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CeramicSpeed 99% Efficient Drive Shaft // Chain Free Bike

newtboy says...

I thought this lends itself to a spring loaded spiral shaft automatic transmission, where the more torque applied, the more it compresses the spring towards the front crank, lowering the gear you're in. This could be adjustable, allowing a rider to select how hard they want to pedal and automatically adjusting the gears to keep that force stable at any speed.
A second gear in the rear, rotating in the opposite direction and sandwiching the drive gear, would go a long way towards stopping slippage and gear wear. They certainly need to ditch the aluminum gears, though.
Just what sprang to mind when I saw it.

ChaosEngine said:

I'm curious to see what mechanism they use to change gears.

CeramicSpeed 99% Efficient Drive Shaft // Chain Free Bike

YouTube playlists bugs with its URL and *findthumb on VS? (Wtf Talk Post)

lucky760 says...

Sorry for the frustration, @ant. The system is heavily geared toward standalone embeds, and it probably isn't just able to handle all playlists perfectly in all ways (yet?).

I'll try to look into improving this asap.

Sports gear in badminton

erik88 says...

Best Sports Gear Hub is a participant in the Amazon Services LLC Associates Program, an affiliate advertising bestsportsgearhub.com program


[url redacted]

Ohio DOT- Don't Be That Driver

I think my cat is broken

newtboy jokingly says...

That's a gearing problem, looks like his transfer case or front differential is broken.
The front just wasn't engaging properly, making the rear end hop.

Facing the final boss after doing every single side-quest

MilkmanDan says...

I got interested in that question based on the Elder Scrolls series. Morrowind had a basically static world, Oblivion was basically entirely scaled to the player, and Skyrim is scaled to the player but within a min/max range.

To me, Morrowind was great because it could put appropriately powerful rewards in difficult (or just plain obscure) areas. Oblivion in particular was bad at making leveling feel like a treadmill because every time you leveled up as the player, pretty much every enemy would be that much more powerful also. Skyrim was better about that since an area would generally set its difficulty scale based on the first time you visited it, so you could leave and come back later if it was too tough, but it still felt a little off.

Another associated problem is how loot gets influenced by those leveled lists. In Skyrim, loot in containers and in the inventory of leveled enemies generally scales, but loot sitting out in the open in the game world generally doesn't. Which is really annoying, because all generic loot pretty much everywhere ends up being crappy low-level iron. God forbid there's some steel, elven, or dwarven gear in places where it would totally make sense to be (say, dwarven gear in dwarven ruins) that you might venture into before that gear becomes "level appropriate".


In a related issue, one beef that I have with general RPG mechanics is how they all feel the need to make you drastically more powerful at level 5 compared to level 1, and again at level 10 compared to level 5, and so on. By the time you're near the level cap, you're probably 100-1000 times as powerful as you were at level 1, which gives a good sense of accomplishment but just doesn't seem realistic, and leads to this problem with fixed difficulty or level scaling. Western RPGs (boiling back to pen and paper DnD rules) certainly aren't great about this, but JRPGs are completely ridiculous about it, which is pretty much why Final Fantasy 3(6) was the last one that I enjoyed. In my adulthood, I just can't handle them -- even going back and trying to play FF3 that I *loved* way back when.

I'd like to see more games where you get more skills, polish, and versatility as you progress, but overall you aren't more than 3-5 times as powerful at max level as you were at the beginning. Mount and Blade is one of the few games I can think of that comes close to that.

ChaosEngine said:

<knowingly geeky response to comedy bit>
It's actually a really interesting game design question.

There are basically two approaches here: enemies are either fixed level or scale with the player.

{snip}

Facing the final boss after doing every single side-quest

KrazyKat42 says...

Edgar had Genji Gloves (dual wield) and Offering (attack 4 times per weapon, so 8 with Genji Glove), with Atma Weapon and Ragnarok swords.

I didn't get to level 999, but I had the same gear as you. Those 8 attacks were insane.

BOOM! Tetris for Jeff

Time-Lapse Of Fastest Scaling Of "The Nose" on El Capitan

greatgooglymoogly says...

The difficulty of each climb are vastly different. Lover's leap is easy difficulty, never any danger of falling for skilled climbers. The Nose is usually aided, or placing gear in cracks to hold body weight directly for the incredibly hard parts. This is much slower. Comparing feet per minute doesn't make any sense, even between two similar climbs.

newtboy said:

Around 20' per minute is clearly pretty damn fast, but remember, Dan Osman climbed lovers leap, >400' of similar climbing in just over 4 minutes, almost 100' per minute....without ropes or assistance. I wonder what his record would have been on the nose.

Hot foot

b4rringt0n (Member Profile)

Crazy Japanese Lambos - BBC Top Gear

newtboy says...

Sorry, but they should have let Top Gear die. The new hosts are just awful and boring. I'm so glad we have The Grand Tour on Amazon, what a coup for Bezos.

Working dog

Ashenkase says...

Morgan adjusts her paws, moves gears into high, Georgia is the first to get sucked in and as Dean tries to saves Georgia he to succumbs to the unforgiving auger. Morgan has a tasty treat.

How Star Wars The Last Jedi Should Have Ended

newtboy says...

I thought it should have ended with ewoks dancing in the redwoods (if not one movie earlier)...because the entire series jumped the shark after that to me.
Imo, #4-6 (episode 1-3) were too geared for kids and were visually spectacular but devoid of substance, #7 &8 were all about member berries.



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