Should be even better; look at Kuro’s list at the very bottom, that chip was rated incredibly well on a Mister Addons board. Assuming the values are similar, you got really lucky! If they permanently switched to that chip, that’s great for us.
Hey I had a couple of questions, how is the switch hooked up to the controller? Are they both just connected to network via Ethernet? Do they connect via one of the wired ports on the back of the controller? You jumped into presets, and never explained what they were and what are used for. Was wondering what that was.
Great video! I've been spending ages trying to get the VGA output to work *AT ALL* from my "Ironclad Plus” baseboard, but it looks like I now need not bother. A HDMI -> VGA adaptor will work just as well... in fact better according to the excel table! Cool!
I don't know anyone who has used it personally, but I don't see any reason why it wouldn't work! If you do get it set up and working please let us know.
I would disagree, being split up can also be a good thing considering the fact that only 1 or 2 bug beaches or bot drop events can happen at a time across the entire map. If a distant teammate is getting breached that means you can safely attack a nearby patrol without risk of a bug calling reinforcements
Is this still accurate? I was told via Discord it changed during the last patch (can't see it in the notes), but I don't know why it WOULD change.... Seems logical as is.
It’s still accurate for the most part. Please see my latest video though, as well as the video put up by Luchs on the latest patch, as a few things did change/break.
Holy shit finally a tutorial I can follow step by step. I was overwhelmed and burned out from searching through forums and sites on how to use my colorimeter then I gave up and was very frustrated for a long time. I have a spyder2pro and i don’t even think it will work on HCFR or be compatible with windows10. I just ordered a Colormunki display and I hope I won’t run with any compatibility issues. I have a PAL Wii and it’s connected through rgb scart, will it have a huge difference compared to if I use the Wii component method ? Thanks
@@lexlocatelli hi i just got my colormunki display and testing it right now. im at the sensor selection @11:51 but i get a "Wrong mode! Diffuser is deployed, switching to Ambient mode" message and cannot choose the display type to refresh display.
🤔 Ok… I’m glad this exists but you did a 40plus minute video about video calibration and you failed to make a space on SVM… options to disabling and using service menu to also disable it. We seriously need to talk about this because there are great sets that use it and we need to figure out a work around to fix.
You’re not wrong about it being an issue, but these are both pro sets. Doing things like opening up a set to disable SVM (most sets I’ve owned you need to physically DC it, not an option in the service menu) is out of scope of this video. More importantly, SVM has nothing to do with calibration
There’s now new RetroCastle dual-tam analog boards that has top quality and can be ordered separately(without full mister stack) on Ali. And they 24bit as I know
Somehow, I think that this marvelous game balances difficulty with an average of the divers levels on the ship. And it's a beautiful thing. Let me try to explain: -4 lvl 50 divers level 50 at level 5 difficulty = average level 50 = 10x the level 5 bugs/bots deployed -4 level 10 20 30 40 divers at level 5 difficulty =average level 25 = 5x the level 5 bugs/bots deployed If you're confused as I was when I wrote this, I apologize 🤣 and let me know here 👇🏽
I've only had the game one day but I want to know, if 1 player goes off to one point on the map and keep triggering bug breach over and over again will it keep the breaches from happening to the other 3 players?
Wow this was enlightening. All this time my friend yells at me for not doing the objective.. when in reality he was making the game significantly harder by rushing it. Really wonder how the recent patch changed things, as it became a nightmare solo/duo. If I had to guess, they just removed all player scaling.
Awesome info but for the love of God you have to balance the volume between the voiceover and music. I could not finish the video because the music was so loud and distracting.
Ive been trying to explain to people that rushing objectives alone is not a good thing. Leaving some bugs alive and moving to next objective is bad. Leaving me alone to fight those bugs is worse. Seriously, this is a major skill issue. Some players simply ignore when you call them out. Gen z at its best.
Do you have any information on enemy despawn conditions? you mentioned that a patrol will despawn if it gets far enough away from any player. And if it gets aggroed, it will become permanent. Is this true for both reinforcements and aggroed patrols? For example, if you aggro a patrol and it calls a breach, and now there's 50 bugs mad at you; if you ignore them and run, do they all stay on the map and wander around? Or do they literally stay aggroed forever and just follow you? The takeaway is if you DO aggro a patrol or get a breach, how important is it to eliminate those enemies? If you run away from every breach because "its not worth fighting every bug, they just keep spawning anyways," are you making things harder for yourself by increasing the number of persistent enemies on the map every time? It certainly feels to me like quickly eliminating reinforcements right away makes you far less likely to get swarmed later.
For primary objective completion, am I right in assuming that it has no effect until it is fully completed? As in if you do 7/9 stages on the terminal for the ICBM missions but never hit "launch" at the end, the spawn rate will remain lower? If that's the case, it could be optimal to perform the majority of the main objectives and leave the terminal on the last step so that only one player needs to press "up" when the team is ready to extract. There would be practically no danger of failing the mission while you're free to scour the map for samples or clear camps or whatever. Second question: do static/outpost enemies ever leave their base, such as during extract? It feels like calling extract draws every enemy on the map to the extract point, but it's hard to tell if that's just because theyre spawning a patrol every 10 seconds from the direction of the remaining outposts.
1. Yes, only the very last step matters. You can do everything up until the mission objectives changes over to “get to extract” and you’ll be fine 2. No, they never move