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🐍 Solid Snake can use the Soliton Radar Mk. III to check his immediate surroundings. 🟢 Green = all clear 🟡 Yellow = active camera 🔴 Red = enemy operator It also has a precision mode 🎯👀

29,353 görüntüleme • 6 ay önce •via X (Twitter)

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CSS Trick 🤙 You can create these tab bar controls by using :has() to count the number of tabs ⭐️ .tabs:has(input:nth-of-type(3)){--count: 3;} .tabs:has(:checked:nth-of-type(3)){--active: 200%;} .tabs::after{ translate:var(--active) 0;} Let's break it down in this ! 📼 Couple of CSS :has() tricks here combined with custom properties 😎 First things first, lay out the tabs using display: grid. This gives you a way to create equal-width tabs 🙏 .tabs { display: grid; grid-auto-flow: column; } Then you use :has() to count the number of tabs and store that in a custom property 🤓 .tabs:has(input:nth-of-type(3)) { --count: 3; } .tabs:has(input:nth-of-type(4)) { --count: 4; } Using the cascade, the last valid :has() gives you the number of tabs 🫶 Using the tab count, you can size the tab indicator. For the tab indicator, use the tabs pseudoelement: .tabs::after { content: ""; position: absolute; height: 100%; width: calc(100% / var(--count)); } See how you can use --count to determine its size 📏 Next, use :has() to determine which tab is active or :checked with input [type=radio] .tabs:has(:checked:nth-of-type(2)) { --active: 1; } .tabs:has(:checked:nth-of-type(3)) { --active: 2; } You can use a zero-indexed translation here. If the second input is :checked, set --active: 1, then translate the pseudoelement on the tabs to that position 👉 .tabs::after { translate: calc(var(--active, 0) * 100%) 0; } Or you could set active to the translation: .tabs:has(:checked:nth-of-type(2)) { --active: 100%; } Setting the custom property allows you to use the index elsewhere if you need it 🤙 The final piece is using mix-blend-mode 👀 The tabs have a black background-color, the pseudoelement is white, and the label text is white. When you use mix-blend-mode: difference on the pseudoelement it will give this effect that the text transitions from white to black sliding across 😎 .tabs::after { color: hsl(0 0% 100%); mix-blend-mode: difference; } You can totally mix up the colors here though and go with a different effect. The mechanics of how you can use CSS :has() is the main point here 🙏 As always, any questions, suggestions, etc. let me know CodePen.IO link below! 👇 (There's even a Tailwind CSS play for this one too 👀)

jhey ʕ•ᴥ•ʔ

70,730 görüntüleme • 2 yıl önce

CSS Tip! 💪 You can create these tab controls with CSS :has() + radio buttons ✨ .tabs:has(input:nth-of-type(3)) { --count: 3; } .tabs:has(:checked:nth-of-type(3)) { --active: 2; } .tabs::after { translate: calc(var(--active, 0) * 100%) 0; width: calc(100% / var(--count)); } Two CSS :has() tricks here combined with a rendering trick 🤙 The tab control is a container using display: grid. You can use :has() to count the number of tabs in the container: .tabs:has(input:nth-of-type(3)) { --count: 3; } .tabs:has(input:nth-of-type(4)) { --count: 4; } Using the cascade, the last valid :has() gives you the number of tabs 🫶 Once you know the number of tabs, you know how to size the indicator: .tabs::after { content: ""; position: absolute; height: 100%; width: calc(100% / var(--count)); } It's a pseudoelement that uses --count to determine its size 📏 The next :has() trick is determining which tab is active or :checked as it's an input [type=radio] .tabs:has(:checked:nth-of-type(2)) { --active: 1; } .tabs:has(:checked:nth-of-type(3)) { --active: 2; } You can use a zero-indexed translation here. If the second input is :checked, set --active: 1, then translate the pseudoelement on the tabs to that position 👉 .tabs::after { translate: calc(var(--active, 0) * 100%) 0; } The last rendering trick is using mix-blend-mode 👀 The tabs have a black background-color, the pseudoelement is white, and the label text is white. When you use mix-blend-mode: difference on the pseudoelement it will give this effect that the text transitions from white to black sliding across 😎 .tabs::after { color: hsl(0 0% 100%); mix-blend-mode: difference; } You can totally mix up the colors here though and go with a different effect. The mechanics of how you can use CSS :has() is the main point here 🙏 As always, any questions, suggestions, etc. let me know CodePen.IO link below! 👇 (There's even a Tailwind CSS play for this one too 👀)

