[-] keepcarrot@hexbear.net 2 points 8 hours ago

Which has the silly implication that there are no other cities under your state, or your state has no industry for producing construction materials and educating construction workers domestically outside of this specific city.

You do spend a lot less money if you do have other cities under your state, but that's usually not the case if you start a new game on a random map though. You can set up a custom map with a starting city tho (it's sometimes hard to get to a stage where sewage works on an edit-map since you can't test the sewage system as you go along)

[-] keepcarrot@hexbear.net 16 points 14 hours ago

nods sagely Pissrael

[-] keepcarrot@hexbear.net 10 points 15 hours ago

Giant dicks that cum like horses - Ezekiel 23:20

[-] keepcarrot@hexbear.net 2 points 16 hours ago

I thought the post title was the bird speaking about its balls, not ai picture energy costs

[-] keepcarrot@hexbear.net 16 points 2 days ago

Getting outflanked on the left by the judiciary is just....

[-] keepcarrot@hexbear.net 2 points 2 days ago

I'm sure it still happens a bunch, I got a random orbital sander second hand for quite cheap. No one sniped me, but it's not like its a rare collectible.

[-] keepcarrot@hexbear.net 3 points 2 days ago

Nah, eBay is mostly warehouse vendors now. I find it a little odd if I find an old school second hand item with bids. Also, at least in my country, most of the warehouse vendors offer free shipping. Aliexpress is generally cheaper per item tho

[-] keepcarrot@hexbear.net 2 points 2 days ago

We got discouraged from doing the heimlich at our first aid training and got taught a different thing that I have forgotten

[-] keepcarrot@hexbear.net 6 points 3 days ago

Idk if this helps. I just feel kinda itchy now

[-] keepcarrot@hexbear.net 5 points 3 days ago

I vaguely remember avoiding detailed descriptions of my characters writing fanfic because I didn't want people to think I was horny for my characters. So I went pretty far in the other direction.

[-] keepcarrot@hexbear.net 9 points 3 days ago

Best keep supporting Navalny as well >.>

[-] keepcarrot@hexbear.net 29 points 4 days ago

If the death of a branch of a family was enough to reject something forever, I've got some bad news about the US

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submitted 2 weeks ago by keepcarrot@hexbear.net to c/guns@hexbear.net

I've just finished my mech eng diploma and to keep up solidworks and drawing practice thought I'd dust off my silly "Bullpuppest Bullpup" idea. It's not really for ever actually making, but just exploring weird ideas based on some workshop experience and watching a lot of Forgotten Weapons and other gun disassembly. It's loosely based on the TBK-022PM, the F-2000, and some of those weapons that turn the bullet from the magazine to chambering. Awful complicated mechanics all around.

Anyway, I was going to make it in 5.56x45 NATO as I'm in a NATO country and assumed that would be the easiest ammunition to get (as well as pre-cut M16 or AR-15 barrels or whatever, and I didn't want to fiddle with ballistics really). However, I've had a heck of a time finding the technical drawings for the round (STANAG 4178)/chamber/magazine well dimensions to design around. (Yes, apparently it's not actually an accepted standard, but it would be nice to have something to work around)

I've also noticed that a lot of the supplied technical drawings are very old scans of very old drawings, with almost unreadable dimensions (and are often incomplete). Every AK-47M drawing that I seem to find, something that I feel must have an abundance of drawings, seems to be a tiny grainy picture maybe with cursive Cyrillic written all over it or something. M16A1 etc seems to also. Also, a lot of drawings have one or two dimensions missing that would be trivial to measure and include in a 3D model.

So I thought it would be a good practice project for me to take some of these old drawings and after much examination, interpretation, and discussion (and potentially measuring actual objects), reproduce the drawings in a very clear and readable format. The actual making of 3D models (especially if they are traditionally machined parts) does not take very long once dimensioned, and I can upload them here or where-ever. Solidworks is actually pretty intrusive with what details about your computer it includes in drawings/parts, so probably PDFs until I can work out how to scrub everything with the Admin tool SW has (if possible, hexeditors maybe).

