Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Mr. Admirals

Pages: 1 2
1
Gaming / Titanfall 2 Teaser Trailer
« on: April 11, 2016, 11:09:27 AM »
YouTube


>giant fucking sword
>animeanimeanimeanime


Well, that dropped my hype levels.

2
Gaming / Gears of War 4 - New Trailer
« on: April 10, 2016, 09:38:53 PM »
YouTube


Jeeze. Was not expecting the emotion.

3
Gaming / Marathon Thread
« on: March 15, 2016, 03:45:13 PM »
Anyone else here play Marathon?

I just finished the first game today and have moved onto Durandal. I feel dumb having not played these games sooner. They're really fun. The lore is pretty damn sweet too.

Though I'm wondering if Bungie shot themselves in the foot again with the franchise, what with humanity's tech still using bullets when you've got an AI 64 billion exobytes in size relegated to controlling the doors on a starship.

Nevertheless, the S'pht are based and Marathon 2 is shaping up to be pretty sweet. The expanded lore on the Pfhor is pretty damn sweet so far.

4
Gaming / Thel 'Vadam and the Covenant War: Quantified
« on: March 12, 2016, 10:36:16 PM »
Introduction
It is common knowledge that Thel 'Vadam, who we now know as the Arbiter played a bloody role in the Covenant War. Our only capability of quantifying the damage he wrought on humanity was with his only known battle being the attack on Reach. When The Master Chief Collection released back in 2014, though, the Terminals gave us new content to work with. While the narration provided by Agent Locke gives us some rough estimations of the damage Thel caused, I thought it would be insightful to look at the visuals and started adding the numbers up and playing around with the math.

Sources
CAA Factbook, Halo: Reach
ONI File: Particular Justice, Terminal 3, Halo 2 Anniversary
Palace Hotel, Halo: Evolutions
Timeline, Xbox.com
Dr. Halsey's Journal, Halo: Reach

Math & Explanation
For dramatic effect in Terminal 3, as the camera pans by, the death count of each colony continually rises. Each number given is the last reliable/knowable number of the given planet. Additionally, for Reach, because we know that people did actually escape the battle, I'm going to round its death count down to give leeway room for survivors.

Planets
Estuary (89,320,839)
Mesa (219,545,727)
Greydowns (77,000,000)
Kroedis II (15,350,400)
Alluvion (336,575,292)
Bounty (200,000,000)
Reach (700,000,000)
Unknown Planet
Unknown Planet
Unknown Planet
Unknown Planet
Unknown Planet

Math
Estuary (89,320,839)
Mesa (219,545,727)
Greydowns (77,000,000)
Kroedis II (15,350,400)
Alluvion (336,575,292)
Bounty (200,000,000)
Reach (700,000,000)
+ Fleet Casualties (23,000)
——————-
1,637,815,258

Obviously, because we don't have exact numbers, we can't say with certainty that the number given is perfectly accurate. So for the sake of significant figures, I'll round down to 1.6 billion deaths.

Obviously that's a LOT of blood on a single person's hands and 1.6 billion is so large, it can be hard to fully grasp. If we apply the lens of the Covenant War as a total, we get some easier numbers.

By October 2552, we know that 23 billion casualties had been sustained by the UEG and UNSC out of the 39 total billion humans.

1.6 billion/23 billion = 0.0695
1.6 billion/39 billion = 0.0410

This means that by October, Thel was responsible for roughly 7% of the total casualties inflicted by the Covenant, and responsible for killing roughly 4% of the human population. By the war's end though, humanity's most populous planet, Earth, had sustained massive casualties. Unfortunately, specifics on the total death count at Earth is largely unknown, estimated at being in the billions.

If we look at things planet-wise we get:

11/800 = 0.0138

800 is too rough of a number though. That was humanity's colony count in 2900. By 2525, humanity could have added quite a few colonies to that number. We do know that some colonies did survive the Covenant War, so using just 800 may actually balance out in the end.

Consequently, we know that Thel is responsible for destroying roughly 1.4% of humanity's colonies.

Spoiler
Super basic math I know, but it was just a fun little project I did to spend 30 minutes.