jhey ʕ•ᴥ•ʔ

437,685 görüntüleme • 2 yıl önce

How to Identify Agents with Sound Alone: Audio Profiles Each agent in VALORANT has a unique walk sound. We can use this to identify who is moving around without seeing them AND without them using abilities. Each agent has unique tells, here's Proof: Key: (How Easy it is to Identify who is running) 🟢 - Extremely Easy to identify without trying 🟡 - Somewhat difficult until you know what to listen for 🔴 - Difficult, and needs practice In order of their names Alphabetically (up to Miks in release date) Astra - 🟢. Astra has golden, loose jewelry. This makes it easy to identify her because she is one of the only agents that you can hear it, and of those agents, it's the most consistent. She also has lighter steps as she is meant to be smaller than the other agents 5'6 (170cm) Breach - 🟢. Breach is easily identifiable by the heavy boots that he wears. He is one of the loudest agents in terms of walking as his boots as well as his radianite arms that are also quite loud, being made of metal. Brimstone - 🟢. Similar to Breach, Brim is also easily identifiable due to how heavy his footsteps are. What separates him from Breach is his boots are leather but stomps, likely coming from his military background. Chamber - 🟡. Chamber is what started this entire thing for me. You can identify chamber by his loose gold watch, which chimes as he walks. The reason this is yellow circle and not green is because it is not as frequent as Astra and he wears sneakers, which the majority of the cast wear. So besides the watch it can be somewhat difficult to identify, if you're not actively listening for it. Clove - 🟡. Clove is somewhat difficult, but what makes them unique is how soft / quiet they walk. They are very light, wears shoes that have a lot of cushion and is meant to feel like a smaller character, canonically 5'6 / 168cm. Cypher 🔴 - Despite playing a lot of Cypher, I have a really hard time differentiating him from other characters with similar patterns like Viper and Fade. Comapred to Fade, I would say his have more bass. Deadlock 🟢 - The only person you could mix Deadlock up with is Sova. However, Deadlock's walk has a much more "wet" sound to it, as if she were crushing in soft snow with her snow boots. Fade 🔴 - Too similar to other agents, especially Cypher makes it very hard to tell. The only thing that makes her unique is her consistency, the decibel spread is almost nothing. Gekko 🟡- Also pretty hard, as he is one of the many average weight sneaker users. He is very similar to Killjoy, but with more bass which is how i remember. He's wearing vans, it sounds like rubber. Harbor 🟢 - Extremely easy. You can hear his braclet from a mile away. One of the more unique ones. Iso 🔴- Another middleweight flat shoe wearer. I think he is meant to be heavier than agents like Gekko and Miks who sound similar. This is one wear you have to look at who is alive to differentiate between him and other agents. Jett 🟢- Extremely easy, maybe because I've heard it so much with the Jetts in my games, but I think the idea is she is meant to feel light and dainty, as if the wind is carrying her. That's why she walks so soft. She is also meant to be quite small at 5'4 / 164cm which corroborates the quiet steps. KAY/O 🟢- The easiest. Even people who don't play VALORANT could tell you that's the sound of a robot. The metal makes it very easy to tell. Killjoy 🟡 - Somewhat difficult, I think the giveaway are the boots. Like I said about Gekko, hers in comparison create softer sounds. Miks 🔴 - Really disappointed that Miks, the sound guy doesn't have anything unique to his walk. It is similar to Gekkos, in that it is rubbery but also muddy. Neon 🟢- Iconic. Being a runner, she is wearing running shoes. Not much said, I think anyone could hear the difference. Omen 🟡 - Somewhat difficult. You are listening for a "wet" sound when he walks. He has been out for long enough where I can hear it distinctly enough. Phoenix 🟡 - Somewhat difficult. You are listening for the same rubbery sound as Miks, but with a lot more bass, he drags his feet somewhat. Raze 🟡 - Hard to hear at first, but you are listening for a "mud" / squish sound. Similar to Omen, but not "stompy" Reyna 🟢- Maybe just me but I have an easy time hearing Reyna's. This is the one I can identify the quickest in game. I listen for a lot of bass towards the front of her step, as she has raised shoes which put more impact on her toes / balls of her feet. The sound is unique enough where you can her pretty clearly. Sage 🟡 - Somewhat difficult. Can be confused with Raze sometimes, as you are also listening for a "muddy sound" Skye 🟢- Very easy, she has trail shoes. Makes sense, she's from Australia. Sova 🟢- Again, similar to deadlock, Sova has boots made for winter, and there are feint sounds of him walking on ice. This one is somewhat similar to Skye, but not enough to mistakes the two. His has more bass. Tejo 🟡 - I didn't play as much when Tejo was popular, and this could be why I don't hear much differences in Gekko and Miks as well, but I find Tejo easier because of his heavty duty boots. Veto 🟡 - Somewhat hard to hear, only because I haven't played enough but there is dampness and a muddy sound to his walk similar to Raze, Omen etc. with that rubbery sound Viper 🟡 - somewhat hard to hear. Again, I think she sounds very similar to Fade and Cypher. But I think she is easier to identify because of the bass in each step. Vyse 🟢 - Very easy once you start listening. She has a lot of metal attached to her, which you can hear. Waylay 🔴 - Another middleweight rubber user. Hard to hear, but I haven't played with/against enough Waylay to really know her pattern. Yoru 🟢 - Iconic sound, you have been conditioned to hear this sound over and over with the Fake Footsteps and the reworked Yoru Clone + his fake clone of himself, he is most commonly walking around rather than sneaking, so you will probably become very accustom to him. Things to note: 1. These noises are NOT client / team sided. At the end of this video I show my friend walking as Chamber and Phoenix, you can hear a clear difference. He is on the ENEMY team, not mine. 2. You are NOT relying on audio alone. Agents all have their unique abilities which are significantly more telling of who is nearby compared to footsteps. The point of this exercise is to help identify WHO is there if there is no other way of knowing. 3. It is not meant to be used every round, hell even every game. I have really good hearing, so I can make good use of it. But as you can see by the red circles, it is not universal. Again, there are other more obvious ways of telling who is nearby. 4. But how is this useful? Well for me, I like to memorize the Controllers the most, because if I can identify that the sound of a controller's footsteps. I know they are not lurking, which allows for a little more peace of mind for my teammates rotating onto my site. 5. I used the same spot on purpose to show that they have different sound profiles. HOWEVER, it is important to note that with the different surfaces that you can run across, some of the noises that I described could sound different or harder to hear.

