454 karma · joined June 10, 2021
It's a common misconception that the desert is barren with scarce vegetation. Saguaro habitat can include areas which are almost continuously vegetated, including palo verde and mesquite trees and all manner of grasses, shrubs and smaller cacti. There's a good pic in the article of an unburned area that shows this (about 1/3 down the page). Even in less vegetated areas, seasonal rains can cause bursts of growth that then dry out and fuel fires. Certain invasive species exacerbate this issue, as mentioned in the article.
1-2 foot chunks sectioned from a saguaro trunk will quickly die. The plant's "spongy interior" mentioned in the article will dry out if cut like this. Mature cactus can be transplanted but require special care and support as it takes a long time for them to get rooted. I'm not sure if saguaro arms or larger sections can be transplanted independently as "cuttings". Even if it's technically possible its not common as the mature plants are extremely slow growing and relatively fragile. There are also some state laws around removal and destruction of saguaros that would likely restrict a plan like this.
But I also want to disagree with you as EVE is (was?) enough of a sandbox that it could be enjoyed in many different ways. I've been winning (not playing) EVE for 4-5 years now, but my experiences with EVE PVP were some of the most memorable gaming experiences I've ever had. I owe this to avoiding grinding, large null-sec corps and sovereignty battles as much as possible. 99% of the engagements I participated in had under 50 participants total, with about 75% in the single digits. I almost always flew cheap ships so I never had to grind much- even at my most addicted I was always a casual evening player so had no time for serious grinds.
I flew a lot of frigates- small, fast, delicate ships that took a lot of manual control and quick reflexes to use effectively. I became known as a scout/interceptor pilot, who would fly ahead of the main group, quickly pass intel back to the fleet commander, then engage until the rest of the fleet arrived. I would also do a lot of less formal hunting and dueling, solo or in very small groups. To make money, I would do the "exploration" PVE activity, which involved a lot of travel through wormholes which could send you anywhere across the game's universe. You had to find your way back home through hostile territory, hunted by players for your cargo hold full of valuables.
All these activities involved constant movement, huge bursts of adrenaline and immense satisfaction when your skill and knowledge pays off. The sense of place I felt was also incredible-you really got to know systems as "good and bad neighborhoods" and the habits of various players populating them. I never really cared about progression or building wealth, so I lost a lot, but also won a fair amount and experienced a rush that no game before or since has matched. Some FPS battle royale-type games came close but ultimately were shallower and therefore less satisfying.
Only rarely did I deal with the typical large fleet experience of waiting, following orders and dealing with TIDI (server lag). When one corp I was with started primarily engaging in those kinds of fights, I left them as there were always other groups or individuals interested in the kind of small group content I liked. It's been years for me, but I hope those folks are still out there, whether docked up in Stacmon, camping plexes in Tama, forming a NPSI fleet in NPC nullsec or cloaked up waiting for a ratting super to feel safe again.
As far as the repairability of F1 transmissions, it's important to keep in mind that these are essentially 'automated' versions of the manual transmission, not conventional automatic transmissions. There's no torque converter, but there is a clutch like a regular manual. The parts that fail are not usually the expensive gearbox internals (which Ferrari is pretty good at), but rather the bits that automate the operation- pressure switches, hydraulic pumps and solenoids- and the clutch. These can be replaced and there are aftermarket solutions and parts-bin interchanges to fix this stuff.
One mistake folks make with F1 cars is driving it like an automatic. Because the F1 gearbox is fundamentally an automated manual gearbox, driving it like a conventional automatic will cause premature wear. For example, creeping along in traffic or while parking is totally fine for a car with a regular auto trans, but in a F1-equipped Ferrari it will engage the clutch over and over again, slipping and wearing it in short order. This is partially a failure of interface design, as an F1 car will 'let' you drive it like an auto with little warning until you need an expensive clutch service in a couple thousand miles. This accounts for some of the bad reputation of F1 transmissions, as people drove it like a regular auto and racked up big service bills immediately.
The second big mistake owners make is expecting a Ferrari dealer to service an older F1 transmission. First, they don't retain institutional knowledge and support of older systems, which means techs don't know them very well and official parts availability is bad. Second, dealer policy is usually to replace the entire transmission if there is a fault. They won't do the diagnostic work to figure out if it's just a switch or some other component fails. This creates a situation where the best outcome is paying an exorbitant amount for a new F1 transmission, and the worst outcome is being told the transmission is no longer available from the factory and being left with a dead car. Instead of a dealer, anyone with an older F1-equipped Ferrari needs to be working with an independent specialist that is familiar with these cars. Even if you need to transport the car a couple hundred miles away, it will likely cost less compared to the dealer. Good independents will know these older systems better than dealer techs and be able to try solutions that dealers won't consider (such as replacing/adjusting component parts or sourcing used parts to replace parts NLA from the factory). Their labor rates and parts cost will also be lower.
