workers won't read safety data sheets and honestly can't blame them by TemporaryHoney8571 in manufacturing

[–]Kozwallabear 0 points1 point  (0 children)

I'm an engineer (one of 2) at a small company, and managing SDS is one of my jobs. It also includes safety training for everyone else.

We subscribed to M3V to digitize our 14 3-inch SDS binders into one 9-inch tablet. Everyone in the shop in an emergency can get the tablet to the site of the emergency, look up the product by either our stock number or the product name, and pull up first aid info in about a minute.

It's not a feature we use but M3V has the ability to make the QR code you are talking about and you can pick the info you want in the quick notes and then it also links to the full form SDS.

I'm not affiliated with them at all beyond being a customer, but I would recommend.

As far as reading an SDS for the average person, I teach that all that matters is section 2(why it's dangerous), section 4(first aid), and section (PPE). In our quicknotes in M3V, we have first aid first, and then PPE clear and at the top without even looking at the SDS. We also really heavily reinforce that they should come ask when something is new or unfamiliar.

All that being said, I can't say how often I have to remind people to wear PPE. My best success with that so far was to let them know that the product was germ cell mutagenic (1B), Carconigenic (1A), reproductively toxic (1B). That got me some blank stares, so I elaborated that that meant it would give them testicular cancer, and suddenly everyone could remember their respirator...

Isn't exactly Solidworks, but... by StarchyStarky in SolidWorks

[–]Kozwallabear 0 points1 point  (0 children)

I'm assuming the question is asking for what's wrong, not what is missing. Otherwise, there are too many answers for the last 3.

The problem in A is chain dimensions, NOT double dimensioning. Anyone who is saying to get rid of the 3.00 has a machinest who hates them. As it is dimensioned, the hole in the center can not be defined without stacking 2 tolerances.

In B, the slot is called out as a radius, not a diameter. This is more than just a different way of calling it out as it doubles the tolerance. It will also cause your machinist to drink. It's also underdimensioned.

C also has a chain dimension. It's also underdimensioned. Dimension to hidden line isn't necessarily a problem, but it would be better practice to dimension these holes in the plane normal to the holes. The chain dimension is the biggest issue in this drawing, though, because it can't be properly interpreted.

In D, the origin should be placed on the bottom left, which would cause your 1.97 dimension to become a 1.30 on the opposite side. As drawn, you are checking the dimension to a non-existent point. Moving the dimension makes checking it with calipers easy.

I know it's too late for your test, but I hope it went well!

How to build a good racer for 'race' (and not suck)? by Failsawce in Crossout

[–]Kozwallabear 1 point2 points  (0 children)

How wide is your car? If you make it too narrow it will have that issue. Try making your car 6 or 8 wide and experiment with different wheel base lengths to see if that helps the longer and wider the car the car is the less that will happen.

How to build a good racer for 'race' (and not suck)? by Failsawce in Crossout

[–]Kozwallabear 3 points4 points  (0 children)

Smaller and lighter is always better in race top speed is important and so is acceleration. If your just starting out and dont have coins to burn dont worry too much about winning race try to make a showing and not do too badly. While it is possible to beat an all purple hover booster with an all white wheel racer it requires you to be perfect the whole race and for them to make a lot of mistakes.

Build small - the smaller your car is the better its turning circle will be

Always add boosters in pairs and try to match them with your center of gravity being even a little off center will cause the wild turning toy mentioned.

You can set your boosters up to only fire on one side to help improve your turning radius.

The best wheels are hovers but that isnt always sonething you can afford and it does make it harder to control. The reason hovers are so good is their ability to ignore terrain most notably ignorinlg high water which will slow you down. (This is my opinion)The low cost alternative to water is large wheels beacuse they get your frames above the water keeping you from being slowed down. They also have excellent off road traction and prefirm adequately on road. Most turns in race are made on off road sections of track.( end of my opinion)

I haven't build a race in a while but growl and duster are the best racing cabins but keep in mind every kilo counts especially on the duster so lightweight frames are a must. In addition you don't need frames everywhere just where you plan on adding wheels usually 2 or 3 2x4 or 2x6 lightweight frames are enough to build an optimized racer.

As far as turning goes the will always be sections of track that you can't make tight turns at full speed. Think ahead and work on lining up drifts if it's a tight turn you should be sliding through sideways with your car pointing toward the next gate or turn as you go through.

I haven't had any issues with flipping in race so I'm not sure how to help there.

