Mastodon

30.10.19

Back to prepwork

Laying the groundwork - again

I had gotten pretty frustrated with the look of the bottom rear end of the shuttle. One evening I finally grabbed the putty and filled the remaining chasms between the hull and the neat, rounded bit that mostly frames the engine exhaust ports. For safety and security I allowed it until the next day before I returned to it.


After the paranoidly long curing time I cleaned the area with sanding paper (150, if my memory didn't fail me again). It was better now. I also cleaned up some odd and weird paint blobs with the old x-acto knife. All of this was going to be repainted anyway, as I had left it untouhced when priming and painting the rest of the model.


Extra bonus

At long last I had made up my mind and painted the edges of the windshield / viewport glass to look rubbery (VMA 71315 Tyre black). Somehow the extra dark edge felt concerning to me, on a generally very light model, but I thought that as I had done this same exact thing on real world planes, it ought to work just fine. And the inside of the cockpit was dark anyway.


23.10.19

Undercarriage IV

The right landing gear

After I had updated my superglue bottle to a fresh one I attacked the second landing gear bay. This time the glue solidified noticeably faster, which wasn't really a surprise. Of course the landing gear
pieces were unequal compared to each other, so my aftermarket pistons were going to be of different sizes. I followed the same routine, so instead of repeating myself for a change I just decided to share the results below.



My shuttle was still not standing straight. Though, being cockpitless it was noticeably rear-heavy, so it wouldn't have stood straight in any case but kept falling on its back.

The landing gear bay doors

After getting those done I stopped to ponder for a good while whether or not I should attach the bay doors or not. Not gluing them on dependent on me greebling their surroundings or doing something else noteworthy. Ultimately the painting of the landing gear bays  weighed more than the outsides of the doors, so I glued them in. At this point I still had time and the space to add some random decorative cables or something else, should the inspiration strike.




At this point I glued the rotating wings solidly in place. I was noticeably less distressed by it while gluing it than what I had excepted. I mean, I was sealing something off against my original and strong decision - and a general approach of mine to keep things adjustable as far as possible.

Bonus feature: the windshield

Something made me look at it again and I realized that the windshield was obscenely dirty. I washed it gently with dishwashing solution and the difference was indeed amazing. Now, should I go and paint its outer frame edges rubbery, after all?


16.10.19

Noita

Bewitched


Nolla Games, an indie game studio that gummikana, an old classmate of mine is a member of, got their project Noita in good enough condition to release it to Early Access in September. Being me I bought it as soon as it was available as I was already convinced by what I had seen and heard so far. I also trusted the game to be amusingly twisted to say the least.

The idea is that the player's a robe-wearing witch and the game begins on a mountain's slope, at the mouth of a cave. To begin with the witch has two magic wands, first one shoots magical bolts and the other one launches bombs, with a capacity of three. In addition to jumping the witch can also levitate/fly for a limited time and kick some random things around. Fun and easy. Especially the surprisingly useful kicking is way too easy to forget.


The best moments start happening when you shoot, kick or just accidentally blow up an oil lantern that's innocently hanging from the ceiling, which then spreads the more or less flaming oil all around (most likely all over you as well) and ignites said oil latest when the lantern smashes on the floor. How things proceed from this depends on where and how much the oil has gotten to spread around, how thickly/thinly, where it's gotten to - or if it's still falling through the air. Most often you're enjoying an uncontainable wildfire that also lights your poor witch annoyingly easily. At the same time as the upper ends of the current area are filling up with smoke that doesn't let you breathe at all anymore.


My very first run lasted an amazing length of eighteen and a half minutes, and as a massive surprise to myself I even reached the second level (or area). The death screen has become very familiar already since then, most of my deaths have been entertaining, while the few exceptions have been along the lines of "I slowly burned to death while running in an empty area while searching for a puddle of non-poisonous liquid that could douse the fires and I wasn't carrying any sort of a flask, either". Those weren't amusing nor show-worthy, just plain boring.

