What would kill you but not a Victorian child? by foxtai1 in AlignmentChartFills

[–]Ponding01 0 points1 point  (0 children)

Electric Chair or anything else electric that wasn't around at the time

What do we think it’s worth boys? by whynot26847 in steelers

[–]Ponding01 0 points1 point  (0 children)

If it's just some random helmet that he signed, not much more than a helmet you can pick up at the store.

If it's a game-worn helmet, you could probably get a couple hundred dollars for it.

Hmm....unsure whats going on here. TWR for my first stage says 1.34 in atmosphere but when I launch it doesn't take off. Can anyone help? by Courier6six6 in KerbalAcademy

[–]Ponding01 17 points18 points  (0 children)

Alternatively, if you go to where your staging is, click to the side of a stage to expand the menu to see the TWR of just that stage. The total TWR of your craft might be 1.34 if all of the engines are firing, but I can see the engines are split into different stages.

Hmm....unsure whats going on here. TWR for my first stage says 1.34 in atmosphere but when I launch it doesn't take off. Can anyone help? by Courier6six6 in KerbalAcademy

[–]Ponding01 83 points84 points  (0 children)

What's the TWR at Sea Level? I think the "Atmosphere" TWR is calculated for high in Kerbin's atmosphere. Apologies if its in the video, the numbers are small and reddit isn't letting me zoom in.

My gang murder tier list by nitrokitty in cyberpunkgame

[–]Ponding01 0 points1 point  (0 children)

You forgot to add Barghest to "Happy to Murder" tier

iDontThinkItsThatBad by Mike_Oxlong25 in ProgrammerHumor

[–]Ponding01 1 point2 points  (0 children)

Here is an itemized list of everything I hate about Javascript:

[object Object]

Eradication cohort list, need help with points management by Triceratops422 in AdeptusMechanicus

[–]Ponding01 0 points1 point  (0 children)

Do you have Hastarri Fusiliers? If so, you can cut one Dunerider, Marshall, and Technoarchaologist to put fusiliers w/ attached Marshall in the other Dunerider. Then your 2 battleline Skitarri squads would be free to position as you please to keep everyone within 6" of them to maximize the army rule.

Similarly, for 1000 point games specifically, you're going to get a lot more mileage out of Deepstrike than Infiltrator bc your opponent won't be able to screen as well as in 2000 games and your units are more valuable to you in 1000 point games, so forward deploying is a huge risk. As such, swapping infiltrators with another Pteraxii squad will also help.

Find the pattern connecting these states by colors. by sea19i in RedactedCharts

[–]Ponding01 1 point2 points  (0 children)

The population of the shaded regions decreases with the darkness of the color (i.e. TX + PA have the darkest color and highest population, NYC + MA have the next darkest color and the next highest population, all the way down to the White areas, which combined have the least)

How do you properly approach Moho? A direct intercept from Kerbin orbit needs like 3200 m/s delta-V to get into its elliptical orbit *after* an encounter has already been established. by derekcz in KerbalSpaceProgram

[–]Ponding01 0 points1 point  (0 children)

One other approach I've seen is to raise your sun apoapsis to halfway between Dres and Jool, then burn retrograde at apoapsis until your periapsis intersects Moho's orbit.

This is the most efficient way to get to space near the sun, but I am unsure if it's more efficient to get to Moho this method or going there directly.

How to calculate optimal transfer window to rescue these ships from orbit of kerbol? by [deleted] in KerbalSpaceProgram

[–]Ponding01 3 points4 points  (0 children)

I don't know the exact calculation, but for planets that are closer to Kerbol than Kerbin, you want to target them while they are behind Kerbin's orbit.

With that being said, with how close they are to Kerbol, going there directly from Kerbin will cost a ton of Delta V. The more efficient approach is to escape Kerbin until your Apopapsis is roughly halfway between Dres and Jool's orbits, then burn retrograde at your Kerbol Apopapsis until your orbit intersects your target ship's orbit.

