Puppy size calculator

ARK: Survival Evolved/Ascended/ArkII

2009.07.28 17:16 arkreads ARK: Survival Evolved/Ascended/ArkII

Welcome to the Ark: Survival Evolved and Ark: Survival Ascended Subreddit
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2011.08.11 08:21 SidewaysGate BigDickProblems

Discussion, memes, stories, and advice about Big Dick Problems.
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2011.09.10 17:44 basilobs Everything Australian Shepherd

Welcome to /australianshepherd. All Aussies are welcome. **Since Mini American Shepherds are now recognized as their own breed, it is requested that all MAS, minis or toys are posted in subs for those breeds/mixes.** If you adopted a dog through a shelter or rescue group that you believe is an aussie or part aussie, you are welcome to share here. In an effort to support responsible breeding practices, purchased designer mixes (eg. aussiedoodles & TX heelers) should also be posted elsewhere.
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2024.05.19 02:56 JohannGoethe Earth 🌍 circumference = 𓊖⋅𓅃⋅𓃀 or 239,976,000 👣 (feet) Egyptians (4500A/-2545)

Abstract
The following derived as the formula for the Egyptian cosmos:
Verified by the value of the earth’s 🌍 circumference reported to Aristotle (2280A), by “mathematicians“, a science Aristotle says was invented in Egypt; experimentally calculated by Eratosthenes (2210A); decoded as 360 x 1,111 stades by Warren (42A); EAN decoded as omicron (ομικρον) [360] x iota (ιωτα) [1111] by Thims (7 Feb A68); and HieroTypes reduced as: ◯WX = ⨂ » 𓊖 by Thims (18 May A69).
Overview
The following is:
# Circumference 🌍 Person
1. τετταράκοντα [40] μυριάδας [10,000] Aristotle (2280A)
2. 40 x 10,000
3. M x 𓂭
4. Δ x 𓆐
Y x 𓆼
5. 400,000 stadia
6. 400,000 🏟️
7. 400,000 [600 👣]
8. 400,000 [600 𓃀]
9. 400,000 [X𓃀]
10. 252,000 stades Eratosthenes (2210A)
11. 360 x 1,111 stades Warren (42A)
12. 399,960 stades Warren (42A)
13. [ομικρον] x [ιωτα] Thims (7 Feb A68)
14. OW x IW x [X𓃀]
15. W x 𓅃W x [X𓃀]
16. W⋅𓅃W⋅[X𓃀]
17. 𓊖⋅𓅃⋅𓃀 Thims (18 May A69)
18. 239,976,000 feet Egyptians (Aristotle)
19. 151,200,000 feet Eratosthenes
20. 131,482,560 feet Modern value
Whence, we have:
Dividing through, we get:
A ΕΑΝ formula for the Egyptian cosmos (κοσμος) [600]!
Circle-X symbol 𓊖 [O49]?
In step #17, I have merged omicron (ομικρον) [360] symbol ◯ with the chi (X) = 600 symbol, to make the circle-X (⨂) symbol 𓊖 [O49], which is in the names of many Egyptian city or nome names, e.g. Heliopolis, as follows:
In other words, I am conjecturing that the chi X is merged into or inside of the ◯ circle, to form, similar to what Plato speaks about, the Egyptian circle-X or cosmos birth symbol 𓊖 [O49].
We also note:
Where epimixia {επιμιχια} [216] meaning: “intercourse“ (Barry, A44) or “admixture”, which seems to make sense, meaning that the phoenix 🐦‍🔥 egg 🥚, formed by Ptah, had to have been made or seeded by “intercourse”, meaning the new cosmos was born from an admixture of sexual genomes 🧬, or something along these lines.
Keys
Quotes
“Mathematicians who calculate the size of the earth's 🌍 circumference arrive at the figure 400,000 stades.”
— Aristotle (2280A/-325), On the Heavens (Περί Ουρανού) (translator: J.L. Stocks) (§2.14:298a15)
Posts
References
submitted by JohannGoethe to Alphanumerics [link] [comments]


2024.05.19 02:23 Inner-District2423 Controlled tests comparing community recommend armor and weapons

TLDR; I conducted a lot of tests based on community feedback after my first batch of test results (and recommendations) were perceived as controversial. I ran additional simulations and used chi square analysis to see if any equipment stood out.
Introduction
Assertions about the best equipment in Kenshi are innumerable, but few of them are driven by data. A previous post based on repeated combat simulations and statistical analysis indicated that the Polearm outperformed other community favorites, sometimes by a remarkable margin.
Additionally, the recommendation to use crab armor was challenged and members pointed that other armor types not included in that round of tests would do better.
Other criticism of that group of tests included:
These points were explored in additional testing. Also considered was how squads that were partially composed of crossbows and melee troops performed against pure melee squads.
Materials and Methods
The Forgotten Construction Set (FCS) is the defacto modding tool for Kenshi. Two squads were created and made to compete against each other many times to see if they differed in any significant way. Squads competed until all the members of one squad were knocked out, at which point the winner and loser were recorded. Fischer's Exact Test was then used to see if the results were significant.
Squads
Squads were composed entirely of Greenlander humans (except when explicitly testing other races). The rational for this was Greenlanders have no combat buffs or debuffs and that this would avoid potentially problematic discrepancies in stats that could be attributed to either a defect in FCS or stats so high that they would be utterly impractical to attain.
The stats of each member of the squad were identical in all simulations, with tests being done on squads all at either level 100 or level 50 depending on the test.
When robotic limbs were being considered all members had masterwork KLR arms and legs.
One squad was created as a starter squad which placed all members directly under the players control. The other squad was created in a modded town on the unamed island named "Chi Town", which was composed of a single building. In each new game, the squad in Chi Town would spawn in its building and begin patrolling the area.
Chi Town was set as a hostile faction to the player controlled squad. On a new game the player controlled squad would spawn in Chi Town adjacent to the hostile squad. Despite having hostile faction relations, Chi Town never initiated combat against the player controlled squad, allowing the player squad to have its members positioned in a variety of ways to ensure an even match up. Combat was then initiated by the player after setup.
Squad Size
To avoid a known problem with the AI in which knocked out members would revive mid combat and begin patrolling the town rather than continue fighting, the squad size was limited to 5 on each side for melee tests.
A squad size of 10 was used for each size when crossbows were being tested.
Initiating Combat
Squads were either loaded by a new game or quick load. After this members of the player controlled squad were positioned in such a way that when combat was initiated all opposing squad members would participate in combat at about the same time.
During combat soldiers were knocked unconscious, but frequently regained consciousness mid combat and rejoined the fight. Combat continued until all members of one squad were knocked unconscious.
When testing indoor combat the members of the opposing squad were spawned in a stationhouse. The player controlled squad then entered the building and initiated combat. If at any time battle caused a member to navigate outside the building the test was discarded and a new iteration conducted.
When testing combined arms a purely melee group was compared against a squad with both crossbows and melee members. The purely melee squad was positioned at maximum distance before initiating attack. This enabled the opposing crossbows to fire off multiple volleys in an attempt to give them maximum utility.
Each squad had 10 members. In the case of the combined arms group 5 had melee weapons and 5 had crossbows.
The crossbows used in the experiments were the Eagle's Cross and Junkbow. The rational for this is that the Eagle's Cross has a very high Damage Per Second when used by a level 100 user. However the humble Junkbow was also considered as some assert that it is superior, despite it's comparably weak damage.
When a player is hit by a crossbow bolt they stagger regardless of the amount of damage. Some postulate that the faster rate of fire with the Junkbow causes opponents to stagger enough that a comparatively smaller group of melee fighters can land more attacks. In other words the expectation is that the weak Junkbow would cause victory by stun-locking opponents.
Regular Soldier Testing
When testing combatants at level 50 mid level quality was used for weapons and armor (Catun No. 3). Additionally the armor set used was the standard kit used by Holy Nation Paladins.
It was speculated that more common, representative armor like this might yield different results for weapon testing. In particular, the abysmal performance of the falling sun in previous testing was attributed to it being used against very heavy armor which would prevent it from severing limbs.
Given that Kenshi's combat mechanics focus more on disabling an opponent, the ability to cause amputation may be more important than being able to do more damage. The Holy Nation kit was arbitrarily selected among the 3 major factions, but deemed suitable because the coverage of the Holy Chest plate is low enough to allow for testing amputation while still being high enough to represent what a player would likely encounter during a base raid.
Fischer's Exact Test
Chi-Squared analysis was done using an online calculator located here using a simple 2x2 contingency table. For all tests the default parameters of a two sided tail, 1:1 odds and a 95% confidence interval were used.
Version
Tests were performed on Kenshi 1.0.68

Animal Care Compliance

No bonedogs were harmed over the course of this research.

Data

Elite Soldier Tests
The following equipment was used in each test unless explicitly stated otherwise:
Factor Type Factor Used
Helmet Crab Helmet
Pants Samurai Legplates
Shirt Dark Leather Shirt
Footwear Wooden Sandals
Robotic Limbs Masterwork KLR arms & legs
Weapon Polearm
Level 100
Race Greenlander
Test Group 1 Loadout Group 2 Loadout Group 1 Win:Loss Ratio
Crab Armor - Dark Leather shirt vs Chainmail Dark Leather Shirt Blackened Chainmail 24:6
Crab Armor vs Samurai Plate w/ Polearms Crab Samurai 9:21
Crab Armor vs Samurai Plate w/ Nodachi Crab + Nodachi Samurai + Nodachi 3:13
Crab vs White Plate Jacket Crab White Plate Jacket 0:30
Crab vs White Plate w/ Nodachi Crab + Nodachi White Plate + Nodachi 9:21
Crab vs Assassin's rags Crab + Blackened Chainmail Assassin's Rags + Dark Leather Shirt 3:27
White Plate Jacket vs Assassin's rags White Plate Assassin's Rags 7:23
White Plate Jacket vs Samurai White Plate Samurai 27:3
White Plate Jacket shirtless vs shirt White Plate [no shirt] White Plate [Dark Leather Shirt] 14:16
White Plate Armor, Skeleton vs Human White Plate Skeleton White Plate Human 25:5
Combined Arms Tests
The following equipment was used in each test unless explicitly stated otherwise:
Factor Type Factor Used
Helmet Crab Helmet
Pants Samurai Legplates
Armor Assassin's Rags
Shirt Dark Leather Shirt
Footwear Wooden Sandals
Robotic Limbs Masterwork KLR arms & legs
Weapon Polearm
Level 100
Race Greenlander
Crossbows used a longsword as a sidearm in all cases.
Test Group 1 Loadout Group 2 Loadout Group 1 Win:Loss Ratio
Polearms vs Polearms + Eagle's Cross Polearms Polearm + Eagle's Cross 17:3
Polearms vs Polearms + Junkbow Polearms Polearm + Junkbow 20:0
Regular Soldier (L50) Tests
The following equipment was used in each test unless explicitly stated otherwise:
Factor Type Factor Used
Helmet Bucket Zukin
Pants Stout Hessian Uniform
Armor Holy Chest Plate
Shirt Cloth Shirt
Footwear Plated Longboots
Robotic Limbs None
Weapon Polearm
Level 50
Race Greenlander
Test Group 1 Loadout Group 2 Loadout Group 1 Win:Loss Ratio
Polearm vs Falling Sun Polearms Falling Sun 26:4
Indoors 5v5- Polearm vs Desert Sabers Polearms Desert Sabers 13:17
Indoors 1v1- Polearm vs Desert Sabers Polearm Desert Saber 10:20

