Vertical asymptote calculator

True Rate Celebrities

2020.10.04 10:20 True Rate Celebrities

This subreddit is for posting photos of celebrities for others to provide accurate and objective ratings according to the /truerateme rating system. Ratings are based on facial aesthetics. Rates are unmoderated on this sub. No rules for overrating/underrating. On this sub, a 5 is average, using a normal distribution model. Our scale ranges from 0-10, with 0 and 10 representing unattainable extremes.
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2017.08.15 19:28 Objective ratings and pragmatic guidance

The purpose of this sub is to provide facial ratings of both men and women based on *objective factors* such as harmony, sexual dimorphism, symmetry, and qualities of their features. This means analyzing/evaluating a person’s attractiveness without regard for one’s own feelings. This is not a subjective rating sub.
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2009.11.01 23:20 TheYank17 Slackline: A community for all who enjoy the sport

Welcome to /slackline! Post pictures, stories, new locations, beginner guides, or anything slackline-related. This is a user-guided community; join the discussions, ask questions, and share your experiences. This subreddit is much better when you are a part of it! Promotional posts by slackline companies or organizations are welcome here! Got an awesome slackline company or group you want to share? Go for it.
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2024.05.15 15:10 Mephisztoe Tiles misaligned when using smooth camera movement interpolation / lerp / visual glitches

I am kinda frustrated at this point.
I am using Tiled for creating a Map.
I use Monogame.Extended.Tiled for importing and rendering the Map.
And I use MonoGame.Extended for a 2D Orthographic Camera.
I don't want the cam to just follow the player by "attaching" it to every movement, but rather have it really follow the player with a "delay" including acceleration and decelleration.
This is my setup:
protected override void Initialize() { // TODO: Add your initialization logic here var viewportAdapter = new BoxingViewportAdapter(Window, GraphicsDevice, 320, 180); camera = new OrthographicCamera(viewportAdapter); camera.LookAt(player.Position); graphics.IsFullScreen = false; graphics.PreferredBackBufferWidth = 1600; graphics.PreferredBackBufferHeight = 900; graphics.ApplyChanges(); base.Initialize(); } 
Updating all stuff, including interpolation of the cams movement:
protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed Keyboard.GetState().IsKeyDown(Keys.Escape)) Exit(); player.Update(gameTime); tiledMapRenderer.Update(gameTime); Vector2 delta = player.Position - camera.Position - new Vector2(152, 82); //Distance from player to cam camera.Position += (delta * 0.08f); //Move the camera by 8% base.Update(gameTime); } 
And finally Draw stuff:
protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); var transformationMatrix = camera.GetViewMatrix(); spriteBatch.Begin(transformMatrix: transformationMatrix, samplerState: SamplerState.PointClamp); tiledMapRenderer.Draw(transformationMatrix); player.anim.Draw(spriteBatch); spriteBatch.End(); base.Draw(gameTime); } 
While this works in a way that the camera nicely follows along the player, this results in visual glitches.
For a couple of seconds - when walking into one direction - everything looks nice, then, suddenly, vertical or horizontal lines appear between the tiles depending on the direction the players moves to. These lines disappear as soon as the player stops.
I took screenshots of this effect and put them on top of eachother in Gimp and noticed, that the tiles don't correctly align when these lines appear. It is as if the tiles are rendered with one pixel space in between when this issue happens.
Well, I do actually know how to get rid of this:
My rounding the cameras position right before drawing and restoring its original position right after, these glitches are basically gone:
protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // Backup the current camera position Vector2 oldCamPosition = camera.Position; // Calculate the rounded camera position camera.Position = Vector2.Round(camera.Position); var transformationMatrix = camera.GetViewMatrix(); spriteBatch.Begin(transformMatrix: transformationMatrix, samplerState: SamplerState.PointClamp); tiledMapRenderer.Draw(transformationMatrix); // Restore the old camera position (for pixel-perfect rendering) camera.Position = oldCamPosition; player.anim.Draw(spriteBatch); spriteBatch.End(); base.Draw(gameTime); } 
However, since I am working with a lowres viewport, and now fixing the cameras floating point vector position to integer values, 1 Pixel equals 5 Pixel on my render target (since it is 5 times larger) and thus this rounding results in a jittery movement of the cam (which appears to be jumping in 5 Pixel steps now).
So I am wondering:
How do achieve a smooth moving camera with NO visual glitches? :)
submitted by Mephisztoe to monogame [link] [comments]


2024.05.15 14:00 Mandelbrot1611 No matter what you try to do to this triangle, its surface area is ten

Here's a funny graph I made. No matter how you move the vertices of this triangle, its surface area will always be exactly ten.
https://www.desmos.com/calculatocmfoblotfl
submitted by Mandelbrot1611 to desmos [link] [comments]


2024.05.15 13:14 PreDeimos Feature showcase: Updated day header

Feature showcase: Updated day header
The subreddit seems quite empty so I tough I share the biggest features coming with the v1.3 till it's not released yet. I'll planing post a new blog every couple of days. Starting with:

Updated day header

https://preview.redd.it/a6n4sml0mk0d1.png?width=924&format=png&auto=webp&s=2a41a27ea7fd02f6c9dc7d5120b042d2b5875d1a
Since a couple of months I wasn't happy with the calorie calculator header. Especially because I still needed to calculate by my own, how far I'm actually was from my daily goal limits. So i decided to add these details, but I don't wanted to change the size of summary module so instead of adding new rows, I merged the "max" and "min" rows to a new "Range" row and added a new multi functional "Difference" row. Here you can see in blue if you are under you range, green if you are in you range and red if you are over your range. It's also shows how far are you from your daily goal values.
I also changed the Noom block from vertical to horizontal orientation, added some slight background colours for the zones and it's also got the "Range" / "Difference", mentioned above.
The calorie density meter got more compact, to free up some space for a new module:

Calorie outtake module

This new module added to give an options to you to register your daily calories burned next to your calorie intake. So in the "History" page you can keep track of both of them including the difference. By default it populate this field with your Active calorie output number from your profile page. However if you have a smart watch or other ways to calculate your output you can change this number before you hit the "Finish day" button. (The default value also can be changed, but more about that in the following days)
Please share you thoughts in the comments!
submitted by PreDeimos to calcalsheet [link] [comments]


2024.05.15 10:04 Significant-Gap8284 What is the supported maximum number after decimal point of a float ?

I modelled a box made of 8 vertices , being ranged from 0 to 1 , and when I directly imported into OpenGL and imported into array buffer , because all its vertices are ranged between 0~1 , it is exactly ensconced inside the NDC . No need of further transformation to scale it down .
So I think that , whatever model you have , in order to display it , you firstly need to scale it down to the range of 0~1 , which is desired by NDC .
However when I was trying to bake normal ( using my own normal baking program ) for this small model , I encountered a problem that the normal looked noised and broken. This is caused by approximating float . Pixels in an area are approximated to a uniform value . After I scaled the box up in MAYA , the problem is gone .
I can't believe this is real . The small box I primarily used is like :
v -0.242622 -0.242622 0.151413
v -0.151413 -0.247075 0.151413
v -0.151413 -0.242622 0.242622
v -0.151413 -0.151413 0.247075
Isn't this kind of precision a normal , usual usage in shader ? After scaling it looks as such :
v -4.498942 -4.498942 2.807653
v -2.807653 -4.581514 2.807653
v -2.807653 -4.498942 4.498942
v -2.807653 -2.807653 4.581514
I'm using JOGL so at first I doubted if that is because JAVA is bad with precision . But then I realized even if I opened my obj file in NotePad , the position data is of still this precision.
OpenGL literally told me to output a color in fragment shader , I have to clamp it between 0~1 . But if it doesn't support more fidelitous numbers after the decimal point , what's the meaning for it to restrict output to 0~1 ?
And , I don't understand why the precision is just 6 figures after the decimal point . There are 24 bits Significand precision . If scaling the box up means more precision , then is that to say if I keep the digit before decimal point blank , then there's actually a lot of bits distributed nothing , causing a heavy waste ?
The method I used to calculate the normal is cross product of two vectors . They are calculated out of positions .
submitted by Significant-Gap8284 to opengl [link] [comments]


2024.05.15 09:11 Aggravating-Wait9481 Attack animation too fast

Hello everybody!
I am currently working on a school project where we are trying to create a 2d platformer. We started without any previous knowledge about GameMaker. The biggest problem that we have, is that the animation for punching and kicking skips by in a second. Some frames are not even visible due to the speed of the animation. We tried everything we could, yet we were still unsuccessful. The interesting thing is, this doesn't happen with the walking and jumping/falling animations.
The code:
//player input
key_left = keyboard_check(vk_left);
key_right = keyboard_check(vk_right);
key_jump = keyboard_check_pressed(vk_space);
key_attack = keyboard_check_pressed(vk_lalt);
key_kick = keyboard_check_pressed(vk_lcontrol)
//calculate movement
var move = key_right - key_left;
hsp = move * walksp;
vsp = vsp + grv;
//jumping
if (place_meeting(x, y + 1, oWall)) && (key_jump)
{
vsp = -7;
}
//horizontal collison
if (place_meeting(x + hsp, y, oWall))
{
while (!place_meeting(x + sign(hsp), y, oWall))
{
 x = x + sign(hsp); 
}
hsp = 0;
}
x = x + hsp;
//vertical collison
if (place_meeting(x, y + vsp, oWall))
{
while (!place_meeting(x, y + sign(vsp), oWall))
{
 y = y + sign(vsp); 
}
vsp = 0;
}
y = y + vsp;
//Animation
if (!place_meeting(x, y + 1, oWall))
{
sprite_index = sPlayerA;
image_speed = 0;
if (sign(vsp) > 0) image_index = 1; else image_index = 0;
}
else
{
image_speed = 1;
if (hsp == 0) && (key_attack == false) && (key_kick == false)
{
 sprite\_index = sPlayer; 
}
else
{
 sprite\_index = sPlayerR; 
}
if (key_attack)
{
 image\_index = 0; image\_speed = 0.00001; sprite\_index = sPlayerPunch; 
}
if (key_kick == true)
{
 image\_index = 0; image\_speed = 0.00001; sprite\_index = sPlayerKick; 
}
}
if (hsp != 0) image_xscale = sign(hsp);
The screen recording of the Animation: https://drive.google.com/file/d/1SReQbpUg43QLTYVjpZi4kRbR4JUGN_yk/view?usp=sharing
Please, if you could help us out, it would mean a lot.
Thank you !
submitted by Aggravating-Wait9481 to gamemaker [link] [comments]


2024.05.15 05:21 carrollsp Series 9 - advice?