I'm also pretty open to just changing the ammunition/magazine standard etc. to whatever, even a made up one. Can't do any physical testing, but would work fine for a "fantasy" gun for like... idk, an imaginary modern soviet Industrial Concern. The US Army seems to want its funny high powered 277 Fury with the stainless case base (is that really the best way of doing things).

It's also fine to roleplay as an engineer or end user with complaints and stuff around the design, but don't get too heated about it. This is mostly just a project to whet teeth on and get brain juices flowing.

What do I want from gun nerds? Interpretation of technical drawings Measurements for real parts (e.g. I could not find the STANAG magazine feed lip dimensions or how far the catch is from the lips etc, some parts could be reverse engineered based on the size of the round). Access to lots of parts is impractical, so we'd basically guess and decide what the tolerances were based on other parts. Design suggestions/comments (mostly for fun, this is a very silly design)

What does everyone get? Up to date, modern technical drawings with cut lists, welds, BOM, 3D modelled parts, tolerances (where possible) without having to squint at tiny pictures of scans and cursive cyrillic. I'm happy to do extra models/drawings for whatever "base gun" we're building off; models/drawings are pretty easy once details are finalised.

Current Decisions: Ammo/magazine standard. Probably based on ease of getting drawings, dimensioning, or models, but if there's an interesting set of old drawings we can use that as a standard we can go with that. Can hypothetically invent dimensions (and primers are standardised and interference fit, so that part is already "designed").

Odd features I'm including because I'm a weirdo (the absurd design is partly the point):

  • Pulls ammunition from traditional AR sickle mag that runs almost parallel to the main length, turns the bullet 90°-ish, and shoves it into the chamber, thus maybe reducing the distance between the rear of the gun and the chamber.
  • Funny membrane that pushes air out of the barrel when cycling
  • Different funny membrane that has a filter (for dust) that allows air in but not out, and no water in
  • Forward ejector for spent rounds (but like... yet another way of doing it)
  • Different bullpup trigger/action

By the end, I hope to have something of an absurd rube goldberg machine wrapped up in a modern (or whatever aesthetic) shell. But that might be a couple of years down the line.

Notes:

  • Could crib measurements from video game models for some looser fits maybe.
  • I'm not above stealing other people's ideas, patented or not. But this is partly practice for me.
40

It does often seem to be correlated to reactionary conspiracy sentiments. There is the "non-white people could not have possibly stacked rocks this big!" thing

I guess also flat earth?

23

My partner has a big butt and has asked to see it. I cannot find it. Several others have asked to see it also.

It is manga, full of text, and the main character gets more unhinged and full of energy as the comic goes on.

Random notes: boobs are hereditary or bought

Butts are the product of labour.

34

1
submitted 2 months ago by keepcarrot@hexbear.net to c/chat@hexbear.net

Was around a guy who literally never said anything that wasn't making fun of someone, complaining about someone, or direct work stuff (we were pulling up star pickets). Just kinda toxic to be around. He seemed to enjoy himself though.

128

Inasmuch as I disagree with XR, I disagree with this meme more.

16

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submitted 4 months ago by keepcarrot@hexbear.net to c/games@hexbear.net

So, a while ago I was in a community theater and we put on plays that would break even largely. Our biggest costs were theater rent, followed by specialist hires (a worker with safety training that did our ropes and high powered electrical stuff). We charged pretty cheap tickets in the context of theater, which given the majority of our actors, costuming and props labour etc. was volunteer.

It got me thinking about games. I realise there is an intense dislike of DLC, particularly AAA companies doing day 1 DLC, but even longer term DLC that could not have been made on the budget of the original game and released like a year later or whatever.

The idea was having a platform for, say, RPG systems that's well coded, slick, bla bla bla, and comes with a few base stories, but after that the majority of development after that is done by something similar to the theater group but indie artists, writers etc. and you buy into a long form RPG (or, idk, subscribe on patreon or whatever). Every month (or whatever), some sub-team releases a new part of their adventure or a new system with a new adventure, and you can keep playing with what characters you had before (if that's what's happening).

