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1. Past hour
2. ## Resources in modern/scifi empire builder (like total war)

Hi! Im still planning what resources to include. Imagine a total war-like game, turn-based empire builder on a earth map. It's around the year 2100 after some cathastrophy so empires are starting to form: you control one of these upcoming empires. Large regions (such as south-western europe) are what you control (similar to the map of the boardgame Risk). You contruct infrastructure ("buildings") and train armies/navies/aircrafts/nukes! Focus is on war and building up your regions. Resources: Funds - Used for most things like infrastructure and units. Also for upkeep Influense - Used to affect others, diplomacy etc (not sure about this one...) Research - Used to unlock stuff and boosts (like +20% agriculture, unlock battlemech, +2 happiness from markets etc) Funds will come from these sources: Taxes. Main source. Causes unhappiness in your regions. Income based on regional ratings: Mining (regional rating. Can be boosted with infrastructure). Agriculture (gives mostly pop growth but also some funds) Drilling (oil and gas is still important). Logging? Infrastructure like manufacturing plants, ports etc. Thoughts? Influense (political power) is used in some strategy games (like Stellaris, hearts of iron) but would it work in a nuclear post-apoc when there is not much interaction between empires? Or maybe more interaction would be good? (also makes trade a viable mechanics). Influense could also be skipped and simply use funds (e.g. for bribing other empires) How would you gain influense? Research is gained from population - but strongly boosted by infrastructure (labs etc).
3. ## Check Collision in advance

Ok. Imagine a shеet of paper that lies on desk and have a u and v axes on it. You can move a point over sheet changing a values of u and v. Now lift up a sheet to make a some angle betwin desk and table. It not change ability to move a point over sheet (it coords on basis drawn on sheet still same and have same operations set to move it over sheet), But coords of point in 3D space has changed. So 3D coord of object that placed on some surface depends from u,v coords that relative to basis of its surface (aka surface coords) and properties of surface determined by equation of surface. Really lifting list up you dont changing a coords of point respectively to surface, you chaning a orientation of plane respectively to space where its surface placed. And to find a 3D coords from u,v coords of some point of surface it required only to substitute u,v to parametrical equation of surface. So you can just move a object placed on plane over its plane and recalculate its 3D point for rendering that is much eaily than move it in 3D and then align it to plane. Now imagine you have 2 sheets of paper. One of it lies on desk but other lifted up by some angle and aligned to first sheet along some edge. Obviuosly that second sheet have a other plane equation than first. so to move poiint from first sheet to second you have to recalculate a resulting point from surface coords of first sheet to surface coords of second sheet. It can be eaily done for points of alligned edge becouse its have same 3D coords for both planes. So you can move your object until central point reach portal edge , then recalculate a u,v respecively to second sheet basis (that require to solve simple equations system) and continue to move object but along second sheet.
4. ## Rocky Knight

Wow! and the game is running on Itch.io. What are your plans with this game?
5. ## Problem in C to assign struct to the second dimension in multidimensional array

You don't need a two dimensional array here. You only need an (one-dimensional) array of dynamic_pfl, and you can access the structs with arr_dynamic_pf[0].x, arr_dynamic_pf[1].x and so on. The entire struct (all the fields) are one element of the array, so you have only one dimension (the level number)
6. Today
7. ## Problem in C to assign struct to the second dimension in multidimensional array

I'm a beginner in C, maybee I don't understand arrays in C because as Webdeveloper I used Languages like ASP, Python, PHP, Javascript and Actionscript it was easier. My Goal is a two-dimensional array. First dimension: should contain the current level of the game, second dimension: object structure. When I compile and execute it seems, the first dimension is used as a structure. C:\_dev>gcc struct_def.c -o struct_def.exe -lmingw32 C:\_dev>struct_def.exe result x = 420.000000 x = 0.000000 < instead of 1200.000000 C:\_dev> The Game is very small and I would like to hardcode all the level data. without having to load the levels dynamically and without malloc. I want to iterate the array and refresh all the positions and making collision checks etc. then iterate the array again to calculate wich object are inside the camera to draw. How can I use the array as I would like it? First dimension: Level, second dimension: all the struct data? thank's for helping 😊 C ISO C98 <code> #include <stdio.h> #include <stdlib.h> #include <stdbool.h> struct dynamic_pfl{ bool player; int type; int pause_time; int moving_dir; float mspeed; float hspeed; float vspeed; float x; float y; float friction; int width; int height; int state; }; int main(){ int level = 5; //max levels of the game struct dynamic_pfl arr_dynamic_pfl[level][20] = { {false,1,4,2,40,0,0,420,580,0,128,64,0}, {false,2,4,2,40,0,0,1200,580,0,128,64,0}, {false,1,4,2,40,0,0,111,580,0,128,64,0}, {false,2,4,2,40,0,0,2222,580,0,128,64,0}, {false,2,4,2,40,0,0,666,580,0,128,64,0} }; printf("result\n"); printf("x = %f\n",arr_dynamic_pfl[0][0].x); printf("x = %f",arr_dynamic_pfl[0][1].x); return 0; } </code>
8. ## Jittering in game

will check and report....tx btw
9. ## Graphics and Art Style

It's a castle garden so it was designed for whatever they use them for, meetings weddings etc. It would be designed by a gardener. I think I will bring some flowers back and just do a better job at making it look better. I'll work on that brick again.
10. ## Check Collision in advance

Actually i doesn’t have any udea to how do it.
11. ## Users report missing file (ucrtbased.dll). How come?

The user reports that the release version of it works without sending any loose DLLs so this seems what I need to (and should) do Thank you all for the explanations!

13. ## OOP is dead, long live OOP

I'll be heading to PAX, will have to give the game a run... will see how polished your shaders look in person.
14. ## Begginer at writting for video games.

Hi there! I'm new at this forum. Working on a new game, doing all the writing. It is my believe that writing is still important in the game procedure, not because of how much the gamer is gonna read about, but for the unconciouss listening. I mean, it is all the lore behind what makes a game richer. for example, in this new game I working on, the point where the gamer starts playing is completely far away from the point where I started the whole history. And that¡s because I really need to create a complete new atmosphere, with all the past character's, the origin indeed, in order to make everything have sense. Well, timeline is like the line I wanna show to the gamer but only the parts I think the player needs to know in the very moment he is playing. Obiously, if you are playing a chess game, for example, it is not necessary to write a complete story. But you do realize how important it's gonna be to enrich the game. Thanks for the thread, it's good to share opinions about this part of the game.
15. ## [Free][IOS/Anroid] Hurry Birdie - Arcade Timekiller

Hello there! I'd like to show you my new game - Hurry Birdie. It's an endless game where you have to dodge tree brunches and stones falling from above. Your birdie flies from side to side and speeds up when you press the screen. Features: * Nice design; * You can unlock new birdies; * Easy to play; * Leaderboard; * Good timekiller. Download here: iOS: https://itunes.apple.com/app/id1434970622?mt=8 Android: https://play.google.com/store/apps/details?id=com.abdullakh.hurrybirdie
16. ## How to make a motorcycle running on a vertical circular track(loop-da-loop) without falling down due to gravity?