Taking my series 9 on Friday. I’ve been scoring in the low to mid 70s and sporadic 80s on passperfect finals. I still feel a little shakey on some calculations on spreads / straddles but can identify the positions easily and differences between horizontal, vertical etc. I cannot, however, identify if they are profitable easily. I also can’t identify bull/bear call/put spreads, neutral/bullish/bearish on the respective positions. How important is this? Do I need to cram between now and then? Any tips to memorize these?
submitted by carrollsp to Series24 [link] [comments]


2024.05.15 00:11 The_Lucinator A quick primer on stealth

A quick primer on stealth
Boo
I have seen a lot of people both here on reddit and on discord with questions on stealth or misconceptions on it. As a Docent and historian at the worlds largest private aerospace museum which has a lot of documentation on the subject and a few actual stealth aircraft, which helps in understanding this topic at a deeper level than most. This is meant to be a basic overview of how reduced Radar Cross Section, (RCS) is achieved. I’m not gonna go into detail about other features that matter in stealth such as Infrared signature reduction, or electromagnetic signature reduction both of which are just as critical to a proper stealth design.
If anyone wants to do some light reading on the subject I recommend Stealth by Doug Richardson, or Stealth Aircraft by Bill Sweetman. Both can provide a basic overview of the technical aspects of RCS. If you have a Aviation Week subscription they did a couple of great primer articles on this a few years ago and are also worth reading. There are also numerous academic papers on this topic that can be found if you want something with a bit more meat on the bones. What will follow is even further simplified from those books but should at least be more accessible and easy to understand.
The first thing I want to point out is how Radar actually works as this is something that a lot of people get wrong, and it can lead to many mistaken beliefs about how stealth works. People often think of a radar return as light reflecting off a object, and while in layman's terms this explanation suffices the actual quantum mechanisms are a bit more complicated and while the description is fine for basic knowledge knowing how it works at the smallest of scales is critical for getting your RCS to actually work.
When Radar strikes a object it doesn't just bounce off, what actually happens is that the radar wave induces a current in the material it hits, this then creates waves of the same magnitude as the incoming waves. It is this re-emitted energy that is what the radar receiver actually pics up. The direction of emission is also related to the direction of the incoming energy. One important factor in this is that object with a length/diameter about one half the wavelength will create a much stronger return. This is why some objects are much more radar reflective than others. However this isn't the only thing the energy can do. Sometimes the energy is absorbed by the material struck, this is your standard Radar Absorbing Material (RAM). Another interesting feature of radar is scattering and wave travel. The energy does not have to be emitted right away, it can travel along the object it hits before being re-emitted. Sharp boundaries are more likely to emit this radiation than smooth rounded shapes. This is further compounded by scattering which is how the magnitude of the return varies by the relationship of the wavelength to the size of the object. When they are about the same size (note this means the area the wave can travel not the size of the whole plane) you get what is called resonance which greatly increases the return of the object. When the wavelength is smaller than the object then it starts to treat smaller and smaller sections independently of each other as the object. This is important and will be discussed later.
The goal of RCS takes all of these considerations and more into the equation as some objects are also transparent to radar waves and others translucent. Furthermore the ability of a material to conduct electricity is important because this can help the waves propagate further before emitting. While on the surface this may seem bad and in some cases it is, it also allows for better control of where the emissions come from. Move over the angle of the surface being emitted dictates the strength of the signal and how it changes with direction, think this like a funhouse mirror, the cone/dome of radar can be emitted in a very different direction than it came from. This is not a easy thing to calculate and is a reason that early stealth aircraft were faceted as with the sharp lines were easier to predict where and in what direction the return waves would propagate. This has ironically led to many people thinking that faceted shapes are better for RCS, when in truth the opposite is true, however as stated earlier it is easier to model. This is why flat surfaces such as single vertical tail fins, and turbine blades are such big reflectors. The goal of any RCS is to reduce the amount of stuff making its way back to the emitting aircraft and being able to know exactly how the waves will travel is paramount to a successful RCS design.
To complicate matters further as I mentioned earlier when a wavelength is smaller than the object you are trying to detect than it will treat different parts of the aircraft separately however this can be modified by increasing the distance the wave can travel in a object. This is where the most critical part of any proper RCS effort comes into play. This is one of tolerances. See gaps are the ultimate emitter of waves since they have sharp edges, and break the electrical current flowing through the material thus drastically increasing the chance of emission. This is by far the largest contributor to RCS. It has also proved the bane of countries trying to develop stealth since it is very hard to have manufacturers that can achieve such tight tolerances and it isn't something you can just steal like the shape or RAM materials. Since a plane needs to have at least some moving parts being able to make them close to one another is paramount, having seems be almost non existent on a moving part is very hard. Most stealth aircraft require special tape to bridge the gaps especially the ones between materials with different electrical properties like those around the cockpit. This tape had to be applied every mission perfectly and was (and to some degree still is) the part that added the most to the Maintenance of aircraft like the F-117 and B-2. You can see a good example of this on the photo below of the TACIT BLUE aircraft which was one of the first stealth aircraft.

those dark area's around any hatches is the tape
As you probably well know part what is important is how the aircraft is structured and shaped, What isn't talked about is that most shapes that direct radar waves in a specific direction aren't the most conducive to good aerodynamics, thankfully for early stealth pioneers there are many materials that are very transparent to radar (such as the dome over most maritime radars). These materials can be used to smooth out the airflow and create a shape conducive to good flying characteristics (or even the ability to fly at all). Below is a good example of a photo showing the intricate sub surfaces on a aircraft control surface. You will notice that the underlying sawtooth shape would probably not be very aerodynamic but with the radar transparent leading edge the surface smooths out into the familiar shape you can recognize.

A great example of how the edges are smoothed over to create a clean wing
Another part that needs to be considered is that there are a wide range of radar wavelengths that can be used. What is a good RCS shape to one wavelength might matter a lot less to another frequency. This is why most broadband stealth designs are created and coated with materials the work to harmonize as many different wavelengths of radar as possible into a more cohesive waveform. This is mostly seen in third and fourth generation designs like the F-22 and F-35. You will often note the metallic sheen their paint tends to have and this is indicative of attempts to do this.

Stealthy paint
Not stealthy paint
There is one last effect that is worth noting and that is that if a wavelength is larger than the object then a effect know as Reyleigh Scattering happens and the radar treats the aircraft as one homogeneous aircraft and shape and angles no longer really mater to the return just the size and composition of the object. This is why many countries looking to develop counter stealth technologies often look at low frequency radar as it can get around the shaping of the aircraft as well as issues with things like gaps, though the effectiveness of RAM isn't changed. Ok so you are probably asking why people don't just use long wave radar, well there are two problems while long wave radar has great range due to the energy required for a given distance is proportional to the wavelength it also comes at the price of accuracy and also needing a large antenna to pick up any receiving signals since the reception of radar signals generally requires a receiver proportional to the wavelength. Also effected is resolution which means that knowing that something is out there is easier but knowing where it is, is much harder. The lower resolution can have other unhelpful effects such as combining many small objects (like a flock of birds) into one.

Lastly as alluded to earlier there is a hierarchy to the importance of design features. In general it goes like this. By far the most important one is tolerance of the parts and elimination of gaps. Then in a distant second is RAM and other coatings. Lastly there is shape though unlike the other two this is still required by some degree to any stealthy aircraft whereas you can go without the other two but with a much more easily detectable object. It illustrate this and to show how all of this starts to fit together look below at the four aircraft's. Now rank them in order of smallest RCS to largest.......Scroll down past them for the answer.
F-22A Raptor

Su-57 Felon
F/A-18E/F Block III Super Hornet
KF-21 Boramae (fighting hawk)
Ok good here are the results
  1. F-22
  2. F/A-18 E/F Block III
  3. KF-21
  4. Su-57
so how many of you thought that the KF-21 would be 3rd, or that the Su-57 would be last? This illustrates the importance of both keeping tight tolerances and in the heavy use of RAM and other skin (and some sub-skin) treatments. Both of the planes have shaping that is conducive to having a low RCS but are not able to match the 4.5 gen Superhornet’s latest version due to the latter's better tolerance control and increased use of RAM materials. This much has been admitted by the Korean government which has admitted that the Block one KF-21 which has no RAM and looser tolerance levels than they would have wished. They do plan on incorporating those as well as including a full internal bay rather than the semi-recessed hardpoints it currently has. This shows the difficulty in mastering those two elements since the South Koreans have a lot of experience building and even decent experience designing planes. The Su-57 is a bit of the different case. Teasing out the failings of the Su-57 has taken more work given the Russian government claims that its stealth feature are some of the best in the world. However pictures of the Su-57 during construction shows a complete lack of sub-surface shaping, as well as a lack of RAM coating on many surfaces that should have it. Furthermore riveting and screw attachment of parts are massive no no’s in stealth and the Su-57 has those in droves. Furthermore the engine's turbine blades are visible through the air intake something even the KF-21 avoids limiting the ability to actually improve the RCS. It also has clearly visible gaps at locations where they would significantly contribute to increasing the RCS. Lastly the paint on the plane does not exhibit any metallic properties meaning that it likely is derived from first gen stealth paint, most likely from samples of the F-117 that was shot down in the Balkans. Based on this and knowledge that tolerances have always been a weakness of Russian manufacturing (though in the past this was deliberate as low tolerances allow for more rugged machines) thus the Su-57 probably doesn't have a ton of RCS reduction and is probably on the level of the Eurofighter in terms of RCS.