Collectables

Being a Roguelite every run starts from scratch, the only thing that accumulates is hopefully the player's own skill. The game itself is mostly procedurally generated with the exceptions being the occasional handcrafted bits, such as the first cave and the temples and whatnot, as you'd expect and hope. The main menu has a "Progress" menu that shows what sort of stuff you've collected and used and reached during your runs. I noticed that one after a few good rounds, also after the first patch or two Noita started to remember the high scores and related things (which could be guessed by the killed enemies list that in the screenshot below only had fish and the spider classes, while the spells and perks were unbalanced in comparison), so whatever has been saved is not the absolute truth.


Physics ftw

In case someone had a flashback to the nineties with games like  AUTS, V-Wing, Wings, Molez, Minebombers and Liero, you aren't the only ones and not without reason. Noita's physics simulation went a tiny bit further than what any cave flying games ever had with their snow or water, even though most of that awesomeness may escape the player's notice, until you start getting suffocated by the smoke from all those fires you lit along the way - or when all the water that you had gotten evaporated while blowing up this and that starts to rain down again - or when a good volume of gasified acid catches a spark and the whole airspace turns into a sea of fire in the blink of an eye.

Or when someone punctures a whiskey barrel and the flying liquid makes everyone drunk and finally everything catches fire again. Or when a pile of coal that has been harboring an ember suddendly starts burning brightly, just like the mobs that were innocently walking by it. Or when a flying happonuljaska thing gets punctured by a shot and the poisonous goo escapes its sacklike body in a rather disgusting manner. Of course all of this looks and sounds so much better live than in descriptions or screenshots.

I guess all of this was this "emergent gameplay" that is loads of fun. The caves were filled with different types of exploding boxes and barrels that one can kick and shoot around to their heart's content. Some of those benefit more caution than others, usually things end so that the player's running frantically away - typically in search of a non-harmful liquid.

In my silliness I thought that the freezing field was a marvellous idea until I couldn't put out my burning cape. So I died. Yet again.
Polymorphing (see screenshot below) is usually useless and less fun than you'd expect by your old NetHack memoris, but sometimes it turned an annoying Liekkiö or other bothersome mob to a sheep and therefore a hundred times easier to kill away. The teleportation fluid and magics are just as chaotic as they sound like, usually I ended up in a much worse situation than not. It also isn't too heartwarming to get your target warped behind and below you with a shotgun or a dynamite stick leveled at you.


Sometimes burning the coal piles open up handy routes to places you couldn't reach easily or at all. Very few of the better treasures have ever been that easy to open up but usually need explosives or digging spells. Still, uninhibited arsonism has been incredibly fun and also a sight to behold!


Aboveground

In the overworld I have adventured a few times up to now. On the first time I went left as far as I could and found a long and dangerous underwater tunnel, at the end of which a hermit's cave with an orb and a philosophical tablet. The second time I went that way I found an unclimbably tall tree with an egg on a branch, as soon as I picked that one up a good dozen happonuljaska things spawned around me and the result looked just as fun as it sounds like.


A couple of times I've managed to dig my way out of the mines to the right side of the mountain (with a bit of polymorph potion I also flew from the cave to the top of the mountain as well). After a very long trip to the right I found a pyramid that a: I didn't dare to try to enter and b: I had spent my bombs so I couldn't have opened the sealed door anyway. On top of that pyramid an orb and a tablet could be found. Who knows what other world variants there are.

No matter what, the overworld is clearly something that should be explored after finding a bit more powerful spells and other crap than what you start with. At least one digging spell with a drill, chainsaw or matter-dissolving bubbles (preferably unlimited in quantity) because otherwise you'd end up missing any treasures by "just one more" of anything.

Just before sending this post out I spend a life to get an egg from the East and immediately from the beginning of the mines a staff with a few digging sphere spells. Noticing my inventory looked good for adventures I dug my way out immediately and started jogging West. Finally I found the edge of the world, an apparently infinite vertical wall. Because it was shaped so that it could be climbed I started climbing.



I'm going to spoil it straight away: that perk is good only if you are suicidal, as it makes you explode every n seconds with bolts that hurt you if you're too close to a surface, such as the ground. So I had to jump all the time, which proved more bothersome than you'd think, as the timing vs levitation time and its regeneration mixed with uphills and downhills and the falling trees behaving funnily with these explosions meant that sometimes I just got hit no matter what. But these explosions also ate most of the materials I encountered, so I used that to enter the pyramid to see what it had. I died pretty much immediately but hey, now I know.

