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Helicopters also glide, it’s called auto rotation. Helicopters can also land in much more confined spaces than airplanes, even with an auto rotation. As we helicopter pilots like to say, if an airplane engine quits, you just know you’re going to die for a long time unless you’re near an airport. All I need in a helicopter is a small area to set it down in. Source: I fly helicopters


I also love my XM5s, but yeah, the touchpad is useless and far too sensitive. I kept accidentally touching it whenever I move my hair out of my face to tuck it behind my ears, or otherwise brush past it. I also turned mine off, and its stayed that way.


I moved to Germany from the US, and broadly speaking (I have my own issues with German policies and politics) I like the system here better. In Germany, outside of being a “public” figure, you own the rights to your own image. Without explicit consent and compensation, you are not allowed to distribute photos of anyone. There are specific carve outs for notable events (if you are incidentally in a shot for something else, it doesn’t count), but otherwise seems notably reasonable to me. It definitely seemed odd when I first moved here, but seeing it in practice it seems fine.


Multiple times in my game development career have implemented or worked with proprietary byte code in a project. I've done it on PCs, embedded devices, consoles, etc. The first game I worked on used MDL from the old Infocom days.


As both a US and EU citizen who lives in the EU, I actually run into issues with this. I book my flight with my US with my US passport, and it's a round trip, so it ends up with the same passport registered. I go through the EU line upon entering the EU, but they consistently also ask me for my US passport. This hasn't happened on the automated kiosks for whatever reason.


That actually happened in real life too. Look up the North Hollywood bank shootout. I remember being at work watching it happen live on TV (I lived in LA at the time, but was not near the shootout, this was the era of live helicopter footage of everything).


I've been a manager in software development on and off for the last 20 years now, and to echo what many of the more experienced managers here say, interviews at best give you some negative signals, but very rarely anything that I would consider a hugely positive signal. At best, I've quite gotten along with a charismatic candidate, but in my own career, even this has little correlation to people that I liked actually working with.

That being said, I think that a candidate's work history and general questions is good enough. In my experience, it's been painfully obvious everytime someone is bullshitting (or at least I think so, I never hired those people), and I haven't had any experiences where I've hired anyone directly that was a true disaster. Of all the people I've managed, I've had to fire very few, and in the cases that I did it was entirely unacceptable office behavior that led to the dismissal, and it also should not have been a surprise to anyone involved.

That isn't to say everyone worked out perfectly every time, but as a manager, I've been able to address most of those situations (and in the cases where I couldn't, it ended up being some of the very few dismissals). Approaching people who work with me with the benefit of the doubt has broadly been more successful. I address problems as something I want to help people fix, and not as something to be punished. Of the 50 or so people I've directly managed at this point, there's only a handful I wouldn't work with again.


I worked and continue to work in the video game industry, and I started in 1994. In my industry, the norm is not to leave mid project, and so job hopping frequency correlates directly to project length. My first couple jobs were about a year a piece, and that wasn’t unusual for the time. Those stretched out into 2 or 3 year gigs later as the games got bigger. Now that I work in mobile games, and live service has become a big moneymaker, this has changed. The industry is reasonably volatile, companies come and go quite a but, so job lengths of only a few years isn’t particularly frowned upon.


As far as I know, it’s based roughly on the Hanford plant. It is in Washington, but very close to Portland, Oregon. The Hanford plant looks very similar to the one from the Simpsons.


This won't be the fault of Microsoft if the Infocom stuff is lost, that's the fault of Activision. Source? I was there. I worked at Activision soon after Bobby Kotick took over, and worked on both the Zork Anthology, as well as on Return To Zork. The original Infocom server was bought/taken home by another coworker, and I had/have a backup of it somewhere. When we were working on the various ports, there was a ton of source code missing, and there were no organization documents for anything. In a bunch of cases, we had to reach out to the original Infocom staff to try and make sense of it.


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