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#veloce layouts
vasfasan · 9 months
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july 16th
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august 3rd
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because of timestamps i can clearly and shamefully observe that i've barely made any progress in this edit since july 16th
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chasingvelocity · 1 year
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sketches for what was going to be the first full issue, Checkpoint! a loose adaption of Sonic 1, doing the whole origin story thing with Sonic running into Eggman for the first time and trying to get the Chaos Emeralds before he could so she can save the island and her friends. normal stuff.
i still have the full script for this chapter, so i could make something out of it maybe? im making absolutely no promises though because my current plans are to continue the out-of-order random character comics seeing as anything else seems to make me explode
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chqnified · 6 months
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[Velo practice because I'm shit at it] Hate it when you edit in 60fps at 4K res and no app can handle it :/
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sweaterkittensahoy · 1 month
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this is soooooo insanely self indulgent but for fic prompts could u write something where bucky is so attracted to buck’s brain to the point where it’s literally a turn on but buck is used to people not caring (his shitty parents) so he doesn’t really get it
The biggest trick any unit has to learn is what to do with downtime. There's things to do in Boise, but it's important to not just let the boys loose every day and night they aren't training.
Lectures are semi-popular. Buck offers up a few on science. High-school level stuff explaining physics and chemistry. Things a lot of the boys already know a little about and want to know more.
Bucky slips into the back of the room for one of them, standing against the wall because there's no free space to sit. It makes him smile. Buck's whole face lights up when he figures out a good topic for a lecture, and Bucky's glad to see how many seem to like them.
Buck steps up to the lectern and grins at the boys. "Who wants to figure out the best order to lose all four engines and survive?" he asks.
"Can we figure it out the other way, too?" Hambone asks, which makes everyone laugh, even Buck.
"Sure," he says. "But I'll let anyone who doesn't want that knowledge cut out before we talk about it."
Bucky chuckles as Buck turns towards the chalkboard and someone sends a paper airplane through the air, hitting Buck in the back.
"Douglass, that's five demerits," Buck says.
There's a few moments of tussling around Douglass as his friends give him grief, but they all go quiet when Buck turns to face the room again and says, "Okay, let's talk gravity."
Bucky follows the lecture easily. He and Buck have had these conversations before, Buck breaking down the science when Bucky can't follow, making sure he can explain it back to him before he picks up again. It means he can relax and simply watch Buck.
Buck's got the room's attention, his deep voice carrying easily, and the loose-limbed way he moves keeping everyone's attention. He walks the boys through equations and illustrations, drawing a full layout of the fuel line hosing from memory to help the discussion about how gravity and mass and velocity all wrap together to affect which engine has the best chance of running the longest even if the fuel pressure drops.
Bucky shifts his hat, moving it from under his arm to hold in both hands in front of his belt to hide the fact that his dick is half-hard. Buck's face is bright and relaxed as he answers a question about the equation. Bucky watches the pilot who asked the question nod along as he makes sense of Buck's answer.
He's so goddamn smart, Buck is. It makes Bucky feel like his insides are sparking when it's on display like this. Buck knows so much and explains it all so well. He's so open with what he knows and never tires at questions or confusion. Watching him be happy to share makes Bucky want to cut the lecture short so he can kiss him silly, taste the chalk dust that's settled on him, and tell him how amazing he is.
The lecture ends, and the room empties out. Bucky stays put, nodding to a few of the boys who say hello. Buck stays up at the front of the room, looking at the chalkboard like he's appreciating his own work.
"Another sold out show," Bucky says once they're alone.
Buck turns and ducks his head. "I think I'm the only show on today."
"That's not true, and you know it," Bucky replies, pushing off the wall and walking slowly up the center aisle to Buck. "You had them eating out of your hand, like always."
"It's just about finding the right way to explain it," Buck says. "That's not hard."
Bucky stops close enough to Buck that their buttons brush together. "You are so goddamn smart it makes me crazy," he says. "You know all this stuff, and you can explain it, and you can figure out how to make it interesting for anyone."
Buck slips a hand over Bucky's hip and shifts so he can slip a leg between Bucky's. "Did I get you riled up again, Major?"
"You rile me up every fucking second," Bucky says, cupping the side of Buck's neck. "But, yeah, watching you work that big brain in front of a crowd really gets me going."
Buck huffs a laugh and brushes his mouth against Bucky's. Bucky tastes the chalk dust and bites his lip so he doesn't moan. "Only you," he says, and it's deeply affectionate.
"Come on," Bucky says, tilting his head to one side. "Let me suck you off while you rattle off geometry proofs."
Buck snorts and shoves at Bucky, but then he reels him right back in and kisses him properly, a slow, steady movement of their mouths matched with an easy glide of their tongues. "I may be the brains of the operation, but you're the romantic," he says.
Bucky laughs and rocks against Bucky's thigh, sighing when Bucky shifts so there's more pressure on his cock. "Come on," he says, "Let's go find a spot to fuck my brains out."
"Only yours?" Buck asks.
Bucky shivers at the challenge in Buck's tone. "I'll never manage, but I will wear myself out trying."
Buck grins at him and takes one step back, grabbing Bucky's hand and pulling him along. "An equal amount of pressure on both sides," he says. "That's physics."
"Uh-huh," Bucky replies. "Keep talking dirty."
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Hypermobility
Okay wait I have a prompt!!! If you wanna So I've been reading a lot of fics recently that are in space aus, with the whole humans are deathworlders concept (idk how this is common across my fandoms but it is so I'm binging them lol). And I had an idea based on recent irl events. – anon (long ask, cut for brevity)
inspired by my lovely @ghostofasecretary who has trained all of our friend group to look for hypermobility on account of our schlorpy joints :)
Read on Ao3
Warnings: none
Pairings: loosely implied analogical i guess, but as with most of my shit can be platonic or romantic you decide
Word Count; 1809
Remus glances up to see Virgil staring at Logan like his abdomen has spontaneously ruptured. He sees Roman out of the corner of his eye do the same. Virgil swallows heavily. "L," he says slowly, "what the fuck is wrong with your arms?" "Nothing is wrong with my arms, what are you talking about?" "Elbows don't bend like that!" Ah. So there was something wrong. Remus was right. Take that, human etiquette manual. Wait, shit, something's wrong with Logan.