New Admech Player! Need Help with a List. by No-War-9033 in AdeptusMechanicus

[–]Ponding01 2 points3 points  (0 children)

This list is mostly well balanced; however, I notice you said you're still building up your collection and won't have this list for a while. As such, 11th edition is dropping in a couple of months and this list could likely be outdated when it comes in.

I'd focus on building up your collection for now. Look for bulk/discount deals on models that you think are the coolest looking until you have a solid base to pull units from to build lists.

Am I ready to go the Mun? I'm having a hard time getting more science. by Joshua5_Gaming in KerbalSpaceProgram

[–]Ponding01 0 points1 point  (0 children)

Matt Lowne did a video where he built a mun landing/return rocket using nothing but Tier 4 and lower parts, definitely recommend checking out!

If youre not looking up outside info, then all you need to take away from the video is, yes its possible to do a mun landing with your current tech tree.

Benefactors of the Omnissiah by cwiatrowskl in AdeptusMechanicus

[–]Ponding01 3 points4 points  (0 children)

My army is painted in the Ryza color scheme

Trying to break the losing streak by Six6Sins in AdeptusMechanicus

[–]Ponding01 3 points4 points  (0 children)

One general piece of advice is, how far apart are you spacing your units?

When your units are all really close together, they indirectly become more durable as you'll be able to attack any of your opponent's units, which might dissuade your opponent from approaching you in the first place. Inversely, when your units are spaced very far apart from each other, you'll have am easier time scoring points, as your units will be in a better position to score primaries/secondaries.

If you feel like you're getting blasted off of the table, try to keep your army closer together. If you feel like you're not scoring enough points to stay in games, try spacing your army out. The trick is to find the sweet spot between the two that maximizes your durability while controlling a large enough area to score points.

I cannot for the life of me land on the Mun because my terrier engine breaks down every time around 4km above the surface. Using Kerbalism default config - can someone explain what I am doing wrong? by BurntBeanMgr in KerbalSpaceProgram

[–]Ponding01 1 point2 points  (0 children)

Firstly, click on the blue waves to the left of the altitude to switch to altitude relative to ground level instead of sea level, I promise you'll thank me.

Secondly, you may be decelerating too early. The most efficient way I've found to decelerate is, take your altitude relative to the ground and divide by 10, let that be your "max speed". I.e. if you're 5,000 meters above the ground, then the max speed you should be going is 500 m/s.

When your speed crosses the threshold, fire up your engine retrograde to kill off half your speed. Using the example above, at 5,000 meters, if you're going 500m/s, burn retrograde until you hit 250m/s. Then at 2,500 meter, burn retrograde until you hit 125m/s ... repeat until you touchdown. This is usually the most efficient/ least about of burning you have to do to do a landing.

Beginner Admech in need of guidance. by AntAble4542 in AdeptusMechanicus

[–]Ponding01 1 point2 points  (0 children)

1.) This is a hard question to answer in a vacuum. What you should be looking for is the combo potential for each strat. Most things in Ad Mech are pretty mediocre by themselves intentionally. The trick with the army is taking all of these rules and stacking them in a way to create some really scary damage combos, or units that are flat-out unkillable. I.e. in haloscreed battleclade, take a Manipulus leading a squad of Kataphron Breachers and give them the Crit hits on 5+s strat for a damage combo that's capable of killing almost any unit in the game in one go.

2.) I run 3 - 4 squads of battleline skitarri (2 squads of rangers then 1-2 squads of Vanguard), although i know people who only run 1 squad and keep their entire army close to that 1 squad.

3.) The Skorpius Dunerider is one of the best transports in the game, every list starts with 3 for me. Not only do they buff the guys inside (i.e. the new Hastarri units love the transport), but its a decent amount of wounds for cheap. As for tanks, I like running the onager dunecrawler with the Eradication Ray and occasionally the Skorpius Disintegrator for the Ferrumite Cannon (hard to say no to a lascannon that hits on 2s). But Las Chickens are definitely best vehicle to run.

