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  NBN Discussion - Speeds and Rollout
Posted by: Scav3nger - 09-29-2016, 02:32 AM - Forum: Off Topic - Replies (1)

Thought I'd fire up a thread for this since it's an ongoing rollout. For those that have a service already to discuss speeds and for those that are yet to receive the service to discuss the rollout.

I'm planning to turn one of my Raspberry Pi's into a speedtest checker, make it ping a speedtest.net server every hour and record the results so I can compare my current cable service to NBN when it's finally rolled out in my area. I think we're still a fair way down the list because of the cable service though. In saying that there's news today that Optus' cable network is being scrapped as per the initial 2011 deal made with Telstra/Optus for their HFC networks so I'm not sure how that will factor in for me. The reports suggest they're replacing the HFC with Fibre-to-the-distribution-point (FTTdp) which would be better than the FTTN most people seem to be getting. That's only for Optus though, given we also have Telstra cable in our area I'm wondering if they might try and shove us onto that instead.

Hopefully we get FTTdp because it would be better than the HFC, it would mean less copper than FTTN, and would be cheaper to upgrade to FTTP in future as the fibre runs down the street rather than to a box at the end of the street before the copper takes over.

If given the option I think I'd offer to pay extra to get at least 50/20 on the down/up spectrum. The download speeds have been fine for me at 30Mbps so I don't need much more than that right now, but I really do need the upload speeds and would be prepared to pay the extra $10-20 to get them.

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  FIFA 17
Posted by: Chaos 7h30ry - 09-27-2016, 11:59 PM - Forum: Other Games - Replies (2)

Figured I'd start this thread seeing as it's a day or 2 away I'm super excited for the journey story mode as well as Pro clubs and super league cant wait. I started the demo and you can already tell the game is lifelike with frostbite engine, players look realistic and the there is talks that there's pyro in the game such as flares(haven't seen any yet)

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  Virgin Australia SuperCars 2016
Posted by: Woebegone6 - 09-26-2016, 02:20 PM - Forum: General Motorsport - Replies (21)

Alrighty, seeing as though Bathurst is less than 2 weeks away, and heading into the last few months of racing. I thought it'd be cool to set up thread, where we can discuss anything related to the Supercars series. It also includes driver team moves in the off season, seeing as though there's still a few drivers without seats next season.

You can also talk about stuff which happens in the support categories aswell.

So to kick things off the 'Harvey Norman Supergirls' have shown off their new striking livery on their Nissan Altima for Bathurst.

[Image: v8supercars-harvey-norman-supergirls-ann...cie-ni.jpg]

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  [V8SC] Stewards Briefing - Round 8
Posted by: Scav3nger - 09-24-2016, 01:54 PM - Forum: CANZ Stewarding Centre - No Replies

Round 9, Long Beach, Stewards Briefing
October 15th, 2016

Teams and drivers are advised of the following information contained within:
Qualifying Procedure
Starting Procedure
Corner Cutting and Track Extending Ruling(s)
Pit Entry and Exit


All information contained in this stewards briefing is created with the purpose of ensuring we have stable events, so CANZ administrators appreciate that everyone follows this information along with adhering to the CANZ sporting regulations.

Qualifying Procedure:
Qualifying for Round 9 of the CANZ V8 Supercars series will be a timed session of 12 minutes. No shootout session or group split will be required for this circuit. As this is a street circuit, collisions will be turned OFF for the qualifying session.

Starting Procedure:
For the first race, a standard start will be used. Should a reverse grid race be run, a standing manual start will be used to set grid positions.

Corner Cutting and Track Extending:
Refer to the following image:
https://en.wikipedia.org/wiki/File:Long_...ircuit.svg

Turn 5 it is permitted to run over the yellow kerbing to the first yellow marker. If your right-side tyres are not touching this yellow kerb you will be deemed to have cut the corner.

Turn 6/7 you are allowed to run it out to the outside of the red line as the racing line suggests it.

Turn 8 you must keep two wheels in the lines

Turn 9 you must keep two wheel in the lines

If anyone needs imagery to help visualise these corners let me know so I can generate some.

Pit Entry and Exit:

For pit entry, please communicate early that you will be entering the pits as it is a tight entry to pit lane off the last corner. As it is very tight I will not enforce that you have to be within the blue lines but you must clear to the right of circuit if you intend on pitting. As always you cannot pit at the end of the first lap unless you have damage, and you must not pit on the last lap and finish the race in the pit lane.

For pit exit, remain to the right of the blue line until it ends. Don't forget to communicate!

Any questions, pop them below!

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  TSG Soccar Season II Pre-Planning
Posted by: Scav3nger - 09-24-2016, 05:46 AM - Forum: Rocket League - Replies (20)

[Image: SoccarSeasonII.png]

Hello Everyone,

Just a little update to keep you guys up to speed on planning for Season II. So far we've got a few ideas down for how we'll work the system for the next season, however to test the ideas we need to start getting numbers together so we have an idea of who's playing and who's interested in captaincy, so we can trial our ideas and see which one works best. The form has three options this time:

Gamertag - Speaks for itself
Self Skill Appraisal - Where you can select a tier you think you play at
Captaincy Interest - Whether you are interested in captaincy opportunities or not. Answering yes to this does not guarantee you will be a captain, just whether you may be interested should we need more captains.


