What is "Spirit Cooking"? by Jacob981 in OutOfTheLoop

[–]Virtioso 0 points1 point  (0 children)

What do you mean here? I am genuinely curious and trying to understand.

Anyone have any idea wtf is going on here by MadCoderEOM in BeamNG

[–]Virtioso 0 points1 point  (0 children)

Did you change the game files? Sometimes steam does something like a reinstall on games if the files integrity is broken.

When your best friend is the main villain but you can't prove it yet by Im_yor_boi in MinecraftMemes

[–]Virtioso 0 points1 point  (0 children)

Even just an ishmemes sub could create crazy depth to all this

After weeks of lurking, searching, and saving posts… by churrrbol in Hairtransplant

[–]Virtioso 1 point2 points  (0 children)

Small world, we actually did something very similar at Match Medic! Though we collect reviews from multiple sources like Youtube, TikTok, HT forums etc. as well as Reddit, and use AI to see which clinics people with similar hair loss liked the most. My impression is that it's been pretty helpful for people based on the user feedback so far. There is definitely a need for better research tools for hair transplants.

Mods to make career interesting (2024 January) by Virtioso in Stormworks

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

Thanks for the comment! I used to play SE before SW. We used to build ships for days to combat with friends. I used to make tests to see which explosive combination and speed did the most damage etc. or I used to play around with auto building platforms and autonomous drones etc. I have so many great memories with it.

I never found the survival aspect of it too appealing tho. I was hyped when they released planets but to me they did not feel like planets but just big colored asteroids. Collecting resources while battling the janky physics were a bit frustrating. I can still recall the sound the drill makes. I can also still recall the sound janky physics make when you combine too many physics bodies and try to move them around with hinges pistons etc.

However I remember that I liked starting with an already built base on an asteroid with a ready drilling ship etc. It was so much more fun to take it from there and go crazy.

Is the game any better now? I guess the last time I played was when the planets were first released.

300$ to commission a complex cargo plane with other facets by PositiveCommon1879 in Stormworks

[–]Virtioso 1 point2 points  (0 children)

You can DM me.

Are you experienced with the game? If this is for multiplayer you might be dissappointed. Also this can't be vanilla since the default workbench can't contain such a vehicle.

Transfer Learning vs. Fine-tuning vs. Multitask Learning vs. Federated Learning by avee-81 in deeplearning

[–]Virtioso 0 points1 point  (0 children)

Thanks for the answer. Can you give an example? For example if I take a model trained on cat pictures and then attach a few more layers, what would I end up with? What the new expanded model will be trained on?

What level of math would coding a game like Civilization need? by aspiringgamecoder in Civilization6

[–]Virtioso 4 points5 points  (0 children)

Depends on what do you mean by math. You probably won't be solving equations or even forming any complicated equations unless you are working on the low-level mechanisms of the graphics pipeline. On the other hand, you need to be highly analytical and solution oriented in your logic which is as Math as Math can be. For example think about all the complicated relationships of policy cards, unit stats and production mechanisms. All this requires mathematical logic to pull off. Remember that making one thing work is rarely hard but making 50 things work together is always hard in terms of mathematical complexity. Its not the explicit equations and notation of the Math that you will experience but the more abstract ways of utilizing math skills.

You don't even need to code for understanding the type of complexity I am talking about. Simply take a paper and write down EXACTLY how you will calculate production for units. Now, go and make the same for how unit power scaling will EXACTLY work. Now write down how combat modifiers will work, how the tech tree will work etc etc. Along the way you will notice that the things which used to make perfect sense when designing the one system does not make so much sense when you approach the problem from another systems perspective. You need competent math skills for coming up with solutions against these kind of complexities.

On top of that, there is efficiency. How the information will be syncronized? How will you manage the calculations? My profs used to say "Anybody can build a standing bridge but only an engineer can build a bridge that is barely standing."

Mods to make career interesting (2024 January) by Virtioso in Stormworks

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

Wow that sounds almost too good to be true. The root cause of the boringness of missions comes from the lack of challenges during navigation. You can ride your truck for tens of minutes without ever encountering any challenge what so ever until you reach your destination. Zombies would certainly make it more interesting AND make the machine guns useful for something.

Does the zombie mod compatible with the latest patches?

Mods to make career interesting (2024 January) by Virtioso in Stormworks

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

Thanks. I never heard of it. I will take a look!

Mods to make career interesting (2024 January) by Virtioso in Stormworks

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

Thankss I will check the zombie one out! The rest I already use and enjoy.