#power system simulator
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research-analyst · 2 years ago
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baeshijima · 1 year ago
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codes for the hsr 1.3 livestream !!
LANPVGET8HFT
BA7NCHFA9HWX
ASN6CHXBRHW3
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techdriveplay · 2 months ago
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Why Quantum Computing Will Change the Tech Landscape
The technology industry has seen significant advancements over the past few decades, but nothing quite as transformative as quantum computing promises to be. Why Quantum Computing Will Change the Tech Landscape is not just a matter of speculation; it’s grounded in the science of how we compute and the immense potential of quantum mechanics to revolutionise various sectors. As traditional…
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123567-9qaaq9 · 5 months ago
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dalishious · 9 days ago
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The Sanitized Lore of Dragon Age: The Veilguard
Tevinter is the heart of slavery in Thedas. This lore has been established in every game, novel, comic, and other extended material in the Dragon Age franchise to date that so much as mentions the nation. But in Dragon Age: The Veilguard, when we are finally able to actually visit this location for the first time… this rampant slavery we’ve heard so much about is nowhere to be found. It’s talked about here and there; Neve mentions The Viper has a history of freeing slaves, as does Rook themselves if they choose the Shadow Dragon faction as their origin, for example. But walking down the streets of Minrathous, you’d never know. Because Dragon Age: The Veilguard, for all its enjoyment otherwise, has one glaring issue: It’s too clean.
The world of Thedas is full of injustices. Humans persecute elves, fear qunari, and belittle dwarves. Mages of any race are treated like caged animals in most places. The nobility is corrupt. Although, Dragon Age has not always handled these injustices well, mind you. Many, many times I’ve found myself frustrated with moments that just feel like a Racism Simulator. But what makes it worth it, is when you can actually do something about it. These injustices are things that a good-aligned character strives to fight back against, maybe even for very personal reasons. Part of the power-fantasy for many minorities is that this fight feels tangible. I cannot arrange the assassination of a corrupt politician in real life, but I sure can get Celene Valmont stabbed to death in Dragon Age: Inquisition, for example. Additionally, these fictional injustices can be used to make statements on real life parallels, like any source of media. For example, no, the Chant of Light is not real, but acting as a stand-in for Catholicism, through a media analysis lens we can explore what the Chant of Light communicates on a figurative level.
When starting Dragon Age: The Veilguard and selecting to play as an elf – this should be unsurprising to anyone who is familiar with my bias towards them – I was fully prepared to enter the streets of Minrathous and immediately get called “knife-ear” or “rabbit”. But this did not happen. I thought perhaps it was just a prologue thing, but returning to Minrathous once again, there was not a single shred of disapproval from any NPC I encountered that wasn’t a generic enemy to fight. And even the generic enemies, the Tevinter Nationalist cult of the Venatori, didn’t seem to care at all that I was a lineage they deemed inferior before now. This is a stark difference from entering the Winter Palace in Dragon Age: Inquisition and immediately getting hit with court disapproval and insults. Are we now to believe that Tevinter has somehow solved its astronomical racism and classism problems in the ten years since the past game? Or perhaps are we to believe all the characters who have demonstrated Tevinter’s systemic discriminatory views were just lying or outliers? Because it makes absolutely no sense at all for this horribly corrupt nation to not have a shred of reactivity to an elven or qunari Rook prancing around. But here were are, and not a single NPC even recognizes my character’s lineage. And because this is so different from every single past game, it feels weird.
As an elf, you have the option to make a comment about how “too many humans look down on us” in one scene early in the game. You can also talk to Bellara and Davrin, the elven companions, about concerns that people won’t trust elves after finding out about the big bad Ancient Evanuris… but this is presented as if elves don’t already face persecution. It’s all so limited in scope that it could be all too easily missed if you are not paying very close attention, and coming into the game with pre-existing lore knowledge.
All this made it easy to first assume that the developers simply over-corrected an attempt to address the Racism Simulator moments. And if that was the case, than I would at least give credit to effort; they did not find the right balance, but they at least tried. However, the sudden lack of discrimination against different lineages in Dragon Age: The Veilguard is not the only sanitized example of lore present.
In Dragon Age: Origins, Zevran Arainai is a companion who is from the Antivan Crows; a group of assassins. He discusses in detail how the Crows buy children and raise them into murder machines through all kinds of torture. The World of Thedas books also describe how the Antivan Crows work, echoing what Zevran says and expanding that of the recruitment, only a select handful of those taken by the Crows even survive. When you start Dragon Age: The Veilguard as an Antivan Crow, you immediately unlock a re-used codex entry from the past, “The Crows and Queen Madrigal”, that says the following:
“His guild has a reputation to uphold. They are ruthless, efficient, and discreet. How would they maintain such notoriety if agents routinely revealed the names of employers with something as "banal" as torture.”
Ruthless, efficient, and discreet. Torture is banal. This is what the Crows were before Dragon Age: The Veilguard decided to take them in a very different direction. The Antivan Crows in this latest game are painted as freedom fighters against the Antaam occupation of Treviso. Teia calls the Crows “patriots”. And while I can certainly believe that the Crows would have enough motivation to fight back against the Antaam, given that it is in direct opposition to their own goals, I cannot understand why they are suddenly suggested to be morally good. They are assassins. They treat their people like tools and murder for money. Even as recent as the Tevinter Nights story Eight Little Talons, it is addressed that the Antivan Crows are in it for the coin and power, with characters like Teia being outliers for wanting to change that. It makes the use of the older codex all the more confusing, as it sets the Antivan Crows up as something they are no longer portrayed as.