Naturally it still have G acceleration but also it have a horisontal velocity that not affected by gravity and allow to reach downhill side of loop prior to fall down significantly. Overdue of gravity force works for cost of accomulated kynetic energy. So common simulation of Newton laws and collision response performed by any phisical engine complitely enought to simulate effect that you want.
17. ## Texture Crafter

Texture Crafter is a package that contains several textures that can be combined and edited to create new textures. Currently, the pack contains 5 base textures and a total of 13 secondary textures. The secondary textures work as a layer over the base ones. The textures are tileable and of course you can import your own custom textures into the editor so you can combine your custom textures with the textures from the pack. ► Get it at Unity Asset Store Roadmap: Possibility to add more different fields around the main one to check how it tiles with other textures. Possibility to generate automatically an autotile from a few textures of the same type of terrain. Contact: contact@keviniglesias.com www.keviniglesias.com
18. ## How to make a motorcycle running on a vertical circular track(loop-da-loop) without falling down due to gravity?

The force you are looking for is the centripetal force. Here's an article that has the formula for the minimum speed needed to complete the loop, it may help: https://www.dummies.com/education/science/physics/calculate-the-velocity-necessary-to-counteract-gravity-in-a-loop/
19. ## Enum size

I just ran into an issue with a function in C++ returning an enum with 1 byte in size (enum "inherits" from uint8_t). The function was registered as a thiscall. Angelscript seemed to assume it wasn't 1 byte in size, causing it to return an invalid value. I had to write a wrapper function work around this. Is there a way to specify size for enums? (This was on x86 on Angelscript 2.32.0 by the way.)
20. ## Device lost

Ok so problem was in QVulkanWindow implementation of Qt framework. Because I was unable to activate debug callback I wrote my own implementation which works.
21. ## Graphics and Art Style

Regarding the purpose of this space, think about people: the old version shows a much higher time and money budget for gardening (those flowers don't grow themselves) while the revised version shows a rather lower effort (neat but plain). Whose courtyard is it? Who is the gardener? Design advice: Brick textures are still too repetitive the round table (?) in the middle is too large for its space, put more pavement around it (and compensate it with more grass around the walls, particularly in the corners by the flowering trees) The columns are extremely inappropriate. If you insist about them, they should end below the balcony; arches or pillars would probably look better.
22. ## Is there a way to dynamically include source code in C like in PHP?

Thank you Guys. I will try it out :-)

Yep.
24. ## Is there a way to dynamically include source code in C like in PHP?

on any location in the Source Code like in my example?
25. ## Is there a way to dynamically include source code in C like in PHP?

#include does exactly that - copies the source code out of the requested file and pastes it at that location.
26. ## how to get people to actually play your game

For standalone games, gamejolt.com or itch.io are great. I’ve been using gamejolt, and I highly recommend it.
27. ## Improve Property System

Post code to let us understand what you are talking about. To begin with, what it is that you are calling a "property" or a "setting", what the corresponding classes do (if they are slow, they are nontrivial), and what is "editor mode" .
28. ## Is there a way to dynamically include source code in C like in PHP?

Which the compiler then composes? Like in PHP? #include <stdio.h> require inc_struct_declarations.c; require inc_functions.c; int main() { require inc_var_declarations.c; require inc_keyb_events.c; require inc_game_logic.c; require inc_gfx_output.c; return 0; }
29. ## how to get people to actually play your game

Maybe you should find a publisher. If your game is great they share with you their know-how for a percentage of revenue. Great Google strategy for visibility in long-term is very important too. I mean for keywords related to your game. For example "strategy online football game". Marketing and active community is key to success. Facebook Ads. Contest with prizes, Facebook Ads, collecting feedback - everything from this is expensive but without it will be very hard. I do not know how it works but I know that also good relations with Google Play and iOS Store are very important. I am sure that mobile game devs are positioning their games in stores. The hard topic at all.
30. ## GameplayXilvan Design games for 2018!

Hi everybody, Me, Xylvan, announces Xilvan Design are building 3D games. Since 1993, our kindly official gaming related pages. (please click on each links, download games & bookmark the pages): Soul of Sphere Platinum v4.37. Age of Dreams:Abyss of Atlantis v1.5. Lights of Dreams IV: Far Above the Clouds v9.27. Candy World II: Another Golden Bones v9.47. Candy Racing Cup: The Lillians Rallies v3.01. Candy World Adventures IV: The Mirages of Starfield v7.57. Candy to the Rescue IV: The Scepter of Thunders v7.17. Candy in Space III: A dog to the Space v5.47. Candy's Space Adventures: The Messages from the Lillians v17.47. Candy's Space Mysteries II: New Mission on the earth-likes Planets v7.47 New Xilvan Design Websites. Xilvan Design's Youtube Channel. Friendly, Alexandre L., Xilvan Design.
31. ## OOP is dead, long live OOP

I think there is a difference between a bug, one for which the cause is understood and "unexplained behavior". I used that combination of words intentionally. IMHO leaving the latter in your code is asking for trouble. I've seen people bitten by this many times. If I don't understand why something is happening I go find out. I have even had occasions where I seemingly fixed something but didn't understand why my change had fixed the problem. In that case I will go put the bug back in and trace it until I understand why it occurred, and if my change really did fix it or if it simply masked some manifestation of the bug. I'm a firm believer in understanding your code as much as possible. I don't like to tell someone how to do their job, but on the other hand if they are asking for my help, I refuse to waste my time chasing a possible ghost. If someone can't fix their own code and need me to help them, then I'm in command. If they don't like it, they can find someone else to help them, however in reality I've never had any push-back on that as people tend to appreciate when you are spending your time helping them.
32. ## OOP is dead, long live OOP

I'm getting my indie game ready to exhibit at PAX at the end of October, so any free would-be-blog-writing-time is probably going to get eaten up by shader-code-polishing instead until then
33. ## FXML and CSS in JavaFX

They are independent. FXML is a markup language used for JavaFX. Since you are trying to build a GUI in JavaFX you'll probably to use it. FXML describes what UI elements like labels and text boxes should appear on the screen, and where they belong. FXML allow you to change the layout without recompiling the code. You can design the application to manually place the elements in code if you prefer. You can define your dialog boxes and window layouts by hand although it is much faster using IDEs that have tools to let you position your UI elements easily using FXML files. CSS is a style tool for web pages. It is often abused in corporate environments because marketers and artists refuse to accept that CSS is often overridden by users and script blockers, and can be modified or completely ignored by web browsers and user. JavaFX allows you to include styles from CSS so that your application can have a visual style that matches your web pages. Mostly it was added to make marketers happy for consistent branding, and they are a thorn in the side of developers forced to use them.
34. ## Free Images?

Have you had a look at the "free art assets" topic pinned in this forum? It has links to some good options.
35. ## How to start for newbie?

I probably should've posted some good C# resources! My apologies! Thanks for posting the Unity link @babaliaris I learned C# simply off of references as I come from C++, but these are the resources I would strongly suggest looking into: C# Book: C# 7.0 in a Nutshell - http://shop.oreilly.com/product/0636920083634.do MSDN: https://docs.microsoft.com/en-us/dotnet/csharp/ https://docs.microsoft.com/en-us/dotnet/csharp/programming-guide/ https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/ https://docs.microsoft.com/en-us/dotnet/csharp/quick-starts/ I hope this helps!
36. ## Free Images?

Could someone point me to a website with free images I could legally use in a game? I would like to choose completely free-to-use images just in case I may want to earn money from the game somehow (very small chance, I know).
37. Yesterday

39. ## How to start for newbie?

