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Joined 11 months ago
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Cake day: August 3rd, 2023

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  • VW is good at making cars, but bad at software. They’ve had to delay the introduction of new models (Golf, ID.3) because of software issues. Rivian has sort of the opposite problem: their production lines sit still often because of problems in the supply chain.

    Volkswagen has the expertise to solve Rivian’s production and supplier problems, and the cash they will need to survive and develop some cheaper models (the EV market is stagnating right now for a lack of budget options, and Rivian only sells trucks and SUVs). And they’re hoping Rivian software engineers can help them fix their software woes.




  • Honestly, I think it may be possible to build entire roads with enough crushed metal elements in the asphalt/concrete and a slight low power charge throughout the entire surface would be able to keep any vehicle battery at a steady charge.

    You might be underestimating how much power a car consumes while driving. For example, a Tesla model 3 has an efficiency of about 130 Wh/km in mild weather at highway speeds. Assuming that on the highway you’ll travel 100 km/h, that means you’ll use 130*100 = 13.000 Wh/h, a constant power draw of 13kW. That’s enough to power perhaps 8-12 houses on average.

    A km of road could have, let’s say, 200 cars on it (4 lanes, 20m per car). That means you’d need to pump about 2.6 megawatts of power into every kilometer of road to keep them all topped up.

    EDIT: fucked up math


  • I agree almost 100% with you on this. I did play Oblivion, but Skyrim has the more interesting world IMO which makes it a slightly better game. The strength of Bethesda games that makes them good, in my opinion, is the same every time: explore a large interesting world with your own created character. This explains (in part) why people like Morrowind so much: the world is just so weird and interesting.

    The problem is they don’t know how to improve on that concept. Instead they are mostly adding features that either don’t add anything to it or actively detract from it. For example, Fallout 4 received settlement building and weapon crafting. But, the time I’m spending on my town, I’m not actually out exploring. If I can craft weapons, I care less about the cool weapons I find in dungeons. Now, Starfield got rid of most of the crafted world altogether in exchange for procedural planets that aren’t interesting to explore at all.

    Aan an aside, I don’t think it even makes sense to compare the first two fallout games with the Bethesda ones. Fallout 3 and beyond are not really sequels, they’re a completely different series set in the same universe.


  • And the upside down flying is simply due to gliding mechanics, no?

    Not sure what you mean by this. But planes still generate lift when flying upside down. Wings with a symmetrical curve can also generate lift. Flat wings with no curve at all can also generate lift.

    Pressure differences are definitely involved. That’s the only way air pushes against things, after all, so the fact that there is a lift force implies a pressure difference. However the cause of the pressure difference is rather complicated.











  • I don’t really care about the declarative/imperative thing, to me how many commands you “really need” is beside the point. This is essentially the same argument as the people who say “git is not complex because you only really need checkout/commit/push, just ignore all the other commands.” This doesn’t matter when the official documentation and web resources keep talking about the other billion commands. Even home-manager has this warning at the very top of the page that basically tells you “you need to understand all the other commands first before you use this,” and “if your directory gets messed up you have to fix it yourself.”

    These are exactly the same kinds of problems people have with git.


  • The confusion arises because there are 5 different ways to do the same thing, the non-experimental methods shouldn’t be used even though they’re recommended in the official docs

    I appreciate what you’re trying to say, but you’re kind of illustrating exactly the point I was making about conceptual simplicity and atrocious UX.