while i don't launch balloons - if that is the way you wanted to do it.. would it not make it easier and safer to secure it to a flatbed truck and drive it under the balloon then release then having a crane hold it??
The "crane" is needed to hold the payload still until the balloon ascends to pull the flight train and the gondola payload vertical. The tension in the flight train at balloon release pulls the payload horizontally, fairly hard. The flight train is typically 1000 feet long! While you could secure the payload to a truck, gondolas aren't generally designed to handle transverse loads at the load point. You really don't want them to, either; there's often (comparatively delicate) momentum transfer units at the load point that allow accurate pointing of telescopes once at float altitude (~125,000 feet, or ~35 km). And once you build a structure to take the pressure off the gondola load point, you're generally back to a crane design again.
Catastrophic launches like this are really rare -- the CSBF team really do a fantastic job. It's really had to tell exactly what happened here, though fairly high winds were a complicating factor. It's very lucky for everyone involved that no one got hurt.
Condolences to the science team, and best wishes that they can pick up the pieces and fly again...
It just usually happens that because Game development is a field where the leaders are usually in it for the fun of creating games, they aren't going to give up their positions for a better job at another company.
If you started as a level designer in EA or Microsoft, I don't think you will ever get to lead designer, unless the current lead designer decides to create his own startup. He probably gets paid well enough, has a reasonable amount of job stability (because if it doesn't sell, blame the pirates), and enjoys what he is doing.
If he leaves, the borg company will purchase a smaller dev company and make their lead developer the new lead. It's not the first time it has happened.
I agree that its better, but it runs contrary to his statements. (And if I recall my tech stories correctly Apple is one of the reasons the HTML5 spec doesn't define codecs, convenient.)
I've often wondered why Dirac isn't more widely used, isn't it supposed to be patent unencumbered as well?
Then they should have to promise to support X years, and if they want to extend past that then fine, but anybody buying the game would know its "sell by" date. As the world of gaming becomes increasingly online oriented (some would argue we are already there) and companies using online MP as a selling point, it is only fair that the customer knows its "sell by" date otherwise it is just ripe for abuse.
After all do YOU know what the "sell by" date is for ALL EA products? MSFT Games? Activision? Ubisoft? Know of ANY place where a consumer can quickly AND easily find out this information on ALL the game companies? It is actually very simple: Game companies are using online MP as a selling point, and plastering their boxes with this fact. In the days of PC gaming this wasn't a problem as dedicated servers meant that if you couldn't find a host you had the ability to host yourself.
But as the new consoles become ever more popular, and even the PC games being nothing but bad console ports, we are getting to a point where the consumer has NO way to tell if the game will work Just be fair, that is all I ask. Have a guaranteed "supported to" date so that we the consumer can look at the box and know whether or not it will work. Oh and any company like Walmart that tries to sell non functional products like Tabula Rasa should have some nice massive fines laid on their ass. I too have seen Tabula Rasa boxes recently at my local Walmart. Talk about ripping off your customers!
Supposing you want to run a program that I write, and I'm going to write it in exactly one language because it's just me and not a corporation with thousands of employees, and I'm not so in love with the Mac that I will write it to run only there.
Then what do you recommend I do in the face of "de-emphasized" Java?
If you owned a video game studio, who would you publish? Some guy who sat on his ass and got a degree in "video game design" from some no-name school? Or some guy that programmed and released for free an innovative game over the internet? I'd take the guy that has results.
Uh, perhaps the time spent in the course gives you some skills to make your own video game which you can use to impress people. It's not like you're just paying for a note from your teacher after 4 years of doing nothing.
"just do it, its your employer" isn't good enough.
I'm not sure why you think this, as that will land you (in jail in rare cases or) out of a job. It is expected that an employer has full control over what you do in your position (insofar as you are willing and able to do it or quit). This includes reversing policy or statements they have made at any time. If you want to sue them for attempting to coerce or asking you to do something illegal, that's an after-the-fact. Welcome to the real world.
If it happens once, it's a bug. If it happens twice, it's a feature. If it happens more than twice, it's a design philosophy.