First of all you must know at least the basics of programming. Then your best option like @Rutin said, is to start with unity and c# . Unity is great and has amazing tutorials and support for you to learn. You just need to be a little familiar with object oriented programming and you are good to go! A very dissent video series for c#: The New Boston C# Series (Of course it's always better to buy a good book to read. Books are always better for learning). You can find some books here. To start learning with unity visit this page and you are good to go! Don't forget to navigate more on the unity web site, they have awesome stuff to teach you! I think this is the easiest way to start with game development.
40. ## Creating a language - Static Libraries

I thinked about the fact that adding a procedure to the import table of a .exe could be the answer. But i didn't think on it pretty well. So, you are telling me basically that, if i add the demangled function name and the base RVA, which i could extract from the .dll without needing to relocate, on the import table, when the .exe is loaded into memory, the RVA of the imported functions will be relocated by the OS loader and i don't need to do any black magic?

42. ## Fix content progression on a live game

For longer-running games i recommend a new server/gameworld every five years. Regarding your question, i don't know exactlyhow the unlock-system works right now, but just locking items for purchase(and not usage) should fix the problem.

Hello! I'm trying to understand how to load models with Assimp. Well learning how to use this library isn't that hard, the thing is how to use the data. From what I understand so far, each model consists of several meshes which you can render individually in order to get the final result (the model). Also from what assimp says: One mesh uses only a single material everywhere - if parts of the model use a different material, this part is moved to a separate mesh at the same node The only thing that confuses me is how to create the shader that will use these data to draw a mesh. Lets say I have all the information about a mesh like this: class Meshe { std::vector<Texture> diffuse_textures; std::vector<Texture> specular_textures; std::vector<Vertex> vertices; std::vector<unsigned int> indices; } And lets make the simplest shaders: Vertex Shader: #version 330 core layout(location = 0) in vec3 aPos; layout(location = 1) in vec3 aNormal; layout(location = 2) in vec2 aTexCoord; uniform vec3 model; uniform vec3 view; uniform vec3 projection; out vec2 TextureCoordinate; out vec3 Normals; void main() { gl_Position = projection * view * model * vec4(aPos, 1.0f); TextureCoordinate = aTexCoord Normals = normalize(mat3(transpose(inverse(model))) * aNormal); } Fragment Shader: #version 330 core out vec4 Output; in vec2 TextureCoordinate; in vec3 Normals; uniform sampler2D diffuse; uniform sampler2D specular; void main() { Output = texture(diffuse, TextureCoordinate); } Will this work? I mean, assimp says that each mesh has only one material that covers it, but that material how many diffuse and specular textures can it have? Does it makes sense for a material to have more than one diffuse or more that one specular textures? If each material has only two textures, one for the diffuse and one for the specular then its easy, i'm using the specular texture on the lighting calculations and the diffuse on the actual output. But what happens if the textures are more? How am i defining them on the fragment shader without knowing the actual number? Also how do i use them?
44. ## How to start for newbie?

If you're wanting to pickup 3D game development then a very good option would be learning C# and Unity.
45. ## I have absolutely no clue what I’m doing (advice for a beginner)

Welcome! You have a few options. You can either build on your Python with PyGame: https://www.pygame.org/news You can look into GameMaker Studio 2 which has drag and drop, but slowly get into their scripting language which is c styled 'GML': https://www.yoyogames.com/gamemaker Beyond that, there is always C# and Unity if you're up to it. I would suggest PyGame or GameMaker Studio 2 using GML. Once you get some 2D games done, look into Unity if you want to jump into 3D.

47. ## Creating a language - Static Libraries

I don’t see the problem. If your binaries are meant to run on Windows (regardless of the language that compiled them) then you typically will end up with a standard .EXE which will be loaded and set to run like any other. This means you will necessarily be linking to the standard Windows libraries and the offsets will be fixed during run-time by Windows after loading your file. Even if you have some other plan and you don’t want to call the Windows provided GetProcAddress(), implementing it manually is fairly easy. Also note that the addresses of the most crucial Windows API functions are static across all executables of a platform (x86 or x64), so parsing just enough to get at those functions is even more trivial, but again I am not sure of the necessity. If you plan to run on Windows then you will make a .EXE file and all the work is done. L. Spiro
48. ## Quaternions, how does ki = j?

You still haven't given me the list of axioms you are starting with, and without that I can't even start to help you.
49. ## Subtyrannya - A Dystopian Merchant Simulator (Split Revenue)

Greetings fellow citizens of the underground, this is Subtyrannya, a dystopian merchant simulator with lovecraftian vibes, mystery and a whole lot of secrets for you to discover. You play as a lone merchant with his vehicle, driving trough the apocalyptic underground on the search for wealth, knowledge and one or two other things. Artist needed I am in need of a 2D - Artist who can produce isometric landscapes and locations or who can make basic portraits and sprites of objects. Almost all of the game will play out below ground, so expect to draw a lot of caves and rocks. Nativ english speaking Playtester needed As my Game is mostly described in text, I am in dire need of a english speaking playtester, that I can send all my documents to go trough once or twice to look for grammar, spelling and weird sentences. I am currently a month into developement and working on a short demo, which I update about every week. Feel free to take a look at it, on its itchio-page: https://korbohned.itch.io/subtyrannia If you are interested in making something for the fun of it, (Not sure if there will be anything sold in the end), feel free to hit me up. Just add me on discord: KorbohneD#9014
50. ## Help choosing an engine

I actually got back into libGDX trying to follow challenge videos by a guy on Youtube, who was working in Processing. I'm not sure why. Maybe I was more afraid of learning new frameworks than now. Or I wanted to work in something more gamedev-oriented. The point is, I don't think I had many translation problems. Which is another argument for the position that it's not the platform but what you do with it.
51. ## State Changes

