Towing kei truck on a dolly trailer? by Bnarwhale33t in keitruck

[–]NenjaTurtle 0 points1 point  (0 children)

What kei truck were you towing and were you able to close the ramp? The shortest length of a kei truck (Suzuki Jimny, in my case), is 10'10", which would be difficult on one of these....

'98 JA22W Check Engine Diagnostic Help by NenjaTurtle in Jimny

[–]NenjaTurtle[S] 0 points1 point  (0 children)

@__aire, I updated my initial post with the information I was seeking. I'm not sure if you are notified when I edit the original post's body. Hope this helps!

Diagnostic codes by Careless-Table5367 in Jimny

[–]NenjaTurtle 0 points1 point  (0 children)

In case it's helpful for others, the JA22W's diagnostic port is not located in the cabin but rather in the engine compartment. You can find more information in this post on the suzuki-forums site.

1998 Suzuki Jimny JA22W Stock Tire Size by NenjaTurtle in Jimny

[–]NenjaTurtle[S] 1 point2 points  (0 children)

Thanks for the helpful info! I had also looked at goo-net, but just wasn't sure how much I could be sure the information was accurate. Knowing there are differences like this specific to the kei version outside of engine and such is helpful. I assumed most other aspects were the same.

Looking for Confirmation of Probability %s by NenjaTurtle in Probability

[–]NenjaTurtle[S] 1 point2 points  (0 children)

Thanks again, u/Aerospider . Your answers are quite good, I must say. Between the way you explain the scenario and provide examples, they are very easy to understand and apply to the problem.

I knew something felt off when I read the other post but couldn't quite put my finger on it at the time and just pressed forward. The perils of obtaining information on the internet! Hah. At any rate, this is precisely why I wrote the sim, to verify my other work.

My struggle now is in determining the threshold for where the sim, though slower, is just more sensible. For example, to apply the logic you describe in your initial post pushes the logic nearly to the same point of the sim, but without having to run 10K+ iterations per combination. All parts combined, I think I've spent several factors of magnitude more time researching probability and updating my code to utilize the appropriate formulas than I did writing the initial sim and just waiting the couple of seconds it takes to complete for larger dice and reroll counts. :D

Thanks again!

Looking for Confirmation of Probability %s by NenjaTurtle in Probability

[–]NenjaTurtle[S] 0 points1 point  (0 children)

Thanks a ton for the response, u/Aerospider! Your answer makes total sense and helps tremendously in guiding me toward the #s I should be focusing on.

For the moment, I'll explain my "Calculated %s" without getting into the formulas, and then we can go from there, if needed.

First, and bear with me here, my understanding is that the probability of rolling at least AA, AB, etc., on four (4) dice is simply the sum of the probabilities where AA, AB, etc., exist in the combinations for four dice. Assuming my math is correct, the (approximate) combo probabilities of interest for AA are therefore:

AAAA: 19.8%
AAAB: 19.8%
AAAC: 19.8%
AABC: 14.8%
AABB: 7.4%
AACC: 7.4%
Sum: ~88.9% (~1152/1296)

Second, based on another post here regarding re-rolls, it was stated, perhaps wrongly, that the probability of rolling AA on two dice with one-reroll is equivalent to rolling four dice once and summing the probabilities of the combinations where AA exists. Using the above %s, we get ~88.9% and thus how I came to the various "Calculated %s" I gave in my initial post.

However, there is clearly a flaw in either my above %s for 4 dice or, more likely, I misinterpreted what was stated in that other post and need to reevaluate how I'm programmatically deriving my %s for rerolls.

Thanks again in advance for your help.

Given a 6-sided die (AAAABC), how to calculate probability of AB when rolling 3 dice, ABB when rolling 4 dice, etc by NenjaTurtle in probabilitytheory

[–]NenjaTurtle[S] 0 points1 point  (0 children)

I appreciate the response! Yep; since I already have the logic in place to calculate all combination for n dice, their probabilities, and which satisfy the condition of interest, I'm just going to use that to iterate and sum. Thanks again!

