Just caught the end of Iron Eagle on TV, it’s about as much of a cheesy unrealistic ’80s action flick as ya can get. But it is the only decent cheesy action flick with lots of air action that I now of >_>.

The whole jist of the movie is a kid skipping town with a pair of USAF F-16s to rescue his father, and ending up single handly saving the day while dancing beteen AAA and MiGs, although how any one could call those things MiGs without being drunk, is totally beyond me. Those airframes just screen Dassault Mirage! The movies never the less enjoyable, as long as one can forget a few bits of reality, kick back and relax that is.

It reminds me that I’ve never really found a flight simulation that I like. Everyone that I’ve ever played, either boils down to being to arcade like, not my bag, or proves that a keyboard and joystick are a poor substitute for a real aircrafts cockpit lol. I like flight sims but they don’t like me I guess :. I’ve never really had much taste for modern missile based combat either, just a gun-fighter at heart I guess… And I have *never* found a flight sim game that had an AI that could really dog fight, get past the missles and they are just toast. Although it’s a very arcade-like game, Ace Combat 3: Electrosphere was actually quite fun, just wish I had a Japanese copy of it… Most particularly the mission where one has to fly in hot pursuit of the X-49 Night Raven through a tunnel system, leading the player into a later level where one duals the ultra-nimble aircraft inside the caverns below.

The fun part of course is getting through the level at high speed without crashing, then moving on to shoot it out with the Night Raven for an A ;-). The occasional duals with the UI-4054 Aurora, looks like one of our spyplanes but flies like a jetfighter from hell lol. Some of the few times that the computers proven to be a challenge I guess :. I eventually gave up on flight sims in general, do to lack of anything fun that didn’t go to either extreme (the arcade Vs where is my simpod problem). Hmm, before I quit though I remember when one of the console based flight sims came out, more realistic then most consolers but still to arcadey for my tastes. When my brother watched me fly one of the attack fighter missions, he described me as a lethal S.O.B. while I was making waves, crazy wall crawling spider at work xD. But it’s been *years* since I’ve actually played any flight-based games seriously.

If I ever found a game that I could enjoy and not dislike, maybe I’d get back into flight simulations someday. But none just seem to strike a good balance :. And I flibbin’ hate air-to-air missiles! In a lot of ways, I think the truest forms of air combat began dying out after World War II, disappearing into the post Vietnam era… Where a pilots skill is as important then his technology, if not even more so. Who knows, maybe technology will one day return fighter pilots to more dog fighting, less ground attack jobs.

Either way, I’m not likely to ever fly let along get a pilots license, and my Dream Girl is already retired anyway.

Finally a good swat game

After a stream of very crappy games, fillding with more then a few players that could pass themselves off as tactically incompetent… We finally had one really solid round on PG#3. I took EL on the half way house map, in a formation of Chris, [SAS]_Big12, [SAS]_Spidey01, and Snorr. We moved us swiftly into the buildings front entry point, Snorr watching the side door, Chris and Big forking off to secure the halves. A little application of cover later, we’ve secured the area. Left Snorr behind to cover the twin double doors into the chapel, while the rest of us headed for the pool room. A quick bang & clear, wedge the doors and secure the contacts while having guns on every point of threat! –> The proper way. We moved back, setup Red Fire Team and Blue Fire Team each on one double door with bangs, blow and go –> chapel secured, door to hallway wedged, all angels covered… We headed upstairs and settled in for entry to the big room up top.

Normally I would plan such a thing out before hand, but with the noob patrol on the other team I didn’t bother. We did a smooth assault synced to my GO GO GO command: Bang going in, Chris entering and blitzing RIGHT and clearing to the bathroom, Big storming forward and then moving RIGHT to cover the exit door. Me blasting through and heading RIGHT, joining Chris at the bathroom door with a flash bang ready, and Snorr heading forward, striaght to the wall and securing a point to cover contacts in the room. Chris and I kicked into the bathroom with a flashbang as Snorr and Big setup cover. On my “CLEAR” we started zip-cuffing contacts, under protective cover all the way, then set it up for an entry on the next room.