Games usually (if not always) require some way to manage state changes... and I'm sure most of you (if not all of you) know far more about State Machines than I do. And I'm certain that I could learn a heck of lot from reading up about the subject to build a state machine that works beautifully and makes my code look amazing etc etc. Pfft.. never mind all that... I'm building this game 'off the cuff' as it were, making it up as I go along and following the principle of 'I build what I need when I need it and only insofar that it adequately fulfils the requirements at that time'. I don't try to plan ahead (not in any granular sense anyway), I'm not building a reusable one-size-fits-all game engine, I'm not trying to make the code beautfiul, or win any awards or even make any money from the darn thing. It just needs to perform well enough for what I want it to do. So my immediate requirement is that I have a way to manage the player switching from walking to running to whatever. If I can use it elsewhere for other things then great... and I'll be honest, I do like reusable code so I tend to naturally sway toward that. What I'm trying to avoid is getting myself stuck in a rut, spending weeks/months deliberating over the smallest details because it's got to be 'perfect' and then realising I've still got 99.5% of the game to build! Quick and dirty is OK in my world. I often approach things from a top-down perspective. This boils down to: 'How do I want to instruct the computer to do x, y or z?' So for this particular requirement, how do I want to instruct the game that the player can change from walking to running and running to walking, or walking/running to falling (assuming I make that a player state - which I do), but not from sleeping to running for example? Hell, I don't even know all the states that I want yet, but these are the ones I have a feel for so far: Walking Running Skiiing Driving Falling Drowning Sleeping Eating Introducing 'When' I thought it might be nice to be able to write something like this in my player setup: // Configure valid player state transitions When( this.playerState ).changes().from( PLAYER_STATES.WALKING ).to( PLAYER_STATES.RUNNING ).then( function () { } ); When( this.playerState ).changes().from( PLAYER_STATES.RUNNING ).to( PLAYER_STATES.WALKING ).then( function () { } ); When( this.playerState ).changes().from( PLAYER_STATES.WALKING ).to( PLAYER_STATES.SKIING ).then( function () { } ); When( this.playerState ).changes().from( PLAYER_STATES.SKIING ).to( PLAYER_STATES.WALKING ).then( function () { } ); When( this.playerState ).changes().from( PLAYER_STATES.WALKING, PLAYER_STATES.RUNNING, PLAYER_STATES.SKIING ).to( PLAYER_STATES.FALLING ).then( function () { } ); There's probably a library for something like this out there, but heck, where's the fun in that?! So I create a new 'Stateful' object that represents a state (in this case the playerState) and it's allowed transitions and a 'When' function so I can write the code exactly as above: const Stateful = function () { } Stateful.isStateful = function ( obj ) { return obj.constructor && obj.constructor.name === Stateful.name; } Stateful.areEqual = function ( v1, v2 ) { return v1.equals ? v1.equals( v2 ) : v1 == v2; } Stateful.prototype = { constructor: Stateful, set: function ( v ) { let newState = typeof ( v ) === "function" ? new v() : v; for ( let i = 0; i < this.transitions.length; i++ ) { let transition = this.transitions[i]; if ( transition && typeof ( transition.callback ) === "function" ) { let fromMatch = Stateful.areEqual( transition.vFrom, this ); let toMatch = Stateful.areEqual( transition.vTo, newState ); if ( fromMatch && toMatch ) { // We can only change to the new state if a valid transition exists. this.previousState = Object.assign( Object.create( {} ), this ); Object.assign( this, newState ); transition.callback( this.previousState, this ); } } } }, transitions: Object.create( Object.assign( Array.prototype, { from: function ( vFrom ) { this.vFrom = typeof ( vFrom ) === "function" ? new vFrom() : vFrom; return this; }, to: function ( vTo ) { this.vTo = typeof ( vTo ) === "function" ? new vTo() : vTo; return this; }, remove: function ( fn ) { this.vFrom = this.vFrom === undefined ? { equals: function () { return true; } } : this.vFrom; this.vTo = this.vTo === undefined ? { equals: function () { return true; } } : this.vTo; for ( let i = 0; i < this.length; i++ ) { let transition = this[i]; let fromMatch = Stateful.areEqual( this.vFrom, transition.vFrom ); let toMatch = Stateful.areEqual( this.vTo, transition.vTo ); let fnMatch = fn === undefined ? true : transition.callback == fn; if ( fromMatch && toMatch & fnMatch ) { delete this[i]; } } } } ) ) } function When( statefulObj ) { if ( !Stateful.isStateful( statefulObj ) ) { throw "Argument must be a Stateful object"; } return { changes: function () { return { from: function ( ...vFrom ) { this.vFrom = vFrom; return this; }, to: function ( ...vTo ) { this.vTo = vTo; return this; }, then: function ( fn ) { if ( typeof ( fn ) === "function" ) { this.vFrom = this.vFrom === undefined ? [true] : this.vFrom; this.vTo = this.vTo === undefined ? [true] : this.vTo; for ( let i = 0; i < this.vFrom.length; i++ ) { for ( let j = 0; j < this.vTo.length; j++ ) { statefulObj.transitions.push( { vFrom: typeof ( this.vFrom[i] ) === "function" ? new this.vFrom[i]() : this.vFrom[i], vTo: typeof ( this.vTo[j] ) === "function" ? new this.vTo[j]() : this.vTo[j], callback: fn } ); } } } else { throw "Supplied argument must be a function"; } } }; } } } I drop the aforementioned 'When' statements into my Player setup and remove the old 'If' statements that were previously controlling changes between walking and running and insert the new playerState.set() calls where appropriate. e.g. "run": ( pc, keyup ) => { if ( keyup ) { _this.player.playerState.set( PLAYER_STATES.WALKING ); } else { _this.player.playerState.set( PLAYER_STATES.RUNNING ); } } And it seems to work! (Yes I was actually surprised by that) 😂 TheBerg-StateChanges.mp4 p.s. I've switched to using Bandicam for screen capture as it seems far superior to what I was using previously.

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text:
The current GATK version is 3.3-0

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# GATK: basic VCF indel output question

Posts: 4Member
edited May 2013

Hi,

I'm having problems understanding a GATK output VCF. I have read the VCF standard, but I'm obviously missing something.

I /think/ I understand how SNPs and short indels are represented, but clearly I do not. Below is an excerpt that illustrates sites which I do not understand. I suspect it may be something to do with GATK quality filters that I'm not understanding, or something about using EMIT_ALL_SITES...

The excerpt below was generated using

GATK -l INFO -I my.bam -R my.fa -T UnifiedGenotyper -S LENIENT -nt 8 --heterozygosity 0.1 -o test.vcf --genotype_likelihoods_model BOTH --min_base_quality_score 10 --output_mode EMIT_ALL_SITES -ploidy 2

Thanks!

Darren

    CH1 225 .   T   G   12.71   LowQual AC=1;AF=0.500;AN=2;BaseQRankSum=1.978;DP=59;Dels=0.03;FS=0.000;HaplotypeScore=10.2840;MLEAC=1;MLEAF=0.500;MQ=70.25;MQ0=8;MQRankSum=-5.349;QD=0.22;ReadPosRankSum=-3.188 GT:AD:DP:GQ:PL  0/1:41,16:55:20:20,0,1435
CH1 226 .   T   .   121.53  .   AN=2;DP=59;MQ=70.25;MQ0=8   GT:DP   0/0:43
CH1 227 .   A   .   121.53  .   AN=2;DP=59;MQ=70.25;MQ0=8   GT:DP   0/0:43
CH1 228 .   T   .   121.53  .   AN=2;DP=59;MQ=70.25;MQ0=8   GT:DP   0/0:43
CH1 229 .   A   .   115.53  .   AN=2;DP=57;MQ=69.66;MQ0=8   GT:DP   0/0:38
CH1 230 .   C   .   115.53  .   AN=2;DP=57;MQ=69.66;MQ0=8   GT:DP   0/0:38
CH1 231 .   T   .   115.53  .   AN=2;DP=57;MQ=69.66;MQ0=8   GT:DP   0/0:36
CH1 232 .   G   .   115.53  .   AN=2;DP=57;MQ=69.66;MQ0=8   GT:DP   0/0:36
CH1 233 .   C   .   115.53  .   AN=2;DP=57;MQ=69.66;MQ0=8   GT:DP   0/0:37
CH1 234 .   A   .   139.53  .   AN=2;DP=70;MQ=59.20;MQ0=14  GT:DP   0/0:63
CH1 235 .   A   .   175.53  .   AN=2;DP=84;MQ=51.67;MQ0=15  GT:DP   0/0:79
CH1 236 .   A   .   175.53  .   AN=2;DP=84;MQ=51.67;MQ0=15  GT:DP   0/0:79
CH1 237 .   T   .   175.53  .   AN=2;DP=85;MQ=51.37;MQ0=16  GT:DP   0/0:80
CH1 238 .   A   .   175.53  .   AN=2;DP=102;MQ=46.90;MQ0=28 GT:DP   0/0:97
CH1 239 .   A   .   175.53  .   AN=2;DP=102;MQ=46.90;MQ0=28 GT:DP   0/0:101
CH1 240 .   T   .   175.53  .   AN=2;DP=102;MQ=46.90;MQ0=28 GT:DP   0/0:98
CH1 241 .   A   .   169.53  .   AN=2;DP=108;MQ=44.14;MQ0=29 GT:DP   0/0:107
*    CH1    242 .   T   .   169.53  .   AN=2;DP=109;MQ=43.94;MQ0=29 GT:DP   0/0:103
*    CH1    242 .   T   .   118.27  .   AN=2;DP=109;MQ=43.94;MQ0=29 GT:AD:DP    0/0:27:55
*    CH1    243 .   C   .   172.53  .   AN=2;DP=110;MQ=43.76;MQ0=29 GT:DP   0/0:108
*    CH1    243 .   CTTTT   .   118.27  .   AN=2;DP=110;MQ=43.76;MQ0=29 GT:AD:DP    0/0:27:56
CH1 244 .   T   .   91.53   .   AN=2;DP=110;MQ=43.76;MQ0=29 GT:DP   0/0:61
CH1 245 .   T   .   91.53   .   AN=2;DP=110;MQ=43.76;MQ0=29 GT:DP   0/0:53
CH1 246 .   T   .   73.53   .   AN=2;DP=110;MQ=43.76;MQ0=29 GT:DP   0/0:41
CH1 247 .   T   .   91.53   .   AN=2;DP=110;MQ=43.76;MQ0=29 GT:DP   0/0:46
CH1 248 .   A   .   172.53  .   AN=2;DP=116;MQ=42.61;MQ0=31 GT:DP   0/0:100
CH1 249 .   A   .   172.53  .   AN=2;DP=116;MQ=42.61;MQ0=31 GT:DP   0/0:100
CH1 250 .   T   .   172.53  .   AN=2;DP=117;MQ=42.43;MQ0=32 GT:DP   0/0:101
CH1 251 .   T   .   169.53  .   AN=2;DP=117;MQ=42.43;MQ0=32 GT:DP   0/0:96
CH1 251 .   T   .   118.27  .   AN=2;DP=117;MQ=42.43;MQ0=32 GT:AD:DP    0/0:27:56
CH1 252 .   C   .   172.53  .   AN=2;DP=117;MQ=42.43;MQ0=32 GT:DP   0/0:113
CH1 253 .   C   .   172.53  .   AN=2;DP=117;MQ=42.43;MQ0=32 GT:DP   0/0:110
CH1 254 .   T   .   172.53  .   AN=2;DP=117;MQ=42.43;MQ0=32 GT:DP   0/0:111
CH1 255 .   T   .   172.53  .   AN=2;DP=117;MQ=42.43;MQ0=32 GT:DP   0/0:111
CH1 256 .   T   .   172.53  .   AN=2;DP=117;MQ=42.43;MQ0=32 GT:DP   0/0:111