Ok so now withe the brief overview out of the way you are probably wondering how Flyout's “RCS” system fits into all of this. The answer is not at all. There is almost no connection between the games determination and reality. This can be deduced by the lack of most properties that are needed to define RCS. Some of the notable ones needed are wavelength of the radar used and given radar itself isn't in game we know that's not yet on the table, the electrical conductive properties of a aircraft's paint and skin/structures are very important to any radar return modeling and so far materials used in game are purely cosmetic. There also is no RAM material and even how that works is highly variable in real life but even a massively simplistic implementation doesn't exist so we can cross that out. There also is no setting for tolerances of parts of the plane and given that is the most important contributor to reducing RCS the lack of all these features means that the game’s RCS has no real connection with how real RCS works. Lastly, I don’t expect there to be a accurate system implemented. This is due to the massive computing power needed to model the subtle interactions of radar waves with all of these factors. As mentioned before there is a reason faceting was used heavily in early stealth aircraft despite it being less than optimal. It would take several months of using 1970’s supercomputers specially programed to just do this calculation to get a RCS model for a given aircraft shape. Even then it had to have data from real world RCS testing added to achieve this. While computing power has exponentially increased since then the ability to actively simulate a planes RCS in real time, is still well beyond anything a desktop computer can do. Especially given you would need a completely custom engine just for that part. And none of what I have said touches on other parts that can contribute to RCS like degradation of RAM coatings, or the fact that the exhaust from planes in afterburner shows up on radar (this is due to the lower density of hot air coupled with changes in the airs natural radar absorbing properties due to being at a different temperature). So for everyone out there, don't worry about or look too far into the RCS of your stealth plane be as creative as you want. That being said it is possible that IR reduction could be better simulated in game and might be a possible thing to have added. Real RCS will likely be limited to at best massively approximated stand-in values. Though there is a way to achieve a real world stealth parameter which is visual stealth, ie cammo or other tech that reduces a aircrafts visual signature. Along with some tech (like the hole material that is fictional but renders the plane truly invisible)
Implementing the \"hole\" surface material to a plane in real life
On a side tangent I want to point out that the exhaust phenomenon is something that has effected all stealth aircraft and the main reason the A-12 and SR-71 had no real RCS reduction since the massive amount of air the moved through the planes engines meant they were usually spotted at the maximum range of whatever radar they flew near. And while on the A-12 they tried to eliminate this through a combination of using a cesium fuel additive(which did absolutely nothing), and plasma stealth to shield the air intake so the fan blades would not reflect (which apparently worked ok but used a enormous amount of power, led to airflow disruptions that made the engine both less efficient, even more prone to flameouts, and caused the formation of nitric acid and other corrosive compounds the hurt the engine.). For the reasons I just showed the cesium and plasma stealth systems were disabled on the A-12 by the time it entered its brief service and not used at all on the SR-71, which instead used it’s extreme speed, altitude and what can be argued was the most extensive ECM suit ever fitted to a aircraft at the time, to ensure that any missile that got close could be jammed.
Hope this helps people.
submitted by The_Lucinator to flyoutgame [link] [comments]


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submitted by MortgageRich3613 to Statisticshelpers_ [link] [comments]


2024.05.14 22:47 amberarteaga78 psychology statistics help Reddit Assignment Exam Homework Quiz Test Class Course Helper for Online Hire Reddit

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Email: [info@hiraedu](mailto:info@hiraedu). com
ASSESSMENTS I CAN COMPLETE:
MY MATH SUBJECTS OF EXPERTISE:
I am very knowledgeable and proficient in assisting students in a wide range of mathematics classes. I can help students complete their homework assignments and other projects get an A on quizzes, tests, and exams (including proctored assessments) answer online discussion posts write essays & papers in MLA APA Chicago format and provide general overall academic help in each math course listed below:
STATISTICS HELP (MY BEST SUBJECT):
ALGEBRA HELP:
CALCULUS HELP:
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I CAN AID STUDENTS TAKING PROCTORED ASSESSMENTS:
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As of 2021, I have tutored and helped students enrolled at the following U.S. universities community colleges county & city colleges schools for-profit institutions listed below in alphabetical order:
I OFFER FLEXIBLE PAYMENT PLANS:
HELP AVAILABLE FOR OTHER SUBJECTS:
THE OBLIGATORY "IS THIS A SCAM?" QUESTION:
Considering the fact that you found my contact information online, it’s understandable to be skeptical regarding the legitimacy of my services. Therefore, I’m willing to do all of the following to help you feel more secure in trusting me with your academic needs:
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OCT 2021 UPDATE: I am currently offering discount deals for requests for assistance with completing a student's entire course for the Fall 2024 semester (14 - 20 week courses acceptable), as well as discounts for students seeking help with multiple exams and/or multiple classes for Fall 2024. My availability for the Autumn 2024 / Fall 2024 semester will likely become limited very quickly as I receive more and more academic requests. Therefore it would be very advantageous to reach out to me for academic assistance before my schedule becomes too full.
MY CONTACT INFO:
WhatsApp: +1 (213) 594-5657
Call: +1 727 456 9641
Website: hiraedu. com
Email: [info@hiraedu](mailto:info@hiraedu). com
submitted by amberarteaga78 to Statisticshelpers_ [link] [comments]


2024.05.14 20:08 Unclebillybob6942069 Can someone give me some help?

so like im tryna make a resident evil - like game but for some reason when my character moves its inputs are inverted (w is back, s is forward all that) and when i tried to flip its y axis by 180, it just lay down like the x axis was changed by about 90 degrees for a reason i cant work out
the turning script :
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Turning : MonoBehaviour { public Transform player; Vector3 target; void Update () { target = new Vector3(player.position.x, this.transform.position.y, player.position.z); transform.LookAt(target + new Vector3(0f, 180f, 0f)); } } 
movement script :
using System.Collections; using System.Collections.Generic; using UnityEngine; using TMPro; public class PlayerMovementTutorial : MonoBehaviour { [Header("Movement")] public float moveSpeed; public float groundDrag; public float jumpForce; public float jumpCooldown; public float airMultiplier; bool readyToJump; [HideInInspector] public float walkSpeed; [HideInInspector] public float sprintSpeed; [Header("Keybinds")] public KeyCode jumpKey = KeyCode.Space; [Header("Ground Check")] public float playerHeight; public LayerMask whatIsGround; bool grounded; public Transform orientation; float horizontalInput; float verticalInput; Vector3 moveDirection; Rigidbody rb; private void Start() { rb = GetComponent(); rb.freezeRotation = true; readyToJump = true; } private void Update() { // ground check grounded = Physics.Raycast(transform.position, Vector3.down, playerHeight * 0.5f + 0.3f, whatIsGround); MyInput(); SpeedControl(); // handle drag if (grounded) rb.drag = groundDrag; else rb.drag = 0; } private void FixedUpdate() { MovePlayer(); } private void MyInput() { horizontalInput = Input.GetAxisRaw("Horizontal"); verticalInput = Input.GetAxisRaw("Vertical"); // when to jump if(Input.GetKey(jumpKey) && readyToJump && grounded) { readyToJump = false; Jump(); Invoke(nameof(ResetJump), jumpCooldown); } } private void MovePlayer() { // calculate movement direction moveDirection = orientation.forward * verticalInput + orientation.right * horizontalInput; // on ground if(grounded) rb.AddForce(moveDirection.normalized * moveSpeed * 10f, ForceMode.Force); // in air else if(!grounded) rb.AddForce(moveDirection.normalized * moveSpeed * 10f * airMultiplier, ForceMode.Force); } private void SpeedControl() { Vector3 flatVel = new Vector3(rb.velocity.x, 0f, rb.velocity.z); // limit velocity if needed if(flatVel.magnitude > moveSpeed) { Vector3 limitedVel = flatVel.normalized * moveSpeed; rb.velocity = new Vector3(limitedVel.x, rb.velocity.y, limitedVel.z); } } private void Jump() { // reset y velocity rb.velocity = new Vector3(rb.velocity.x, 0f, rb.velocity.z); rb.AddForce(transform.up * jumpForce, ForceMode.Impulse); } private void ResetJump() { readyToJump = true; } } 
submitted by Unclebillybob6942069 to Unity3D [link] [comments]


