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ControlledPairs

@ControlledPairs12,805 subscribers

Performance Shooting, Games, and Combat Simulation Content. Nerd, gun, gear, training, and leadership stuff. The occasional nuanced take. Opinions are my own.

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I decided to establish a comms constellation around Kerbin using three equally spaced relay satellites in geostationary orbits. It was a single launch mission. I circularized at 2,863,334 meters above Kerbin, which places the orbital period at 6 hours - the same duration as a Kerbin day. This gives the appearance that the satellite hovers over one spot on the planet. I launched the first relay there, then burned retrograde to reduce the periapsis until my instruments reported a 4 hour orbital period - 2/3s of a Kerbin day. Once I got back around to apogee, I launched the second relay and circularized, then did it once more for the final relay.

I decided to establish a comms constellation around Kerbin using three equally spaced relay satellites in geostationary orbits. It was a single launch mission. I circularized at 2,863,334 meters above Kerbin, which places the orbital period at 6 hours - the same duration as a Kerbin day. This gives the appearance that the satellite hovers over one spot on the planet. I launched the first relay there, then burned retrograde to reduce the periapsis until my instruments reported a 4 hour orbital period - 2/3s of a Kerbin day. Once I got back around to apogee, I launched the second relay and circularized, then did it once more for the final relay.

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Real quick thoughts on Bellum - which entered Beta yesterday. 1) There is nothing else like it. It's the only game designed specifically to force teamwork in a hardcore PVP tactical shooter. It does it in new ways: SA tools locked to leadership roles, novel respawn mechanics requiring you to maneuver near teammates and punishes lone wolves, and more. 2) It's a game about gunfights, and it does them so damn well. Fire and maneuver works. Fire superiority matters. Cover, concealment, obscuration, even IMTs are rewarded while bonzai charges are nearly always fatal. 3) I think what speaks to me most is how well it models the cognitive overload of a maneuver leader. A Squad leader in this game is monitoring/working up to 2 nets + local at once - Command, Squad, and VOIP. This is modeled in other games, of course. But Bellum adds some spice - your hand comes off your weapon to activate the PTT, so you can't fire particularly well or do medical tasks while working a net. By default, you have platoon assault net in one ear and squad assault in the other. It feels like I'm wearing peltors for an FMP or going on target. But despite all of the stimulus, leaders have to stay locked in to win, painting the picture for their squads, reporting higher, marking the map, and getting shit done despite the chaos. It's in day 2 of beta, so I'll hold my criticisms for now. But this game is on track to do some things we've not seen before, and to do them exceptionally well. Very excited to see where this one goes.

ControlledPairs

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This is the whey.

ControlledPairs

136,485 次观看 • 6 个月前