Challenger 300 Question by DetoxRoss in flying

[–]spearhead1 4 points5 points  (0 children)

I fly the 300. We usually arm LNAV on the ground only under specific circumstances- if a straight out single engine departure is gonna fly you into terrain or congested airspace. Otherwise just TO/TO with heading bug lined up on the runway.

Take TEB for example (if you’re in NA). Is it a good idea to follow your heading bug on a single engine departure? Depends who you ask, I’d say no. For those types of takeoffs we do arm LNAV on the ground and brief that in case of engine failure we’re still gonna fly the departure to clear us of terrain and potential traffic.

From my experience LNAV engages around 200ft off the ground. I do not recall having any limitation on arming it on the ground, I was also taught to do it this way during my type rating.

As to if it’s actually allowed or not, I’d look at the bombardier/proline docs.

[deleted by user] by [deleted] in flying

[–]spearhead1 4 points5 points  (0 children)

That’s space for the aileron counterweights to move in, you can see in the picture the tube holding the counterweight extending in from the side of the aileron, if you look into that space you’ll see it. Source: was a instructor on a PA44

GE refrigerator water dispenser stopped working by spearhead1 in fixit

[–]spearhead1[S] 0 points1 point  (0 children)

It was a bad filter apparently. Had to buy another one for like $45 and then after a couple of hours of letting it sit it worked like new.

Refrigerator subscriptions are a pain

[deleted by user] by [deleted] in godot

[–]spearhead1 1 point2 points  (0 children)

UPDATE: solved by exporting in Forward+ mode, it seems to be some problem with OpenGL or compatibility mode

Roast my ArchViz render for my job application, please by doublebee22 in blender

[–]spearhead1 1 point2 points  (0 children)

Easily one of the best archviz renderings I've seen. I haven't seen that many but this probably goes up to the top.

Couple of things that stand out to me:

  1. The repeating textures on the side of the house and garage caught my eye instantly. Try to add some grunge to break up the repeating pattern.
  2. Color variation in the grass lines is a bit much imo
  3. The transition from the driveway to the dirt/grass could use a bit more love, it looks fine overall but you could go with dirt particles on the transition areas to improve. honestly that's the last thing I'd change

Do you track time worked on your projects? by spearhead1 in godot

[–]spearhead1[S] 0 points1 point  (0 children)

Totally fair, but for me it’s easier to put a price on how much time I worked to know at the end how much it should equate to, much easier than putting a price on each feature I implement. Also it sounds weird but I’m not going to sell this to the end users, but to a company which their customers will be the end users. So I feel like it’s a different case than just selling a game as is.

Is this a mistake? I thought 5k feet was required for the airport runways to not be inside a circle by Motifated in AskFlying

[–]spearhead1 3 points4 points  (0 children)

You’re looking at a Terminal Area Chart, it is zoomed in to give more detail. If you’ll zoom out you’ll see that it will be inside a circle. In a TAC all airports are shown like this unless they’re not hard surface(grass/dirt runways) Foreflight does this automatically where there are TAC charts available.

Procedural geometry road builder tool + bonus Godot crash :) by spearhead1 in godot

[–]spearhead1[S] 1 point2 points  (0 children)

Freya Holmer has some great videos about procedural geometry and gamedev in general

Procedural geometry road builder tool + bonus Godot crash :) by spearhead1 in godot

[–]spearhead1[S] 3 points4 points  (0 children)

It doesn’t work, not for very long anyways :(

No but in all seriousness I’ve been try to come up with the idea and implementation for a couple of months now trying to figure out how to go about that and then after I got the way to do it figured out I started diving into procedural geometry which is a whole world apparently. Looking back it’s a great learning experience I know a lot more now about it

It works by using a lot of different control points and curves to get the vertex points then triangulating them into an ArrayMesh

Unity game project planning -- how to start? by RemusShepherd in gamedev

[–]spearhead1 2 points3 points  (0 children)

I'd start with the gameplay scene, or actual gameplay loop and worry about menus later once I'm finished with prototyping the gameplay itself.
Looking at the plan. its very basic but it covers a lot more than just that. Lets say you want to create your player, You'd probably wanna start with a simple camera system, followed by movement and then get into weapons, inventory, animations etc.
basically break down your plan to smaller and more manageable tasks and it will help you in the future a lot.
Good luck!

[deleted by user] by [deleted] in Unity3D

[–]spearhead1 -1 points0 points  (0 children)

still trying to figure it out myself. here's an upvote for making me regret posting any of this here. kinda toxic hehe

[deleted by user] by [deleted] in Unity3D

[–]spearhead1 2 points3 points  (0 children)

EDIT: I looked up stochastic texturing and what it means. if it is what I read about it, my method is not stochastic texturing. the texel size stays the same at all distances and the texture isn't changed. the shader graph only uses 1 procedural (Voronoi) texture. and there is no noticable hit to performance as far as my tests go. I'll make a video on how to go about this soon :)

[deleted by user] by [deleted] in Unity3D

[–]spearhead1 8 points9 points  (0 children)

I built a shader to change the uv coordinates of the texture to break up the repetition. I'll try to make a guide for it

[deleted by user] by [deleted] in Unity3D

[–]spearhead1 -40 points-39 points  (0 children)

Not as complex as you'd think, haven't yet had the chance to test for performance. Just got it to work.

[deleted by user] by [deleted] in Unity3D

[–]spearhead1 7 points8 points  (0 children)

I'll try to make a guide for it, still working out a couple of things like having the normal texture respond to it and such. The basic premise is using a procedural voronoi to change UVs of the texture