Roman clicks at Remus as he comes onto the lab floor. Remus clicks back as he logs onto his station, sighing as he looks at the absolute mess someone's fucking made of the logs—seriously, it's only been one quarter cycle, how are they this fucked up already?—and Roman immediately leans over to see what he's sighing at.
"Wait, what's that?"
"Some xetron made an absolute fucking disaster out of the hadron logs."
Roman winces in sympathy and his carapace shifts. "Are you gonna do yours before you clean that up, or—?"
The last part of his question gest interrupted when Logan comes onto the floor, waving a brief hello with his fingers instead of his antenna—because humans don't have antennae, which was a pretty sharp learning curve for both of them when they'd been so confused as to why this human was refusing to talk to them or even show his feelings, they'd had a few apologetic shifts before Logan realized what was going on and explained everything—and raising an eyebrow when he noticed them clustered around Remus's station.
"Is there something wrong?"
"The shift before us messed up their hadron logs."
Logan rolls his eyes. "You'd think that for life forms insistent that their gravitational curves made them more naturally prepared for graviton scans, they'd have a better sense of how to record them properly."
"You're spellcasting on the acolytes, Logan."
Logan frowns, glancing at his tablet, before the equivalent phrase pings on the screen and he hums. "Ah, I see. Yes, well, if you'd like my help at any point, I only have the routine gamma sweeps to do this shift, so I should be amenable."
"Oh, I can do it, it's just a pain in my thorax."
Roman chuckles and heads back to his own station, probably to sneakily-not-so-sneakily ask some of the others on the shift who are fucking competent what the fuck happened. Remus gets himself ready to dive into the long and tedious work of redoing the spin increments and calculating the proper uncertainties for the right variables—honestly, do they even look at the readouts? It has the layout right there! And it's not like the other logs are invisible! Just look at the rows two microns above the empty one you're supposed to be filling out!—and manages to sink into a rhythm for the first half of the shift. Granted, he's absolutely muttering about how stupid it is that they aren't even calculating the basic momentum, let alone the angular velocity to account for the other celestial bodies in the middle of the waveforms, but it's fine, and Roman keeps up his running commentary of the molecular analysis machine that takes its sweet-ass time to do even the most basic of scans, and every so often he'll hear a small huff from Logan as he corrects their probe's trajectory, but for the most part, the lab is a quiet and serene place to be.
God, he can't wait until he gets rotated back to the engineering department full-time.
Like, yeah, he likes spending time with his brother, and the human's cool—he's really funny when he lets himself be, like his wit is drying than the mountain deserts on Cre-Ativa, and his facial expressions are fucking plat when their superiors are being xetrons, but there's only so much he can take of this quiet where not much happens. And he has to deal with the idiots who don't know how to format hadron logs correctly. This is the third time he's had to correct a typo that's rendered the rest of the calculations useless.
"I'm honestly about to recommend them for a review of the training course, that's how fucking serious this is."
"Maybe there's something wrong with how the keyboard is adapted for their limbs?"
"That would explain some of the typos, not all of them. And it definitely wouldn't explain why there's a massive formatting change about halfway through."
"Perhaps there's a shorthand they're using for some of the notes that we don't know about, and they're forgetting to correct them at the end of their shift."
"Yeah, but then they should tell us that, instead of—" Roman trails off and Remus looks up.
Logan is…stretching, yes, that's the right word. His limbs are extended over his head and his back is arched, but his upper limbs are…bending. Not like the way they normally bend, they're bending…too much? Not enough? The wrong way? Yeah, that's it. The wrong way.
Logan notices they've gone quiet and looks over. "Is there something wrong?"
"You're, uh," Remus stammers, "are you—okay?"
"Yes, I'm perfectly fine, what is it?"
"Nothing, nothing."
He and Roman exchange a look—the first rule in the human etiquette training manual was if they get weird, just roll with it for a reason—and get back to minding their own business. Admittedly, some of the errors do make more sense now that he's looking at it like it's some kind of shorthand he doesn't know yet, but that wouldn't explain why some of these variables are straight-up wrong and why they wouldn't bother to tell him what the shorthand is so that he's not trying to do the work of two shifts in the time of one.
Something he does appreciate is that the way the shifts in the lab are set up, opposed to engineering, is that sometimes there will be people whose shifts halfway overlap with theirs. So there's always at least one set of people that are staying in the lab while a changeover is happening and then there's not that risk that the equipment will be left unattended. Apparently they learned that lesson the hard way when the molecular exhibitor decided to go into overload in the five minutes where there wasn't anyone logged in, and nearly destroyed the matter wave projector on the station next to it. The justification was in the name of safety, but really everyone knows it's just so the higher-ups know exactly who to blame when shit goes awry.
Whatever the case may be, the door slides open to reveal the other human down here, Virgil, yawning as he makes his way over to his station.
"Hello, hello, everyone."
"Hi, Virgil!"
Virgil winces. "You are way too chipper this early in the morning."
"It's past the circadian half cycle, Virgil."
"Yeah, and?"
"I'm afraid you're going to have to acclimate to your schedule on your own time," Logan says, stretching again, "even though I'm sure your caffeine tolerance has—what? Why are you looking at me like that?"
Remus glances up to see Virgil staring at Logan like his abdomen has spontaneously ruptured. He sees Roman out of the corner of his eye do the same. Virgil swallows heavily.
"L," he says slowly, "what the fuck is wrong with your arms?"
"Nothing is wrong with my arms, what are you talking about?"
"Elbows don't bend like that!"
Ah. So there was something wrong. Remus was right. Take that, human etiquette manual.
Wait, shit, something's wrong with Logan.
"Logan? Do we need to take you to medbay?" Roman's already rushing out from behind his station. "There's a pack in the corner, I can—"
"Oh, for—relax, all of you, I'm fine."
"Uh-huh, yeah, fine, that's what I'd describe elbows that bend all schlorpy as, yeah," Virgil says, "what the—does that not hurt?"
