funny Funny: Home of the Haha Funniest title wins
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  • "Initials" by "Florian Körner", licensed under "CC0 1.0". / Remix of the original. - Created with dicebear.comInitialsFlorian Körnerhttps://github.com/dicebear/dicebearPO
    Polarsailor
    4 months ago 100%

    Seeing Russia's columns stalled on the road to Kyiv, General Sergei Shoigu realizes the invasion of Ukraine will not be the three-day war he had dressed for.

    4
  • nostupidquestions No Stupid Questions What is the Anti Commercial-Al license and why do people keep adding it to their comments?
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  • "Initials" by "Florian Körner", licensed under "CC0 1.0". / Remix of the original. - Created with dicebear.comInitialsFlorian Körnerhttps://github.com/dicebear/dicebearPO
    Polarsailor
    5 months ago 96%

    Remember when all those boomers were making Facebook posts about how they don't consent to Facebook doing the things in their terms and conditions?

    70
  • nostupidquestions No Stupid Questions What do you do with your time after leaving Reddit?
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  • "Initials" by "Florian Körner", licensed under "CC0 1.0". / Remix of the original. - Created with dicebear.comInitialsFlorian Körnerhttps://github.com/dicebear/dicebearPO
    Polarsailor
    5 months ago 100%

    I spend some time on Lemmy, obviously, but a lot less than I did on Reddit. It's been great! I've been getting outdoors a lot more with daily walks and weekly hikes. I published a short children's book a few months ago, and now I'm about 15,000 words into the first draft of an adult scifi novel. I didn't appreciate how much time I was pissing away. Thanks, u/spez!

    3
  • offbeat Offbeat ‘I was just really in shock’: Kilt-clad man seen sticking antiques ‘in his rectum’ then ‘placing them back on the shelves,’ cops say
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    lemmyshitpost Lemmy Shitpost Two sides to Korea
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  • "Initials" by "Florian Körner", licensed under "CC0 1.0". / Remix of the original. - Created with dicebear.comInitialsFlorian Körnerhttps://github.com/dicebear/dicebearPO
    Polarsailor
    9 months ago 100%

    South Korean (ROK) soldiers were heavily involved in the US-Vietnam war and had a reputation for being effective but brutal. Maybe this is related to that?

    15
  • dm_academy DM Academy Tips presenting plot points in a way that doesn't feel railroady.
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  • "Initials" by "Florian Körner", licensed under "CC0 1.0". / Remix of the original. - Created with dicebear.comInitialsFlorian Körnerhttps://github.com/dicebear/dicebearPO
    Polarsailor
    9 months ago 100%

    I'm fairly new myself, but a few ideas come to mind:

    1. Can you make the plot queues a little more enticing to make your players curious? Is there anything specifically unusual about the odd couple when they see them this time? Is there any weird body language? Do they see the characters and then look away suddenly? Is there anything about them that could connect to character backstories or motivations and trigger a desire to have a conversation? Are NPCs having a conversation amongst themselves that sounds interesting when the PCs overhear it, even if it's not really about the plot itself?

    2. It can be helpful to make multiple routes to plot queues and clues. That way, if they miss one opportunity, there are other options, rather than having the plot just get stuck. If they bypass the couple this time, could they see them again later somewhere else? Just roll with the digression a bit then and then give the PCs another chance to engage. Could you also make a redundant way to get the same info in another form? A letter with the same info that would have been shared verbally?

    3. Can you make the plot queues more active? Can the odd couple approach the PCs and start a converstation? This brings the plot to them. You can do it without taking agency away from the players if you're careful about having a reason for the approach that would occur to the PCs or could be explained briefly during the encounter.

    6
  • apocalypticart ApocalypticArt the stronghold of red flame gang by Mark Li
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  • "Initials" by "Florian Körner", licensed under "CC0 1.0". / Remix of the original. - Created with dicebear.comInitialsFlorian Körnerhttps://github.com/dicebear/dicebearPO
    Polarsailor
    10 months ago 100%

    I love it. Is this related to the Mad Max video game? The setting is very similar to the starting area.