“ROOM CLEAR, that’s the way it’s done baby”

Kicked into the next room with a flashbang, forking the element off again on the fly, Big taking the far door, Me taking point for the next room, Chris flipping in a bang as I popped the door, while Snorr covering Bigs back, we secured the next room, while trying to minize risk of getting flanked. Secure contacts, mopped up, moved out to the hallway… And BINGO, a plan hits me.

I ordered Chris and Big to move down the stairs to the corner and stand by for an entry on the cafeteria. While Me and Snorr circled around back to the other side to the rear of the kitchen. A quick “GO GO GO” and both teams rolled in their flash bangs, quickly storming through to each teams sector for a mop up.

And then a friendly game afterwards >_>

[click to enlarge]
Operators playing cards around the table

Da noobs go in, them noobs hit the hard deck, pros go in, dead noobs disconnect while the pros go on the complete the mission, smooth as a babies behind hehe.

East bound and down, loaded up and truckin’,
we’re gonna do what they say can’t be done.
We’ve got a long way to go and a short time to get there.
I’m east bound, just watch ol’ “Bandit” run.

Keep your foot hard on the pedal. Son, never mind them brakes.
Let it all hang out ’cause we got a run to make.
The boys are thirsty in Atlanta and there’s beer in Texarcana.
And we’ll bring it back no matter what it takes.

East bound and down, loaded up and truckin’,
we’re gonna do what they say can’t be done.
We’ve got a long way to go and a short time to get there.
I’m east bound, just watch ol’ “Bandit” run.

East bound and down, loaded up and truckin’,
we’re gonna do what they say can’t be done.
We’ve got a long way to go and a short time to get there.
I’m east bound, just watch ol’ “Bandit” run.

Ol’ Smokey’s got them ears on and he’s hot on your trail.
He aint gonna rest ’til you’re in jail.
So you got to dodge ‘im and you got to duck ‘im,
you got to keep that diesel truckin’.
Just put that hammer down and give it hell.

East bound and down, loaded up and truckin’,
we’re gonna do what they say can’t be done.
We’ve got a long way to go and a short time to get there.
I’m east bound, just watch ol’ “Bandit” run.

— East Bound and Down, Jerry Reed

Rockin’ and Rollin’

Spent most of my day working on a couple of flow charts for tomorrows project meeting. I really wish I had the time to setup a proper presentation but the most important stuff is ready. If all the concerned parties are on time, we should even get done fairly quickly I think. I’ve had concept work and test cases stuffed in my brain for the past 2 or 3 days but no real time to sit down and work it out. I think, if I see another flow chart, I am gonna kick something. I’ve found Dia quite nice for doing simple diagrams and charts, it’s enough like GIMP that the learning curve is almost null. It could do with a little more refinement in spots but hey, if it lets me get stuff done in a fraction of the time… I can put up with the stuff I don’t like (mainly to do with text operations).

I’m working on it in my spare time, after work, after [SAS] operations, and along side my own projects, so effective use of my time is a plus hehe.

Some good news in [SAS] finally hit, I’ve been waiting for awhile now… But it was well worth it, seems several great NCOs are leading the charge in the indicated direction. I’ve left the details to others, since the emphasis was on getting it “done” rather then doing it well, and I’m just the schmuck who will probably have to deal with any later maintenance lol. But at least it’s done….

Managed to get a little bit of RvS time in, I think my recent expedition into the SWAT4 server has thrown my movements off. In RvS, things tend to act very fast and chunky but in SWAT4 they tend to feel much smoother, if slow by comparison. I was rather surprised to have around accuracy rankings in the 60s of hit percentages. While I rarely miss in SWAT4, RvS requires more, should I say. “Shoot the fucker, shoot him again, and shoot’em some more” in order to combat latency and super tangos. RvS is nice in that 2 rounds will drop almost any enemy, if you can get the blasted hits to register cleanly over the network.