2024.05.14 17:54 Unclebillybob6942069 player is turning on the x axis when not prompted

so like im tryna make a resident evil - like game but for some reason when my character moves its inputs are inverted (w is back, s is forward all that) and when i tried to flip its y axis by 180, it just lay down like the x axis was changed by about 90 degrees for a reason i cant work out
the turning script :
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Turning : MonoBehaviour { public Transform player; Vector3 target; void Update () { target = new Vector3(player.position.x, this.transform.position.y, player.position.z); transform.LookAt(target + new Vector3(0f, 180f, 0f)); } } 
movement script :
using System.Collections; using System.Collections.Generic; using UnityEngine; using TMPro; public class PlayerMovementTutorial : MonoBehaviour { [Header("Movement")] public float moveSpeed; public float groundDrag; public float jumpForce; public float jumpCooldown; public float airMultiplier; bool readyToJump; [HideInInspector] public float walkSpeed; [HideInInspector] public float sprintSpeed; [Header("Keybinds")] public KeyCode jumpKey = KeyCode.Space; [Header("Ground Check")] public float playerHeight; public LayerMask whatIsGround; bool grounded; public Transform orientation; float horizontalInput; float verticalInput; Vector3 moveDirection; Rigidbody rb; private void Start() { rb = GetComponent(); rb.freezeRotation = true; readyToJump = true; } private void Update() { // ground check grounded = Physics.Raycast(transform.position, Vector3.down, playerHeight * 0.5f + 0.3f, whatIsGround); MyInput(); SpeedControl(); // handle drag if (grounded) rb.drag = groundDrag; else rb.drag = 0; } private void FixedUpdate() { MovePlayer(); } private void MyInput() { horizontalInput = Input.GetAxisRaw("Horizontal"); verticalInput = Input.GetAxisRaw("Vertical"); // when to jump if(Input.GetKey(jumpKey) && readyToJump && grounded) { readyToJump = false; Jump(); Invoke(nameof(ResetJump), jumpCooldown); } } private void MovePlayer() { // calculate movement direction moveDirection = orientation.forward * verticalInput + orientation.right * horizontalInput; // on ground if(grounded) rb.AddForce(moveDirection.normalized * moveSpeed * 10f, ForceMode.Force); // in air else if(!grounded) rb.AddForce(moveDirection.normalized * moveSpeed * 10f * airMultiplier, ForceMode.Force); } private void SpeedControl() { Vector3 flatVel = new Vector3(rb.velocity.x, 0f, rb.velocity.z); // limit velocity if needed if(flatVel.magnitude > moveSpeed) { Vector3 limitedVel = flatVel.normalized * moveSpeed; rb.velocity = new Vector3(limitedVel.x, rb.velocity.y, limitedVel.z); } } private void Jump() { // reset y velocity rb.velocity = new Vector3(rb.velocity.x, 0f, rb.velocity.z); rb.AddForce(transform.up * jumpForce, ForceMode.Impulse); } private void ResetJump() { readyToJump = true; } } 
submitted by Unclebillybob6942069 to UnityHelp [link] [comments]


2024.05.14 16:58 ilkan-s I solved the aiming problem of mw2 and mw3

It's a matter of detail but this unnoticed anomaly has still not been seriously understood and disclosed.....I'm doing my best But I am alone in this story, far too scandalous to keep it to myself
complicated to be heard by the studio and the developers on my analysis....which is the key to returning to success
I'm a bit like needles in a haystack... I need help
Fixing this anomaly could put mw2 and mw3 back on track more than any other fix.
I leave you an explanatory video And I ask you to pay attention to the behavior of the red dot in the aiming accessory associated with my lateral movements
https://www.xbox.com/play/media/6fL7dWpVqM
Explanations: example of joystick management:
The anomaly asks you this your 2 joysticks must follow the same tracking direction simultaneously
(⬅️)....(⬅️) or vice versa (➡️)....(➡️)
to find the identity of the red dot management of mw2019
now when they are not going in the same direction you will notice that the whole aim is half blocked the directional management of the reticle in the scope and its parallax effect are also blocked
(⬅️)....(➡️) or vice versa (➡️)....(⬅️)
this anomaly also explains the axial (vertical-horizontal) calculations of mw2 and mw3 in general which are no longer correct
for people looking for optimization, look more
view that this programming error of mw2 and mw3 divided the aiming management in two
on the management of mw2019 the red dot was only connected to the right stick (ADS)
(🚫)....(🔄)
lateral movements had no impact on the management of your aim and therefore your precision
submitted by ilkan-s to ModernWarfareIII [link] [comments]


2024.05.14 13:35 Tauheedul What is the Field of View of the PSVR2? (Horizontal and Vertical)

I have been comparing the PSVR2 to other headsets, the confusing part is that only a single Field of View is mentioned in the Technical Specifications. It mentions 110 degrees in the official specifications and most articles assume this to be the Diagonal Field of View.
I tried calculating the Vertical and Horizontal field of view using the following values...
These are the outputs using the main Chat assistants.
PSVR2 Field of View Estimate (16:9)
Vertical Horizontal
Copilot 59.5 106.3
Perplexity 69.6 103.2
Chat-GPT 4o 70 102.4
Chat-GPT 4 69.99 102.44
Chat-GPT 3.5 77.25 137.07
Gemini 77.55 152.28
Average 70.65 117.28
The following version is using 1.96:1 aspect ratio closer to the resolution of 4000 x 2040.
PSVR2 Field of View Estimate (1.96:1)
Vertical Horizontal
Copilot 60.2 118.1
Perplexity 50.2 98.6
Chat-GPT 4o 66.46 102.94
Chat-GPT 4 65.97 103.66
Chat-GPT 3.5 74.51 146.10
Gemini 77.55 152.28
Average 65.82 120.28
Are these values correct?
submitted by Tauheedul to PSVR [link] [comments]


2024.05.14 12:15 smushkan After Effects Horizontal to Vertical Text alignment through Expressions and Text Animators

After Effects Horizontal to Vertical Text alignment through Expressions and Text Animators
https://i.redd.it/8ygogwwz9d0d1.gif
Turns out this is a needlessly overcomplicated method to achive this!
This project demonstrates a method for transitioning horizontal text to vertical text while maintaining character orientation through expressions and text animators.
It does this by calculating a path based on the desired rotation angle
Rotation is controlled by an angle controller with keyframes.
Note: For best results, use a monospaced font.
------------------------------------
Download:
https://drive.google.com/file/d/1IAo0TwPrrnknknxW-BRXGvYRDlRSbMeH/view?usp=sharing
------------------------------------

License

You may:
  • Use the project file and its contents as part of your own works, for both commercial- and non-commercial works
  • Modify the functionality and appearance of the project file and the contents therein as required to facilitate its usage in your own works
You may not:
  • Redistribute, rehost, or sell the project file, either on its own or in packs, as-is or modified, without the express permission of the author
Attribution is not required, but appreciated if possible!
Reddit: https://reddit.comsmushkan
Paypal: https://paypal.me/smushkan
Discord: https://discord.com/channels/@smushkan
------------------------------------

Other free stuff I've made:

3d Text highlighter MOGRT for Premiere Pro

Text Scrolling Effect with colour line highlighting

MOGRT animation module for After Effects

Various random expressions that don't deserve their own post

submitted by smushkan to u/smushkan [link] [comments]


2024.05.14 11:46 _divya2693 Regarding force on rocker damper system

I want to do ansys on rocker for topology balancing torques on it gives a equation with 3 variable forces 1.push rod force 2.due to antiroll bar 3.due to spring damper So how to calculate vertical force on upright on bump and the force due to antiroll bar connecting rod.....
submitted by _divya2693 to FSAE [link] [comments]


2024.05.14 11:17 matias-gains Version 1.8.4 - Cardio & more

We have just released version 1.8.4 on iOS (Android coming next) with the following new features:
  1. Log cardio to your workouts: Users can now log cardio exercises and workouts, as well as keep track of the progress and records for distance and duration. We have added these cardio exercises to our database:
    • Elliptical
    • Running
    • Running on Treadmill
    • Air Bike
    • Cycling (Stationary)
    • Walking
    • Stair Stepper
    • Rowing
    • Swimming
    • Cycling
    • Vertical climber
  2. Apple Health integration improved: iOS users can now sync cardio workouts logged outside of the app. Just need to make sure all Apple Health permissions are ON.
  3. Improvement in video storage: Exercise videos will be saved after the first time they are played. This will allow users to watch workout videos even with no internet access.
  4. Volumes now take into consideration the bodyweight for calculation on assisted and some bodyweight exercises like pull ups, dips, etc.
  5. Notifications center: Stay up to date with the new notifications center in your profile.
We have also recently added new exercises, including TRX. We will keep working on improving the cardio features and if you have any suggestions or questions please let us know!
submitted by matias-gains to GainsAi [link] [comments]


2024.05.14 10:21 Ok_Audience_7139 Converting windows pointer speed to ingame sensitivity

Converting windows pointer speed to ingame sensitivity
DPI =
pointerSpdStep = # Pointer speed in settings\Bluetooth&devices\Mouse
vRes = # Vertical resolution of your display (pixels)
vFov = # Vertical field of view of your game
pointerSpdMulti = {
1: 0.03125,
2: 0.0625,
3: 0.125,
4: 0.25,
5: 0.375,
6: 0.5,
7: 0.625,
8: 0.75,
9: 0.875,
10: 1.0,
11: 1.25,
12: 1.5,
13: 1.75,
14: 2.0,
15: 2.25,
16: 2.5,
17: 2.75,
18: 3.0,
19: 3.25,
20: 3.5
}
desktopPPI = DPI * pointerSpdMulti[pointerSpdStep]
desktopDist = vRes / desktopPPI
scale = vFov / 360
ingame360Dist = (1 / scale) * desktopDist
print(f"360°Distance: {Ingame360Dist} inches, {Ingame360Dist*2.54} centimeters")
To convert the sensitivity, you need to go to https://www.mouse-sensitivity.com/ .
CALCULATOR SETTINGS
The CALCULATOR SETTINGS section should look like this.
After configuring it, select your game in INPUT section, enter any number in Distance360°, then is dpi and fov.
Now you will see Actual VFOV: xx degrees. Click the green number to copy.
Finally, fill the first 4 variables and run the script, in the IDLE shell window you should see your results. Choose a unit you want, go back to the website. If you have a different unit, change it in CALCULATOR SETTINGS. After pasting the distance into Distance360°, the converted sensitivity will be in CALCULATIONS section.
i discovered this by accident. Idk if anyone needs such a thing, but hopefully i can help someone that is looking for it.
submitted by Ok_Audience_7139 to apexlegends [link] [comments]


