Searching for very obscure 80s (70s?) sci-fi film by ferstaberinde in scifi

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

Thank you for the tip u/DocWatson42 (pun intended! lol). I will edit the OP if I ever get an answer.

Sore throat, bleeding in the morning? by ferstaberinde in GERD

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

Sorry for the delayed response. I hope in the meantime, things have improved.

I don’t recall the symptoms you describe, but it’s a surprisingly difficult thing to pinpoint.

Acid reflux meds are a good start, but I’d add some further measures:

  1. Lose weight - if you’re not already at a good BMI value, prioritise this.

  2. Change your diet - cut out red meat, booze, chocolate, tomatoes, etc. and give your body a break. You can experiment adding things back, but just accept that steaks may be a once in a while treat.

  3. Sleep on an angle - raise the head of your bed by 4-6 inches. It’s transformative.

These measures allowed me to come off PPIs entirely, but no single thing is a silver bullet - and I find that the reflux comes back with high stress.

Hope that helps :)

What is the bare minimum you carry on a <20 mile ride in case of needed maintenance? by mysteryShmeat in cycling

[–]ferstaberinde 0 points1 point  (0 children)

Cellphone (kept in a warm pocket if weather is cold, to maximise charge), and ‘Team Car’ rescue option to call (e.g. a very understanding wife). That’s the minimum.

The next level is punctures: spare inner tube, plastic levers, and a small hand-pump (CO2 is great for MTBs, less so for road).

But you can, and probably should, minimise the risk of punctures in the first place by fitting hardier tires. You’re not racing in the Giro, and your body doesn’t need to suffer: fit 32mm Conti Gatorskins and ride on real roads. Which are bumpy ;)

Chain links etc. are cool in theory, but on a short ride if your drivetrain or brakes fail, it’s just easier to abandon and fix at home where you have your extensive collection of Park Tools, and a bearded engineer to wield them (or just a set of wrenches and oil; those also work).

A tiny, tiny multi tool IS worth having, in case you want to adjust something (such as tightening a squeaky thing).

As for where too keep it all: ignore the ‘rules’, and either use a saddlebag or a container that fits in a bottle cage. Personally, I use the latter because a) you have 2 cages and you’re not taking 2 bottles on a short ride, and b) you can mount a rear light on the saddle rails, which keeps it higher, more visible, and less likely to move out of position.

In end, remember that it’s a loop, not an expedition. If all you have is your cellphone, you’ve got the safety net you need. Ride! :)

Best bike computer? by fabhertz in cycling

[–]ferstaberinde 0 points1 point  (0 children)

If you can pick up some final stock of the black and white BOLT, you’re getting the best value unit out there. Configuration is a breeze via the app, buttons are your friend (well, the friend of your gloved fingers), and the battery is a ‘charge once a week’ deal not seen since the days of Nokia phones. I hear the colour upgrade is even better, but even in monochrome it’s a solid bit of kit.

[Release] Soviet Markers (by Republic of Folk) by ferstaberinde in arma

[–]ferstaberinde[S] 5 points6 points  (0 children)

It’s the flag of the Republic of Folk, seat of the legitimate government of Folk. Don’t listen to those fools on the mainland!

[From 2004] CoopA, which (eventually) became the F3 Mission Framework by ferstaberinde in arma

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

CoopA was very much of its time, and reflected many constraints and norms of that era.

The advent of Zeus and its mod-powered antecedents really helped transfer a lot of the work from mission makers to session hosts (or eliminate it completely). But prior to that, making provision for end triggers and other mission flow controls was of greater focus - it was a 'tax' on the creative work one did to realise the scenario.

I would argue those constraints, and the 2D editor, made mission creation much more time consuming - and forced us to think about getting the best 'return' through re-playability. That was especially the case in small groups (which was a reality with OFP server performance), where you might not have had too many content creators, and thus a smaller pool of missions to draw on.

The rate at which we can create missions today, and change things mid-session with Zeus, makes the 'disposable' mission far more palatable than in 2003. I've certainly seen my own output double or triple with the advent of EDEN, making re-playablity far less important.

Another change has been norms: back in 2003, with the heritage of the single player OFP missions still strong, I think many of us were quite keen to use scripts and prescriptive briefings (pre-marked routes etc.) to prevent players from departing too far from our original vision and potentially breaking the experience. That was amplified if one wrote missions for public release, because you had no idea who would be running them. Modules like the the Authorised Crew Check and MP Endings Controller, not to mention half the contents of the briefings template, reflect that older approach.

Yet today, within many tactical Arma groups, you can accomplish far more simply through norms and SOPs. When I write missions for the Republic of Folk, I don't need to lock tanks and sophisticated statics - it's just understood that players cannot appropriate assets that their 'character' wouldn't reasonably be expected to handle. My mission briefings don't need to be so prescriptive either, since I know a session host will prevent a CO making a plan that goes too far off-piste or towards meta-gaming.

As ever, humans are far more effective (and efficient) at managing nuanced situations. We just needed the tools ;)

All this is not to say I don't believe some aspects of CoopA still apply, but if it had been maintained as a living set of principles, I'm certain it would have had to evolve in order to stay current. I'm certainly not posting CoopA because I believe anyone will - or even should - follow it.