At the following link you'll find the registration form for Season II, below that I'll outline our ideas that we'll be trialling over the coming weeks once we get some idea of numbers.
http://screwedgamers.com/season-ii-registration/

Firstly, and probably most importantly, as we've already acknowledged previously Season I's format was not a very good idea. Teams were hastily thrown together with little to no communication between captains (and some players) regarding who was playing with who and how salary caps worked. So we've scrapped that idea and will be looking at two alternatives which I will outline for your input now.

Option A: Standard Draft

A standard draft would see all captains jump into a party chat (or online chatroom should any PC players with no access to Xbox Live sign up we'll need to organise an alternative, cross that bridge if we come to it though) and cycle through the player list starting from the last placed team to finish the previous championship to the top picking one player each. After each team has made their first selection, the process repeats from the bottom, and proceeds to the top until all players are rostered to teams. The remaining players will become substitute options.

An example from Season I's results would see the selections taking place as follows:
Pick 1: Marauders
Pick 1: Spartans
Pick 1: Sharks
Pick 1: Devils
Pick 1: Raiders
Pick 1: Knights
Pick 2: Marauders
Pick 2: Spartans
Pick 2: Sharks
Pick 2: Devils
Pick 2: Raiders
Pick 2: Knights

Option B: Serpentine Draft

A serpentine draft would see the captains make their selections in a serpentine fashion rather than a rotating order. In this version we would have to work out in which order we would do it but an example would be as follows, again as per Season I results:
Pick 1: Marauders
Pick 1: Spartans
Pick 1: Sharks
Pick 1: Devils
Pick 1: Raiders
Pick 1: Knights
Pick 2: Knights
Pick 2: Raiders
Pick 2: Devils
Pick 2: Sharks
Pick 2: Spartans
Pick 2: Marauders

At this point in time it should also be pointed out we're looking at increasing the salary cap for teams 5 and 6 on the ladder (Spartans and Marauders) to 1.2 million to give them a bit of extra headroom if they would like to try and take advantage of it.

We'll trial both these options in both directions to determine which is best for generating balanced teams. Of course if anyone has any other ideas or suggestions, feel free to fire them through to us.

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  [V8SC] Long Beach
Posted by: Scav3nger - 09-23-2016, 05:07 AM - Forum: Lap Times and Hot Lap Competitions - Replies (7)

I did some scout laps to determine if I need to put anything specific in a stewards briefing, fastest lap was a 1:23.692

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  New Map: Aquadome + 2 New DLC Battle Cars
Posted by: Scav3nger - 09-22-2016, 03:05 PM - Forum: Rocket League - Replies (3)



https://www.youtube.com/watch?v=vUVaV8ZG...e=youtu.be

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  VASC Enduro Season 2016 Prediction Comp
Posted by: Scav3nger - 09-12-2016, 06:54 AM - Forum: General Motorsport - Replies (28)

The Enduro Prediction Competition is back! Everyone who wishes to participate, will make their predictions on a variety of areas revolving around the Enduro season that starts this weekend at the Sandown 500. You will earn points for getting predictions correct, in some cases they may be worth more points than others. At the end of the enduro season, your points will converted to TSG Points and deposited into your accounts.

A new feature for this year is betting, you can opt to bet a percentage or fixed amount of your TSG Points for a bet you think is a sure thing.

Sample bet:
Pole position: Shane Van Gisbergen BET: 300 points


If Van Gisbergen gets pole position, you earn the 100 points plus 300 additional points for the bet. If he does not, you lose your 300 points (all calculations will be made at the end of the enduro season too, so be careful that you may run into negative TSG Points if you bet, and lose, too much).

  1. All predictions must be placed by Thursday 11:59pm EDST, at which point the thread will be locked.
  2. In some cases points will be awarded to the person(s) whose prediction is closest - e.g. if the first safety car comes out on lap 10 and no one predicts this correctly, the next closest prediction will get the points.

Sandown 500 QUALIFYING & PRACTICE:

Pole position (100p):
Last place (25p):
Fastest lap time in practice across all sessions (50p):


Sandown 500 RACE:

What lap will the first safety car appear on (not including a start under the safety car) (20p):
Who will be involved in the first crash (can be a single car crash) (20p):
How many Safety Cars will occur across the whole race (50p):
Who will set the fastest lap of the race (50p):
Who will be the first to retire from the race (25p):
How many DNF's will there be (50p):
Which team (ie FPR, Red Bull, Tekno) will be the first to stuff up a pit stop, includes driver stalling the car (30p):
How many ad breaks will there be in the Free-to-air coverage (from the start of the race, to completion of the final lap) - (40p):
Who will win (100p):
Podium positions (name the three teams on the podium in order - must be exact) (300p (100 for each correct answer, 50 if they're on the podiun but in a different position)):

Thread will be locked on Thursday night after the Project CARS races are finished so get those predictions in!

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  Random GTA Videos
Posted by: Scav3nger - 09-12-2016, 02:20 AM - Forum: GTA - No Replies

A place for non-TSG videos made in gta.

Starting with this Horizon 3 trailer recreated using GTA V.



https://youtu.be/i_Rphts2iJk

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  Rumble update
Posted by: z00lu - 09-10-2016, 01:37 AM - Forum: Rocket League - Replies (5)

The rumble game mode would be great fun if it weren't for the frame rate / lag issues. But not sure if it is isolated to rumble because I was having similar issues in Standard as well. Anyone else getting these problems?

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