Line 1 is a SNP
Lines 14 and 15 are an indel that I do understand
Lines 19 and 20 I do /not/ understand
Lines 21 and 22 I do /not/ understand

Post edited by Carneiro on
Tagged:

• Posts: 4Member

OK, clearly that didn't work. The excerpt is now attached as a file. - apologies!

sorry I had to edit your post to understand what you were asking. Let me rephrase your question here to make sure I understand it now:

You want to know why the lines marked with "*" have duplicated information for the same position ? (the actual event is clear -- a T deletion, or a CTTTTT deletion -- it's the fact that you have multiple events in the same location that seems to be wrong here).

Is this correct?

• Posts: 4Member

Hi!

Thank you for editing the question! You have my incomprehension encapsulated perfectly - and perhaps I should have been able to work it out for myself.

However! I still do not fully understand:

If

• CH1 242 . T . 169.53 . AN=2;DP=109;MQ=43.94;MQ0=29 GT:DP 0/0:103
• CH1 242 . T . 118.27 . AN=2;DP=109;MQ=43.94;MQ0=29 GT:AD:DP 0/0:27:55 - See more at: http://gatkforums.broadinstitute.org

represents a polymorphic indel (T/.) at position 242 (which I should have been able to work out for myself), then I have two supplementary questions:

(1) Why is the genotype field '0/0' rather than '0/1' or '1/1' ?

Since this is the only (diploid) individual in the dataset, for there to be an indel recorded at this site, the indel /must/ be heterozygous or homozygous deletion, as there is no external indel information for these data.

(2) Why is the AD field '27' rather than something like '20,7'? This entry suggests to me that the 'T' call was seen 27 times, and the call seen zero times.

But if the deletion was seen zero times, how come it's there at all as an ALT allele? My first guess is that I don't understand a quality issue (population DP is 109, whereas AD is 27). But there were clearly 55 quality calls of the deleted allele, since individual-level DP=55.

Thanks again for any advice you can give me! it's much appreciated!

Darren

• Posts: 4Member

Great! Thank you for all your help.

format: plain


text:
# Why does the $\phi$-cubed theory have no ground state?

In the book of Sredinicki's, he claimed that the $$\phi^3$$ theory has no ground state, hence this is not a physical theory. My question is that I can't see why this system has no ground state. And I don't understand either the explaination he gave. For example, what does "roll down the hill" really mean? What's the case for a harmonic oscillator pertuibed by a $$q^3$$ term? Maybe it's better if someone can explain it using the quantum harmonic case.

• Have you tried sketching $y=x^2+\epsilon x^3$? – jacob1729 Feb 23 at 17:11

Work on a spatial lattice of finite extent so that the field operators and the Hamiltonian are well-defined as (unbounded) operators on a Hilbert space. Consider any Hamiltonian of the form $$H = \epsilon^D \sum_x \Big(\Pi^2(x)+V\big(\phi(x)\big)\Big) \tag{1}$$ where $$\epsilon$$ is the lattice spacing, the sum is over all lattice sites, $$D$$ is the number of spatial dimensions, and $$V(\phi)$$ is an arbitrary polynomial. The commutation relation is $$\big[\phi(x),\Pi(y)\big]=i\frac{\delta_{x,y}}{\epsilon^D}. \tag{2}$$ Suppose that a ground state $$|0\rangle$$ exists. By definition, this is a state that satisfies $$\psi_\text{diff}\equiv \frac{\langle \psi|H|\psi\rangle}{ \langle \psi|\psi\rangle} - \frac{\langle 0|H|0\rangle}{ \langle 0|0\rangle} \geq 0 \tag{3}$$ for all states $$|\psi\rangle$$. For any real number $$a$$, the unitary operator $$U(a)\equiv\exp\left(-ia\epsilon^D\sum_x\Pi(x)\right) \tag{4}$$ satisfies $$U^\dagger(a)\phi(x) U(a)=\phi(x)+a, \tag{5}$$ so $$U^\dagger(a)H U(a)$$ is the same as $$H$$ but with $$\phi$$ replaced by $$\phi+a$$ inside $$V(\phi)$$. Now consider the state $$|\psi\rangle\equiv U(a)|0\rangle \tag{6}$$ where $$|0\rangle$$ is the alleged ground state. Then the quantity (3) is $$\psi_\text{diff} = \frac{\langle 0|V_a-V|0\rangle}{ \langle 0|0\rangle} \tag{7}$$ with $$V_a(\phi)\equiv V(\phi+a)$$. Now suppose that $$V(\phi)$$ is a cubic polynomial with non-zero cubic term. Then the quantity (7) is a cubic polynomial in the real variable $$a$$ with non-zero cubic term. Since $$a$$ is an arbitrary real number, this polynomial attains negative values for values of $$a$$ of the appropriate sign and with sufficiently large magnitude. This contradicts the assumption that $$|0\rangle$$ was a ground state, so this completes the proof.
In quantum theory we usually require that the Hamiltonian $$H$$ is bounded from below and that the system has a ground state. This is intimately related to unitarity. The $$\phi^3$$ theory violates this.
• @DvijMankad Also see en.wikipedia.org/wiki/Ghost_(physics). Ghosts typically appear in higher derivative field theories. They lead to unbounded Hamiltonians, and violate unitarity. Srednicki's example is not that of a ghost, but having a $\phi^3$ potential has the same result of an unbounded Hamiltonian. Also check the second half of pg 124, Peskin. – Avantgarde Feb 23 at 21:37


