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Lurkily

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Everything posted by Lurkily

  1. The videos recorded in-game are supposed to be immune to lag; there's no telling what is actual frame rate looks like.
  2. Oh, yes, that's definitely the worse offense. But that's the danger with training; the first danger of training is that you might become complacent with your ability; that's usually where mistakes get made. It's important, and it should never be forgotten, but I know how it happens. (I've taken and given safety-related training before.)
  3. I will admit not to knowing a lot about hang gliding specifically, but my understanding is that you need relatively flat, open area, and he's got a lot of that just downhill from his launch. I can't see why he can't circle around. He doesn't even have to land, just get close enough to the ground for a safe drop.
  4. Theophobia. But tangible isn't really what I mean; more like things related to work and relationships. That kind of thing breaks people all the time, but people just call it depression or anxiety.
  5. I'm not saying everyone who is afraid of commitment faces a fear comparable to those crippled by phobias -- I just think atychiphobia (fear of failure) is more common than, say, melissophobia (fear of bees), and because it's a fear everybody has, people just write it off as NormalFear+, instead of getting the help and diagnosis they need - or get diagnosed under an umbrella, like social anxiety.
  6. My big question, is why not return to the heights, where you took off from? It seemed pretty open out there, and it had to be safer than that long flight.
  7. I think the most common fears in this world aren't bees or heights or dogs, but fear of social interaction, fear of conflict, fear of failure. They're normal, but because they apply to such common situations they can be more crippling than even most crippling phobias, like agoraphobia.
  8. My worst fears are mundane. I'm not inordinately afraid of heights, (like to climb, to the point where I once had my own ropes and harness,) not afraid of bees, or violence, not more than normal, at least. But I get crippling anxiety when I might let someone down. It's almost self-fulfilling.
  9. Ḧ͙̺̞͖̜̞̈ͬͮ̾ͦ̄̓͝͠Ë̘̯͍̼̮́̓ͦ̄ ̶̣͌̈̀͌͊̆̅͘F̴̳̝̪̲̙ͬ͂ͨ̆̂ͤ̇ͅͅO̹͔͖̻̼̎̆ͥ̄͢R̼͂͑G͔̜͚͔ͤ͒͆ͤ͋ͥͤÖ̜͉͖́͗̇ͭͩͥ̕T̰̟̦̯̜͌ͬ͛͟
  10. Kill him AFTER you land.
  11. You make a very good point for bumping up the priority of this fix, fine control bears on gameplay more urgently with racing in the mix. @Micha , I think this might be worth tagging for attention.
  12. They are a hybrid of domestic and wild cats, which it's worried, when they enter the feral population, would negatively impact the local ecosystem, which is why they're illegal in some states. They're also INCREDIBLY energetic, too much for a small house, or to be alone 8 hours a day if you work.
  13. Some objects have a slightly misaligned center of mass; apparently, these had to be tweaked by hand at one point. The effect is seems slight until those parts begin to add up, but I did make a bug report on this a while ago. I, and someone else in that thread, agreed that the effect was slight enough not to be a critical fix, but it is a known bug.
  14. I can do that now; One directional for gravity, one to orbit the planet if the tracker isn't straight down. Matching each other's altitude isn't a need I understand. I could see matching a specific altitude, but not matching altitude dynamically from a distance. Having an idea of the intended use might help explain why support is/isn't needed, or open the door to different ideas that might support that case better.
  15. Hum. I can't think of a use for mirroring the altitude of a tracker very far away. What are you planning for it?
  16. I'm also iffy about it, for that reason. But I thought I would submit it and let it be judged.
  17. You could use a directional tracker for this. Use one to keep your ship level, and another one to indicate whether you are above or below the directional tracker. It is quite a bit bulkier than an altitude sensor, though, and I am all for additional sensor criteria.
  18. I'm trying not to rely on detection/proximity detectors as much as possible; my main problem is that something trying to keep station on the left that ends up on the right has a hard time acting intelligently. It likes to flail, and won't orbit in all circumstances. I don't think this suggestion would help a lot, but the vector thruster offset suggestion might. Right now I'm using two directional sensors on the satellite, and one proxy sensor to keep a minimum distance, and experimenting with angles and thrust logic. Unfortunately, I just haven't been able to give it the time it needs. I feel like I'm close to something, it's just not there yet. Still, I can see there being uses for this, particularly in guided weaponry.
  19. That's my current project; but this won't solve most of the issues I'm having with formation flyers. I do however ALSO want to laser-target satellite weapons. But one project at a time. When I say impossible, I mean that tracking multiple independent trackers is impossible. Formation flyers are still very complicated. You have to offset a tracker from the core, and orient directional sensors to both, giving you not just alignment but some ability to triangulate a position from both. The only real success I had requires four directional sensors - four directions for the tracker, four for the core. In addition, this can't build a full formation; the tracker and core have to be offset to provide separated points of reference, but that separation diminishes as formation flyers get closer to alignment in relation to the tracker and core. Offset isn't going to solve a lot of those problems. I had marked success putting the tracker on the satellite, giving me a rotation from the tracker in relation to the core, and orientation on the core's rotation relative to the tracker, but that restricts you to one flyer.
  20. Tags are already generic across multiple interfaces; they're standard. There's nothing right now that brings up new options based on which sensor target you select. If it's an easy fix, that'd be great, but I'm aware that it may not be. UI work can be notoriously finicky.
  21. If would require a customization of the UI when position trackers are selected, which the devs have historically been hesitant to implement; the UI is as generic per-part as possible given the features presented, and that probably makes their job a lot easier on the coding side of things. Each part has their own UI settings, but no part setting like sensor targets has a unique setting like this, which makes me suspect there's no UI support for it presently. Not that that support can't be created, of course; I just can't see a way to jimmy it into the UI without requiring it to do more than it can do now.
  22. I'm racking my head for a way to fit this into the current UI cleanly, and I'm having trouble. I thought of assigning colors that would be added to sensor target lists (Track blue position tracker, green position tracker, etc) or names, but that would result in a VERY crowded list or targets. In short, I'd like to be able to track a SPECIFIC tracker, rather than just . . . trackers.
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