In the course of my days web surfing I found an interesting language, called erlang. It looks like it would be worth poking around, I just wish I had the time :-(. But I’m just to busy with other stuff and can’t offerd to “cram one more” language between my ears… Rubber banding between C, C++, PHP, Perl, and Bourne for a couple days is, uhh.. a bit odd :

I really do like to learn different languages, the only problem is time spent inhaling documentation and memorizing syntax / interfaces. Much of my thinking i fairly language independent, so I really don’t have trouble picking up other languages. Python for example took a couple of hours at the most and ~2 days of “play testing” it on light problems before I was comfortable using it on a more serious project. Although I do admit, when it comes to expressing ideas I do really draw upon what I know.

For expedience of expression and to actually be able to read it at a glance. I’ll often mangle English and common constructs together, forming a document local style of writing whatever pops up often. Basically writing it in a way that just lets me say what I need to remind myself of later, and read it quickly when I do have to look stuff up. I can usually read things at a fairly quick rate, my eyes scan it and break things down, parsing it into the elements I comprehend and working on the rest as I go along. So the strange code-lish style writing usually speeds things up, since my eyes can parse the flow of it more readily then a few extra paragraphs of contemporaneity English, which means I can also “home in” on the parts of interest and quickly discern what I need to read and what I can ignore when grepping my text.

Sometimes, I wonder if I’m just mad as a hatter lol.

I think if I have to look at one more dependency chain, I’m going to start hex editing stuff…. At least I’ve managed to get my notes compiled, now I just need to work on the dang charts for this weekends meeting. I’m much less prepared then I would like to be but hopefully I’ll have enough done :

Man, I think I need a few clones lol.

Ok, this is like a new low in dumb fucko-stupidly…

I’m sitting here reading a link with a friend, when I see something funny about a certain Microsoft character that we were laughing at earlier, and I’m a fast reader. So I figure, right click on it, view image, and send him the URL to it directly.

When I went to right click, I got a popup saying “Sorry folks”, this image is copyright of thissite.com /or it’s respective owners, blah. This is what I can dumb as using nails to bake a cake. A quick look at the HTML sent to my browser revealed the location of the image on the server. A little light path (de)mangling later and volia!

clippy on the trac

I should note that the image is copyrighted 8=) and that whoever designed that popup is a dumb fuck of the first class idiocy brigade, if they think it actually would work. And if they actually did it by choice, rather then being forced too, oy vey, they are just to stupid to deserve any future traffic from me ^_^.

Like, Duh, the browser needs public access to the image to display it! So why put up a noob-screen when any Tom, Dick, and Harry knows where to track it down. Although, as my friend also commented, I could have just disabled Javascript in my browsers settings, but why should I have to do that?

Honestly, some of the things I see on the web…. Makes me just want to shout

“WHAT THE HELL WERE THEY SMOKING!?”

Because I can’t think of any other non-arm twisting excuse to warrant it lol.

Opinions on tactical FPS

Rants, Rambles, and Raves… On Tactical FPS games

From a person who has been gaming since he was in diapers, using a Nintendo, and all the way into the future.

More realistic ballistics:

In old times, weapons were little more then you hit target, you do damage. And each hit from a given weapon doing so much damage, like 10% of life bar per bullet from SMG, 20% from rifle, Which is a piece of crap to start with, even by modern standards. More modern implementations might take into account mass, velocity, and hit modifiers.

Objects are generally boiled down to objects that can be penetrated and objects that can’t. In Raven Shield they take it a step even worse, an object that can be penetrated is usually limited to a destructible one. I.e. a bullet may penetrate a pawn (rainbow, tango, hostage), a window, or a door. But it won’t go through a carboard box, a cereal box, or wood fence, because these are all “solid bullet proof objects”.

When a bullet hits something, the mass of the bullet and the velocity it hit at should be taken into account along with the type of material hit and the density of it and the bullet. For example compare trying to penetrate a strong tungsten alloy and a tin can, which takes more punch?