5
Gaming / Bungie CEO Harold Ryan Fired
« on: January 28, 2016, 01:02:18 PM »
Source: https://www.bungie.net/7_Bungie-Studio-News/en/News/News?aid=14282

Quote
Today, Bungie’s Board of Directors announced that it has appointed Pete Parsons to the role of Chief Executive Officer, and that Harold Ryan will be stepping down from his position as studio President. As CEO, Parsons will be tasked with leading the talented Bungie team as they continue to develop great Destiny experiences.
 
Here are a few words from Pete:
 
I want to personally thank Harold for his friendship, passion, hard work, and dedication in helping make Bungie the great company it is today. As a team, we celebrated many victories and weathered many storms.
 
To the players of Destiny, I want you to know that my number one priority, and Bungie’s, is and always has been to deliver great games that we can all share together. I believe that Destiny is a one-of-a-kind experience. I also believe you have yet to see our studio’s best work. My new role here at the studio will be entirely focused on fulfilling that promise.

 
This is yet another new beginning, and a new challenge for our studio. We remain committed to creating great experiences in Destiny.

So, uh, yeah. I don't think there's anymore Grizzled Ancients left at Bungie.

6
Gaming / All Hail Super Grunt
« on: December 08, 2015, 01:03:15 PM »
May he give eternal wisdom to Rtas 'Vadum.
May he continue to outmatch Sangheili in hand to hand combat.
And may he forever reign in command of his squad of Elite Rangers.

7
Gaming / Golem - Highwire Games (Marty O'Donnel)
« on: December 05, 2015, 03:55:39 PM »
YouTube


Looks cool!

Too bad it's PlayStation only.

8
Gaming / Halo 5 Content Update 2 - Cartographer's Gift
« on: December 03, 2015, 10:17:23 PM »
YouTube


MJOLNIR MK IV
M41 Rocket Launcher
Warzone: Battle of Noctus
Arena: Overgrowth
Big Team Battle: Antifreeze and Burial Mounds
Forge 5.0
30+ New REQs
Halo World Championship: $2 Million Prize Pool

9
The Flood / BATMAN VS SUPERMAN - GOJIRA IT'S HERE
« on: April 17, 2015, 11:14:42 PM »
YouTube

11
Gaming / Team Beyond Royally Screwed Up
« on: March 05, 2015, 07:05:03 PM »
So, Frankie decided to stop by Team Beyond, and he made it clear he wanted to have a civil conversation. He even stated his terms. Guess what happens.

Drama starts here and continues for about 10 pages.


12
Gaming / Halo MCC Latest Update Out NOW
« on: March 03, 2015, 11:31:35 PM »
The latest update for the Master Chief Collection has launched, and fixes these systems:

Source: https://www.halowaypoint.com/en-us/community/blog-posts/3-3-15-halo-the-master-chief-collection-content-update-notes

Matchmaking:

Made a variety of updates to improve matchmaking performance and success rates
Improved matchmaking search times/time to match
Improved stability throughout the matchmaking process across all titles

Parties:

Improved party stability

Halo 2:

Made improvements to multiplayer shot registration
Improved campaign stability across a variety of levels
Addressed stability issues for matchmaking and custom games
Fixed issues around resuming H2A Campaign from “remastered” mode
Improved medal display consistency

Halo: Combat Evolved:

Fixed issues regarding aim assist which resulted in the reticle being pushed away from an enemy
Improved shot registration consistency between host / client in peer-to-peer custom game matches
Resolved a variety of UI inconsistencies, including team color randomization, medals, and in-game scoreboard display


This is supposed to be the update the fixes matchmaking and party systems. Can someone with a shitty version of the game confirm it's fixed?

13
Gaming / Oh my god, the Rookie is dead!
« on: March 03, 2015, 02:54:38 PM »
inb4343isucks
inb4343ruiningthestory
inb4inb4

DEATH TO 343! HOW DARE THEY TAKE AWAY SUCH AN INTEGRAL CHARACTER TO THE FRANCHISE

14
Gaming / Halo 5: Guardians - Live Action Teaser Image
« on: February 18, 2015, 06:15:21 PM »

15
Gaming / You guys ready to cringe?
« on: February 16, 2015, 06:13:35 PM »
http://www.amazon.co.uk/Halo-Heroes-Crassus-Josh-Henderson-ebook/dp/B00TG01306/ref=sr_1_1?ie=UTF8&qid=1424093920&sr=8-1&keywords=halo+heroes+of+crassus



Quote
The Great War was a time of heroism. A time of sacrifice. A time of loss. One of it's most important conflicts was resolved on Crassus, a remote colony in the outer reaches of the galaxy.
When the Spartans arrived there, they found nothing but sand. When they left, the sand had turned red.

