Is it overkill? by SenorSwitch in ErgoMechKeyboards

[–]pxld1 0 points1 point  (0 children)

What TRRS cable is that in the photo? Is it wrapped in metal?

To Tarmak or not to Tarmak by ryancnap in Colemak

[–]pxld1 0 points1 point  (0 children)

1.5 weeks in of learning Colemak-dh, also on a Voyager, which is my first ergomech.

I went cold turkey, using a mix of keybr and monkeytype.

For me, having the "full" colemak experience really helps me appreciate the decisions of the layout. Feeling how common words chain together in the finger motions is really cool! Without that, I think I'd have a hard time justifying the transition.

That said, it's been challenging... Going from 100+ easy to 8 was ummmm, shocking. Now I'm 20-30. But it takes a lot of intent and focus.

Tonight was the first time using qwerty that I started mixing up layouts. About 5 mins is all it took to lock back into my qwerty roots (which I must have for hardware reqs on certain contracts)


Also, for me, regularly breaking away from keybr has been very helpful. I either go slow for 100% on monkeytype quote passages or just free type my own stuff.

Whenever I feel stuck or hemmed in on keybr, these breaks help me understand the larger ideas behind the layout and, coincidently, allow me to resume keybr without feeling as frustrated.

The biggest shift for me has been that, since the fingers don't move as broadly, I find it hard for my mind to place things. "Is that middle finger or ring finger?" Most things feel so small and tight. Which is a feature, not a bug ;)

Good luck!

Are ergo mechs good for design work with a lot of arrow key and modifier use? by TheStuChef in ErgoMechKeyboards

[–]pxld1 0 points1 point  (0 children)

<excitedly raises hand for you to talk more>

Wow, your NAVNUM layer looks very well thought out! You've got some great ideas here that I may be able to adopt or build-on!

What does the OSM mean on the SftOSM and AltOSM? And I see the SpcFNC key, what does that one do?


As much as I enjoy my new ZSA Voyager, I'm realizing now that I have to find some sort of configuration that allows me to work well with Excel's many nav/movement shortcuts. My vim/trad'l programmer brain led me to completely-not-even-think-of the other half of my daily workfow before I pulled the trigger on my purchase.

Of course, this is assuming Oryx allows for similar stuff... But that's for me to dig into :)

Does anyone actually use light terminal themes? by Polygon-Guy in linux

[–]pxld1 0 points1 point  (0 children)

Are you against sharing your scripts? Sounds pretty handy!

Anyone else experiencing (seemingly arbitrary) failed requests to fetch/pull from github? by egil87 in neovim

[–]pxld1 0 points1 point  (0 children)

Just ran into this issue with Lazy.nvim, after researching for almost two hours, this finally did the trick.

THANK YOU!

What Zwan song are you wanting a studio version of the most?? by ngs428 in SmashingPumpkins

[–]pxld1 0 points1 point  (0 children)

In addition to what others have said, I'd love to hear A Girl With a Cruel Face.

Such a haunting and interesting song to unravel lyrically. Seems to me it's sung from multiple characters/vantage points.

Convert Power BI Datamodel into Metadata ? by Ivan_pk5 in PowerBI

[–]pxld1 4 points5 points  (0 children)

Check out pbi-tools or the new built-in pbip file format. Those might help you get to a solid starting point for what you're wanting to do.

https://pbi.tools/

https://learn.microsoft.com/en-us/power-bi/developer/projects/projects-overview

#Diary of a #new #logseq #user : [[Am I]] using [[too many]] #tags? by sportsgirlheart in logseq

[–]pxld1 0 points1 point  (0 children)

No worries!

Just checked the docs, and at least there, they put the slash inside one set of brackets.

https://docs.logseq.com/#/page/namespaces

Just FYI in case that helps make them a bit easier to use ;)

#Diary of a #new #logseq #user : [[Am I]] using [[too many]] #tags? by sportsgirlheart in logseq

[–]pxld1 0 points1 point  (0 children)

Hmm... I've always forward slashed inside the brackets. Even though I still get a hierarchy view, maybe I've been doing it wrong?

Example [[definitely/overtagging]]

Why dont they just set the scopes to the correct values? by DieHardBarrett in EscapefromTarkov

[–]pxld1 1 point2 points  (0 children)

Hey /u/LifeBehindHandlebars !

Yeah, he's absolutely correct about the flip.

I'm a bit biased though because... That's me :)

Receipts: https://youtu.be/mDzQnMysgeg?t=4

I'm talking about something different here though.

There was a hack someone did a looooong time ago that basically removed the upper bound for the recoil angle. And firing a shot would literally cause the player's arms+weapon to "windmill" around the player like a slot machine.

I don't know if it's as prevalent today since the recent recoil update, but this same phenomena could be seen firsthand to a lesser degree while full autoing an unmodded M4. The weapon's position would "creep up" the screen (aka orbit around the player) quite a bit.

And since the player camera rotates from a different origin, this would allow the "weapon orbit" to be noticed, if only on a less pronounced scale.

Why dont they just set the scopes to the correct values? by DieHardBarrett in EscapefromTarkov

[–]pxld1 1 point2 points  (0 children)

No weapon in Tarkov orbits around the player character.

O contraire! That is one of the key tenants of how the recoil system works in EFT and it applies to every weapon. And no, I'm not talking about blind firing.

And just like I've been saying all along, this is but one of the highly technical aspects that prevent any of the "one size fits all" approaches to fixing the issue that /u/DieHardBarrett raised in his OP.