SWAT4 essentially operates on the concept that if an object may be penetrated, the bullet has M mass moving at V velocity used to calculate it’s momentum. While the object being hit requires a certain amount of momentum to penetrate; if I looked deep enough into the games SDK, I wouldn’t be surprised if “momentum” was just a synonym for velocity to the developers… When the momentum is exceeded, the the damage caused by the bullet on it’s way through is modified by a modifier range or factor of how much damage it can still do.

What should really happen, in my opinion?

There should be several types of impact material, e.g. liquid, wood, concrete, metal, plastic. The idea is pretty simple, let’s say you take a gun and fire into a pool of water. For an object to occupy a space within that water, it has to displace the same volume of water out of it’s way, to move through it, it has to keep displacing water out of the way. Shooting through block of wood that is as thick as the water (e.g. same volume of) works about the same way, but the density is different, taking more force to displace the wood out of the bullets way in order to ‘penetrate’ the wood.

For the sake of performance it would make sense to have several known (common) densities with known properties and tune accordingly. It would still fall short of accuracy with the real world but make it easier to apply ballistics to all objects within the game.

The biggest problem with ballistics in modern FPS games, they continue to use the “can penetrate” and “can’t penetrate” stupidly…

Proper damage models:

Shooting a the representation of a human in a tactical FPS should have similar effects to the real world. Most often, you get a set of hit boxes based on superficial anatomy. A head, a torso, arms, legs, etc. And if your lucky a modifier that adjusts damage done based on the hit box, e.g. head shots fatal, leg shots minor damage or something like that.

I think they should take it a step further and apply more things based on the hit boxes. For example, why not take a leg? Break it into 4 hit boxes, the foot, the crus, the knee, and the thigh. If the target gets hit in any of the leg hit boxes, they should die! Bleed to death or fall into shock awhile later maybe… but not die out right as in games. Getting hit in the crus or the thigh should effect ones ability to walk, getting hit in the knee or the foot should probably force the target to crawl instead of walk.

The torso should be split into h8it boxes based on internals, the “general torso”, the heart, lungs, maybe the kidneys, e.t.c. A human might be able to survive several shots to the chest but I would think a double tap to the heart would have more (quickly) lethal effects, even if not as much as going for a T-Shot, I would think it more likely to disable the enemy in the sense of more games, and kill the target more readily.

Compared to games like Raven Shield (last patch) where it doesn’t really matter where you shoot a tango, just hit them 2ce and they are as good as dead, pardoning latency and the FN Five-Seven. And SWAT4 where the only side effect is it pays to follow the Mozambique drill — just to do enough damage quickly to put the target down. While in real life, the idea is if the double tap to centre mass doesn’t stop the target, taking down their nervous system will put’em down for good.

Weapons Attachments and kit restrictions:

I think AAO:SF has the best in terms of realism but makes for a too oft abused configuration, M4 with aimpoint + suppressor + M203. Raven Shield limits you to one attachment but that sucks, especially since it makes weapons like the AUG, SA80, and G36K more powerful (built in scopes) — further pissing off people who know about the Tavor Assault Rifles!

I think the proper solution would be to allow 2 attachments for all primaries, such as an barrel and an receiver attachment. So using the M4A1 carbine as an example. One could have an M4 with a scope and a suppressor or with a M203 and scope but not a bipod and a suppressor or an M203 and a suppressor, e.t.c. That would at least keep it fair.

Load outs, I really think a merger of the “package” and “individual” item ideas would work. For example, so many slots, like something like this:

Player Kit:
— Primary Weapon = None | SMG | AR | SG | SR | LMG | LAW
——— Front Attachment: None | Suppressor | Grenade Launcher | Bipod
——— Rear Attachment: Default sights | CQB scope | Magnifying scope | Night scope | Laser aiming module
——— Ammunition: FMJ/Slug | JHP/Buckshot
— Secondary Weapon = None | Pistol | TASER | Special
——— Pistol Attachment: None | Suppressor | Laser aiming module | Tactical light
——— Ammunition: FMJ | JHP | Cartridge

— Specialist item = None | Binoculars | Radio | Laser designator | Night vision goggles | Spy gizmo | Gas mask

— Demolitions item 1 = None | Breaching shotgun | Door breaching charges | Plastic explosive | Satchel charge | LAW ammunition | Breaching hammer | Breaching bar

— Protective Gear = None | Light | Medium | Heavy

Where light = Level IIIA, medium = level III, heavy = level IV on the NIJ standards.