A life of infinite deaths

At the time of writing this I've played, due to my own scheduling issues, about ten hours. That translates into a few dozen runs. Some of those runs have been, as I said before, ended boringly or pointlessly, burning to death in a pretty much cleared area of enemies (I honestly can not claim that I've ever really cleared anything of enemies, due to the nature of the game), but you know what I mean. A handful of runs have ended very quickly, thanks to me doing something idiotic or the RNG being in a malevolent mood.

Most of the runs ended me kicking the bucket in a highly entertaining and/or visually amusing ways, sometimes in a spectacular fashion. Once I spun my mouse's wheel a tiny bit too much in my rush to kill of an enemy and the Thunderstone in my inventory electrified the water I was in and electrocuted me immediately. So it goes.

Usually when I had finally found a really cool wand with a powerful and impressive-looking spell, like the one in pic below, a staff that shot fiery explosions and whatnot into five directions at once - or a wand that shot Lighting Bolts with a very pleasing crrrack! sound. Whenever something has been awesome and effective against the enemies it's also been very good at killing me just as quickly, especially in the narrow tunnels.



It'd be smrat to first break the whiskey barrel on your enemies and then light it, instead of making yourself drunk and useless.

In the temple of calm before the storm

Luckily when you get deep enough in the area you're in the area is sliced horizontally by a temple area that has portals to the Holy Mountain placed at regular intervals. The fact that there are multiple portals is immensely useful when you're low on health and are also very typicall covered in flames. Or when you're covered in toxic sludge and the HP counter is slowly ticking to very low numbers (but won't directly kill you, apparently) and there are random enemies afoot.


The vault of the holy mountain has a couple of pools of water nearby, where you can douse off the flames and even fill up your water flask, in case you've been lucky enough to find one (and managed to keep it). Between the pools is a healing token and a spell refresher that loads up the count-limited spells you have (such as the "3 bombs" staff you start with). It's a good idea to fly over those and check the shop and the perks first, though.


I just call it a shop because the temple has a bit where you can buy new spells or wands, whatever the RNG has summoned for you, if you can afford anything, that is. Anywhere inside the Holy Mountain you can also edit your wands, which means you can finally tear off those bad spells from the otherwise good wand and place some more suitable ones in instead. Or whatever you have found or bought, if you happen to feel like it. So far my issue has been that I just haven't stayed alive long enough to drag my coolest findings to the next temple...


Now I could afford some spells but I hadn't found a single wand!
In the next and last corner of the resting area are three perks, of which you can choose one (once I chose the Perk Lottery that had a 50% chance of the other perks not disappearing when I picked one, and I got five perks from two temples (below, middle pic)) that remains yours for the remainder of your run. Sometimes you want them all (Better criticals, Fire immunity, Explosion immunity for example) and sometimes nothing appeals either with the loot you have or just in general.




In case you do something very stupid in the holy mountain, such as luring enemies there and fighting with them - or apparently if a massive Worm digs its way there (or maybe it's enough if your spells or if a worm just crosses a mysterious threshold) you get rewarded by an ominous "You have angered the gods" message and a magically shielded megablasty floating skeleton attacking you. This has happened to me a couple of times, when a Worm just had gone to one of those places while I was far away from the portals yet. Weird.
It wasn't me!

Thoughts

To be fair I haven't gotten practically anywhere in the game yet, at best I've seen the first glimpse of a portal at the bottom of the third area (Icy Depths) and then gotten destroyed by a bunch of Hiisi or their turrets. Three times I've reached the ices, the first one was maybe a classic panic-filled frantic rapid death, as I fell amidst icy skulls and hiisis, without any decent spells. Of the various secrets I've only found a few and haven't yet passed the lava lake or taken a single tablet to the thing above the mountain (saw that place, could not reach nor dig).

The sounds are just plain awesome, the space-rock / Kingston Wall-ish music works nicely in the world and visually Noita is just amazing. If you're into this sort of thing, that is. The difficulty level is cruel and as I said, I haven't even gotten anywhere, really, and the thought of a fourth, fifth or fifteenth level fills me with dread.