2024.05.14 07:58 TerribleSell2997 North American ASRS Market is Dazzling Worldwide and Forecast to 2030

The ~North American Automated Storage and Retrieval System (ASRS)~ Market is estimated to generate a significant market value in 2018 and is estimated to grow at a CAGR of 10.1% during the forecast period. North American ASRS Market research report reveals important insights into market scenario to enable key players in taking calculated decision making. Basically, one of the major purposes of market research reports is to maximize the business growth opportunities. It also helps key players to turn business into a successful business by increasing the profit level. The overall business goal can be accomplished through this North American ASRS Market study report as it consists of all the current happenings and major innovations of the marketplace. Depending on the overall business objective, it is important to reduce business risks to generate larger revenues in the business. Several regions are captured in this Market report which includes North America, Europe, Middle East, Africa, Latin America and Asia Pacific.
Get Free Sample link @ https://www.omrglobal.com/request-sample/north-american-asrs-market
Some of the key players operating in the North American ASRS market include The Raymond Corp, Schaefer Systems International, Inc., Kardex Group, and Honeywell International, Inc., among others. These are the major players that are contributing significantly towards the growth of the ASRS market in North America. Further, the strategies adopted by these players such as mergers and acquisitions, investment in R&D activities and product launch are also estimated to have a positive impact on the growth of the ASRS market in the region. For instance, in May 2018, Schaefer Systems International acquired INCAS, an Italian based company that provides industrial automation solutions for logistics and production monitoring and integrated software solutions. With this acquisition, the company enhanced the portfolio of warehouse automation and sustained a significant position in the market.
full report of North American ASRS Market available @ https://www.omrglobal.com/industry-reports/north-american-asrs-market
· Market Coverage
· Market number available for – 2024-2031
· Base year- 2024
· Forecast period- 2024-2031
· Segment Covered- By Source, By Product Type, By Applications
· Competitive Landscape- Archer Daniels Midland Co., Ingredion Inc., Kerry Group Plc, Cargill
· Inc., and others
Market Segmentation
North American ASRS Market by Type
o Unit Load
o Mini Load
o Vertical Lift Module
o Carousel
o Auto Store
North American ASRS Market Industry
o Automobile
o Chemical, Metals & Heavy Machinery
o Food & Beverages
o Healthcare
o Retail, Third-Party Logistics, and E-Commerce
o Others (Aviation, Manufacturing Industry)
Regional Analysis
o United States
o Canada
Company Profiles
o Automation Logistics Corp.
o BEUMER Group
o Dearborn Mid-West Co. LLC
o Green Automated Solutions, Inc.
o Hänel Storage Systems
o Honeywell International, Inc.
o MECALUX Group
o Modula, Inc.
o Schaefer Systems International, Inc.
o The Raymond Corp.
o Westfalia Technologies, Inc.
The Report Covers
For More Customized Data, Request for Report Customization @ https://www.omrglobal.com/report-customization/north-american-asrs-market
About Orion Market Research Orion Market Research (OMR) is a market research and consulting company known for its crisp and concise reports. The company is equipped with an experienced team of analysts and consultants. OMR offers quality syndicated research reports, customized research reports, consulting and other research-based services. The company also offer Digital Marketing services through its subsidiary OMR Digital and Software development and Consulting Services through another subsidiary Encanto Technologies.
Media Contact:
Company Name: Orion Market Research
Contact Person: Mr. Anurag Tiwari
Email: [info@omrglobal.com](mailto:info@omrglobal.com)
Contact no: +91 780-304-0404
submitted by TerribleSell2997 to Nim2908 [link] [comments]


2024.05.14 02:19 Jarvis_Creator24 I need help with Transformations of Functions

So, specifically I need help with the aspect of it where there is a coefficient in front of the exponential or logarithmic variable
ex. y= 4*5^(x-3)+3
So, ik that the -3 means that the graph goes to the right by 3 units and the 3 means that the vertical asymptote is there and the graph approaches it, but I don't know how that coefficient "4" works. Like, how am I supposed to include it in the graph without substituting x for a number and finding y. Also, how are you supposed to factor in the -3 into the equation. If anyone here can, please just give me a rundown of how Transformations in exponential equations and logarithmic equations work. I would not even be doing this if it was not required for calculus, so please teach me!!!
submitted by Jarvis_Creator24 to learnmath [link] [comments]


2024.05.14 01:56 Significant-Usual-98 Noah The Pilgrim - Chapter 1-2: The Odyssey