ROCKET

417,960 görüntüleme • 8 gün önce

Testing one of the best safety features of an airplane, the “Enhanced Ground Proximity Warning System” (EGPWS, pronounced E Gyp-Wiz). It’s part of every preflight check. Sound on! It’s a warning system. While the jet has separate warnings for things wrong internally, EGPWS is concerned about what’s outside the jet, not what’s inside. It’s primarily concerned w/ terrain & obstacles…EGPWS can “see” outside when pilots can’t. It doesn’t actually see anything, though. There are no cameras or lasers. EGPWS does use the jet’s radar, but not for detecting terrain. (We’ll talk more about radar in a minute, but it’s not useful for orienting yourself to terrain in the vertical. It has a “map” mode that you can use to “paint” things like cities, lakes & shorelines, but it only knows how strong the reflection is & how far away, not how high. We almost never use it in map mode, anyway) EGPWS uses the jets navigation systems – like GPS, Inertial Reference, Altimeters, airspeed, etc. – to plot a position in a virtual world. This world is contained in a database on the jet; it’s constantly plotting your position & then estimating where you’ll be in the next few minutes if the trend continues. The virtual world database knows where the mountains are. When you get close to airports in the database (not all airports are in it), it knows where the buildings & antennas are, too, out to a certain radius. Past that radius, it stops caring about the manmade objects. Anyway, it can tell if you will hit something on your current trend & will issue various warnings. It can give you up to 60 seconds of warning. It starts out slow, like saying “CAUTION, TERRAIN”, but if you don’t fix it, it gets serious…“TERRAIN, TERRAIN, PULL UP!”. You’re 20-30 seconds from impact. It’s not a miracle worker, though. It can wait to give you a warning that you can’t fix. Imagine flying toward a 10,000’ high cliff at 1,000’. A 60 second warning will not be enough time to climb 9,000’ & clear it. Or, it sees a mountain to your right, but your current path is clear. It doesn’t know you’ll do a 90° right turn once abeam the mountain. Now you’ll get some late warnings. EGPWS has various other functions. If you get on the approach but haven’t configured to land, it will say “TOO LOW, FLAPS” (or GEAR). If you start getting below the glidepath, it will say “GLIDESLOPE”. Start descending right after takeoff? “DON’T SINK”…and if you do keep sinking, it switches to “PULL UP!” Now, EGPWS doesn’t use the onboard Doppler radar for any of these functions, but it does use it to detect windshear. EGPWS doesn’t care if you turn on the radar or not, it turns it on itself when you push the throttles up for takeoff or when you descend below a certain altitude on approach. It takes about 12 seconds for the radar to build a picture from that point, but once it does, it can “see” windshear. The Doppler detects this by bouncing radar off of particulates & reading how they are moving at different altitudes. The particulates can be dust or just humidity…the radar can’t read air molecules by themselves. So, it’s still possible to get windshear the radar doesn’t see on very dry, clean days. EGPWS hates windshear. If it detects it, EGPWS replaces your screen w/ the radar – even if not turned on by you – & starts with a gentle warning to “MONITOR RADAR DISPLAY”. If you get closer to it, you get “WINDSHEAR AHEAD” (on takeoff – abort if you still can) or “GO AROUND, WINDSHEAR AHEAD!” (on landing). EGPWS is great, but can’t actually move the jet. It’s not connected to the controls in any way. Some fighters do have that capability, but not airliners. The pilots have to fix it. OK, that’s a brief summary of EGPWS. As usual, I’m dramatically simplifying things for a non-techie audience…there is much more to it & different models of jets have slight differences in how this all works. The 737 MAX has some improvements, w/ different voices & even panic, but I don’t have one to record, sorry!

KC-10 Driver ✈️ 👨‍✈️ B-737 Wrangler

36,492 görüntüleme • 1 ay önce

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