    2
  • lemmyshitpost Lemmy Shitpost It would have to be a VERY lazy dog to allow a fox to jump over it anyway.
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    ksp Kerbal Space Program v0.1.3.0 Patch Notes
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  • "Initials" by "Florian Körner", licensed under "CC0 1.0". / Remix of the original. - Created with dicebear.comInitialsFlorian Körnerhttps://github.com/dicebear/dicebearPO
    Polarsailor
    1 year ago 100%

    I'm holding off until they bring in science, but it's still nice to see a fat pack of patch notes come out.

    3
  • "Initials" by "Florian Körner", licensed under "CC0 1.0". / Remix of the original. - Created with dicebear.comInitialsFlorian Körnerhttps://github.com/dicebear/dicebearKS
    Kerbal Space Program Polarsailor 1 year ago 100%
    v0.1.3.0 Patch Notes www.kerbalspaceprogram.com

    KSP2 v0.1.3.0 Patch Notes June 22, 2023 KSP2 v0.1.3.0 Patch Notes Bug Fixes Construction ``` Fixed: fairing editor button stays on the cursor when moving fairing in the VAB [1] [2] Fixed: fairings don't properly get out of the way in the VAB internal/exploded mode [1] Fixed: fairing length slider gets stuck after reverting to the VAB from flight Fixed: lower stage Delta-V displays 0 when adding an empty stage above an engine in the VAB Fixed: changing radial symmetry count after placing the first part of a strut causes the strut to break Fixed: Log error in some situations when selecting the visibility mode icon on an interstage fairing Fixed: toggling control surface in wing editor fails to remove control surface when editing multiple wings Fixed: VAB becomes unresponsive after clicking the fairing edit button and doing an unrelated action Fixed: when holding ALT and hovering over part in the VAB, part asset name shows instead of part name Fixed: wrench icon appears before placement of procedural wing ``` Environments ``` Adjusted PQS transition range for Vall Integrated KSC trees into mesh scatter system, reducing lines of code and improving performance Added level of detail to aviation lights at KSC Fixed: some lights have missing textures when viewed at KSC [1] ``` EVA ``` Adjusted over-reflectivity of Kerbal eye materials Fixed: "Bobus" ladder does not provide seamless transition to adjacent ladders Fixed: Bill's and Bob's eyes have incorrect symmetry and color settings [1] Fixed: placeholder notification text displayed when Kerbal performs an EVA Fixed: time-warp keyboard shortcuts are still active when typing in details for planted flags [1] [2] [3] [4] ``` Flight & Map ``` Added ability to toggle visibility of some 3D map elements Added multijoint system for wings that places a scalable array of four joints along the length of the wing root Added new IVA Kerbal animation to show reaction to and recovery from non-catastrophic impact events Added player setting to allow toggling of Navball in Map view Added settings for toggling tooltips and for setting default throttle Fixed: activating or staging an engine causes decouplers and fairing shrouds below that engine to stage Fixed: brake activation applies to multiple vessels simultaneously after undocking Fixed: camera drifts away from recently-decoupled vehicles Fixed: changes made to landing gear friction level settings in the VAB do not propagate to flight Fixed: countdown does not pause when time warp is paused Fixed: gantry positioning code produces errant event registrations Fixed: imprecise cloud shadow masking causes aura when shadow appears behind vehicle Fixed: in-cockpit Kerbals sometimes show T-pose due to corrupted fidget animations Fixed: inline drag calculations use incorrect facing directions when calculating cross sectional area [1] Fixed: XM-G50 Radial Air Intake intake drag cube oriented incorrectly Fixed: instances of decoupled sections remain linked when decoupling a non-command root part that is separated from a command part by an engine mount [1] Fixed: Kerbal flag-planting and flag object animation de-synchronize when time-warp is used Fixed: Landed EVA Kerbals disappear when a vehicle time warps into their physics range Fixed: Inactive crash course warning is fired when vehicle is placed on the launchpad or when player returns to KSC from flight Fixed: Inactive crash course warning occurs when a Kerbal performs EVA at the launchpad " Fixed: landed vehicles cause torrent of VesselLandedAtRest spam Fixed: launch gantry does not adjust position to accommodate wide vehicles on launcpad Fixed: Launching "Jumping Flea" vehicle causes null states [1] Fixed: NaN displayed in the drag/lift ratio value. Still future work to do here. Fixed: NRE errors occur when parts