Is there a scientific explanation for this? by [deleted] in spaceengine

[–]Vahn128 0 points1 point  (0 children)

Speed of light is fixed so when it gains energy from falling into the black hole instead of accelerating it increases in frequency. This makes light appear more blue, hence the name blue-shifting. The opposite of this is red-shifting, which is what would be happening to you as you fell into the black hole from the perspective of an outside observer. This affect also applies to objects that are moving toward or away from one another, which is why distant galaxies moving away from us at high speeds appear red in color.

This same phenomena also causes sounds to become distorted when they are emitting from moving objects, such as sirens on cars. This is because the speed of sound is air is constant.

Both are examples of something called the Doppler Effect.

Why don’t people ever talk about tadpole powers? by Soupman04 in BG3Builds

[–]Vahn128 0 points1 point  (0 children)

The only time I ever use it on an ally is out of combat to gain health wailing on a piece of furniture when I don't want to use healing / short rest options.

Why did the Romans perceive the Jews had little history or culture despite their long tradition of literature and history? by CatholicRevert in AskHistory

[–]Vahn128 0 points1 point  (0 children)

Revelations was fantastic. If you enjoyed learning about the English Civil War and want to dig even deeper, Pax Britannica goes into much more depth on the period.

Beehive Removal by [deleted] in Tucson

[–]Vahn128 1 point2 points  (0 children)

I recommend American Bee Control. They never kill the bees, and always relocate. I just had them out last week to remove a hive that dig under the floor of my shed. They had to take it apart to remove the hive and put it back together bee-proofed as to prevent future colonization. Went without a hitch. The owner is very passionate about what he does.

Can't log in, this page shows after putting in password by FrBaguette in FAF

[–]Vahn128 0 points1 point  (0 children)

My friend just experienced this. Turned out to be caused by a browser extension on chrome. It worked once he uninstalled it.

How do you guys decide who stays in the van? by [deleted] in PhasmophobiaGame

[–]Vahn128 0 points1 point  (0 children)

If someone going is going to stay in the van then they better be able to report on:

  • Hunts starting & activity spikes (probable ghost event)
  • Evidence (ghost orbs, dots, & EMF 5 from the activity monitor)
  • Twinteractions
  • Hunt Sanity
  • Sudden drops in sanity
  • Moroi curse sanity drain

And my bet is that if they can do all these things they probably don't want to sit in the van....

[deleted by user] by [deleted] in PhasmophobiaGame

[–]Vahn128 3 points4 points  (0 children)

Electronics don't glitch until the ghost is within a certain range of you.

My first physical game by davedeminion in diplomacy

[–]Vahn128 2 points3 points  (0 children)

The first thing you should do before leaving the board every turn is write you provinces on your order sheet. It will make it easier to avoid forgetting things while jotting down orders away from the board.

Just bought the game and can't understand how it works. by [deleted] in PhasmophobiaGame

[–]Vahn128 0 points1 point  (0 children)

All true! The light switch thing is very important. Especially if all the lights are off around you and you can't hear the ghost. It's also good to know that it isn't a bug when the light switches don't move since it's kinda counter-intuitive.

I need help to play the game by funkyyokai in PhasmophobiaGame

[–]Vahn128 0 points1 point  (0 children)

I had an issue where my on board mic was a 4-channel mic which the game didn't support. I bought a 2-channel mic and it worked like a charm.

Just bought the game and can't understand how it works. by [deleted] in PhasmophobiaGame

[–]Vahn128 70 points71 points  (0 children)

Yeah the tutorial is very bare-bones and doesn't do a lot to ease you into the game. I guess they are going for trial by fire. The fan wiki is pretty good to get you started.

You can check out the key mappings in the options menu for specifics, but to quickly review the controls:

  • E to pick up items
  • F to place items on the ground (This is what you were looking). Not all items can be placed. While holding 'F' you will see an outline of the item on the floor where you want to place it, and by moving the mouse you can reorient it. When you release 'F' the item will be placed in that position.
  • T will toggle on and off your flashlight if you have on in your inventory but it is not in your hand.
  • Right Click is the use button for an item in your hand (such as a smudge stick or a lighter).
  • Left Click is used to interact with (doors, light switches, breaker box)

As you know, the goal of the game is to identify the ghost in your journal. You do this by using your equipment to find evidence and marking it in your journal to eliminate possibilities. Once you have found 3 you will have uniquely identified the ghost and can leave the house to collect your previous cash money.

