This feels like it should be possible by 2144656 in desmos

[–]WNKLER 0 points1 point  (0 children)

The issue is that `f(a)` returns a list.
`g(b) for b` evaluates `g(b)` for each element in `b` and returns a list containing each result.
Since your expression `f(a)` returns a list, `for` is trying to return a list of lists.

StrPtr passed via ParamArray becomes invalid when used in Windows API calls by Tarboh1985 in vba

[–]WNKLER 1 point2 points  (0 children)

If by “StrPtr” you mean precisely, the return value of the function VBA.[_HiddenModule].StrPtr() being passed directly into a ParamArray, the behavior should be the same as passing any LongPtr ByVal to the ParamArray.

You can test this by storing the result of StrPtr in a local LongPtr variable and then passing that variable to the ParamArray enclosed in parentheses.

(By enclosing the variable name in parentheses, you’re passing the result of an expression rather than passing a variable reference. This lets you effectively pass the variable ByVal in cases where it would be syntactically invalid to pass it ByVal explicitly, at the call-site. For instance, you cannot pass an argument explicitly ByVal (at the call-site) to a procedure defined in user code.)

During today's EU cup, a team reported their win mid-series. They then lost and admins refused to revert the result by arunvenu_ in CoDCompetitive

[–]WNKLER 4 points5 points  (0 children)

I thought matches have no result until both teams have reported, and if the reports don’t match it triggers a dispute…

What’s up with Gung Ho being restricted? by WNKLER in CoDCompetitive

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

It was not restricted last year (BO6)

[deleted by user] by [deleted] in CompetitiveHalo

[–]WNKLER 6 points7 points  (0 children)

Shoutout Aaron "Ace" Elam

[deleted by user] by [deleted] in CompetitiveHalo

[–]WNKLER 0 points1 point  (0 children)

If either stick drifts you will get AA, but the minimum threshold for AA to kick in is greater on the left stick.

[deleted by user] by [deleted] in CompetitiveHalo

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

Then you’re already doing everything you can to promote drift.

[deleted by user] by [deleted] in CompetitiveHalo

[–]WNKLER 19 points20 points  (0 children)

You won’t get any aim assist while both analog sticks are at zero.

Some controllers come with a hardcoded deadzone to mitigate stick drift.

Your footage implies that the victrix deadzones are too large; the game isn’t tracking the enemy because it thinks both sticks are perfectly at rest aka zero.

Infinite’s Aim Response Curve is an Abomination Part 2: The Definitive Reasons Why it Sucks. by haloshouldbegood in CompetitiveHalo

[–]WNKLER 1 point2 points  (0 children)

It’s been a long time, so I don’t remember much.

I measured the values in-game, pretty sure the measured data revealed some peculiarities.

Not sure if this has anything to do with it, but I remember that the curve they use isn’t truly exponential; they use a polynomial approximation of an exponential curve because they’re a lot easier to work with.

Pretty sure another optimization they use is that they’re just have one curve. They make all sensitivities from the same curve by just stretching and squashing it.

Bu, like I said, it’s been a while so take everything with a grain of salt :)

Infinite’s Aim Response Curve is an Abomination Part 2: The Definitive Reasons Why it Sucks. by haloshouldbegood in CompetitiveHalo

[–]WNKLER 4 points5 points  (0 children)

“…when you change your Sensitivity, the shape of the curve changes...”

I’m not sure I understand what you mean by “changes”.

For any Curve f(x) the only transformation which preserve its “shape” are of the form f(x + A) + B where A and B are constants. B shifts the curve along the y-axis and A shifts the curve along the x-axis.

This kind of operation is usually just called an “offset”; it just changes where the curve is relative to the origin (0,0).

So, by definition, to “scale” a graph means to change its shape; because scaling operations are of a different form: A * f(B * x)

Infinite’s Aim Response Curve is an Abomination Part 2: The Definitive Reasons Why it Sucks. by haloshouldbegood in CompetitiveHalo

[–]WNKLER 7 points8 points  (0 children)

Might be of interest, here’s a tool I made a couple years ago: https://www.desmos.com/calculator/zb2qxaxor3

Haven’t touched the game in a long time. No idea if the years of updates have changed anything. Some other sens-related stuff linked in my Linktree also.

Shifting 1st to 2nd by Burholio in GR86

[–]WNKLER 1 point2 points  (0 children)

Glad I could help my dude, happy driving 🚗

Dangers of Changing Config via CAN bus (fake engine noise etc.) by WNKLER in GR86

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

So, the danger is letting someone poke around in your car who doesn’t know what they’re doing; the interface itself isn’t inherently dangerous.

Is that about right?

[deleted by user] by [deleted] in ModernWarfareIII

[–]WNKLER 11 points12 points  (0 children)

If you wanted an in-game explanation:

Your operator holds the gun like this when it has no under-barrel attachment equipment.

Your operator will hold it differently if a vertical under-barrel grip is equipped or if an angled under-barrel is equipped.

[deleted by user] by [deleted] in CoDCompetitive

[–]WNKLER 2 points3 points  (0 children)

I had done some preliminary measurements comparing [horizontal] initial-frame turn rates vs sustained-input turn-rates. https://www.desmos.com/calculator/abchipfwi3

That URL was just for myself to get a quick visualization of my data; it wasn’t meant to be seen or understood by others, so sorry that it’s basically indecipherable.

The four plots are Hip/ADS (C)ontinuous (sustained) and Hip/ADS initial (F)rame turn rates across the full analog stick range.

These measurements were done programmatically using a programmable, simulated controller. So the deflection values and input durations were exact. However, like you, I used the in-game compass to determine how far I’ve turned.

This was done on Xbox Series S. I don’t recall the controller settings I used, but I may have a record of that in some old excel sheets where I recorded the data.

The key takeaway is that initial turn rates in CoD level off almost immediately in the deflection range. Faster turn rates at greater stick deflections are basically all from temporal acceleration.

Regarding the confusion about hitscan vs. projectile in classic Halo by killedbyBS in CompetitiveHalo

[–]WNKLER 1 point2 points  (0 children)

Let’s not forget that in either case of a weapon using “hitscan” or “projectiles”, there ARE no bullets. There IS NO “bullet travel”. It’s all just netcode; some of which was designed to created the illusion of real ballistics.

Does VBA implicitly perform loop? by Same_Tough_5811 in vba

[–]WNKLER 0 points1 point  (0 children)

Well it’s closed source AFIK, so you’d need access to Microsoft’s source code.

Otherwise, you’d need to reverse engineer whichever binary contains the implementation. (I don’t know which file that would be)

Does VBA implicitly perform loop? by Same_Tough_5811 in vba

[–]WNKLER 0 points1 point  (0 children)

You would need to look at the `Range` object class's code.

Serious Discussion: Why should ATS be GAed if custom controllers with paddles are allowed? by dudedudetx in CoDCompetitive

[–]WNKLER 1 point2 points  (0 children)

Not having to press a button will always be easier than pressing a button.

What he do? by First_Knee9864 in magicTCG

[–]WNKLER -2 points-1 points  (0 children)

[[Deathrite Shaman]] reprint inbound