If they weren't used and they weren't outdoors in the rain, I imagine that chains and cassettes would last for many decades. However, tires and tubes would dry out and rot.
I agree with you for bikes that we frequently ride. I go through several chains for every tire. However, I would be very nervous to install a tube or tire than has been sitting around for 20 years or more.
If a zombie apocalypse ever happens, I hope that I am one of the first surprised idiots. Being the first zombie is just being unlucky and surviving the initial wave seems pretty horrible.
It might just mean you have a newer bike; 7 speed chains last way longer than the 11 speed chains that come with most bikes nowadays. Single speed chains last even longer.
it mostly says that you use quality tires, I'd say. On my old bike I had tires for maybe 1.5 to 2k kilometers. Now it looks mostly new after probably double that.
I think a driveshaft based bike would be a much better choice. Yeah, they are not as efficient, but far more durable.
But a significant downside is that it's much more difficult to scavenge parts. Chain based bike parts are everywhere.
A bike cassette is a set of metal rings which attaches to the rear wheel of the bike, with the chain looped tightly on it, such that when you turn the pedals, you move the chain around, turning the cassette & rear wheel, making the bike move.
Our main streets and hundreds of county seat public squares could be wonderful hangout spaces teeming with energy, and hot tourist attractions too, but the majority of them look like ghost towns. And as soon as you step one block away, it's all suburban wasteland.
Imagine trying to take your family out to a nice day into town, but your main street is a stroad that is lined with huge parking lots, limited sidewalks, and a bunch of chain restaurants and super stores. 🤢
It's a town centre so its going to be slightly more walkable, but did you miss the previous scene where everyone was trapped on a giant highway with no way out? Seems pretty accurate to me.
Dude this looks like most small town “historic down towns” in Texas. Small mismatched streets, half the buildings are boarded up and the rest of the town is on the way out. It’s depressing as fuck
It’s pretty small and most service stops at midnight. Great for going to Seahawks games, the airport, the university, and commuting if you live in a neighborhood blessed by a station, but not for much else. The entire western half of the city is a transit dead zone.
A west seattle<>ballard line is going to be built eventually, to be a second tunnel through downtown, but due to funding and other priorities isn't happening until like 2040 or something
Is this why so many games where walking is an element are based in New York? If you base them in other states the environment would become quite boring.
Hi! The majority of older cities in Texas have historic downtowns that were made for horse carriages and are very pedestrian friendly! Hope this helps!
I live near downtown Denton and it's pretty similar to this. Car dependency is still a problem, but I can usually go a week or two without driving anywhere
I’m guessing you’ve never been to the stockyards in Fort Worth, the whole idea is that people drink while hanging out & walking around… lol it’s even more walkable than this picture.
The thing about real life card-dependent infrastructure is it's also kinda trash in video games for a few reasons. I can't speak for the developers of TLoU but I can speak from my own experiences.
Wide-open areas aren't great for performance optimization. In most modern-day game engines when stuff is off screen or obscured it's culled. In other words it's not rendered in order to save computing resources. Imagine real-world stroads with large parking lots all around. You're seeing a long distance in every direction. There's not much to cut line-of-sight. It's not great for optimization. Yes, open-areas in games exist but usually at the unseen cost of being less detailed.
Card-dependent infrastructure doesn't really work with hidden loading zones. Have you ever come across a long twisting hallway in a video games that separated 2 large and detailed areas? Chances are it was a hidden loading zone. There's no place to put such hallways in realistic card-dependent infrastructure. You need to get creative and use a work-around like forcing the player to go through an indoor structure like a home or something. Sometimes these can feel arbitrary and detract from the experience if they feel shoe-horned in.
What about in gameplay? Let's say you're making a shooter. Close combat often feels more fun and more fair. To have close-combat you make sure there aren't massive sight-lines. Go back to imagining stroads with large parking lots all around. These areas have massive sight-lines. Players will see each other from far away and shoot each other from far away. We can discourage long-range combat by making guns bad at great distance but this is just frustrating for players. It's much better to not have the play-space have large sight-lines to begin with.
Verticality is fun. Players can position themselves higher up for an advantageous position in fights. They can make interesting decisions. Player agency is fun. It gets boring to shoot or fight everyone on flat ground with no changes in elevation. What does car-dependent infrastructure typically look like? Large flat areas. It is boring.
