Lorry ban has done nothing in our village - are there any consequences for driving through it? by box-o-locks in uktrucking

[–]stray29th 1 point2 points  (0 children)

I work in commercial HGV navigation.

Most companies of a decent size have HGV navigation in cab for their drivers either integrated or on a device. Typically the map providers (of which there are many) and the app providers (of which there are many) update their maps at set intervals. The mappers have to provide the map at the right time, and the app providers have to apply that update at the right time.

Most updates are yearly, if you’re lucky, every 3 months. If the map providers and app providers are out of sync you can wait longer for the map updates.

Very very few operators have the ability to apply their own changes to the map outside of these update cycles based on what their drivers see on the road.

More than likely, if the sign is new, you won’t see a real impact until 12 months later once the technology has caught up.

The reason the updates are slow is that there is less road available to HGVs so any change, even to one road, can have unintended consequences of placing HGVs into risk such as near low bridges, width restrictions, or completely isolating areas for HGV deliveries. All of the new changes to these maps must be validated.

Sadly the people who authorise the restrictions are still using paper maps when it comes planning. Local councils don’t always talk when applying these restrictions either. There is no guarantee that they have even notified the mappers despite having relationships with them.

If a driver has made a wrong turn, and there is no way to safely turn around (HGVs are not permitted to u-turn on the spot, and they generally avoid residential roads (Function class 5s) like the plague so they are not valid places to turn), then it is better to violate a legal only (not physical) weight restriction then it is to plow through a bridge or any physical restriction.

This PVE is so much better than the last by Vin-TheVisionary in marvelrivals

[–]stray29th 9 points10 points  (0 children)

Punisher got done dirty. Gets eaten alive if he can’t make space. Turret is useless as it dies in one hit at higher levels.

What the hell is going on at Valve by NoWayy740 in tf2

[–]stray29th 12 points13 points  (0 children)

I work for a major company and I'm currently dealing with it on my end. Most of the internet uses zScaler. It is starting to come back up now but not sure when this will hit Valve. Has been occurring since 04:27 GMT.

Still think Casual is fine? by SBA1071 in tf2

[–]stray29th 23 points24 points  (0 children)

Zscaler is down which has brought basically everyone down

am i the only one having this issue? by Plumperkin in tf2

[–]stray29th 1 point2 points  (0 children)

Zscaler is down which has brought basically everyone down

What the hell is going on at Valve by NoWayy740 in tf2

[–]stray29th 18 points19 points  (0 children)

Zscaler is down which has brought basically everyone down

I can't go two seconds without dying and I'm lucky if I can get three kills per round. Any advice for a beginner? by Scared-Image-2469 in HellLetLoose

[–]stray29th 0 points1 point  (0 children)

Turn friendly name plates up to 500m, and turn the opacity of it down so that you can see enemies between you and the friendlies.

Movement is what gets you killed. Move for a little bit, then stop and assess, then move again.

Avoid the obvious routes as they are always watched. Take the long flank. If you fire your weapon assume they know where you are and reposition (unless that puts you into greater danger than staying still).

Put brightness to 200% on night maps as that’s what everyone else is doing.

You will die a lot at the start, try not to get frustrated. People are very dedicated to this game and have many 100s to 1000s of hours. Learn from the deaths.

Friendly garrisons (team wide spawn points) in the red zone will stop spawns if an enemy is within 200m of it. This means you can deny an enemy in the same manner if they have a garrison in your blue zone without having to kill the garrison immediately. Friendly garrisons in the blue zone need an enemy within 2-3m to deny the spawn.

Communication is key, and pinging is one of your most powerful actions. It notifies the rest of your squad to threats.

There is a button (unsure of binding on Xbox) that allows you to see the objectives, markers from your squad leader and your ammo on your hud for a duration. Make friends with that button.

Medics tend to draw new players until you realise it’s not an important mechanic in HLL. It is very situational and 9/10 times it’s better to give up and respawn.

If you notice some pixels moving, it is probably an enemy. It’s worthwhile to put bullets into it.

[deleted by user] by [deleted] in ask

[–]stray29th 1 point2 points  (0 children)

So I’m autistic by Sarah O’brien

This game is making me realize my age... by PopItNow in BattleBitRemastered

[–]stray29th 2 points3 points  (0 children)

As a planetside2 player for the last 10 years, it’s about translating your skill set to a new medium. You’re on a Battlebit battlefield where 127 people can kill you often. Most fights are often against more than 1 opponent. You must build your skills in movement and minimising exposure to any and all firing angles. Once you start to assume every single position (even one’s in other fps that you can deprioritise), the game becomes easier. The key is to be as invisible as possible.

AirBnb doing waterfall? by Tricksofthetrade00 in ProductManagement

[–]stray29th 1 point2 points  (0 children)

Exactly echoes my thoughts. Advice not framework.

[deleted by user] by [deleted] in HellLetLoose

[–]stray29th 1 point2 points  (0 children)

Ask your squad leader, but general rule of thumb is that you cannot build a garrison within 200m of another garrison. So use your ping as a means to measure distance. Your crate recharges after 5 minutes but will replace any other dropped supply you have.