But what is important is that I've had an immense amount of good time with this game and I do recommend it out loud, warmly 8)



9.10.19

Undercarriage III

Pistoning

Working on my idea I started building a piston to move the landing gear by cutting a short eyeballed length of a polystyrene rod. The first try was a bit too long so I shortened it a bit (about 5mm). Based on a dry-fit it seemed to be fine from one end.


With a decent tube at hand I sliced off a piece off the end, based on my guess for the angle of the landing gear setup. This I did to get the maximum contact surface between the foot piece and this rod I was working with. It ended up being just fine.


To make my new piece follow more or less the same design with the pre-existing piston-like things (could've been shock absorbers to be more precise with my guesses) I decided to add a ring-like thing near the bottom end. At this point I believed that a single arc was going to be good, but as usual, I didn't block the idea of adding to it later on. Maybe it wasn't going to look plausible alone, especially at a close look, so it most likely was calling for some greebling in the near future. Viewed from a bit further away it worked just the way I had intended.



Installation

My actual customization process started by gluing the rod to the bottom (or top?) of the landing gear bay and onto the landing gear setup by its angled end. Had my landing gear been in a different state altogether I would never had done this stuff in this order, I would've added these first sturdily and only then set the feet on. Things being as they were I worked with pliers, gentle grumbling and a few retries later I had got the styrene rod into its place. After waiting for the glue to cure for a bit I glued the collar on, its target location decided with the age-old method of "looks good there".



Testing

Perhaps for the fiftieth time during this project I wanted to see the intermediate result and propped the cockpit module on just to see what was going on. I was still positive about this.



2.10.19

Undercarriage II

A new ascent

The previous post about the shuttle ended in a bit of a minor key, now I had found new excitement. To attempt to scratchbuild a full new set of landing gear was not the sensible option. I just could not rely on me getting anything reasonable built and especially something that was sturdy enough, consisting of polystyrene and contents of my thousand piece box.

I had heard a good bunch of times in Adam Savage's doings the idea of mixing baking soda with superglue, your superglue would set the glue even faster and strengthen the bond. This was something I really wanted to try out, because that might save my badly mangled landing gear and also potentially help carry the weight of the model.


The other day I had gone to buy a couple of lenghts of different profiles of polystyrene, third-pipe of two consecutive diameters, two cylinders of the same diameteres and a bracket-shaped beam in case I needed to support something. The last time I thought I'd maybe add a piston-like construct for support or something like it, to both keep the structure more sturdy and also to bring some real-world-inspired styling to the operation of the landing gear setup.

Kitchen-y tools

The first step was to drop a few pinches of baking soda onto a metal lid I have been using as a palette. My vague understanding was that the cyanoacrylate-sodium bicarbonate operation could be approached a couple of different ways:

When filling gaps or holes you'd fill it with the baking soda and then apply the liquid superglue on top of that. This should result in a flat and sturdy surface.

When making a joint stronger you'd sprinkle the baking powder on top of the glued area and that'd accelerate the curing / drying and also strengthen the seal considerably. Kind of welding but with glue, it has been said. This could also be done so that the other part would get the glue applied on it, while the other got the baking powder and when those got joined, the case would be closed rapidly. Though that'd require that everything was pretested, dry-fitted and especially thought of well, properly and in time, because this method would leave little to no time for readjustments.

Against my typical cautiousness and general waryness of anything unremediable, I decided to go with the last approach. My superglue just happened to be suspiciously old...

The attachable piece I covered thoroughly with baking soda

The target area covered in superglue
Yeah, because my superglue was best before at least two days ago, as I realized immediately when poking the bottle, I decided to make sure it stuck by also sprinkling the baking powder on top of the setup afterwards. The risk of my glue being way too old and its components mostly separated and might not set at all but instead fill my landing gear bays with suspicious and disgusting goo was a noticeable one.


Because of my suboptimal materials this handy trick didn't work this evening just as nicely as the big kids told on the street, but it did work better than outdated and halfway-dried-in-its-bottle superglue has worked in the past. The left landing gear unit set into its slot in a decent time.