get destroyed Fixed: Out of Electricity message event fails to trigger when EC depleted Fixed: some docking ports fail to release when undocking Fixed: structural tubes don't occlude aerodynamic drag Fixed: strut joint is misclassified as "lingering" and automatically destroyed when loaded to launchpad Fixed: symmetrically-attached radial decouplers eject with different forces [1] Fixed: thermal indicator generates log spam Fixed: undocking docking port destroys vehicle if it has wheels or wings attached to it Fixed: undocking vehicle sections that are connected with struts fails to detach struts [1] Fixed: ground parts remain attached to the main assembly when their parent part is destroyed" Fixed: vehicle falls through terrain when returning it to focus after launching another vehicle outside its physics range Fixed: vehicle teleports inside Kerbin when partial fuel depletion event triggers during time-warp [1] Fixed: when loading a second vehicle to launchpad after first vehicle has been destroyed, launch button shows "No Stages" and is not clickable Fixed: wingtip vortices display incorrectly due to incorrect case handling for contextual events Planetshine adjusted to improve reflected lighting on vehicles above the Mun, Minmus, and Eeloo ``` FX and Audio ``` Adjusted VFX for launch clamps Adjusted VFX positioning for procedural engine plate shrouds and interstage fairings Fixed: Log spam every frame when air intake makes contact with the ground Replaced raycast-based lens flare occlusion with depth-based occlusion Added pixel-count solution to correlate lens flare intensity with nearest star's visible area" Updated VFX for stack separators and decouplers ``` Localization ``` Fixed: "Go" button text field too small for some translated text Fixed: bold text illegible in some Asian languages Fixed: for some languages, anti-aliasing settings have incorrect localization Fixed: for some languages, non-localized celestial body name appears on SOI entry Fixed: in some languages, "Fly Safe" placeholder vehicle name not translated Fixed: incorrect word order on burn timer UI Fixed: localization missing from Kerbal EVA controls window Fixed: orientation cube text obscures 3D vehicle icon in some languages Fixed: pre-made vehicle information in Save/Load window is incorrectly localized Fixed: some text in Settings menu not localized Fixed: part description for HFT ""Spherotron"" Hydrogen Fuel Tank not localized" [1] Fixed: the Enter Text text box for the Campaign Name is displayed in English while creating a new game in a foreign language Fixed: the Velocity tab's 'Target' text is not translated when observed in any language other than English Fixed: tutorial dialogues have minor bugs in some languages Fixed: unlocalized strings appear in staging stack ``` Modding ``` Fixed: LoadByLabel not properly respecting assets in addressables in mod asset bundles. Labelled addressables should load properly now ``` Optimization ``` Added new compute kernel to improve terrain performance by reducing rendering of non-visible detail Optimized cloud shader algorithm to improve GPU performance Implemented job system to handle per-part water detection (for 150 part vehicle, CPU time reduced from 10ms to 1.5ms) Optimized and improved quality of lens flares by using a commandbuffer Optimized cloud rendering when camera is below cloud layer Optimized GPU and memory usage for water rendering by using stencil buffers and new shaders Optimized KSC instancing to reduce draw calls Optimized Part Manager by removing several layout groups Optimized per-engine point lights by turning off shadows Optimized PQS terrain textures to reduce memory usage Optimized rendering of 3D UI elements in VAB and flight Optimized scatter object performance by using more compact scatter spawn buffers to reduce GPU memory usage Optimized tesselation factor for medium and low quality water to improve GPU performance Optimized water tesselation factor for water viewed from high altitude Optimized runtime CPU performance for water rendering by updating some properties less than once per frame" Reduced GPU memory used by local space shader by 75% Reduced low- and medium-quality cloud texture sizes for Kerbin, Duna, Eve, and Laythe Removed unnecessary logging for time warp interpolation Updated Eve's shorelines to reduce visual blockiness and improve CPU and memory usage Fixed: cloud shadows are broken on Eve Fixed: clouds have dark edges Fixed: memory leaks triggered by loading saved games, loading tutorials, and reverting to VAB Fixed: the game crashes when attempting to view the EULA and Privacy Policy in Russian [1] Fixed: trees vanish before they are