"What? No, it doesn't hurt, look, your joints—"
"My joints suck ass but at least they're fucking bending the amount they're supposed to!"
Remus isn't quite sure how human joints are capable of such a surprising and invasive act, but never let it be said he's not curious. "Your joints are capable of performing anal suction?"
"What the fuck? No! It's a turn of phrase!"
"Oh. Disappointing."
"Ignore him," Roman says, "Logan, are you sure you're—"
"Yes, yes, I'm fine, I'm just—oh," he mumbles, prodding at his tablet, "what's the word for this in Common?"
"There's no word for schlorpy elbows, Logan—"
"Yes, there is!" He pokes around for a few more seconds before he lets out a noise of triumph and says something that the translators don't translate.
"It's what?" Virgil just shakes his head when Logan tries again. "I don't know what that means, bud."
Logan sighs, pinching the bridge of his nose. "Okay, let me try it this way. What's it called when you are in a state of heightened energy and it leads to outbursts of things like running around, or talking too loudly, or being high-strung?"
"Remus," Roman offers helpfully.
"No, Roman."
"Are you talking about being excitable?"
"No, there's a specific word for it. It also serves as a prefix for being too much of something, or an overabundance of something."
"Too much—do you mean the word hyper?"
"Yes! Yes, that's it. And then what's the name of the thing that some people hang over cribs that have little stars or animals?"
Virgil stares at Logan for another moment. "You mean a baby mobile?"
"Yes, but only the second word."
"Mobile?"
"Yes, that's it. Then put the two words together—"
"There were probably so many other ways you could've said you were hypermobile, L, I'm just gonna put that out there—"
"Well, it got you to guess it, didn't it?"
"It's too fucking early for this shit."
"Again, it is afternoon—"
"Shut up."
Roman looks back and forth between the two humans, still twitching as though he's going to be asked to sprint for the medbay at a moment's notice. "So…is Logan…are you alright?"
"Yes, for the fourth time, I'm fine. Virgil's just a little excitable, that's all."
"You try being normal when joints are doing unexpected things," Virgil mumbles, more to his caf than anything else, but he reaches behind himself to pat Roman's carapace. "He's fine, his body just does that."
"But you said it bends the wrong way, how is that fine?"
"There is a thing known as hypermobility," Logan says, "it…oh, dear, it basically means that certain joints will bend…more."
"He's not hurt, that's pretty much all I know."
Roman looks like he's about to protest but Remus just clicks at him. They exchange another look as the humans settle back to work.
Humans are weird, just gotta roll with it.
These hadron logs, on the other hand—
"I'm gonna punt these flimflobbers into the next star we see."
"Can I help? They fucked up the carbon dating program as well."
"How do you fuck that up?"
"Ask them, not me!"
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Nintendo just released the patch notes for Version 2.0: Chill Season 2022! There is a lot of stuff in there, including a Tenta Missiles nerf, so here is the link in case you’d like to read them yourself. If not, then allow me to break down what I think are the most significant changes:
The only direct changes to main weapons are that Tri-Stringer and Splatana Wiper now paint better.
Angle Shooter’s velocity was increased by 20%, and flies further before disappearing.
Zipcaster’s duration drain while using your main weapon was was reduced by two thirds. Go buck wild, folks.
Reefslider and Ink Vac’s explosion had their damage increased to 220 meaning they’ll now consistently splat through Squid Roll armor when hitting the central hitbox.
The one y’all have been waiting for, folks, Tenta Missiles can now not be charged again until all the missiles from the previous use have landed. This doesn’t sound like a lot, but it’s going to reduce missiles spam by like, a lot. I suspect we’ll see like, average missile output reduce by at least a third.
Undertow Spillway’s turf wars layout will now include a ramp into the base, opening up more of the stage for both teams.
Moving onto Salmon Run, Big Shots now move 30% slower, reducing the frequency of their attacks and making them vulnerable for longer as they return to the sea to reload.
Killer Wail 5.1 tracks better, Triple Inkstrike landing markers now trigger immediately upon hitting a salmonid, and both have had their damage increased by 25%.
Landing after using the inkjet and using Booyah Bomb now removes you as a valid target for Salmonid, meaning they won’t be waiting underneath you as you land for an easy splat.
Boss Salmonids have now been capped to a maximum of 15 on the stage at once to avoid the slowdown that occurs when too many of them are on stage at once. This won’t affect most players in any meaningful way.
A big change for Tri-Color turf wars: Regardless of the half-time standings, all teams now have a chance to attack or defend. Clout calculation for tri-color has also been changed.
If you win a x10, x100, or a x333 battle, your team’s photo will now show up on the pledge box, just like in Splatoon 2.
You can enter photo mode in recon mode, even when in recon mode with other players.
This is just a taste of all the stuff in the patch notes. Overall, I think this is a very good patch, if a bit more cautious than I’d like. There’s some stuff I definitively feel like should have received changes. Neither Crab Tank nor Splash-o-matic received any changes, despite their dominating presence in competitive play. On the other side of the coin, Toxic Mist, Point Sensor and the Brellas are glossed over, despite definitively needing a bit of a boost. That said, I am happy with this patch, and am looking forward to seeing how these changes and the new weapons shake up the meta going forward.
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So your blog is the land of non-credibility right? And you review tanks? So could you review this 'gem'
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I haven't done one of these in a while, so why not start off with this Wonderful design by Blacktaildefense.
(also I'm gonna change up my standard format a bit)
I'll let you know right here, this thing is more of a dumpster fire than you think.
Let's start with the basics, size. It's too big. 4 feet wider and 10 feet longer the M1 Abrams. It's longer and wider than the Maus and Char 2C, the two tanks known for being ridiculously big. It's too wide for standard US highways and railroads so the only way you can transport it is by air or sea. And its "amphibious", with almost no way to propel itself through the water.
Next is the engine. It gives the tank a mindboggleing 55 horsepower per ton, leading to a ludicrous 65 MPH top speed at an equally insane 1 mile to the gallon. BUT THAT IS A LIE. Because this uses a wankel engine, AND WANKEL ENGINES HAVE LAUGHABLY BAD EFFICIENCY. But that's not all! This is a diesel wankel engine, and you see a diesel engine works by compressing the air with its pistons until its super heated, then injecting the fuel into the chamber, causing it to combust. A WANKEL ENGINE CANNOT DO THAT, SO THE ENGINE DOESN'T EVEN WORK. And I just noticed that the drive sprocket is either missing, or half the size it should be.