I personally think it would have been really interesting to explore a morally corrupt faction in comparison to say, the Shadow Dragons. Perhaps even as a protagonist, address things like the enslavement of “recruits” to make the faction at least somewhat better. (They are still assassins, after all.) Instead, we’re just supposed to ignore everything unsavory about them, I suppose…
We could discuss even further examples. Like how the Lords of Fortune pillage ruins but it’s okay, because they never sell artifacts of cultural importance, supposedly. Or how the only problem with the Templar Order in Tevinter is just the “bad apples” that work with Venatori. I could go on, but I don’t think I have to.
It is because of all this sanitization, that I cannot believe this was simply over-correction on a developmental part. Especially when there is still racism in the game, in other forms. The impression I’m left with feels far deeper than that; it feels corporate. As if a computer ran through the game’s script and got rid of anything with “too much” political substance. The strongest statements are hidden in codex entries, and I almost suspect they had to be snuck in.
Between a Racism Simulator and just ignoring anything bad whatsoever, I believe a balance is achievable; that sweet spot that actually has something to say about what it is presenting. I know it is achievable, because there are a few bright spots of this that I’ve encountered in Dragon Age: The Veilguard too. For example, some of the codex entries like I mentioned, and almost all the content with the Grey Wardens thus far. It is a shame there is not more content on this level.
Dragon Age: The Veilguard is overall still a fun game, in my opinion. But it’s hard to argue that it isn’t missing the grit of its predecessors. The sharp edges have been smoothed. The claws have been removed. The house has been baby-proofed. And for what purpose?
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martinpenicka · 1 year ago
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Drone game for training FPV drone, PLAY.
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bortalis · 20 days ago
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My concepts for the development progress of an Iterators Puppet
-my ideas below
-Feasibility Study  
[1]: First autonomous control module, any instruction to be given must be done manually through physical means (the keys), outputs were shown through the screen. A very primitive system, however, did its job proving the greater machine concept was achievable. While it does look like a lens above the monitor, this was a simple status gauge for benchmarking.
-Prototyping and Development  
[2]: Now with the capability to wirelessly and audibly communicate to receive instructions and inputs. The system was no longer directly integrated into the facility, and resided on the first instance of an iterator's arm. This was considered a feat due to the complications with isolating the control module from the rest of the iterators components, while keeping processing power. A permanent connection/umbilical was needed to sustain life and function though. 
To “talk” back, they were crafted with multidimensional projectors, the mobile arm allowing the angles and variance for this projection. Only later into development were advanced speakers installed for optimized understanding, however the extra computing power required to synthesize proper speech was found to strain the contained module, so this function had rare use in the end.
[3]: At this point there was a change in perspective in the project. What once were machines to simply compute and simulate, were now planned to be the home, caregiver, and providers. The further the project came to fruition the more religious importance was placed upon these “random gods”. From this stance not only did the puppets have to manage and control their facilities, they had to communicate with the people and priests. To represent benevolent beings who will bring their end and salvation. In this process iterators began to take a more humanoid shape, to better reflect their parents. Development was focused on compacting the puppet closer to the size of an ancient for this purpose. This stage was the first to incorporate a cloak/clothing into their design considerations, to further akin themselves in looks. The cloak would hide the iterators' engineered bodies and give a body to their silhouette. 
[4]: As bioengineering and mechanics were rapidly progressing due to the void fluid revolution, this allowed plenty of margin for developing the outer design of the iterator puppets. This prototype was the first to incorporate limbs for the purpose of body language. This was another step in the drive to give a body to their random gods.
-Final Iterations
[5]: First generation iterators had the final redesign of puppet bodies. Far different from their first designs, they are fully humanoid. Their bodies are shaped to be organic and as full of life as they could at the time. Their center of sapience has fully settled within their body, as can be seen as their unconscious use of limbs without the direct intention for communication. This can also see how they manage their work, where many of the functions (which can be done with just an internal request) are operated through physical gestures of their limbs. Their puppet chambers also allow for full comprehensive projection, where many of their working monitors are displayed. It is seen how iterators prefer to utilize their traversal arm to transfer between the current working projection window.
These designs were hardy and nearly self-sufficient, only requiring minimal power from their umbilical to charge. (However was still limited in the terms of internal power production, for this first generation extensive batteries sufficed)
[6]: Later generation not only incorporated advanced bioengineering internally, but externally. While still a hardened shell, their body plates have been incorporated into the organics of the puppet, maintaining the protective requirements while barely leaving a trace of hinges or plates. This “soft” skin had drawbacks, such as reduced durability to the first generations, this was offset by the greatly enhanced repair speeds and capability this type of skin allowed.
Internal power generation was implemented into these late generation models. If the case arose, the Puppet could be disconnected from their umbilical and still be conscious from an undefined period of time. (However this would limit the operating capacity of the puppet when running self sufficiently) This greatly eased maintenance works, as the Puppet could still run the greater facility wirelessly while work was done on the chamber, arm or whatever as needed.
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theresattrpgforthat · 16 days ago
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Mint's TTRPG Library
Here is a list of links to the Collections I add Itch.io games to on the regular, where I often go to in search for games to meet folks' recommendation requests.
These collections are large and unwieldy. I'm not certain that they're easy to navigate, but if you want to do some browsing, you certainly have options!
Systems
Belonging Outside Belonging Breathless Caltrop Core Charge Descended from the Queen Firebrands Forged in the Dark Honey Games (Honey Heist) Into the Odd Lasers + Feelings LUMEN Par-AGON (Paragon System) PbtA Push Together We Go Troika (A bunch of Troika supplements) Tunnel Goons (AKA Goon Games) What’s So Cool About _?