Results

All heavy armor tested lost substantially to both White Plate & Assassin's Rags. The polearm continued to outperform the falling sun. Desert Sabres either matched the Polearm in performance or outperformed it when micromanaging.
Additionally, the dark leather shirt outperformed blackened chainmail. This bolsters claims that when robotic limbs are used that limb coverage is less important than total damage reduced to the torso and stomach.
The Assassin's Rags were undefeated in any category. It seems that the stat malus of heavy armor is indeed quite significant and likely responsible for consistent losses. But even when put against medium White Plate armor which has very little stat malus the Assassin's Rags continue to dominate; this is likely due to the bonuses to dexterity, combat speed and melee attack that they provide.
When pitted against identically sized squads, combined arm crossbows squads were utterly defeated by monolithic squads armed with Polearms.
Level 100 Tests
Test P-Value Statistically Significant? Better Equipment
Crab Armor - Dark Leather shirt vs Chainmail 0.0000114 Yes Dark Leather Shirt
Level 50 Tests
Test P-Value Statistically Significant? Better Equipment
Polearm vs Falling Sun < 0.0001 Yes Polearm
Indoors- 5v5 Polearm vs Desert Sabres 0.4389 No Neither
Indoors- 1v1 Polearm vs Desert Sabres 0.0194 Yes Desert Sabre
Combined Arms Tests
Test P-Value Statistically Significant? Better Equipment
Polearms vs Polearms + Eagle's Cross < 0.0001 Yes Pure Polearm Squad
Polearms vs Polearms + Junkbow N/A Yes Pure Polearm Squad

Discussion

Kenshi has a wide variety of equipment and a great deal of complex calculations behind it. Despite that, there exist god-tier equipment that appears to provide little choice or strategy for a player looking to outfit a squad to be competitive.
Using robotic limbs changed the ideal composition for armor. Previous testing with crab armor indicated that Blackened Chain Mail had an edge over the Leather Turtleneck. This was attributed to crab armor only providing 90% coverage which meant that stronger protection for the arms could change the tide of lengthy battles; A disabled arm was an extreme liability.
However the massive HP boost provided by KLR arms seems to be significant enough that additional coverage at the cost of dexterity penalties is a bigger hindrance than help. After HP becomes substantially greater than the heath of the stomach or torso it makes more sense to forgo that protection if it means you can hit faster.
Players are unlikely in the early game to outfit their squad with masterwork KLR arms. During this phase one could speculate over whether to use chainmail or a leather turtleneck over the dark leather shirt. Previous testing indicated that chainmail was better for crab armor users fighting other crab armor users with leather turtlenecks, but that experimentation never considered light or medium armor which was shown here to be more effective regardless.
This challenges the wisdom of using chain armor at all. The use of a shirt can be forgone entirely if the player chooses to use White Plate Jackets. This armor provides 100% coverage for the torso, stomach and arms making a shirt redundant. Given White Plate Jackets outperformed Crab and Samurai armor and is more accessible and affordable it is difficult to justify the decision to use heavy armor at all, let alone chainmail in combination with it. This refutes the conclusion to use Crab armor in previous testing.
Given the outsized impact Assassin's Rags had (presumably due to the status boons) it is probably inadvisable to use chainmail and its debuffs alongside it. The Assassin's Rags provide relatively poor coverage, so a shirt of some kind is likely useful. What the ideal shirt for an Assassin's Rags user without KLR arms would be is unanswered in this study.
The Assassin's Rags provided adequate protection when dealing with ranged opponents. One plausible weakness would be the scant protection they provide against harpoons, which was not tested. Even if they are unparalleled in melee further research should be done to see if a single shot from a harpoon could kill a character using them. If that turns out to be the case then White Plate Jackets would apparently be preferable to any heavy armor.
White Plate Jackets outperformed both Crab and Samurai armor when using Nodachis which deal purely cut damage and have a penalty against armor. This is perplexing because heavy armor appears to have been intended to be the best choice for mitigating cut damage, but the stat malus associated with it causes light armor to be a better choice (at least against the weapons tested in this study).
The Falling Sun continued to yield mediocre results compared to the Polearm. Oddly, the Falling Sun was noticed to cause amputation semi-regularly in the tests against Polearms. Despite this knocking out the Polearm user, the remaining Polearms managed to win most fights anyway and bandage their crippled comrade post victory. While limb loss after battle is fairly devastating, this has limited utility from the players perspective; there isn't a strong need to amputate an enemies limbs because it doesn't matter how you disable your opponent as long as they are disabled. It probably makes more sense to just use the Polearm because it wins way more often.
The Polearm appears unbeatable with very few exceptions. Previous testing indicated the only weapon observed to outperform the Polearm was the Paladin's Cross and that was contingent on using it against skeletons. This research indicates that the Desert Sabre can be more effective than the Polearm indoors, but only if the Sabre user is not subject to the Polearms area of effect damage; i.e., the Sabre has to fight the Polearm one on one which requires micromanagement.
A particular surprise was how the Polearm performed by level 50 users indoors against Desert Sabre users in squads. Here Polearms have a very strong malus and the Sabers have a strong boon. Despite this there wasn't a statistically significant difference between them.
The Polearm did lose against Sabres frequently when forced to fight one on one indoors. From the players perspective this means that defending indoors with Sabres is a viable strategy early to mid game, although attacking grouped NPC Sabres indoors with Polearms is also surprisingly viable.
Enemies that use polearms are typically the most high level squads in the game (e.g., the skeletal legion and southern hive). But these late game squads almost exclusively use polearms themselves. This means a player's late game Polearm squad would not have any disadvantage indoors as both squads would have the same penalty. Furthermore, by the time a player is encountering late game squads like this they've likely leveled up enough to avoid the need to micromanage regardless.
Whether such a niche use case justifies sinking experience into building up the Sabre skill when they could be leveling up the Polearm is a matter for players to decide. It's difficult to pronounce Sabre's categorically superior, particularly when they appear to break even with Polearms when forced to fight in groups indoors.
Crossbows/Polearm hybrid squads turned out to be unviable against pure Polearm squads. Every crossbow simulation ended with unfavorable results when the competing squad invested in a Polearm instead. Crossbows probably would perform better during sieges where they had a benefit of a wall, but a turret would likely be a better option at that point. The Junkbows ability to stunlock evenly sized forces was insufficient. This strategy is probably only viable when many weak characters are fighting a single strong character, assuming it works at all.
The lack of some rock-paper-scissors mechanics in Kenshi limits how the player can think strategically about squad composition. Modding could plausibly create more interesting, balanced relationships between equipment. For example, increasing the damage of weapons like Katanas while simultaneously increasing the penalty against heavy armor could make them a viable alternative to Polearms in many common situations.
The interplay of armor penetration and raw damage could create a better defined role for light, medium and heavy builds. Additionally, crossbows might be enhanced to have a viable role in the field as they do not appear to excel there or behind allied walls where they could use a turret instead.
Overall if a players goal is to outfit a squad for the highest combat potential, the data indicates the choice is mostly linear- outfit the entire squad the same way, preferring Assassin's Rags or White Plate Jackets along with a Polearm or Paladin's Cross (both weapons can be available via a backpack).
As far as choice of character goes, Skeletons were shown to significantly outperform humans despite having no head protection. No comparison was done between the Shek and Skeletons as it currently unsettled whether a Shek can actually achieve a strength of 120 in vanilla Kenshi or if that is a bug in FCS. Regardless, in Vanilla Kenshi it is impractical to obtain very many skeletons at all without modding. The higher health pool of the Shek would likely make them the most accessible, competitive recruits when trying to build a strong military squad. If creating a squad of 30 soldiers it would be unsurprising if the majority of them needed to be Shek.
submitted by Inner-District2423 to Kenshi [link] [comments]


2024.05.19 02:03 Brianas-Living-Room I bought my 3mo puppy the Small size Kong toy. Wondering if I bought the right size or he still needs to use it a few times before he gets the hang of it.

So when he uses it, he doesn’t chew it, he just licks the inside the bigger opening. Is he using it right? I thought they were supposed to chew it and the treats pop out the smaller hole.
submitted by Brianas-Living-Room to puppy101 [link] [comments]


2024.05.19 01:52 __thisnameistaken Merge Sort

https://www.desmos.com/calculatofmuephgofu
bottom up method (top-down didn't work for me; if anyone knows how to reset the list size after each merge, hmu so I can work on that)
submitted by __thisnameistaken to desmos [link] [comments]


2024.05.19 01:42 TheYourPetGuide The Ultimate Guide to Dog Boxes 2024

If you're looking to understand more about dog boxes, you're in the right place. Dog boxes are essential for many pet owners, especially for those who travel frequently or need a secure place for their dogs. Here’s a comprehensive guide to help you make an informed decision.

What is a Dog Box?

A dog box, also known as a dog crate or kennel, is a secure, enclosed space designed for dogs. It serves multiple purposes such as transportation, training, and providing a safe, comfortable environment for your pet.

Types of Dog Boxes

Plastic Dog Boxes
Wire Dog Boxes
Soft-Sided Dog Boxes
Heavy-Duty Dog Boxes

How to Choose the Right Dog Box?

Size Matters
Purpose and Usage
Durability and Safety

Benefits of Using a Dog Box

Training Tool
Travel Safety
Preventing Destructive Behavior

Tips for Introducing Your Dog to a Dog Box

  1. Make it Comfortable: Add soft bedding and your dog’s favorite toys.
  2. Positive Reinforcement: Use treats and praise to encourage your dog to enter and stay in the box.
  3. Gradual Introduction: Start with short periods and gradually increase the time your dog spends in the box.