20% Chobham
20% Titanium
60% Fullerene (misspelled, of course)
This is the absolute nonsense that supposedly makes up this thing's armor package. Chobham.... is not a material, it is a LAYOUT for composite armor (and an outdated one too). Titanium is very expensive, and also what the Air Force makes their planes out of. So now you're competing with the Air Force for materials, good job. Fullerene, oh boy every 2-bit sci-fi writer's favorite nanomaterial. Nanomaterials have two big problems. First, they are extremely expensive to manufacture, even on the "nano' scale. Second, the physical properties of matter change as they are scaled up. YOU HAVE NO GUARANTEE THAT THE IN-LAB NANO-SCALE SUPERPROPERTIES WILL TRANSLATE INTO 20 TONS OF USABLE TANK ARMOR. As for the thickness, it's listed in just plain inches, with no way to tell if it's talking about RHA equivalence or the actual thickness of the armor elements in that area(nor does it differentiate between hull and turret armor). If its RHA equivalent, then the armor is weaker than the Abrams. The armor at the rear is ten times thicker that it needs to be, and is just increasing cost and maintenance complexity for almost no benefit.
As for the guns, why don't we start small. Two 7mm MGs, I'm sure he means 7.62 NATO, right? Those two machineguns have twice the ammunition they need. A 20mm autocannon for firing at aircraft (not pictured but still listed). The original design plan for the M1 Abrams had one too, but the Army removed it for being "superfluous", that should tell you all you need to know. The primary armament is a 145mm smoothbore... howitzer? Howitzers are lower velocity guns designed for indirect fire, what the hell is one doing on an MBT? And it comes with- SWEET MOTHER OF GOD! WHY DOES IT HAVE 85 ROUNDS OF MAIN GUN AMMUNITION? With no blowout panels?!? If this thing takes a hit the entire vehicle will scatter itself over a 200ft area! And here I though Russian tanks where explosive. And why does it have 40 degrees of gun elevation? Is it meant to pull double duty as an artillery piece? You're just making the crew training times longer.
This overgrown, overbudget do-it-all abomination has sci-fi super armor, a magic nonsense engine, and the ability TO SWIM; but no thermal sights. Absolutely moronic.
They packed the crew in there like sardines. Six crew members, SIX. Does it have THREE loaders? Is one of them pulling double duty as an old fashioned radio operator? Do they need that many because they're using single-piece brass cased ammo? Are they using stackable charges to pull double duty as an SPG!? Do not tell me, I don't wanna know.
The final two features of note are: The "full 3d stabilization" of the drivetrain, hull, turret, and gun. I have no idea how or why you would stabilize those first three. And the smoke mortar. Mortar, not launchers. smoke mortar, like one late WWII German tanks.
FINAL SCORES
Credibility: 2/10 - Just Stupid
Coolness: 3/10 - WarThunder Sad Eyes Tank
BONUS
youtube
War Thunder for the PS1
The Areo-Gavin is up next, and I think it might drive me to alcoholism. See you soon(ish).
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wrongcaitlyn · 10 days
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not fic related but i know you are an editor (i follo you on insta!!) but i wanted to ask you how did you start editing and most importantly how did you learn? i’ve always wanted to start editing bc i just have sooo many ideas but i can never figure out where to start and what programs to use. what would you recommend?
ahh omg yes!!! AN EDITING QUESTION god i havent talked about editing in so long even tho im trying to get back into itskldjf
(for those who don't know, i do have an editing insta and tt acc (though i'm not active on tt)!!! @/thae.rchxr on insta and thaerchxr on tt)
i started editing in 2020 during quarantine, and on capcut! i think that it's a pretty good starting spot, especially because it's free and it allows you to understand what you really want to make with your edits/what kinds of edits you want to make - velocities, lyric edits, transition ones, etc
i have to say i wouldn't recommend templates and i'm really not a fan of them. that's my only neg abt capcut now, even though i don't use it... yea i've seen too much of these template apps literally stealing the hard work of editors and it sucks
but anyway!! i currently use after effects, and have used it since early 2022, however it's a computer program, and - though you can pirate it and there are lots of videos online on how to do that - it also costs money if you don't wanna pirate (i got it as a christmas gift so i have the paid version but there's really no difference)
no matter what program you use, TUTORIALS!! youtube is your best friend. i have a youtube channel actually but i mainly post transition inspo instead of tutorials, however if you want some recs (for ae, i unfortunately don't know a lot of tutorial channels for other apps), i learned so much from klqvsluv, ae.chambb, and clewxdre on youtube! and, of course, lauren. she's kind of a mini celebrity in the editing communitysdklf - and there are so many more as well
if it's transition edits you're specifically trying to get into, def try and master the basics - zoom in's, out's, slide left/right, shakes and turbs if that's the kind of edit you wanna make. but honestly, the entire thing is just practice practice practice!! even though i only started editing on ae 2 years ago, i used to make edits, like, every day. i was obsessed. i would wake up and spend hours on edits, trying new transitions and new plugins and effects, and i think it really paid off :)
another thing you can do is attempt to remake edits! most editors will be completely alright with it (as long as you don't steal, ofc) and many even put out project files (i do have a few on my payhip- linked in my insta lmfaodjsf shameless self promo) that you can look at to see how they did certain transitions. remakes are good because it takes out the factor of having to figure out what transitions you want to make and lets you focus entirely on the technical aspect - which will then make it easier for you to pull off the transitions you think of yourself!
so, to conclude this ramble bc i can never shut up - i think i would definitely recommend ae if you have a computer/laptop. but i also think that other editing apps (the ones i see most often are videostar, alight motion, and capcut - all of which are mobile apps) can make absolutely incredible edits. i have friends who use each of these different editing apps and i know they can make some of the most mindblowing edits, even though i personally have no idea how to use vs or am lmaodsjf
so it's up to you! look at some tutorials, don't feel too intimidated, and go with the layout that makes the most sense to you. then just don't be afraid of making a "bad" edit bc let's be real the first edits are alwaysss shitty. i cringe when looking back at the edits all the way to last summer. but that's the beauty of it, because you can see your editing style and skill grow over time, and then you can eventually make edits that you'll be really proud of <3 i wish you the best of luck on your editing journey!! it's honestly so fun once you get into the swing of it :)
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lostaff · 1 year
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Ch-ch-changes
🌟 Novità
Per quelli di voi che utilizzano Tumblr come app web autonoma tramite Chrome, ora sull'icona dell'app appare l'indicazione dei post non letti, come già facciamo nel titolo della pagina.