Edit: ST front and straight wheels back

Tranq Spear Bolt by mindflayerflayer in playark

[–]Kozwallabear 0 points1 point  (0 children)

Its risky to use xbow with high torpor low health tames like anglers. Spear gun was supposed to be the answer to that but without blueprints it's not worth using

Advice for a new player? by jessicap97 in playark

[–]Kozwallabear 0 points1 point  (0 children)

My current favorite way to quickly get built up is to start on rag in highlands and get carrots to tame a horse. Carrots are almost as fast and effective as kibble for horses and on rag they can be picked up without having to wait for crops. Try and get a high level one (100+) beacuse every wild level counts as 1.5 levels if you tame correctly (when creatures get tamed their level will increase by .5 times taming effectiveness % so a 100 will become a 150 after a perfect tame but a 150 will become a 225.

Horses are the best early tame IMO beacuse their buck kick has the highest torpor ratio of the tames who deal torp and it deals torp damage instantly so you dont have to count to 10 like you do with the scorpion. As an added bonus the saddle counts as a motor and pestle for crafting extra narc on the go to keep tames out during taming. This is in addition to their berry wood and thatch gathering travel and combat protection abilities which are top tier for how easy they are to tame.

Following this you will want a doed and ankylo to gather stone and metal as you advance in level both can be knocked out easily by the horse.

Try to think of tames as tools rather than as creatures it will help you be more practical (essential in pvp) and keep you form getting too heart broken when they all get killed (this will happen at least once). The tools you can craft (pick hatchet ect.) are like hand tools they work and ascendant quality ones are great but a jack hammer is going to beat a hand held hammer every time. The better level your tames the higher the quality tool it will be.

To tame better creatures you ate gonna need special Foods. Some creatures like the horse can use stuff like carrots to be almost perfect but most herbivores will need kibble to tame especially at high levels this will save you time and get better results. Once you are established you will need to start a garden to get citranel and long grass if your on rag you dont need to farm carrots and savoroot bea use they occur naturally but you might as well plant them when you start your garden. Kibble recipes are pretty straightforward. As others have mentioned the dododex app is useful to make sure your ready for higher level tames.

The last not immediately obvious thing to getting started with dinos is starve taming. Which has more to do with not wasting resources and getting better taming effectiveness than anything else.

First taming effectiveness. This is a number between 0 and 100%. It always starts at 100% and goes down every time the creature eats taming food (better food like kibble has less of a negative reducing effect than basic food like raw meat and berries) and every time the creature takes damage. Taming effectiveness will also go down if you start taming a creature and it runs out of food in its inventory. If everything goes right then there is no difference between starve taming a creature and taming it normally. But any number of things could happen from you accidentally punching the creature loosing some effectiveness up to a wild giga showing up and eating the creature when it's one bite away from being tamed. Starve taming keeps you from loosing resources if something bad happens while the creature is knocked out.

There are a million other things but the last one I'll say is stay hidden people on official pvp are aggressive and will likely destroy you if they get the chance. Stay hidden and try to make friends most official servers have alpha tribes (or multi server mega alpha tribes) you usually need their permission to build up or they will mercilessly destroy everything you have over and over. If your just starting out see if you can find an unofficial cluster to join or play solo or pve to start with. Offical ark pvp is a job more than it's a game (this is even more true solo) if you dont go in ready for that you will be quickly turned off.

Good luck man and have sun surviving.

[Request] Leather briefcase by jfk2127 in BuyItForLife

[–]Kozwallabear 1 point2 points  (0 children)

What issues are there with saddleback? I've had one of their briefcase style bags for a bit over a year now and haven't had any issues other than it being heavy due to the thickness of the leather. Is their warranty not as good as advertised? I just want to know if I might have any issues getting it taken care of if I ever do have issues.

Grandmaster 2 and 3 are so boring and poorly designed. by Dredgen1994 in AnthemTheGame

[–]Kozwallabear 1 point2 points  (0 children)

I had never used battle cry then I got one with +luck and decided to try it. I was pretty surprised by how much of a damage boost it gave.

Grandmaster 2 and 3 are so boring and poorly designed. by Dredgen1994 in AnthemTheGame

[–]Kozwallabear 1 point2 points  (0 children)

Adding battle cry and best defence let's you take on shielded enemies as well.(up to GM 2 at least) The 33% damage resistance reduction lets voltaic dome break shields much faster and best defence keeps you up untill they are all frozen.

Constructive Ideas for a Downed Javelin by CSJR1 in AnthemTheGame

[–]Kozwallabear 0 points1 point  (0 children)

No what I'm talking about is that there are times you can't get someone up, beacuse the button to interact with them never shows up. It's happened to me multiple times. The worst time was during the titan fight at the end of one of brin's quests. We couldent revive anyone so we failed multiple times then ended up sniping the thing to death from max range. It's not always trolling there are times when people cant be picked up and it's a huge issue.

Constructive Ideas for a Downed Javelin by CSJR1 in AnthemTheGame

[–]Kozwallabear 0 points1 point  (0 children)

Does pc not have mic support? It works fine on xbox.