FAQs about Dog Boxes

Q: Can I use a dog box for potty training? A: Yes, dog boxes are highly effective for potty training. They help teach your dog to hold their bladder until they are let outside.
Q: How long can I leave my dog in a dog box? A: It depends on the dog’s age and training. Puppies should not be left for more than a few hours, while adult dogs can stay for longer periods if they are well-trained and comfortable.
Q: What should I put in my dog’s box? A: Include soft bedding, toys, and water (especially for longer periods). Avoid leaving food inside for extended periods to prevent messes.
By understanding the different types of dog boxes and how to choose the right one, you can ensure your furry friend has a safe, comfortable space whether at home or on the go.
submitted by TheYourPetGuide to u/TheYourPetGuide [link] [comments]


2024.05.19 01:42 AggieEngineer1998 4th Gen MPG while towing

Just completed a 2k mile road trip from Texas to Kentucky down through Tennessee and back. Picked up a middle-sized tow behind U-Haul (single axle) on the way home that was loaded with one apartment’s worth of stuff. I have a ‘24 Limited (which now has over 7k miles on it).
Here’s my MPG for those interested: No trailer, 87 octane, 75mph: 20-21 mpg With trailer, 87 octane, 65-70mph: 17 mpg With trailer, 89 octane, 65-70mph: 17.5mpg With trailer, 93 octane, 65-70mph: 18.5mpg
The mpg was calculated manually as the on board computer is always optimistic. I kept the speed equal but obviously I have no control over the road going from rather hilly (Tennessee) to flat (Louisiana-Texas) so I’m sure there was some impact to the mpg. I used tow/haul mode while pulling the trailer which the best I could tell just made the transmission stay one gear lower than it otherwise would’ve been so it avoided some downshifting as I was going uphill.
The truck had zero issues pulling the trailer and I hardly knew it was there. I did try the built-in trailer back-up assist that uses the camera to help you back up in a straight line but I found it not sensitive enough to be useful and so it was easier for me to just use my mirrors.
submitted by AggieEngineer1998 to ToyotaTacoma [link] [comments]


2024.05.19 01:34 Initial-Hurry8026 Thoughts on what an extraordinary achievement Helldivers 2 is, from a veteran live service game developer

Hail, fellow Helldivers!
I’m a game dev with over 20 years experience, half of that on live service games or MMOs, all of it on core combat for action games, on game teams ranging from 10 people to over 600.
I play a ton of hard co-op action games, and I was a huge fan of Helldivers 1. I’m honestly in awe of how good Helldivers 2 is, even after the hundreds of hours I’ve put into it, and how they’ve sustained the pace of updates for so long after launch.
Yes, this is a throwaway Reddit account, I wanted to share some of my thoughts without inviting death threats.
Development
This game must have been in development since shortly after Arrowhead’s last released game, Helldivers 1 (plus whatever DLC and maintenance), so, 8 years give or take (I sent Pilestedt a congratulatory email, but presumably he’s drowning in them, haha).
I ran into the devs at GDC 2019, shared a few drinks and we talked shop about our similar games. They were super cagey but very excited about what they were working on, even moreso when they found out I was a huge fan of HD1. They were clearly already deep in development of HD2 at that point.
This has been discussed elsewhere, but it adds to how impressive this game is: this is the same engine (Autodesk Stingray) as Helldivers 1, a top-down game with 2D gameplay and much lower visual fidelity. Stingray is no longer supported by Autodesk as of sometime after 2018, so most of the features HD2 required would have been built in-house by Arrowhead. To my knowledge there’s only one other studio actively using the engine, and that’s Fat Shark, the developers of (most recently) Warhammer 40,000: Darktide.
The AH team has grown massively in size over the past 8 years. I don’t have the exact numbers, but it’s a 5x to 10x increase in size. Scaling up that fast and not ruining your company culture is super hard, and you can see plenty of other studios that have tried to grow so they can build bigger games and have fallen apart doing it.
Helldivers 2 easily has a AAA level of polish. I’ve gone back to HD1 recently, which at the time looked and played super well, and the improvements are night and day. HD2’s production values compare favorably to any random AAA game released in the last few years
Weapons
Building first or third person weapons to this level of quality is extremely expensive. A unique gun for a AAA first person shooter might take 4-6 weeks of artist time and the same (or more) of designer time to set up and tune the gameplay. For any completely new type of weapon, factor in around 6 months of animator time, and a few weeks for a variant that has a different reload animation or similar. E.g. all rifle-sized shotguns might use the same base shotgun animation set, but the continuous reload shotguns would have a different reload animation than the Breaker family. Then you need VFX and audio too.
Vehicles are even moreso, taking months for each, more if they can seat multiple players or have points that contact the ground (e.g. wheels).
Environments
Building environments that look this good is expensive even if you know what you want, having built a prototype version, you then have to iterate on it while you refine the gameplay and then build the final art. Building environments that look this good and are procedurally generated in as freeform a way as in HD2 is mind-boggling. Let alone doing that in a way that runs fast enough. Sure once it’s all up and running you have a ton of variety for relatively cheap, but I don’t think I’ve ever seen the proc gen create a serious gameplay problem, and that indicates very clever design and thorough testing.
AI
AI that works as well as this is expensive to build, and typically computationally expensive at runtime too. In games like Call of Duty or whatever, you have a static environment, with maybe 10-20 active AI at a time, prebuilt navmesh (which is a hand-drawn or generated map that allows AI to move around the environment without having to calculate valid geometry constantly at runtime), and level or encounter designers have hand scripted a lot of what looks like emergent AI behavior. HD2 can’t do any of that; there can be hundreds of enemies active at once, the environments are procedurally generated, AND terrain can be deformed, buildings can be destroyed etc. The AI can’t be scripted to the same degree as on a static map, probably the devs have hints that are procedurally added to the world and not much more. It helps that all of the enemies we’ve seen so far are the “implacably advancing” kind, typically they don’t have any complex behaviors, and instead the design of the character themselves and their attacks carries the gameplay. Smart design. The Illuminate in HD1 were much sneakier, it’ll be interesting to see how that faction translates to a full 3D game with a lot more enemies active at once.
UI
This game has a lot of quality of life features that it’s easy to take for granted, but are hard to build, and hard to retrofit to an existing game, for example:
· A zoomable, pingable minimap (IMO this is a best-in-class minimap implementation)
· A ping system
· Battlepass implementation allowing for not expiring old battle passes.
And all of this is UI-heavy, where UI is one of the most expensive things to make in AAA games. Every project I’ve shipped, UI has been a bottleneck. It doesn’t help that every company basically builds a UI system from scratch, since engines rarely have something shippable built in, and Scaleform (the most prominent UI middleware) went away. And then it takes a ton of iteration to get to a point where a feature is powerful and intuitive to players.
Gamefeel
If you play much of the most highly-regarded AAA shooters, you might not like the feel of some of the weapons in Helldivers 2 by comparison. They often feel slow to use, hard to aim, and punishing of misses, bad timing or bad positioning. Some of this is a polish thing and probably isn’t intended, e.g. scopes that look janky in first person, misaligned reticles and similar stuff. Most of it though looks deliberate, and supports the gameplay they’re laser-focused on building. The weapons are largely useful in very specific situations, and are not power fantasy moments for the player. There are serious tradeoffs, including “if I’m caught by a melee enemy with a Recoilless Rifle out, I’m in trouble”, the most powerful support weapons preventing you from bringing a shield, the snappiest weapons typically only being useful against weak enemies, etc. Most mass-market shooters sacrifice this extreme level of tradeoff in service of making the game feel better to play, and can lack gameplay variety as a result.
Given all of the above, most of the content that Arrowhead has released post ship must have been built alongside the rest of the game. It’s unlikely that they’re able to turn around 3 new weapons, new giant enemies, new mission types etc every month for several months in a row building them from scratch since ship. And yet, the game at launch still felt complete. This is a hard balance to strike. I wonder how much near-shippable content they have in their war-chest, and whether they’ll be able to generate more quickly enough to satisfy the appetite of the community on an ongoing basis.
Balance
Typically on a live game, the same designers build gameplay, ship it, and then balance it in patches post-ship. Sometimes a studio will have a separate “live team”, either dedicated, or rotating members of the dev team through it, but this isn’t common and it doesn’t look like Arrowhead splits the team up like this.
In any case, players always ask why developers ever nerf anything, and it’s for three reasons:
· Typically only a small number of things (weapons, abilities, heroes) are dominant, and a very large number are OK or weak in the current meta – buffing everything else would be extremely expensive, and since it’s the same people doing this work and building new content, it’d reduce the amount of new content the team could make. So it’s much more efficient to tamp down the overpowered things as a priority, and buff some other options at the same time.
· “No nerf, only buff” results in player power creep over time, which makes the game easier, and eventually will require a correction either in the form of a large scale nerf pass or buffs to enemies – both of these are bad: players hate widespread nerfs, and buffing enemies can put the game in a degenerate state where lethality is skewed, or only the best players can compete because they have all the best gear, or you end up in an arms race between player design and enemy design as both teams try to react to player feedback or overall game difficulty.
· Having a small number of overpowered things is much more destructive to a varied meta than a small number of weak things. Say you have 100 abilities and 3 of them are overpowered. Well, now everyone’s only using 3% of the possible content. Say you have 100 abilities and 3 of them are too weak.The other 97% is viable. Overly simplistic, clearly there’s a gradient, but you get the idea.
BTW the pace at which Arrowhead has updated balance is extremely fast for a large PvE game. Some small PvP-only games can react this quickly to a developing meta, but on large-scale games it takes weeks or months of testing and platform certification to ship balance updates on consoles. And “hotfixes”, i.e. very quick responses to critical issues, have a high level of scrutiny on them, i.e. lots of justifiable red tape, and often require crunch.
Community Interaction
It’s extremely rare for developers from large studios at any level to talk directly to the community, mostly because the gaming community burned those bridges long ago, by doxing devs they don’t agree with, sending them death threats, or just generally abusing them publicly and anonymously. No way in hell would I be public facing, and no one at any studio should be required to unless it’s explicitly part of their job. And even then, I feel for community managers. Direct communication from devs is a precious thing, and not one that should be taken for granted or used as an avenue for abuse.
*Salutes* to Arrowhead
Huge, huge kudos to Arrowhead. This game is an absolute triumph. To go from a small team making top-down games, to a medium-sized AAA team that shipped a game that catapulted right to the top of the most-played charts and game of the year lists and has stayed there is a massive accomplishment. I hope you’re all seeing a big payday from this success!
submitted by Initial-Hurry8026 to Helldivers [link] [comments]


2024.05.19 01:34 sofiey20 Comexim Sizing Confusion - 26E

I was looking for a new bra since my only semi fitting one is always sold out (just can't seem to get my hands on it...) when suddenly I saw this super adorable Comexim bra with a cat print! I instantly knew I had to get my hands on it... so here I am.
Basically, I can't seem to figure out the sizing... I tried converting my bra size multiple times with different methods and all of them have given me different answers. The calculator itself gave me 55G/H while Comexim's sizing chart gave me 65D. Is there a more reliable method? My index size is 26:6 or 7 if that helps.
Also, I'm close set and I read somewhere that it's possible to request for alterations, so how does that work?
Any answers are appreciated! (BTW sorry if the flair isn't right)
submitted by sofiey20 to ABraThatFits [link] [comments]


2024.05.19 01:05 SufficientTry3337 What breed is my good boy?