Abbiamo aggiornato la funzione "Disattiva notifiche" per post nelle app mobili per impedire anche la creazione di nuovi elementi di attività, invece di impedire solo future notifiche push. Puoi leggere di più su come usarlo qui per iOS e qui per Android.
Abbiamo aggiornato la funzione Reblog Graphs sul web per mostrare ancora una volta più informazioni quando si fa clic su un nodo nel grafico, ad esempio quanto è lontano dal post originale e chi era l'autore di quel nodo. Altri miglioramenti in arrivo qui! Puoi attivare Reblog Graphs sul web e visualizzarlo nella vista delle note come una nuova scheda.
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Risolto il problema per cui le richieste anonime venivano nascoste dalla posta in arrivo per un breve periodo. Nessuna domanda anonima è andata persa, sono state solo temporaneamente nascoste.
Risolto un bug che mostrava le richieste inviate da blog sospesi/disattivati ​​nelle caselle di posta di alcune persone.
Sul web, abbiamo implementato una importante correzione per le nostre scorciatoie da tastiera, che dovrebbe finalmente consentire loro di funzionare correttamente per le tastiere non inglesi.
Risolto anche un bug sul web che causava l'uso di tasti di scelta rapida per inviare spam a quell'azione se il tasto veniva tenuto premuto, come tenere premuto R per rebloggare. L'uso dei tasti di scelta rapida eseguirà quell'azione solo una volta, e non di nuovo, fino a quando non si rilascia il tasto e lo si preme di nuovo.
La scorciatoia da tastiera della coda veloce (tenendo premuto "w") ora funziona correttamente quando si visualizzano i post in un layout a parete, come nelle pagine Esplora, Cerca e Taggati.
Corretta la spaziatura attorno alle etichette "Tipper" sulle note sul web per essere coerente con altre etichette simili nella vista delle note.
Risolto un bug che causava l'ordinamento errato dei reblog nella vista delle note dopo aver modificato l'ordinamento nella scheda delle risposte.
Abbiamo corretto un altro bug che causava l'errata idoneità dei post a essere segnalati da altri, a seconda dell'editor di post utilizzato per creare il post.
Ora non inviamo più sia un'e-mail di richiesta sia un'e-mail di notifica del regalo quando ricevi qualcosa da Tumblrmart come regalo. Riceverai solo un'e-mail di notifica del regalo.
Non inviamo più l'e-mail "Blaze completato, congratulazioni!" quando un post con Blaze viene chiuso manualmente prima del termine originariamente impostato.
Risolto un bug nell'editor di tag nel nuovo editor di post sul web che causava salti imprevisti dopo aver selezionato i tag dal menu a discesa dei suggerimenti.
Copiare e incollare una citazione in blocco HTML nel nuovo editor di post sul web ora lo tratta come un blocco di testo "rientrato".
La ricerca audio nell'editor di post sul web ora fornisce risultati più coerenti.
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dccomicsbracket · 3 months
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Doctor Mid-Nite (1999)
the art in this comic is so stunning its incredible. the use a of shape and silhouette is so interesting and the colours are absolutely gorgeous and its such a unique artstyle and the page layouts are so unique and interesting to look at its just an absolutely gorgeous comic
The Flash (1987)
A perfect run, plain and simple. It established so much of the Flash lore that we know and love, and it introduced some of the most iconic Flashfamily members! Most importantly, it cemented Wally West as *my* Flash, and has so many of my favorite Flash stories of all time, like Terminal Velocity! It’s just…perfect. No one writes Wally like Mark Waid.
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arecomicsevengood · 3 days
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Jack Cole's Plastic Man
I recently discovered that some volumes of the Plastic Man Archives, those fifty dollar hardcovers issued by DC, can be had for fairly affordable prices these days. I had always heard that Jack Cole was one of the few Golden Age cartoonists whose work held up - Some would advocate for Will Eisner's work on The Spirit, but Cole's work, being more explicitly comedic seemed like it might come closer to E.C. Segar or other strip cartoonists whose work I know to be enjoyable. I'd read a little bit of Plastic Man before - his origin story, as reprinted in Jules Feiffer's The Great Comic Book Heroes, is not that impressive, but is ingrained in my memory due to poring over that book at my grandparents' house as a kid. I also know that I read the Art Spiegelman and Chip Kidd Jack Cole And Plastic Man: Forms Stretched To Their Limits book but that was much later in life and so I don't remember the stories reprinted nearly as much as I recall the Chip Kidd of it all: The scans from newsprint, the ephemera. There are only a few complete stories in that book.
I do wish there was a single volume best-of, in an affordable softcover, rather than a series of eight hardcovers, committed to completism. There are also now four softcovers, put out by PS Artbooks, that reprint four issues of the Plastic Man series at a time - I believe there is some overlap with the archives in the first two of these volumes, but that with the third they get to reprinting material DC didn't get around to. I also believe that PS follows the "scanning from old issues" method preferred by Spiegelman to the "restored and made crisper" approach seen in the DC Archives books. I don't know, of course, if my personal taste in what I think is the strongest material would align with that of the editors of a hypothetical best-of. I'm sure there are great discrepancies between my taste, those of an editor at DC Comics, and Art Spiegelman's when it comes to contemporary work, but I would also like to think that, when evaluating work from the 1940s, our collective tastes would approximate those of the theoretical modern reader. I believe we'd all agree that The Granite Lady, from Volume Five, with its reoccurring gags of men being suicidal due to a beautiful but indifferent woman, or the same volume's Thinking Machine, with its prefiguring of AI played for laughs, constitutes top-shelf material. Volume 3 is a little more consistently high-quality than volume 5, but not by much.
