Reminds me of satisfactory where the mobs ignore you if you're in a vehicle but you can still ram them to death, and the vehicles are indestructible. Or maybe they fixed that in the last big update as I haven't tried it yet.
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(Agreeing with you but adding relevant information)
Hitler did come to power after trying to lead a (potentially) violent coup Mussolini-style (but it was stopped, in part due to incompetence of the nazis) and his trial for that gave him a platform on the world stage that increased his popularity. And then he wrote Mein Kampf while in prison.
Yeah just don't go all in on any of those. Dip your toes in to see how long the interest lasts. In my experience, it usually lasts just about long enough to slow roll going all in on it and then it fades. So you don't save any money, but you might get more time to enjoy it before it becomes another chore that must be avoided if possible. And even then, if you force yourself to do it, it can shift into a thing you enjoy but must stop doing as soon as a natural break occurs because there might be something else more enjoyable.
Is there a good resource that lists all games known to require a specific version rather than being fine with the latest? I don't really have the patience to check each game these days, so a list to skim would be nice.
Yeah, when I made the switch, I checked a bunch of the games I played the most for steam deck compatibility and thought I had to give up on some of them, only to find that they were still fine because my desktop is much more powerful than the steam deck. Plus it has a keyboard; if a game requires a keyboard, it hurts the steam deck compatability score (how much depends on if it's required for playing the game at all or just needed every now and then to enter some text).
So treat "steam deck supported" as "works on linux" and "steam deck unsupported" as "maybe works on linux".
I think the better indicator of not supported at all on Linux is the "3rd party kernel anticheat" marker in the store, though I tend to avoid games with that anyways, so I can't really say for sure.
Lots of good advice in here for the basics. Only one I'll bother repeating is to get used to your clutch by slowly releasing it and getting the car moving without touching the throttle at all.
Also never downshift into first. This is a bit of a soft rule since it can be done, but the speed you need to lose before you do is a lot more than any of the other gears. If it's a 6 speed, this might even apply to 2nd gear to a degree. To figure out when it's safe to downshift to first, redline it in first and check your speed. Never do it at or above that speed as a hard rule.
For intermediate techniques:
When shifting while moving, let off the gas a bit before pressing the clutch. The idea is to smoothly stop accelerating to reduce the jerk you'd normally get from going from accelerating, clutch (decellerating), back to accelerating once in the next gear. Your passengers will appreciate it if you can get this timing down, though if you're on your own, it doesn't matter as much since you can anticipate the changes in acceleration.
On the opposite end of that spectrum, practice speed shifting once you're comfortable with clutch timing and gear positions. It's the same motions as a normal shift, just aiming to do it all as fast as possible. It'll give you better acceleration when you need it (very noticeable if you compare one and the other when accelerating beside another car from a stop light).
For stop and go traffic and traffic jams, instead of maintaining the same distance from the car ahead of you, try to figure out a constant speed you can maintain and let the cars ahead of you do the pull up (away from you) and then brake to a stop (while you slowly catch up to them). If you can find the right speed, you can stay in first gear instead of needing to get in gear, move up, then clutch. The "getting the car moving without throttle" skill from earlier can help here and sometimes you can go a while in a jam without touching the gas pedal. It'll reduce the wear on your clutch and brakes if you can drive in a way that uses them less.
And an advanced technique:
Clutchless shifting. If there isn't a lot of force on the gear, you can pop it into neutral without the clutch quite easily. And by force I mean if you aren't accelerating or engine breaking. Getting into another gear is harder but also possible. The hard part is that you need to match the engine speed with the transmission speed for the gear you want to shift into. If they match, it'll just slip in. But matching is easier said than done, since the car is decelerating and the engine also changes speed very quickly with no load. If the speeds are far from a match, it will feel like the gear just isn't there. If they are kinda close, you'll be able to find the gear but it will grind when you try to put it in all the way. If they match closely, it'll just slip in as easily as it slipped out to neutral.