What breed is my good boy?
His previous owner bought him from a chicken auction as a “miniature Australian shepherd” when he was a puppy. I was only supposed to foster him for two weeks, but here we are a year and nine months later and I couldn’t be happier. My boy will be 2 in June I believe. Not really sure as his previous owners weren’t the best.
He weighs around 55 pounds. Not really sure how to describe his size so I included a picture of him in a box, his favorite place to take a nap. His hair doesn’t seem quite like that of a typical Australian shepherd, but he does shed enough to build at least two new dogs a month. He’s loves meeting new people and animals. He’s super smart and catches onto things extremely fast, but is also very hyper and can be adhd at times. Except when he’s got his eye on a squirrel and then he can stay still forever (he’s never actually gotten one before). There’s a horse pasture behind our yard and when the horses come up to the fence it tends to scare him and I have to keep him inside until they move along.
The first photo is of the day I brought him home and the rest are more recent. Everytime I take him in public people ask me if he’s a border collie which is what started my doubts and now I’m unsure if he’s full blooded or not. Maybe Australian shepherd mixed with border collie? I honestly don’t really care what breed he is, I already know he’s 1000% good boy and I’m so happy I get to be his forever home. But I would like to know if I need to invest in a herd ball or something else that will allow him to fulfill his duties if he is a herding dog. Any thoughts would be greatly appreciated :)
submitted by SufficientTry3337 to IDmydog [link] [comments]


2024.05.19 01:00 Sad-Extreme-4413 Seeking Advice: Negative Reactions Towards My German Shepherd Puppy

Hey Gold Coast community,
I could really use some advice and insights regarding a troubling situation I've been experiencing with my German Shepherd puppy, and I'm hoping some fellow dog owners can offer some guidance.
I've been putting in a lot of effort to socialize my German Shepherd puppy with people, kids, and dogs of all ages and sizes. However, he's only comfortable and socialized with my older Golden Retriever at the moment. The issue arises when I take them both to an enclosed agility dog park. The moment I release them, people start leaving or hurling abuse and threats like “Keep your GSD away,” “Keep him leashed at all times,” or “I’ll report you if you come here again.”
This negative reaction extends to our beach outings as well. Even when I have them both leashed and under control, people, especially those with kids, seem to avoid us. It's perplexing to me, especially considering he's only a small 2-month-old male puppy who won't reach his full size until he's 18 months old.
Adding to my frustration, I've been receiving threats and warning notices from GCCC about muzzling him in public areas until he’s proven not to be a threat or aggressive.
I'm reaching out to fellow German Shepherd or other dog owners in the Gold Coast area for any tips or advice. Has anyone else experienced similar reactions with their dogs? How did you handle it? Any insights would be greatly appreciated.
Thank you in advance for your help!
submitted by Sad-Extreme-4413 to GoldCoast [link] [comments]


2024.05.19 00:59 hmsw Part II: R1S towing 5000lb Camper

Hi again!
Just wanted to post a separate summary/follow up from my previous post because the first one got too long.
Background:
My standard pack R1S with 22inch wheels barely made 90 miles towing a 5000lb (weighed by tow mode) Jayco Feather Micro 199mbs.
The responses I received by people who tow similar weights, generally believe this is odd and should be better.
Summary of ways to improve distance that is suggested by others:
  1. Since I can’t change the shape of my camper or control wind, I need to keep a better eye on speed at <65mph
  2. I should not let the battery precondition in preparation for charging if the battery calculates I should have enough miles to make it to my destination comfortably. Preconditioning can drain the batter faster. Shut off the charging stops on navigation to do this.
  3. Always charge to 100% as a precaution, even if the tow battery calculation says I have plenty for my trip.
  4. A tesla adapter will expand charging network options. So there is hope in this too.
Misc suggestions:
  1. Unhitching may be a pain but could also address charging station space issues in a pinch.
  2. Electrify America will slow charging speeds at 80% but does not stop charging from reaching 100% unless the EV is set to a lower limit.
  3. Aero dynamics play more of a role in towing vs weight. My jayco is a box. An airstream’s shape has a better relationship with wind. But I like my jayco anyway.
  4. Call campsites ahead of time to ensure they allow EV charging. Its not a given.
  5. My larger wheel size might not be helping with battery conservation.
Anything I missed about how to getting the most out of my battery while towing??
Additional question I have:
  1. If I have a roof rack and cargo, does it still make wind/aero dynamics worse for the battery if the jayco is already being towed and so not-wind-friendly?
submitted by hmsw to Rivian [link] [comments]


2024.05.19 00:53 Magnesium_RotMG Hitting a Roadblock

I'm stuck in a bad spot with my RPG system now.
A big factor of my RPG were big damage numbers. But I've run into a roadblock where I find it impossible to reach those numbers without annoying math. The ideal goal is to reach these huge damage numbers (1,000,000-1,000,000,000) without the use of a calculator for damage.
And I have no idea how to do that, especially considering the difference of scale between the early, mid, late and endgame
(10-100, 100-1,000-10,000, 10,000-100,000-1,000,000, 1,000,000-10,000,000, 10,000,000-100,000,000, 100,000,000-1,000,000,000)
And I'm here wondering how the hell to make a simple and cohesive system that will still allow me to reach these big numbers.
And removing the big numbers is not an option, considering the core idea of the RPG is that players start out as regular mercs and become gods at the end (i.e throwing around stars, wielding swords the size of mountains, etc. etc.)
Any ideas/suggestions on what I should do?
For context, it is a 2d20 rpg, and uses 2d20 to resolve most rolls.
submitted by Magnesium_RotMG to RPGdesign [link] [comments]


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submitted by ryanmark234 to nursinghelp2024 [link] [comments]


2024.05.19 00:34 John_Smith_4724 Online Nursing Exam Help Reddit Nursing Exam Taker Reddit Nursing Class Help Reddit do my nursing Class Reddit Nursing Assignment Help Reddit Nursing Homework Helper Reddit Nursing course Help Reddit Take my Nursing Course Reddit Nursing Test Quiz Help Reddit Hire Expert Reddit

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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:
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Paid Help from Hiraedu: If You're struggling to handle your Online Exams, Assignments or any other coursework, get help from Hiraedu and pay after the exam. Contact details for Hiraedu is: WhatsApp: +1 (213) 594-5657 OR Call: +1 727 456 9641
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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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submitted by John_Smith_4724 to nursinghelp2024 [link] [comments]


2024.05.19 00:26 dgroh0211 Concerning New and Aggressive Behavior

I adopted a Sheepadoodle 3 months ago and he really has been such an angel. He was 10 months old when we got him and he seemed to have missed a lot of training as a puppy. I’ve tried my absolute best training him myself and it’s proven to be a challenge.
The biggest behavioral issue is that he is too playful and bites. We’ve tried redirecting to toys and that works for when he wants to start playing with you or when you’re indoors, but outside is a whole other issue. Sometimes he gets these zoomies and he’ll just lunge at you, mouth wide open trying to bite you. Again I don’t think he is actually being aggressive as he is genuinely a sweetheart, but I feel bad cause he wasn’t trained as a puppy and has these terrible habits when he’s 13 months old. (He’s also a big poodle mix, close to 80 pounds)
It’s hard to just turn around because of how massive he is, it’s hard to ignore him because of his size as well. When we are outside I can’t redirect him to a toy when he’s running at me full speed jumping and hurling himself towards us.
He recently just did this 30 minutes of me writing this and he ripped my shirt and caused a huge gash on my back.
We’re genuinely worried about if there’s something wrong with him or what we could do. I know everyone is against e-collars and I’m trying my best to exhaust every option before needing to use one, but my family is pressing me to get one because they’re worried if that was them outside with him.
I need some advice on what is the best course of action because it seems like our big puppy is regressing in his behavior a bit.
Note: He also has been on and off having diarrhea for a week basically, giving him chicken and rice, sweet potato, pumpkin, and it seems to come and go so idk if that’s part of it too. I am trying to schedule an appointment at the vet atm
submitted by dgroh0211 to DogAdvice [link] [comments]


2024.05.19 00:16 ThatLeafsFan1 Persistent Low FPS and GPU Utilization Drops on Ryzen 9 7900X3D Across Multiple Games