Genre
Adventure - With Pulp! (Westerns, Dinosaurs, Spies, Time Travel) Bittersweet Futures (Post-Apocalypse) Botanical Adventures (Plants) Bring Me The Evidence! (Mysteries) Cogs and Steam (Steampunk) Delicious Delights (Food & Cooking) Dirtpunk (Revolution, Rebellion, Fighting) Eras Both Real & Imagined (Historical, Faux-Historical) Everyone Loves A Competition (Competitions, Sports) Fae and Fen (Faeries & Goblins) Fangs, Fangs, Fangs (Vampires) Grim & Gritty (Gritty & Grimdark Fantasy) Hearts & Threads (Romance) Manners & Mischief (Social & Political) Mechs and Tech (Mechs & Robots) Modern-Day Mishaps (Modern-Day Setting) Monsters & Mutants (Monsters, Monster Hunters, Pokemon - simulators) Neon Lights & Cyber Nights (Cyberpunk) Oh So Anime (Anime & Manga themed) Paranormal Activity (Ghosts, Cryptids, Death) Pastoral & Cozy (Cozy Games, Witch Games) Paws and Feathers and Scales (Animals) Sorcerous Intentions (Magic-Users) Stars and Science (Science-Fiction, Space) Sword & Sorcery & So Much More (General Fantasy) Teenage Hijinx (Teenagers) The Sea Calls (Oceans, Aquatic, Pirates) With Great Power (Superheroes, Magical Girls, Fantasy Superpowers)
Other
Abstract Games & System Bones (SRDs, Genre-less) By Pen and Paper Played (Epistolary Games) Funky Fresh Flavors (Miscellaneous) GM-Less Solitary Adventures (Solo Games) System-Neutral Settings (Adventures & Settings) The Art of Creation (Collaborative World-building) Two Can Play At That Game (Duet Games)
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nasa · 2 months ago
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Student Experiments Soar!
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Have you ever wondered what it takes to get a technology ready for space? The NASA TechRise Student Challenge gives middle and high school students a chance to do just that – team up with their classmates to design an original science or technology project and bring that idea to life as a payload on a suborbital vehicle.
Since March 2021, with the help of teachers and technical advisors, students across the country have dreamed up experiments with the potential to impact space exploration and collect data about our planet.
So far, more than 180 TechRise experiments have flown on suborbital vehicles that expose them to the conditions of space. Flight testing is a big step along the path of space technology development and scientific discovery.
The 2023-2024 TechRise Challenge flight tests took place this summer, with 60 student teams selected to fly their experiments on one of two commercial suborbital flight platforms: a high-altitude balloon operated by World View, or the Xodiac rocket-powered lander operated by Astrobotic. Xodiac flew over the company’s Lunar Surface Proving Ground — a test field designed to simulate the Moon’s surface — in Mojave, California, while World View’s high-altitude balloon launched out of Page, Arizona.
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Here are four innovative TechRise experiments built by students and tested aboard NASA-supported flights this summer:
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1. Oobleck Reaches the Skies
Oobleck, which gets its name from Dr. Seuss, is a mixture of cornstarch and water that behaves as both a liquid and a solid. Inspired by in-class science experiments, high school students at Colegio Otoqui in Bayomón, Puerto Rico, tested how Oobleck’s properties at 80,000 feet aboard a high-altitude balloon are different from those on Earth’s surface. Using sensors and the organic elements to create Oobleck, students aimed to collect data on the fluid under different conditions to determine if it could be used as a system for impact absorption.
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2. Terrestrial Magnetic Field
Middle school students at Phillips Academy International Baccalaureate School in Birmingham, Alabama, tested the Earth’s magnetic field strength during the ascent, float, and descent of the high-altitude balloon. The team hypothesized the magnetic field strength decreases as the distance from Earth’s surface increases.
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3. Rocket Lander Flame Experiment
To understand the impact of dust, rocks, and other materials kicked up by a rocket plume when landing on the Moon, middle school students at Cliff Valley School in Atlanta, Georgia, tested the vibrations of the Xodiac rocket-powered lander using CO2 and vibration sensors. The team also used infrared (thermal) and visual light cameras to attempt to detect the hazards produced by the rocket plume on the simulated lunar surface, which is important to ensure a safe landing.
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4. Rocket Navigation
Middle and high school students at Tiospaye Topa School in LaPlant, South Dakota, developed an experiment to track motion data with the help of a GPS tracker and magnetic radar. Using data from the rocket-powered lander flight, the team will create a map of the flight path as well as the magnetic field of the terrain. The students plan to use their map to explore developing their own rocket navigation system.
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The 2024-2025 TechRise Challenge is now accepting proposals for technology and science to be tested on a high-altitude balloon! Not only does TechRise offer hands-on experience in a live testing scenario, but it also provides an opportunity to learn about teamwork, project management, and other real-world skills.
“The TechRise Challenge was a truly remarkable journey for our team,” said Roshni Ismail, the team lead and educator at Cliff Valley School. “Watching them transform through the discovery of new skills, problem-solving together while being driven by the chance of flying their creation on a [rocket-powered lander] with NASA has been exhilarating. They challenged themselves to learn through trial and error and worked long hours to overcome every obstacle. We are very grateful for this opportunity.”
Are you ready to bring your experiment design to the launchpad? If you are a sixth to 12th grade student, you can make a team under the guidance of an educator and submit your experiment ideas by November 1. Get ready to create!
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Make sure to follow us on Tumblr for your regular dose of space!
