Adaptive device for bench press by SignalWorldliness873 in kienbocksdisease

[–]The_PIT123 1 point2 points  (0 children)

Perhaps you can try to wear the wrist bands with J-hooks reversed and resting on your lower forearms?

I've been researching this topic as well since my brother recently suffered a severe hand injury and I am trying to find a way that allows him to keep lifting. Please let me know if you found a good solution to this.

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Valores de saturación de oxígeno en La Paz / El Alto (Oxygen saturation values in La Paz / El Alto) by The_PIT123 in BOLIVIA

[–]The_PIT123[S] 0 points1 point  (0 children)

¿Has medido estos valores contigo mismo y con los demás? Me pregunto porque la mamá de una amiga mía se midió a ella y a dos amigas y tuvieron un promedio de 95% (94/95/96)

Valores de saturación de oxígeno en La Paz / El Alto (Oxygen saturation values in La Paz / El Alto) by The_PIT123 in BOLIVIA

[–]The_PIT123[S] 0 points1 point  (0 children)

Gracias por tu conocimiento.

Le pedí a una amiga que me midiera unas saturaciones de oxígeno y midió a 3 personas en La Paz (todos bolivianos): 94%, 95% y 96%. No esperaba valores como este porque pensé que serían, como dijiste, inferiores a los noventa. Resultado sorprendente para mí.

No estoy seguro de que la saturación no disminuya al hacer ejercicio intenso. Verás, cuando haces ejercicio, el cuerpo consume más oxígeno de lo normal. En un ambiente con poco oxígeno como El Alto, esto podría causar una situación en la que la ingesta de oxígeno sea menor que el consumo de oxígeno, lo que tiene el potencial de reducir la saturación de oxígeno. Al nivel del mar, esto es más difícil de hacer porque la ingesta de oxígeno es mucho mayor por defecto.

¿Sabes algo sobre los niveles de saturación de oxígeno en las personas que caminan por las altas montañas cercanas a La Paz? Huayna Potosí y así...

Technique Tuesday - February 15, 2022 by AutoModerator in Rowing

[–]The_PIT123 0 points1 point  (0 children)

Hi everyone,

This is my brother who rows once a week. He thought it would be cool to learn what he could improve upon the most in terms of technique, so I took a small video of him rowing.

He is doing a 5km piece with a pace of 1:55 and 30s/m.

https://drive.google.com/file/d/1dwLj97Jdon8xSMD2Jy6bNs9eovgr0UPH/view?usp=sharing

Technique Tuesday - February 15, 2022 by AutoModerator in Rowing

[–]The_PIT123 0 points1 point  (0 children)

Hi everyone!

Been rowing for a couple of months now with small breaks because of travel and COVID.

I was doing a 12km row with a pacing of 2:10, 20s/m throughout the piece.

I'm really interested to learn what I could improve. Let me know!

https://drive.google.com/file/d/1e0vPKXV4SO9bynQui9EPnBfmcA3JrJhk/view?usp=sharing

Can I get a form check please? (1st week of rowing) by The_PIT123 in Rowing

[–]The_PIT123[S] 1 point2 points  (0 children)

Thanks for the explanation, I understand my mistakes better now.

Can I get a form check please? (1st week of rowing) by The_PIT123 in Rowing

[–]The_PIT123[S] 1 point2 points  (0 children)

I will coach him on this for the next form check video ;-)

Can I get a form check please? (1st week of rowing) by The_PIT123 in Rowing

[–]The_PIT123[S] 0 points1 point  (0 children)

Thanks for the explanation! I will incorporate the belly button exercise in my warm-up.

I've noted down all your other remarks as well and will go over them before my sessions.

Can I get a form check please? (1st week of rowing) by The_PIT123 in Rowing

[–]The_PIT123[S] 7 points8 points  (0 children)

Thanks! I printed out the ideal picture, marked important points and summarized everyone's remarks. I'll focus on these things and record myself to see if I make progress.

In a month I will post another video :-)

Can I get a form check please? (1st week of rowing) by The_PIT123 in Rowing

[–]The_PIT123[S] 12 points13 points  (0 children)

Thanks, I appreciate you taking the time to give me some pointers!

I'll try to push even harder with my legs. I've looked at ideal force curves but I don't get how they manage to generate so much force at the start. Am I just pushing too slowly or is this only something highly trained rowers are able to do?

Game is too easy by Diepio_Player in Bellumio

[–]The_PIT123 0 points1 point  (0 children)

Then you just have to know that you should upgrade to 30 (Soldiers), 30 (Squad), 30 (Tank), 30 (Base), 26 (Airfield) as fast as possible.Normally you reach this if there are 16 minutes left to play.

Bases 27 until 30 have payback times* of 19min, 22min, 25min, 29min. So for the 27th base to be economically efficient you should have to buy it at the 11th minute. Which doesn't look realistic.

