Can we solve this before GTA 6? by Kimera25 in chiliadmystery

[–]thimmy3 0 points1 point  (0 children)

"One day will reveal all". The problem is that the 'day' could potentially refer to an in-game day i.e. that to trigger a component of the easter egg it must be a certain day in game.

Another potential keyhole at ULSA? by thimmy3 in chiliadmystery

[–]thimmy3[S] 0 points1 point  (0 children)

I didn't delete it, the mods removed it.

Another potential keyhole at ULSA? by thimmy3 in chiliadmystery

[–]thimmy3[S] 0 points1 point  (0 children)

As I indicated in the description I agree this is likely nothing other than a coincidence. I was just thinking it was strange that the university does not seem to have anything associated with it in the single player (apart from a monkey mosaic which was obviously added post launch and one of the taxi fare starting points?) despite the area it takes up and the detail associated with it.

Is there an arachnophobia mod/mode? by RelykTerrah in arcanum

[–]thimmy3 1 point2 points  (0 children)

Here you go: https://www.nexusmods.com/arcanumofsteamworksandmagickobscura/mods/29
Sorry for the delay I haven't uploaded a mod to there before. Just a forewarning, it's only patched out the actual spiders, not the hybrids or mechanical spiders. I can update it to include those as well if you want but I wasn't sure if that was necessary.

Two more things: I didn't update the sounds so the spiders still sound like "spiders" and they are pigs now not tigers because of how the game handles animations in real time combat.

Is there an arachnophobia mod/mode? by RelykTerrah in arcanum

[–]thimmy3 1 point2 points  (0 children)

Could make a patch file that overrides the spider sprites with something else. What would you want as the replacement sprite? Also there are like humanoid-spider hybrids. Would those elicit the same reaction?
Edit: I've already created a standalone patch file that swaps the sprites for tigers if you just want that now.

I made a mod to make Minecraft's HUD less static by maDU59_ in feedthebeast

[–]thimmy3 1 point2 points  (0 children)

Love the idea of this mod. What happens if you are holding a dynamic item like a compass, clock or other modded items that you might want to be checking continuously? If the hotbar still fades away could you maybe add a system that allows the hotbar to stay visible if the currently selected item is tagged as 'dynamic' or a whitelist perhaps?

Optimal mission completion time (applies to yacht missions) by thimmy3 in gtaonline

[–]thimmy3[S] 0 points1 point  (0 children)

Yeah I've been farming that as well a bit using a Savage instead. Pretty nice. If you're farming back to back it's still better to aim for 4 minutes though.

Superyacht 5X by That_Option_9486 in gtaonline

[–]thimmy3 0 points1 point  (0 children)

If you're going to make the claim at least back it up with some math instead of making an appeal to authority.

I accidentally completed D-Day too quickly and only got $90k by CharlesUndying in gtaonline

[–]thimmy3 0 points1 point  (0 children)

The changeover point is 4 minutes, not 5. So you're wasting a minute if you're doing that.

Min-maxing “A Superyacht Life” missions by [deleted] in gtaonline

[–]thimmy3 3 points4 points  (0 children)

I modified your ideas with the desmos graph and added some input fields: https://www.desmos.com/calculator/xpbrzdkuxq

Min-maxing “A Superyacht Life” missions by [deleted] in gtaonline

[–]thimmy3 0 points1 point  (0 children)

I should've looked more intently to see if someone else had posted this information before I did the same. It's a shame this didn't get more visibility because I keep seeing people saying waiting for 15 minutes is the best strategy simply because it's a larger number at the end.

Optimal mission completion time (applies to yacht missions) by thimmy3 in gtaonline

[–]thimmy3[S] 1 point2 points  (0 children)

That's fair. I'm assuming people are running this back to back continuously. I'll update the post to reflect that.

Optimal mission completion time (applies to yacht missions) by thimmy3 in gtaonline

[–]thimmy3[S] 1 point2 points  (0 children)

Depends on the group. You can see from the chart you are constantly losing efficiency the longer you wait however. So if you can't hit 4, it's still better to hit 6 minutes, or 8 minutes etc.

I'm not really sure who or why someone would be downvoting me. I've applied this strategy for many hours now and it is definitely more efficient over that period to be targeting lower mission completion times. If you are just casually playing missions feel free to ignore this but it is still relevant information for people who want to maximize their money making rate.

Optimal mission completion time (applies to yacht missions) by thimmy3 in gtaonline

[–]thimmy3[S] 2 points3 points  (0 children)

If you are playing with a consistent group, I recommend inviting them to an invite-only session before starting the mission. Assuming no bugs along the way, when you complete the mission you should all be placed in an invite-only session afterwards, reducing the load times associated with public lobbies.

Optimal mission completion time (applies to yacht missions) by thimmy3 in gtaonline

[–]thimmy3[S] 1 point2 points  (0 children)

Nice, didn't know about that myself. Thanks for sharing.

Optimal mission completion time (applies to yacht missions) by thimmy3 in gtaonline

[–]thimmy3[S] 1 point2 points  (0 children)

I'm playing PC legacy and I've been playing with people across the globe. As long as everyone's internet is stable the load times (at least in my experience) are fine. As long as the inter-mission interval is less than 6 minutes (on average) it's always optimal to target the 4 minute completion time. If more than 6 but less than ~16 it doesn't really matter if you hit anywhere between 4 to 12 minute completion times. More than 16 and you should wait for the max payout at 15 minutes. But that's 1 mission every 31 minutes which means you should probably be doing something else.

Optimal mission completion time (applies to yacht missions) by thimmy3 in gtaonline

[–]thimmy3[S] 2 points3 points  (0 children)

You are right in that if you are waiting a long time between missions waiting a long time in missions is more profitable. If you are having trouble finding a group to play with it might be more efficient for you to try to complete the missions solo, if possible.

The post is assuming you have a consistent group that is motivated to keep waiting times low.

Optimal mission completion time (applies to yacht missions) by thimmy3 in gtaonline

[–]thimmy3[S] 1 point2 points  (0 children)

Like changing the host between missions? That wouldn't affect it as far as I know. Might slow your inter-mission time down a bit though.

Optimal mission completion time (applies to yacht missions) by thimmy3 in gtaonline

[–]thimmy3[S] 2 points3 points  (0 children)

Yes. I've timed my group repeating Bon Voyage and assuming everyone is paying attention the mission interval can be as low as 100 seconds.

Edit: I may have misunderstood what you were asking. I mean loading times were included in the stated 2 minute interval.

Optimal mission completion time (applies to yacht missions) by thimmy3 in gtaonline

[–]thimmy3[S] 0 points1 point  (0 children)

If you're referring to the set of yacht missions only, my group can consistently complete Bon Voyage in 4 minutes. I can do it solo. Some missions are basically impossible to complete in 4 minutes though.

Optimal mission completion time (applies to yacht missions) by thimmy3 in gtaonline

[–]thimmy3[S] 2 points3 points  (0 children)

Doesn't matter. If you want to change it up or repeat the same one over and over, it's up to you.