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research-analyst · 2 years ago
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tainbocuailnge · 4 months ago
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this is a final fantasy fourteen dawntrail post. it speaks incredibly for the desperation of the people of alexandria in its decline that they both couldn't bear to remember the dead and couldn't bear the thought of the dead no longer being remembered, and thus created this contradictory system where the dead are only remembered by something other than those to whom that memory is meaningful. so crushed by collective trauma and grief that they directed every effort to eradicating awareness of mortality altogether and it's resulted in a paradise where everyone is incredibly blasé about dying because the dead live forever in the cloud until they run out of spare souls and are completely paralyzed with fear of their own mortality.
but even more than desperation it speaks of a naive sincerity that the scientists and officials behind the project just actually genuinely built and maintained this giant memory database to preserve the deceased at increasingly large cost, rather than just lie that they totally did that to a populace who won't remember those deceased anyway. they're not harvesting souls to power the war effort while using a recreation of the beloved princess as puppet figurehead, they completely sincerely recreate the dead from their memories and simulate them living happily ever after, started by a sincere desire to not lose their beloved princess. living memory is an eternal theme park that actively goes out of its way to facilitate letting people who remember each other fondly meet again. it's the manifestation of a childish wish for a world where there are no partings, only reunions. it's a theme park rather than an actual city with a dmv and shit like amaurot was precisely Because it's a childish dream. it's fundamentally an artificial experience, but one which sole motive is to bring joy and relief from everyday sadness.
and sphene is the first and most prominent victim of that naive sincerity. she's the mascot of this theme park, and because she's the mascot in charge of providing this artificial but kind experience she can't ever break character. the people of alexandria couldn't bear the thought of her being forgotten, so they created a memory of her that would last forever, but they also couldn't bear to actually remember sphene, so she's a mascot instead of a person. she loves her people, and they love her, but none of them can possibly understand the weight that love puts on her shoulders. the sphene we meet is fundamentally trapped by other people's deeply limited understanding of her.
it's so so so important to her character that she's a small dainty feminine woman that exists to take care of everyone emotionally and be loved by them for being so nice and sweet and loving, and when she tries to arrange some kind of secure future she ends up with an abusive husband who ignores her wants and needs for his own ambitions, and she is fundamentally unable to act outside this highly gendered framework. sphene reads like the commonplace tragedy of the straight woman to me to the point where making her in lesbians with wuk lamat is like. I can certainly understand wanting to grant sphene the sense of liberation and comfort that many lesbians themselves feel at the realisation that they don't have to marry men, so far be it from me to say anyone is wrong to do so. but it's kinda ignoring part of what her deal is for the sake of that comfort I think.
not that lesbians have never ended up in abusive marriages with men but sphene very explicitly does not have other options, part of the tragedy is that you fundamentally cannot actually grant her that liberation and comfort. cahciua explicitly says there's no way to know what the real living sphene would have done because this sphene is a recreated memory of the beloved princess whose job is to sustain living memory. their darling sphene who will always listen to all their troubles and is always nice to them and will always take care of them. she's literally trapped by the role society assigned her, and that role is essentially to be their tradwife mother. the living sphene may have been into women, but the people who recorded her to create the sphene we meet never even considered the option.
do you guys know that tweet thread where OP describes going to a funeral for a woman they didn't know who'd died young of a heart attack, and the husband spent most of the eulogy talking about himself instead of his recently deceased wife, and by the end of the ceremony OP had learned nothing at all about what this woman was like beyond being a wife and mother? everyone fondly remembers the princess and queen of alexandria, but nobody remembers sphene. and just like all OP could still do for this woman was go to her casket and acknowledge that she too had been a full person in her own right before the stress of swallowing everything about herself killed her, all wuk lamat can really still do for sphene is think of her as the full person she must have been.
we're not told anything about what sphene was like as a leader, what her policies were, how she actually did her work, her vision for the future of her country before she died and was reconstructed. they only tell us everyone loved her so dearly because she was so kind to them. we're shown her dying moments and it's her using her airship to shield a civilian, so we can assume her love for her people was indeed true. but none of sphene's history that we're shown and nothing of how otis (who knew the living sphene) talks about her tells us anything about what she was like outside her role as beloved princess. her memories from after her "revival" are dissonant and corrupted and possibly not even real, and her policy of preserving living memory no matter what is a wish implanted in her by the people who reconstructed her. we don't even get to see what she looked like when alive. the only sphene the people know is the theme park mascot of living memory.
cahciua was exactly as erenville knew her and was true enough to herself to be able to turn against the system, so we're not given reason to believe any of the endless were tampered with. but sphene was already dead by the time they even tried to figure out how to preserve her memory, her actual soul and memories definitely long gone by the time the technology worked. we're explicitly told that nobody in everkeep really cared who or what sphene was as long as she adequately fulfilled this role of loving them all so much. she can't even tell you her favourite food, none of the people who labored so intensely and sincerely to bring her back bothered to write down even her most basic personal preferences when they reconstructed her. she has to deflect the question with "when I think of the people who make the food I can't pick just one" because the only preference she's allowed is loving all her people equally. she's completely thrown off that wuk lamat would even ask.
and it's precisely because she is remembered only as this kind loving woman who gave everything for her people that she is weak and powerless to actually do whatever it takes to keep them safe. she does not have the freedom to assert herself, let alone to be cruel or violent or take extreme actions. society does not give her that freedom, because she is a small dainty woman and (therefore) the only role allowed to her is to be their tradwife mother. so while her desire to protect her people is as real and true as it can be part of her plan to lobotomise herself in order to become someone capable of violence and cruelty also reads to me as that specific female frustration of wanting to destroy the sweet babygirl image of yourself by doing something extreme. like britney spears shaving her head. but in sphene's case destroying the babygirl image amounts to destroying herself completely, because the babygirl image of her is all that comprises her. and so when all is said and done the only fragment of sphene that is restored and lingers just a bit longer after that image is destroyed is the sphene that wuk lamat sincerely wanted to get to know.
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teal-sharky · 2 years ago
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The literally only impressive thing about SpaceX Starship test is that it shows how incredibly dumb the audience is at this point.
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People keep comparing Starship to SaturnV, because tentatively, if it ever became a space worthy vessel and orbital delivery vehicle (it's not); it'd be the largest and most powerful one in history, with SaturnV its only near peer (sorry, N-1, you really didn't qualify).
