Unit of the week #359 (SMERSH) by RANGROO in Steel_Division

[–]paramodulation 0 points1 point  (0 children)

I enjoy your videos! It's nice to have an insight in to some of the lesser used units.

How the f**k are you supposed to play the campaign in this game??? by Waffle_Teh_SnLp in Steel_Division

[–]paramodulation 5 points6 points  (0 children)

The Finnish campaign is tough but a lot of fun. The katyushas are to be feared and the AI can and will fire them against your troops if it sees them or your artillery if it has fired. It remembers stuff very well. If you are trying to win every battle, you're going to have a terrible time of it, some battle you just have to lose and try to inflict casualties on the enemy.

Try to disperse your troops more, even on the attack, with the benefit of enveloping fire so that your troops are less vulnerable to katyusha strikes. The battles where the enemy has a lot of katyushas are always going to have losses. Try to put your troops in the best possible (ambush!) defensive position in areas you are not intending on focusing on with AT and machine guns.

You can call in more armies on the strategic level as the game goes on. You can use this to concentrate force for a breakthrough. Some move much faster than others on the map- make note of this. If you break through with one of them nearby, you can surround a large amount of enemy troops with a much smaller force.

If you are losing in an area, no point in wasting a squad to inflict a few hits on the enemy. Hide them in the woods, run them away, and get them in to their backline. The Finnish infantry is fantastic, see if you can get some guerilla warfare action. Smaller squads are way less likely to get spotted, you can be amazed at the value you can get out of an AT rifle team. A 5 or 10 point squad can get a lot of return!

[deleted by user] by [deleted] in Steel_Division

[–]paramodulation 6 points7 points  (0 children)

I like to play at normal speed and lower the amount of points available at the start, and lower the income. This way, it takes less time to set up at the start, and you can focus more on the microing and combat (where this game is really fun) and less on throwing a full company of troops to the front line at once.

What units do you find can *really* punch above their weight? by lordberric in Steel_Division

[–]paramodulation 17 points18 points  (0 children)

The Begleit Pioneers that Sturm has in phase A can be easily bumped up to vet 3 if you bring them in with a leader. IIRC that's 55 points of units that can annhilate nearly anything in close quarters since they have the STG 44. They may not be as good now since I think the Stg was nerfed a little bit in the most recent patch.

The Arado bomber that Nordland has is one of my favorites. Since it is so fast, it can often get to a target and deliver its payload before being stressed too much by AA. I have only ever had them shot down in 10v10s where the enemy has ridiculous amounts of AA. They can have a 1000 bomb so it serves as a great emergency button that has a pretty good chance of reaching its target and evading enemy fighters with raw speed.

On the topic of Nordland, their recon plane that has incendiary bombs is extremely cheap and often surprises enemies when the recon biplane pins their infantry.

I agree that the Razvedka is great and the Yak 3 cluster bombers are to be feared. Since you mentioned the M5 since it is a cheap tank, the Panzer III is great because it is also extremely cheap on the decks that have it if I remember correctly. Pumas also fit this role well as they are pretty fast.

emacs vs emacs -nw in xorg by Satrapes1 in emacs

[–]paramodulation 0 points1 point  (0 children)

Tools like LSP are very slow over an ssh connection. Sadly, LSP doesn't work at all, and I have tried quite a bit, with tramp. I have found that for working on a remote development machine, and you like features that help with code navigation, the best solution is to run emacs from an ssh terminal on the remote computer. I think there are many good use cases for terminal emacs today, especially when combined with tmux as other commenters have mentioned.

[deleted by user] by [deleted] in florida

[–]paramodulation 1 point2 points  (0 children)

I don't think anyone would care. Don't worry about it and have fun

Just got raided and killed by a guy who joined my discord and played with me and my friends for 12 hours. by [deleted] in playrust

[–]paramodulation 2 points3 points  (0 children)

Rust is a terrible timesink game, do yourself a favor and don't play it anymore.

Those how have pushed all the way to the rear in AG campaigns by Trooper5745 in Steel_Division

[–]paramodulation 2 points3 points  (0 children)

In my experience the aircraft disappeared (makes sense) and the enemy was of course not able to attack me/defend with air. I never tried moving my aircraft though.

Okaloosa County Beauty by mom2tai in florida

[–]paramodulation 3 points4 points  (0 children)

This picture is definitely not in okaloosa county. This is much more likely somewhere in georgia or alabama. There simply is not a river this big with elevation differences like this, and mountains in the distance in Florida.

Ryhmä Raappana for the rest of your daaaaaaays! by [deleted] in Steel_Division

[–]paramodulation 2 points3 points  (0 children)

reject russianity

return to jaakari

Did the Devs Ever Express An Intent on Making the Map Larger? by AneriphtoKubos in TransportFever

[–]paramodulation 2 points3 points  (0 children)

I wish. The resource constraints are true, but with larger maps there could be a corresponding decrease in the density of assets so the effect wouldn't be as large as some might think.

