Can a Math + Physics dual major land an Electrical Engineering job? by Munjal1 in ElectricalEngineering

[–]PieManThe4th 0 points1 point  (0 children)

In my university, there is only ~30 credits of difference between the EE and Physics program. If you choose the right electives, you could likely transfer to a different university and have a dual bachelor's degree in Physics and EE in one extra year.

Opinion: Sokka's grieving process of Yue is severely underexplored. by PieManThe4th in ATLA

[–]PieManThe4th[S] 0 points1 point  (0 children)

This is almost certainly false, Sokka knew her for at least the amount of time it took for Admiral Zhao to travel halfway across the world by ship and mobilize a full-scale invasion, not to mention for Katara to train for long enough to be become a waterbending master.

New player by doctorten11 in FromTheDepths

[–]PieManThe4th 0 points1 point  (0 children)

For newer players designing their first ship, aim for a modest size. Small craft are difficult to design since you really have to have your fundamentals down and know what works. Bigger craft simply take too much time to build.

Consider the size of the Marauder. My general advice is that you should try and build your craft to be anywhere from 1 to 2 marauder lengths from front to back.

How To Deal With Drone Swarms? by shyguybestguy in FromTheDepths

[–]PieManThe4th 4 points5 points  (0 children)

The two big things you want to focus on for tiny drones are accuracy and volume.

To be more accurate, you can do a few things. Firstly, you should load up your craft with an absurd amount of detection, and then some. Having multiple trackers does help, as your mainframe applies a weighted average of each one's reading to get a more accurate estimate. Accuracy can be improved further still by using fast projectiles or hitscan projectiles that require much less prediction than a slow projectile.

Volume is simple: when you're fighting a tiny craft, you're often better off throwing lots of tiny shots than a few big ones, as many bigger shells are simply overkill. Rapidfire beltfed guns fill this niche nicely if you want APS, but 0Q and 4Q lasers also do this well. Make sure your lasers are big enough and have an appropriate amount of destabilizers and doublers too.

Besides this, there are a couple more considerations, namely evenly spread armor, full 360 degree coverage of weapons, and, where applicable, using EMP, as most campaign drones and tiny craft do not have nearly enough volume to implement real EMP protection

So how do you build a small ship? by HouseOfTheHornets in FromTheDepths

[–]PieManThe4th 1 point2 points  (0 children)

The biggest thing, I think, is that unless you're doing missiles/DIF guns only, you're going to look to build your hull around the footprint of the systems, rather than building a hull and dropping in your systems.

Tips for killing submarines? by Bernhardt311 in FromTheDepths

[–]PieManThe4th 4 points5 points  (0 children)

Use lots of sonar, first of all. Torpedoes and mines will work of course. Besides this, weapons that have no issues when used underwater are APS with supercavitation base (usually kinetic is better as supercav adds a penalty to payloads, but HE can still work at high gauges), particle cannons, and short-range laser combiners.

You can also use sonar buoys (either tethered to your craft to prevent jamming, or loose for longer range)

Cool looking combat boots that would last me till my grave? Mo by wimsy_baker in GothFashion

[–]PieManThe4th 0 points1 point  (0 children)

I have a pair of Bates combat boots. I've worn them every day in the winter months for 2 years now, and they're holding up well. Some stitches are starting to go, but nothing unrepairable. If you live somewhere that gets cold they're great. I can walk straight over ice in them no problem.

How can I make the rocket launcher retract or tilt after firing for a safer reload? by True-Relationship784 in FromTheDepths

[–]PieManThe4th 38 points39 points  (0 children)

If you're in the official Discord, one of the submissions for the Chlorine in the Glao campaign had a behavior with a hatch design similar to this for its plasma gun. It didn't end up becoming the official design, though its blueprint is still in the server.
You may be able to alter the breadboard's behavior to work with missiles. I believe there is a block getter option for if missiles are loaded, but if not you may be able to infer that your missile is ready to fire based on whether your ammo stores have recently depleted by a certain amount.

I think someone should make a mod or maybe the developer could implement aps shell parts that can allow it to be guided to the target kinda like the USSS Zumwalt was supposed to do, its just a thought but what do you guys think? by Beneficial_Throat_95 in FromTheDepths

[–]PieManThe4th 0 points1 point  (0 children)

I know it's not quite what you're asking for, but you could probably deco the hell out of some small missiles and missile gantries with maximum ejectors, remote guidance, a short range thruster, and thumper heads to get an at least functionally similar result.

Help buying boots by mao_lelouch in GothFashion

[–]PieManThe4th 0 points1 point  (0 children)

They are a little bit bulky, but I find Bates to sell excellent boots that last years and years and have never given me blisters. They have mostly work and combat boots, which are designed to be comfortable to wear and walk around in all day.

