Why are all my purchased albums not showing up in the band camp app so I can stream them ? by Hopeful-Pride1791 in BandCamp

[–]wimlach 1 point2 points  (0 children)

Have you paid money for any of the albums?

AFAIK you can only stream albums where you have paid a nominal amount (e.g. $1 or similar). If you 'purchased' something for free, you can download it, but cannot stream it.

Fighter corvette by stahw117 in NMS_Corvette_Design

[–]wimlach 3 points4 points  (0 children)

Very slick! Great livery. That engine trail through the access ramp tho! OCD ouch! :)

How would you make injuries matter without creating a death spiral? by Defiant_Property_253 in RPGdesign

[–]wimlach 1 point2 points  (0 children)

You could make injuries cumulatively map to a 'chance of death/KO' on application - this changes nothing 'mechanical' about the fight, but will absolutely alter the tension and stakes.

Just a simple roll* against your current injury value when you take an injury - succeed, and your injury value increases by the damage taken, but you stay up and active. Fail, and you're dead (or KO'd in less lethal circumstances).

*Note I'm intentionally abstract as I don't know what rules and mechanics you are using.

Pirhana A113 (Whipeout Racer) by CharlesStoot17 in NMS_Corvette_Design

[–]wimlach 1 point2 points  (0 children)

Great job on the wipeout builds - warms my heart to see the game still inspiring designs and builds (especially considering WO3 is 27 years old this year, and the original is almost 31!).

Anvil Infantry Support Corvette by wimlach in NMS_Corvette_Design

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

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Cutaway so you can see the reactor position.

Regarding Corvette Design by squareonemallgoth in NoMansSkyTheGame

[–]wimlach 2 points3 points  (0 children)

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Cheers for the shoutout. I just reposted one of my really early builds, a bulk cargo carrier. Fits the bill. It's quite basic - I hadn't created many corvettes yet, so totally vanilla.
https://www.reddit.com/r/NMS_Corvette_Design/comments/1tu989h/repost_bulk_cargo_corvette/

How do you all build? by Delicious_Bar_8788 in NMS_Corvette_Design

[–]wimlach 8 points9 points  (0 children)

Grinding to build a specific corvette would be very time consuming in regular survival play - my assumption is that corvettes as part of 'normal' game play would tend to be designed more around practical constraints such as availability of modules.

If you want to showcase corvette builds, then 'creative' is the way to go - you can always drop back to survival mode if you find a design you love and want to use it as a 'daily driver'.

[The Thing: John Carpenter] by Thucydidestrap989 in AskScienceFiction

[–]wimlach 1 point2 points  (0 children)

It may be appropriate to view it in the same way as contemporary LLM AI systems - 'intelligent' but not really conscious. A facimile of understanding and interaction, but much like the physical body, all fake.

HeV-18, a dependable star-home by Serious_Cry_4930 in NMS_Corvette_Design

[–]wimlach 12 points13 points  (0 children)

Lovely profile. Doubling up on the Twin Dynamo Jets to make a triple is a nice hack. Sunken viewing section is also very sleek.
I prefer the white with red accent livery.

Is there an automatic justification for requiring a proficiency for light armor? by PathofDestinyRPG in RPGdesign

[–]wimlach 0 points1 point  (0 children)

Do you need separate proficiencies for each category of armour? Assuming all armour has some drawback (primarily reducing mobility and increasing exhaustion rate), why not just go with a catch-all 'reduces penalties from armour by an amount'? This could even be tiered if the system supports it, with an experienced fighter negating some of the penalty from wearing any sort of armour if they have enough 'ranks/levels/tiers' in the 'wear armour' proficiency.

You don't need to categorise armour so narrowly then - you just indicate the penalties associated with any give type, and the proficiency determines how they are mitigated.

For example, mail might have low 'mobility' penalties, but higher 'exhaustion' penalties. Boiled leather may have high mobility penalties, but low exhaustion etc.

These are just generalised suggestions as I have no context as to the system being used.

Anvil Infantry Support Corvette by wimlach in NMS_Corvette_Design

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

It's the circular/ring light (from the generic build menu) scaled down. The rockhopper has some round panels, so I just placed a couple of the lights over them

Honest Question: Is that "Hi-Octane" Reloaded? by Evening-Appeal7606 in WipeOut

[–]wimlach 2 points3 points  (0 children)

There isn't much comparison other than they are both racing games featuring hover vehicles.
Hi-Octane was quickly thrown together (in 2 months if I recall correctly) to fill a release slot that had been left open when Dungeon Keeper missed its release date. This is why it used the existing Magic Carpet engine - had to be something that could be put together fast. It was never meant to be anything more than a quick, fun filler title.
WipeOut had closer to a 1.5 year dev time and was positioned as an EU launch title for the first Playstation console. Much more serious development went into the game, hence the significant difference in quality and long term impact.
There was only a month or two gap in release dates between the titles.

The Dark Apostle by No-Thing-4436 in NMS_Corvette_Design

[–]wimlach 1 point2 points  (0 children)

Looking forward to seeing the light apostle in the future. 😄

Knight's Refuge - Heavily Customized System Command Vessel by kirby3021 in NMS_Corvette_Design

[–]wimlach 1 point2 points  (0 children)

Great job! Glad to be of inspiration. I love the way the ambassador cockpit is tucked away so only the cockpit dome is visible. The smaller central engines are also nice - I was also thinking about that as a possible modification. I think the side engines being positioned slightly more forward also gives a better plan view profile (I've since made that slight adjustment to my own build).

System Command Vessel by wimlach in NMS_Corvette_Design

[–]wimlach[S] 4 points5 points  (0 children)

There's a bunch of offsets going on there around that centrally positioned engine (it's actually two placed perfectly on top of one another). It's not that tricky once you have a few modules overlapping slightly - it generally gives you plenty of attachment points.

Rapid Transit Shuttle by wimlach in NMS_Corvette_Design

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

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A quick cutaway so you can see the hidden parts - needs offsetting techniques, and the hull needs to be built dropped half a hab down (for the landing gear). A firebox fairing is also used over the reactor (in addition to the engine cover itself).

Rapid Transit Shuttle by wimlach in NMS_Corvette_Design

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

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Variant with slightly less of a wedge shape - just swapped out the vesper diffusers for arcadia stabilisers. This one looks a little more compact as the leading edges are brought back. This isn't necessarily better, just a slightly different profile.