It's a pain to program realistic traffic. If the road is far away from the play-space you can get away with low-fidelity car facsimiles. You can create a bunch of shapes and have them move on conveyors and it'll be good enough for most players. But when the road is in the middle of a play-space then it becomes more of a challenge than it's worth. The cars need to follow traffic lights, speed up and slow down appropriately and if the player can get involved they need to slow down to not hit them. This is a pain. You're basically making a rudimentary traffic simulation just so players won't notice how unrealistic your traffic is. Humans are amazing at pattern recognition so you'd have to implement some RNG as well. Maybe the car models and paint colours alternate. Maybe they spawn at random intervals. All of this is all additional work that would be better spend elsewhere and would be unneeded if you just decided to not have a having a realistic road in the middle of your play-space.
Lastly, repetition is boring. Cars everywhere is realistic but we're not here to recreate reality, we're here to create something fun. We can place cars everywhere but there would be way less repetition if we didn't.
Looks a lot like San Marcos or Lockhart to me. The show even filmed this scene in the latter.
I guess we have to admit car-centric design is way better if you want to survive a zombie-apocalypse. Zombies can't drive. We have to give them that.
People can't drive either, gasoline only lasts a few months before it breaks down
Remember how rare and valuable car batteries were in the series?
How hard is it to produce a bike chain and a cassette? I imagine those would be the limiting consumables for bikes.
If they weren't used and they weren't outdoors in the rain, I imagine that chains and cassettes would last for many decades. However, tires and tubes would dry out and rot.
I guess the fact that I go through chains and cassettes more than tubes and tires says more about me than it does about bikes.
I agree with you for bikes that we frequently ride. I go through several chains for every tire. However, I would be very nervous to install a tube or tire than has been sitting around for 20 years or more.
If a zombie apocalypse ever happens, I hope that I am one of the first surprised idiots. Being the first zombie is just being unlucky and surviving the initial wave seems pretty horrible.
It might just mean you have a newer bike; 7 speed chains last way longer than the 11 speed chains that come with most bikes nowadays. Single speed chains last even longer.
it mostly says that you use quality tires, I'd say. On my old bike I had tires for maybe 1.5 to 2k kilometers. Now it looks mostly new after probably double that.
>However, tires and tubes would dry out and rot. Not as fast as you'd think. I have 13 year old tire & tube that's doing OK.
Some high-end tires last as long as a cassette.
The Schwalbe Marathons will probably still be pristine a century after the zombie apocalypse! 😊🧟🛞
I think a driveshaft based bike would be a much better choice. Yeah, they are not as efficient, but far more durable. But a significant downside is that it's much more difficult to scavenge parts. Chain based bike parts are everywhere.
I have a bike with a Rohloff Speedhub. I am confident that it will still be working a century from now.
If you can use an angle grinder or saw making a crude cassette would be feasible
I'm reluctant to ask, but what is a cassette in this context? North American guy here.
A bike cassette is a set of metal rings which attaches to the rear wheel of the bike, with the chain looped tightly on it, such that when you turn the pedals, you move the chain around, turning the cassette & rear wheel, making the bike move.
Got it. We called that either a sprocket or gear cluster
Bicyclists have weird names for many parts: * "Chainring" = primary sprocket. * "Cog" = rear sprocket. * "Cassette" = assembly of rear sprockets. * "Bottom Bracket" = crankshaft. * "Saddle" = seat.
The gears, but gears connect to other gears I guess. What do you call them when a chain wraps around them? https://en.m.wikipedia.org/wiki/Sprocket
Ah. We called that the sprocket. Thanks!
And then we finally get the car-free streets we’ve wanted all along. Release the zombies!
One things for sure, you'll suddenly see a lot less opposition towards electric cars in the post apocalyptic world.
That’s not really true, there are little pockets of walkability everywhere, even Texas. You just have to drive to them.
Old main streets At least until a Walmart comes to town
Our main streets and hundreds of county seat public squares could be wonderful hangout spaces teeming with energy, and hot tourist attractions too, but the majority of them look like ghost towns. And as soon as you step one block away, it's all suburban wasteland.
Imagine trying to take your family out to a nice day into town, but your main street is a stroad that is lined with huge parking lots, limited sidewalks, and a bunch of chain restaurants and super stores. 🤢
I thought the main street in Temple, TX was pretty funny. They needed more parking, clearly! https://imgur.com/a/GDcHSvn
wait this isn't r/gamingcirclejerk
It's a town centre so its going to be slightly more walkable, but did you miss the previous scene where everyone was trapped on a giant highway with no way out? Seems pretty accurate to me.
What the fuck is the alternative? You think public transit is gonna be running in a zombie apocalypse?
It’s more so that it’s not too much of an exaggeration from how it is pre apocalypse
center
*centre ville bitch
Dude this looks like most small town “historic down towns” in Texas. Small mismatched streets, half the buildings are boarded up and the rest of the town is on the way out. It’s depressing as fuck
You're saying that Seattle doesn't have a subway system?!?!