completely off-screen Fixed: scatter objects render at first level of detail at all distances" ``` Parts and Stock Vessels ``` Added A.I.R.B.R.A.K.E.S part Added Clamp-O-Tron Inline Docking Port, Clamp-O-Tron Shielded Docking Port, and Mk2 Clamp-O-Tron Docking Port parts Added Coronet, Trumpet, and Tuba engine parts Added S3-28800 Methalox fuel tank part Adjusted MEM-125 Engine Mount color mask and part size to match similar parts Added auto in-flight switching for multi-mode engines like the Rapier "Sustainer" descriptor added to appropriate engine subtitles Increased breaking force for wings, control surfaces, and stabilizers Methane engines are now surface-attachable Fixed: RTC "Rottweiler" truck chassis has incorrectly-oriented stack attach node and low texture resolution Fixed: "Statistics" header not properly localized in VAB Fixed: air intake parts display unnecessary sliders in VAB Part Manager Fixed: gimbal animation code causes log spam Fixed: intake air listed as a transferrable resource in the Resource Manager Fixed: mesh for SRB-KD25k "Kickback" Solid Fuel Booster is 7.5 degrees from correct rotation Fixed: non-convex collision mesh for RF-AD 2000 Mk3 to Mk2 Methalox Adapter causes error message Fixed: small nosecone base diameter does not match small stack parts Fixed: stack node position on Mk1 "Explorer" Command Pod slightly misaligned [1] ``` Saving and Loading ``` Fixed: TravelLog Manager causes runaway save file inflation [1] Fixed: vehicle spawns beneath terrain when loading saved game with EVA Kerbal in focus Fixed: interstage fairing size does not persist correctly when loading a workspace Fixed: after launching a vessel, loading into a different game save with a flight in progress, and then reverting to the VAB, an incorrect vehicle from another game save is loaded Fixed: descriptions disappear when making new workspace save from a stock vehicle workspace Fixed: Log fills with autosave spam Fixed: autosave cooldown timers don't trigger Fixed: thumbnails for saved games sometimes incorrectly display transparency ``` Tutorials ``` Enabled dragging tutorial windows by headers Fixed: fail state dialog does not properly display when failing some tutorials Fixed: feature image for "Orbital Transfers" tutorial is incorrect Fixed: player-adjusted position of tutorial message box does not persist Fixed: subtitles missing from various sections of Orbits are Weird tutorial ``` UI/UX ``` Added Flight HUD UI scaling in player settings Added player-controllable splash screen bypass ability Added description to the "Tab Away Audio" player setting Added notification when F5 is used to quicksave Added player setting to toggle visibility of Vessel/Object labels Added stock vessel filter to KSC launchpad menu Game View UI element is hidden when there is no active vessel Updated section names in input settings Updated settings menu user interface Updated UI for VAB header, launch assembly icon, fairing construction icons, procedural editing icon, fairing visibility icon, and root part icon Enabled configuration of unique spawn points for tutorial dialogs for each tutorial lesson Fixed: code error in main menu when trying to access a deleted object Fixed: implementation of localized File Date/Time is incorrect for regional formatting Fixed: in some languages, incorrect capitalization used in text for Pause Menu options Fixed: in wing editor, text has incorrect linebreak in some languages Fixed: insufficient campaign save window height causes text overlap Fixed: large values in the Tracking Station's Celestial Body Information panel are too long due to absence of large-magnitude unit conversions Fixed: launchpad location button selection state does not change when deselected Fixed: normal/anti-normal markers on Navball don't match SAS icons Fixed: not possible to re-bind "E" key in input settings/controls [1] Fixed: part info tooltip text overlaps in some languages Fixed: part tooltip appears behind part icon Fixed: passive notifications remain visible when UI is toggled off using F2 [1] Fixed: stage numbering reverses after switching focus between decoupled vehicles [1] Fixed: staging stack drop line indicators appear in the middle of stages instead of between them Fixed: text layout for burn timer does not accommodate long text [1] Fixed: trip planner layout does not allow longer localized text Fixed: users cannot back out of the Privacy Policy window after exiting to the Main Menu from gameplay [1] Fixed: VAB part module text extends beyond info panel bounds in some cases Fixed: when an vehicle is destroyed via the object picker in Tracking Station, parent celestial body list entry does not close ```