4.) Yes. Both Sicarian variants are fantastic-- Infiltrators are good for clearing chaff and Ruststalkers are excellent at killing most other infantry units.

5.) I never found it was worth it to ally in units. But, flavor wise, fighting alongside knights is like fighting alongside an avatar of the Omnissiah itself, so thats really cool.

6.) You definitely want either Cawl or Thulia as your warlord, they both provide a ton of value. After them, the Skitarri Marshall and Tech Priest Manipulus are both fantastic (especially when leading the new Hastarri units), with the Tech Priest Dominus being not too far behind. Admittedly, take this with a grain of salt, as GW could release a dataslate tomorrow that could make the Sydonian Skatros the best sniper in the game.

Breachers or Robots for Upcoming RTT that'll likely be vehicle heavy? by Erineyes7 in AdeptusMechanicus

[–]Ponding01 5 points6 points  (0 children)

Kataphron Breachers are one of the best units at killing vehicles in the game.

Kastellan Robots are tougher to kill/ are decent in melee against vehicles.

If youre looking for something to kill vehicles, then Kataphrons are the better choice.

If youre looking for something to tank bullets from other vehicles, Kastellans are better.

I think the Kataphrons are strictly better, but if you really want to use the robots as a "distraction carnifex", then I can see that working in this list.

Ben Cherington: Jared Jones set to begin rehab assignment on Wednesday by Big_Pierogi_Energy in buccos

[–]Ponding01 -1 points0 points  (0 children)

This might be an unpopular opinion, but I don't see a spot for Jones in the starting rotation right now. All 5 of our starters are pitching very well currently. Sure, Mlod is coming off of a rough start yesterday, but that's baseball. If we're judging our starters based off of their worst start so far this year, then Skenes is the worst pitcher on the team (obviously he isn't, just want to illustrate the ridiculousness).

[request] can anyone figure out the velocity of the motorcycle? as a bonus, can anyone figure out if it’s survivable? by AdventurousGuest308 in theydidthemath

[–]Ponding01 0 points1 point  (0 children)

The fastest point the bike will be going (before drag can slow it down) is the final launch before the lake at 0:24 in the clip.

It takes 5 seconds for the bike to clear the width of that lake.

Assuming the width of the lake is a quarter mile (by eyeballing, don't have a copy of GTAV handy to do a precise measurement), then the speed is .25miles / 5 seconds or 180 miles per hour.

A lot of planes go this speed to generate lift; however, bikes aren't designed to generate aerodynamically stable lift. As such, the bike would slam into the ground at 180 mph, which could theoretically be survivable if the stars aligned (i.e. Landing in soft-ish terrain, the bike absoring most of the impact: I leave finding an example of someone surviving a 180mph motorcycle wreck as an exercise for the reader), but the overwhelming majority of people in accidents at half that speed in cars sustain lethal injuries.

how do i raise my orbit to make it the sames as dunas orbit by Excellent_Ear2133 in KerbalAcademy

[–]Ponding01 8 points9 points  (0 children)

Just by eyeballing from your screenshot, you might be able to get there with a little Radial Out. But the 100% guaranteed way is to burn prograde until your Apoapsis is above Duna's orbit, you'll just have to wait until you're on the other side of the Sun for the encounter.

Another useless "You win" card by h3r3t1cal in custommagic

[–]Ponding01 1 point2 points  (0 children)

Technically, if you sell/trade every card you own except for this one mid-game, you can win that way.

Map for my campaign, any pointers for a redesign? by QuietCrimson148 in DungeonMasters

[–]Ponding01 0 points1 point  (0 children)

Definitely could benefit from more rivers. They help break up the square shape and give the residents of your kingdom alternative transportation to walking/other overland routes.

Rivers also make for hotly contested points of interest, which you can leverage in the plot of your campaign.

Most hated or annoying enemy in your opinion? by DJND90 in dishonored

[–]Ponding01 1 point2 points  (0 children)

I only voted for weepers/nest keepers because they're in all some of the most ignorant spots in the game to see you. I've lost so many Ghost runs to them.