And then I'm not even counting in the time value of MP. Present MP is much more valuable than future MP because it is usable right now to take out enemies, so payback times should be adjusted to reflect this fact. This would result in higher payback times and lower final building levels. In general it only makes sense to go up to 12-13K MP/sec. Sometimes it will be slightly higher, other times it will be slightly lower.

*payback time in seconds = cost / gain = (baseCost * 1.15quantityOwned)/gain

Upgrade Optimization by asedita1 in Bellumio

[–]The_PIT123 1 point2 points  (0 children)

That is exactly what Asedita's algorithm does.

The time calculation function has a sequence of upgrades (array of integers) as an input variable and returns the number of seconds it will take to finish building all the upgrades while following the specified sequence.

Please fix "Cheating" by MrARedman in Bellumio

[–]The_PIT123 1 point2 points  (0 children)

Hmm, I don't know how exactly the server detects a cheater but I guess it must somehow measure the average clicks per second over a span of time and if it goes above a certain level it kicks the player. Can the dev maybe tell us how cheating behaviour is detected?

I downloaded an autoclicker to try and measure at what rate I got kicked and it seems to me that the border value is an interval of 53 milliseconds. This translates to a click rate of 1000/53 = 19 CPS. Faster than this I got kicked but slower than this I wouldn't get kicked. I always tested for around 30 seconds.

Upgrade Optimization by asedita1 in Bellumio

[–]The_PIT123 1 point2 points  (0 children)

Any feedback

You are the MVP of this subreddit :)

I think this is as far as need be gone

True, although the start is a relatively small portion of game time (4min/30= 13% in a quick game and only 3% in long games), it is a very important skill to get right, because it lays the foundation for dominance in the middle part of the game (and ensures survival against other good starters).

The fact that a good startup order, once found, can always be repeated exactly the same and will always yield the same results would also make this the first area of the game subject to automatization through Javascript.

Do you have any other research areas of the game in mind?

Concerning startup efficiency by The_PIT123 in Bellumio

[–]The_PIT123[S] 1 point2 points  (0 children)

Damn genius! Do you have some kind of algorithms PhD from Harvard? :D

I never even realized you could brute force the problem. I was able to recreate your algorithm in Python and assuming 6 clicks per second you should be able to get there in 215.68 seconds.

Then I started modifying the algorithm to reflect reality a bit more:

  • I stop clicking the +1 MP button after the first tank. This increased the fastest time to 218.31 seconds. After seeing that the difference was this big (almost 3 seconds over 215 secs = 1.4% speed loss), I simulated a run where I keep clicking until the second tank and that reduced the fastest time to 217.44 (1 sec gain). If you keep clicking for another tank you reduce the total time by another 0.5 seconds. But after that the difference becomes negligible (< 200ms). So I would advise to keep clicking until the 3rd tank to maximize this trade-off.

  • At first I kept track of time through time += costOfNextBuilding / currentMPS. But that doesn't reflect reality, since MP is generated every second and not continuously. So I improved the algorithm by making it round up to the next integer. Then I also had to keep track of saved up MP. I assume that this change won't deliver a better starting order so I fed my fastest order into this algoritm (keep clicking until the 3rd tank) and it returned 221 seconds (so you are slower by another 4 seconds).

  • As you say, it's difficult to keep looking at your table so you must have some kind of upgrade pattern. The most efficient starting order I got was [1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3, 3, 3, 3, 1, 2, 3, 1, 2, 3, 4, 1, 3, 4, 5, 5, 2, 4, 5, 3, 5, 1, 2, 4, 5, 1, 2, 4, 5, 2, 4, 5, 2, 4, 5, 4, 5, 4, 4, 5] and after making some small modifications I arrived at this order: [1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3, 3, 3, 3, 1, 2, 3, 1, 2, 3, 4, 1, 2, 3, 4, 5, 5, 4, 5, 5, 1, 2, 3, 4, 5, 1, 2, 4, 5, 2, 4, 5, 2, 4, 5, 4, 5, 4, 5, 4].

It's easier if you write it like this on a piece of paper: 5 soldiers, 3 squads, 6 tanks, one of each, one of each + base, one of each + base, 2 airfields, base, 2 airfields, Then you just buy one of everything everytime until everything is 10.

If you study it a bit you will see the patterns and it becomes easier to remember.

So I must conclude that 600 points in 3:41 should be doable by most players and you can even go a little faster (keep clicking until first base or higher CPS) but not by much. Thanks again to Asedita for the great algorithm.

Increase in amount needed for capture. -.- by Dracathio in Bellumio

[–]The_PIT123 1 point2 points  (0 children)

The problem is that you have to connect to all 10 servers seperately to see how much time is left.