And the first "integration test vehicle" (read: the actually whole complete thing, that's literally the point of that kind of test; it's meant to be all the pieces, already tested and proven on their own, finally assembled into the final thing to make sure everything plays nice when together)
So lets see how did Saturn family development go in comparison? How many "integration test vehicles" did the Saturn project obliterate in the process?
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ZERO. They blew up ZERO Saturn first stages, ZERO Saturn second stages, and ZERO Saturn payloads.
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It's not fucking normal to blow up rockets this size and complexity, because they're expensive and dangerous! You build SMALLER, SIMPLER prototypes, you test those, you do all the "risky" tests on your separate parts of the system, and test the integration at less ambitious scales and stress levels. That's how you do rocket science. Iteratively, yes! But the iterations must make sense!
And let me stress
They got Saturn to moon and back in the SIXTIES, when simulation was in diapers (partially, literally invented within projects like the Saturn series).
SpaceX exists at a time where they can (and should) do 90% of the raw, grueling development with lot of painful failures in digital simulations, or tests where you build a small, simple thing and enhance the simulation based on what you learned there.
And the worst of it all is that another thing that Elongated Muskrat has at this disposal is all of the Saturn research. It's been DONE.
Saturn and other projects paved the worst of this goddamn slog. They did all the dirty, awful work already. They literally gave us the textbooks that you study from if you actually get a science degree (Elon does not have one).
And again, the most embarrassing thing isn't Musk and his poor, toxic, overworked circus that's SpaceX. The most embarrassing thing is the "space science enthusiast" crowd that's cheering on this launch as some sort of tentative success.
The king is fucking ass goddamn naked, and you all yes-men are an embarrassment to this doomed goddamn species. You're not supporting the effort to give Humanity a "chance at survival", you're hooting and hollering around a basementman dumpster fire that's literally immolating what's left of the scraps of natural and human resources we have left.
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999moreyears · 9 months ago
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dsahboard simulator
mutual 1 : (picture of a band member) i wont him ,#i think i have covid
mutual in law: i think im a system
mutual 2 :(reblogging fanart of a fandom you have do idea even existed)
mutual 3: blocked tag
mutual 3: blocked tag
mutual 3: blocked tag
mutual 4: i think i need to kill . that would fix me
mutual 5:(picture of minecraft character) I MISS HIMMMM
mutual 6: do ouy think they explored each others bodies (picture of characters from a fandom you know nothing about) #liveblog
mutual 7: IM FINALLY FREE
mutual 8: just a little doodle lol ^_^ (most beautiful artwork that has ever graced my eyes)
mutual 1: (mass rb of every picture of a band member to ever exist on the internet)
mutual 7:I BEAT THE SCARED ALLEGATIONS
mutual 9: i need to get pregnant with his firstborn so i can offer it up to a demon for magic powers :/ (picture of minecraft youtuber)
mutual 3: blocked tag
mutual 3: blocked tag
mutual 7:IM SO NORMAL RIGHT NOW
mutual 1:(picture of inbox, from anonymous : i think there is something wrong with you) so meanies to me forever :(
mutual 10: i need him biblically
mutual 3: blocked tag
mutual 3: blocked tag
mutual 8: oh yea :p i forgor 2 post this also (drawing of a character praying , the hands are perfect)
mutual 4: I NEED OUT OF THIS DAMN HOUSEEEE!!!!!
mutual 10: do you think when he was pregnant he had really bad morning sickness yes or no
mutual 6: i need to light them on fire I HATE THEM (screenshot of characters mid-frame) #liveblog
mutual 5:( webweave of a character from a fandom youre not in anymore)
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lousyglitch · 6 months ago
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god I missed moffat so much
fuck yeah capitalism makes killing machines out of healthcare systems, institutionalized religion is a tool of oppression but faith is a manifestation of love, fuck yeah that's the eternal struggle of the human heart, yess technology isn't the problem but another tool corrupted by the profit motive, yes kids raised with tech can absolutely still see the truth shining through and would not respond with our cynicism, which is just ANOTHER reason to fight off the greedy systems ruling the world so that both tech and faith, products of humanity as they are, can be tools wielded not in the service of power, but in the service of love, the best thing we do, you GET ittt
I keep thinking that if I was writing this episode I probably would've focused too much on the AI generation commentary and made the holo-john a bumbling malfunctioning tool to show how a simulation can never replace the real thing, and it would've been a worse episode for it. Splice is such a realistic child exactly because she didn't react to the simulation with immediate dismissal, but excited to see her dad in any form. That's the thing right, the human potential for connection is so strong that even we can see each other even through the most cynical corporate half-measure platforms. This was a story about love versus capitalism, tech was just the warzone.
Also shout out to everyone else involved, the directing, Ncuti's ACTING dear lord. the TENSION
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hmslusitania · 4 months ago
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Ask meme! For TimKon, either 17. “Please stay.” or 34. “When did you know for sure?”
May I offer you: an angst with a happy ending? (who am I kidding; it's you, of course I can)
“When did you know?” Kon asks, staring out well past the horizon. Tim thinks that surely, he must see it, must be able to tell, he’s got fucking super vision of various sorts, but… But he sounds so dejected about it. Like he… like he hadn’t been able to tell. “For sure, I mean, when did you figure it out?”
“Um,” Tim says, and picks up a handful of sand on this very not-at-all real version of Kon’s favourite beach in Hawaii. “Last… night.”
Kon’s face burns bright red and Tim can’t really look at him anymore.
It all feels too real, even though this place isn’t anything of the sort.
And he’s pretty sure that includes Kon.
It had been a smart plan, Tim can tip his hat at the villain du jour for that, at least metaphorically. Trap Tim in a simulated reality, but instead of making it somewhere he knows inside and out, like Gotham, like Happy Harbour, they’d programmed him into a place he only knows in story and rumour. Tim wouldn’t really have any way of determining if there were differences between the real Hawaii the real Kon’s been talking about for as long as Tim’s known him, and this fake, simulation of it. And the programmers had done a pretty perfect job with Kon, too, except for the parts where he can’t tell that this whole place is a simulation, and the part where…
“My Kon, I mean the one who’s not a computer programme, because, like, he’s not mine, mine,” Tim starts. “He’s not… y’know. In love with me.”
