Not at all. There's lots of mainstream music that's worth listening to. I just can't fathom how that particular song can be considered one of them. It has nothing to do with it's popularity (I hadn't heard it before I saw this thread).
I just can't figure out what it is about this song some of you think is so amazing? There's absolutely nothing about it that separates it from every other pop song out there today. The lyrics are the normal superficial nonsense, the melody is not even a little bit catchy, the "beats" sound like some of the preprogrammed ones on my ancient Roland keyboard (1980's baby!) and the guy's voice is just piercingly annoying (not to mention all the processing they've done to it to make sure you end up with a bleeding headache). I sense absolutely no talent in any aspect of this song.
It just saddens me that this is what people listen to these days. Gah! Just... gah!
The biggest problem in countries where we actually have snow and ice (i.e. not the UK) is getting up those last few metres of someone's driveway. The roads can be perfectly drivable and safe, but not being able to park you car in your garage because of ice and snow in the driveway can be a bit annoying. In these cases traction control is simply a very good tool. If you're a superhuman driving-stud, I'm sure you could modulate the throttle every 10 milliseconds and get the same effect, but personally I'd rather save my energy and let the car handle it.
This isn't about driving around in horrible conditions where you shouldn't be on the road in the first place. It's simple convenience in those rare conditions where you do need it.
While you're probably right that this is inaccurate, what difference does it make in a sim where you can repair any damage in 20 seconds? Everything about the pitstop is unrealistic at the moment, so why not focus on the big issues rather than these small niggles?
Keep in mind that LFS simulates the sound as it sounds inside the car with a helmet on. This will muffle the sound a fair bit. I'm not trying to pass it of as perfect (it isn't), but it's not that far off. Personally I find the earlier S2 sounds much too harsh in the upper frequencies.
Heh, I know a guy that does data recovery for a living, so I know what you mean. His big fat pay-cheque helps him cope though. People are generally more willing to spend when the shit hits the fan than they are when it comes to paying for proper backup solutions in the first place.
Bull. One mistake at the commandline and all your files go away. An application could corrupt the files. RAID controller failure and you have to piece it together by hand like James seems to be doing now. A power surge could wipe out all your drives and take most of the other hardware with it. A fire could take down your entire system and the data in it. The possibilities are endless. Do NOT trust RAID as your sole "backup" solution.
I don't really think that's the issue. There are enough subsystems without significant overlap in a game engine to allow a couple of programmers to work on it without stepping on each other's toes (up to a certain point of course). One programmer could easily work on tyre physics and vehicle dynamics without getting in the way of another programmer working on international languages support and other GUI issues. It may indeed make bug-hunting a bit harder, as you won't be intimately familiar with every piece of code, but bug hunting is somewhat of a black art anyway. Most of the time I don't know WTH I was thinking when looking back at code I wrote a couple of years ago. Might as well have been written by someone else.
The sticking point for Scawen and the other devs seems to be the vision. They want it their way, and they want to get there by doing it themselves. And that's fair enough to me...
Yep. Changing (certain parts of) your hardware changes the computer's hash value that is used when activating. To activate an OEM copy on the new hardware you have to prove to Microsoft that you haven't moved the copy over to a different computer. I'm not sure how the retail versions work on these cases. They may allow reactivation automatically.
I was more commenting on the condescending knowitallism of the little squirt than anything else. You're right it has little real world performance benefit in LFS' case.
Are you kidding me with this? Buying an existing engine is done in 99% of games made these days. It's called middleware. Creating everything from scratch is just completely pointless, and a waste of time in most cases. Why should sims be any different here?
That is indeed true. A high percentage of the CPU load in LFS is dedicated to telling the GPU what to do. LFS does a lot of calls to the D3D8 API to tell it what to draw and where. This API overhead can be quite significant in (technically) older games like LFS as they were constructed for GPUs far slower than the modern monsters we're running. Back then the API overhead wasn't that much of a concern as the GPUs weren't fast enough to outrun the CPUs as thoroughly as today.
Reducing this API overhead is incidentally one of the main goals of D3D10 and eventually OpenGL 3. Using these you can tell the GPU what to draw with less actual calls into the API, and that lightens the CPU load related to graphics considerably. LFS could stand to see massive improvements to FPS by an API change, but the work required to restructure the entire renderer in such a way isn't exactly trivial.
I wouldn't say "easy" as it's quite a big task to separate physics and rendering completely and designing a way to transfer "frames" (scene state, positions and rotations of all objects etc.) between the two without them stepping on each other's toes. It's still probably easier than changing the API though, so it's the most likely path for LFS to take to "lighten" the CPU load. (even though it in reality would just be spreading the load around.)
You usually do this by changing the load on the graphics card without changing CPU load and observe what happens to the FPS as you do so. The best way to do this is to take a measurement in a low resolution with AA/AF off. Then you up the resolution and/or AA/AF and see what happens to the FPS. If it stays roughly the same, you're CPU limited. The CPU can't keep up with the GPU basically. If FPS goes down, you're GPU limited meaning the CPU is outrunning the GPU.
Note that as you go up in resolutions and AA/AF levels you will shift the bottleneck from the CPU to the GPU and even if you were CPU limited at a low resolution you may end up GPU limited once you go high enough. You basically just have to experiment and see how it reacts.
You can also use hydro to do that if the conditions are there, but hydro too is dependent on weather so it won't solve the problem entirely. It can be stored for a while in dams though and put to use when needed, so it'll smooth out some of the kinks if combined with wind or solar. We already do that here by filling up the dams in the fall and then emptying them over the duration of the winter (when the water falls as snow in the mountains). Still isn't enough to keep us self-sufficient though. We do import a lot of fossil fuel power during the winter.
As far as I've been able to tell; if you're building here in Norway a wind farm with current technology will come out at about 0.25 NOK/kWh while hydro and nuclear will end up at about 0.05 NOK/kWh (rough numbers based on skimming a few reports). A big difference, but still not as bad as a lot of people will have you believe.
As you, I would prefer nuclear, but I don't like the thought of going 100% nuclear either. Alternative sources are important to limit the damage that could happen if for instance uranium/torium/whateverium prices go up or supply is somehow hindered (wars etc.). The dependence we have on oil today is scary enough without adding another dependency.
Yep, it looks interesting. It even floats, which simplifies construction a lot compared to something locked to the seabed. The technology isn't quite there yet though, so it's still a bit of a question mark whether they can pull it off on such a scale. Still in the hands of the lawmakers though.
Well. I don't agree. There are for instance plans to create a 1.5 gigawatt wind farm out in ocean of western Norway. That's only a few hundred megawatts shy of the average nuclear plant, and represents about 4% of Norway's total energy consumption. That makes wind a real alternative in my book, even if it has a higher initial- and maintenance-cost than nuclear. You can't power the world off if of course, but it certainly works as one among many energy sources. Betting it all on one silver bullet solving the world's energy problems isn't wise anyway. We need diversity, and there's a lot of windy ocean out there ready for the taking.
The plans above probably won't go anywhere though, as too many locals complain about the aesthetics. Can't ruin that beautiful view of water, now can we?