And allot like 3 or 4 slots for grenade “packages”, say 3 slots holding a “two pack” of grenades.

— Grenade slot 1 = None | 2 x Fragmentation | 2 x Flashbang | 2 x Smoke | 2 x CS Gas
— Grenade slot 2 = None | 2 x Fragmentation | 2 x Flashbang | 2 x Smoke | 2 x CS Gas
— Grenade slot 3 = None | 2 x Fragmentation | 2 x Flashbang | 2 x Smoke | 2 x CS Gas

Which in my opinion would be the most flexible and much faster then having to equip each slot individually.

Breaching methods:

Ballistic breaching with shotguns, any shutgun capable of destroying the door and frangible breaching shot as well — in effect making hinge and knob side breaching possible. Explosive breaching with any suitable explosive, as well as dedicated door breaching charges, using shaped charges to blast through doors and windows, etc. Mechanical breaching with bars, sledge hammers, and even fire axes that just happen to be sitting handy.

The ability to break down doors, blow up walls, come crashing through windows, is just a requirement. You can’t have a tactical game unless you can conduct a full breach. Not having to use the “door” is also more realistic, why send everyone through one door… When we can sneak a team into the next room, frame charge through the damn wall. And employ snipers to pick off X-Rays through the windows — after coordinating kill zones ahead of time that is.

Vehicles:

One of the big problems with games is the “vehicle” selling point. In games like BF2 or Halo, they often become the gods of the battlefield, you have to use the vehicles to win.

By nature of things, vehicles make good transport and are very useful. But have to be controlled to avoid them becoming all powerful monsters of destruction in adversarial games. Having stuff like personal motorcycles and dune buggies or HMMWVs for transporting troops would be nice.

What I would like to see is AI controlled support vehicles that can be called in by team leaders using a “radio” item. So for example, a squad leader could call in an attack helicopter or a gun ship and have it circle in a radius overhead, attacking every enemy in sight.

To make that even sweeter, in some maps the enemy could have AAA and shoot the thing down !!!

That would open up so many possibilities, such as vaulting a few DPVs into the target area, send a group/groups to secure the objective, while the other members of the patrol set up a parameter, guards the cars for egress, and calls in a few helo’s for backup. The possibilities for hit and fade runs are infinite when that is combined with a map editor…

Game Types:

Round based Cooperative, following “mission” and various special coop types, e.g. search and destroy, recon, hostage rescue. Round based and respawn based team death matches in “objectiveless” team with the most points wins, capture the flag, and search and destroy games. Heck, you could probably convert coop levels over for use as player Vs. player missions by using some form of squad based spawn points for the defending team.

Mission Planning:

It’s imperative to be able to play the mission ahead of time and adjust in combat. Raven Shields F4 map sucks horribly but at least you can draw on it. A real planning map that can accommodative multiple floors would be perfect.

Team leaders need to be set, teams organized, mission objectives reviewed, and assault teams synchronized on their objectives.

Human Capabilities:

People can walk, run, crawl, roll, jump, e.t.c so why why not do like wise in game? One of the most annoying thing in Tactical FPS games is when you get killed in one of those, “I could have just … like in real life” moments. Walking should be quick but not to quick, watching a SWAT team on the moves a perfect example. Running should be quick and really jumble your aim around. The ability to crouch and crawl is a requirement IMHO, and on top of that. When going prone while running or dashing, one should go into a dive.