Things like the Adventurer's Guild (or whatever the D&D one is, where you register and play each adventure bit once alongside thousands of other players) are a thing, this would wind up be something similar but system agnostic and more tech oriented.

IRL, every time a community theater wants to do a show, they don't rebuild the theater and stuff. It's not "wholly original".

I'd also want the writers/artists to be more connected to their community, hypothetically.

The system would have to have very non-coder friendly tools for writers to pull together systems and make maps and stuff. Dialogue trees may be a bridge too far.

45

Just got this email from one of the event ticketing place some of my friends use

13
submitted 7 months ago by keepcarrot@hexbear.net to c/games@hexbear.net

(Um, I don't know why your post triggered me into writing this pitch for a wishlist game. Maybe the minecraft with guns bit? idk, I got excited) (repost, as this is enough crap for its on top level post)

I have this pitch for a builder game where you're a military procurement/engineering firm. The LoD would be about what Stormworks has (25cm blocks, or maybe 20 or 10 cm), you spend time fiddling around with air fuel ratios and RADAR etc. You'd be able to fiddle with various war nerd numbers on vehicles you create, but there wouldn't be much for you to do with the vehicles directly. Instead, you teach bots how to use the vehicle (some sort of waypointing system, some vehicle tests like turning, acceleration etc etc). After that, your vehicle and usage data is compiled and a little war goes on in the background. Hypothetically, this war would be happening on another screen or you could refer to it. Because the vehicle is compiled into this RTS mode and not run as a physics simulation (or at least, would be run as a very cut down simulation), that section would be quite light. Possibly multiple layers to examine (strategic, operational, tactical). Your vehicles would have logistical strain (e.g. fuel, maintenance/wear, damage from fire etc). You'd probably want to define a few other variables on how its used (e.g. This is a TANK, GENERAL PURPOSE, SWARM or something). I don't think it would be possible for an AI to account for all ways people would design vehicles and use-cases, but the basic classes are pretty standard nowadays, and people could request things that feel plausible to the dev.

A few reasons for doing it this way:

  • Having it so that the vehicle is tested by itself on multiple predictable scenarios means the physics simulation (e.g. denting, beams bending etc) can be more detailed, and allows for more complicated vehicles.
  • Once its "compiled" so that the bots can use it, it will run quite light (this is sort of explored in From The Depths, but not to its fullest extent). This couldn't take into account everything possible, but hopefully the bots would use things intelligently (e.g. using cover, grouping tanks, screening etc)

You'd watch combat and take notes on what works well and what does, and work on new designs as the war gets under way. Your new designs that you produce and test would percolate through the logistics system and slowly start appearing on the front.

There'd also be a little thing where you could define your squads that the AI uses in the war (e.g. 12 dudes, 1 command, 2 fireteams, each fireteam has a LAW and 5 assault rifles, command has 1 commander and 2 machine guns etc), with some reference to real world stuff. This would obviously be important for transport vehicles and logistics.

There'd be a mode where you'd have to do it "in real time" (i.e. no pausing for designing), a more freeform creative mode where you can design and save freely without worrying about wars and launch battles with your vehicle instantly, and a thing where you could compile all of your designs into a faction. Presumably, the game would ship with a few real world referenced factions, people could mod in their own ones. And people could also mod in maps that the AI will fight wars on, and opponent factions (of varying degrees of fairness). Tutorial mode, build a truck that carries a squad. It's an electric truck so you don't have to program a gearbox.

It's probably a bit beyond me as a coder (maybe, idk, the primary time I was trying to learn coding was when I had pretty severe depression), but maybe as a fresh godot project if applicable? I think it would absolutely kill amongst a certain sort of war nerd.

Um, comments, I guess. Obviously extremely ambitious on my end, it will probably be another half-started project in my collection :(

28
submitted 8 months ago by keepcarrot@hexbear.net to c/games@hexbear.net

One of the first cards is planting corn. corn-man-khrush

1
Found in the wild (hexbear.net)
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keepcarrot

joined 3 years ago