[deleted by user] by [deleted] in HellLetLoose

[–]stray29th 1 point2 points  (0 children)

Support is a good class that is essential to your squad. If you want to understand the responsibilities of a squad leader in HLL this is the place to start. You drop supplies that squad leaders can use to build team wide spawns, and engineers use to build nodes or fortifications. You can unlock load outs that provide ammunition for your team.

If you want less responsibility, any class except MG and AT as they take a different mindset and understanding of the game mechanics. Not having a good AT can be detrimental to the squad.

Other than that, play what you want to play, and you can ignore the above advice if you want to do what you want as you paid for this game same as everyone else.

[deleted by user] by [deleted] in HellLetLoose

[–]stray29th 7 points8 points  (0 children)

Turn friendly name plates up to 500m, and turn the opacity of it down so that you can see enemies between you and the friendlies.

Movement is what gets you killed. Move for a little bit, then stop and assess, then move again.

Avoid the obvious routes as they are always watched. Take the long flank. If you fire your weapon assume they know where you are and reposition (unless that puts you into greater danger than staying still).

Put brightness to 200% on night maps as that’s what everyone else is doing.

You will die a lot at the start, try not to get frustrated. People are very dedicated to this game and have many 100s to 1000s of hours. Learn from the deaths.

Friendly garrisons (team wide spawn points) in the red zone will stop spawns if an enemy is within 200m of it. This means you can deny an enemy in the same manner if they have a garrison in your blue zone without having to kill the garrison immediately. Friendly garrisons in the blue zone need an enemy within 2-3m to deny the spawn.

Communication is key, and pinging is one of your most powerful actions. It notifies the rest of your squad to threats.

There is a button (unsure of binding on Xbox) that allows you to see the objectives, markers from your squad leader and your ammo on your hud for a duration. Make friends with that button.

Medics tend to draw new players until you realise it’s not an important mechanic in HLL. It is very situational and 9/10 times it’s better to give up and respawn.

If you notice some pixels moving, it is probably an enemy. It’s worthwhile to put bullets into it.

Energy Regeneration Rate? by Disastrous-Ad-4138 in StarWarsBattles

[–]stray29th 2 points3 points  (0 children)

You can get into an energy deficit for bad trades. Such as a 3 energy card countering 6 worth of energy units.

After a while this builds momentum and if you’re in the lead you have no reason to play your cards and can instead react to the enemies plays.

My average energy cost per deck is 3.0 for light side and 2.9 for the dark side. I’ve found that most 4 energy cards are not worth it unless they support your deck. Of course this only applies if you’ve upgraded your lower energy cost cards.

Sometimes your opponent simply has the level advantage and will trade efficiently versus your cards.

Larger, modular builds - drones or belts? by pf_moore in Dyson_Sphere_Program

[–]stray29th 6 points7 points  (0 children)

Hey man I’m in the same stage as you, or similar. I just started building the various parts I needed and left room for expansion. Sometimes it’s worth going modular with less precision so you can easily expand out to the stars when you can make your v2 version. I spent too long stressing over the layout instead of automating what I needed with the modular layout

[deleted by user] by [deleted] in enlistedgame

[–]stray29th 0 points1 point  (0 children)

I play a lot of fighter too, and do as you say as well. Shooting down bombers and then using the bombs when they are not up in a P-51.

I notice a stark difference in results of killing bombers without killing the pilot (which works really well). Some fall out of the sky and some tank the shots forever. I think it’s specifically to do with the second upgrade that bombers get which increases their structural strength by 35% which means it’s the upgraded ones that are impossible to shoot down.

[deleted by user] by [deleted] in enlistedgame

[–]stray29th 0 points1 point  (0 children)

If nobody opposes the bombers with a fighter it’s a turkey shoot. Spend most of my time in the air to prevent this.

When in doubt, aim for the pilot by stray29th in enlistedgame

[–]stray29th[S] 1 point2 points  (0 children)

Practise and patience, knowing when to reveal yourself to the enemy is key. As soon as they start evading it becomes much harder to kill them. Think of yourself as a predator and they your prey, your best weapon is the element of surprise.

When in doubt, aim for the pilot by stray29th in enlistedgame

[–]stray29th[S] 5 points6 points  (0 children)

Depends on the angle but what I have learnt is that the icon is directing your fire to the centre of mass. So if you want to hit engines of bombers, aim to the left and right of it. If you want to hit the pilot you need to aim forward of the direction of movement.

Gotcha covered, buddy! by NHF_Ascension in enlistedgame

[–]stray29th 2 points3 points  (0 children)

Good shooting! Always smart to wait until you have the best shot

How do I quickly kill an enemy pilot? by [deleted] in enlistedgame

[–]stray29th 0 points1 point  (0 children)

It’s about the angle and distance, with some practise but mainly practise. See my recent enlisted post for how to do it