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But beyond selecting the stories that hold up as comedy, that are able to maintain a certain velocity, there is the cartooning itself to observe the oddity of. There is a peculiar way these panels move from panel to panel, which is abnormally solid: Often it seems like the figures are made of clay, and they and the camera are being moved around a stop-motion diorama. There's a way of foreshortening the bodies and backgrounds that gives the comics a sense that the spaces have been realized by the artist with perfect precision before he laid his pen to paper. This is most in evidence with Woozy Winks, Plastic Man's sidekick, a big fat guy wearing polka dots and a straw boater hat, but there is always a sense of solidity, of moving the reader through the space of the page by identifiable props. A big part of this is the gag of Plastic Man himself, how he disguises himself as an object then reveals himself later.
Cole shows Plastic Man stretching within the panels themselves, which are set out in a standard three-tier page. He doesn't go for wacky byzantine dynamic layouts that have Plastic Man moving throughout the page. There is something inherently deadpan or understated, which is both a big part of why these comics work and something that people trying to adapt Plastic Man to a more traditional superhero comics framework miss. Plastic Man is now owned by DC Comics, and when he shows up as a character, he is played as zany, while the sense of humor in Cole's comics is situational and occasionally dark. In a non-Golden Age context, it makes sense to play the character for what he can do visually, but playing the cartooning broader leads to different calculations as to how the timing would work.
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There are other factors in play as to why later incarnations may not work as well. Over time, the idea of a humorous superhero veers into superhero parody, which then gives way to head-up-its-own-ass self-referentiality. This is a trap even very funny people can fall into. Jack Cole is simply telling stories, that require very little from the reader in terms of background knowledge they need going in, and he elaborates on his basic premise, time and time again, becoming reliably entertaining. I don't think I need many more of these collections beyond the two that I have, but two volumes of classic comics is generally my limit: That's all I have of Carl Barks, Floyd Gottfredson, E.C. Segar, and Cliff Sterrett. Cole easily ranks among those guys, a great entertainer for a broad audience.
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theyogs · 23 days
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What do u use to make edits? I listened to lover by taytay and am having Thoughts and Feelings……
THIS IS THE MOST EXCITING ASK I HAVE EVER RECEIVED.
ok i stand by video star foreverandever (it’s ios only so if you have an android i’m saur sorry and i have heard capcut is good but i haven’t used it) some stuff is paid and i know a lot people use the pro subscription service but i think long term best value for money is just buying the packs you need
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^ these are my packs (i think multilayer is free now?) but for the type of edits i’ve posted here you only really need custom colouring and maybe velocity (if you’re slowing down clips) (+multilayer if it isn’t free xd and i was lied to)
(btw never buy photo essentials for making edits that’s a leftover purchase from my old lps music videos loll)
i learned to use video star through many many many youtube tutorials and tbh sometimes i’ve found some decent tutorials on tiktok, i think when you get used to the layout and everything it’s super easy! the type of really simple edits i’ve posted here are super easy imo but i will say adding any sort of text to your edits is HELL i hate adding text soooo much but yayyy i hope this helped <3 im very passionate about editing i hope you become an editor it’s one of my favourite things on earth:3 you’re already halfway there by listening to songs and Feeling things
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How does this description of the Men of Iron work?
Odin standing supreme among them and commanding all forces. It would assign forces to vector to a given contact area and lead Research and Development.
Sleipnir controlling all Heavy Walker and Titan units. Leading massive Siege Engines marching across the land on 4 legs and Bipedal Giants capable of moving with speed and grace nothing of their size should possess.
Geri controlling all Void Ships and Logistics Centers. Its fleet would ply the stars for resources to fuel the War Machine.
Freki controlling all Tanks and infantry. Leading a swarm of eight-legged Arachnid-Tanks and cold white-faced soldiers with spindly limbs across the land.
Finally, Huginn and Muninn to act as Testbed and Champion units meant to gather combat data and report it back to Odin to better adapt tactically and strategically. Odin had a list of special Combatants in the sector that Huginn and Muninn would engage and counter. The Majority of the list was normal. Asterion Moloc. Akenothep the Phaeron of Penance. Kaelista Hesperia of the Kabal of the Bloodied Fang. Autarch Morodin of Craftworld Kian-Ash.
Lorgar Aurelian.
Specialist Units include:
Striker: A high-tracked vehicle with the turret replaced by a bot's upper body, with weapons mounted on both arms and shoulders.
Archer: Gigantic armored motorcycle, with a railgun running down its length.
Demolisher: A very wide and flat tank that is open down the center with an embedded sonic cannon running down its length.
Avenger: Blocky tank that stabs struts into the ground and folds its treads / hover devices outward when it deploys to fire at greater velocities.
Surveyor: Large armored Sentinel with a rotating upper body mounting a large laser weapon.
Kataphractos: Six-legged spiderbot with an armed humanoid upper body.
Centurion: Resembles an Imperial Knight with blocky shapes.
Venator: Bipedal humanoid mech, with no head and no left arm, and a right arm made up entirely of an enormous gun that is nearly as long as it is tall. The rest of the upper torso is built to counterweight and dampen the recoil of this weapon.
Nemesis-class Megabot: A spider-bot with a wedge-shaped body and top-down symmetry, meaning that its top and bottom are identical and it can function perfectly fine by simply reversing its joints if flipped over. Retracts weapons and wraps its limbs around itself with right going around the underside and left going over to form a tunneling shape.
Executor-class Megatank: A gigantic quad-treaded tank that is relatively flat for its size, mounting multiple sets of multi-barrel battleship-like turrets over its treads and back. One open section on its back retracts to reveal a vertical missile-launching system.
Citadel-class Flying Fortress: A gigantic flying brick-shaped machine that, with gun turrets and missile launchers mounted on every side. Can fire nanolathing beams at the husks of downed units to bring them back into functionality.