Why would you want to know how to do this? Well, for one, it's very satisfying to do properly. But I was very glad I could do it when my clutch died. I was able to drive for another week without a clutch because I was competent enough with clutchless shifting. Note that if you need to do this, you have to turn your motor off when you stop (unless you're on a downward slope), put it in first and start it in first gear to get moving again (which feels awful and is awful for your starter and probably not great for the whole drivetrain, so get it serviced asap but this might at least save you from needing a tow).
That would have been more cool than whatever unmemorable shit actually happened in that campaign. Only other thing I remember is the GM offering me 3 capital ships if I bought him lunch one day and then promptly destroying two of them that same session, which I actually appreciate in hindsight because it contributed to seeing pay to win games as a waste of time and money. Either the shit "bought" in game can be lost that easily or it just breaks the game into a "just give me money and you, uh, win! That's the whole game!"
I did this in the very first RPG I played. It was Star Wars and I was playing a smuggler (who thus had a ship). Obviously the GM intended my ship to be used to move the party around. Well, the jedi PC shows up wanting to board my ship as I'm getting ready to leave. I don't know this guy so obviously the first thing my character would do would be to say that and then turn the turrets on when this strange jedi tried to insist on joining me, followed by promptly flying off so he ended up needing to find another way to our adventure.
No idea why I was like that. The player was pretty much my best friend at the school, too, so it wasn't anything personal against him. I think I was just trying to hard to do what "my character would realistically do" instead of just playing a game.
Could be wrong, but I believe Seattle has such a large looking symbol because it doesn't have a bunch of other ones around it. I think the size of the symbol is the same as the size of the rest of the civilian targets. Jacksonville also stood out to me at first but I think New York's is the same size.
Edit: there's two sizes for the symbols, large and small. Seattle's is the same size as Portland's.
Lemmy is only better than reddit in that it was designed to work around the fact that humans can be shitty, even if they were previously not shitty, so a platform that can spread authority around rather than consolidate it in the hands of a few will offer alternative options even if an admin or team of admins becomes shitty.
It means that Lemmy has the potential to be more extreme in any direction as much as it has the potential to be less extreme in any direction. No one can dictate what all of Lemmy is but anyone can dictate what small pieces of it are.
I think standing near the red things in the middle of the reflection. Look at the size of the forklift in the reflection for reference.
No, that's an organ. You're thinking of a musical instrument that uses piano-like keys to control airflow through pipes.
As much as I love my independence, I can't help but look at society and think that things have gone very wrong at some point.
If it's maintenance they have to do regularly, there might even be a part of the pool tooled for it with arms for the floating block to sit on while they drive the lift on and off normally. Or a ramp with rollers where it gets launched like a boat and a winch to pull it back up the ramp to get out. That last one is my guess, since that whole setup could be portable as long as they had somewhere to anchor the ramp and winch.
They want something like the Star Trek computer or one of Tony Stark's AIs that were basically deus ex machinas for solving some hard problem behind the scenes. Then it can say "model solved" or they can show a test simulation where the ship doesn't explode (or sometimes a test where it only has an 85% chance of exploding when it used to be 100%, at which point human intuition comes in and saves the day by suddenly being better than the AI again and threads that 15% needle or maybe abducts the captain to go have lizard babies with).
AIs that are smarter than us but for some reason don't replace or even really join us (Vision being an exception to the 2nd, and Ultron trying to be an exception to the 1st).
Is there a good argument for why any society not in collapse should submit to any "higher" authority?
Which is kinda funny because they could save money by automating texting for some of the shit they have people call for.
Though on the other hand, if it's a legitimate business, you can stop the call spam easier, at least in places with enforced do not call lists.
Grim Dawn has a similar approach. You just have a health and energy potion that goes on cooldown. No need to worry about potions for inventory management or remembering to buy them in town or checking if you need to pick some up, plus less loot clutter because of it. The potions return a % of hp/energy, so they scale with your character. And it helps with balance because now those players who do farm tons of potions so they can spam them don't need to be considered.