Kon is silent for a minute, just staring out at the water and at the small waves lapping steadily higher up the beach while the sun rises. Tim would find this whole conversation a lot less excruciating if computer!Kon was wearing more than boxers with the House of El logo on the crotch, but, well, this simulation was designed to trap and torture him, so he’s not.
“I don’t feel like a computer simulation,” Kon says finally, and buries his toes in the sand like he’s making a point of feeling the sensations. “I remember — I remember meeting you when you were still Robin and I didn’t know who I was beyond Superman’s replacement, and I remember Bart, and Young Justice, and Cassie, and the Teen Titans, and dying and—”
“They probably built you off a brain scan of the real Kon,” Tim says. Tact and gentleness have never been his fortes but, fuck he tries this time.
“Right, and just, like, tweaked my memories so that I can remember being in love with you half that time, and the entire time I was lost in Gemworld, and—”
“Yeah, I guess they must’ve,” Tim says, even though it makes him want to puke. “This place is too… it’s too perfect. You’re too perfect.”
Kon scoffs, and makes a choked off noise that’s all too familiar after last night and Tim flushes with shame that he knows what Kon sounds like now. The thing is, it’s a very, very good simulation, and this isn’t knowledge Tim should have, because out in the real world, Kon doesn’t want to share that information with him.  It’s none of Tim’s business, no matter how desperately he wants it to be.
“Nice to know I’m apparently good enough in bed to convince you it’s all too good to be true,” Kon says, with forced bravado.
Tim swallows, because that assessment isn’t untrue, but it’s only part of the story. “Also I think my biometrics must’ve spiked high enough to temporarily overload the system, because a bird clipped through our room while we were, uh���”
“Oh,” Kon says, blushing even harder. “So, um, now that you know this is fake, does that mean you’re going to escape?”
“Yeah,” Tim says. He swallows. “I just have to crash the programme, make it generate something so insanely huge its processing power can’t keep up.”
“Oh, right, just that,” Kon says. He very gamely swallows, and because he’s built on a very convincing facsimile of Tim’s real Kon, he stands up and nods. “So what do you need me to do?”
**
Tim is not surprised when the explosion they trigger in the simulation tips him out of it’s destabilising pixelated mess into a sketchy futuristic lab. Spaceship? Probably spaceship by the black starfield outside the windows.
He is surprised when his own exit from the gel couch matrix situation is echoed by someone else in another matching chair thing behind him.
He grabs for any kind of weapon available and rounds the central structure, ready to strike, only to find himself face to face with—
“Kon?” he demands. “You’re here too?”
Kon defuses the heat vision that had been starting to build behind his eyes, and then just stares at Tim, blushing a violent red like the heat vision had dispersed through his cheeks.
“Of course he is here too,” an annoyed voice that gives major evil scientist vibes says over the PA. “The simulation traps work best when there are two parties within them to reinforce the shared folie à deux!”
“Sh-shared?” Kon asks.
“Both of us were in the same—” Tim starts, and he understands Kon’s blush better now because he can feel his own viciously taking over his face.
“You thought I was a simulation,” Kon says, floating out of his matrix plug in chair to loom over Tim even taller than he usually is.
“You’re in lo—” Tim starts, but their captor’s voice crackles over the PA system again.
“Yes, yes, teenaged angst. You may continue your argument once my assistants have placed you back in your simulation!”
“We’re twenty-one, actually,” Tim corrects. “And you can—”
He means to tell the disembodied voice exactly where he can expect Tim’s bo staff (as soon as he finds it in one of the cargo pods here in this space station situation they’ve got going on) but Kon cuts him off by pulling Tim’s face into his hands and kissing him.
No birds clip through the walls this time, and the sensation of Kon’s TTK sweeping over him, like it’s not enough to just be touching Tim with his hands, like he has to touch all of him at once, is one that Tim hadn’t been able to fully conjure up out of his imagination. It’s different enough that Tim actually forgets for a second that they’re imprisoned on a space station and have been under for god knows how long, and he seriously considers simply climbing Kon like a tree right then and there to get the actual physical details mapped out.
“I can’t believe you thought my love confession was a simulation,” Kon murmurs against Tim’s lips.
Tim hums and kisses him again. Really, actually kisses Kon. Who really, actually wants to kiss him, too. “I meant it when I said you’re too good to be true.”
“Good thing we’re in a really shitty situation we need to figure our way out of if we want to get back to earth so I can show you the real version of that beach,” Kon says. “Because that part feels pretty on par.”
“Yeah,” Tim agrees, and sighs. He can hear the distant thuds of whatever sorts of robocop automata their captor has coming towards them now, and this fight’s gonna kinda suck, he thinks. At least there will be one hell of a reward for making it through to the other side. “Ready to fight for our lives?”
“With you?” Kon asks, and can’t help himself but to pull Tim in for one more kiss. “Always.”