I genuinely think I am going insane. In August 2023, I upgraded my PC from the AM4 platform to the AM5 platform. To provide a comprehensive overview, I will share the PcPartPicker lists for both PCs, along with the detailed specs here.
New: Ryzen 9 7900X3D (PBO enabled) EVGA 3080 Ti FTW3 Asus X670E Crosshair Extreme G.Skill 32GB (2 x 16) 7600mhz CAS36 Trident Z5 2TB Crucial T700 1TB Corsair MP600 Corsair AIO H170i 420mm Corsair 7000D case Corsair HX1500i PSU (ATX 3.0/PCie 5.0) (1500 W)
Old: Ryzen 7 5800X (Overclocked to 4.8 GHz, stable) EVGA 3080 Ti FTW3 MSI X570 Gaming Pro Carbon WI-FI G.Skill 32GB (2 x 16) 4000mhz CAS18 Trident Z 1TB Corsair MP600 2TB Seagate Barracuda HDD MSI AIO MPG CORELIQUID V2 360mm Corsair 7000D case Corsair RM 850x PSU (850 W)
Ever since I upgraded to the AM5 platform, in many games, within the first 1 - 10 minutes of launching (regardless of whether I stay in the lobby or queue into a match), my frames drop below 5 FPS and stay like that from anywhere between 20 seconds to 3 minutes. GPU utilization drops from 20% to 99% (depending on the game) to 1% to 5%. DPC latency for Nvidia and other drivers spikes like crazy. I've attached the LatencyMon reports.
Once it returns to normal, it STAYS normal until I restart my PC. The thing is, there are only some games like this. For example, it always happens in Valorant (not resource intensive) and Apex Legends (resource intensive). I play these two at low settings. However, it never happens in Forza Horizon 5 and Forza Motorsport (2023), and I play both at max settings in 1440p!
I've RMA'd the motherboard and CPU and even tried swapping the graphics card with a 4060, yet the issue still persisted. This never happens when I run Cinebench or casually use my PC. My BIOS, OS (Windows 11 23H2), and every single damn driver on my PC is up-to-date. I check every day for updates on everything. I may be the most up-to-date man in my city. I have also ruled out thermal throttling, as my CPU is stays below 75c when these drops happen, and before.
I've clean-installed Windows 11 countless times with no luck. I've played with no additional software on my PC, just drivers, and it still happens. I contacted NVIDIA support, but customer service couldn't fix it. I got forwarded to "level 2 tech support", and they said, "We will look into it on our side." I followed up consistently for weeks and never got a response back. I even made a new ticket, which got closed with no response. I even emailed their HQ (I think), and never got a response from them either.
I'm considering giving up and getting ready to splurge on a Ryzen 9 9900X when it's released. I believe it has something to do with the 3D-Vcache, and I prefer having a fixed overclock and finding its stable limits. At this point, I am insanely desperate for any fix. Please feel free to ask any questions that would help troubleshoot. Keep in mind that the screenshots were taken a few months ago when I submitted the support ticket to NVIDIA.
CONCLUSION _________________________________________________________________________________________________________ Your system appears to be having trouble handling real-time audio and other tasks. You are likely to experience buffer underruns appearing as drop outs, clicks or pops. One or more DPC routines that belong to a driver running in your system appear to be executing for too long. One problem may be related to power management, disable CPU throttling settings in Control Panel and BIOS setup. Check for BIOS updates. LatencyMon has been analyzing your system for 0:05:49 (h:mm:ss) on all processors. _________________________________________________________________________________________________________ SYSTEM INFORMATION _________________________________________________________________________________________________________ Computer name: MAKEENSPC OS version: Windows 11, 10.0, version 2009, build: 22631 (x64) Hardware: System Product Name, ASUS BIOS: 1904 CPU: AuthenticAMD AMD Ryzen 9 7900X3D 12-Core Processor Logical processors: 24 Processor groups: 1 Processor group size: 24 RAM: 32470 MB total _________________________________________________________________________________________________________ CPU SPEED _________________________________________________________________________________________________________ Reported CPU speed (WMI): 4401 MHz Reported CPU speed (registry): 440 MHz Note: reported execution times may be calculated based on a fixed reported CPU speed. Disable variable speed settings like Intel Speed Step and AMD Cool N Quiet in the BIOS setup for more accurate results. _________________________________________________________________________________________________________ MEASURED INTERRUPT TO USER PROCESS LATENCIES _________________________________________________________________________________________________________ The interrupt to process latency reflects the measured interval that a usermode process needed to respond to a hardware request from the moment the interrupt service routine started execution. This includes the scheduling and execution of a DPC routine, the signaling of an event and the waking up of a usermode thread from an idle wait state in response to that event. Highest measured interrupt to process latency (µs): 31512.40 Average measured interrupt to process latency (µs): 11.033801 Highest measured interrupt to DPC latency (µs): 31504.10 Average measured interrupt to DPC latency (µs): 5.010260 _________________________________________________________________________________________________________ REPORTED ISRs _________________________________________________________________________________________________________ Interrupt service routines are routines installed by the OS and device drivers that execute in response to a hardware interrupt signal. Highest ISR routine execution time (µs): 414.60 Driver with highest ISR routine execution time: Wdf01000.sys - Kernel Mode Driver Framework Runtime, Microsoft Corporation Highest reported total ISR routine time (%): 0.001667 Driver with highest ISR total time: Wdf01000.sys - Kernel Mode Driver Framework Runtime, Microsoft Corporation Total time spent in ISRs (%) 0.001667 ISR count (execution time <250 µs): 64723 ISR count (execution time 250-500 µs): 0 ISR count (execution time 500-1000 µs): 9 ISR count (execution time 1000-2000 µs): 0 ISR count (execution time 2000-4000 µs): 0 ISR count (execution time >=4000 µs): 0 _________________________________________________________________________________________________________ REPORTED DPCs _________________________________________________________________________________________________________ DPC routines are part of the interrupt servicing dispatch mechanism and disable the possibility for a process to utilize the CPU while it is interrupted until the DPC has finished execution. Highest DPC routine execution time (µs): 70738.720 Driver with highest DPC routine execution time: nvlddmkm.sys - NVIDIA Windows Kernel Mode Driver, Version 551.52 , NVIDIA Corporation Highest reported total DPC routine time (%): 0.055289 Driver with highest DPC total execution time: Wdf01000.sys - Kernel Mode Driver Framework Runtime, Microsoft Corporation Total time spent in DPCs (%) 0.156135 DPC count (execution time <250 µs): 537621 DPC count (execution time 250-500 µs): 0 DPC count (execution time 500-10000 µs): 196 DPC count (execution time 1000-2000 µs): 1698 DPC count (execution time 2000-4000 µs): 109 DPC count (execution time >=4000 µs): 271 _________________________________________________________________________________________________________ REPORTED HARD PAGEFAULTS _________________________________________________________________________________________________________ Hard pagefaults are events that get triggered by making use of virtual memory that is not resident in RAM but backed by a memory mapped file on disk. The process of resolving the hard pagefault requires reading in the memory from disk while the process is interrupted and blocked from execution. NOTE: some processes were hit by hard pagefaults. If these were programs producing audio, they are likely to interrupt the audio stream resulting in dropouts, clicks and pops. Check the Processes tab to see which programs were hit. Process with highest pagefault count: msmpeng.exe Total number of hard pagefaults 393 Hard pagefault count of hardest hit process: 167 Number of processes hit: 8 _________________________________________________________________________________________________________ PER CPU DATA _________________________________________________________________________________________________________ CPU 0 Interrupt cycle time (s): 27.763093 CPU 0 ISR highest execution time (µs): 414.60 CPU 0 ISR total execution time (s): 0.108111 CPU 0 ISR count: 33785 CPU 0 DPC highest execution time (µs): 15653.070 CPU 0 DPC total execution time (s): 4.248667 CPU 0 DPC count: 114314 _________________________________________________________________________________________________________ CPU 1 Interrupt cycle time (s): 61.040177 CPU 1 ISR highest execution time (µs): 247.010 CPU 1 ISR total execution time (s): 0.025783 CPU 1 ISR count: 19964 CPU 1 DPC highest execution time (µs): 70738.720 CPU 1 DPC total execution time (s): 8.533829 CPU 1 DPC count: 406668 _________________________________________________________________________________________________________ CPU 2 Interrupt cycle time (s): 7.999166 CPU 2 ISR highest execution time (µs): 0.0 CPU 2 ISR total execution time (s): 0.0 CPU 2 ISR count: 0 CPU 2 DPC highest execution time (µs): 36.660 CPU 2 DPC total execution time (s): 0.003996 CPU 2 DPC count: 1902 _________________________________________________________________________________________________________ CPU 3 Interrupt cycle time (s): 5.653989 CPU 3 ISR highest execution time (µs): 11.340 CPU 3 ISR total execution time (s): 0.000538 CPU 3 ISR count: 385 CPU 3 DPC highest execution time (µs): 47292.350 CPU 3 DPC total execution time (s): 0.110961 CPU 3 DPC count: 1718 _________________________________________________________________________________________________________ CPU 4 Interrupt cycle time (s): 5.738759 CPU 4 ISR highest execution time (µs): 0.0 CPU 4 ISR total execution time (s): 0.0 CPU 4 ISR count: 0 CPU 4 DPC highest execution time (µs): 15736.80 CPU 4 DPC total execution time (s): 0.022466 CPU 4 DPC count: 2477 _________________________________________________________________________________________________________ CPU 5 Interrupt cycle time (s): 5.353692 CPU 5 ISR highest execution time (µs): 0.0 CPU 5 ISR total execution time (s): 0.0 CPU 5 ISR count: 0 CPU 5 DPC highest execution time (µs): 39.90 CPU 5 DPC total execution time (s): 0.004773 CPU 5 DPC count: 1614 _________________________________________________________________________________________________________ CPU 6 Interrupt cycle time (s): 5.838329 CPU 6 ISR highest execution time (µs): 0.0 CPU 6 ISR total execution time (s): 0.0 CPU 6 ISR count: 0 CPU 6 DPC highest execution time (µs): 15766.450 CPU 6 DPC total execution time (s): 0.018172 CPU 6 DPC count: 940 _________________________________________________________________________________________________________ CPU 7 Interrupt cycle time (s): 5.835885 CPU 7 ISR highest execution time (µs): 0.0 CPU 7 ISR total execution time (s): 0.0 CPU 7 ISR count: 0 CPU 7 DPC highest execution time (µs): 15752.740 CPU 7 DPC total execution time (s): 0.017217 CPU 7 DPC count: 646 _________________________________________________________________________________________________________ CPU 8 Interrupt cycle time (s): 6.119580 CPU 8 ISR highest execution time (µs): 0.0 CPU 8 ISR total execution time (s): 0.0 CPU 8 ISR count: 0 CPU 8 DPC highest execution time (µs): 47.940 CPU 8 DPC total execution time (s): 0.003918 CPU 8 DPC count: 1225 _________________________________________________________________________________________________________ CPU 9 Interrupt cycle time (s): 6.123383 CPU 9 ISR highest execution time (µs): 0.0 CPU 9 ISR total execution time (s): 0.0 CPU 9 ISR count: 0 CPU 9 DPC highest execution time (µs): 15750.870 CPU 9 DPC total execution time (s): 0.018676 CPU 9 DPC count: 854 _________________________________________________________________________________________________________ CPU 10 Interrupt cycle time (s): 5.654364 CPU 10 ISR highest execution time (µs): 0.0 CPU 10 ISR total execution time (s): 0.0 CPU 10 ISR count: 0 CPU 10 DPC highest execution time (µs): 36.290 CPU 10 DPC total execution time (s): 0.001585 CPU 10 DPC count: 563 _________________________________________________________________________________________________________ CPU 11 Interrupt cycle time (s): 4.933098 CPU 11 ISR highest execution time (µs): 0.0 CPU 11 ISR total execution time (s): 0.0 CPU 11 ISR count: 0 CPU 11 DPC highest execution time (µs): 34.350 CPU 11 DPC total execution time (s): 0.001481 CPU 11 DPC count: 484 _________________________________________________________________________________________________________ CPU 12 Interrupt cycle time (s): 4.489502 CPU 12 ISR highest execution time (µs): 0.0 CPU 12 ISR total execution time (s): 0.0 CPU 12 ISR count: 0 CPU 12 DPC highest execution time (µs): 15802.070 CPU 12 DPC total execution time (s): 0.017034 CPU 12 DPC count: 390 _________________________________________________________________________________________________________ CPU 13 Interrupt cycle time (s): 3.922946 CPU 13 ISR highest execution time (µs): 0.0 CPU 13 ISR total execution time (s): 0.0 CPU 13 ISR count: 0 CPU 13 DPC highest execution time (µs): 15734.630 CPU 13 DPC total execution time (s): 0.016402 CPU 13 DPC count: 208 _________________________________________________________________________________________________________ CPU 14 Interrupt cycle time (s): 4.980946 CPU 14 ISR highest execution time (µs): 0.0 CPU 14 ISR total execution time (s): 0.0 CPU 14 ISR count: 0 CPU 14 DPC highest execution time (µs): 54.90 CPU 14 DPC total execution time (s): 0.003271 CPU 14 DPC count: 851 _________________________________________________________________________________________________________ CPU 15 Interrupt cycle time (s): 5.329617 CPU 15 ISR highest execution time (µs): 0.0 CPU 15 ISR total execution time (s): 0.0 CPU 15 ISR count: 0 CPU 15 DPC highest execution time (µs): 15787.0 CPU 15 DPC total execution time (s): 0.016904 CPU 15 DPC count: 390 _________________________________________________________________________________________________________ CPU 16 Interrupt cycle time (s): 4.531875 CPU 16 ISR highest execution time (µs): 0.0 CPU 16 ISR total execution time (s): 0.0 CPU 16 ISR count: 0 CPU 16 DPC highest execution time (µs): 15785.580 CPU 16 DPC total execution time (s): 0.017499 CPU 16 DPC count: 453 _________________________________________________________________________________________________________ CPU 17 Interrupt cycle time (s): 4.592284 CPU 17 ISR highest execution time (µs): 0.0 CPU 17 ISR total execution time (s): 0.0 CPU 17 ISR count: 0 CPU 17 DPC highest execution time (µs): 46.170 CPU 17 DPC total execution time (s): 0.000798 CPU 17 DPC count: 285 _________________________________________________________________________________________________________ CPU 18 Interrupt cycle time (s): 3.837475 CPU 18 ISR highest execution time (µs): 0.0 CPU 18 ISR total execution time (s): 0.0 CPU 18 ISR count: 0 CPU 18 DPC highest execution time (µs): 41.550 CPU 18 DPC total execution time (s): 0.001068 CPU 18 DPC count: 260 _________________________________________________________________________________________________________ CPU 19 Interrupt cycle time (s): 3.721595 CPU 19 ISR highest execution time (µs): 0.0 CPU 19 ISR total execution time (s): 0.0 CPU 19 ISR count: 0 CPU 19 DPC highest execution time (µs): 15791.680 CPU 19 DPC total execution time (s): 0.016658 CPU 19 DPC count: 228 _________________________________________________________________________________________________________ CPU 20 Interrupt cycle time (s): 3.620598 CPU 20 ISR highest execution time (µs): 2.740 CPU 20 ISR total execution time (s): 0.000571 CPU 20 ISR count: 1069 CPU 20 DPC highest execution time (µs): 83.530 CPU 20 DPC total execution time (s): 0.001440 CPU 20 DPC count: 343 _________________________________________________________________________________________________________ CPU 21 Interrupt cycle time (s): 3.626609 CPU 21 ISR highest execution time (µs): 3.250 CPU 21 ISR total execution time (s): 0.001416 CPU 21 ISR count: 2806 CPU 21 DPC highest execution time (µs): 83.180 CPU 21 DPC total execution time (s): 0.003384 CPU 21 DPC count: 940 _________________________________________________________________________________________________________ CPU 22 Interrupt cycle time (s): 3.571501 CPU 22 ISR highest execution time (µs): 1.960 CPU 22 ISR total execution time (s): 0.000576 CPU 22 ISR count: 1059 CPU 22 DPC highest execution time (µs): 47.140 CPU 22 DPC total execution time (s): 0.009259 CPU 22 DPC count: 1287 _________________________________________________________________________________________________________ CPU 23 Interrupt cycle time (s): 3.554794 CPU 23 ISR highest execution time (µs): 8.0 CPU 23 ISR total execution time (s): 0.002821 CPU 23 ISR count: 5664 CPU 23 DPC highest execution time (µs): 64.620 CPU 23 DPC total execution time (s): 0.007121 CPU 23 DPC count: 855 _________________________________________________________________________________________________________
submitted by ThatLeafsFan1 to pcmasterrace [link] [comments]