If your walking and drop to the ground, odds are you want to get on the deck eh? But if your running like a bat out of hell, odds are you might not want to stop where ya are and lay down!!! I think to avoid the bunny hopper problem, jumping should be limited to a very short height and while running, just enough to be useful, yet realistic for someone in ~15 plus kilograms of combat gear.

That would allow one to still move quick, jump quite short heights, and avoid the usual crap of not being able to jump at all, because nubs and pansies abuse it so often online.

One thing I would really like, is a special “physical” action button. One that changes what it does based on the situation, whne close to people, go for a rifle butt/pistol whip/CQC attack, when close to objects, try to push, throw, kick, or otherwise employ them. Such as kicking a chair across the room or flipping a table over — be versatile.

Team Organization:

It should be kept simple, AAO is a perfect example. Platoon leader, Squad/Section Leaders, Squad members. I think it’s useful to occasional have specialists but when it goes to the extent of say, BF2 or other class based configurations. I think you really loose all of the flexibility gained by having a tactical FPS modeled on anything beyond the general infantry…

Kit selection should define specialization options, not soldier “class”.

A perfect example, in RvS if we need more grenades, we bring more grenades, if we need a demolitions man, we bring demolitions! We don’t limit the demolitions man to a special class, we equip for the job. I think SWAT4’s split of grenades, breaching, and protective gear is the right style but the devs chose to divide it wrongly in terms of a Tactical FPS. But for simulation of Police SWAT environment, quite well since there are less, uhh… Fun toys to play with in most police departments >_>.

Graphics and Performance:

An Intel or AMD chip with performance comparable to a Pentium 4 in the 2.0-2.2 Ghz range, 768MB, and a 256MB Graphics card supporting OpenGL or DX9 decently would be an ideal minimal spec IMHO.

If you have a super gaming rig, you should get what you paid for within reason. If you only have a common gaming rig, you should at least be able to play the game smoothly with lower graphics. Games should look as *nice* as you can make them on your hardware but you shouldn’t need a $300 graphics card and double your RAM just to play.

Hell, a good make of GeForce 6800 is dirt cheap now and one of the best graphics cards of it’s generation.

Communication Functions:

Text chat, V-Commands, and Text Macros.

Text chat is the lowest common denominator of the internet, and most games require a keyboard and mouse to use properly ^_^. Pre recorded Voice Commands like that used in MOHAA, RvS, SWAT3, SWAT4, BF2, and such are great. The only problem is game developers almost never choose decent stuff and many gamers never bother to use them.

V-Commands should be a quick pop up menu and issued through keystroke OR mouse gesture and drop a HUD or on screen indicator that says WHO, WHAT, and WHERE. Like in SWAT4, you can see a marker of WHO issued the V-Command, you can hear the WHAT part, and when orders are given you can see the WHERE part marked on screen.

In game VoIP has always been a pile of shit, no matter what game that has implemented it, it has ALWAYS been shit. Striking a deal with the TeamSpeak or Ventrillo people for a dream-team setup that allows the game to auto-join certain servers/channels from in game or when just joining the a given team on the server.

I’ve always liked TeamSpeak because its channel commander feature offers a lot for serious team gaming.

The ability to record text macros in game, without having to use keybinds like in Unreal 2 games, I think is something every FPS should do. SWAT3 is one game that really got it right, text + sound bites. Although, being able to open your configuration data in a text editor and adjust things to taste is, like the hugest perk ever created.

User account and Points / Rewards system:

Having any kind of spend your life playing this game and racking up kill points, and we will reward you with unlocks. Is just a crock full of shit, it’s a marketing gimmick to make you play the game longer and an excuse to sell you expansion packs that add features that, often in my experience — should have been there in the first place. Or freely able to be made by a modding community.

Game Mods:

SWAT3 was perfect, download ZIP file, copy ZIP file to folder, flick the on/off switches for what mods you wanted to play. Launch game, and play. The mods you had on got used when hosting the game but when joining OTHER peoples games, WITHOUT RESTARTING. The game would load the required mods for joining other peoples games, as long as you had them installed.

