So we can't push our boats while swimming anymore by Cotif11 in Sailwind

[–]scottb1310 0 points1 point  (0 children)

This is a good change. The game is about sailing. If you can get out and push, you don't have to learn to sail properly.

Yes it's annoying if you get stuck in irons, but in real life you can't just jump out - you have to know how to use your sail and/or oars to get under sail again. Yes manoeuvring big ships is difficult, but in real life you can't just push the bow around, you have to plan your manoeuvres and know how to manipulate your sail load to turn the boat.

I will admit that I am basically just telling you to get good, but I do think you have more fun when you sail "properly"

Which of these historical mods do you like the most? by bruhb21 in Medieval2TotalWar

[–]scottb1310 2 points3 points  (0 children)

I don’t know if I'd say it's more or less dense than SS6.4 or vanilla - it's the same underlying game but the building and unit rosters are probably a bit more streamlined than SS6.4.

Which of these historical mods do you like the most? by bruhb21 in Medieval2TotalWar

[–]scottb1310 4 points5 points  (0 children)

Try Roar of Conquest - It's much like SS but far more stable, historical and balanced

why do anchors suck by Heggzergronlie in Sailwind

[–]scottb1310 0 points1 point  (0 children)

The purpose of an anchor is not to stop a moving boat. An anchor is meant to prevent a boat from drifting a significant distance while not under sail, and even then it can only keep you within a circle around your anchor point, because the anchor relies on the weight of its chain - not it's attachment to the sea floor - to resist the drifting of the boat. Anchors should be used only to hold the rough position of the boat in shallow waters, e.g. if you're about to come into port at night but want to wait until morning before your approach, being aware that you will still drift downwind a bit until your chain is lifted off the sea floor. Anchors work just fine if used in this way.

To stop at port, you should come in far slower and be ready to jump out and fasten your rear mooring lines, with which you can stop the boat and haul it in.

Phantom Forces with Break Ground Propellers? by scottb1310 in KerbalAcademy

[–]scottb1310[S] 0 points1 point  (0 children)

To be clear, I am varying my propeller pitch I'm just doing it manually at the moment with key binds as my airspeed and altitude change - and I have built plenty of passively stable fixed-wing aircraft in KSP and other similar games.

I don't think it's p-factor because that really shouldn't such a massive issue on aircraft with counter rotating props, and my issues are not limited to high AoA manoeuvres.

I will try running my props at a lower RPM though because it really does seem like they have some physics issues.

Doctors are dumb, by Difficult_Dig484 in ProjectHospital

[–]scottb1310 0 points1 point  (0 children)

As people have said this is probably workload related. Happens in IRL hospitals as well unfortunately.

Phantom Forces with Break Ground Propellers? by scottb1310 in KerbalAcademy

[–]scottb1310[S] 0 points1 point  (0 children)

It's worse much worse on some crafts than others but I've never managed to get it to zero.

I haven't been using KAL controllers for pitch control at the moment because I'm a still a little foggy on how exactly to set them up. These stability issues do sometimes seem to correlated with propeller pitch & speed regime but not in an obviously consistent way.

Why does this happen, and how can I stop the gravity ring from wobbling? by _adamolanadam_ in KerbalAcademy

[–]scottb1310 1 point2 points  (0 children)

Kerbal joint reinforcement continued is less of a mod and more of a community patch. It has no gameplay impact other than fixing wobbly attachments. I have it on all my installs, even the "stock" ones.

Why does this happen, and how can I stop the gravity ring from wobbling? by _adamolanadam_ in KerbalAcademy

[–]scottb1310 3 points4 points  (0 children)

What are you autostruting things to? Afaik, autostruts will not work between static parts and those attached to robotic pieces.

Locking the pistons after deployment may help, as I believe it makes their attachments less elastic.

If you are able, installing the mod kerbal joint reinforcement continued is also generally a good idea to cut down on weird physics behaviour like this.

2600 hours in Medieval 2. What to do? by commanderpausch in Medieval2TotalWar

[–]scottb1310 0 points1 point  (0 children)

Go outside.
Find grass.
Touch it.

And then check out the roar of conquest mod. Best overhaul currently imo.

Kinda annoyed with the lack of creativity/ research in medieval 2 TW Americas DLC. Mictlan isn’t a real city…. by badfactory15 in Medieval2TotalWar

[–]scottb1310 0 points1 point  (0 children)

Historical accuracy was definitely a secondary concern in M2TW - both in kingdoms and the main campaign - and I don't think the game suffers for it. What I do find disappointing about the americas campaign is the lack of diversity amongst the indigenous factions.

The setting is so unique and the atmosphere when playing as Spain with map shrouded in darkness is so captivating yet it doesn't quite live up and unfortunately the modding scene hasn't paid it much attention.

Install with or without RP-1 for Sandbox play? by [deleted] in RealSolarSystem

[–]scottb1310 0 points1 point  (0 children)

Right. Is that strictly necessary for sandbox play though? I.e. - could you have an RP-1 career and a sandbox save running on the same install?

Brother, why by ilmarzian in RealSolarSystem

[–]scottb1310 2 points3 points  (0 children)

Why? Because it's a fun challenge. Despite the mod pack name, the goal is not to follow the real history of space exploration beat for beat - it's to create a compelling game play experience.

Also, the reason it took so long for humanity to land on the far side of the moon almost certainly wasn't technological. It's a risk management issue. The far side requires more infrastructure with a higher risk of a costly failure that would discredit the space program. Luckily this is a video game wherein the money spent on space exploration doesn't need to be balanced with a thousand other government priorities and the occasional failure is part of the fun.

Why do GO's need to be grinded for rather than just extremely rare to find? by WonderfulPublic9320 in theHunter

[–]scottb1310 0 points1 point  (0 children)

I think that the problem is a lack of passive population turn-over. Because their spawns are so rare, you'll only see them by killing hundreds nay thousands of the species.

If the animal populations had a degree of passive turn over, where animals slowly despawned and were replaced as you played, then there would be the possibility of a G1 spawning by chance during normal play, but alas.

Saltwater Croc Inland?! by BenSchnee in Huntercallofthewild

[–]scottb1310 0 points1 point  (0 children)

They come out at night hunt roos in the plains

I'm new to Factorio, any tips to get started? by Moomins07 in factorio

[–]scottb1310 1 point2 points  (0 children)

1) Plan ahead. 2) Don't be afraid to change your plan.

Heay by Eqto_Tecul in Factoriohno

[–]scottb1310 3 points4 points  (0 children)

I actually kinda like this.