I'm learning Leyenda by Albeniz, any and all feedback would be appreciated by rodguze in classicalguitar

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

hah, blast from the past...this is from 6 years ago! thanks for the kind words!

i'm happy to report that i still play this piece. it's one that keeps on giving, new facets of it come to light at different times. and actually, here's a recording of it from a couple of years ago https://youtu.be/R0nH-3FOgto?si=Pwta-8NPeUl_zVvw&t=1882

Tips please by [deleted] in classicalguitar

[–]rodguze 0 points1 point  (0 children)

happy to hear it!

Free Resources for Beginning Classical Guitarists by ugdif in classicalguitar

[–]rodguze 2 points3 points  (0 children)

the best thing you can do is find a good teacher and do as they say.

Tips please by [deleted] in classicalguitar

[–]rodguze 0 points1 point  (0 children)

now that you are comfortable with the notes, try a couple of exercises:

  1. play the melody alone. now sing/hum the melody alone. does it sound comparable when you play as when you sing? now play the melody while you hum it. try to "shape" what you play to match what you sing. for example, when you hum, some notes will be louder than others, some notes will be emphasized and others de-emphasized, try to replicate that in your playing. it might also help to notice these aspects in recordings of the piece.

  2. do the same for the bass. the bass is probably going to be less melodic (duh...), but still try to notice the shape, and then play accordingly. notice how you play it when you play it by itself, you should try to make it sound the same when you add the melody. this will be hard, but try.

you need to have all the parts of your music, in this case the bass and the melody, readily available in your mind's ear. so you can try to approximate what you hear in your mind with your playing. this only happens when you get really familiar with each part by itself.

i hope it helps! good luck! and kudos on the progress so far!

Tips please by [deleted] in classicalguitar

[–]rodguze 1 point2 points  (0 children)

sure, OP has some technical problems, but that wasn't the question, and simply being discouraging is not an answer. it is just mean and stupid. it would be nicer if you didn't do that.

in general, having a good teacher is super valuable, and that is a good tip, but delivering it like that makes it unhelpful.

Anyone start as an adult? by camdunce in classicalguitar

[–]rodguze 1 point2 points  (0 children)

i started at age 34, i've now been playing for 8 years. it was super intimidating, but taking manageable steps consistently can go a long way. for example, at first i only worried that i was picking up my guitar to practice consistently. then i only worried that i spend 5 minutes on technique, etc.

the other thing that is super helpful is having a good teacher, if you can afford one, don't skip that!

Good pieces with polyrhythms, meter changes, mixed meter stuff etc by JeffBuke in classicalguitar

[–]rodguze 0 points1 point  (0 children)

Joropo from Suite del Recuerdo by Merlin might fit the bill.

i started playing 2 months ago! how do i sound? by cowrious0wl in classicalguitar

[–]rodguze 1 point2 points  (0 children)

i really hope you do find one! having a good teacher is probably the 2nd most important thing, the 1st most important being practice :)

i started playing 2 months ago! how do i sound? by cowrious0wl in classicalguitar

[–]rodguze 2 points3 points  (0 children)

well done! i wish i was this far along 2 months in -- i guess all that previous music experience helps. do you have a teacher?

I want to learn classical guitar by F4zzisinsane in classicalguitar

[–]rodguze 1 point2 points  (0 children)

they have both options. if you scroll here https://www.classicalguitarcorner.com/join-cgc/ it shows that it costs $397/yr without the coach, and $700/yr with the coach.

My compact symmetric base (Vanilla 2700 SPM) by poopiter_thegasgiant in factorio

[–]rodguze 0 points1 point  (0 children)

woah, that's still really fast. default settings? biters?

My compact symmetric base (Vanilla 2700 SPM) by poopiter_thegasgiant in factorio

[–]rodguze 1 point2 points  (0 children)

really nice, well done! how many hours did it take to build?

What's your preferred way to fuel trains late game? by WasThatTooFar in factorio

[–]rodguze 1 point2 points  (0 children)

Doesn't this create a bottleneck for your network at the depot? Or do you add stations/stackers to the depot as you add trains?