That is the way it should be, having to restart the game to swap mods or worse, having to use a conversion utility (e.g. MW4:Mercs) are just piles of crap, unless of course. You want to appear to be a company that would rather lock people into buying expansion packs or sequles that your not obligated to make, rather then letting people extend what hopefully is a decent game, and make it better!

User Accounts and Anti-Cheat:

The games got to have some way of ID’ing users uniquely, PB generally does a decent enough job of it. While I don’t care much for PB, and in fact have never had much use for it as anti-cheat (aside from the spying part). It does do one good thing.

It helps enforce server policy.

Level Design:

Missions need multiple ways of completing it, unless the game is a “quickie” that you’ll play once and then chuck on a CD-Rack, which means there is no point in paying more then ~20 bucks for it.

Problems should be approachable from many different angles, there should be multiple paths available on most missions. Objective and enemy placement should be able to be randomized, one of the greatest things of early SWAT3 was that the missions placed some “mission” specifics in a normal set of spawn points, then placed other stuff in more random locations. No playing from memory, you know X, Y, and Z are choke points, you know hostages may be on Level 2, but only the machine knows what you will find in between ^_^.

HUD:

A customizable hud, the ability o change colors and whats on it works best.

The ability to have a small tactical map or SAI like element is ideal. Having helmet cameras and UAV feeds available and the ability to reorganize the HUD and toggle cams on/off based on position in the team — is even more fun 😉

Cross hairs should be used but be able to be disabled (I for one prefer no cross hairs on my HUD, unless I’ve got grenades). Iron sights and scopes should work on every weapon available but allow for proper shooting. In CQB, you don’t aim with the sights for every shot, learn how to use the weapon.

When it comes to ammo counts, I think the traditional rounds in the magazine counter is nice, although not really necessary once you get used to how the game tunes the rates of fire. What is important is knowing how much ammo you have left. I love how SWAT4 implements it, you know how many rounds are in your current magazine. You can see how many magazines you have on the HUD and how “relatively” full they are. Magazine based ammo tracking is much more accurate the the old NNN total rounds remaining ammo counter anyway.

I think moving some features that would really improve the value of a HUD, into a separate “PDA” screen would be useful. B ecause then one could really stretch things to realistic limits, targeting people like Robocop or a T-800 are a bit futher off for most troops in the 21st Century.

Cought an excellent movie on tonight, one I haven’t seen in quite awhile as point of fact: Auntie Mame with Rosalind Russell as Mame.

The film starts out in the 1920s with a man writing his will, that when he passes on. His sons future would be well taken care by his banker. But his son would end up in the care of his sister, something that he wouldn’t even wish on a dog! But of course keeping himself in good shape, he figures that there will be no need to worry for while. He dies at an ironic time during PT, making the papers with the shocker ^_^. Which send his young son Patrick and servant Norah Muldoon off to live with his living realitive.

Patrick’s “Auntie Mame” mistakes him and Norah for the new dishwasher when they walk in on a party. Setting the entire film in motion as they adjust to life together. The character of Auntie Mame is without a doubt, one of the best. She is arguably a first class screw up, party animal, and a lune but a very good person. Nuts as a mad hair but a good person lol. They have a near non stop stream of parties or as Norah puts it when groaning with the decorator. They’ve had 13 parties in two weeks, would have been 14 but the bootlegger couldn’t come that day, hahaha.

When the stock market crashes as the great depression looms, Mame and all of her friends are totally wiped out. Her best girl friend Vera (who is usually passed out drunk at Mames place) hooks her up with a two bit part in one of her plays. Mame is almost literally there with bells on and ruins the show when she gets her bracelet stuck on Vera’s dress. Although it is probably a great way to get fired on the first night, she actually cracked up the audience and livened up a really dull drama. In search of a new job, she ends up as a switchboard operator on a PBX and bungles it horribly.

