• 89 Posts
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Joined 1 year ago
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Cake day: June 9th, 2023

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  • Pirky@lemmy.worldtoMicroblog Memes@lemmy.worldWho is this for?
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    5 days ago

    But they can make a headrests that do that. My car’s headrests can tilt forward or back depending on your preference. And it was made in the 2010’s, so it’s not like this is a super old, or new, development.
    Making them adjustable makes the most sense as it allows people to adjust it to what they need, rather than just designing for the average person. The seats themselves are adjustable; you can slide them forward and back, up and down, some even tilt them forward or back. The headrests should be no different.







  • I have a hitch receiver on my sedan. I’ve been tempted to get a set for it because I think it’d be funny.

    Edit: I’ve also thought about taking it a step further. My car also has a wiring harness for trailer lights. What if I drill in some red/yellow LED’s into the nuts so they’ll light up when I brake or use the blinker?




  • Pirky@lemmy.worldtoRetro Gaming@fedia.io🎃
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    17 days ago

    “Testicle-like nests”
    I was not prepared to read that this morning.

    I remember playing this when it came out. Overall I enjoyed the gameplay and story, but I vaguely remember some choices made by the guys that frustrated me. And the ending made me sad.

    It had one of the best co-op modes that I ever experienced. You could play in groups of 2-8 with a mixture of 3 classes: soldier/heavy, a ranger/scout, and a medic.
    Soldiers had a mini gun that could deploy a shield around him and others could stand behind it for protection. The ranger could throw out ammo for the other players. And the medic could heal people.
    What made the co-op better is the enemies would scale with the number of players and I think even the overall level of the players. So if you had a full group of 8 players, the firefights would be intense.

    I may need to load up my copy on RPCS3 and play through it again. I think it’s been over a decade at this point.

    Another small feature I remember about the game: the main menu would have Nathan Hale staring back at you. And as you progressed through the story, the main menu version of him would physically change to reflect where you were in the story.












  • Right? I’m surprised, too. I think the main reason they’re able to make so much progress because one of the main devs worked on either PCSX2 or RPCS3 so they already have experienced people on it.
    But I think it’s also because of the PS4’s x86 architecture which makes it much easier to program for. Which also means it’s much easier to emulate.
    But that’s just speculation on my end.