    6
    3
    kerbalspaceprogram
    Kerbal Space Program Polarsailor 1 year ago 100%
    V0.1.3.0 Patch Notes www.kerbalspaceprogram.com

    KSP2 v0.1.3.0 Patch Notes June 22, 2023 KSP2 v0.1.3.0 Patch Notes Bug Fixes Construction ``` Fixed: fairing editor button stays on the cursor when moving fairing in the VAB [1] [2] Fixed: fairings don't properly get out of the way in the VAB internal/exploded mode [1] Fixed: fairing length slider gets stuck after reverting to the VAB from flight Fixed: lower stage Delta-V displays 0 when adding an empty stage above an engine in the VAB Fixed: changing radial symmetry count after placing the first part of a strut causes the strut to break Fixed: Log error in some situations when selecting the visibility mode icon on an interstage fairing Fixed: toggling control surface in wing editor fails to remove control surface when editing multiple wings Fixed: VAB becomes unresponsive after clicking the fairing edit button and doing an unrelated action Fixed: when holding ALT and hovering over part in the VAB, part asset name shows instead of part name Fixed: wrench icon appears before placement of procedural wing ``` Environments ``` Adjusted PQS transition range for Vall Integrated KSC trees into mesh scatter system, reducing lines of code and improving performance Added level of detail to aviation lights at KSC Fixed: some lights have missing textures when viewed at KSC [1] ``` EVA ``` Adjusted over-reflectivity of Kerbal eye materials Fixed: "Bobus" ladder does not provide seamless transition to adjacent ladders Fixed: Bill's and Bob's eyes have incorrect symmetry and color settings [1] Fixed: placeholder notification text displayed when Kerbal performs an EVA Fixed: time-warp keyboard shortcuts are still active when typing in details for planted flags [1] [2] [3] [4] ``` Flight & Map ``` Added ability to toggle visibility of some 3D map elements Added multijoint system for wings that places a scalable array of four joints along the length of the wing root Added new IVA Kerbal animation to show reaction to and recovery from non-catastrophic impact events Added player setting to allow toggling of Navball in Map view Added settings for toggling tooltips and for setting default throttle Fixed: activating or staging an engine causes decouplers and fairing shrouds below that engine to stage Fixed: brake activation applies to multiple vessels simultaneously after undocking Fixed: camera drifts away from recently-decoupled vehicles Fixed: changes made to landing gear friction level settings in the VAB do not propagate to flight Fixed: countdown does not pause when time warp is paused Fixed: gantry positioning code produces errant event registrations Fixed: imprecise cloud shadow masking causes aura when shadow appears behind vehicle Fixed: in-cockpit Kerbals sometimes show T-pose due to corrupted fidget animations Fixed: inline drag calculations use incorrect facing directions when calculating cross sectional area [1] Fixed: XM-G50 Radial Air Intake intake drag cube oriented incorrectly Fixed: instances of decoupled sections remain linked when decoupling a non-command root part that is separated from a command part by an engine mount [1] Fixed: Kerbal flag-planting and flag object animation de-synchronize when time-warp is used Fixed: Landed EVA Kerbals disappear when a vehicle time warps into their physics range Fixed: Inactive crash course warning is fired when vehicle is placed on the launchpad or when player returns to KSC from flight Fixed: Inactive crash course warning occurs when a Kerbal performs EVA at the launchpad " Fixed: landed vehicles cause torrent of VesselLandedAtRest spam Fixed: launch gantry does not adjust position to accommodate wide vehicles on launcpad Fixed: Launching "Jumping Flea" vehicle causes null states [1] Fixed: NaN displayed in the drag/lift ratio value. Still future work to do here. Fixed: NRE errors occur when parts get destroyed Fixed: Out of Electricity message event fails to trigger when EC depleted Fixed: some docking ports fail to release when undocking Fixed: structural tubes don't occlude aerodynamic drag Fixed: strut joint is misclassified as "lingering" and automatically destroyed when loaded to launchpad Fixed: symmetrically-attached radial decouplers eject with different forces [1] Fixed: thermal indicator generates log spam Fixed: undocking docking port destroys vehicle if it has wheels