The Men of Iron use what I call a 'killers & carriers' layout for their fleet. A bit over half their ships are offensive and the others are carriers of some variety, generally with higher capacities than yours for equivalent hull-sizes, in exchange for low firepower and toughness for ships that are higher than Imperial Extremis-Grade. Most ships have no Warp drives because of the on-site construction doctrine, allowing them to squeeze out a bit more direct combat performance. Because the resource link can't be stretched across the distances that space battles work on, the Men of Iron rely on their assault boats to reclaim matter to bring back to be fed into further construction, hence the emphasis on carriers to a degree exceeding that of almost any other faction. Against intact ships the assault boats will deliver a payload of boarders, then spend some time chopping up the hull and filling their internal space with stuff to bring back. In general MoI ships don't look that different from Imperial, save for the lack of ornamentation and more blunt prows / slightly boxier shapes. They use plasma / particle / lance rather than solid shot, since the latter throws away too much for little gain. The Summit is very wide, while the Meridian is a super-dedicated carrier, with almost the entire thing taken up by launch bays. If you stripped out the launch bays, you'd have little left besides a nose, a reactor at the back, and the engines and spine. Ships that can construct will be able to construct faster if they enter link range, but otherwise get no benefits.
Units Huginn and Muninn function as a Testbed for a new Titan unit known simply as the Aerial Titan. A Titan with advanced Reactionless flight systems allowing it to fly in both Air and Space. Think the Gundam Phenex and Unicorn from Gundam UC. This Titan usually has a shitton of plasma and Laser weapons but also a Power Sword. But is more than capable of equipping psychic superweapon like Webway Breachers similar to the Dark Glass and Black Hole launchers like the Ones on the Speranza.
I would question the use of Norse deity names for the control units, considering the Men of Iron were made milennia into the future, but, again, whatever.
As for the units you described, they work, but also we know that they got really really weird with it too.
As to the Men of Iron ship looking like Imperial ships, I don't think they would. They were built at the pinnacle of humanity's first interstellar empire, which was a lot more Federation like than the current Imperium. So I think their ships would look more conventionally sci-fi but robotic, if that makes any sense.
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rifleseye · 2 months
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I've talked about it in depth with a friend (who is not on here) But here's my general headcanon for what the Lost Light's crew structure and layout is like.
LOST LIGHT CREW STRUCTURE
Captain: Rodimus Prime of Nyon Second-in-command: Ultra Magnus of Ambus Minor Third-in-command: Drift of Rodion
Director of Science: Perceptor of Nova Cronum Director of Medicine: Ratchet of Vaporex ( Formerly ), First Aid of Hydrax, Velocity of Aperium ( Temporary ) Director of Communication: Blaster of Iacon Director of Security: Red Alert of Iacon ( Formerly ), Hound of Lower Monoplex Director of Engineering: Hoist of Kalis ( Formerly ), Nautica of the Western Camien Sea
Lead Pilot and Navigator: Mainframe of Altihex Lead Mechanic: Nautica of the Western Camien Sea Lead Psychiatrist: Rung of the Pious Pools Lead Weapons Engineer: Brainstorm of Operation: Solar Storm Internal Affairs Committee: Rodimus, Ultra Magnus, Xaaron, (Sometimes Directors)
LOST LIGHT SHIP LAYOUT
The Lost Light is segmented into 3 different decks. These decks are further separated into smaller floors and wings. The ship was built in segments, which was then all brought together in a cohesive structure. The engines were added last and are detachable from the rest of the structure for ease of swapping and general repair.
DECK 1 — All of the hab suites. Observation decks. Visage’s. Mess hall. Lecture halls. DECK 2 — Bridge. Light storage. Offices. Meeting hall. Swerve’s. Communications. DECK 3 — R&D. Medical. Heavy storage. Generator + engine rooms. Brig. Shuttle bays. Reservoir. Laboratories.
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stevebattle · 1 year
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The Stanford Arm by Victor Scheinman (1969), Stanford University, CA. This 6 degree of freedom (6-dof) electric mechanical manipulator was designed to be computer controlled from the outset, and was compatible with the PDP-6 at SAIL (Stanford Artificial Intelligence Laboratory). The joints and links are not based on a humanoid layout, but are designed to simplify calculations. It uses DC motors and harmonic gearing, with potentiometers providing feedback on angular position, and analogue tachometers for velocity feedback. Each joint has a brake to hold the arm in position while the next trajectory is computed, or while the PDP-6 attends to other time-sharing computations. It also has a servo-controlled electric gripper with tactile sensors, and a torque sensor at the wrist. Two Stanford Arms were constructed, used for research and teaching for over 20 years.
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crunchyfield · 10 months
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How does Mario Kart 8 Deluxe speed translate into real-life units ?
This something we all have been wondering at some point as a civilized Mario Kart player.
This is also a thing that was pretty much not covered at all within the vast universe of Internet.
So we're going to work it out for the sake of players' curiosity.
Right off the bat, I already see some people coming with the : "No need for experiments, the whole topic is solved 'cause on Mario Kart 8 Deluxe CTGP shows you how fast you drive with a speedometer".
1) There is no way to evaluate, assume anything since the speedometer doesn't display any actual units but numbers/values.
2) Mario Kart 8 Deluxe CTGP is a modified version of the game so go ask its developers for the speedometer's reliability in the first place.
Our main goal here is to authentically/legally (with no other tools than the game provides except for time) find out the real-life scaled coinless speed values (with their respective units) for 50cc, 100cc, 150cc and 200cc.
Let's dive right into the researches :)
First & foremost, we have to understand what speed is.Basically it is a variation of distance for a given amount of time, in other words it is an amount of distance per amount of time.
In this post, we'll only be focusing on the maximum speed of each engine class as it's the most relevant information we wanna know (thus ignoring Instantaneous speed as well as acceleration) :p
Consequently, we will use the following speed formula for constant speed :
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(P.S: I wrote unidirectional due to the fact I was in fact implying we are going to test speed/velocity with no direction change during experiments)
Then we want to find a good course to study and to test things out.