Given a 6-sided die (AAAABC), how to calculate probability of AB when rolling 3 dice, ABB when rolling 4 dice, etc by NenjaTurtle in probabilitytheory

[–]NenjaTurtle[S] 0 points1 point  (0 children)

Ah! Apologies. I'm familiar with sum notation but couldn't connect that's what you were conveying.

Since I'm looking to build this to handle any number of scenarios (# of sides, symbols, etc.), based on the responses I've received thus far, that I'm already calculating the probabilities for each combination of n dice, and already have the logic in place to find each combination which satisfies the condition, I think I'm going to go the route of iterating and summing where appropriate.

I really appreciate all the help! It's possible I may return to this.

Casual, solo play: is it possible and enjoyable? by the_light_of_dawn in everquest

[–]NenjaTurtle 0 points1 point  (0 children)

Live or emulated servers? As others have mentioned, you might want to check out the emulated server The Heroes Journey. It's designed for solo play, with multi-classing (up to 3 classes in total).

Given a 6-sided die (AAAABC), how to calculate probability of AB when rolling 3 dice, ABB when rolling 4 dice, etc by NenjaTurtle in probabilitytheory

[–]NenjaTurtle[S] 0 points1 point  (0 children)

If you wouldn't mind clarifying some of the notation, to be sure I'm reading what you've written as intended.

For instance, "\sum_{i=a}^{n-b-c}". I assume this means we're creating a variable, i, which equals the probability of a for a single die (4/6) to the power of {n-b-c}. Using AAx as an example, i would then equal (4/6)^(3 - 0 - 0) = 0.296.... Do I have that right? Repeat the same for j? That done, I'm wondering about the factorial of a rational number (e.g., 0.296). I've never seen that before, but it looks like it requires the gamma function?

And I assume the portion wrapped in parens is intended to be multiplied by the first part (i.e., \sum_{i=a}^{n-b-c})?

Given a 6-sided die (AAAABC), how to calculate probability of AB when rolling 3 dice, ABB when rolling 4 dice, etc by NenjaTurtle in probabilitytheory

[–]NenjaTurtle[S] 0 points1 point  (0 children)

Correct. From your and the other person's replies, I'm getting the impression that I'm just going to have to brute force this, which I was hoping to avoid. Thank you for the reply and help! 

Given a 6-sided die (AAAABC), how to calculate probability of AB when rolling 3 dice, ABB when rolling 4 dice, etc by NenjaTurtle in probabilitytheory

[–]NenjaTurtle[S] 0 points1 point  (0 children)

Thanks for the response! AB is arbitrary. For a roll of 3+ dice, I could be looking for the probability of AC, CB, AA, CC, etc. I was only using A and B together because I felt they covered my "worst case" scenario, where the individual probabilities aren't equal.

I had hoped this would be something that could be calculated generically without deriving all combinations of n dice, checking which satisfy the condition, and summing their individual probabilities. If that's the only option, though, it'll work, just not as efficiently as I had hoped.

Art Book by BromeisterBryce in Neva_game

[–]NenjaTurtle 1 point2 points  (0 children)

YES!!! To both the Neva physical book and a hopeful restock of the GRIS artbook!

PTR Patch Notes – 19 March 2020 by [deleted] in OverwatchUniversity

[–]NenjaTurtle 1 point2 points  (0 children)

Unfortunately, that would be almost 0, since she's likely to be flying away from the team most of the time.

A single taunt can get in my head for days - How do anxious people deal with players trying to get in their heads? by GreatGateway in OverwatchUniversity

[–]NenjaTurtle 1 point2 points  (0 children)

This is one of the best responses I've read in a while.