While working as a sales girl at Macy’s, Mame walking around with the worlds most horrendous sales book in history (practically trailing behind her). She meets a fine southren gentlemen, whose out buying 24 pairs of roller skates for an orphanage. After Mame gets fired, he chases after the manager to explain things; she shouts a reminder to get the skates, and “get them at Gimbles!”. Fast forward a bit and “Beau” has brought her home to the plantation to meet his family. Where an jealous ol’filly suckers Mame into riding in a fox hunt, side saddle atop of a killer horse. The plantation sequence is bloody hilarious, even more so perhaps if your an American. Every one but Beau is expecting Mame to die in the process, even young Patrick who offers to trip her, “You’ll only break a leg Auntie Mame”. Not only those that zany woman manage to survive the fox hunt, while riding side saddle!!! She passes the hounds, she passes the fox! And ends up flying off the monstrous horse and into the bushes, holding a steering wheel as the only thing keeping her from flying back to blue belly hell >_>.

Beau purposes and she excepts but little Patrick just has one question, who the flib did she stay on that horse!? It seems that just like in the play, she got “stuck but at the other end” looool. Mame and Beau take a honey moon around the world, where Beau is always trying to get to the highest places to snap a picture of his bride, until he ends up falling off the Matterhorn in the alps. Mame eventually returns home to friends and family, only to find out that the growing Patrick is getting married. And even worse, to the most stuck up snob on two legs. Patrick manages to convince her to write her memoirs and play it “sane” long enough to pass in front of his snobbish fiancée. Before the wedding, Mame invites everyone to her place for an intimate family dinner…. Masterfully planned as only “Auntie Mame” could “accidentally” arrange ^_^.

She redecorates the place to beat the bands and what a perfect idea it is. She drives Patrick’s in-laws to be and fiancée crazy, invites every “riff raft” friend who helped raise him over. And totally sets off utter chaos — if anyone can get through this part of the movie without laughing at it, they must be a part Vulcan. Mame succeeds in destroying the evil engagement, driving the matchmaking banker insane, and making Patrick realize hat a doomed course he was set to, rather then actually living his life. Several years later, Mame is entertaining the son of Patrick and her (now former) secretary, and scheming a way to show the youngster India!

At first glance it might be a boring idea for a movie but in actual watching. Auntie Mame is a great movie, funny, entertaining, and the best rendition that I’ve seen. It’s been made into a movie at least 3 times, who knows how many times on stage as well. But the first film outing is the best IMHO, and most funny 🙂

Yes! Live! Life’s a banquet and most poor suckers are starving to death!

Coming on at 0100Q is a movie that my family has enjoyed for ages, The Trouble with Angels. A really long time actually, my parents first saw it on a date in the ’60s. It was a drive in double feature of Cinderella and The Trouble with Angels, and the entire family has enjoyed the movie since lol.

It follows two girls at a Catholic boarding school run by a group of nuns. The two of them get in enough hilarious trouble, that the poor Mother Superior is lucky enough to survive the movie! From bubble bath in the nuns tea, the smoking affair, making a plaster mask of another students face, and oh… what pranks those two brats play! It’s like watching a little demon and her stooge at work lol. It’s also the film that introduced my family to the expression,

“I’ve got the most scathingly brilliant idea”

Which usually occurs before they get into more trouble ^_^. You’ve got to admire the nuns, for not beating the ever loving crap out of them for all of the torment they are subjected too…

Finally a decent nights sleep, even if I’ve gotten absolutely nothing done. My dreams falling into a more positive realm and ending on a much nicer note then other dream streams of late.

Not that this morning has been especially nice though. And to make it worse, I have to start getting ready for work in about 5 minutes :-(. At least though it is a fairly light week, I didn’t have to work yesterday — so that’s a light week! Hum bug, already being off’ed to do something else before work. And quite conveniently, if I don’t get dressed for work before doing, I’ll be late lol.

Wouldn’t it be wonderful to be in a business where it wasn’t such a repressive pain in the ass, to actually have to do it? Wait a minute, Guy Fieri is the only guy on earth with a job like that…