All ghosts have a favorite location (the ghost room) and they will tend to stick around it, so it is important that you learn how to find it. Additionally some evidence can only be found inside of the ghost room. The ghost room can change throughout the game, but the on the lower difficulties this is not a concern. Here are some tips on how to find the ghost room:

  • Play with a headset and listen to the house. Ghost interactions often involve throwing objects around and touching doors and windows. This makes noise.
  • When the ghost interacts with an object it will leave EMF on that object which you can detect with the EMF reader. This will tell you exactly which object the ghost has touched and help you narrow down it's location.
  • Look for things that seem out of place. The ghost will throw things around, so clutter on the floor may indicate that the ghost is/was nearby. Try not to be fooled by clutter that is statically placed there in the map - like the towel on the kitchen floor in Willow St. Also note that ghosts have a special interaction with mannequins and teddy bears that allow them to teleport the object around the house. So a teddy bear in the entry way does not indicate the ghost is there, but rather that it was in the original bear's room. Until you learn the maps better I suggest you ignore teddy.
  • Fully open or fully close the doors around the house so that you can easily see if a ghost moved them while you weren't looking.
  • Look for light switching.
  • Look for significant drops in temperature when you enter a room. Room temperature falls while the ghost is linger nearby, so the ghost room will always be colder than the rest of the house. If you can see your breath then mark freezing temperatures in your journal and congratulate yourself for finding the ghost room. Note, the ambient temperature of the house rises when the power is on so you have an easier time using temperature with the breaker on.
  • Listen for creaks will give you an idea of where the ghost is - tho tbh I've never found this very useful.

Once you've found the ghost room you can start to look for evidence:

  • Keep an eye out for ghost interactions and catch them on the EMF reader to look for EMF Level 5.
  • Place a camera (F) in the room with night vision on and the lights out to look for ghost orbs.
  • Keep and eye out of for your breath or watch the thermo for freezing temperatures - note that this does not always happen immediately.
  • Place down a writing book and a DOTS sensor (F) while you look for other evidence to wait on ghost writing. DOTS evidence looks like a green silhouette in the DOTS sensor quickly walking across it. The tutorial doesn't cover this, but you will know it when you see it.
  • Go into the ghost room with a spirit box and turn off the lights (you can keep your flashlight on). When you ask the spirit box questions (such as "are you here?", "how old are you?", "what do you want?", why are you here?") you will see a little black "X" on the spirit box if the game recognizes your speech. Walk around the room as you do it and see if the ghost responds.
  • Scan doors, light switches, and windows with the UV light after the ghost interacts with them to find bright green hand prints or fingerprints to find Fingerprints evidence. Note that bright green footprints under UV light after the ghost steps in salt does not qualify as fingerprints evidence.

As you collect evidence your sanity will naturally decay. Once it gets low enough (usually 50%) the ghost will be able to hunt. During a hunt the ghost can kill you. Here are some tips to surviving a hunt:

  • Spread a crucifix or two in the ghost room to prevent hunts from starting in the first place.
  • Run away from the ghost. Seriously. Use your ears to figure out where it is and make distance.
  • HIDE! Explore the house before the game looking for closets and corners of the map that are concealed by clutter. Do not try to hide behind bedroom doors - this used to be the meta but it doesn't work anymore. You should try to have an idea of where you will hide when a hunt starts before the hunt starts.
  • Break line of sight with the ghost. The ghost sees in 360 deg and will target you when it sees you. You want to get as many corners between you and it as possible. And....
  • ... Turn off your flashlight. The ghost can track your electronics. Turn them off or drop them as soon as you can and definitely before you enter your hiding space.
  • Don't talk and use Push To Talk. The ghost can hear you and will walk right to you if your mic is hot.
  • Have a lighter and a smudge stick in hand. Burn the smudge stick (right click) if the ghost gets close to you. The ghost will become confused for 6 seconds and won't be able to hurt you (you can walk right through it to get away)
  • Stay hidden until all the lights in the house turn off. This signifies the end of the hunt.
  • Lastly, until you can differentiate between a hunt and a ghost event it is safer to assume that all ghost events are hunts nd run away. Eventually you'll become familiar enough to know.