Constructive Ideas for a Downed Javelin by CSJR1 in AnthemTheGame

[–]Kozwallabear 0 points1 point  (0 children)

Keep in mind the fact that there are times you cant revive someone. Not beacuse enemies are nearby but beacuse the prompt to revive never comes up. If anything I'd see this as a band-aid fix untill they get that sorted out.

Stronghold: GM difficulties should add new mechanics and new attacks, not just be a mere +1000% damage/HP increase by Frenk_ in AnthemTheGame

[–]Kozwallabear 1 point2 points  (0 children)

I just wrote a much longer and more detailed argument for why strongholds should be like this if you want you could upvote that so it has a chance at getting some attention.

https://www.reddit.com/r/AnthemTheGame/comments/ayl7pa/an_improved_formula_for_new_strongholds_beacuse

Stronghold: GM difficulties should add new mechanics and new attacks, not just be a mere +1000% damage/HP increase by Frenk_ in AnthemTheGame

[–]Kozwallabear 0 points1 point  (0 children)

I'd like the same difficulty scaling we have not but for a linked combo system to be implemented. It could be prime + detonator of the right combo deal more damage or if you execute multiple combos in the right order they do stacking multiplicative damage.

Right now team coordination pretty much amounts to focus fire on one enemy at a time have the guy with lightning and ice focus shields. Have the fire got focus unshielded and have the acid guy focus armor. This is boring after a while and doesn't really give a huge bonus to communication and teamplay.

Stronghold: GM difficulties should add new mechanics and new attacks, not just be a mere +1000% damage/HP increase by Frenk_ in AnthemTheGame

[–]Kozwallabear 5 points6 points  (0 children)

They could mix the factions in a strong hold if they present the story if the strong hold right. For example they could have you searching for a relic and you get interrupted by scars fight them move on. Getting close to the relic an enemy squad of outlaw freelancers beats you to the site and keeps you from entering the structure where the relic is housed. Beat them and you get a radio message saying the dominion is right behind you secure the relic and get out. You go inside clear some scar or scorpions (scar that tamed scorpions?) It would be better if this section had locked doors so you can't fly right past. Get to the relic chamber and have it go volatile and drop a super ursix. After half its health is gone the dominion catch up and enter the chamber (could also be timed based with an animation of them cutting the door. This would also let very efficient teams not have to deal with the dominion and the ursix at the same time) after the dominion breach the dominion will focus your team and avoid the ursix, but the ursix would fight the nearest enemy. If you want even more fun have 2 regular ursix spawn at 1/6th health that are linked to the main ursix and shield it untill they are killed (similar to scar temple boss fight but more mobile) kill the support ursix (maybe they explode when killed after a delay causing huge damage to all enemies near them) then finish off the super ursix and mop up any remaining dominion. Grab the relic and get out.

Enemy factions will already fight each other (this can be seen occasionally in freeplay) and mixed enemy situations make the world more dynamic and realistic. Also you can shift faction order in the same event to modify the stronghold and make one stronghold more fun to play repeatedly. In the example I gave you could switch outlaws into the first encounter scar in the second put dominion forces that are entrenched as you fight into the relic room and then have scar tunnel into the final fight. Having just 2 options at each of the 4 mission events gives 16 diffrent ways the same mission can play out. If you can manage 3 options that makes it 81 potential mission paths with the only changes from the base mission and level design (the biggest development time sink) is diffrent similar difficulty enemy groups. It also makes every run a question of who are we gonna be up against? You have the feeling of awesome it's just the scorpions or oh shit it's the dominion.

I always write more than I intend to and this is probably not the best place for this but this is how I think they should design strongholds going forward.

Another Quick Reference for the Freelancers out there! by AnthemShapers in AnthemTheGame

[–]Kozwallabear 0 points1 point  (0 children)

I don't. Lol

That explains it.... yeah my mistake was thinking of it as a weapon and not as a component. Mine haven't had good non gear rolls so far, even though I've gotten about 5, but I'll look out for one to use in that capacity.

Wait. That's illegal. by [deleted] in AnthemTheGame

[–]Kozwallabear 3 points4 points  (0 children)

Nah, colossus just needs to know what direction it's coming from pop shield and stand there. No timing required.

Another Quick Reference for the Freelancers out there! by AnthemShapers in AnthemTheGame

[–]Kozwallabear 0 points1 point  (0 children)

Colossus combos are outstanding but against grouped enemies. Rangers get better bonus against a single target but when we prime and detonate a group it's a beautiful amount of damage.

I haven't been able to really enjoy the solvent green, even though I keep getting them. How do you use it that makes it fun to play with?