2024.05.19 00:13 ThatLeafsFan1 Persistent Low FPS and GPU Utilization Drops on Ryzen 9 7900X3D Across Multiple Games

I genuinely think I am going insane. In August 2023, I upgraded my PC from the AM4 platform to the AM5 platform. To provide a comprehensive overview, I will share the PcPartPicker lists for both PCs, along with the detailed specs here. New: Ryzen 9 7900X3D (PBO enabled) EVGA 3080 Ti FTW3 Asus X670E Crosshair Extreme G.Skill 32GB (2 x 16) 7600mhz CAS36 Trident Z5 2TB Crucial T700 1TB Corsair MP600 Corsair AIO H170i 420mm Corsair 7000D case Corsair HX1500i PSU (ATX 3.0/PCie 5.0) (1500 W)
Old: Ryzen 7 5800X (Overclocked to 4.8 GHz, stable) EVGA 3080 Ti FTW3 MSI X570 Gaming Pro Carbon WI-FI G.Skill 32GB (2 x 16) 4000mhz CAS18 Trident Z 1TB Corsair MP600 2TB Seagate Barracuda HDD MSI AIO MPG CORELIQUID V2 360mm Corsair 7000D case Corsair RM 850x PSU (850 W)
Ever since I upgraded to the AM5 platform, in many games, within the first 1 - 10 minutes of launching (regardless of whether I stay in the lobby or queue into a match), my frames drop below 5 FPS and stay like that from anywhere between 20 seconds to 3 minutes. GPU utilization drops from 20% to 99% (depending on the game) to 1% to 5%. DPC latency for Nvidia and other drivers spikes like crazy. I've attached the LatencyMon reports. Once it returns to normal, it STAYS normal until I restart my PC. The thing is, there are only some games like this. For example, it always happens in Valorant (not resource intensive) and Apex Legends (resource intensive). I play these two at low settings. However, it never happens in Forza Horizon 5 and Forza Motorsport (2023), and I play both at max settings in 1440p! I've RMA'd the motherboard and CPU and even tried swapping the graphics card with a 4060, yet the issue still persisted. This never happens when I run Cinebench or casually use my PC. My BIOS, OS (Windows 11 23H2), and every single damn driver on my PC is up-to-date. I check every day for updates on everything. I may be the most up-to-date man in my city. I have also ruled out thermal throttling, as my CPU is stays below 75c when these drops happen, and before. I've clean-installed Windows 11 countless times with no luck. I've played with no additional software on my PC, just drivers, and it still happens. I contacted NVIDIA support, but customer service couldn't fix it. I got forwarded to "level 2 tech support", and they said, "We will look into it on our side." I followed up consistently for weeks and never got a response back. I even made a new ticket, which got closed with no response. I even emailed their HQ (I think), and never got a response from them either. I'm considering giving up and getting ready to splurge on a Ryzen 9 9900X when it's released. I believe it has something to do with the 3D-Vcache, and I prefer having a fixed overclock and finding its stable limits. At this point, I am insanely desperate for any fix. Please feel free to ask any questions that would help troubleshoot. Keep in mind that the screenshots were taken a few months ago when I submitted the support ticket to NVIDIA.