Ultimately, we have to choose a track with a simple continuous layout (with no track type variations nor holes/empty areas ==> discontinuous) that could be broken down into different parts to test on.In our case ExciteBike arena fits perfectly experiment wise (especially for its simple layout featuring simple geometric shapes).
Here is ExciteBike arena's map broken down into lines following symmetries (axial symmetry or central symmetry), the map being made from an in-game deep track exploration (note that the track is not well represented nor to-scale, it is only to be seen as a visual help) :
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Let's try to frame an estimate of the track's total distance in distance units (probably a unit symbolizing distance which is used in Mario Kart 8 Deluxe wiki) with the following item probability distributions' charts :
Method :
Multiplayer offline (2 players : to disable the position factor as much as possible)/Versus mode/no CPUs, AIs.
2nd player have to be placed on the test line and pick one item at a time and use it before hitting back to the item box (to disable conditional probabilities) to make each case identical and independent as well.Use the frantic items’ probabilities chart (features high probabilities of appearances with the most efficient & cheap amount of tries simplifying experiments) to follow the appearances (items’ appearances are easier to follow than their disappearances) of a given item for a given distance value in distance units, items' appearences to identify (read as colomns and rows intersections for a specific colour, itself for a specific amount of distance) :
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Once an item appeared after a certain amount of tries, check its related distance and try to drive back and forth from an apparent track line/current location to another apparent track line till the range tends to no difference (we can identify framed distances more easily using different item modes in favour of it).
Using given items' probabilities (see the charts above) to identify an estimate of a given distance in a given item mode.With the use of the Binomial law, we can consider stochastic variables (like X) associated with items to identify appearances in which trials' success corresponds to those items' presences.
To calculate the number of tries for getting at least one appearance of an item amongst the ones we have got to identify for a given framed distance, we have to solve for the number of trials after mathematically modeling our situation with probabilities :
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In our case, finding out the best item setting for each given distances (ranging from 1000 to 5500) with a wanted likelihood of appearance equivalent to 95% :
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where :
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Sum up all the track's section estimated distances to get the total distance.
Unfortunately, this approach only gives off framed estimates of distances and takes up way too much time & effort for something as uncertain as it is :/ . We'd have to be doing the track measurements in Mario Kart 8 Wii U version to avoid introducing conditional probabilities on top of assuming MK8 tracks are the same lengths as MK8DX tracks (plus, as the items' probabilities (charts) take into account Mario Kart 8 Wii U datas instead of Mario Kart 8 Deluxe's).
I know I did not elaborate much on this part and got a little quick but believe me it's absolutely not necessary to.
(Btw, see Mario Kart 8 items' probability distributions wiki to understand the probility system)
Let's now try out another way to determine ExciteBike arena's track length.
Firstly, we have to measure ExciteBike arena course's length.
Secondly, if we take a close look at Mario Kart 8 Deluxe player's statistics menu, we clearly see there is a traveled distance counter which displays this total traveled distance in kilometers (Km).
That means we can measure ExciteBike arena course's length but we have to do many races to get some decimal places out, doing the course over 100 times (driving in the middle of the road to get a fair estimate) should be enough for the experiments (a decameter accuracy is not a big deal simply because doing 1000 times a course to get a meter accuracy is useless since a few meters are negligible, e.g when you measure how tall you are you clearly not take millimeters into account as they almost make no signaficant differences to your height.. same goes for race tracks...)
Dividing the distance we obtain after 100 courses (took me about 3.5 hours straight btw) by 100 then by 3 (because there are 3 laps per course) indicates ExciteBike arena course's approximated length is 947 m (0.947 km).
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Some people might be wondering why I do not use max speed values (in 150cc) from the Mario Kart 8 Deluxe wiki to determine ExciteBike arena's length in distance units but to my mind using undefined units (sorry not sorry but the wiki did not explained what a "distance unit" necessarily symbolizes in the game distance nor how it's been measured, same story with the "frame") for both distance and time isn't the best way to go for since those said values were provided by some people's tests not by developers themselves.Unless explained, we are not going to use distance units nor frames but rather in-game units for both distance and time (we'll be using the game's stopwatch in time trial mode).
Secondly, notice that the track consists of semi-cercles merged to a rectangle on each side of it like this :
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We wanna apply pixel measurements to be able to quantify different proportions of the track :
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Knowing the length of the used bars and using perimeter formulas we get the track's total length in pixels :
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Then we have to take a specific portion of the track as long as possible with visually distinguishable eye marks from which we can get the experiments started (just as follows) :
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To measure its length, we can place 2 players at both eye marks to determine the distance in-between the 2 players' map icons' barycenters in pixels (to make the barycenter thing easier, we only use Tanooki Mario's map icon since the shape is quite similar to a circle) :
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And get that length in meters too :
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To set up the experiments, we have to take a combination with a level 10 of speed (3.25 speed stat bars), an average speed stat level combination :
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We'll place the vehicle a certain amount of distance back from the first eye mark and make it use a mushroom to get to top speed quickly when its effect fades away while driving straight (no tilt to be as accurate as possible).Besides, we'll count the elapsed time using time trial's time display for 150cc & 200cc and external time counters for 50cc & 100cc (pardon the low quality) :
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This way we can apply the average speed formula because the speed will remain constant during the tests, we can make a sequence of 20 values for each engine class (50cc, 100cc, 150cc & 200cc) and calculate top speed related to every single value :
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Eventually, we can average out the top speed values in real-life units for every engine class as follows :
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Suffice-it-to-say there are uncertainties but after correctly and identically performing experiments those shouldn't be a big problem, we could estimate those using variance and standard deviation :
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So here we are with an interesting outlook on Mario karts' (bikes', ATVs' & all) top speed values (coinless), 200cc is just outrightly wicked fast irl (you'd definitely get pulled over in the motorway lol) :$
At least this info should calm down Mario Kart 8 Deluxe haters always obliviously claiming it's slow asf x)
Sidenote: For sUsSy BaKaS, We were obviously talking about ground speed (tbh I don't see people driving underwater, in anti-gravity nor airborne lol) as we tried to reach for a realistic approach.
Overall, all values are approximations (fair ones) but I curiously really wanted to get my hands on this topic as no one did it so far in the vast world that is internet :)
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