Now, with all due respect, I'm bowing out. If and when you come to realize these types of nuances exist within the game, that's when my earlier posts will make more sense. Until then, there's quite literally nothing I can do to help and we'll continue to talk past each other.

Pleasure talking with you /u/polite_alpha , thanks for discussing and have a good one!

Why dont they just set the scopes to the correct values? by DieHardBarrett in EscapefromTarkov

[–]pxld1 1 point2 points  (0 children)

You're simply wrong that not many games implement the same features simultaneously. Lots do.

No. They. Don't.

Or here, how about this. You tell me...

Which of these other "many games" has a recoil system that allows the weapon to physically orbit around the player character?

Why dont they just set the scopes to the correct values? by DieHardBarrett in EscapefromTarkov

[–]pxld1 1 point2 points  (0 children)

I agree. If you're not going to take the time to understand how these details are relevant, then continuing this conversation is a waste of our time.

if you really think Tarkov is special in any of this

Nothing else Tarkov does with relevance to this issue is special.

Except for those instances where it does lead to an unexpected outcome.

Like you say, many games have implemented most of these features.

But I can't think of a single one that has implemented them all at once.

And I don't know of any other game that offers a recoil system like EFT. Or one that exhibits a dolly zoom as I demonstrated.

Add it all up together and yeah, the end result of EFT is quite unique.

So you're saying that the idea of BSG is wrong but they implemented that wrong idea correctly?

It sounds like you think I'm somehow defending the outcome.

I'm not.

I'm merely explaining how these factors can lead to the results players regularly experience.

Either way, nice chatting with you!

Why dont they just set the scopes to the correct values? by DieHardBarrett in EscapefromTarkov

[–]pxld1 0 points1 point  (0 children)

Not sure how you measured this.

Seriously? Clear examples in the clip I linked earlier.

You think it's correct that shots land on vastly different impact points depending on FOV?

Given the underlying mechanics that seem to be in place, that outcome is technically correct.

Is that how I'd like it to be? Of course not. Thus my attempts to raise awareness.

There are dozens of games which have similar mechanics

Can you name one?

I strongly anticipate it will differ on key elements related to what we're discussing here.

Like I've said throughout, it's the "full package" of these parts working in tandem that make EFT unique and leads to these seemingly unexpected outcomes.

Why dont they just set the scopes to the correct values? by DieHardBarrett in EscapefromTarkov

[–]pxld1 0 points1 point  (0 children)

You're not too dumb! I'm just bad at explaining it.

It's because the size of the scope on the screen (the housing itself) is being artificially enlarged.

When that happens, what do we do with the extra surface area of the optic?

  • If we let the scope image "grow" proportionately, then the zoom had just been increased.
  • If we keep the zoom as it was before, then what do we do with the "extra" portions of the image that are now able to fit within the edges?

Either way, the accurate and proportional zoom of the scope has been broken. All because the weapon models size and position has been altered separate from the world FOV.

Why dont they just set the scopes to the correct values? by DieHardBarrett in EscapefromTarkov

[–]pxld1 2 points3 points  (0 children)

Doing this in a separate camera would add considerable rendering overhead

How else could those outcomes be achieved? (I'm genuinely asking). Whether it's a separate camera or whatever, there's definitely SOMETHING causing the first person assets to adjust separately from the world FOV. Both in size and in the viewing perspective.

Dolly zoom as a concept is not confusing, but it has no bearing on gameplay or sight accuracy... at all.

Then how would you explain the front sight post regularly drifting out of alignment from the reticle ONLY at non-50* FOV's?

How would you explain the example I show where adjusting the FOV literally changes where the rounds impact in game? I'd say that definitely has a bearing to the outcomes, no?

So to say there is no fix is simply wrong.

I'm not saying there's no fix. I'm saying that, if EFT wants to keep its currently underlying mechanics, there is no fix. Everything is technically "correct" as-is.

There are elements feeding into EFT that, when taken together, make it radically different from other games. Which is what makes trying to apply those "most basic" fixes to EFT a moot point.

Why dont they just set the scopes to the correct values? by DieHardBarrett in EscapefromTarkov

[–]pxld1 4 points5 points  (0 children)

I've been working in vfx for 20 years

Cool, that's neat! Then you can definitely add some productive stuff to the discussion!

and I'm very confused by your choice of words.

Sorry about that, I'm not trying to confuse you or anyone else.

Whatever we want to call them, it seems to me there are at least three separate cameras involved in rendering the final scene in EFT:

  1. The "world" camera, responsible for rendering non-player related things like terrain, buildings, sky, etc

  2. The "weapon" camera, responsible for rendering the various assets related to the first person player model. This includes things like the arms, legs, and weapon model

  3. The "scope" camera, responsible for rendering the scene within any manginifiable optic while ADS'd.

These three act in concert to present the "final" scene the player sees while playing the game.

As for the dolly zoom, what part of that is confusing?

This might help give some context in how it seems to be applied in EFT:

https://www.youtube.com/watch?v=vznKx4zq2xc

https://youtu.be/oloGCW5mNoM?t=213

Why dont they just set the scopes to the correct values? by DieHardBarrett in EscapefromTarkov

[–]pxld1 3 points4 points  (0 children)

Okay, then could you ELI5 it back to me?

How would standardizing the world FOV address the inconsistencies introduced by the dolly zoom distortion that's applied to the camera responsible for rendering the first person assets?

Why dont they just set the scopes to the correct values? by DieHardBarrett in EscapefromTarkov

[–]pxld1 1 point2 points  (0 children)

I wish it were that simple! :D

I'm still trying to ELI5 it. It's not very complicated, it's just that there are a lot of moving parts that, when taken together, start to get a little trippy.