CONCLUSION _________________________________________________________________________________________________________ Your system appears to be having trouble handling real-time audio and other tasks. You are likely to experience buffer underruns appearing as drop outs, clicks or pops. One or more DPC routines that belong to a driver running in your system appear to be executing for too long. One problem may be related to power management, disable CPU throttling settings in Control Panel and BIOS setup. Check for BIOS updates. LatencyMon has been analyzing your system for 0:05:49 (h:mm:ss) on all processors. _________________________________________________________________________________________________________ SYSTEM INFORMATION _________________________________________________________________________________________________________ Computer name: MAKEENSPC OS version: Windows 11, 10.0, version 2009, build: 22631 (x64) Hardware: System Product Name, ASUS BIOS: 1904 CPU: AuthenticAMD AMD Ryzen 9 7900X3D 12-Core Processor Logical processors: 24 Processor groups: 1 Processor group size: 24 RAM: 32470 MB total _________________________________________________________________________________________________________ CPU SPEED _________________________________________________________________________________________________________ Reported CPU speed (WMI): 4401 MHz Reported CPU speed (registry): 440 MHz Note: reported execution times may be calculated based on a fixed reported CPU speed. Disable variable speed settings like Intel Speed Step and AMD Cool N Quiet in the BIOS setup for more accurate results. _________________________________________________________________________________________________________ MEASURED INTERRUPT TO USER PROCESS LATENCIES _________________________________________________________________________________________________________ The interrupt to process latency reflects the measured interval that a usermode process needed to respond to a hardware request from the moment the interrupt service routine started execution. This includes the scheduling and execution of a DPC routine, the signaling of an event and the waking up of a usermode thread from an idle wait state in response to that event. Highest measured interrupt to process latency (µs): 31512.40 Average measured interrupt to process latency (µs): 11.033801 Highest measured interrupt to DPC latency (µs): 31504.10 Average measured interrupt to DPC latency (µs): 5.010260 _________________________________________________________________________________________________________ REPORTED ISRs _________________________________________________________________________________________________________ Interrupt service routines are routines installed by the OS and device drivers that execute in response to a hardware interrupt signal. Highest ISR routine execution time (µs): 414.60 Driver with highest ISR routine execution time: Wdf01000.sys - Kernel Mode Driver Framework Runtime, Microsoft Corporation Highest reported total ISR routine time (%): 0.001667 Driver with highest ISR total time: Wdf01000.sys - Kernel Mode Driver Framework Runtime, Microsoft Corporation Total time spent in ISRs (%) 0.001667 ISR count (execution time <250 µs): 64723 ISR count (execution time 250-500 µs): 0 ISR count (execution time 500-1000 µs): 9 ISR count (execution time 1000-2000 µs): 0 ISR count (execution time 2000-4000 µs): 0 ISR count (execution time >=4000 µs): 0 _________________________________________________________________________________________________________ REPORTED DPCs _________________________________________________________________________________________________________ DPC routines are part of the interrupt servicing dispatch mechanism and disable the possibility for a process to utilize the CPU while it is interrupted until the DPC has finished execution. Highest DPC routine execution time (µs): 70738.720 Driver with highest DPC routine execution time: nvlddmkm.sys - NVIDIA Windows Kernel Mode Driver, Version 551.52 , NVIDIA Corporation Highest reported total DPC routine time (%): 0.055289 Driver with highest DPC total execution time: Wdf01000.sys - Kernel Mode Driver Framework Runtime, Microsoft Corporation Total time spent in DPCs (%) 0.156135 DPC count (execution time <250 µs): 537621 DPC count (execution time 250-500 µs): 0 DPC count (execution time 500-10000 µs): 196 DPC count (execution time 1000-2000 µs): 1698 DPC count (execution time 2000-4000 µs): 109 DPC count (execution time >=4000 µs): 271 _________________________________________________________________________________________________________ REPORTED HARD PAGEFAULTS _________________________________________________________________________________________________________ Hard pagefaults are events that get triggered by making use of virtual memory that is not resident in RAM but backed by a memory mapped file on disk. The process of resolving the hard pagefault requires reading in the memory from disk while the process is interrupted and blocked from execution. NOTE: some processes were hit by hard pagefaults. If these were programs producing audio, they are likely to interrupt the audio stream resulting in dropouts, clicks and pops. Check the Processes tab to see which programs were hit. Process with highest pagefault count: msmpeng.exe Total number of hard pagefaults 393 Hard pagefault count of hardest hit process: 167 Number of processes hit: 8 _________________________________________________________________________________________________________ PER CPU DATA _________________________________________________________________________________________________________ CPU 0 Interrupt cycle time (s): 27.763093 CPU 0 ISR highest execution time (µs): 414.60 CPU 0 ISR total execution time (s): 0.108111 CPU 0 ISR count: 33785 CPU 0 DPC highest execution time (µs): 15653.070 CPU 0 DPC total execution time (s): 4.248667 CPU 0 DPC count: 114314 _________________________________________________________________________________________________________ CPU 1 Interrupt cycle time (s): 61.040177 CPU 1 ISR highest execution time (µs): 247.010 CPU 1 ISR total execution time (s): 0.025783 CPU 1 ISR count: 19964 CPU 1 DPC highest execution time (µs): 70738.720 CPU 1 DPC total execution time (s): 8.533829 CPU 1 DPC count: 406668 _________________________________________________________________________________________________________ CPU 2 Interrupt cycle time (s): 7.999166 CPU 2 ISR highest execution time (µs): 0.0 CPU 2 ISR total execution time (s): 0.0 CPU 2 ISR count: 0 CPU 2 DPC highest execution time (µs): 36.660 CPU 2 DPC total execution time (s): 0.003996 CPU 2 DPC count: 1902 _________________________________________________________________________________________________________ CPU 3 Interrupt cycle time (s): 5.653989 CPU 3 ISR highest execution time (µs): 11.340 CPU 3 ISR total execution time (s): 0.000538 CPU 3 ISR count: 385 CPU 3 DPC highest execution time (µs): 47292.350 CPU 3 DPC total execution time (s): 0.110961 CPU 3 DPC count: 1718 _________________________________________________________________________________________________________ CPU 4 Interrupt cycle time (s): 5.738759 CPU 4 ISR highest execution time (µs): 0.0 CPU 4 ISR total execution time (s): 0.0 CPU 4 ISR count: 0 CPU 4 DPC highest execution time (µs): 15736.80 CPU 4 DPC total execution time (s): 0.022466 CPU 4 DPC count: 2477 _________________________________________________________________________________________________________ CPU 5 Interrupt cycle time (s): 5.353692 CPU 5 ISR highest execution time (µs): 0.0 CPU 5 ISR total execution time (s): 0.0 CPU 5 ISR count: 0 CPU 5 DPC highest execution time (µs): 39.90 CPU 5 DPC total execution time (s): 0.004773 CPU 5 DPC count: 1614 _________________________________________________________________________________________________________ CPU 6 Interrupt cycle time (s): 5.838329 CPU 6 ISR highest execution time (µs): 0.0 CPU 6 ISR total execution time (s): 0.0 CPU 6 ISR count: 0 CPU 6 DPC highest execution time (µs): 15766.450 CPU 6 DPC total execution time (s): 0.018172 CPU 6 DPC count: 940 _________________________________________________________________________________________________________ CPU 7 Interrupt cycle time (s): 5.835885 CPU 7 ISR highest execution time (µs): 0.0 CPU 7 ISR total execution time (s): 0.0 CPU 7 ISR count: 0 CPU 7 DPC highest execution time (µs): 15752.740 CPU 7 DPC total execution time (s): 0.017217 CPU 7 DPC count: 646 _________________________________________________________________________________________________________ CPU 8 Interrupt cycle time (s): 6.119580 CPU 8 ISR highest execution time (µs): 0.0 CPU 8 ISR total execution time (s): 0.0 CPU 8 ISR count: 0 CPU 8 DPC highest execution time (µs): 47.940 CPU 8 DPC total execution time (s): 0.003918 CPU 8 DPC count: 1225 _________________________________________________________________________________________________________ CPU 9 Interrupt cycle time (s): 6.123383 CPU 9 ISR highest execution time (µs): 0.0 CPU 9 ISR total execution time (s): 0.0 CPU 9 ISR count: 0 CPU 9 DPC highest execution time (µs): 15750.870 CPU 9 DPC total execution time (s): 0.018676 CPU 9 DPC count: 854 _________________________________________________________________________________________________________ CPU 10 Interrupt cycle time (s): 5.654364 CPU 10 ISR highest execution time (µs): 0.0 CPU 10 ISR total execution time (s): 0.0 CPU 10 ISR count: 0 CPU 10 DPC highest execution time (µs): 36.290 CPU 10 DPC total execution time (s): 0.001585 CPU 10 DPC count: 563 _________________________________________________________________________________________________________ CPU 11 Interrupt cycle time (s): 4.933098 CPU 11 ISR highest execution time (µs): 0.0 CPU 11 ISR total execution time (s): 0.0 CPU 11 ISR count: 0 CPU 11 DPC highest execution time (µs): 34.350 CPU 11 DPC total execution time (s): 0.001481 CPU 11 DPC count: 484 _________________________________________________________________________________________________________ CPU 12 Interrupt cycle time (s): 4.489502 CPU 12 ISR highest execution time (µs): 0.0 CPU 12 ISR total execution time (s): 0.0 CPU 12 ISR count: 0 CPU 12 DPC highest execution time (µs): 15802.070 CPU 12 DPC total execution time (s): 0.017034 CPU 12 DPC count: 390 _________________________________________________________________________________________________________ CPU 13 Interrupt cycle time (s): 3.922946 CPU 13 ISR highest execution time (µs): 0.0 CPU 13 ISR total execution time (s): 0.0 CPU 13 ISR count: 0 CPU 13 DPC highest execution time (µs): 15734.630 CPU 13 DPC total execution time (s): 0.016402 CPU 13 DPC count: 208 _________________________________________________________________________________________________________ CPU 14 Interrupt cycle time (s): 4.980946 CPU 14 ISR highest execution time (µs): 0.0 CPU 14 ISR total execution time (s): 0.0 CPU 14 ISR count: 0 CPU 14 DPC highest execution time (µs): 54.90 CPU 14 DPC total execution time (s): 0.003271 CPU 14 DPC count: 851 _________________________________________________________________________________________________________ CPU 15 Interrupt cycle time (s): 5.329617 CPU 15 ISR highest execution time (µs): 0.0 CPU 15 ISR total execution time (s): 0.0 CPU 15 ISR count: 0 CPU 15 DPC highest execution time (µs): 15787.0 CPU 15 DPC total execution time (s): 0.016904 CPU 15 DPC count: 390 _________________________________________________________________________________________________________ CPU 16 Interrupt cycle time (s): 4.531875 CPU 16 ISR highest execution time (µs): 0.0 CPU 16 ISR total execution time (s): 0.0 CPU 16 ISR count: 0 CPU 16 DPC highest execution time (µs): 15785.580 CPU 16 DPC total execution time (s): 0.017499 CPU 16 DPC count: 453 _________________________________________________________________________________________________________ CPU 17 Interrupt cycle time (s): 4.592284 CPU 17 ISR highest execution time (µs): 0.0 CPU 17 ISR total execution time (s): 0.0 CPU 17 ISR count: 0 CPU 17 DPC highest execution time (µs): 46.170 CPU 17 DPC total execution time (s): 0.000798 CPU 17 DPC count: 285 _________________________________________________________________________________________________________ CPU 18 Interrupt cycle time (s): 3.837475 CPU 18 ISR highest execution time (µs): 0.0 CPU 18 ISR total execution time (s): 0.0 CPU 18 ISR count: 0 CPU 18 DPC highest execution time (µs): 41.550 CPU 18 DPC total execution time (s): 0.001068 CPU 18 DPC count: 260 _________________________________________________________________________________________________________ CPU 19 Interrupt cycle time (s): 3.721595 CPU 19 ISR highest execution time (µs): 0.0 CPU 19 ISR total execution time (s): 0.0 CPU 19 ISR count: 0 CPU 19 DPC highest execution time (µs): 15791.680 CPU 19 DPC total execution time (s): 0.016658 CPU 19 DPC count: 228 _________________________________________________________________________________________________________ CPU 20 Interrupt cycle time (s): 3.620598 CPU 20 ISR highest execution time (µs): 2.740 CPU 20 ISR total execution time (s): 0.000571 CPU 20 ISR count: 1069 CPU 20 DPC highest execution time (µs): 83.530 CPU 20 DPC total execution time (s): 0.001440 CPU 20 DPC count: 343 _________________________________________________________________________________________________________ CPU 21 Interrupt cycle time (s): 3.626609 CPU 21 ISR highest execution time (µs): 3.250 CPU 21 ISR total execution time (s): 0.001416 CPU 21 ISR count: 2806 CPU 21 DPC highest execution time (µs): 83.180 CPU 21 DPC total execution time (s): 0.003384 CPU 21 DPC count: 940 _________________________________________________________________________________________________________ CPU 22 Interrupt cycle time (s): 3.571501 CPU 22 ISR highest execution time (µs): 1.960 CPU 22 ISR total execution time (s): 0.000576 CPU 22 ISR count: 1059 CPU 22 DPC highest execution time (µs): 47.140 CPU 22 DPC total execution time (s): 0.009259 CPU 22 DPC count: 1287 _________________________________________________________________________________________________________ CPU 23 Interrupt cycle time (s): 3.554794 CPU 23 ISR highest execution time (µs): 8.0 CPU 23 ISR total execution time (s): 0.002821 CPU 23 ISR count: 5664 CPU 23 DPC highest execution time (µs): 64.620 CPU 23 DPC total execution time (s): 0.007121 CPU 23 DPC count: 855 _________________________________________________________________________________________________________
submitted by ThatLeafsFan1 to techsupport [link] [comments]