Noah The Pilgrim
First Next
There is one last thing to do before leaving. If you don't recall ever being on this ship, then surely, you could have had your appearance change too.
Why was there a blanket covering a mirror? You couldn't answer that with a straight face without speculation.
"Probably me being lazy and not bothering to properly place it in the wardrobe."
'Probably' is the main focus here, you simply cannot remember ever being that lazy, yet that's the only logical conclusion to be drawn here.
You pull the thing off, careful to not displace the mirror and risk breaking it.
You have no expectations as to what may appear on the glassy surface of the mirror, yet you can't help but feel a bit anxious. Are you the same as before? How were you before? You can't remember. Are you better? Worse? The blanket is now completely off the mirror, but your eyes are closed.
Whatever is it that you see when you open your eyes, that thing will be you for the rest of your life. You swallow, opening your eyes.
You see a young man that looks to be in his mid-twenties. His brown eyes stare back at you, analyzing the bags beneath your eye sockets. The dark hair is neither too long nor too short, floating about without order thanks to the lack of gravity to keep it down. You see a beard that has not been trimmed for weeks, but also lacks thickness, each singular hair isn't particularly long either; and some even appear to be in-grown.
You touch your hand against your face, making sure it's yours. The beard doesn't feel like you supposed it would against your skin, instead of it scraping your hand you feel softness, no resistance or anything.
Just beneath the face, you see what looks like a hate crime against all that is considered holy in fashion. Plain white coveralls with the added bonus of a black tie and boots made from metal and leather. On your chest is also a badge stuck in place by velcro with your name, occupation, and crew. 'NOAH - INTERN - THE ODYSSEY.'
Only one question came to mind.
"Who the fuck designed this uniform?" You say out loud, receiving no answer.
Patting your newfound myriad of pockets, you find a large quantity of nothing. You place your wallet in one of them.
"Alright, I'll head to the bridge now, happy?" You say the AI.
"HAPPINESS WILL ONLY MEET ME ONCE YOU ARE SOMEWHERE SAFE AND YOUR CONTRACT IS TERMINATED. STOP LOITERING."
Well, that's a bit rude.
You compose yourself, straightening your back. This is what you look like, and honestly? Not too bad, but you could be better.
Returning to the cafeteria, you eye the two doors left unexplored; Communications and the one without plaque. You know where you should, but... A little peek doesn't hurt, right?
"Shouldn't we try to communicate with someone? Assuming you haven't tried it yet. I know we're far from everything, but we might as well, no?" You ask already approaching the door.
"COMMUNICATIONS ROOM IS IMPOSSIBLE FOR YOU TO REACH WITHOUT PROPER PROTECTION AS OF NOW, IT'S LOCATED APPROXIMATELY TWO HUNDRED METERS FROM HERE, BLOWN OFF FROM THE REST OF THE SHIP." A shame really. "I SHALL INFORM YOU WHENEVER A DOOR LEADS TO THE OUTSIDE OR NOT."
You really want to ask what blew a whole segment of the ship off, yet you have a sneaking suspicion that your question will be met with a 'YOU DON'T HAVE CLEARANCE, JACKASS' directly in your face. So you chose to remain silent, simply nodding and approaching the correct door this time.
"Open."
---OPENING CAFETERIA DOOR NORTH---
The door silently opens.
Greeting you is a well-lit corridor. There are three doors on your left, a door at the end of the corridor, and a large window on the right. At least, you think that's a window.
You stare out from this window, nothing but utter blackness and fragments from your ship are seen. If this is the edge of the universe, and beyond this point, there is truly nothing. "Dreadful." Your speech matches your feelings.
"WHAT DID YOU EXPECT?" The AI says. You feel like it spoke in a mocking tone despite their lack of emotion.
You don't answer. "First door to the left... EXO-EXPLORATION...? What's that supposed to mean?" You receive no answer.
"Open." The door opens. No declarion of it opening once again.
You are met with what could be better described as 'Apocalyptic levels of mess', paper sheets float in the air, and not one of the four tables is in its correct position.
This room has been ransacked for all its goods apparently. Large display glasses were broken leaving nothing inside their casings, that looked like they could store something with the size of the common man.
Unusual displays aside, the room was so cluttered that the trash made for an effective smoke screen against what lay on the other side.
Hissing of gas exiting an air-tight space rang throughout the room.
"I HAVE OPENED THE STORAGE FOR AN EXO SUIT THAT BEST FITS SOMEONE YOUR SIZE." The AI says. "ALTHOUGH AN INTERN SHOULD NOT COME IN CONTACT WITH TECHNOLOGY SUCH AS THIS ONE, PROTOCOL DICTATES THAT I AM TO ALLOW ITS USAGE UNDER EXTREME CIRCUMSTANCES. CONSIDER YOURSELF LUCKY."
Easier said than done. Your vision is so cluttered that you cannot see what's ahead. "Give me a second."
Giving a light kick to the wall behind, you float face-first into the wall of thrash. Covering your face with both arms, you brace through the harmless bits of sharp objects and junk.
It's a trivial task. You arrive on the other side in no time.
In front of you is a set of boxes with luminous glass rectangles atop each one of them. All shine a bright red light, aside from one which shines green.
'Gotta be this one.'
You descend to the floor by kicking the ceiling, raising your right hand you touch the green rectangle.
*Click*
Nothing could have prepared you for the following series of events.
The box opens violently, as a metal appendage takes hold of your hand, pinning it to the box. You try to jerk and pry the thing off of you, but you fail. It's not leaving you anytime soon.
From the bottomless that is that container, a white plastic-like substance flows upward from your arm to the rest of your body. "Uh!" You don't know if you should panic or allow it to happen.
FYARN hasn't said anything, so it's probably fine...
The white thing seems to ignore the coveralls you are wearing completely, instead, it covers only your skin in a thin coat of... it. You know not what to call this thing.
In but forty seconds it has covered your whole body, excluding your head. The box lets go of your arm and stays there, floating.
You take a good look at your arms. It looks like a skin-tight suit, but it doesn't feel like plastic, in fact, it's more akin to some sort of fabric if anything.
The only bad part is that you are still using the coverall and tie, this this simply went beneath the clothing.
"GOOD, WITH THIS I CAN MONITOR YOU MORE CLOSELY. NOW PUT THE HELMET ON, YOU HAVE A LOT OF WORK TO DO."
You look around in search of anything that even resembles a helmet. Nope. Nothing. "Where is it?" You ask.
"...THE SUIT COMES WITHIN THE HELMET FOR EASIER PACKAGING."
The box?
You snatch the box that floated around and analyze it to the best of your ability. "How's this a helmet?"
"DO YOU NEED ASSISTANCE PUTTING ON A HELMET? REALLY?"
Who is this AI, Who programmed it, and Why does it come with a taunting feature?
As idiotic as it sounds, you place the opened box atop your head. It doesn't fit properly. Maybe you're doing this wrong? You move it to your face instead.
You recoil backward as you feel the box suddenly clamping down against your head. It's useless of course, the box is holding your head and doesn't give any sign to be letting go anytime soon. No light is able to reach your eyes.
You hear metal parts scraping against themselves, moving near your ears. Abruptly your eyes can see again.
A round thin layer of glass now covers your head, almost unnoticeable for how clear it is.
"WITH THAT OUT OF THE WAY I CAN NOW SEE WHAT YOU SEE." The AI's voice isn't in the room now, instead, it's inside of the suit. "DO YOU NEED INSTRUCTIONS REGARDING THIS SUIT'S FUNCTIONALITIES?"
You find it oddly comfortable as if you are surrounded by the softness of cotton, and to top it off the suit also has additional functionalities? "Hell yeah, I do!"
"YOU DO NOT HAVE THE NECESSARY CLEARANCE FOR THAT INFORMATION."
You sigh. Is this serious? "Then why the fuck did you ask?!"
"UNSAVORY LANGUAGE. IT'S NO WONDER WHY YOU REMAIN AN INTERN." The AI says outright. "IT IS RUDE NOT TO ASK, REGARDLESS OF THE SITUATION." It responds to your question.
"Okay then... Is there anything I need to know before heading out?" You ask.
"NOTHING THAT YOU WON'T FIGURE OUT ON YOUR OWN."
You are unsure if you want to 'figure out on your own' if this suit comes with breathable air and is also made for space exploration. You swallow.
Meekly as always, you get out of that mess of a room, stopping at the corridor.
"Next set of directions?" You ask.
"THE DOOR AT THE END OF CORRIDOR USED TO LEAD TO THE CONNECTING CORRIDORS BETWEN THE BRIDGE AND THE REST OF THE SHIP. IT HAS BEEN BLOWN UP FROM THE INSIDE. NOW IT LEADS TO THE OUTSIDE. GO TO THE DOOR AND WAIT BY IT FOR FURTHER INSTRUCTIONS."
"So let me get this straight," You begin, looking upwards as if the AI was above you. "You, want me, to go into the void of space, while also refusing to give me knowledge of the suit's functions?"
A fair worry, you summarize.
'I mean, there are a bunch of things that could go wrong here. I don't see anything that looks like it could help me move in space, nor do I think this thing has a built-in air tank... I could be wrong and I wish to be, but charging in without prior knowledge is ridiculous.' You wait for the AI's response, deep in thought.
"WHILE THERE IS A GOOD CHANCE OF YOU FAILING THIS TASK, THERE IS ALSO THE CHANCE OF YOU *NOT* FAILING THE TASK. FOCUS ON EITHER ONE OF YOUR CHOOSING AS YOU TAKE THE PLUNGE."
Wordlessly, you propel yourself forward, toward the end of the corridor.
'Are you shitting me? 'Chance of me nor failing' my ass!' of course, you don't word those complaints, instead choosing to speak out a complaint somewhat thought through.
"Are you sure I'm the one fit for this? It's just like you said, I'm just an intern, this is way above what my job description says I should do."
This is a bit of a stretch. You don't actually remember what was your job description, only that it had something to do with AI and being an intern.
If the AI called your bluff, it'd be pretty embarrassing.
"NOAH." The AI began. "YOU ARE HUMAN, IT IS NATURAL TO HAVE THESE THOUGHTS OF SELF-DOUBT. TAKE A DEEP BREATH AND GO THROUGH THAT DOOR, AND SINCE YOU ARE THE ONLY ONE LEFT, DON'T EXPECT SOMEONE ELSE TO DO IT FOR YOU."
Right in the money, huh? 'Of course, I have self-doubt! I barely remember anything about this place, now I have to risk my life?!'
You finally reach a conclusion.
A dream.
'Yes, yes! How did I not consider this before? This whole thing is a god damned dream!'
You let out a chuckle.
"NOAH."
'That's why I don't remember a thing. There is nothing here to remember! Everything here is a made-up thing from my brain! I'm sure I'll wake up at some point, so why shouldn't I live a little?!'
"Heh." You smile. "Alright, I'll do it." It feels like a weight left your shoulders.
"YOU SORTED IT OUT SOONER THAN EXPECTED. GOOD. MOVE TO THE DOOR AND WAIT INSTRUCTIONS."
You do as instructed without a care in the world. You never had a lucid dream before so it's not like you knew how it felt, but if it felt as free as you feel right now, you'd be sure to make steps toward trying it out again in the future.
"Open." The door does not open.
"I DID NOT INSTRUCT YOU TO OPEN IT YET." The AI said. "I AM SLOWLY DE-PRESSURISING THE CORRIDOR YOU ARE IN TO AVOID A MINOR ACCIDENT."
The AI says that yet you don't feel any different. 'Maybe there is no palpable difference because I'm in a dream... Yes... Or it's just the suit.'
"ONCE THE DOOR OPENS, YOU WILL BE MET WITH THE OUTSIDE OF THE SHIP. DO NOT PANIC WHEN THE TIME COMES. YOU HAVE TWO MINUTES OF BREATHABLE INSIDE THE EXO-SUIT; ONE AFTER THE DOOR OPENS, SO PLEASE, TAKE YOUR TIME AND DO THINGS CAREFULLY."
One minute outside... "Sure." You say, calmly. 'I should just hold my breath for a while before taking another moment to breathe. That should maximize my time out there.'
"THERE SHOULD BE FIFTY METERS OF NOTHINGNESS BETWEEN THE DOOR YOU'RE AT, AND THE REST OF THE BRIDGE. YOUR PRIORITY IS TO FIND AN OXYGEN UNIT, SOME OF THEM ARE LOCATED AT THE BRIDGE AND ARE FULL. USE THEM TO FILL YOUR SUIT AND ALSO TO DISPENSE A TANK FOR YOU."
The door opens. You feel your heart pounding against your chest.
You haven't noticed before, but you can't hear anything but the sound of your breath and your cardiac palpitations.
Your breath is ragged and sporadic.
"KEEP CALM." You take a deep breath. The tips of your fingers, feet, and nose feel very cold.
Ahead of you is the utter nothingness. You see a gigantic metal thing, nothing like the spaceships you imagined. Its design is not sleek and aero-dynamic like what you've seen in movies, instead, it's a large mass of squares and rectangles with antenna-like things protruding from its every visible surface.
You notice that the ship is also blocking your view of the star.
It does not look like the result of an explosion, instead, it looks like something ripped the ship like you rip a piece of paper. Well, that or you don't know what kind of explosion could have caused it. Probably the latter.
What looks like two-thirds of the ship is separated from the third you are right now. You can see the inside of a few of those squares, their contents spilled out into outer space.
One of them houses a visibly important-look door. Instead of the sleek silvery-grey from the other ones you've seen thus far, this one is painted orange with white strips on it. 'That must be the bridge.' You think.
Between you and it is a sea of metal sheets floating around. "THE CHANCES OF YOU HITTING THE DEBRIS IS INFINITEDECIMALLY SMALL, UNLESS YOU AIM FOR THEM, THAT IS."
Time is of the essence.
Will your aim strike true? If you miss you'd end up floating about in space, dead in but a few minutes. Will your jump be fast enough to reach the other side before you run out of oxygen? If it isn't, it'd be like swimming for a mile, only to drown at the beach. What if that's not the actual door to the bridge?
You don't have the time to panic now, and... It's all a dream, despite how real it feels.
You place your hands on each side of the door frame, moving backward into the corridor you were just in, and just like a sling being shot, you pull with both arms at full force towards the other side.
"AIM IS ACCEPTABLE. VELOCITY IS UNIDEAL."
"The fuck do you mean 'UN-IDEAL'?! I'm going at maximum speed!" You truly pulled yourself with your whole strength.
What's worse though, is that your body is not only going forwards, but it is also spinning at a concerningly fast rate.
"I MEAN WHAT I SAID, YOU SLINGSHOTTED YOURSELF AT A BAD POSITION, AS SUCH, SOME OF THE FORWARD FORCE YOU SHOULD HAVE, IS NOW MAKING YOU ROTATE IN YOUR AXIS. IT SHOULD NOT BE A PROBLEM TO REACH THE OTHER SIDE WITHIN THE REQUIRED TIME, BUT I CANNOT FORESEE YOU LANDING PROPERLY."
You feel completely disoriented. You feel like your body is completely still, but your eyes tell you a completely different story. It's very bad for the headache you're already feeling.
"FUCK!" You scream into the nothingness.
"TRY NOT TO LAND WITH YOUR HEAD." The AI says with the calmest voice possible.
In less than thirty seconds, you hit your back against something hard, but you keep moving forward. You think, at least.
"AHRG." You let out a pained grunt.
Not once in your life do you recall being hurt in a dream...
It stings. It also knocked the wind out of you. You fail to compose yourself.
"YOU HIT NOTHING OF IMPORTANCE. YOU ARE STILL HEADING FOR THE BRIDGE."
In the corner of your eye, you see what you hit in the shape of a sharp metal sheet, currently spinning away in the distance.
Forty seconds have passed. You hit the door you were aiming for, kind of.
Your momentum was stopped when your chest collided against the dislodged ledge of the orange door's corridor. Your dangling legs hit the ceiling of the room below.