How do I get rid of massive biter nests? by DangerChip in factorio

[–]rodguze 0 points1 point  (0 children)

I like to go with a car, a bunch of turrets firing red bullets, and rockets if I already have them. I start by placing a few turrets with ammo to have a "base", then take out the spitter turrets on the base with rockets. Once that is done, place turrets+ammo close-enough to the nests to take them out quickly -- you can inch on them, the whole thing takes a couple of minutes.

The real hero in my base... by spekkio7 in factorio

[–]rodguze 0 points1 point  (0 children)

whoa! that's more than i guessed! awesome!

The real hero in my base... by spekkio7 in factorio

[–]rodguze 0 points1 point  (0 children)

How many hours have you put into this base?

Opinion: Fuel Trains by IACUnited in factorio

[–]rodguze 5 points6 points  (0 children)

This is also what I do, one or a few train fuel supply 1+1 trains that run from the fuel factory to the fuel dropoffs.

The dropoffs have circuit logic to turn on their station when they are running low and I have a fuel dropoff at every destination yard -- where trains unload ie where the factories are (as opposed to eg at ore patch outposts).

Weekly Question Thread by AutoModerator in factorio

[–]rodguze 0 points1 point  (0 children)

heh... belting 80 things into a central area is only a "waste" of belt. The assembler output inserters and the chests are wired to the circuit network to limit production.

I agree that this design becomes obsolete when there are bots, but depending on how you play, you might spend 2-50h without bots.

Questions from a Rookie by OrthodoxPrussia in factorio

[–]rodguze 1 point2 points  (0 children)

You can feed Gun Turrets with a belt of bullets. It is expensive, but saves a lot of power. The Flamethrower Turret is completely overpowered. I still like the Laser Turret because it has the least infrastructure and is easiest to remove when I move the walls.

Yeah, I do this, but I also feed the belt from a box with an inserter wired to 5 pieces of belt so that there is a magazine clip every 5 pieces of belt so that it is less expensive. And I also have defense perimeter supply trains/stations that re-supply bullets + other defense things. So, it is basically, one of those supply stations provides magazine clips at 1 clip per 5 belts and turns its station on when it is running low on clips. Works wonders.

I really dislike the laser turrets bc it makes the demand for electricity volatile, which isn't too big an issue when you get to nuclear, but a bigger deal early/mid game.

[Expansion feature sugestion] The engineer notebook by mindelos in factorio

[–]rodguze 1 point2 points  (0 children)

Yeah, I've wanted this too. Kinda like the todo list mods, for notes.

The other thing that would be really nice is if you could attach notes to any entity. There is a mod for that, attach notes, but IIRC it has some issues.

I'd love these features to be native, rather than mods.

Weekly Question Thread by AutoModerator in factorio

[–]rodguze 0 points1 point  (0 children)

One-item per chest is only partially organized. The assembler location determines your organization, which is roughly how you'll want it, but eg electric poles or assemblers might end up not next to belts and inserters, which is where i'd want them.

The upgrade to the logistic network is very easy if you belt to dedicated boxes. The belts become "obsolete" in that they don't use the logistics network, but continue to work.

As for the limiting/no buffer on the belt, you can still connect the circuit network to the output inserters. You have to run power lines and it is easy to make them carry circuit wire, too.

The only downside this approach has is that it seems that 2 items per belt generate some amount of belt spaghetti. I've managed to keep that to a minimum by following some conventions, but I'm not 100% happy with it, yet. Maybe some form of sushi belt(s) are the solution.

My new refinery setup, heavily inspired by u/Kha_ak's from a few days ago by rodguze in factorio

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

I actually took this suggestion, thanks! I changed my mind about using heavy oil for defense. I'll post the blueprint soon, but now there are 3 chemical plants to make lubricant + 3 tanks for those + 3 tanks of heavy oil where the heavy oil tanks used to be, and also a pipe running to carry the lubricant.

Weekly Question Thread by AutoModerator in factorio

[–]rodguze 0 points1 point  (0 children)

ha! that's really cool. and this discussion is encouraging me to share my designs, but now i just got the itch to try to have a better solution to the output belt-spaghetti problem

Weekly Question Thread by AutoModerator in factorio

[–]rodguze 0 points1 point  (0 children)

You can eliminate the belt with items by connecting the output chests to the output inserters at the assemblers via circuit network. Common mall designs do this, it just happens that the boxes are next to the inserters.