You son of a bitch, I'm in.
myersguy
I've become a big fan of mini PC's for home server use these days (with NAS systems for storage duties). Low power, low heat, low noise, and very affordable.
Beelink on Amazon makes a good selection of them. Always watch for sales. I have several of their machines and have been pleasantly surprised by all of them. The latest addition was one of their N95 systems with 8GB of memory. It hosts Jellyfin, Deluge, Wireguard (client and server), dns, forgejo, etc.
Except that's not the case according to the Flight Simulator 2024 FAQ
For any content you purchased outside of the simulator, the Community Folder will continue to work as it did in MSFS 2020. Any content in your MSFS 2020 Community Folder can simply be copied over to the new MSFS 2024 Community Folder, and the vast majority of that content should work in MSFS 2024. For any content you purchased in the Marketplace in MSFS 2020, that content will show up as owned in the Content Manager (in MSFS 2024 called “My Library”) at launch for you to use in MSFS 2024, and the vast majority of that content should work in MSFS 2024. This availability does not require developers to sign off on their content.
Its not as easy as launching from steam
Nonsense! Often adding as a non-steam game and using proton is one of the fastest ways to get up and running!
But yeah, it's trivial
There hasn't been a packaged release in a while. The repo updated last week, though. Not everything needs a high release cadence.
The most common alternative is probably Bottles
Maybe look in the settings. There is a hotkey option to save the last X amount of time (where X can be customized)
Proton does. I switched from Mullvad for that very reason.
Reasons are usually just newest kernel/mesa/etc. Most of the time the difference is very small, and often inconsequential. However, every now and again there is a major development that might make it worth it (IE: The graphics pipeline that all but made dxvk-async obsolete)
I see you all over this thread and I want to share something you might find interesting.
You keep mentioning the server can't handle the anti cheat because it needs to trust client data. Here's an interesting thought: how is client anti cheat supposed to work when it needs to trust input data?
Look up direct memory access cheats. TL;DR Two computers are hooked up such that PC 1 runs the game, PC 2 reads memory from PC 1, and can then output keyboard/mouse inputs, as well as wallhacks/esp. How is the client side anti cheat supposed to know that the keyboard and mouse inputs are legitimate? How is the client side anti cheat to know wallhacks are being used when they are being rendered on an entirely different machine?
As a C# developer on Linux, I wish this was more true than it is. Working on a multi project dotnet solution in VSCode is still far behind Visual Studio / Jetbrains Rider.
Its also worth pointing out that the more you add to VSCode, the slower it becomes. If you add the toolkits to make it compete with Jetbrains products, it isn't nearly the same lightweight editor anymore.
Won't speak to Webstorm, but hard disagree when it comes to Rider. VSCode/Zed really fit into an entirely different category from Jetbrains IDE's. Lightweight editors vs full fat development environments. There are use cases for each.
SteamOS prior to steamdeck is an entirely different distribution FYI