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I think your point about not feeling the car is a big part of what makes driving a simulator so difficult. Every part of a real car is giving the driver direct feedback into various parts of their body. How hard they are on the brake and throttle. Small changes in lateral g-force let them know how close to the edge of traction they are. The screen isn't going to be the same as the real world. The only feedback you get from an (affordable) at-home sim is through the screen and wheel. It requires you to tune into different sensations.

On the last stream Lando Norris (McLaren F1 driver) was asked if it felt like the real thing. He was response was something like, "Not at all. Nothing is like driving an F1 car."


Its the shear physical impact on the driver - I recall seeing drivers having difficulty at the end of the race getting out of the car.


This is correct - Top Gear did a test years ago where they put a very good sim racer in a real race car (https://www.topgear.com/car-news/gaming/geek-rebooted).

TLDR: he did OK, but was nowhere up to the physical challenge of staying in that car for full race distance. And, for the record, that car won't be on the same planet as an F1 car in terms of physical forces put on a driver.


I've heard that nascar drivers can lose up to 8 pounds in sweat over the course of a race. The constant forces on your body for that long have to take a physical toll on your body.


An hour of karting did that to me...


I agree that they aren't exactly up-front about their model. They do provide a link to a pricing page that lays out the tiers: https://brain.fm/pricing


This is almost exactly what our use case is. I slightly altered the implementation to be more GC friendly though: http://squishtech.posterous.com/addendum-to-the-opposite-of-...


I work on the Trust & Safety team at Twitter and hate spam as much as everyone else. As with any large system the solution is never as simple as "implement this thing, problem solved." As Marco points out, what is or is not spam is a balancing act. Our head of Trust & Safety, Del Harvey, gave an interview to the Guardian earlier this year about this balance: http://www.guardian.co.uk/technology/2011/apr/07/twitter-int...

If you'd like to help us out we have several open positions on the team: Anti-Spam: https://twitter.com/job.html?jvi=oBPbVfwg,Job Tools: https://twitter.com/job.html?jvi=oSbdVfwV,Job Front End: https://twitter.com/job.html?jvi=owPbVfwb,Job


Happens all the time! I'm getting my nose moved though.


Maybe it's a version thing, but Ctrl+Shift+T doesn't work for me. Cmd+Shift+T does. But will it restore all the tabs you had open when you accidentally quit?


Oops, yeah it's Ctrl on non-Mac and Cmd on Mac. It does restore the tabs.



Nice to see that they have 20ish people on platform/API. That's about 3 times as many people as Facebook supposedly have on theirs.


... and it shows. Facebook's API and platform are terrible.


Please please please add Instapaper support for this.


Until there is Instapaper support, I think I'll keep using http://icombinator.net/ in Safari, which lets me add articles to Instapaper.

I'll be watching this app, though, as it does look nice.


Yeah, Instapaper support would push me over the edge on this.


Check out CoffeeScript. It does exactly that. http://jashkenas.github.com/coffee-script/


I've been trying to model libxml.js after Nokogiri. I wanted to get something built and working first. The next step is to expose libxml2's html parser.

Someone else has started working on find-by-CSS a la Nokogiri. I'll merge that into libxml.js when it's ready.

BTW, I'm looking for more help on this project. A new job has diminished the amount of time I can spend on OSS projects.


Hi, thanks for working on this.

I went ahead and wrote a very simple test for HTML parsing and added an parseHTML() binding. I've sent you a pull request.

You can check out the commit here:

http://github.com/Maciek416/libxmljs/commit/87f28186cd4d2f2f...


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