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# Receiving warning & suggestion to scale predictors even though predictors have already been rescaled

I am using the glmer function from the lme4 package to model nest attendance as a function of temperature, temporal variables, and experimental treatment. My model is relatively complicated — it contains multiple polynomial terms and interactions. The model is specified as:

FullModel<-glmer(Attendance~poly(TemperatureS, 2, raw=FALSE)+CoverType+poly(IncDayS,2, raw=FALSE)+poly(TimeS,2,raw=FALSE)+poly(TemperatureS,2,raw=false)*CoverType+poly(TemperatureS,2,raw=FALSE)*poly(IncDayS,2, raw=FALSE)+(1|ID), data=Attendance, family=binomial)

Where:

• Attendance is binary (on vs. off the nest), coded as 0/1
• Temperature is numeric
• Incday= day of incubation, numeric
• Time is numeric
• CoverType is categorical with two levels
• ID is the identity of the bird the observation is from, categorical with 14 levels

All of the numeric variables (so temperature, day of incubation, and time) have been scaled using the rescale function from the arm package, which centers and divides by 2 standard deviations, per Gelman 2007. However, when I run the model, I get the following warning message:

Warning message: Some predictor variables are on very different scales: consider rescaling

Why am I getting this warning if the numeric predictors have already been rescaled? Given that they have been scaled, is it okay to ignore this warning, or will this affect my model results?

All thoughts are greatly appreciated!

• How are TemperatureS and Temperature related? IncDayS and IncDay?
– whuber
Dec 7 '20 at 20:12
• How many observations do you have in each Attendance group? Is there some reason you are using polynomial terms instead of potentially more helpful restricted cubic splines? Are you sure that you need the interaction term between two polynomials (which I suspect might be leading to the warning)?
– EdM
Dec 7 '20 at 21:15
• Sorry for the confusion! I shouldn't have used TemperatureS and Temperature interchangeably. Temperature is the unscaled version, TemperatureS is the rescaled version. The same goes for IncDay and IncDayS. I'm only using the rescaled versions in the models.
– C.H.
Dec 8 '20 at 2:24
• @EdM, I am a relative novice when it comes to statistics and haven't heard about restricted cubic splines. I will look into those. As for the interaction term, I included it because in species similar to the one I'm studying, incubating adults have been observed leaving their nests unattended more frequently earlier on in the incubation cycle because younger embryos are less sensitive to temperature changes than older ones. Because of that, I thought it was likely that there might be a significant interaction between temperature and day of incubation.
– C.H.
Dec 8 '20 at 2:28

Before you worry too much about the warning, pay more attention to the model construction. I fear that you might have jumped into a complicated model containing interacting polynomial terms, without looking in detail at what the data themselves indicate. Look at the raw data very carefully as a function of your predictors before you proceed. A few suggestions for what to do next follow.

First, see how well a model with only linear terms for the continuous predictors might work. That would cut down the model complexity substantially and make it easier for your audience to understand. My hunch, without seeing your data, is that the warning you get arises from the interaction term between two quadratic orthogonal polynomials, which are coded internally in ways that aren't necessarily intuitive and might lead to apparent differences in scale among predictor terms. Even if you need non-linear terms for the main effects, you might be able to get away with interaction terms that only involve linear trends.

Second, if you do need to incorporate non-linear terms for continuous predictors, it's usually better to use restricted cubic splines. Forcing a quadratic fit can give poor fit at the extremes of the data range. A restricted cubic spline with 3 knots will give a smooth, flexible fit between the outermost knots and a simple linear fit outside those knots, while only using up 1 more degree of freedom than a linear fit. They are simply provided, for example, by the rcs() function in the R rms package. I suspect that a model (1) replacing the polynomial terms with splines and (2) limiting the interactions to linear terms will remove your warning.

Third, in terms of the model itself, try to get some local statistical support. For example, there's both an IncDayS and a TimeS predictor. It's not clear what different processes those 2 time-related predictors are capturing, and if they are highly correlated then the model results might be hard to interpret. I also wonder whether this might be better described by a repeated-events survival model. Those issues might need expert help from someone you can work closely with.

Fourth, devote some effort to becoming less of a novice in statistics. As you know, properly performed biological field studies depend on a detailed understanding of the subject matter, which continues to develop over time. Proper experimental design and analysis of results similarly depend on an understanding of statistical principles. You don't need to become a professional statistician yourself, but you do need to know enough to handle simple designs, to know when to seek outside help, and how to talk intelligently with an expert when needed. An Introduction to Statistical Learning is one free and accessible reference. Look over the resources provided by Frank Harrell under the RMS (Regression Modeling Strategies) and BBR (Biostatistics for Biomedical Research) headings. Consult the R Companion for the Handbook of Biological Statistics.

• Thank you for this advice. I didn't include this in the original post for the sake of brevity, but the polynomial terms were chosen after plotting the data and observing a nonlinear relationship. I created competing models using the linear vs. polynomial term for each variable using AICc, and the polynomial terms outperformed the linear terms. I thought, based on the thread linked below, that I needed to use polynomial terms in the interaction if polynomial terms were used with those main effects. But, if that is not the case, then I will try using just linear predictors in the interaction.
– C.H.
Dec 9 '20 at 14:42
• All variables were checked for multicollinearity using both Spearman's rank correlation prior to model building and by checking the vif of the model. In addition to adjusting the interaction term to contain just the linear versions of the predictors, I will switch to using restricted cubic splines for the nonlinear terms. Thank you again for taking the time to answer my question. Link to thread referenced in my previous comment: stats.stackexchange.com/questions/51985/…
– C.H.
Dec 9 '20 at 14:42
• @C.H. my answer could be seen to underplay the importance of evaluating the high-order interaction terms; my intent was that you should evaluate whether omitting those terms made any substantive difference in the model. A useful compromise with two interacting flexibly transformed continuous predictors (splines, polynomials, etc), recommended by Frank Harrell in Section 2.7.2 of his course notes, is to specify an interaction of one predictor in its untransformed form with the nonlinear transformation of the other, and also vice-versa.
– EdM
Dec 9 '20 at 15:08


text:
# Math Help - greatest acceleration

1. ## greatest acceleration

A disc, a sphere and a thin-walled tube are placed on an incline and roll down without slip. Which will acquire the greatest acceleration? Does the answer depend on the object having the same diameter?

2. Originally Posted by bobby77
A disc, a sphere and a thin-walled tube are placed on an incline and roll down without slip. Which will acquire the greatest acceleration? Does the answer depend on the object having the same diameter?
(First of all, this question usually stipulates that the masses and radii of the three objects are the same. And they are typically started from rest. This is the case here, yes?)

We know that W(nc) = (Delta)E (Where W(nc) is the non-conservative work done on the system.)

Now, we are rolling without slipping so there IS friction in the problem. However this work is already taken into account by the rotational Kinetic energy term and thus we can still take W(nc) = 0 J.