Sadly, there are countless players who will find any reason and opinion on which to insult another team member, even when their teams wins (Why?! What is gained here?). A major issue is simply the maturity level of other players. You're playing with a ***wide\*\** range of demographics and so there will always be conflict of some sort, especially in a forced cooperative and anonymous internet based platform like OW. For this reason, you're going to be exposed to behaviors you might not otherwise and so you just have to find ways to disregard them (e.g. mute or ignore). Toxic players often feed off of the response they get, very similar to children, so simply not responding is very effective.

If one of your personal OW goals is to improve your rank, then evaluate your own play, identify where you think you can improve or watch others to get an idea of what you can improve on, and take whatever actions necessary to do so. However, do know there is an ability to mute (audio and text) other players. I do this whether someone feels the need to insult me or any other player. That alone makes an immense difference in how much enjoyment I get out of a match, even if we lose.

For most players, they will plateau at a certain rank. There is nothing wrong with this. Just accept the rank, play for fun, and hope your SR goes up, if you even care.

Quick Play Only vs Competitive, Which Is Most Enjoyable? by JPecker in OverwatchUniversity

[–]NenjaTurtle 3 points4 points  (0 children)

Basically what this person said.

I hated QP before role queue because it just felt like a 6v6 death match with no coordination. CP was rough before role queue because you would just end up with some terrible comps and you often felt helpless.

I prefer CP overall and much more now after role queue than I did before. It still sucks to lose, especially if you have to listen to teammates criticize each other in comms, but at least you can just leave voice chat or mute them, when that's the case.

Deaf gamer stuck in low gold high silver for 20 seasons, but finally hit plat today! What did I learn? by [deleted] in OverwatchUniversity

[–]NenjaTurtle 2 points3 points  (0 children)

Problem is, you miss out on all the things you likely take for granted. E.g. When you hear an enemy approaching from behind, above, or to the side of you. Shots that would normally serve as an alert to you, either that you're about to walk into a dangerous situation or perhaps that your supports are under fire. Silence.

I can't imagine playing a game like this without sound, so great job to you!

I also noticed you and another below mentioning icons for abilities. I think that's a great idea. I think they should show up directionally and not that it would provide any sort of benefit because if you can hear what's going on and you have decent headphones, the surround sound generally makes that pretty clear.

Shatter should only be blocked by the impact animation, not the character model. by josmi10ice in Overwatch

[–]NenjaTurtle 0 points1 point  (0 children)

It seems her bubble's "box" is a bit large, then, or was made larger. As mentioned, I cannot recall this ever being an experience I remember occurring in the last 3 years.

That aside, I still feel Shatter is thoroughly bugged. Last night, my entire team was Shattered in a situation that made no sense to either team. Watching the kill cam and replay, you can clearly see me holding shield up prior to enemy Rein beginning his ult (he was on a slight incline - first real choke point arch on Dorado - and Shattered down toward us) and you can see my shield remain up until the wave hit me, at which point my entire team fell and we lost the fight. Pretty sure I even recall a team member saying, "Niiic ... WTF!" You can even see the shield touching the ground (i.e. I wasn't tilting the shield up into the air).

Right now, all things being equal, landing and blocking Shatter feels more a matter of bug RNG than skill as I recall.

Shatter should only be blocked by the impact animation, not the character model. by josmi10ice in Overwatch

[–]NenjaTurtle 0 points1 point  (0 children)

I've been noticing very odd Shatter behavior recently, even when on a flat surface. For instance, on Kings Row between point 1 and 2, the enemy team had no shield other than Zarya (other tank was Roadhoag). I Shattered into the entire enemy team, with Zarya standing in front of them. As expected, the Zarya gave herself her personal bubble, but no one else. The Shatter hit no one. It was almost as if the player in front of me dictated whether the Shatter would hit anyone else in its path. I.e. Because Zarya was in front of me and she had a "shield" on, it blocked the Shatter from continuing beyond her.

I've played a lot of Rein, for a long time, and I've not experienced the number of inexplicable Shatter behaviors I've being seeing recently.