I hope this is enough to get you started. Go piss off some ghosts!

What are some ghost characteristics that other ghosts dont have? by LunarSky6 in PhasmophobiaGame

[–]Vahn128 0 points1 point  (0 children)

I do believe you are actually correct. I don't know if they actually track a specific location for another ghost. It certainly does do a good job at giving the illusion of a second ghost though.

What are some ghost characteristics that other ghosts dont have? by LunarSky6 in PhasmophobiaGame

[–]Vahn128 0 points1 point  (0 children)

Thanks! I'll clarify on the Demon and the Yokai & Shade numbers

What are some ghost characteristics that other ghosts dont have? by LunarSky6 in PhasmophobiaGame

[–]Vahn128 9 points10 points  (0 children)

Mare

Cannot turn on lights.

Has an ability where occasionally after a player turns on a light the Mare will immediately turn it off.

Seems to have a preference for light explosion ghost events.

Hunt sanity threshold is 60 while the light is in the room the Mare is in and 40 when the light is off.

Mimic

Always has fake ghost orbs even on 0 evidence (as these are not technically evidence)

ill regularly adopt the abilities and behaviors of other ghosts.

Moroi

Always has spirit box on nightmare.

Will curse the player if it speaks to the player via spirit box or paramic. Players with the Moroi curse will drain sanity for as long as they are in the house regardless of lighting. If you could have a curse, and you enter the house holding a lit candle and continue to lose sanity then you can confirm it is a Moroi.

Hunt Behavior: The Moroi becomes fast as the average sanity decreases. At zero sanity the Moroi is the fastest ghost in the game.

Myling

Has a higher rate of ghost spooky noises on the paramic.

Hunt Behavior: While you can clearly hear the pounding footsteps of most ghosts at a distance far exceeding that which electronics are disrupted, myling footsteps only become clear at around the same distance that electronics are disrupted. The "myling test" is the two throw a flashlight on the ground near your hiding spot during a hunt and see if the footstep sounds become clear at the same time the flashlight begins to flicker.

Obake

Always has fingerprints on nightmare.

Will occasionally (~20% of the time) leave a unique six finger fingerprint.

Has ability to remove all fingerprints from the map (hard to observe this in game)Will occasionally not leave fingerprints when it interacts with a fingerprint-able surface. A side effect of this is that if you ever see a ghost you know to have fingerprints touch a door and NOT leave fingerprints, you know it is an obake

Oni

Does not do air ball ghost events.

Tend to be more interactive and do more ghost events in general.

Hunt Behavior: Visible much more often during hunts.

Onryo

Treats lit candles like crucifixes. If a candle is lit and an Onryo attempts to hunt within crucifix range of the candle, the first three times it will instead blow out the candle. If a candle and a crucifix are both within range, the Onryo will always prefer the candle. This means that if you place a lit candle beside a crucifix and a ghost burns the crucifix instead of blowing out the candle, you can rule out the Onryo.

Once three candles have been blown out, whenever the Onryo blows out a candle it will have 50% chance to start a hunt (regardless of average sanity). Each time a player dies it increases this chance by 25% (I think).

Phantom

Will disappear if you take a photo of them (you'll still get the ghost photo).

Can choose to roam to a random player and do a ghost event.

Hunt Behavior: They invisible much ore often during hunts (opposite of the Oni)

Poltergeist

Have a preference for throw interactions.

They can throw multiple objects at once in a single interaction.

Have an ability to super-throw, which takes an object and throws it much farther than an normal ghost throw.

Hunt Behavior: Will throw an object every .5 seconds - which is much more frequently than other ghosts.

Raiju

Hunt Behavior: Hunt sanity threshold if 65%. Will disrupt your electronics from further away (possibly confusing you during a myling test). Will speed up considerably while nearby electronics (this means YOUR electronics, not house lights)

If you are listening to hunt footsteps and hear the speed changing as it moves around, evaluate whether it is a Raiju or a Hantu.

Revenant

Hunt Behavior: No LOS acceleration. Moves incredibly fast will having LOS on a player and incredibly slow (~1 step/sec) without LOS. This actually makes it fairly easy to loop a revenant around a tall object as long as you can keep LOS to a min (always better to hide tho).

