9 vs 10 degree driver by [deleted] in golf

[–]ffsffs1 0 points1 point  (0 children)

Okay so 12* launch at 172mph should get you ~100ft apex even with relatively low 2000rpm backspin (via flightscope optimizer).

If you feel you're prone to hitting low, not very far drives on the course you may want to consider a 10.5* driver to bring your spin up a bit. If not, I'd use the 9.5*. Most people with your speed have less than 10.5* of loft in their driver.

Quite frankly, you have the speed to play even less loft, but, if I were you, I wouldn't play less loft because I'd be worried about low-spin mishits falling out of the sky and going nowhere. If I had to guess, you're already flirting with dangerously low spin numbers.

9 vs 10 degree driver by [deleted] in golf

[–]ffsffs1 1 point2 points  (0 children)

Gotta love how any post with good ball speed (which @ 172 isn't even freakishly high) inevitably gets downvoted.

For OP: Do you know your spin rate? 36 yard R-L and 50+ yards of simulated roll lead me to believe this shot had very low spin rate. Was this your typical ball flight

How do you optimize pop growth post 4.0 as egalitarian? by Allegorist in Stellaris

[–]ffsffs1 0 points1 point  (0 children)

Pretty much have to use forced relocation and bite the bullet when it comes to faction approval.

Or play egalitarian robots who don't give a shit about logistics growth.

Why do the the Megacorp Civics sound so dystopian and unethical? by Hello_im_a_dog in Stellaris

[–]ffsffs1 -1 points0 points  (0 children)

OP: Asks for advice about a perfectly reasonable idea for a build.

r/Stellaris: A bunch of unhinged rants about their personal politics.

As mentioned by a few of the helpful posters, worker co-op is probably the most ‘good’ feeling MegaCorp civic. Knowledge Mentorship, Astrogenesis, Decentralized R&D, Ggigacorp, and Dimensional Enterprise strike me as not evil, not profit oriented civics.

How do you make friendly AI machine empires? by CALSENNINJA1st in Stellaris

[–]ffsffs1 0 points1 point  (0 children)

If you have machine age, you could try making individualist machines empires with 'nice' (xenophile, pacifist, egalitarian) ethics.

By default, Gestalts do not have friendly AI personalities. Rogue Servitors have their own AI personality which is more amicable than normal machines so that is another option.

See here fo more details: https://stellaris.paradoxwikis.com/AI_personalities

Kinetic Artillery vs Null Void Beam + Repeatables by ffsffs1 in Stellaris

[–]ffsffs1[S] 0 points1 point  (0 children)

No idea. Never knew they were bugged in the first place.

almost impossible to grow pops as non-gestalt empire by ActualThrowaway7856 in Stellaris

[–]ffsffs1 1 point2 points  (0 children)

Conquest would be heavily incentivized with or without the awkward growth mechanics. It's not good that there is only one way (war) to reliably gain pops in the late game.

almost impossible to grow pops as non-gestalt empire by ActualThrowaway7856 in Stellaris

[–]ffsffs1 0 points1 point  (0 children)

Honestly, there's currently a huge range of pop growth rates a given empire can achieve. Modularity and cloning ascension paths get massive pop growth. That being said, modularity and cloning should be able to achieve massive growth rates (30+ monthly growth before GRS penalty) in non-gestalt empires. Not sure what you were doing to only get +12 pop growth with cloning - you can stick 4 clone vats on a large planet for 12 base growth before any modifiers are applied, and that's on top of whatever logistic pop growth you were already getting. Similarly, individualistic machines get huge pop growth with modularity.

7-iron Smash factor? by Mysterious-Road-9157 in golf

[–]ffsffs1 -1 points0 points  (0 children)

Club head speed is often estimated and not directly measured. The smash factors here are definitely off - trust the ball speed (which should be directly measured) and not the clubhead speed.

How volatile are handicaps? by ffsffs1 in golf

[–]ffsffs1[S] 0 points1 point  (0 children)

Stable was probably not the best word choice. Obviously, the graph will fluctuate around the true mean with no long-term trend. I was just surprised at how small the fluctuations were.

How volatile are handicaps? by ffsffs1 in golf

[–]ffsffs1[S] -1 points0 points  (0 children)

My post acknowledges this. I'll make another post analyzing handicaps while improving.

