Currently stuck at the kitchen table with a dog lying down on my lap that doesn't want me to move. On a positive note, its given me the perfect opportunity to update my laptops bios and drivers. So that all done now.
here's some pics of the WPL truck I finally got done building. I havent had the chance to drive it around yet, I am still waiting on my 3 channel receiver and transmitter, but already installed is a much more powerful motor and 2 speed gearbox for crawling. I can't wait till china gets me my stuff in the mail lol EDIT there is a lack of driveshafts because I am waiting on the metal upgraded ones to come in the mail along with all the metal gears and axles and steering rods and suspension links. This little truck is gonna be quite hefty when I am done with it...Also planning on adding some lead weights as well.
£69.696 billion pounds sterling, nice... 580 trains, 251 ships, 366 stations, and clearly no life xD Somehow OpenTTD still seems to keep my "spare" time occupied. Not only that, but due to the nature of the game, the challenges that I am facing keep getting increasingly difficult as I progress. Money obviously isn't an issue any more, but every time I "miraculously" manage to squeeze even more trains through an ever limited space, I find myself having to push it even further in order to prevent pile ups. Modern simulation management games are great and all, but most of them seem to run out of content once you reach a certain point. Especially in the currently popular crafting style games, since there is rarely much pressure on the player to improve throughput once they have "made all the items". Other than to duplicate what they have already made ad infinitum. They give the player a virtually infinite world, hoping that the player will be happy to do the same thing over and over in different places. Perhaps instead, more longevity can be found by giving the player a limited space, with ever increasing challenges based on some form of equilibrium. Or where the weight of success itself can bring about failure. From what I understand, Factorio does this (with the pollution mechanic), and it seems to be lastingly popular, unlike many other games that fall off after 'x' amount of time. Perhaps its something that modern game designers should take a look into when designing these styles of games.
Going on a trip. I'm not allowed to use social media on my phone (yes it's a school trip) so I'll probably post some pictures when I'm home from the trip Trip is tomorrow, we're going to New York. It usually takes an hour, but with the traffic it might take two.
I just moved from NY (long island) to Texas about 9 months ago. I miss NY but I really just miss my friends. It's such a better quality of life down here. Whereabouts in NY are you going? The City?
It's a right shame, too. Those 3.8 Eclipses were pretty quick and alright handlers... Assuming you ignored the horrible understeer. I strongly considered buying one before I found my Mustang. Of course, you can't ignore the classic Eclipse Turbo and GSX. AWD and crank walk. Woo.
They made it look like a combination of a Prius and an Aztec. I think they accidentally put the April Fools gag into production
I feel bad that I haven't been active here lately. It's spring break here, and my day job is really tiring me out. I'll catch up on here soon.
File this under "things you don't expect to see sold in the Alaska bush, part 1". The big question is, of course, which one should come home with me? They've got a 156, a 166, Spider, GTV, and Nuvola concept.
I have them all. SOLIDO also used to offer a similar collection of Lancia models, in tin box. Quality is kinda poor, but they make pretty house ornaments if you look at them from a distance... I'd go for the Nuvola if I were you.
For me it is bit amusing how at the era when making game is easier than ever, we are seeing games which are done quite lazily. Games like ETS2, Farming simulator or Car mechanic simulator, which all kinda lack the game itself, they do have all the bits and pieces there which would allow developers to make a game out of them, but instead they kinda stopped right there before making actual game, which makes challenges to win. There is no sense of achieving something, when there is no chance of failure, it is just same boring repeat, like walking in a circle, they do waste time, but they do lack game. Surely every now and then that is exactly what one wants, but when comparing to something like OpenTTD, modern games seem to have rather poor value, well I guess there is a value of staring lit fire too, but that is about equally game as those modern games. Maybe it is that when game making was hard, only most excellent game creators get to make games and hence today lazy ones making games are reason for such lame game design. Then some games are so stupidly difficult, where they have again gone easy way to make it difficult, kinda have to stick with old ones to have perfect balance.
Dillingham, so not quite arctic. What brings you out into the woods? Also, I'm still based out of Wasilla and will be heading home tomorrow night, but I might be (in other words probably will be) heading off to Barrow soon enough.