So
0 = (Delta)K + (Delta)K(rot) + (Delta)P

Now:

(Delta)P = Mg(h - h0) where h is the final height of the CM and h0 is the initial height of the CM.

(Delta)K = (1/2)M(v^2 - v0^2)

(Delta)K(rot) = (1/2)I(w^2 - w0^2) where "w" is (omega) the angular speed, and I is the moment of inertia of the object in question.

We know that there is rolling without slipping. Thus we know that v = Rw.

So plug all this into the energy equation, and use v = Rw to put the equation in terms of v. (Not w, I'll explain why in a minute, though in the long run it doesn't make much difference.) The only "unknown" in this equation will be v. (Specifically I'm assuming values for M, R, h, and h0 are "known.")

The thin walled tube for example: I = MR^2
I'll assume a coordinate system for the gravitational potential energy such that the CM of the tube at the bottom of the incline is at y = h = 0. Thus the initial height of the tube can be considered to be y = h0, where h is the height of the incline. (Upward is, of course, positive.)
0 = (1/2)M(v^2 - 0^2) + (1/2)*MR^2*(w^2 - 0^2) + Mg(0 - h0)

0 = (1/2)Mv^2 + (1/2)MR^2*w^2 - Mgh0

and v = Rw, so w = (v/R):
0 = (1/2)Mv^2 + (1/2)MR^2*(v^2/R^2) - Mgh0

0 = (1/2)Mv^2 + (1/2)Mv^2 - Mgh0

0 = Mv^2 - Mgh0

v = sqrt(gh).

Now find this for the disk and sphere.

This doesn't have to do with acceleration directly, but we know that the acceleration will be constant and (presumably) we know they all rolled the same distance. So by using the distance travelled by the CM and the initial and final speeds we can figure out the accelerations. (Though we can simply compare the final v and get the same answer.)

-Dan


text:
## [AAR] NoP Monday Night Roam 02/05/2019

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### [AAR] NoP Monday Night Roam 02/05/2019

Very excited to have 40 fleet members which is a record for NoP during the last 1.5 years in which I have attended. Thanks to everyone who came, and to my fleet mentors, as this was my mentored fleet. Mentors were Archemide, Ged Sinak, Conci Furiram and Coaxster.

Roam members (38)
SPOILER WARNING!
Acoustyk - MerlinArchemide - MerlinAtticus Vex - KestrelBethany Cartharsis - MerlinCaladius - Merlin, Condor, Federation Navy CometCaleb WihungloClevin Reinaps - MerlinCoaxster - MerlinConci Furiram - MerlinDragoon Oskold - MerlinDrault Sarn - MerlinDurnik Risalo - MerlinEnigmatic Online - MerlinErgan Eto - MerlinEtra Ellecon - MerlinFogsworth - MerlinGed Sinak - Vigil Fleet Issue, MerlinIthugor Wells - Merlin, ImicusJeffrey Fuzzlewumper - Atron, MerlinJohn Parmelee - BurstJohnathan BoltKPYTOE KOPOBO - MerlinKelle Damage - MerlinKy Hanomaa - Griffin, MerlinLeech Locke - MerlinMeliodas Zateki - MerlinNeemo Beer - MerlinPenelore - MerlinPoul Vynneve - MerlinRandom Boar - MerlinRaptor Conn - MerlinRayanth - MerlinSatoshi Tomeii - MerlinTalon Mayaki - MerlinTeleb K'aarna - MerlinTokumei KumiaiZ0X Ambrye - Executionerjammer Atruin - Burst

Kills and Losses

Right as we formed up, there were 2 Vexors and one other ship which I don't recall, ratting nearby. We moved quickly, but were only able to catch one Vexor as our timing on the gates was a bit off. We were one jump out, and Vanguard headed in, but did not quite all warp together. A bit hasty due to form up, but happy to have a quick and easy kill.

(02:34:22) Iges
Vexor +10.72m

We went into OST, and the scout reported a complex group (Drekavac or 2, Stiletto, Bifrost, and more) fighting on a POCO. We made haste once again, hoping to third party some shiny kills. When arrived, whatever fight must have finished and we were kited by those same shiny ships. We chased them for farther than we should have, and were picked off. If we had been able to scram or web something, we would have made our ISK back, but after bleeding 10+ ships, it was time to go. I went down, and luckily it was right near Stac, with plenty of contracts, so we all reshipped.

(02:41:07) Ostingele
Merlin -12.12m
Merlin -7.97m
Griffin -1.24m
Atron -10.63m
Merlin -12.17m
Merlin -12.09m
Vigil Fleet Issue -27.31m
Merlin -11.94m
Merlin -12.12m
Merlin -3.29m
Merlin -4.18m

Once we got everything together, we headed back out on our more typical route. There was an Ashimmu with perhaps one other ship in a medium plex. Scouts went in with Vanguard, and got tackle. We lost one Vanguard, the other ships got away, but we got the Ashimmu.

(03:04:39) Vlillirier
Merlin -6.96m
Ashimmu +119.73m

At this point, things were starting to move quickly. We caught a Cormorant in a plex and dispatched him. Afterwards, there was a small gang of about 8 frigates, not flashy. They were mostly Merlins and such. I debated what to do about the non-flashy issue as we were on the gate. We ended up having a crazy brawl with all of us on both sides of the gate between Pavanakka and Aivonen. We lost some newbros to gate guns - the procedure of bouncing was explained, but I can speak from experience to say that you have to try it a time or two before you have it down. For whatever reason, they basically stuck around long enough for us to eat them up...nom nom nom. We got around 6 out of 8 of them, but did lose a few of our own. Fun was had.

(03:19:01) Innia, Pavanakka, Aivonen
Merlin -7.08m
Condor +0.94m
Merlin -3.91m
Merlin -6.54m
Cormorant +12.15m
Tristan +1.1m
Kestrel +2.92m
Tristan +3.03m
Merlin -3.93m
Condor +0.89m
Merlin +1.61m
Incursus +2.57m
Merlin +1.6m

A few reshipped and we continued. Bonus kill by Coaxster who managed to catch a Prowler as he was warping off a gate. Bad move by him, good times for us. That one was gravy.

At this point it was getting late, so we wanted to go to Tama and get dirty. On the way, intel was called for a few Drekavacs on a gate. Some were flashy, some not. In haste, we basically blind warped to them. A bit too hasty. There was more stuff on the other side of the gate, and they were no fools, they crashed gate to get out. I was hoping if we could isolate one of them, we could blap. In the chaos, I called a non-flashy target. I started taking gate guns, and warped out. Others were not so fortunate. We lost more ships than we should have on this engagement.

(03:50:27) Nennamaila, Pynekastoh, Hikkoken, Tama
Condor -7.48m
Prowler +242.52m
Merlin -3.89m
Merlin -7.02m
Merlin -3.9m
Merlin -5.63m
Merlin -8.26m
Merlin -3.83m
Merlin -7.02m
Merlin -3.91m
Merlin -12.11m
Merlin -12.11m
Merlin -4.62m
Merlin -6.91m
Merlin -3.88m
Capsule -0.01m
Federation Navy Comet -21.31m
Capsule -0.01m
Merlin -3.88m
Capsule -0.01m

Once in Tama we poked around for good fights. Our scout died to station campers. Having died the same way a few days prior, I can say to watch out for that - I know it is a thing, but I guess it is a popular pastime these days. We bounced in and out of a safe, and found and Armageddon outside the novice. Once we landed, more friends joined for the party. We initially switched to target a Hawk. We were not making much progress on him, so I called to go back to the Armageddon. If we had stayed on the Hawk we may have broken his tank - he had used at least 3 charges on his ASB.

