Bottas and Ocon tried their absolute hardest to extract the smallest possible crumb of racing they could from this shit show and it gets ignored. Epic.
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SteamID64 | 76561197960734408 |
SteamID3 | [U:1:468680] |
SteamID32 | STEAM_0:0:234340 |
Country | Netherlands |
Signed Up | April 11, 2014 |
Last Posted | August 14, 2024 at 7:19 AM |
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They'll have to stop crashing at some point... There are only twenty cars after all.
Usually when there is a new track coming up(even when it's just an old track coming back), it's a non-stop barrage of articles and videos out of Formula1.com in the weeks leading up to the race. All we got a few weeks ago was a video of what looked like a track three months from being finished, and now it's absolute crickets less than a day before the cars are supposed to go racing. I have a feeling they've half-assed the construction and got the bare minimum done to get the cars out on track. The lengths they'll go to for their oil money while snubbing historical tracks; and virtue signalling about human rights and "green energy" along the way, of course.
Austria 2019, that's where this all started.
albaIt will be intresting to see how the 2022 cars deal with the rain since the way they generate downforce is completely different and maybe there will be less spray from them?
Most of the spray comes directly from the tyres themselves(it's something like 400 liters per second that the tyres throw into the air), but the 2022 wings and diffuser are designed such that some of that water would be thrown higher in the air, so I'm not sure how that would work out in practice. It also crossed my mind while watching the "race" that next year's cars might be more sensitive to aquaplaning because such a large portion of the downforce is to be derived from the underfloor.
MrSmithers96nah it was. i like russell but its a complete joke calling that a race and awarding points for it
What I never understood is why they insist on not awarding any points for qualifying, even if it's just a single point for pole like in F2, but suddenly when it rains they insist on doing some parade laps behind the safety car so the drivers can be... awarded a bunch more points for qualifying. Either just cancel the race and don't award any points or start recognising that qualifying is a skillful and risky display worthy of at least some reward. Even worse is that they now award points for a sprint race, which is just an extra twenty laps and a standing start on a Saturday tacked on to the Sunday race.
Concerning a five-minute(or even three-minute) round timer, I've always looked at it like this: when a team wins mid, they have earnt the right to push second or last, depending on how strongly they won the mid. However, if they keep banging their heads against the wall for five minutes(that's at least five opportunities to probe the point with über), you can give them one last "free" push that favours the attackers because they don't have to worry about getting run back, and then the round timer will reset. You could even make it so that as long as there's time on the point, there is overtime even if the round timer has hit zero already. If they really can't cap at that point, they've had a fair shot and they'll have to prove again that they really are the better team and play a new mid. Why should winning a single mid give you the power to stalemate for a third of the game clock? It's just one of the three different points on a 5CP map.
Met zo'n aanhef moet ik dit wel vol brandende vaderlandsliefde hardop aan mezelf voorlezen met een bekakte radiostem uit de jaren '40.
LANDGENEUTEN, HET IS EURLOG!
mastercomsDelete sound cache for that custom folder?
There we go, now it throws out the same error, but before it does so it also gives me "unsupported 32-bit float". Converted to 16-bit and now it works! I'll send you a little something, thanks so much.
So I moved the hitsound out of the directory and renamed killsound.wav to hitsound.wav and got the same error... but then I changed the name back to killsound.wav and moved the original hitsound.wav back into the directory, and now both hitsound.wav and killsound.wav are producing the error. It's like TF2 is somehow changing any file named hitsound.wav in that directory.
That was also my first suspicion, but the directories and file are indeed all lower case and the file also has the file extension in the name. My initial suspicion was with the bracket instead of the slash in the error messaging, but then it throws out the same error when using "play", so I guess that's just a typo in the error messaging. I'm going to try renaming it killsound.wav tonight and see if it plays to see if there is something wrong with the file itself or if TF2 is messing up, hadn't thought of doing that yet. Thanks for the suggestions so far.
coyo_geezerdo you have any other files in ui?
Just killsound.wav.
Console spits out "Failed to load sound ")ui/hitsound.wav", file probably missing from disk/repository". My killsound is working just fine, and it's sitting right next to my hitsound in the folder. The file is 44.1KHz and I used it for years, but I recently reinstalled the game on a fresh (Linux) system. "play /ui/hitsound.wav" throws up the same error.
Doubt this matters because the file is just not being read, but my hitsound settings are as follows:
tf_dingalingaling "1"
tf_dingaling_volume "1"
tf_dingaling_pitchmindmg "95"
tf_dingaling_pitchmaxdmg "110"
i55 UBF simply because of how shocking it felt at the time.
As for other games: I will never forget the last Quake Live final at Quakecon in 2016 between Rapha and Evil. Elder was especially crazy, but all of the maps were last minute nailbiters.
I wonder if Squirrel Irritable is going to have to get both cheeks tattooed now, or if they only made the bet for one podium. Looks like Russell simply spun on old, cold, hard tyres; hopefully he doesn't start doubting himself now.