or wings attached to it Fixed: undocking vehicle sections that are connected with struts fails to detach struts [1] Fixed: ground parts remain attached to the main assembly when their parent part is destroyed" Fixed: vehicle falls through terrain when returning it to focus after launching another vehicle outside its physics range Fixed: vehicle teleports inside Kerbin when partial fuel depletion event triggers during time-warp [1] Fixed: when loading a second vehicle to launchpad after first vehicle has been destroyed, launch button shows "No Stages" and is not clickable Fixed: wingtip vortices display incorrectly due to incorrect case handling for contextual events Planetshine adjusted to improve reflected lighting on vehicles above the Mun, Minmus, and Eeloo ``` FX and Audio ``` Adjusted VFX for launch clamps Adjusted VFX positioning for procedural engine plate shrouds and interstage fairings Fixed: Log spam every frame when air intake makes contact with the ground Replaced raycast-based lens flare occlusion with depth-based occlusion Added pixel-count solution to correlate lens flare intensity with nearest star's visible area" Updated VFX for stack separators and decouplers ``` Localization ``` Fixed: "Go" button text field too small for some translated text Fixed: bold text illegible in some Asian languages Fixed: for some languages, anti-aliasing settings have incorrect localization Fixed: for some languages, non-localized celestial body name appears on SOI entry Fixed: in some languages, "Fly Safe" placeholder vehicle name not translated Fixed: incorrect word order on burn timer UI Fixed: localization missing from Kerbal EVA controls window Fixed: orientation cube text obscures 3D vehicle icon in some languages Fixed: pre-made vehicle information in Save/Load window is incorrectly localized Fixed: some text in Settings menu not localized Fixed: part description for HFT ""Spherotron"" Hydrogen Fuel Tank not localized" [1] Fixed: the Enter Text text box for the Campaign Name is displayed in English while creating a new game in a foreign language Fixed: the Velocity tab's 'Target' text is not translated when observed in any language other than English Fixed: tutorial dialogues have minor bugs in some languages Fixed: unlocalized strings appear in staging stack ``` Modding ``` Fixed: LoadByLabel not properly respecting assets in addressables in mod asset bundles. Labelled addressables should load properly now ``` Optimization ``` Added new compute kernel to improve terrain performance by reducing rendering of non-visible detail Optimized cloud shader algorithm to improve GPU performance Implemented job system to handle per-part water detection (for 150 part vehicle, CPU time reduced from 10ms to 1.5ms) Optimized and improved quality of lens flares by using a commandbuffer Optimized cloud rendering when camera is below cloud layer Optimized GPU and memory usage for water rendering by using stencil buffers and new shaders Optimized KSC instancing to reduce draw calls Optimized Part Manager by removing several layout groups Optimized per-engine point lights by turning off shadows Optimized PQS terrain textures to reduce memory usage Optimized rendering of 3D UI elements in VAB and flight Optimized scatter object performance by using more compact scatter spawn buffers to reduce GPU memory usage Optimized tesselation factor for medium and low quality water to improve GPU performance Optimized water tesselation factor for water viewed from high altitude Optimized runtime CPU performance for water rendering by updating some properties less than once per frame" Reduced GPU memory used by local space shader by 75% Reduced low- and medium-quality cloud texture sizes for Kerbin, Duna, Eve, and Laythe Removed unnecessary logging for time warp interpolation Updated Eve's shorelines to reduce visual blockiness and improve CPU and memory usage Fixed: cloud shadows are broken on Eve Fixed: clouds have dark edges Fixed: memory leaks triggered by loading saved games, loading tutorials, and reverting to VAB Fixed: the game crashes when attempting to view the EULA and Privacy Policy in Russian [1] Fixed: trees vanish before they are completely off-screen Fixed: scatter objects render at first level of detail at all distances" ``` Parts and Stock Vessels ``` Added A.I.R.B.R.A.K.E.S part Added Clamp-O-Tron Inline Docking Port, Clamp-O-Tron Shielded Docking Port, and Mk2 Clamp-O-Tron