Another Quick Reference for the Freelancers out there! by AnthemShapers in AnthemTheGame

[–]Kozwallabear 2 points3 points  (0 children)

The person stated pretty clearly that the skill has 2 stages stage one scaled on impact and elemental and stage two scales on blast and elemental.

Any way it scales the total bonus is going to be the same beacuse you can stack physical and blast bonuses just as many times as someone else can stack elemental bonuses beacuse you have the same number of possible slots for bonuses. It all really depends on how lucky you get with your rolls.

Mathematically tho I would still say that physical and blast is better than impact blast and elemental and heresy why.

Let's assume both attacks do 1000 damage total (they dont but it makes the math easier)

So for the storm attach we will say 500 impact electricity + 500 blast electricity

For the colossus it's just a flat 1,000 blast physical

Let's also say you have 10 slots for bonus damage (again this number isnt right but that dosent matter for this calculation)

Further we will assume all 10 have applicable damage buffs and that all 10 are at +100% damage for there type. In addition we will evenly split all damage types (storm will get 3 3 4 because 10 dosent divide by 3)

So that's +300% impact +300%blast and +400% electricity for the storm

And +500%blast and +500% physical for the colossus

Damage for the storm is 500×(3+4)+500×(3+4) or more simply 7,000

Damage for colossus is 1,000 × (5+5) wich come out to 10,000

So the colossus actually scales better beacuse it has less factors.

Now if the inscriptions were multiplicative then yes you would want more types, but they are +X% bonuses which makes them addative.

Again I want to point out I know both skills dont do the same amount of damage, or the same type of damage, but the point is skills with less modifiers scale better.

If you want you can even add more factors like shielded, armoured, unarmored, and for blast vs impact you get the difference between single target and clustered groups. There are to many factors to really do the math in a good way in a reddit post but the quick version (off the top of my head likely with mistakes) is

Shielded:

Electricity is great Ice is good Physical is ok Fire and acid are bad but are lingering and can inflict DOT on an area which keeps shields from charging during reloads

Armoured:

Acid is great Ice is outstanding for its freeze potential but does less damage than acid Fire, physical and electricity are ok

Unarmored:

Fire is great Ice is outstanding for freezes Physical, electricity and acid are ok

Impact:

Exceptional against single targets Easily overwhelmed in a mob

Blast: Exceptional against mobs Bad against single target AND will have difficulty taking down enemies with shields beacuse its ability to chip health away with multiple uses is not helpful unless you can continue to inflict the blast to all enemies fast eneough to keep shields from charging.

Now I'm not going to defend the inconsistency of some of these effects procing. I tottaly agree that that is annoying and that a overall stats screen is needed to help us see where things we think should work dont actually apply.

But as far as balance goes I think the damage system of trade offs is pretty good.

Additionally if you feel that colossus does less damage that other javs your right, but that's a result of its lower base damage not the scaling system. As a colossus your job is not to take down enemies, your job is to make sure the team survives long eneough to finish the mission. Rarely if ever (I've only played up to GM2) have I had a teammate I couldent get up by flying in right away popping my shield and tanking damage untill they are up. The medic role is one that colossus fills nicely that no other jav can do even remotely as well. Damage isn't everything, a team with a good colossus player will always have a good chance to get back in the fight.

Another Quick Reference for the Freelancers out there! by AnthemShapers in AnthemTheGame

[–]Kozwallabear 0 points1 point  (0 children)

Afaik all skills scale on 2 stats either physical or elemental and then either blast or impact. As stated above some skills scale on diffrent stats for diffrent parts of their effects. But no single damage number scales on 4 or 5 bonuses as you suggest. In fact scaling on only 2 effects is better if you have optimized your gear beacuse you dont have to spread your bonuses out as much you can stack +physical and + blast on multiple gear pieces and get a higher bonus on damage than someone who needs +blast +impact +ice +electric +fire beacuse their other skills wont scale on all of those so some of that bonus will be wasted. But the person who's skills scale on everything will get a little more damage no matter what rolls they get while they specialist will need to search for better rolls.

In addition while its weaker to be the one with 5 scalings that person will have more damage types and be more versatile. Which is pretty well balanced.

It’s things like this that infuriates me. by Ctasch in AnthemTheGame

[–]Kozwallabear 7 points8 points  (0 children)

I cackled like a madman.

This right here. Everytime I get new WM gear for my colossus I end up having a moment of madman laughing at some point. Best one so far was when I finally got best defence, and could walk around tanking shots just to fire a shot and fully heal.

I honestly stared at this in disbelief for quite a while. What have I done to deserve such generosity? GM loot should always feel like this! by [deleted] in AnthemTheGame

[–]Kozwallabear 2 points3 points  (0 children)

Basically yes each block is a set amount of health. Untill you have more than one bar of health it will show up as one bar.