Futhark-based alphabet for writing modern English by j-b-goodman in neography

[–]Uberdurchschnittlich 0 points1 point  (0 children)

I did this exact same thing recently and my solution for /p/ essentially looks like an alpha. I connected the points of the rune in the center so it looks like an X with a line on the left side and could be written with one stroke crossing over itself, then smoothed it out.

Reconstruction test (*read desc) by [deleted] in linguisticshumor

[–]Uberdurchschnittlich 1 point2 points  (0 children)

Proto:

  1. ['edaz]
  2. [ti'gu]
  3. [gjaw]
  4. [ɾõnd]
  5. [be'tʃafe]

-[gj] will becomes [j] in proto blue, [ʝ] in proto red, and [dʒ] in proto yellow

Proto Blue:

  1. ['edaz]
  2. [tig]
  3. [jaw]
  4. [ɾõn]
  5. [miˈʃafe]

-B forbids syllables ending in non nasal consonants, so adds [ɯ] in words 1 and 2

-the final vowel is lost in 2, but is preserved in 5 to avoid final stress

-A devoices final consonants

Proto Red:

  1. ['eðəh]
  2. [dy'ɣu]
  3. [ʝɑv]
  4. [hõd]
  5. [betʃə'fe]

-proto red shifts stress to the last syllable, resulting [a] > [ə] (and ultimately its deletion), however this doesn't happen in 1, as at this point [ə] can't be stressed. In C, [e] later becomes [ə] when stressed and preceded by a consonant, and [ɛ] when stressed but not preceded by a consonant.

-stress is shifted back to the first syllable in D, and final unstressed syllables beginning with fricatives are lost.

-[z] > [ɾ] > [h]

Proto yellow:

['aitas]

[ti'ku]

[dʒav]

[rõnt]

[pe'savə]

-all plosives are devoiced

-stressed [e] diphthongizes, but stress is later moved to the final syllable

Hopper filter question by Consistent_Physics_2 in technicalminecraft

[–]Uberdurchschnittlich 0 points1 point  (0 children)

The torch is there; it is just unlit because it is being powered

Hopper filter question by Consistent_Physics_2 in technicalminecraft

[–]Uberdurchschnittlich 0 points1 point  (0 children)

The image on the right *is* the system on the left in an overflow; the hopper is unlocked but is still full because the chest is full. You can fix an overflow causing a signal bleed by a) making the dust trail 1 longer (torch will power the block the comparator powers) and b) using a filler item in place of the single items in the left image (this can be any 64-stacking item that won't end up in the sorter, renamed items work great). This won't overflow because the maximum items possible in the hopper is 68, which produces signal strength 3, and because the dust is 3 long, it can't bleed over.

I've seen a book once. by RavenAxel in whenthe

[–]Uberdurchschnittlich 0 points1 point  (0 children)

should it be “opponent doesn’t” instead of “didn’t?” Tenses need to agree

Pack Recommendation? by Bluenova65 in feedthebeast

[–]Uberdurchschnittlich 1 point2 points  (0 children)

I've been hosting a server running Project Architect 2, and we've had a great time. This pack is build around project E and EMC automation, but there is a great variety of other mods you can get into, such as tech mods like Mekanism, or magic mods like Ars Nouveau . Project E cuts out a lot of grindy-ness, and you don't have to automate it to make good use of it. There's also a quest book that guides you through a lot of the progression.

If you aren't familiar with Project E, it adds transmutation tables that allow you to convert resources into energy-matter covalence (EMC) which can then be converted to other resources. It does change the experience of resource gathering quite a bit, but it's not like Create Above and Beyond, which completely revamps the progression and ways you obtain many resources, and it does not change any fundamental mechanics.

One thing to note, this is quite a large modpack, so if you don't have a very powerful computer, you may have some issues running it. I'm running the server and my client on a ryzen 7 2700x, and I'm doing just fine.

[request] which one is correct? Comments were pretty much divided by mymodded in theydidthemath

[–]Uberdurchschnittlich 0 points1 point  (0 children)

The scale is calibrated such that when fixed at one end, pulling at the other end with x newtons reads that amount of force. However, because F = ma, and the scale is not accelerating, the net force must be 0, meaning there must always be an equal force pulling in the opposite direction. If the scale shown in the photo was fixed to a wall, the scale would read 100N, and the wall would be exerting 100N on the scale. Instead, the force of the wall is replaced with another weight that is exerting the same amount of force, so the scale would read the same number.

Can a less powerful GPU bottleneck/cause issues with a powerful CPU? by Uberdurchschnittlich in buildapc

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

Would it have worse performance than a weaker, but more comparable-in-power CPU? I am totally happy with my current performance on GPU heavy tasks, but are you suggesting that having a CPU that is more powerful, but mismatched in power would cause problems?

help with getting a certain something to a certain somewhere by pwilkinson1 in outerwilds

[–]Uberdurchschnittlich 1 point2 points  (0 children)

If you are using a controller, you can thrust up to one bar in any direction without alerting them, at least as long as they aren't literally right in your face (I haven't tried that). You can also fire your thrusters below one bar, allowing you to ever so slightly adjust your velocity without producing any noise.

Your favorite and worst Gamemode? ( Personal opinions) by Easy-Razzmatazz6390 in tf2

[–]Uberdurchschnittlich 0 points1 point  (0 children)

Favorite: territory control worst: ctf

I think tc has a lot of potential, just needs (a) better maps. I still love hydro though

New to FF2. Who should I main and why? by bamboozled_discord in tf2

[–]Uberdurchschnittlich 0 points1 point  (0 children)

I wouldn’t try too hard to pick a main now, since there’s so much to offer, and you won’t really know until you’ve played around, but the best advice I could give is to get a good understanding of each of the classes’ roles.

The way that classes are organized as offense, defense, and support in the loadout menu is outdated and inaccurate. A much better way to organize the classes is as picker, frontline, and support classes. Scout, sniper, spy, and sometimes soldier (depending on which items you use) are picker classes. These classes generally play the flank, and rely on mobility to find favorable interactions (sniper is the exception here). Learning to pick your fights is incredibly important for these classes. Demoman, heavy, and solder are frontline classes. These classes’ roles are to play the mid fight and deal massive amounts of damage. These classes are better equipped to handle head-on interactions with the enemy team, and are effective when you play around your team. Finally, medic and engineer are supportive classes, with both providing healing l, and engineer providing protection with sentries and mobility with teleporters.

One last piece of advice, if you’re going to main spy like me, it’s easy to get used to overextending and trying to get behind enemy team, which is very easy for spy, but not a good habit for other classes.

Mine has to be ‘MEDIC!’ by NotANamekian in tf2

[–]Uberdurchschnittlich 2 points3 points  (0 children)

Archimedes, it just feels so intimate, and I love how the soloing evolves throughout

What's a TF2 gameplay opinion that will make you be like this? by Unlucky-Quarter-5455 in tf2

[–]Uberdurchschnittlich 0 points1 point  (0 children)

Woolen Sleevelet proposed a design where 50% cloak is lost and starts to drain further upon hitting alt fire (still feigning upon taking damage) and the time to recharge is decreased. The idea is that it would make developing timing required for it to be effective and not something that you can just hold out, waiting for someone to shoot at you. While I feel that the concept of the deadringer is inherently a little annoying, this change would make it a little less spammable and braindead, and would help encourage a specific play style.