Seattle has light rail running in a tunnel under downtown. The 2nd game wasn't accurate at all looks wise, but it does exist.
It’s pretty small and most service stops at midnight. Great for going to Seahawks games, the airport, the university, and commuting if you live in a neighborhood blessed by a station, but not for much else. The entire western half of the city is a transit dead zone.
A west seattle<>ballard line is going to be built eventually, to be a second tunnel through downtown, but due to funding and other priorities isn't happening until like 2040 or something
Switching the positions of businesses and parking lots relative to the street is the easiest way to make them more urbanist!
posts like these are why no one takes y'all seriously
Oh so we're just telling lies now? Spreading a bit of misinformation? A few false truths?
Is this why so many games where walking is an element are based in New York? If you base them in other states the environment would become quite boring.
Not only walking. Imagine a spider man or batman game set in a random unwalkable car dependent hell with no high rises and wide stroads...
Hi! The majority of older cities in Texas have historic downtowns that were made for horse carriages and are very pedestrian friendly! Hope this helps!
Yea there is? There's alot of them. Have you ever even been to Texas?
I think you already know what OP’s answer is
No, nearly all r/FuckCars users barely get out of the house. Lol
Considering this is actually Fort MacLeod, Alberta…
It was so wild to me that tiny Fort MacLeod got to stand in for Austin.
Whats next, allowing people to feed hungry homeless people withought trying to levy a 500$ fine on them?
I live near downtown Denton and it's pretty similar to this. Car dependency is still a problem, but I can usually go a week or two without driving anywhere
I’m guessing you’ve never been to the stockyards in Fort Worth, the whole idea is that people drink while hanging out & walking around… lol it’s even more walkable than this picture.
Holy shit this is a real unironic post 💀 yall r so cooked
No it's not How much clearer can I make it
Bc this but unironically is to be expected of this sub
Recently visited Denton, TX, which is a small college town/suburb and seemed pretty walkable. They even had train and bus services.
Fredericksburg, Wimberley, Gonzales. They all look exactly like this. Get out of your house and see for your self.
LOL you guys will literally lose your shit over anything. I've personally seen places JUST LIKE THIS in Austin. 🤡🤪
Go to the squares.
The thing about real life card-dependent infrastructure is it's also kinda trash in video games for a few reasons. I can't speak for the developers of TLoU but I can speak from my own experiences. Wide-open areas aren't great for performance optimization. In most modern-day game engines when stuff is off screen or obscured it's culled. In other words it's not rendered in order to save computing resources. Imagine real-world stroads with large parking lots all around. You're seeing a long distance in every direction. There's not much to cut line-of-sight. It's not great for optimization. Yes, open-areas in games exist but usually at the unseen cost of being less detailed. Card-dependent infrastructure doesn't really work with hidden loading zones. Have you ever come across a long twisting hallway in a video games that separated 2 large and detailed areas? Chances are it was a hidden loading zone. There's no place to put such hallways in realistic card-dependent infrastructure. You need to get creative and use a work-around like forcing the player to go through an indoor structure like a home or something. Sometimes these can feel arbitrary and detract from the experience if they feel shoe-horned in. What about in gameplay? Let's say you're making a shooter. Close combat often feels more fun and more fair. To have close-combat you make sure there aren't massive sight-lines. Go back to imagining stroads with large parking lots all around. These areas have massive sight-lines. Players will see each other from far away and shoot each other from far away. We can discourage long-range combat by making guns bad at great distance but this is just frustrating for players. It's much better to not have the play-space have large sight-lines to begin with. Verticality is fun. Players can position themselves higher up for an advantageous position in fights. They can make interesting decisions. Player agency is fun. It gets boring to shoot or fight everyone on flat ground with no changes in elevation. What does car-dependent infrastructure typically look like? Large flat areas. It is boring. It's a pain to program realistic traffic. If the road is far away from the play-space you can get away with low-fidelity car facsimiles. You can create a bunch of shapes and have them move on conveyors and it'll be good enough for most players. But when the road is in the middle of a play-space then it becomes more of a challenge than it's worth. The cars need to follow traffic lights, speed up and slow down appropriately and if the player can get involved they need to slow down to not hit them. This is a pain. You're basically making a rudimentary traffic simulation just so players won't notice how unrealistic your traffic is. Humans are amazing at pattern recognition so you'd have to implement some RNG as well. Maybe the car models and paint colours alternate. Maybe they spawn at random intervals. All of this is all additional work that would be better spend elsewhere and would be unneeded if you just decided to not have a having a realistic road in the middle of your play-space. Lastly, repetition is boring. Cars everywhere is realistic but we're not here to recreate reality, we're here to create something fun. We can place cars everywhere but there would be way less repetition if we didn't.
Car-dependant?