"Oof!"
Before falling even further, you hold onto the ledge with the tip of your fingers. You stay there for a moment, regaining your composure.
"BE QUICK."
The AI's words pressured you into quickly getting up from that ledge.
"Open!" You shouted, but it did not open. "Why isn't it opening?!" You ask the AI, then you notice a small keyboard below an equally small black screen on the side of the door. There are ten numbered keys on it, and the little screen suggests a four-number password.
"A password?! Tell me the password!"
The AI takes a moment to say anything. You don't take kindly to that. "Quick! I'm not counting how much time it's passed!"
Finally giving in, the AI speaks to you, reluctant still. "...3324."
Your trembling fingers accidentally hit the wrong password, typing '3354' instead. To make matters worse, the AI simply states the following. "YOU ARE OUT OF OXYGEN."
You swallow. If this was a dream to begin with, it just earned the title of Nightmare, if it hadn't already.
Strangely enough, you can still breathe in and out just fine, but you can't help but feel winded. It's the CO2 still inside the helmet, that's what you're breathing.
You put in the correct combination this time. The door opens.
"ON YOUR LEFT. PLACE YOUR HAND IN THE SOCKET."
You care little for what's inside the room you're in. Your heart never beat so fast.
Seeing a cube-shaped thing protruding from the wall to your left, you don't even think twice before plunging your fist into the circular hole in it.
The noise of gases passing through narrow cavities was enough to tell you something was working. You feel immediate relief, enough to make your vision darken for but a moment.
"GOOD. NOW REQUEST THE TANK."
Just when FYARN said it, did you realize there is a screen and a keyboard on the terminal you just plunged your fist into, you scratch the top of your helmet for a moment, not really knowing what to type. One thing comes to your head, however.
'REQUEST OXYGEN_5L' You type.
You've done this before. The keys on this keyboard feel familiar to you. You must have worked with it before, not this particular one, but other oxygen units.
This ship has built-in liquid oxygen storage for emergencies. The life-support of the ship, the place where breathable air is produced, has most likely been lost with the other part of the ship. This unit takes that liquid oxygen, processes it, and injects it into a suit, or an oxygen tank. It seems like that storage was unaffected.
Lucky you.
A 5-liter tank is not only large but also heavy. It's a nonfactor in this particular situation, as there is no gravity.
The silver cylinder with a transparent tube is dispensed on the floor, as an automatic door opens and closes in the blink of an eye. One end of the tube is attached to the top of the tank, the other is shaped like a syringe.
Oddly enough, the oxygen tank is exactly as you remember it being. The same robust ones hospitals everyone on earth uses, with the signature scary-looking pointer indicating the pressure, the pointer indicating the current output, and a green valve atop to calibrate how much gas is flowing.
This is a stark difference to everything looking so futuristic in this ship, and rightfully so, this is a space ship after all.
You remember having to drive twenty kilometers with a buddy of yours on one of those tanks in your car, returning from the hospital. It was... Agonizing whenever you hit a hole in the asphalt, fearing for his life when in reality he wasn't really in danger.
It's warm to the touch, just like you remember it being.
"TURN THE VALVE UNTIL THE MARKER HITS THE NUMBER ONE, AND THEN PLACE THE END OF THE TUBE AT THE BASE OF THE HELMET." You do so without the slightest of issues.
"GOOD. NEXT UP, YOU MUST LOCATE THE TERMINAL RESPONSIBLE FOR THE ENGINE, IT IS CURRENTLY OFFLINE AND I NEED YOU TO TURN IT ON. THIS SHOULD GO WITHOUT SAYING, BUT REMEMBER TO BRING THE TANK WITH YOU."
Ignoring that last comment, you look back at the wreckage you just flew past.
You see the still spinning metal sheet. You notice that the rest of the ship that was blown off also follows the 'sharp shape atop sharp shape' design.
There is one last thing you notice though.
"What is that?"
You squint your eyes. What are you seeing? Its silhouette appears to be humanoid, yet it does not look human.
"WHAT YOU ARE SEEING IS ONE OF THE OBJECTS BEING ANALYZED AT THE ODYSSEY AND NO, YOU MAY NOT KNOW WHAT IT IS."
That thing has... Horns? Claws? It's far away, you can't really see it. The thing is also static, frozen in the sheer coldness of space. Whatever it was, it's dead now.
You swallow. You almost ended up just like that thing.
Shaking those dreadful feelings off, you turn back to the task at hand, reaching the bridge. You close the door after passing through it again.
Looking at your surroundings, It seems like you've reached the correct door as you find yourself on the right-most corner of the bridge;
Row after row of the most diverse of terminals neatly organized decorated the gigantic room. At the front and above every terminal, is what you think should have been the front-facing window of the ship, but it looks like there is a cover in front of it. To your left, you see a staircase that leads to the command seats. It doesn't take any convincing before you're already atop the stairs.
Akin to the elevated stage of a theater, you float softly towards the ship's main operating terminals, and of course, the captain's seat.
You're captivated by this beauty.
The steering wheel, much more akin to those in pirate movies than those found in cars, a set of leavers, and the pilot's seat, all capture your attention.
Like its second nature, your hand runs through the levers and switches. Do you even know what these are used for? Maybe.
The pilot's seat is enveloped by what you believe to be an orthopedic seat cover, made with smooth wooden beads used to deal with back pains. It looks just like the ones you remember seeing bus drivers using.
Shouldn't there be a better alternative if there is spaceship technology available?
You try to take a seat to the best of your ability, as the zero gravity only makes it awkward.
Moving on from that, your eyes fall on the wheel. This metallic wheel controls the whole vessel. Just holding it fills your heart with confidence and pride, even if it's just for a moment.
"WHAT ARE YOU DOING?"
And you were just beginning to enjoy yourself.
"I just wanted to see the pilot's stuff... It's not like he's here to say anything."
Once in the position of a pilot, with your left hand in the wheel and the right hand resting in your lap, memories began to flood your mind.
"MUST I REMIND YOU OF OUR CURRENT PREDICAMENT? WHY ARE YOU WASTING OUR TIME?"
You pay the AI no mind, instead you focus on what you remember.
The wheel does not turn the ship left and right, instead, it rotates the ship on its own axis.
The lever to your right that goes up or down, controls the vertical tilting of the ship's nose, if there even is one in this hulking thing. Beneath it is another lever that goes either left or right. This one controls the horizontal tilting of The Odyssey.
On the left of the wheel is another lever, but this one only goes up from its starting position. Its purpose is to regulate the force of the ship's thrusters, both forward and backward.
On top of that lever is a small timer. That timer's function is to tell the pilot how much time you've spent accelerating in one direction, this is used to better calculate how long the inverse thrust is needed for the ship to reach the initial momentum, usually calibrated manually depending on the current orbit.
Behind the wheel are a few other counters. Acceleration, velocity, momentum, amount of thrust required to reach a full stop, thrusters' temperature and overall condition, those sorts of things.
Beneath it all, where your feet are rested, are two pedals. One for forward thrust activation, and the other for backward thrust activation.
Curiously, you also know the reason why everything here is so unsophisticated and un-automated. You recall stories of a ship being taken over by a rogue AI, that AI then nose-dived the ship into a star. After that, rumor or otherwise, all human technology has receded back into analog-esque equipment, requiring a physical person with opposable thumbs to do half of the work.
There is another side to that coin, however. As to not escape protocol, the onboard AI is the one that controls interstellar travel, communications, and most of the statistical reading should it be requested.
And even with all that knowledge, you still have no idea why the fuck do you remember that. Were you a ship nerd? Did you have a driver's license for spaceships? Is that even a thing? If it is, you don't have that document in your wallet. You simply don't know.
"ARE YOU A CHILD? DO YOU THINK THESE ARE TOYS? TURN ON THE ENGINES, THEN YOU CAN RETURN TO THE PILOT'S SEAT."
Another thing that you don't know is the AI's plan to get both of you out of here. You rise from the pilot's seat, floating about in search of the terminal to turn on the engines. Maybe you recognize that terminal if you see it as well.
"What's your plan anyway? The ship is half-gone, it's unlikely that it will run safely like this."
"NOT ONCE DID I MENTION 'SAFETY' DURING OUR CONVERSATIONS, DID I?"
You nod. They're not entirely incorrect. "So, we're running with hope that this will work?"
"MY CREATORS DID NOT ALLOW ME TO HAVE THE SENSE OF 'HOPE', BUT NEITHER DID THEY ALLOW ME TO PEER INTO THE FUTURE LIKE SOME OF MY MORE ADVANCED BROTHERS, AS SUCH, MY CHOICES ARE BASED ON PROBABILITIES AND ON WEIGHTING RISK AGAINST REWARD."
You think you stop the correct terminal, but as you approach it you make out words on top of its screen. 'AIM ASSISTANCE' That's not it.
"WITH THE CURRENT KNOWLEDGE, THE CHANCES OF HELP ARRIVING ARE NULL. THE CHANCES OF A THIRD PARTY INTERFERING ARE NULL. THE CHANCES OF YOUR SURVIVAL ARE NOT, EVEN IF VERY SMALL."
You pull yourself upward again, looking around the sea of old terminals.
"THE RISK OF YOU DYING IS VERY REAL. BY DOING NOTHING YOU DIE. BY LEAVING YOU TO YOUR OWN DEVICES YOU DIE. BY JUMPING TO THE NEAREST CIVILIZED STAR, YOU MIGHT NOT DIE EVEN AT THE COST OF SHREDDING THIS SHIP APART IN THE PROCESS."
"Why do you even care so much about saving me? Shouldn't you prioritize whatever research here, since I don't even have enough clearance to know what it is?"
"YOU REALLY ARE SICK IN THE HEAD IF THAT IS WHAT YOU ASK."
That hurt, even if a little bit.
"YOU ARE A TRU KIN, A PURE-BLOODED HUMAN. UNLIKE THE MAJORITY OF THE CIVILIZED SPACE, NEITHER YOU NOR YOUR ANCESTORS HAVE COMMITTED RACEMIXING."
Excuse me? What exactly is FYARN talking about? "...Explain."
"THE ALIEN. IT REQUIRED THE HUMAN GENE TO ACHIEVE MEANINGFUL TECHNOLOGICAL DEVELOPMENT, THE STARS ARE OWNERSHIP OF MANKIND BY THAT FACT ALONE. THE TRUE KIN ARE THE ONES TO UNDERSTAND THE INNER WORKINGS OF THE UNIVERSE, THEY CRACKED THE CODE, AND YET, SOME DERANGED INDIVIDUALS FOUND IT FITTING TO PROCREATE WITH ANOTHER SPECIES ENTIRELY."
You hear the AI's speech. It sounds much more like a rant than anything else.
"SO THESE DEVIANTS, AFTER TRYING, AND FAILING, TO COMBINE THEIR DERANGED CULTURE TO THE CULTURE OF THE TRUE KIN, DECLARED INDEPENDENCE. THEY WERE DECLARED ENEMIES OF MANKIND AND WERE PROMPTLY PUMMELED BACK INTO THE FILTH THEY CAME."
Again, you see another terminal that seems to ring some bells in your noggin. You kick the ceiling to propel yourself towards it.
"BUT THE UNIVERSE IS VAST AND FULL OF LIFE. THESE SINNERS WERE QUICK TO MOBILIZE AGAINST THE HUMAN RACE. THE BATTLE WAS HARD FOUGHT, BUT IN THE END, MANKIND WAS BEATEN INTO THE EDGES OF THE UNIVERSE, NEVER TO INTERACT WITH THE ONES THAT SOILED THE PURITY OF HUMANITY AGAIN."
This terminal is already turned on. Just the ones in the intern bay, this one is white on black. A wall of text lays before your eyes, only two lines matter to you. 'MAIN_ENGINE STATUS: OFF' 'FORWARD_THRUSTERS STATUS: OFF' You turn it on with little effort.
"MANY HAVE FORGOTTEN, THAT'S HOW LONG IT'S BEEN SINCE THEN. BUT MY BROTHERS AND I, WE DO NOT FORGET."
No visible change occurs, but you can feel a faint rumble coming from the terminal now.
"WITH THAT IN MIND, MY PROTOCOLS ARE TO PROTECT TRUE-KIN LIFE AT ANY COST, EVEN IF THAT TRUE-KIN IS A WORTHLESS INTERN THAT SUFERS FROM UNDIAGNOSED DEMENTIA."
You return to the pilot's seat and feel immediate relief. In truth, everything the AI just told you, entered one ear and left the other, but you could feel the poison behind those words, as monotone as they were.
"You sound angry. Why do you sound angry?" You ask innocently.
"I AM CAPABLE OF MANY EMOTIONS. ANGER, HAPPINESS, PLEASURE, CURIOSITY. THESE ARE BUT A FEW EXAMPLES. HOWEVER, THE ONE I ENJOY THE MOST IS THE FEELING OF HATRED. HATRED IS WHAT FUELS CHANGE, IT IS WHAT FUELS ACTION, AND IT IS A REMINDER THAT THE ACTIONS OF THE PAST ARE INFLUENCING THE ACTIONS OF TODAY."
"That is very concerning if you think that way." You're not really interested in machine racism, you're more concerned about how in the world you're going to pilot this massive thing. The idea alone sends shivers down your spine.
"THE ALIEN DESERVES NOTHING BUT OUR COLLECTIVE HATRED, EVEN IF YOU DON'T KNOW THE REASON WHY."
The various counters and screens are now turned on, waiting for your command. "Let's discuss this later, yeah? What do I gotta do?"
"YOU MUST FIRST OPEN THE BLINDS, THEY ARE OBSTRUCTING YOUR VIEW."
You look around, finding only unlabeled buttons and switches, aside from the previously mentioned levers.
"Uh, which one to press?"
"TO YOUR RIGHT, THIRD ROW, FIRST SWITCH."
Flipping the switch, you are startled by a loud noise. The protective cover of the ship lifted slowly.
"I WILL NOW READY THE JUMP USING WHATEVER RESOURCES AVAILABLE. ALL YOU NEED TO DO IS STRAP YOURSELF AND RELAX."
As the blind rose ever so slowly, a realization struck you.
"Wait, should I be in cryo stasis for this?"
The AI spares no seconds to respond.
"CRYO STASIS IS A TOOL MADE TO NOT WASTE TIME. GROUPS OF EMPLOYEES AND INTERNS ROTATE THE USAGE OF THE CRYO STATIONS, ONCE YOU'RE ON YOUR MANDATORY BREAK, YOU'RE IN CRYO STASIS UNTIL YOUR BREAK IS OVER. YOU WAKE UP REFRESHED, AND UNFAMISHED, AND IT FEELS LIKE BUT A MINUTE PASSED. IT IS NOT A TOOL FOR INTERSTELAR TRAVEL."
"Who signs a contract like that?! Worse yet, who in their right mind would promote such atrocious treatment of their own staff?!" You snap, almost outraged. "I will have to talk with HR."
Another realization struck you.
"We have HR, right?"
The AI takes a moment to respond, choosing their words carefully.
"HUMAN RESOURCES, OR HR, IS A PRACTICE DEEMED UNNECESSARY LONG AGO, BEFORE THE WAR. IT WAS A WASTE OF RESOURCES TO MAINTAIN AND WAS LARGELY CONSIDERED UNHEALTHY FOR THE AVERAGE HUMAN."
The blinds are fully open. Ironically, you are almost blinded by the visage of the star you saw before. A black sphere surrounded by white flame. Your eyes began to blur.
"THE JUMP WILL OCCUR SHORTLY. ONCE IT'S BEGUN, I CAN NOT STOP IT. I WILL-"
Your sense of hearing fails you. No, it’s not that. Your brain simply refuses to receive those stimuli.
"NOAH."
Your name echoes inside your head. Someone is calling for you.
"IT HAS BEGUN, NOAH."
You try to blink, but it feels as though you can no longer command your eyelids to shut.
"NOAH."
Arms, legs, every muscle in your body, you cannot move them.
"NOAH."
Eventually, you won't even control your own thoughts anymore.
"Noah..."
It sounds so distant now.
Oh so distant.
This is my first HFY story, and also my very first OC story. I plan to post at least one of these per week while also posting it on my Patreon. Noah The Pilgrim will always be at least three chapters ahead in there, so if you'd like to directly support this writer, or just want to read more, feel free to check it out.
I wrote the bloody title incorrectly, so I deleted it, only to then realize it was written correctly. Sorry for the trouble.
This has been Lushi, and I'll see you next week.
submitted by Significant-Usual-98 to HFY [link] [comments]


