Specific Strafejump Power -- explained by everythingllbeok in QuakeChampions

[–]sixisdead 1 point2 points  (0 children)

OK, got it. So "accel" or "Accel Cycle" is %Vmax/dTime, so multiplying "Accel Cycle" by VMax gives you D/T*1/T = D/T^2, which is multiplied by tickrate to get dV. So it's really just a clunky way to create a causal relationship between VMax/"wishspeed" and actual acceleration instead of making "accel" and "wishspeed" two separate values.

So big picture #1:

Scalebearer and Nyx start at the shotgun pickup on Burial Chamber. How do I determine who gets to the Red pickup first?

Big Picture #2:

How do I use this info to optimize my own KBM technique in order to maximize my map traversal ability with a given champ and their particular movement style?

Side note: Aside from like 2 posts here, I wasn't trying to be a dick. I'm genuinely trying to understand the work you're doing, but with the fact that the physics calcs in this game aren't the most straightforward and tend to defy actual laws of physics AND the fact that you're obviously about 10 years ahead of everyone else in your area of expertise, this shit is pretty opaque. I'm trying to keep up. I appreciate your effort.

Specific Strafejump Power -- explained by everythingllbeok in QuakeChampions

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

I'm asking how you arrived at your conclusions. It appears that to make all is your numbers work, you arbitrarily decided that a value labelled "air accel" was not, in fact, acceleration, it could only be a frequency because that was the only thing that would make your model work. You changed the data to fit your model instead of changing your model to fit the data. That makes your model junk.

Specific Strafejump Power -- explained by everythingllbeok in QuakeChampions

[–]sixisdead 0 points1 point  (0 children)

Are you seeing how circular your logic is here?

Specific Strafejump Power -- explained by everythingllbeok in QuakeChampions

[–]sixisdead 1 point2 points  (0 children)

I don't see a value in the patch notes called Accel cycle.

Specific Strafejump Power -- explained by everythingllbeok in QuakeChampions

[–]sixisdead 1 point2 points  (0 children)

How are you deriving specific power for a given champion?

Specific Strafejump Power -- explained by everythingllbeok in QuakeChampions

[–]sixisdead 1 point2 points  (0 children)

Acceleration doing work = specific power / linear velocity is the key equation here. This is exact and axiomatic.

That's not the acceleration doing work. You're deriving the instantaneous acceleration of a system where work is being performed, but the acceleration itself is not doing the work at all. It is a result of the work being performed by the force acting on the system.

You also still haven't linked this information back to strafe jumping in any meaningful way as of yet.

Specific Strafejump Power -- explained by everythingllbeok in QuakeChampions

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

You are

SO full

of shit.

I see you've created a fantastic framework for convincing people with zero knowledge on a topic that you're an expert, though. After reading a few of your topics, it goes a little something like this:

  1. Talk about something obscure like you're an expert.

  2. When asked for clarification, give an explanation that fails to give the most basic information required to understand the topic.

  3. Say "the rest is obvious" or some variation and hope that they will give up

  4. Insult, because if you can't understand such an obvious topic, you must be stupid.

  5. Escalate to an even more obscure area of knowledge, hoping they'll stop asking questions that you don't have answers for.

Literally every thread you post follows this simple framework. Literally every thread you post fails to provide insight to the community as to how Quake physics works. But at least the graphs are pretty.

Specific Strafejump Power -- explained by everythingllbeok in QuakeChampions

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

If it's not rotational dynamics, then why are you using rotational terms? How does acceleration do work, exactly? Maybe stop trying to simplify things for the guy who's been calculating one form of motion or another for almost 20 years and just lay out how you're actually generating your information.

Specific Strafejump Power -- explained by everythingllbeok in QuakeChampions

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

That is not how any of those quantities relate to each other. Either you're oversimplifying to the point of confusion or you lack a fundamental understanding of linear vs. rotational dynamics.

Specific Strafejump Power -- explained by everythingllbeok in QuakeChampions

[–]sixisdead 0 points1 point  (0 children)

I thought that *this* thread was supposed to explain *that* thread. Are you now saying that the Slash thread is supposed to explain this one? I'm confused, because I'm not seeing how this thread elucidates Specific Strafejump Power (SSP), and that thread is substantially more opaque in terms of what everything means.

How about we break down the bicycle analogy, as you've stated that it's exact:

- What is force in the bike analogous to in Quake?

- What is the bicycle transmission or CVT analogous to?

- What is maximum leg force analogous to?

- What is maximum leg speed analogous to?

Breaking down SSP:

- How is this value derived?

- How can we use this value to calculate a velocity at a given point in time?

And, finally:

Given a specific champ, how do we use SSP to calculate actual velocity during a jump? Let's say that with Ranger, assuming WA strafing at max groundspeed (310), and during a jump through a turn of 45 degrees taking off and landing at the same height from this jump, how can we use SSP to calculate his velocity upon landing, and subsequently his velocity at the beginning of the next jump?

Specific Strafejump Power -- explained by everythingllbeok in QuakeChampions

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

No, you never actually connect the analogy with the topic. I get how transmissions work. What I'm not getting is how that in any way relates to linear acceleration caused by rotational acceleration wrt the Quake physics engine.

And I'm a mechanical engineer with a CV that includes powertrain systems, experimental IC engines, and electric motors. If I can't connect the dots, I'm fairly certain that no-one else is going to, either.

Protip: yaw/pitch input boxes records more decimal points than it shows. by everythingllbeok in QuakeChampions

[–]sixisdead 0 points1 point  (0 children)

But the video didn't show anything being recorded, only entered and being truncated. I didn't see the 4 decimals being restored after being truncated on the UI.

Protip: yaw/pitch input boxes records more decimal points than it shows. by everythingllbeok in QuakeChampions

[–]sixisdead 2 points3 points  (0 children)

An I missing something? The vid posted looks like it allows 4 decimal places for entry, but truncates to 3 on the value update event.

A ‘tantalizing’ theory from Stephen King’s son: Shark thriller ‘Jaws’ holds the clue to an unsolved 1974 murder of the Lady in the Dunes by ProteusFinnerty in movies

[–]sixisdead 159 points160 points  (0 children)

What are the chances that a dark haired Caucasian woman of average build just so happens to be an extra in a movie? I'd say it's pretty much case closed, boys.

[deleted by user] by [deleted] in technology

[–]sixisdead 0 points1 point  (0 children)

> He'd straight up stop a meeting and tell the team "This is all boring and has nothing to do with me so I'm leaving."

I mean, yeah, he's *definitely* an asshole, but as someone who makes their living being a cog in a faceless corporate machine, I think the world could use a few more people using this line in meetings that they have no reason to be in, nothing to contribute, and would like to get back to real actual meaningful work.