At this point, we died in a blaze of glory. Hopefully everyone had a good time.

(04:18:11) Tama
Merlin -6.94m
Merlin -3.27m
Burst -5.24m
Merlin -2.51m
Merlin -8.34m
Merlin -8.73m
Merlin -18.66m
Merlin -5.04m
Capsule -0.01m
Federation Navy Comet +28.65m

Stats
ISK Destroyed: 441,008,203.17
ISK Lost: 330,101,365.26
ISK Delta: 110,906,837.91
Efficiency: 57.191%

Overall evaluation
I had a great time. Largest fleet that we have seen in a bit. Some of those fights should have been avoided, and scatter could have been called earlier as well a few times. It was honestly a bit wild as NoP goes. I neglected to mention Analiese shadowing us a bit and picking off at least one person...typical lowsec hazards.

(Positive stuff)

The fight with the frigates on gate was crazy, but stayed in control. This was partly due to the experienced players straddling the gate and bouncing multiple times. While bouncing, I asked Archemide to call targets which I felt like a good move - I could not see what was going on. We got some regular old ganks, and even the shiny Ashimmu. The Prowler was a bonus.

(Negative stuff)

Calling the fight in a complex fight is complex - no surprise. I am feeling like this just takes experience. Having reflected on this AAR, I think I know most of where I went wrong and will do better next time. There is a fine line between being aggressive, moving fast and welping, or being cautious, moving slow and missing kills. The more situations we are in, the more able to read the intel, and format an effective response. There is certainly feedback on things that I have missed, and I welcome everyone to post about it - I have no doubt that you will.

Thanks again to everyone who came!

Member

### Re: [AAR] NoP Monday Night Roam 02/05/2019

Yeah good newbie fleet turnout.

The OST fight was against RK, who is famous for kitey bling nonsense. Even if you landed on them at 0, they'd be out of scram/web range before you could lock. Or if you got lucky, they'd slingshot back out of range. It's what they live for and they (sadly) are good at it. They hate me with a passion (they all locked me up as soon as I landed) and I thought I could drag them into us with my charm, but no go (as I said, they are good at it).

That nasty drekavac fleet was unkillable (they even had a zarmazd); as soon as it was called (15 Tri ships at least in total), a scatter was in order, but you kept trying to kill something on the other side of the gate.

Both engagements are lessons in actual vs paper dps. Or as kelon puts it: range control (which is what most fights come down to). When you come through a gate, you are scattered around a 35 km bubble so it takes time to get w/in blaster range. And if something moves faster than you, that'll never happen.

Overall good fleet though. Called clear orders, repeated them, and usually used the names of things. See ya next time!

-Coax
--- FCC Graduate! EUNI Graduate! ---

Member

### Re: [AAR] NoP Monday Night Roam 02/05/2019

Here's my perspective as someone's who's brand-new to the game (character ~96 hours old), new to corporations ( ~23 hours in EVE University), and first-time fleet participant:

I had fun!

On my end, my preparation was rushed--I was queued to finish Caldari Frigate I and Jury Rigging I at exactly 2:00 (the meet-up time of the fleet).
I was late to grab a contract (first time using contract system), since I couldn't really decide if I should go with the Merlin BLAP T1 or the Newbro Gallente Tackler contracts. I was as newbro as it gets, after all, so which one to pick?

I grabbed a Merlin contract but since I was late, I was also late to notice my skills for Power weren't high enough to power everything... 2 minutes out to departure and I didn't have a solution yet (bought a compact shield extender as suggested by someone else, but I failed to notice that compacts were already fitted from the contract). "Undock, undock, undock" and in the meanwhile I'm loading ammo and making sure all fittings are online the best I can (since I was playing around with what to offline from the power issue). Everyone's FC-warped off as I'm undocking, and then I realized I hadn't bought insurance yet. I just missed the undock abort, kicked myself a bit, and re-docked for platinum insurance. Finally, undocked and off I went, as the fleet's already 2 systems out. I was able to catch up just fine.

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On the FC's end of things, I felt your newbro speech was great. I have a page-worth of notes jotted down just from the speech. I've read up on The Rookie's Guide to Fleet Ops and the transcripts of Fleets 101 earlier in the day, and I felt you went over all the major points clearly and concisely. I learned a lot too, hearing someone explain the concepts and adding their own very useful tidbits really goes a long way.

Throughout the mission you were clear with where we were going, what the current orders are, and what's about to happen next. As a first-timer I can't express enough how useful that was for me.

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During the fleet, 95% of the time I was able to keep up with what was happening--never missed a FC-aligned-warp, always able to identify the primary target, and was never left behind at a gate/engagement. The other 5% of the time, I misclicked to jump a gate instead of orbiting (kicked myself again, but held cloak until fleet followed through). I accidentally warped to a station at 0 during a scramble (instead of a million other safer possibilities). And I accidentally scrambled another time (after hearing the vanguard call scramble--but not the FC; we were still at the out gate of the previous system).

I briefly heard the explanation of avoiding gate guns as we took on the AFK Condor (hit once, warp out, warp in). So in my newbro wisdom, I shot at the Condor 5 times thinking "Those guns are busier than to deal with me" and by the time my shields were down, getting my un-aligned ship to warp out simply wasn't gonna happen. Out of all the ways I've gotten my ship destroyed, this was the dumbest. It was also my first. Needless to say I learned a lot from the experience. After losing the most-expensive ship I've ever flown trying to destroy an AFK Condor, I made my way back to Stacmon in my pod safely and decided not to re-ship--I could hear things starting to go south for the fleet.

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So, I had fun!

It was a bit discouraging not to die in actual combat, but lessons were learned nonetheless. I feel a lot of my mistakes could be alleviated with attending classes (it's hard when you've only been around for a day!), but also more time with game, more confidence in my own abilities, and less stress during whole ordeal.

I apologize for not being able to comment on composition or tactics or the more nitty-gritty aspects. (After all, it was just today that I found out what a "Merlin" was!)

Thank you FC and everyone else for a great first experience! I'm looking forward to the next one.

_____________________________

Here's what I learned as a newbro during the fleet that I didn't come across anywhere else or in any guides (that I've read):
• Sort your overview by Name. I was used to having it sorted by distance, but I never realized the difference it would make to finding what the FC is pointing out.
• RAPIDS - Rename. Ammo. Paste. Insurance. Drones. Safety to yellow. It's a to-do list for everything you should to before departing. Write it down and stick it on a wall. It's what reminded me to go back and grab insurance.
• Dealing with gate guns - plan ahead where you're going to warp to, and align to it first. Then target, aim, shoot once, and warp out. Repeat.
• When there is a yellow box around on an enemy signal, that means the enemy is targeting you. When every enemy symbol has a yellow box, that means broadcast for reps immediately, do not wait because you're about to get smacked.
• It's all about having fun, and working together--don't stress out or you'll hamper both.

Sorry for the long read. Thanks again everybody.

Member

### Re: [AAR] NoP Monday Night Roam 02/05/2019

Clevin,

Thanks so much for your post. Glad you had fun. I appreciate your detail - this means you are really thinking about what is going on. You are certainly going to be successful if you are putting this much effort into it.

Keep an eye on the calendar, we run these fleets very often, and will continue to do so. I have only missed one or two of them in my entire Uni career, and I intend to keep it that way. It would be great to see you in fleets again. You will be kicking butt in no time.

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