[-] [email protected] 3 points 4 days ago

Interesting! That definition kind of fits with the sail that the Spanker replaced, which was called the Driver.

[-] [email protected] 5 points 4 days ago

Interesting! I can't actually say on that one; to me, "spanking" sounds like an old fashioned intensifier I've heard "brand spanking new" a few times, which feels like the same kind of use. As to whether that has anything to do with the sail, I'm not sure. It looks like the sail itself was introduced in the late 18th century; in Seamanship in the Age of Sail, John Harland reports that one William Nicholson complains about the new sail design in a book of his in 1792. That's the closest I can get to origin of the term.

[-] [email protected] 1 points 5 days ago

Other people's boats are always the best to sail on ;)

[-] [email protected] 5 points 5 days ago

I've never heard of a "gallant," just a "top gallant" (usually "t'gallant," sometimes "gans'l"). I've sailed on ships with split t'gallants, though. I did sail on one ship with a skys'l, never a moonraker; I suspect those are both terms for "a sail above the royal".

[-] [email protected] 15 points 5 days ago

Unfortunately not! The poop deck is an elevated deck, aka a sterncastle; back aft on this one is the quarterdeck.

[-] [email protected] 3 points 5 days ago
[-] [email protected] 12 points 5 days ago

A ton of work and attention went into that film to keep it historically accurate, even down to assigning all the extras to watches and figuring out what the watch rotation would be and who would be on duty at any given time.

[-] [email protected] 21 points 5 days ago

FYI the red ones are studding sails, often called stu'nsails because sailors love leaving off letters (like how "boatswain" is often called "bosun"). Also, jibs are staysails; staysails are any sail that slides up and down a stay, which are the pieces of standing rigging that support the masts from the front and the back.

[-] [email protected] 7 points 5 days ago

I do kind of wish the dogs were so sitting around playing poker instead of eating, though.

[-] [email protected] 5 points 1 week ago

I see a stealth bomber and a subdivision.

[-] [email protected] 9 points 1 week ago

Can't have autistic chickens! /s

[-] [email protected] 41 points 1 week ago

That's because in America we're so concerned about contaminants on shells that we clean all the protection off the outside, making the shells porous enough for bacteria to get through. Store-bought eggs in the US so have to be refrigerated.

23
submitted 1 month ago by [email protected] to c/[email protected]

Hi all, I recently got into the world of ergo mech by borrowing a friend's old Iris v2, and I really love how powerful and customizable things can be with QMK firmware.

Recently, my old n52te has started to show signs of age after a dozen or so years of abuse. If you're not familiar, they look like this:

There's definitely stuff that could be improved on--just being able to build your own firmware for it would be amazing. Having one or two more thumb buttons for layers would be sweet as well.

The community of ergo mech keyboard builders are doing some super cool things with 3d printed builds and all kinds of neat stuff. Since I've just been dipping my toes in, my question is: does anyone know of any good replacements for my n52te? Is this something anyone has tried tinkering around with?

Thanks!

1
submitted 1 year ago by [email protected] to c/[email protected]

I'm trying to figure out the best way to deal with some homebrew stuff I'll be dealing with in my 5e campaign.

If you're not familiar with Ancestral Weapons, it's a pretty cool system that gives you the ability to have weapons that level up with your players. The players get points periodically that they can spend on upgrades to their weapons.

I'll be using a variation of this setup in my campaign, and I'm trying to figure out the best way to do so. My initial thought was a scene for each character's weapon, with some Monk's Active Tiles to handle a "talent tree" kind of interface where a player could select and then lock in which powers they want.

That doesn't really take care of updating the item itself though, which means that the players would have to update things manually ("oh, I need to make this sword +2 now" for example) after using the scene as a kind of calculator.

So maybe there's a better way: make the weapons Actors of their own, with special character sheets or something? Or maybe there's an existing mod I can use? Any thoughts or suggestions on the best way forward are appreciated.

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boatswain

joined 1 year ago