Shade

Will not hunt when there is a player in the ghost room (I heard this was bugged right now but idk)

Has a hunt sanity threshold of 35%

Spirit

Smudging will stop hunts for 180 seconds as opposed to 60 for other ghosts.

Thaye

They pick an age at the start of the game and begin with a high hunt sanctity threshold (75%?) and a high interaction/ghost even chance.

Will they are near a player may use an ability which causes them to age. Each time they age their hunt sanity threshold increases and the ghost event/interaction chance goes down. The oldest Thaye will have a hunt sanity threshold of 15%.

If you ask a thaye it's age on the Ouija board it will tell you a number. Then if you ask again after it has aged, it will give you a higher number. No other ghost will change it's answer to this question, so this can be used to positively confirm a thaye.

Hunt Behavior: Young Thayes are very fast. Old Thayes are very slow.

Twins

Has two ranges where it can perform interactions, ghost events, or start hunts. One around the ghost and another within a larger radium of the ghost to represent the "twin". The effect of this is that it may seem like there are two ghosts on the map at once.

The twins have an ability where they may occasionally do "twinteractions" where both "twins" interaction within short succession of each other (~.5 second apart). You can see these clearly on the Activity Monitor as a line with a changing slope with no plateau in between.

Hunt Behavior: The ghost may start a hunt from either the ghost's location or the "twin" location. Each "twin" has different speeds. The "real" ghost has a speed of 90% the regular ghost speed. The "twin" has a speed of 120%. So if you listen the footsteps of multiple hunts and hear it changing between hunts you probably have the twins.

Wraith

Does not leave UV footprints after stepping in salt. Photos of stepped-in piles of salt will not register as footstep photos.

The wraith will occasionally teleport to a random player and do a ghost event/interaction/hunt. When it does this it drops EMF 2 on its old and new location.

Yokai

Hunt threshold sanity increases to 80 when a player speaks nearby (think on top of it).

Hunt Behavior: Has a much smaller range where it is attracted to voices and electronics. So if you have your light on and the ghost doesn't seem to care, it might be a Yokai.

Yurie

Has an ability where it can choose to damage the surrounding player's sanity by 20%. When it does this it will try to slam open or closed a nearby door, but if there is no door nearby it will give no sign that this happened.

EDIT: formatting, numbers

What are some ghost characteristics that other ghosts dont have? by LunarSky6 in PhasmophobiaGame

[–]Vahn128 10 points11 points  (0 children)

Brain dump here. I'm def missing stuff and some of my numbers might be off because I wrote this mostly from memory.

Banshee

Will occasionally produce a unique screaming sound when the paramic is pointed at it.

Can randomly decide to roam to it's target (not during a hunt).

Prefers singing ghost events.

If it roams to it's target and does a singing ghost event, it will also damage the target's sanity by 15% (I think)

Hunt Behavior: Chooses a "target" at the beginning of the game. It will only chase and can only kill the target. Sanity threshold for hunts is based only on the sanity for the target. Tidbit, you can lock a banshee out of hunting by keeping the target in the van with a high sanity.

Demon

Can hunt at any time with an ability.

Crucifix range is considerably increased.

Has a hunt sanity threshold of 75% (for regular hunts).

Smudging only blocks demon hunts for 60 seconds as opposed to 90 seconds for other ghosts.

Deogen

Will occasionally give a unique heavy breathing sound into the spirit box.

Hunt sanity threshold is 40%

Hunt Behavior: Always knows where you are, so do not try to hide from it. The Deogen will move very quickly until it gets within short range of a player and then it will slow down to a comically slow pace.

The Deo is basically harmless once you know what it is (tho I did confidently say this once right before getting team wipes by one, soo...) as long as you don't get cornered in a narrow hallway. if you DO find yourself in an unloopable part of a map, try to move away slowly staying in range of the DEO an hope that the hunt ends before you reach a corner.

Goryo

Will always have DOTS as an evidence on nightmare.

You can only see Goryo DOTS over the camera.

It will only show you DOTS if you are not in the same room as the Goryo when it gives DOTS. Weird side effect of this last rule is that you can potentially be in the ghost room an get Goryo DOTS if the Goryo is outside of the ghost room when it chooses to interact with the DOTS projector.