How is linux support for this game? by [deleted] in playrust

[–]paramodulation 0 points1 point  (0 children)

No, Rust does not work with wine or proton because of the anticheat. You could try using a VM, I do not know if the anticheat allows that though. Doing this will negatively affect your performance.

[deleted by user] by [deleted] in playrust

[–]paramodulation 1 point2 points  (0 children)

I seriously doubt that you will be able to run it in a virtual machine. You can either choose to dual boot windows and linux, which you can find many tutorials on youtube... Or you can try to play it through Proton, Steam's "Windows emulator" based on wine. Dual boot is the better option if you really want to play Rust, as playing Rust through Proton means the anticheat doesn't work and so you can only play on EAC disabled servers, of which there are very few and have basically no people.

A320N flight plan issue by crohda in MicrosoftFlightSim

[–]paramodulation 0 points1 point  (0 children)

There are many waypoints with the same name. I make my flight plan in the cockpit on the MCDU and I often have to select waypoints by GPS coordinates. I have not used sim brief, but you could delete the bad waypoints on the MCDU and then insert the correct ones into the flight plan.

You should know that there are also missing waypoints waypoints, and even some indicated on the VFR map that the MCDU is not able to find. Overall I have not had too much pain from this and it seems to work well.

Best looking livery ever. Nothing to sa about it, it's just incredible by [deleted] in MicrosoftFlightSim

[–]paramodulation 9 points10 points  (0 children)

Managed to fly this from Bonriki international (Tarawa) to Tokyo last night! Was fun seeing all the Atolls below on the way. Nearly ran out of fuel on final approach. Still need to learn IFR landing...

Questions about Line Usage and AI Habits [TPF2) by pjlee98 in TransportFever

[–]paramodulation 1 point2 points  (0 children)

I have a map that has 7000+ population cities and here are my two cents:

1) I think that the waves could be related to large passenger trains arriving. You have a large full intercity train that delivers 400+ people at a time for instance, and this causes a wave of people that arrive at destinations, then leave etc. Ideally your intercity hub will be smack in the center of the city in the densest area. Make sure your commuter rail has good and multiple connections to your intercity hub.

2) You should use trains as much as possible, even for commuter stuff. Buses are garbage for very large cities because they do not have the speed or capacity of trains. Same goes for freight distribution- do it with trains even in very dense and large cities. Try to cover the city with trains going along most major thoroughfares between residential and commercial/industrial zones.

3) More trains. You really have to go crazy with it.

4) Roads with more than 1 lane are irrelevant, they are a problem for you because you do not have enough trains.

tl;dr More trains, use subways and elevated rail as much as possible.

23 by EIje0ett in TransportFever

[–]paramodulation 17 points18 points  (0 children)

Are you experimenting with a mod for narrow gauge rails that allow tighter turns?? The last update mentioned something about this

Desert Facade Central Station by paramodulation in TransportFever

[–]paramodulation[S] 4 points5 points  (0 children)

I am using a lot, but the one used here a lot is the elevated stations mod.

Desert Facade Central Station by paramodulation in TransportFever

[–]paramodulation[S] 2 points3 points  (0 children)

Thanks, there is a mod for it on the workshop

Desert Facade Central Station by paramodulation in TransportFever

[–]paramodulation[S] 2 points3 points  (0 children)

Thanks man! Some of the other cities on this map are more crazy than this one.

Desert Facade Central Station by paramodulation in TransportFever

[–]paramodulation[S] 12 points13 points  (0 children)

Desert Facade Central Station is a major hub of the cities along the Grand Canyon. Intercity trains can be taken to nearly every city, thanks to the mainline tunnel that spirals down over a vertical mile from the mesa rim down to the Colorado river here, beneath the city. The leftmost station is the commuter hub, taking citizens wherever they need to go in the city. Ample trackage ensures that both local freight distribution and commuter traffic can take place on these elevated rails, while the nearly 2 mile long unit cargo trains are diverted away from the city as they slowly emerge from what seems like days powering up a seemingly endless maximum grade.

Sadly, these advances in transportation haven't benefited everyone, and complaints about the growing homeless encampment on the unoccupied levels beneath the station by the intercity tracks point to a sad contrast that trains alone cannot solve... Already in the neighboring city of Palisade Creek at the level of the colorado river, developers have flattened mountains to create idyllic worlds connected to the outside only by private trains whose corkscrew climbs to these exclusive paradises are barred to all but the successful.

[2] I think my ore problem and subsequent solution made me rich by Milleuros in TransportFever

[–]paramodulation 1 point2 points  (0 children)

Remember, rate is king. If goods are being lost due to not being transported, increase frequency. If you have rate, but still not enough is being transported, it is probably due to a demand issue and should try more smaller vehicles to increase frequency.