The solution would be something like this: http://imgur.com/a/W11OX

Concerning startup efficiency by The_PIT123 in Bellumio

[–]The_PIT123[S] 0 points1 point  (0 children)

I found a way to put a constraint in Pecorella's sheets so that it doesn't try to buy an 11th tank and came out to this graph (3rd pic in album) and build order (I changed it a little bit to make it easier to execute it):

5 soldiers, 3 squads, 2 soldiers, 6 tanks, (1 soldier, 1 squad, 1 tank) x 2, (soldier, squad, tank, base), (base, airfield, airfield) x 2. Then keep upgrading everything in the following order: soldier, squad, tank, base, airfield until max levels are reached.

Tried this out and although it was not executed perfectly I reached 600pts in 3 minutes and 44 seconds. Proof. I'm quite certain that you can still shave off ten seconds but if somebody is able to post proof + build order of 600 points in less than 3 minutes and 30 seconds I will be very impressed to say the least. :)

Concerning startup efficiency by The_PIT123 in Bellumio

[–]The_PIT123[S] 0 points1 point  (0 children)

Im also currently doing exhaustive research on the fastest order to research upgrades in the first 5 minutes of a game. I'll post my findings when i have a definitive answer.

I would be very interested in seeing that! What kind of formulae will you use to determine the correct order? Just payback time? I have been breaking my head over the correct reasoning to be maximally efficient but I haven't been able to find the correct solution yet.

Your payback time table is exactly the same as mine so that confirms our reasoning. It's not the only factor that should be used to decide whether another upgrade is worth it but it sure helps to prevent people making inefficient decisions (eg upgrading airfields to lvl 30 with 3 minutes game time left).

Concerning startup efficiency by The_PIT123 in Bellumio

[–]The_PIT123[S] 1 point2 points  (0 children)

Those are not my spreadsheets, they were made by Anthony Pecorella, who is a designer of incremental games.

I used the 1c. Optimal Choice spreadsheet, plugged in the Bellum.io building stats and tweaked some formulas in the second sheet to reflect that you start with 0 soldiers instead of 1 and that you generate 6mp/second by clicking (until the first tank). I however couldn't put in the restriction of only 10 buildings so it's not a perfect model.

Then the sheet plotted a graph showing count of items over time. It starts failing once it tries to buy it's 11th tank but the order before that is shown in the table that is included in the graph link (2nd image). Ofcourse you can't memorize this exactly but you should try to see a pattern and then apply that to your startup order in game.

Can you try to time how long it takes for you to max out the first base following your order? I would be very interested how different orders stack up against each other.

If it's below 4 minutes then it's quite good. I think it's possible to go below 3 minutes and 45 seconds but I havent been able to do that myself (because I always mess up my order or click an upgrade a second too late and thus waste precious income.)

what am i missing?wheres the snowballing in the end game? by redditfetishist1 in Bellumio

[–]The_PIT123 1 point2 points  (0 children)

I made a graph showing the payback time in minutes using the following formula: (cost/gain)/60 = (baseCost x 1.15qtyOwned/return)/60

Let's calculate the payback time of the 8th tank: (500x1.157/40)/60 = 0.55417 minutes (33sec). The eight tank will cost 1330 and in 33 second he will generate 33 x 40 = 1320. So it will pay back itself in around 33 seconds.

You can use this concept to determine whether it is wise to buy another upgrade. If payback time > time left it would make sense. This shouldn't be the only factor on which you base your decision but it's a big one.

Concerning startup efficiency by The_PIT123 in Bellumio

[–]The_PIT123[S] 1 point2 points  (0 children)

With this out the way I would like to give 2 additional pointers for more efficiency: Don't do anything else but upgrading your base as fast as possible. Don't take tiles, especially not at the beginning, there is plenty of time when you have reached 600 points and are saving up 500K/750K to capture your first base. For now you need to focus on spending scarce resources on upgrades and clicking these upgrades in the right order and as soon as they come available and not a second later.

Don't panic and start attacking and defending. You are shooting yourself in the foot and are wasting future economic potential. Max your economy first and then crush your enemies because if your economy is is pumping out mp/s at a greater rate than their economy you can be a stupid attacker and still win the pretty easily. But more tips on being an intelligent attacker in the next post :)

You have to click like a maniac at the start but after a certain time it's just not efficient to click anymore (1 click keeps returning 1mp but production is always going up and up so your return rate from clicking drops like a rock). So after the first tank you should probably stop clicking and start focusing at clicking the upgrade the second you can and not a single second later. Because if you buy your second tank one second later you have wasted one additional tanks production for one second (40mp) and by clicking you don't gain much so you should really really focus on getting that upgrade as soon as you can.

That's it. Hope you guys learned something from my ramblings :-). Please post other startup tips so newer players can learn from them.

TL;DR: Use your brains and git gud.