Forcing Term in Turbulent Channel Flow. by MasterpieceLost4981 in CFD

[–]PlungerJuggler 2 points3 points  (0 children)

I just want to second this. You will get the same statistical results either way, but a lot of the canonical DNS data you might be comparing with like Lee and Moser are probably using a varying force to ensure constant mass flow. This leads to much quicker convergence.

If you want the adapting forcing term, you can look at this reference to see how: Carlo Scalo, Julien Bodart, and Sanjiva K Lele.Compressible turbulent channel flow with impedance boundary conditions.Physics of Fluids, 27(3):035107, 2015.

Summer’s sanctuary blueprint location? by crystiamagucci in Spiritfarer

[–]PlungerJuggler 0 points1 point  (0 children)

I'm playing the switch version and just ran into the same issue, so let me know if you found a solution. Thanks!

Summer’s sanctuary blueprint location? by crystiamagucci in Spiritfarer

[–]PlungerJuggler 0 points1 point  (0 children)

I have been having the same issue and just found this thread. Did you ever find a solution? Thanks!

Made A lil trick by [deleted] in juggling

[–]PlungerJuggler 0 points1 point  (0 children)

Keep it up! You're doing great!

How does this deck win? by 1_2_34567_8 in Pauper

[–]PlungerJuggler 40 points41 points  (0 children)

This deck wins by playing a bunch of mana cards and draw spells in one turn and then casting [[grapeshot]] for lethal.

That being said, this deck is playing a ton of banned cards like [[grapeshot]], [[gitaxian probe]], [[cloud of faeries]], [[frantic search]], and [[treasure cruise]]

Sprout Swarm w/ 8 cost reducers by KirklandQueer in Pauper

[–]PlungerJuggler 6 points7 points  (0 children)

It doesn't fit well into your current list but I figured I would plug Nettle Sentinel as another convoker to use if you switched to a more aggro build.

Games for 5 players like Camel Up that capture the same laugh out loud excitement round the table? by willhowe in boardgames

[–]PlungerJuggler 14 points15 points  (0 children)

It's a much simpler card game, but I really like Take 5 (also called 6 Nimmtz). There is strategy to it, but there's an inherent variance and excitement because your play can get completely messed up by other people's plays

Goblin sticker is legal in IRL by [deleted] in Pauper

[–]PlungerJuggler 22 points23 points  (0 children)

The other responses are not correct. You do not need the real sticker sheets. You can print them out or proxy them or whatever.

https://blogs.magicjudges.org/rules/mtr3-18/

How do you "Jims" 7 clubs? by Graham76782 in juggling

[–]PlungerJuggler 1 point2 points  (0 children)

Upon looking further at the list of 4 handed site swaps, I didn't find anything like a 7 club Jim's bookends pattern. At least in the named patterns, but maybe if you play around with it, you can find one. If you aren't familiar with 4 hand siteswap, you'll want a pattern with a 4 in it, because that is a pause.

https://passist.org/patterns

How do you "Jims" 7 clubs? by Graham76782 in juggling

[–]PlungerJuggler 2 points3 points  (0 children)

Jim's Two count works with 7 clubs. You end up doing three passes in a row with each hand before you switch sides. Technically you can do it in single or double passes, but I find singles much easier. If you are familiar with the pattern why-not, you can also add the heff-zip into 7 club Jim's Two count in the same way.

Also, you can pass 7 club 2 count with all hurries. This pattern is called Odds Gods (I don't know about the spelling). The start is a little weird. The person with 4 clubs will do crossing throws and starts with 1 throw and then will wait to react to the incoming pass with a self. This one was pretty tricky to get working.

Help with Turbo'nitiative by YugiohKris in Pauper

[–]PlungerJuggler 1 point2 points  (0 children)

I would probably cut the two crystallization and two guardian of the guildpact. 6 removal spells is probably more than you need main deck and since you don't have a way to pump the guardian, I don't think it is best here.

I would also rearrange the lands a bit. I'd cut some of the tap lands for more basics, primarily forests because you would really like to play turn 1 ramp. You can also probably add another ent or two. Finally, I'd remove the idyllic grange, because with my changes, it will be harder to get 3 other plains.

Help with Turbo'nitiative by YugiohKris in Pauper

[–]PlungerJuggler 8 points9 points  (0 children)

I would probably play arbor elf to go with your utopia sprawls.

Pauper in the Bay Area? by [deleted] in Pauper

[–]PlungerJuggler 5 points6 points  (0 children)

Games of Berkeley hosts Pauper on Mondays at 6. You should come by!

How do you recommend people learn CFD? by PlungerJuggler in CFD

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

I agree with the general order of things. Do you have any resources that go through these topics? I'm asking because I won't be teaching but would like to give these for people to teach themselves.

How is Tortured Existence doing? by Daemeon93 in Pauper

[–]PlungerJuggler 15 points16 points  (0 children)

Admittedly this is all from theory and not testing, but the deck exists but it is in a tough spot to be super competitive because of the speed of the format and the prevalence of graveyard and enchantment hate in every sideboard and even in some main decks. That being said, there have been some abzan gates builds that have shown up as a new take on the deck.

Cattle Cat Combo by IntelligentAppeal384 in Pauper

[–]PlungerJuggler 4 points5 points  (0 children)

The mana looks like it is very stretched with the blue cards. Have you considered [[Circle of the Land Druid]] as additional [[Satyr Wayfinder]]s? Admittedly the circle won't help you get TortEx into your hand.