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level2janitor · 10 months ago
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Introduction to the OSR
what's an OSR? it's a game that's kinda like old-school D&D. or is old-school D&D. or is compatible with old-school D&D. an OSR game generally has some or all of the following principles:
low character power with highly lethal combat. in old-school D&D a 1st-level fighter has d8 hit points and a longsword does d8 damage, and you die at 0HP. this is not to ensure characters die all the time but to emphasize the next bullet point:
emphasis on creative problem solving. most situations cannot be solved by straightforward use of your abilities (such as charging into every situation with swords drawn, if a fighter), so the game tests lateral, outside-the-box thinking.
emphasis on diegetic progression. spells are found, not obtained automatically on level-up. you get XP by finding gold more than killing monsters. most of your cool abilities come from magic items. making alliances & hiring followers is encouraged.
focus on managing inventory, resources, risk, and time. the players are constantly faced with meaningful decisions; this is the heart of the game.
very sandbox-oriented. the focus on creative problem solving means the game must be accommodating to players taking a course of action the GM didn't plan for. use lots of random tables to generate emergent story. some elements of new simulationism.
high tactical transparency, i.e., the optimal course of action is rarely system-specific, and ideally very possible for a new player to intuit.
usually semi-compatible with old D&D, but not always. usually rules-lite, but not always.
what does the OSR mostly NOT do?
focus on character builds. these change the focus too much to be on the rules than the fiction, can create situations where stuff everyone should be able to do is an ability locked to one class, and impede tactical transparency.
resolve everything with a die roll. combat uses dice to be scary, unpredictable and most importantly not your default course of action. everything else should bring up dice rarely - dice are your plan B when your plan A fails. the best plans need no dice.
use linear storytelling or put players into a writer/GM role. linear storytelling gets in the way of the decision-making so core to the playstyle; letting players write details into the setting is mutually exclusive with them discovering it.
rules for everything. 400 pages of crunch is worse at simulating a believable world than the GM and players' shared understanding. OSR games rely constantly on GM ruling.
mostly still applies to all the above. making your system a "pure" OSR game comes second to doing what's best for your game.
System recommendations
old D&D or a retroclone
old-school D&D - or old school essentials or basic fantasy or swords & wizardry, which are old D&D's mechanics repackaged with quality-of-life tweaks (and the upside of not giving WOTC your money) - are usually the go-to when recommending someone's first OSR game. they're actually not my first pick, though!
PROS:
very complete, with more robust rules than a lot of the lighter games on this list.
100% compatibility: most OSR adventures are statted for old school essentials. converting them to other OSR systems is usually simple, but not 1-for-1.
easier to find games for. anyone interested in the OSR space knows what old school essentials is.
CONS:
jank. these games largely still have weird saves, level limits for non-humans, some still have descending AC, etc etc. it's not that bad but it is there
i hate thief skills. lots of essential dungeoneering actions are locked to the thief class as abilities, with abysmally low success chances. this is stuff i prefer being handled without a roll. thieves in this system suck and make everyone else worse at dungeon crawling by existing.
there's just lots of really cool shit in other systems i'm about to go into that you just don't get here
Knave 1e and its various hacks
this is a 7-page super-lightweight system that boils everything down to just the essentials.
rolling a character takes like 5 minutes. roll stats, roll gear, roll traits, go. done. it's great.
characters are defined entirely by stats and gear, no classes. wanna be a fighter, have high strength and carry a big sword and armor. wanna be a wizard, have high intelligence and fill your inventory with spells. item slots are elegant and pretty limited.
initiative is instant: roll d6. 1-3, monsters go first. 4-6, PCs go first. swingy, but god it is so smooth and shaves like the most boring 5 minutes off of every combat
monsters are so very elegant. old D&D gives monsters a "hit dice" rating to determine their HP, e.g. a 3HD monster rolls 3d8 for hit points. knave takes this number (HD) and uses it for attack rolls and saves (aside from exceptionally bad/good saves), so a knave statblock looks something like this.
spells are all one or two sentences long & extremely easy to remember.
7 pages is so light. i have the system basically memorized.
DOWNSIDES: there's no dungeon crawling rules (standard for meatier OSR games & something i consider essential) and no real bestiary, though the second point isn't a huge deal cause they're so easy to make. it also kinda assumes you already know how to run OSR games, so there's very little real advice or guidance.
KNAVE HACKS
knave 1e is in creative commons & comes with an editable word doc for you to publish with modifications, so there's a ton of variants (there was a spreadsheet of them somewhere, but i can't find it).
Grave is a favorite - i'm two years into a grave campaign and it's fantastic. it's a dark-souls-y version of knave with some really elegant innovations.
you have a set number of deaths before you for-reals die, as every character plays an undead as is dark souls tradition. makes it good for OSR beginners! being able to tell when you're close to your final death is really good - it lets you emotionally prepare for losing your character & raises the stakes more the more you die. (though honestly you should probably cut the number of extra deaths in half, it's super generous)
XP and gold are combined into one resource, souls. legendary creatures drop big souls you can make into magic items. this has ended up being the coolest thing in my current campaign. my players love finding powerful souls to make into magic items it's so fun
uses preset packages of stats/gear instead of knave's rolled ones, filling the role of more traditional character classes. has the wonderful side effect of not making you get stuck with low stats cause you rolled bad one time.
you have stamina equal to your empty item slots. you spend stamina on spells if you're a caster, or free maneuvers (on top of your attack at no action cost) if you're not. it's super elegant.
there's 3 classes of spells: wizardry for intelligence, holy magic for wisdom, and witch stuff for charisma. nice and intuitive.
there's a page of 50 magic items each a couple sentences long. this PDF is worth it just for the magic items.
DOWNSIDE: see the downsides for knave 1e. all still apply.
i enjoyed grave so much i made a variant of it with the dark souls bits removed (and some dungeon crawl rules added!) to use for my standard fantasy campaigns.
Knave 2e
sadly knave 2e is not purchasable yet (i backed it on kickstarter so i have access, though). but when it comes out i highly recommend it.
much larger and denser than knave 1e. it finally has dungeon crawling rules, it has GM and player guidance, everything is refined and the layout is so so nice and readable.
combat is a bit more interesting than 1e. you can break your weapon against an enemy to deal max damage. you get a free maneuver on high attack rolls.
there's rules for stuff like alchemy, warfare, building a base. it all kicks ass.
there are so many goddamn tables. i rifle through it anytime i need inspiration.
