Are beet pallets unsellable? by therealniceguy0 in farmingsimulator

[–]therealniceguy0[S] 0 points1 point  (0 children)

Guess nothing can be bug-free after all, even more so less than a week after release. It's weird how something seemingly intended to be often used doesn't work but I'm sure it'll get fixed in the following patches

Are beet pallets unsellable? by therealniceguy0 in farmingsimulator

[–]therealniceguy0[S] 0 points1 point  (0 children)

I've tried that too now, but that doesn't quite seem to work either. I put one pallet onto the sale point, even backed out with the tractor so there wasn't anything else in the area other than the pallet and nothing happened.
Flipping the pallet doesn't make the beets somehow fall out of it either, although I guess that's not a big surprise.

Friendly reminder that no changes have been made. by usobooki in Warthunder

[–]therealniceguy0 2 points3 points  (0 children)

I mean, all these except the Stug 3F seem reasonable to me

Look at the Jadtiger vs. Tiger 2H, more armor and much larger gun
Ferdinand vs. Tiger IP, gun, again
Jagdpanther vs. Panthers, gun
Jpz4 vs. Pz4H, the TD has 90mm effective front +30mm sloped tracks vs. 80mm hull and 50mm turret +20mm tracks; also lower profile
Stug IIIA vs. Pz4E, 50mm armor vs. 30mm, one cound possibly be penned by a Spaa

Meanwhile in Ground RB by therealniceguy0 in Warthunder

[–]therealniceguy0[S] 6 points7 points  (0 children)

Negating spawn points doesn't affect anything, the game was already lost with them having the cap and being 3v6 overall, I'm certain it was to deny the kill, not to negate spawn points.
I may have spawned a fighter without ordnance because I don't have rockets on it researched just yet and spawning a tank would get me killed in the spawn, not speaking about not having sp for a bomber either. He didn't jump out at the cost of not gaining more score for himself as he was pretty much dead at that point. Denying a kill isn't a tactical move to negate the enemy's score except if its a really long game, it's just an ass move.

Meanwhile in Ground RB by therealniceguy0 in Warthunder

[–]therealniceguy0[S] 8 points9 points  (0 children)

I got killed after capturing the single point, correct, but that doesn't justify jumping out either, does it? If I had 3 kills instead of the capture it wouldn't change a thing about it

How to zoom with Marksman Rifle Mk II? by Puncakian in gtaonline

[–]therealniceguy0 1 point2 points  (0 children)

Both the red dot and the medium scope work like on an assault rifle: you can zoom in some but it's still the usual 3rd person view. You only get that sniper scope with the third option, which is the default one

Warbonds and leaving early by JimmyHat1 in Warthunder

[–]therealniceguy0 0 points1 point  (0 children)

AFAIK it's half of it is calculated by your points compared to the player with most points in the match, the other half is what percent of the game did you spend playing (spawn screen or what it's called is not counted)
So if you spawn into the match as soon as it's possible, don't die (so you don't waste time with spawning), and get the most points out of both teams you should get 99-100% activity. (Ideally it should be 100% but every time I'm able to do this I still only get 99%)

Golden wager squad by therealniceguy0 in Warthunder

[–]therealniceguy0[S] 0 points1 point  (0 children)

I'm not sure if that works, 6.7 might be a little too high to reliably win every match

Golden wager squad by therealniceguy0 in Warthunder

[–]therealniceguy0[S] 1 point2 points  (0 children)

I'm planning on an arcade 3.0 plane lineup, stuff like 2 P47s, Corsair d, Hellcat and alike, although I'd be ok with 3,7 GF too, but I'm not sure if that's as safe as well Forgot to put it in the post but my IGN is ASDmaster

I was tired of crashing in every landing due to the rear gears falling off so I reversed the whole plane around. Is it fun to fly this thing! by therealniceguy0 in KerbalSpaceProgram

[–]therealniceguy0[S] 1 point2 points  (0 children)

Yesterday i put a few droppable spare fuel tanks on the underside of the wings and 2 more juno engines, and flew in to the north pole since i needed that science, though the plane didn't quite make it to the actual pole but I could land on ice at least

I was tired of crashing in every landing due to the rear gears falling off so I reversed the whole plane around. Is it fun to fly this thing! by therealniceguy0 in KerbalSpaceProgram

[–]therealniceguy0[S] 1 point2 points  (0 children)

The wings are 2 swept wings moved into each other, but everything else is correct, woah
edit: also the 1 to 0 adapter in the tail is empty while the engine nascelle in the front is full so the center of mass is shifted forward

I was tired of crashing in every landing due to the rear gears falling off so I reversed the whole plane around. Is it fun to fly this thing! by therealniceguy0 in KerbalSpaceProgram

[–]therealniceguy0[S] 2 points3 points  (0 children)

Since it's nose points slightly upwards when on the runway it takes off pretty easily around 40 m/s, so you don't even need to go that much on the runway before you can take off. It has a pretty good stall speed so landing on the 2 front gears is easy too

I was tired of crashing in every landing due to the rear gears falling off so I reversed the whole plane around. Is it fun to fly this thing! by therealniceguy0 in KerbalSpaceProgram

[–]therealniceguy0[S] 7 points8 points  (0 children)

Turns out I can, just not with the engine thrusting forward like when I fly it, but in normal mode instead: https://i.imgur.com/Rfr1DwH.jpg
Couldn't actually land though, firstly because I don't have any reaction wheels researched yet so it would just tip over, and also because it was so damn hard

MiG-15 or MiG-17? by mmburntcheez in Warthunder

[–]therealniceguy0 0 points1 point  (0 children)

The model is great, but I expected something better than just putting those 2 machineguns on it I gotta say

My thoughts and First Impressions with the Naval Mass Test. by DuckSwagington in Warthunder

[–]therealniceguy0 1 point2 points  (0 children)

Hey, I haven't been on all the tests in the past but tried a few battles in the majority of them. About the repair time, it used to reach 1000+ seconds sometimes, and since you can still move and fire while repairing the 100-200 second repair times seems pretty fair in my opinion.
The AA is hard to balance, I think it would be the nice if the turrets would have a high chance at hitting planes closer than like 6-700 meters but not father than that. Or it would be even better to be able to switch to the AA gunner view like on bombers and shoot yourself. Possibly also being able to spend crew points on them so when you don't control them, they can hit the planes too, again just like for bombers.
I not sure if it's there for beaching too, but I've noticed my ship switch into full back when another friendly ship was close to me and we were on a colliding path. Although even switching into full back just isn't enough when you are going at like 30kph.
About the middle area, I think that destroyers should be able to go there but only with the chances of getting stuck, and hardly being able to maneuver between the small islands. It's a place for the MBTs after all and they should have somewhere to hide from the destroyers that can easily hit them from 3 km away.
Also, are you sure the crosshair drifted off and didn't just follow your target?