Docking Port parts Added Coronet, Trumpet, and Tuba engine parts Added S3-28800 Methalox fuel tank part Adjusted MEM-125 Engine Mount color mask and part size to match similar parts Added auto in-flight switching for multi-mode engines like the Rapier "Sustainer" descriptor added to appropriate engine subtitles Increased breaking force for wings, control surfaces, and stabilizers Methane engines are now surface-attachable Fixed: RTC "Rottweiler" truck chassis has incorrectly-oriented stack attach node and low texture resolution Fixed: "Statistics" header not properly localized in VAB Fixed: air intake parts display unnecessary sliders in VAB Part Manager Fixed: gimbal animation code causes log spam Fixed: intake air listed as a transferrable resource in the Resource Manager Fixed: mesh for SRB-KD25k "Kickback" Solid Fuel Booster is 7.5 degrees from correct rotation Fixed: non-convex collision mesh for RF-AD 2000 Mk3 to Mk2 Methalox Adapter causes error message Fixed: small nosecone base diameter does not match small stack parts Fixed: stack node position on Mk1 "Explorer" Command Pod slightly misaligned [1] ``` Saving and Loading ``` Fixed: TravelLog Manager causes runaway save file inflation [1] Fixed: vehicle spawns beneath terrain when loading saved game with EVA Kerbal in focus Fixed: interstage fairing size does not persist correctly when loading a workspace Fixed: after launching a vessel, loading into a different game save with a flight in progress, and then reverting to the VAB, an incorrect vehicle from another game save is loaded Fixed: descriptions disappear when making new workspace save from a stock vehicle workspace Fixed: Log fills with autosave spam Fixed: autosave cooldown timers don't trigger Fixed: thumbnails for saved games sometimes incorrectly display transparency ``` Tutorials ``` Enabled dragging tutorial windows by headers Fixed: fail state dialog does not properly display when failing some tutorials Fixed: feature image for "Orbital Transfers" tutorial is incorrect Fixed: player-adjusted position of tutorial message box does not persist Fixed: subtitles missing from various sections of Orbits are Weird tutorial ``` UI/UX ``` Added Flight HUD UI scaling in player settings Added player-controllable splash screen bypass ability Added description to the "Tab Away Audio" player setting Added notification when F5 is used to quicksave Added player setting to toggle visibility of Vessel/Object labels Added stock vessel filter to KSC launchpad menu Game View UI element is hidden when there is no active vessel Updated section names in input settings Updated settings menu user interface Updated UI for VAB header, launch assembly icon, fairing construction icons, procedural editing icon, fairing visibility icon, and root part icon Enabled configuration of unique spawn points for tutorial dialogs for each tutorial lesson Fixed: code error in main menu when trying to access a deleted object Fixed: implementation of localized File Date/Time is incorrect for regional formatting Fixed: in some languages, incorrect capitalization used in text for Pause Menu options Fixed: in wing editor, text has incorrect linebreak in some languages Fixed: insufficient campaign save window height causes text overlap Fixed: large values in the Tracking Station's Celestial Body Information panel are too long due to absence of large-magnitude unit conversions Fixed: launchpad location button selection state does not change when deselected Fixed: normal/anti-normal markers on Navball don't match SAS icons Fixed: not possible to re-bind "E" key in input settings/controls [1] Fixed: part info tooltip text overlaps in some languages Fixed: part tooltip appears behind part icon Fixed: passive notifications remain visible when UI is toggled off using F2 [1] Fixed: stage numbering reverses after switching focus between decoupled vehicles [1] Fixed: staging stack drop line indicators appear in the middle of stages instead of between them Fixed: text layout for burn timer does not accommodate long text [1] Fixed: trip planner layout does not allow longer localized text Fixed: users cannot back out of the Privacy Policy window after exiting to the Main Menu from gameplay [1] Fixed: VAB part module text extends beyond info panel bounds in some cases Fixed: when an vehicle is destroyed via the object picker in Tracking Station, parent celestial body list entry does not close ```

