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Cake day: April 3rd, 2024

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  • Mind you, that’s for the same reason all American phone numbers in shows have a 555 prefix – showing a real address could lead to liability if e.g. someone tries to launch an attack on that address they saw on TV.

    Unlike phone numbering schemes, the IPv4 address space has no well-known area reserved for fictitious addresses. Sure, you could use something like 192.0.2.0/24, 198.51.100.0/24, or 203.0.113.0/24 (test networks for use in documentation), but those aren’t well-known outside of certain circles.

    So they just go with completely invalid addresses because that’s easy.




  • Jesus_666@lemmy.worldtoComic Strips@lemmy.worldPoor representation
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    3 days ago

    The Descendants series. The setting is basically as I described, except of course that the ghetto is heavily romanticized and the squalor mostly amounts to people having a vaguely punk aesthetic (as opposed to the preppy good guy kingdom). They’re Disney movies for kids, after all, but they do acknowledge that their own setting is fucked up.

    The premise of the story is that someone realizes that the villains had kids in there and that punishing the kids for their parents’ misdeeds might possibly be kind of cruel so a few of them are selected to attend school in the good guy kingdom as an experiment. This results in a lot of choreographed song and dance routines, a romance plot, and some semi-self aware criticism of the “villains get punished harshly, heroes live happily ever after” trope.

    The first one was pretty decent, the sequels were okay even if they effectively sidelined three of the four protagonists. They also made an animated series, which was a complete dumpster fire.




  • Jesus_666@lemmy.worldtoComic Strips@lemmy.worldPoor representation
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    3 days ago

    They explore an alternate story. Sometimes they do that and explore fun scenarios like “what if Cruella DeVil was a somewhat decent person” or “what if all the heroes lived together and operated a magical ghetto and also brought their enemies back from the dead specifically so they could force them to live in squalor in the ghetto forever”. Fun little alternate stories.



  • Some of the criticisms definitely make sense. Parts of the premise are barely utilized. Some characters barely change at all. The finale makes a complete joke of one of the major threats in the setting. Janeway somehow manages to challenge Sisko for being the most liberal about Starfleet principles while simultaneously being a hardass when others do it. Neelix has screen time. (No offense to Ethan Phillips who did a wonderful job portraying him; the character just happens to be intensely annoying.)

    I’m not going to list “the first episodes/seasons suck in comparison” as a downside; that’s a fairly common Trek ailment. People need time to nail those shows down.

    On the plus side, it does make for a good space cozy and it takes the Trek ethos way more seriously than some newer shows. Some of the ideas it comes up with are genuinely cool. It has some of the better holodeck episodes. The Doctor is a better vehicle for exploring the rights of artificial sentiences than Data (The Measure of a Man notwithstanding). Seven of Nine was added as a mobile pair of tits and somehow ended up massively upgrading the show in terms of character development.

    I’d say that out of the TNG/DS9/VOY/ENT quartet it’s definitely the second weakest but it’s not a bad show overall.



  • Depends on the game. To name a game with a similar mechanic, Rainbow Six 3: Raven Shield (back when R6 was still a tactical shooter franchise with a fair amount of realism) had you cycle through your magazines.

    For example, let’s say you have three magazines of ten rounds each. You fire three shots and reload. Now your magazines look as follows:

    • 10 rd. (loaded)
    • 10 rd.
    • 7 rd.

    Now you fire five shots and reload again. Now they look like this:

    • 10 rd. (loaded)
    • 7 rd.
    • 5 rd.

    That’s plausible enough to count as realistic but not as punishing as throwing your mag away every time you reload. It also turns reloading into an interesting decision beyond making you unable to fire while the animation plays: If you reload frequently, you initially have a fresh magazine but you also put a half-empty mag into the queue where it might end up in your gun when you least expect it.

    Note that RVS did not allow you to pick up guns or ammo, even if they’re identical to what you’re fielding. If you bring 30 rounds then that’s how many chances you get to shoot someone during the mission, period.



  • I think it’s a bit more than that. A known failure mode of LLMs is that in a long enough conversation about a topic, eventually the guardrails against that topic start to lose out against the overarching directive to be a sycophant. This kinda smells like that.

    We don’t have many informations here but it’s possible that the LLM had already been worn down to the point of giving passively encouraging answers. My takeaway is once more that LLMs as used today are unreliable, badly engineered, and not actually ready to market.







  • Yeah, it’s similar for a BattleMech with a torso-mounted cockpit; it can barely keep fighting when decapitated because one of three sensors is in the torso with the rest remaining in the head. If the third sensor also gets hit, however, they’re so blind that they can barely stumble off the battlefield. You can kinda tell that both Mobile Suit Gundam and BattleTech try to make their tech somewhat sensible.

    We even see some of the same tropes. For instance, both mobile suits and BattleMechs tend to fight at close ranges, Gundam justifying it with fusion reactors emitting Minovsky particles and BattleTech with mechs emitting a horrible amount of ECM and RF interference. Both franchises have neurointegrative technologies that tend to be unhealthy for the pilot, although Gundam’s is a lot more powerful on the battlefield.

    A major difference would be that mobile suits are much more, well, mobile than BattleMechs (especially since they can often fly) while many BattleMechs can tank hits that would blow a mobile suit to pieces. (Okay, BT does have flying mechs, but they’re horribly impractical mech-airplane hybrids straight out of Macross.) I suppose that makes sense; one franchise focuses on cinematic battles while the other focuses on big stompy robots blowing each other to pieces.


  • Heck, I’ve seen a battle turn because someone took a step backwards down a hill (using the optional rule that allows that with a PSR), failed their piloting skill roll, tripped over their own feet, and managed to fall on the cockpit, instantly crushing the pilot. In an otherwise pristine Supernova.

    Y’know, superior Clan MechWarriors and such.