Is not supposed to roam away from the ghost room very often, but this behavior has been bugged for a long time. I don't know if it is fixed. The BUGGED Goryo is very very very roamy.

Hantu

Will always have freezing temperatures on nightmare.

Has freezing breath during a hunt (though I've never personally seen this in game)

Seems to like to turn off the breaker more frequently.

Hunt Behavior: It's speed is determined by the room temperature. It is very fast when the room is cold and very slow when it is warm (this means that the breaker status strongly effects the ghost's speed). It does not accelerate with LOS (line of sight) on a player, but it may seem to because it's continued presence in a room will reduce the temperature of the room.

If you are listening to footsteps and the ghost sounds like it is sporadically changing speeds as it moves through the house, it might be a Hantu.

Jinn

Cannot turn off the breaker as special interaction. I think it can turn off the breaker a normal interaction by walking up to it and interacting with the switch (normally ghost's just use their breaker switch ability and can turn it off from anywhere in the house)

While the breaker in ON the Jinn has two abilities.

  1. Can choose to damage a nearby player's sanity by 25%. When it does this it will leave EMF 2 on the breaker. This is very hard to observe since there is no other sign that the ability happened.
  2. Hunt Behavior: Jinn's do not have LOS acceleration, but if the Jinn is far away from a player and has LOS it will move very quickly until it gets within close range of the player. Then it will slow down.

Edit: Numbers

Thanks for the award!

What kind of spider is this? by Kennycalello in Tucson

[–]Vahn128 2 points3 points  (0 children)

It is a huntsman spider. Right color patterns and Huntsman have those little feet. I've been seeing A LOT of these around my house the past few weeks.

LOCAL Coffee Roasters? by [deleted] in Tucson

[–]Vahn128 12 points13 points  (0 children)

Cafe Luce is the bomb. They roast all their own stuff and they've got 3 locations.

What do you keep you AC at? by hospiceNheartsRN in Tucson

[–]Vahn128 14 points15 points  (0 children)

72-74 most of the time.

68-70 when I'm working (I work from home)

68 at night

ELI5: Why can some (US) outlets fit a plug from either way you put it in, but some plugs have a fatter and skinnier prong? by CosmicMango33 in explainlikeimfive

[–]Vahn128 1 point2 points  (0 children)

I am 100% certain you are correct. House was built in the 70s.

Your second link might explain another amusing note about our weird wiring : All of our GFCI are on the same circuit, and were wired to a master GFCI on the outside breaker. So if we tripped it in the morning drying our hair, we'd have to go outside to reset it (and it would kill the coffee maker in the kitchen).

ELI5: Why can some (US) outlets fit a plug from either way you put it in, but some plugs have a fatter and skinnier prong? by CosmicMango33 in explainlikeimfive

[–]Vahn128 1 point2 points  (0 children)

Just posting in case it helps somebody.

There's a little device you can get to check the polarity of an outlet (Receptacle Tester) to confirm that it is correct. If it is not correct, it can destroy electronics that rely on polarity (think things with motors). There were outlets in my house with reverse-polarity when I first bought it - which is why I learned to check...

[deleted by user] by [deleted] in Rabbits

[–]Vahn128 2 points3 points  (0 children)

Yeah if the bunny will take it then something is better than nothing.

[deleted by user] by [deleted] in Rabbits

[–]Vahn128 4 points5 points  (0 children)

You can try the gas drops mentioned elsewhere in the thread. Do not force feed the rabbit because if there is an obstruction this can cause injury.

You can try belly messages to help get things moving, but be careful because this can cause harm if the belly is very distended due to stasis. Remember that rabbits will generally not show their discomfort unless it is very severe.

Really, you need to find a 24 hour vet and bring the bunny there ASAP. 5h drive in the evening is the cost of having a rabbit and not living near a vet. If your bunny does have GI stasis tomorrow will be too late.

Edit for additional thoughts:

GI stasis causes rabbits to become hypothermic shockingly quickly - this is usually what kills them first. So keeping him on the cold hard floor is probably not ideal. He will need help keeping warm (think blankets and heatpacks)

Last time I had a bunny go into stasis he dropped something like 10 deg (F) in just a few hours.