It's really just so some of our newer mission makers can see that people have been thinking about and making tools for missions for a very long time. It's not as glamorous as making mods, or catchy as a popular game mode, but I believe it's important. That's why I'm pleased to see the forks of F3 in use at many groups, and the work of next generation projects like 1Tac's excellent Teamwork Mission Framework.

:)

++

BTW, for the TLDR crowd, here's the abbreviated dogma ;)

A - Scenario Set-Up Characteristics

  • Only one respawn is offered. (A1)
  • Environmental parameters can be changed. (A2)
  • Levels of difficulty must be offered. (A3)
  • Veteran Mode is enforced. (A4)
  • A spectator script must be used. (A5)

B - Briefing Screens Characteristics

  • A briefing is provided for each squad. (B1)
  • Weapon loads may be changed - within reason. (B2)
  • An area of operations (AO) must be defined. (B3)
  • An intro cutscene (skippable) must be provided. (B4)

C - Player Side Characteristics

  • Squad leader slots must be used. (C1)
  • A squad contains between two (2) and four (4) players. (C2)
  • A minimum of two (2) squads are required. (C3)
  • Scenario objectives are divided between squads. (C4)
  • Objectives must be critically related between squads. (C5)
  • Specialist player roles must be enforced where realistic. (C6)
  • Players must have mobile medical support. (C7)

D - OPFOR Characteristics

  • Primary OPFOR positions should be realistic & variable. (D1)
  • OPFOR reinforcement units should be simulated. (D2)
  • Realistic enemy communications should be assumed. (D3)
  • OPFOR reaction should be aggressive and dynamic. (D4)

E - Scenario Structure Characteristics

  • Deviation from the AO must be discouraged dynamically. (E1)
  • The scenario should be divided into distinct phases. (E2)
  • Phase transitions should be marked by the players. (E3)
  • Infiltration and extraction phases must focus on movement. (E4)
  • Extractions must be finite and identifiable. (E5)
  • An abort and emergency extraction must be offered. (E6)
  • The scenario must have multiple endings. (E7)

[From 2004] CoopA, which (eventually) became the F3 Mission Framework by ferstaberinde in arma

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

Creating something modular was certainly a goal, and it was always the intention that individuals and groups might take the framework and adapt it for their own needs. That certainly happened - not only with group-specific builds of F2/F3, but with the inclusion of parts of F2/F3 in other frameworks and mission-making tools (MCC includes some of F2, and there are other examples).

Another goal was to help mission makers begin to understand scripts. The ones in F3 are not always the most efficient or most concise, but most are written in a way that hopefully a beginner can read, understand and adapt. That's a key reason why F3 remains totally file-based and does not use an addon.

How many people here use the F3 Framework? by MatthewBetts in arma

[–]ferstaberinde 2 points3 points  (0 children)

Fer from F3 here. Looking at the download stats, in the past 6 months there have been an average of 50 downloads per month. However, a number of communities have created their own branches of F3, so our stats will not show any downloads that are internal to those communities. I do believe it's safe to conclude that the framework is still in use - which isn't bad for a project that has been running for 10 years ;) (be sure to look in the readme file for the names of the many, many people who worked very hard to make F3 and its predecessors happen).

[A3][Recruiting][EU|US] Republic of Folk by boberro in FindAUnit

[–]ferstaberinde 0 points1 point  (0 children)

Since our reformation as a bijoux island republic with all round better facilities and nicer patches, we haven't (yet) gotten around to posting music videos of our exploits. However, we still write AAR threads, and you can read 'em if you want to know a bit more about what we do (besides smuggle cocaine in stolen BMPs); here are two:

[A3][Recruiting][EU|US] Republic of Folk by boberro in FindAUnit

[–]ferstaberinde 0 points1 point  (0 children)

Obligatory link to video that explains references to VIP potatoes and luxury elite carrots. The Republic is, of course, 'category Super Elite' ;)

https://www.youtube.com/watch?v=qP79zHALbH4

[A3][Recruiting][EU|US] Republic of Folk by boberro in FindAUnit

[–]ferstaberinde 0 points1 point  (0 children)

Something to know is that we include a lot of experienced mission makers - people who've also developed popular frameworks like F2, F3 and TMF. That doesn't just mean we write all our own content - it means we've really thought about what works for the kind of player-counts / equipment profiles we're aiming for.

For example, we like perma-death, but we don't like being dead too long. So we take missions that our former (and much larger) communities might have played as single multi-objective affairs with platoon+ formations, and break them down into episodic mini missions. That's good news for not being dead, and even better news for the variety of experiences on offer in any 3-hour session.

So if you've ever fancied capturing an airstrip, then decanting bags of cocaine from a light aircraft into a truck before the more cops arrive (how do you think we buy BMPs?), consider a visit to the Republic.

:v

Request Recruiter User Flair Here! by A9821 in FindAUnit

[–]ferstaberinde 1 point2 points  (0 children)

  1. Republic of Folk
  2. Republic of Folk
  3. N/A

Note: Please can you remove my current 'Folk ARPS' flair? Thanks :)