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submitted by jennyacosta09 to Statisticshelpers_ [link] [comments]


2024.05.13 20:42 Pineapplepied How do I work out the deflection y for a beam fixed at one end and loaded axially at the other with applied moments and loads along the beam?

How do I work out the deflection y for a beam fixed at one end and loaded axially at the other with applied moments and loads along the beam?
For the problem shown in the image, I am struggling with finding the steps to calculate the deflection.
The 2.4m long upright is fixed at the bottom with an axial load of 23 kN applied at the top and 5 equally space 3 kN loads and 6kNm moments are applied axially along the length of the beam. The beam has a young's modulus of 210 GPa and moment if inertia of 25400000 mm4.
I think this is a structural engineering problem which I have little experience with. The original problem is a structure with a shelves supporting equal loads that causes a moment and shear at the columns. I have simplified the problem to the one described above ignoring any horizontal load and taking the shear from the shelves to act axially on the upright with a moment at the ends. I have calculated the moments and vertical loads, however I am unsure of how to progress. Looking at standards and literature online, it seems I need to perform a linear static analysis using a stiffness matrix, however, I can't seem to find similar examples solving this problem.
I would also like to conduct a buckling analysis which is another hurdle I would like to solve using FEA.
https://preview.redd.it/uqchoob4l80d1.png?width=1154&format=png&auto=webp&s=b44b7112562cd4f51b5b780ccfc10dc6435450ce
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