All that said, yeah build quality and durability have never been Ferrari's strong suits. Porsche has always been the sensible supercar choice. However, there are ways to improve the old Ferrari ownership experience and all of them start with getting the car away from the dealer.
For example, FedEx tracking refuses to work on Firefox. Shapeways (3D printing service) landing page was (is?) broken/non interactive on FF. Also a vBulletin based forum I regularly visit started return 400 Bad Request responses when visiting with FF. All these work fine with Chrome and used to work with Firefox.
My #1 book recommendation would be Luca Dal Monte's excellent recent biography on Enzo Ferrari. In a field dominated by shallow coffee table books and breathless romanticism, it's a comprehensive, scholarly history that remains very readable. Not much material on Lamborghini, though. Unfortunately like many auto books it is now out of print and prices are in "collector" territory. Still worth picking up if you can.
The roadgoing 250 GT series was produced at the tail end of the "coachbuilt" era of automobiles, where the manufacturer sent the bare chassis and engine to a artisan shop specialized in the design and construction of the body. So you're correct that, from Ferrari's perspective, the design of these roadgoing models was secondary to the racing models. However, because it was not Ferrari's primary concern, it could be contracted out to coachbuilders such as Pininfarina. These firms were highly sophisticated designers and artisans and indeed produced some very beautiful work.
From the present-day, it's easy to see why Lamborghini and Ferrari are "paired." Both are merchandising and branding behemoths, both produce thoroughly modern, refined sports cars that are often cross-shopped against each other. However, in the 1960s and 1970s these companies were definitely not two sides of the same coin, being run by idiosyncratic personalities with differing priorities. While the Miura and Countach are best remembered today, Lamborghini struggled tremendously to break in to the luxury GT market with the 350 GT, 400 GT, Islero, Jarama and Espada. They also tried and failed to compete with the Porsche 911 using the Urraco. Economic and manufacturing issues prevented Lamborghini from achieving lasting profitability in these markets. Thus, as described in the article, Lamborghini struggled through the 70s and 80s. In contrast, Ferrari was continually buoyed by positive publicity from racing and weathered the oil crisis using funding provided by Fiat.
One part of the story that is glossed over by the article is the engineering team behind the early Lamborghini cars. The legendary popularity of the Miura and Countach and their crucial role in the Lamborghini story overshadow the fact that Ferruccio was not initially supportive of these cars, or of the idea of building racing-inspired high performance sports cars at all. In particular, the Miura was an "after-hours" project of three talented engineers: Gian Paolo Dallara, Paolo Stanzani and Bob Wallace. These three all had keen interest in racing cars and developed the Miura chassis without official support. After the completed chassis was shown at the 1966 Geneva Auto Show, favorable public response led Ferruccio to approve a production version. The success of the Miura allowed the small Lamborghini engineering team and body designer Gandini to have creative freedom in designing the Countach. However, if the company stayed true to Ferruccio's original goals and these engineers were not allowed to "play", these remarkable models would not exist at all.
The article's states that ATS designed and built early Lamborghinis. This is historically inaccurate. The only ATS member that had a significant relationship with Lamborghini was Giotto Bizzarrini, who designed the V12 engine used in the 350 GT and subsequently refined and updated for use in many other Lamborghini models. Bizzarrini's association with Lamborghini was very brief, most likely only consisting of providing the engine design as a deliverable. The four person team of Bizzarrini, Dallara, Stanzani, and Wallace were responsible for the engineering of the early Lamborghini cars, not ATS.
There's also an interesting story here behind the article's brief mention of the 1961 walkout/"palace revolt" where some of the leading technical talent left Ferrari and formed ATS. While this was a blow in the short term, Ferrari very quickly filled the void with a young engineer named Mauro Forghieri who became one of the most successful technical directors in the company's history. Enzo's willingness to bring in new, young talent when existing employees (and drivers!) proved unsatisfactory is a major theme in the company's history. Arguably, this tendency contributed to the company and team's ability to stay solvent and successful for so long under Enzo's management.