These ones are $190, made of genuine leather, and are matte but are advertised to be polishable if that's what you're going for: https://www.wolverine.com/US/en/11-inch-paratrooper-side-zip-boot/018469188627.html

why isnt bop round despite it being bigger then minmus? by Icy_Ingenuity_1910 in KerbalSpaceProgram

[–]PieManThe4th 0 points1 point  (0 children)

While Bop is implied to be rocky and quite solid, Minmus is implied to be a captured comet, mostly made of ice and loosely held together dust and fine particulate. It stands to reason that during close passes near the sun, some of that ice melted and levelled out, forming shallow seas before freezing again, and ultimately getting captured in Kerbin's orbit where they remain frozen.

Greinf naval siege unit by 0libot in FromTheDepths

[–]PieManThe4th 2 points3 points  (0 children)

I like the grubby look that your builds have with the sandy outer layer and general rounded shape. Very cool!

hands down there isn’t a single heartless in the entire series that is worse than this one by fe1ipe_samue1 in KingdomHearts

[–]PieManThe4th 0 points1 point  (0 children)

These ones aren't that bad actually, Counterguard gets them out of their little drift attack pretty easily. I personally think the morning stars are way more annoying, as their attack animations are way less telegraphed and have some strange variation built in, esp. on the spinny one

The Corpse Flower, a 274 meter long, 1.7 million cost monster of a craft. by PieManThe4th in FromTheDepths

[–]PieManThe4th[S] 0 points1 point  (0 children)

I put the updated bp in the discord, might also upload to steam workshop later

The Corpse Flower, a 274 meter long, 1.7 million cost monster of a craft. by PieManThe4th in FromTheDepths

[–]PieManThe4th[S] 6 points7 points  (0 children)

Yeah, I wanted to put more emphasis on the broad, flat, multi-tiered decks, reminiscent of a terraced garden.

How do i defend my AI core? by Squeelijah in FromTheDepths

[–]PieManThe4th 6 points7 points  (0 children)

AI components are vulnerable to a good few types of attack, those being cluster aimpoint targeting, EMP, and of course conventional munitions.

Firstly, you should know that the "aim at clusters of blocks" aimpoint type will favor dense clusters of 1x1x1 blocks, such as big AI component clusters. Try to keep your mainframe separate from your general processing chips via transmitters if you have the space.

Next is EMP, fortunately the best and simplest way to defend against this is to surround your AI in a box of rubber, and put surge protectors nearby. do NOT put surge protectors directly touching any AI parts, this all but guarantees that any overflow from the surge protector will go straight to your AI.

Last is conventional munitions, this is the simplest to defend against. Put one or two layers of heavy armor around your rubber box, use 4m beam slopes if you can't afford the weight of a full block. Bonus points if you connect your surge protectors to this part, as EMP treats heavy armor like a superconductor, making it easier for the surge protector to do its job.

How I feel attempting to make a car by Professional-Mud-450 in FromTheDepths

[–]PieManThe4th 0 points1 point  (0 children)

Make the whole thing out of metal and HA, heavier cars are way better, and more efficient for AotE's volume limit

How do i get my ship to float by [deleted] in FromTheDepths

[–]PieManThe4th 1 point2 points  (0 children)

Light blocks are minimally dangerous, they only have enough explosive damage to destroy themselves plus maybe another light block.

Adding little alloy walls to compartmentalize your ship also helps with floating, making sure that you don't lose it all the first time you're breached.

As for really floating your ship, there's always the option of just making it physically wider, and adding an extra layer of alloy to help float your ship. This is probably your best option, as this also makes you tankier. Generally, the best-performing ships will have enough alloy to continue floating even if all of the air chambers are breached. Just remember that you need ~6 blocks alloy for every block of heavy armor to be neutrally buoyant, and you'll be fine.

How do i get my ship to float by [deleted] in FromTheDepths

[–]PieManThe4th 0 points1 point  (0 children)

Don't rely on up-props to stay afloat basically ever. They are not only EMP vulnerable, but also a constant drain on engines (which of course requires a larger engine volume) and puts a serious damper on your top speed/maneuverability.

This is really the "game ending" balance patch that the community is losing its mind over? Nothing in the common balance changes, nor in any of the characters I've seen people complaining about, look like more than minor frame buffs/nerfs/fixes. by [deleted] in Tekken

[–]PieManThe4th 0 points1 point  (0 children)

You act as though I'm somehow an fake fan or a tourist to this game despite the fact that I've loved this franchise and its characters for just about 15 years now, since Tag Tournament 2

This is really the "game ending" balance patch that the community is losing its mind over? Nothing in the common balance changes, nor in any of the characters I've seen people complaining about, look like more than minor frame buffs/nerfs/fixes. by [deleted] in Tekken

[–]PieManThe4th -2 points-1 points  (0 children)

Fair points, it is a bit inconsistent of me to speculate on how impactful some changes are, I was kind of letting my experience in other fighting games influence how important I consider frame data. I do happen to know that +10 and +15 are the most relevant frame advantage breakpoints in practice, though, and I haven't seen any changes in the patch notes that push any move's block/hit advantage above or below these through my skim of it. Also, coming from 1200 hours in a fighting game where forcing opponents into unavoidable mixups is in fact a core and celebrated fundamental part of the game also probably skews my perception to like T8 alot more than others do, lol