    17
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    piracy Piracy: ꜱᴀɪʟ ᴛʜᴇ ʜɪɢʜ ꜱᴇᴀꜱ You can now get reddit posts on lemmy via RSS, without any ads ;)
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    reddit Reddit People are starting to place bets on Reddit's civil war — Business Insider
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    RedditMigration Reddit Migration What do you NOT want to see replicated on kbin?
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  • "Initials" by "Florian Körner", licensed under "CC0 1.0". / Remix of the original. - Created with dicebear.comInitialsFlorian Körnerhttps://github.com/dicebear/dicebearPO
    Polarsailor
    1 year ago 100%

    American politics seeping into every damn thing. And to top it off, with a clear bias in one direction. I resent having the feeling like there's an astro-turfing effort going on, even when I agree with whatever stance is being pushed. Reddit is really tainted with that sort of thing.

    Hopefully it doesn't take hold here, or at least stays contained so I can decline subbing to magazines that would pertain. I'd rather not have to swim in the "political party A is evil and political party B is angelic" muck in unrelated magazines.

    39
  • nostupidquestions No Stupid Questions If someone with an innie belly button were to put a toilet plunger over it and pull, how much force would they need to turn their innie into an outie?
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    RedditMigration Reddit Migration 60% of subreddits are still dark! Reddit activity down 30%
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  • "Initials" by "Florian Körner", licensed under "CC0 1.0". / Remix of the original. - Created with dicebear.comInitialsFlorian Körnerhttps://github.com/dicebear/dicebearPO
    Polarsailor
    1 year ago 100%

    It gets harder and harder to tell what the truth is in this age of disinformation and astro-turfing. It seems like there's a pretty clear motive for certain interested parties to take the wind out of the sails, so keep your bullshit detector turned on for now.

    Edit: Now that I think about it, this probably applies in both directions.

    1
  • technology Technology Megathread for Reddit Blackouts and News - Rest of the Week(?)
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  • "Initials" by "Florian Körner", licensed under "CC0 1.0". / Remix of the original. - Created with dicebear.comInitialsFlorian Körnerhttps://github.com/dicebear/dicebearPO
    Polarsailor
    1 year ago 100%

    That looks pretty good. I've been enjoying Inoreader for a little while, but I might have to take TOR around the block.

    2
  • cat cats Zuul loves it when we roll a rug up so she has a tunnel to hide in.
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  • "Initials" by "Florian Körner", licensed under "CC0 1.0". / Remix of the original. - Created with dicebear.comInitialsFlorian Körnerhttps://github.com/dicebear/dicebearPO
    Polarsailor
    1 year ago 100%

    It's hard to get a good pic of her because her fur is so dark, and it looks like she moved just a little while taking this, but I think you can still get a good sense of how cozy she is.

    1