2024.05.18 23:55 multi-chain A Review of Artificial Intelligence and Metaheuristic Algorithms"

The Challenge of Nanovector Synthesis

Nanovectors (NVs) have shown great promise as drug delivery systems, but their development is hindered by the vast number of potential NVs and the complexity of their physicochemical properties. Traditional trial-and-error experimentation is time-consuming and resource-intensive, making it essential to explore alternative approaches.

The Power of Artificial Intelligence and Metaheuristic Algorithms

Artificial intelligence (AI) and metaheuristic algorithms offer a solution to this challenge by providing efficient modeling and optimization tools. This review focuses on the use of AI and metaheuristic algorithms for nanoparticle synthesis in drug delivery systems, highlighting their potential to accelerate the development of optimal NVs.

Key Findings

The review reveals that:
  1. Neural networks outperform linear regression algorithms and response surface methodology in modeling NVs properties.
  2. There is a limited number of studies comparing AI or metaheuristic algorithms.
  3. There is no information on the appropriateness of sample size calculations for AI algorithms.

Testing AI and Metaheuristic Algorithms

To address these findings, the authors tested the performance of two AI algorithms, multilayer perceptron artificial neural network (MLP-ANN) and adaptive neuro-fuzzy inference system (ANFIS), on a NV dataset. The results show that ANFIS outperforms MLP-ANN.
For metaheuristic algorithms, the authors optimized benchmark functions using cuckoo search, firefly algorithm, genetic algorithm, and symbiotic organism search. The results indicate that cuckoo search and symbiotic organism search perform better than the other algorithms.
Estimating Sample Size for AI Algorithms
The authors discuss methods for estimating appropriate sample size for AI algorithms, highlighting the importance of considering factors such as dataset complexity and algorithmic requirements.
This review demonstrates the potential of AI and metaheuristic algorithms to optimize nanovector synthesis for drug delivery systems. By leveraging these tools, researchers can accelerate the development of optimal NVs and improve the efficiency of the drug delivery process.
What do you think about the potential of AI and metaheuristic algorithms to revolutionize nanovector synthesis? Share your thoughts in the comments below!
submitted by multi-chain to u/multi-chain [link] [comments]


2024.05.18 23:38 dreamingofrain Tried the size from the calculator and band is ok but cups too big. What size do I try next? (MtF)

Hi,
I am a trans woman who has had poor results from HRT and has got by for years on sports bras. Now though I need something nice for a special event so tried the calculator here. The result estimated a 46C/D (uk sizes), and I’ve found the C has a good fit on the band size but the cups are a bit empty and the surface of the bra ends up crinkly and messy looking so I’m sure I’m too small for it.
What size should I try next? I I’m having difficulty understanding the sizing system :(
Edit: downvotes for posting a question? Really?
submitted by dreamingofrain to ABraThatFits [link] [comments]


2024.05.18 23:35 r4mbazamba Trek Procaliber 6 Size for 5'9" (175cm) height and 32.4 (82cm) inch inseam

Hi friends! I am currently considering getting a Procaliber 6 but I am unsure about the frame size. On one hand the Trek page recommends me due to my body height a size M, but then when I use their calculator it rather recommends me M/L.
Maybe a few people who have a similiar body height and inseam to mine, and already have a Procaliber, could help me out here a bit.
Sure, best case scenario would be to test it out at a store, but that is difficult atm due to various factors. So it would probably go towardso ordering it online.
Thanks a ton in advance for any help! <3
submitted by r4mbazamba to MTB [link] [comments]


2024.05.18 23:26 Own-Republic-5754 AITA for shooting my neighbor’s dog while it was attacking another dog?

This happened about two weeks ago.
For context, the houses in my (15F) neighborhood are placed in straight lines, so all of our yards are connected like one long strip of grass. The dog I shot lived 3 houses down from me and the one who was attacked lives right next to me. The further down neighbor got an XL bully type dog about 2 months ago, and the other dog was a puppy my neighbors had adopted a few weeks earlier. They also have two young kids and one other dog that’s also very small, both of them are about the size of an average cat. The puppy is very yappy because it hasn’t been trained yet. The owner of the big dog has an electric fence and lets it hang out off leash in the front/back yards, and whenever I walk by it starts barking like crazy and acting aggressive. I’ve seen dogs jump their electric fences so I keep an eye on their yard when I’m outside, especially when the neighbor’s kids or dogs are out. Also note my parents keep a shotgun propped against the wall next to the door that opens out into my back porch.
The day this happened I was sitting on my porch reading while the neighbor kids were playing with both their dogs outside. The XL owner let it out the back door and I didn’t pay much attention to it at first, but after it did its business, it started like jogging/quickly trotting in our direction. It walked straight through where the fence was supposed to be. It wasn’t acting crazy but this freaked me out so I opened the door to my parents’ room and sat back down with the shotgun in my lap. The kids were excited about the doggy and went to go pet it as it got closer but it walked right past them and went up to the new puppy, who was yapping quite a bit. It didn’t growl, stiffen, or show any sign of aggression, just lunged right for it and caught in its mouth. The puppy was so small that basically like 2/3 of its body was in this dog’s mouth. The kids screamed and ran inside and the dog just clenched its jaw onto the little one while it started making horrible loud whining. I was sitting still atp l but when I saw blood in the little dog’s fur I just got up and shot the XL through the head. It was only like five feet away from me and I think it died on the spot. It kind of collapsed with its jaw still around the puppy.
The kids’ parents, my older brother, and a few other concerned dads rushed out when they heard the gunshot. There was a lot of yelling and I tried to explain what happened while the kids’ mom grabbed the little dog and rushed off with it. The couple that owns the XL stepped outside and everyone started yelling at them to get over here, and when they did they looked more pissed than concerned. They demanded to know what happened and I explained properly. Both dog owners were mad as hell. The XL owners started cussing me out and asking why I would intervene in a “dog fight”. I didn’t reply and the kids’ dad told me to go inside and that he’d deal with it, so I did. I was pretty shaken up so I just went up to my room and put my headphones on. It was the first time I had fired a gun at a living thing. I don’t know what they were talking about but I could hear muffled yelling for like 10 minutes afterward.
Since then, the XL owner’s have found my facebook and been commenting on some of my posts calling me a dog killer and an animal abuser as well as some slurs for Mexican people (I’m brown but not Mexican). They are also sometimes on their front porch when I walk home from school and yell stuff like “Hi, cunt!” in a passive aggressive voice. I just ignore them completely. My neighbors are working on a police report and want to wait until they’ve got all of the medical bills they want to sue for so they and my parents can sue them at the same time (my parents want to sue for my emotional distress). My family and most of my neighbors have been telling me that I did the right thing since the puppy looks like it’ll make a full recovery, but I still feel like I should’ve done something else or avoided hurting the other dog at all.
AITA?
submitted by Own-Republic-5754 to AITAH [link] [comments]


2024.05.18 23:18 unknownphantoms lovesick witchery review (late)

lovesick witchery review (late)
wisp: this is absolutely delicious. literally drooling. i can smell each note its so so good. smells like a fluffy lemon pie. the pie crust note mmmmfmggmfgmgfghh (lemon, vanilla, lemon curd, marshmallow fluff, and pie crust)
puppy love: smells like brown sugar oatmeal. im obsessed. i cant stop smelling this one. also drooling over this one. lowkey my mouth watered (cinnamon, maple syrup, milk, sugar, bakery air, hazelnut, whipped cream, brown sugar, and benzoin)
samhain: cinnamon apples <3 hay <3 oooogh the leaves n woods. also obsessed w this one. cinnamon 🤤 green n red apples 🤤. this is so good (cinnamon, almond, pecan, caramel muffin, red delicious apple, green apple, hay, night air, bonfire smoke, autumn wreaths, fall leaves, and autumn woods)
ritual: ORANGE TEA!!!!!!! smells exactly like freshly brewed tea. this is exactly what i was hoping for. literally foaming at the mouth. im rabid. this one makes me rabid. but also so calm (brown sugar, orange, orange peel, cinnamon, nutmeg, marshmallow, and vanilla)
star girl: milk!! and rice pudding!!!!!! and amber n musk!!!! this is like a warm hug from a nice warm bowl of rice pudding (milk, creamy vanilla, rice pudding, marshmallow fluff, sugar, amber, and white musk)
good luck, babe! (custom): opening smells like a cordial cherry without the chocolate (syrupy n creamy dark cherry) n then the plum n raspberry n cotton candy n violet (!!!!!) mix w the whiskey n becomes a fruity little drink n its soooo good . mmffhfhhghmh (caramel velvet (sexy, musky caramel), plum, whiskey, red lipstick (dark cherry, cotton candy, raspberry, violet, brown sugar, tonka bean, musk, and french crème))
conclusion: i love smelling things. it is my favorite activity
the combo of puppy love n samhain smells like the goosecreek cider n sweaters candle which is one of my fav candles of all time. im literally so normal abt this i need to full size both of these so bad
i would rate these but i genuinely love all of them so so much. she absolutely killed it w all of these. i will be making another purchase soon. rachel is a genius
submitted by unknownphantoms to Indiemakeupandmore [link] [comments]


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