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Messages - MagmaMcFry

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376
Other Games / Re: McFry's Minecraft Server: Strike ALL the things
« on: December 05, 2015, 02:19:09 pm »
You need to delete or rename your FTBInfinity folder, then try again. Says so in the first post.

377
Other Games / Re: McFry's Minecraft Server: Prepare for Embark
« on: December 05, 2015, 02:00:07 pm »
Server's up! Chaaaaaaarge!

378
Other Games / Re: McFry's Minecraft Server: It's been a long time.
« on: December 05, 2015, 11:33:17 am »
I'm sure I asked this before but.. Bay12 is free to join. If I end up staying, when my brothers inevitably ask to join, I ask you still yes?
Yeah, they can join. Recap: This server has no whitelist, but it is only for Bay12ers and (with my permission) their acquaintances.

Quote
EDIT: expert or no? If voting, I'm for Expert
Expert?

379
Other Games / Re: McFry's Minecraft Server: It's been a long time.
« on: December 05, 2015, 10:51:08 am »
I shall be square :(
Square as in present, or square as in absent?

380
Other Games / Re: McFry's Minecraft Server: Oh... It's you.
« on: December 05, 2015, 10:14:03 am »
Okay, since most of you guys don't actually have any specialized wishes (except frostshotgg and ENR), I say we simply do the Infinity modpack again. It's way less hassle to install and update, and there's good support and most importantly it's still being updated! There's been a loooot of updates and additions to that modpack since we last played it (we were on v1.2.1 and it's now v2.1.3), and most of the requested mods are in there (of course the modpack doesn't contain every single magic mod in existence, sorry frostshotgg). I'm sure we'll all find new things to do.

The server starts in four hours, at 19:00 GMT, I'll update the first post with details soon. Be there and be square!

381
General Discussion / Re: if self.isCoder(): post() #Programming Thread
« on: December 03, 2015, 07:18:46 pm »
Rationals have another huge disadvantage that nobody's mentioned yet: If you calculate with rational numbers enough, suddenly you get a fraction with huge numerators and denominators, and that's potentially horrible. Rational number formats therefore have very limited application, such as situations where is explicitly guaranteed that your denominators don't explode, and even in those situations it is usually easy to use integers instead. For situations where you would only need the exact value to test for equality or ordering, it is usually better to use floating-point numbers, then consider sufficiently close values equal (up to a small constant epsilon).

382
I haven't had a crash so far, 15 months into fort mode.

383
The dwarves are singing and dancing in circles oh my god this is so cute

384
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: December 02, 2015, 07:16:46 am »
Spoiler: Ummmmm (click to show/hide)

385
Is there a way I could find the x y and z components of the square of the displacement between two points without using trigonometry? I think it's impossible but I don't know for sure.
Okay first of all displacement between two points is a vector, and the "square" of a vector is a scalar, so it doesn't even make sense to ask for the components of the square of a vector. Can you reformulate your question so it makes more sense?
You scale the vector so that it's magnitude is squared, but direction remains the same.
Then just multiply the vector by its magnitude (i.e. multiply each component by the magnitude, (x, y, z) becomes (x*sqrt(x²+y²+z²), y*sqrt(x²+y²+z²), z*sqrt(x²+y²+z²))). I'm still wondering what such a vector could be used for.

386
Is there a way I could find the x y and z components of the square of the displacement between two points without using trigonometry? I think it's impossible but I don't know for sure.
Okay first of all displacement between two points is a vector, and the "square" of a vector is a scalar, so it doesn't even make sense to ask for the components of the square of a vector. Can you reformulate your question so it makes more sense?

387
General Discussion / Re: if self.isCoder(): post() #Programming Thread
« on: November 26, 2015, 02:19:48 am »
You wrote "end", not "endl". That's the compile-time error I get when I run it through cpp.sh.

388
General Discussion / Re: if self.isCoder(): post() #Programming Thread
« on: November 25, 2015, 05:58:51 pm »
Hey guys have you run into this bug?

Spoiler (click to show/hide)
A happy compile-time error to you too!

389
Manual suicide burns are actually rather easy to time. When you're on a (preferably shallow) trajectory impacting shortly behind the target, go to map view, make a full stop maneuver node directly above the target, and check estimated burn time, let's say it's N. Then just execute the maneuver almost exactly like a regular maneuver, i.e. start burning full throttle towards maneuver node at T minus N/2, adjusting in radial/antiradial direction if you feel like you're falling too fast or too slow. While burning, if you need to land somewhere specific, make sure to constantly adjust your trajectory so it always goes straight over the target in map view, overshooting the target by a bit (the anti-target marker helps). When you can't zoom further into map view, switch to ship view. For the close approach, make sure your retrograde marker stays directly below the anti-target marker. As the anti-target marker approaches the up pole, make your retrograde marker approach the anti-target marker. This way, you should land directly on top of your target. When you're close enough, as usual, land by snapping to the retrograde marker.

390
Skyrunner: Use map view, then deorbit at a shallow angle so the projected impact is behind where you want to land. Switch to ship view, then time your braking so you land right where you want to land. It helps if you rotate the ship upright (so WASD turns the ship in the right direction), and it also helps to set the landing site as a target, so you can adjust your course using the antitarget marker on the navball.

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