DOWNSIDES: some of the new rules are a little untested & wonky. introducing randomness into how often your rations spoil or your lights go out can cause issues.
Mausritter
you play tiny little mice! in a world full of big dangerous things that want to eat mice. cat = dragon. you get it. what more could you want
the mouse thing is just super intuitive. you get the dynamic between you and the big scary lethal world. fantastic OSR game to introduce kids
nice and robust ruleset; nothing feels missing
tons of super nice GM stuff! faction rules, tools for rolling up hexcrawls and dungeons, plenty of tables
super clean readable layout. font isn't too small to avoid being intimidating. guidance is really nice and clear.
combat is autohit. super fast & lethal.
100% free
look mausritter is just. good. i wanna run it so bad someday
Worlds Without Number
sort of a middle ground between OSR stuff and 5e. paid version here free version here
lots of classes, at least in the paid version. the free version comes with just the warrior, expert and mage. there's feats and more of a focus on builds than most OSR games. if you like more mechanical build variety than a typical OSR game, this is a great game for you!
extremely good multiclassing. y'know how in most games if you just mash together two classes you think are cool you'll end up with a total mess? not here! every combo is viable and works fine! easily the best multiclassing of any game i've touched
an absurd amount of GM stuff and tables. easily more than any of the other stuff i've praised for also having them. but personally i haven't dug into them as much, so i can't really comment on them
skills the way modern D&D has them. you roll dice and try to beat a target number. i don't tend to like rolled skills, but most people do, so if that's your thing WWN has them
DOWNSIDES
the layout is terrible. everything is a huge wall of text with very little use of bold text or bullet points to draw attention to the important bits. the table of contents has like 15 things in it for a 400-page book! i couldn't find any of the paid-version-exclusive classes for like a month after i bought it! looking up rules is a nightmare.
the way the default setting handles "evil races" is like an exaggerated parody of all the problematic aspects of how D&D handles it. like, it wants so bad for you to have an excuse to genocide sentient free-willed people. but at least the default setting is easy to chuck in the trash
Dungeon Crawl Classics
the goal of this system is to take all of the crazy gonzo moments people remember playing old-school D&D in their childhood and turn all of that up to 11 while cutting the stuff that doesn't add to that. i think a lot of its innovations have ended up kind of standard in newer OSR stuff (like fighters getting maneuvers with their attacks), but it still has more to offer.
the funnel: you start the game with four randomly rolled dipshit peasants that you then throw into a meatgrinder to get horribly killed. you pick one of the survivors to be your 1st-level character.
maneuvers: fighters roll an extra die with each attack that gets bigger as you level. if it's a 3 or higher, you get to do a cool thing on top of your attack. pretty standard for OSR games, but this game popularized it!
crit tables: fighters also get more crits and nastier crits as they level. every crit, you roll on the crit table. maybe you chop off a dude's arm. maybe you just knock them over. maybe you shatter their shield. it's very cool
spell tables: i don't really like roll-to-cast mechanics, generally. but DCC goes so all-in on roll-to-cast that it still looks fun as hell to watch. you cast a fireball and maybe it goes how you want. or maybe you explode, or you nuke everything in a half-mile radius, or from now on you permanently ignite flammable materials you touch, or whatever. casters just have to put up with turning into a weird mutated mess across a campaign
there's no dungeon crawl rules, no encumbrance - this game is all about the big over-the-top wacky shit, and is not really interested in the more down-to-earth number crunching. it's more in the you-die-hilariously-all-the-time area of OSR than the you-avoid-death-through-clever-play area. not really my thing but the system knows exactly what it wants to be and i respect it
iron halberd
this one is mine! as the author i'm not qualified to tell you what isn't good about my system, so just assume it's worse than i make it sound, but here's a bunch of the selling points
semi-random character creation where you flip back and forth between rolling dice and getting your own input. roll stats, pick ancestry. pick starting gear kit, roll different dice based on which kit you picked. etc etc. stats are random but all equally viable (no rolling incredibly low or high stats). every time i run this game the character creation is a hit. seriously go roll up a character it'll sell you on the whole thing
you start out a lot stronger than a standard OSR character but grow way more slowly. i don't like 4th-level characters being 4 times as strong as 1st-level ones; HP never gets that high. emphasis is more on diegetic progression instead.
way too many subsystems for alchemy, crafting, strongholds, warfare, renown, rituals, likes 9 pages of magic items, a whole subsystem for becoming a cleric mid-campaign. i couldn't help myself i love this shit
in my current campaign we had a player permanently sacrifice some max HP to become a necromancer after deliberating on whether that's a good idea for like thirty seconds, which instantly made me think my necromancy system is a success
also free
Adventure recommendations
(in rough order of size)
Moonhill Garden (by Emiel Boven): look at this. look at it! this is like the best template for a little dungeon in an OSR game. all of the little factions are tied together. this would be a great oneshot to introduce people to an OSR system with.
A gathering of blades (by Ben Milton): a system-neutral, one-page sandbox. i ran this for an iron halberd game and it went super well. lasted like 7 sessions. highly recommend.
The Waking of Willowby Hall (by Ben Milton): a single dungeon with a million things going on. it's super chaotic with half a dozen different factions crashing into each other and a big angry goose. highly recommend, especially for kids
The Black Wyrm of Brandonsford (by Chance Dudinack): small sandbox with a fun fairytale vibe and a very fleshed-out little town. and a big nasty dragon.
Evils of Illmire (by Zack Wolf): this is a very dense, entire campaign's worth of hexcrawl in a very compact package for like $5. it doesn't do anything particularly new, but the value-for-money is absurd and it's a really good template for how to do a sandbox if you're used to 5e adventures
Ask me anything!
if anything here is unclear or intrigues you, send me asks! i love helping people get into OSR games. i'll link frequently asked questions here if i get any.
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