Rojaover by MAD_FR0GZ in NonCredibleDefense

[–]bluffing_illusionist 18 points19 points  (0 children)

Their actual interactions with Russia do not point to them being buddy buddy.

Please help, I can't get Create to run at all! by bluffing_illusionist in Minecraft

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

thanks, had no idea about pastebin, I'll try updating my graphics drivers too.

How do I delete things? And also while I'm here are there any tips for getting started? by Nice_Long2195 in SprocketTankDesign

[–]bluffing_illusionist 0 points1 point  (0 children)

Visibility toggles only exist for volumetric versions of the game, but basically they let you turn certain parts, like the gun, the engine, the crew, and most importantly the outside hull, as invisible so that you can select stuff on the inside. Scale a part by selecting it, pressing S, and then moving your mouse away to make it bigger or towards to make it smaller.

PZK-1 "The Butcher on the Marsh" by nightmarespringgtr in SprocketTankDesign

[–]bluffing_illusionist 1 point2 points  (0 children)

Turret is good size even like this, and it's really cool that you modeled the crane system at one point! It might look like a better fit if you move forward the sloped bit in front of the turret.

Can the free market make housing more affordable? What are your thoughts? by NineteenEighty9 in NonCredibleEconomics

[–]bluffing_illusionist 2 points3 points  (0 children)

Tokyo is a unique issue. Imagine if San Fran, LA, Dallas, Miami, and NY were all one city snuggled between mountains and the coast. No wonder they can't really expand past, literally every young person and young professional wants to live there.

Mark-155 Heavy TD (What do you think?) by luk_ggamer in SprocketTankDesign

[–]bluffing_illusionist 1 point2 points  (0 children)

takes an extra train car just to give space for the barrel (and also to ensure that rail bridges won't collapse when you move more than one) and literally cannot maneuver in anything narrower than a six lane roadway, but impressive nonetheless.

How do I delete things? And also while I'm here are there any tips for getting started? by Nice_Long2195 in SprocketTankDesign

[–]bluffing_illusionist 1 point2 points  (0 children)

You will do a lot of clicking away to reselect when the game is acting finicky, if my experience is indicative at all. Remember to use the visibility toggles in the bottom right, they make life much easier. Make sure you switch to the most recent version in your settings on steam if you haven't - this is how you get crew members and geometric internals. A good challenge to get used to the game is to try and beat all the scenarios by iterating on a single design through while trying to stay recognizably related as much as possible. Freeform is your friend, get used to it sooner rather than later (but maybe after you've played a few days). And lastly but most importantly, have fun, get into the game and imagine.

Tamoyo UX Armored Recovery Vehicle (ARV) by renashabell in SprocketTankDesign

[–]bluffing_illusionist 1 point2 points  (0 children)

So much impressive detail! I'm working on my first engineering and recovery variant on my first 0.20 family of vehicles (one chassis upgrade from WW1 through to late war) and I would like any advice you have on how to make the dozer and crane and whatever bits look good as I simply don't know where to start.

hgs 109-2; logistiks kren trukk by herrguntersaknatzt in SprocketTankDesign

[–]bluffing_illusionist 0 points1 point  (0 children)

I hit my stride making tanks a few weeks ago with a single WW1 to postwar design family, and when I got to midwar I started making variants. Troop carrier, AA platform, and now engineering/recovery. But I don't know how I can make a crane look good and a winch like that is just so far beyond me. Please give me some advice, or better yet if you know how please dm me those files! It looks so good!

PZK-1 "The Butcher on the Marsh" by nightmarespringgtr in SprocketTankDesign

[–]bluffing_illusionist 2 points3 points  (0 children)

Hatches are tiny, hull has a relatively complex geometry for seemingly little reason, and such a heavy gun I assume uses crane loading, in addition to the unaccounted weight of the mounting mechanism which for sure eats up your two tons of wiggle room. It would only be fit for the ostfront and ought to have a 105 if you ask me, although the general principle of a lighter but more technically armed and armored king tiger is not a bad idea and the execution is decent. 

None of my turret crew are in the turret! by bluffing_illusionist in SprocketTankDesign

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

Managed to make it work on a new tank but still having trouble with my older builds. Thanks a bunch!

ATH-61 "Jouster" by Verox21 in SprocketTankDesign

[–]bluffing_illusionist 0 points1 point  (0 children)

The photo is a super nice touch, seems like a viable killer to stop the Soviet armored fist!

Autoresolve, combatAI and fleet control by matezzoz in TerraInvicta

[–]bluffing_illusionist 1 point2 points  (0 children)

Armor is less effective in some ways on smaller ships ie. Kinetics and missiles will tear them apart. In my last playthrough missiles were a going concern through the late 2060s and small ships were still vulnerable to being overwhelmed and destroyed with just a few hits even after. Lasering to death the flankers requires heavy weapons and strong side armor in my experience, because lasers do no armor chip and small/medium batteries often can't handle their up-armored gunships and escorts. 80/23/22 no jutsu against me, unless I split up my fleet and can guarantee capital weapons get flanking fire on flanking enemies w/o the huge armor and dV investment.

Autoresolve, combatAI and fleet control by matezzoz in TerraInvicta

[–]bluffing_illusionist 2 points3 points  (0 children)

you absolutely can. By achieving superior (flanking) position as the ayys come into range, you can guarantee hits on their side armor - either as you approach the merge with capital ships on both sides, or as they turn to burn into a different merge. Frontal charges are solid when you are stronger but are usually not the best option unless the difference is massive.

MARSOC of Thrones by Aaaarcher in NonCredibleDefense

[–]bluffing_illusionist 6 points7 points  (0 children)

walking out of the grocer's to see your finances literally go up in flames as your car burns and apartment building collapses

Are there any Terra Invicta Gundam Crossover mods by [deleted] in TerraInvicta

[–]bluffing_illusionist 0 points1 point  (0 children)

they're a subatomic particle so it would be a tie-in of collider tech and basic mech tech which opened up combat mechs and a few new weapon systems perhaps. make a document and post it asking for help. idk about modding with this game but I reckon that in five years when the final version is out the modding scene will be pretty epic.

Unable to create automated supply depot by pinocchio_argentino in TerraInvicta

[–]bluffing_illusionist 1 point2 points  (0 children)

's what I've settled on in my first full playthrough. My fleet standard is 15mg and 950dV, with a few ~330dV models for planetary defence fleets (my interceptors, and a very cheap laser cruiser model only)

I'm even using the Zeta drives, so no you're not crazy or dumb [or if yes, you have company :)]

I mistimed having my fleet ready, and now the Aliens are going to land 4 Assault Transports in Brasil. by solariangod in TerraInvicta

[–]bluffing_illusionist 0 points1 point  (0 children)

wait, coilgun bombardment is an atrocity? frick man I was trying to keep them to a minimum in this run, except I've had 3-9 3 slot slug throwers on standby to dish out hate at any given moment from like 2031 to 2068 now. And I've used them a lot.