I've used Protectli and PC Engines boxes before, which have been great. I'm definitely leaving some value/performance on the table compared to the hardware described in this article. I also know that Protectli hardware in particular is supposed to be identical to some of the Aliexpress boxes, at a higher price. But at least I have some assurance that the company behind the hardware has a reputation at stake and will hopefully stand behind their products.
I've thought about trying the DOSBox in a Linux VM setup with X11 forwarding over SSH, however supporting Windows clients that way seems complex. I'd love to hear if anyone has tried that though and how robust it is in practice.
There's also a sort of status game being described in the part you quoted. Self-identified collectors/dealers intentionally don't wear their collection in order to signal their understanding of the watches' value and therefore their own knowledge as connoisseurs.
AM/FM radio is mostly irrelevant to this phenomenon, except as a precedent. Like you said, some small stations may be playing interesting stuff but the vast majority is over-commercialized, repetitive and/or boring. However, the internet has opened up tons of possibilities for DJs to curate and share music. Platforms include internet radio stations, Youtube channels, Twitch channels, and purpose-built sites like soundcloud and mixcloud. There used to also be a huge DJ blogging scene but that was mostly dismantled with DMCA takedowns in the 2010s(?).
For example, one of my favorite resources is NTS radio (https://nts.live/). They are a continuously streaming internet radio station that plays a wide variety of music. Every show they stream is archived for on-demand listening and organized by DJ name and genre tags. They also brilliantly address the demand for Spotify-style "background music" with their Infinite Mixtape feature, with music chosen by resident DJs.
[0] https://github.com/merbanan/rtl_433
[1] https://github.com/merbanan/rtl_433/blob/master/src/devices/...
so far I have only tested it with Toyota sensors, so YMMV when used with other sensor types as I'm not sure if the rtl_433 output will be the same.
I also wrote a blog post when I first figured out how to test the sensors with rtl_433, before I wrote the script. probably useful for background information: https://www.r-c-y.net/posts/tpms/
A program like this is not full automation, but it greatly reduces the cognitive overhead of doing this task. Now when I suspect a sensor is bad, I can just pull out the script without having to get back up to speed on how to orchestrate the component programs and interpret the results. It's like having a well-designed jig for a woodworking task, hanging on the wall for later use.
Writing tiny programs like this is really satisfying because the scope is small enough that I can carefully consider all decisions. I spent a lot of time reading through guides and code samples, considering dependencies vs pure bash, understanding shellcheck warnings, and making the code conform to a style guide. All not strictly necessary to achieve the goal, but I learned a lot and take satisfaction in a small, but refined result.
The reason I call out Nopixel specifically is that server' recent prominence and popularity may affect Rockstar's plan for GTA6. For better or for worse, the Nopixel brand has moved GTAV modding towards the mainstream and that has the potential to affect all future modding.
I'm pretty much in agreement with your predictions and concerns about RP in GTA6, I think this is a widely shared view. In addition to your concern about mechanics overriding RP, I would also say that (from my view) RP seems to be most successful when mod devs and admins are closely integrated with the community and able to tweak/add content to prevent things getting stale. It's very hard to see how that could happen with Rockstar administering RP servers.
Nopixel[0], a roleplay-focused modded GTAV server built on the FiveM framework[1], has absolutely exploded in popularity during the past year. Many of the most popular streamers on Twitch are active on this server. Cumulative live viewership of these streamers is in the tens or hundreds of thousands at any one time. Looking at the top live GTAV streamers[2], almost all are playing on Nopixel or some similar GTARP server.
Rockstar is notorious for being hostile to modders. Since Nopixel has become such a phenomenon recently (and a huge cash cow for streamers and streaming platforms) there is a lot of talk among the GTARP community about GTA6. There's speculation about whether Rockstar will continue to turn a blind eye to modders, lock down their software even more, try to go after modders legally, release their own competing RP platform or something else.
As an aside, I'm somewhat surprised I've never read any discussion about Nopixel on HN before. I started by watching one popular streamer try it a year ago and gradually began watching several Nopixel-only streamers when I get the chance. It's goofy and rough around the edges, but there are wildly creative and entertaining people involved. It feels like I've been watching a novel form of entertainment emerge in the course of a year. In a certain sense, it feels more like the "metaverse" than any thing I've seen recently advertised as such.
[0] https://nopixel.fandom.com/wiki/NoPixel_Community
[2] https://www.twitch.tv/directory/game/Grand%20Theft%20Auto%20...
edit: clarified that Nopixel is a server built on the FiveM framework