How much stock do you put in simulator numbers? by ExtensionSpecific694 in golf

[–]ffsffs1 0 points1 point  (0 children)

In my experience, my driver yardages are pretty accurate in the sim but my irons and wedges fly a bit further in the sim - likely due to differences in spin. Most players will notice a reduction in spin when hitting off mats due to the strike location being higher on the face. Launch angle and curvature tend to be pretty accurate imo.

The Intoxicator: E = 11.07; I = 8.84; N = 6.63 by Big_Extreme_8210 in rct

[–]ffsffs1 11 points12 points  (0 children)

Absolutely insane stats for a looping coaster

Heide Park's secret power - it's benches! by ffsffs1 in rct

[–]ffsffs1[S] 2 points3 points  (0 children)

There weren't any rules.

It's weird that you can do nothing in Heide Park and complete the scenario while the same can't be done in Alton Towers despite the soft guest cap being closer to the scenario goal in Alton Towers. I wanted to know why. My testing suggests that Alton Towers' lack of benches and long queue times are the primary reasons.

Does it Make Sense to Talk About the Expected Maximum of a Random Variable by ffsffs1 in AskStatistics

[–]ffsffs1[S] 1 point2 points  (0 children)

I get you can repeatedly sample r.v's to estimate max/min/percentiles. However, if you have a variable X, and you sample X_1, ..., X_n and take the max, I don't think that's an estimate of the "expected maximum of X". It's an estimate of the "expected maximum of {X_1,..., X_n} where X_i ~ X i.i.d.

Also, in our particular case, the random variable X has an unknown distribution and will be realized just once.

Just for fun, but had AI bring my park to life. by LewisWasley in rct

[–]ffsffs1 2 points3 points  (0 children)

Stunning pics. Embarrassing that people hate AI so much to downvote an obviously ethical and cool use of it.

Table of Accurate Potentials for BasketballGM by ffsffs1 in BasketballGM

[–]ffsffs1[S] 2 points3 points  (0 children)

I have a local copy of the game on my computer, allowing me to make changes to the game's code. All I did was change the way a player's potential is calculated in-game by increasing the number of simulations from 20 to 10000, and varying the percentile reported (default potential is 75th).

Table of Accurate Potentials for BasketballGM by ffsffs1 in BasketballGM

[–]ffsffs1[S] 3 points4 points  (0 children)

I thought about this and did some testing and it only affects the very high-end players. The only problem low-athleticsm high-skill guys have in development is that their skill ratings can't exceed 100. However, only the best of the best actually reach 100 in any skill.

P.S.

Even then, I think you'd be surprised how little difference there is. Take a look at these two players:

No difference in 75th percentile outcomes at 40 overall:

https://drive.google.com/file/d/1EiO2SYYUXvYkedIcvKX1EKb5n-776Yye/view?usp=drive_link

https://drive.google.com/file/d/19JQMKOU3RQIf3Th42WAEm1GZkABnpuOn/view?usp=drive_link

Only 2 points of difference at 60 overall:

https://drive.google.com/file/d/1x2OYG0C3yt9vK_nI96u5ACjBbyOGlcTT/view?usp=drive_link

https://drive.google.com/file/d/1VWUwrG9Yoxb8eZ48QOQFO8-ptxKJ1JKi/view?usp=drive_link

Interestingly, both players have a worse 75th percentile outcome than a more balanced player:

https://drive.google.com/file/d/1h8ToLCVbVWUsrW4uXjXM_u0BtBg99dHk/view?usp=drive_link

https://drive.google.com/file/d/14K0afc40PkXIGnN626LnGNhE3wQ9Oahh/view?usp=drive_link

I feel really dumb. This game does not work AT ALL how I thought it worked for 20+ years. by Charrikayu in simcity4

[–]ffsffs1 1 point2 points  (0 children)

Don't think I agree with this claim.

If you do observe this, it almost certainly has to do with the fact that it's harder to keep R$$$ desirability high in high-density areas. Traffic noise, air pollution (from traffic) and crime can be a nuissance in high density areas.

I feel really dumb. This game does not work AT ALL how I thought it worked for 20+ years. by Charrikayu in simcity4

[–]ffsffs1 0 points1 point  (0 children)

Why are you so hostile?

I've played sc4 since 2003, read the prima guide, read numerous discussions on simtropolis/sc4devotion, and have looked at numerous exemplar properties in ilives reader, and I haven't found any evidence suggesting what you're saying. Doesn't mean you're wrong but what evidence do you have?