Oh, it also costs money.

EDIT: Are you guys shitting me? You seriously thought it was a canon book? Shit, I know you guys hate contemporary Halo but at least be smart about it...

16
Gaming / OFFICIAL Changes Made to Halo 5 Based on the Beta
« on: February 05, 2015, 12:17:13 PM »


Read the Full Post Here

Quote
—Increase base speed (faster base movement)
—Increase strafe acceleration (faster, more responsive strafing)
—Reduce top sprint speed (narrow the delta between base movement and sprint)
—Modify Ground Pound controls to prevent conflicts w/ crouch jumping
—General tuning & bug fixes for all Spartan Abilities (Thrusters, Clamber, Ground Pound, etc.)

—Sniper Rifle: improve scope experience to making it less “clunky” and faster to scope
—DMR: adjust position of the scope to improve visibility
—Bring back the SPNKr Rocket Launcher as a legendary version of the weapon
—Reduce bonuses for automatic weapons in Smart-Link & w/ headshots
—Remove grenade detonation in mid-air based on weapon fire
—Ability to turn on/off vibration feedback for weapons
—General tuning and bug fixing for all weapons

—Post-death replay: this will become an opt-in feature. After death, players will see a traditional follow-cam and have the option to view a --replay of their death from the killer’s perspective (as long as the feature is enabled within the playlist)
—Medals: decrease frequency and number of medals displayed in the medal feed
—Spartan chatter: players will have the option to turn this on or off in the settings menu
—Adding highlights to placed/dropped weapons to make them easier to see
—General tuning for announcer and Spartan chatter to reduce the frequency of events and focus on the information that matters most to players

—Improved skill detection during placement phase
—Improved skill matching
—Improved team balancing
—Prevent skill boosting
—General bug fixing & tuning

—Much faster matches
—Better skill matching
—Better feedback to players in the lobby and matchmaking experiences
—Allow players to set desired datacenter for matchmaking (may impact matchmaking speed and skill balance)
—Improved party vs party matchmaking
—Hide CSR ranks until in match to de-incentivize quitting
—Punish quitters with CSR penalties and matchmaking bans

17
Gaming / Today's the final day for the Halo 5 Beta
« on: January 18, 2015, 12:32:20 PM »
Anyone want to join me for some shreking?

Banjo?
Whiteflame?
Coco?

Go for another 45 win streak?

I might be busy today so we'll have to determine a time to get on.

18
Gaming / Anyone want to join me on Halo 5?
« on: January 09, 2015, 10:51:30 PM »
Scratch that. Just got invited by friends.

20
The Flood / I'm gonna be done with Anarchy.
« on: January 03, 2015, 01:55:02 PM »
The shitposting there is worse than /b/. So much gore.

21
Gaming / Anyone up for some Halo 5?
« on: January 01, 2015, 12:14:13 AM »
I'll be playing for an hour or two.

22
Gaming / Halo 5: Guardians Special Editions Revealed
« on: December 29, 2014, 11:08:13 PM »

Quote
Peace is shattered when colony worlds are unexpectedly attacked. But when humanity's greatest hero goes missing, a new Spartan is tasked with hunting the Master Chief and solving a mystery that threatens the entire galaxy.

Limited Edition
The Limited Edition*** of Halo 5: Guardians delivers new digital content to enhance Spartan combat plus exclusive items all wrapped in a uniquely designed steel book.

Limited Collector's Edition
A premium edition of Halo 5: Guardians for collectors and Halo fans alike. The Limited Collector's Edition*** contains the Limited Edition as well as additional content including commemorative, numbered statue designed by 343 Industries.

23
Gaming / Halo Community Feedback Program
« on: December 20, 2014, 01:41:22 AM »
SIGN THE HELL UP

Quote
In the upcoming weeks and months you'll receive surveys about your gaming habits and your unique perspectives on Halo games and experiences. When you choose to join the program, you will become eligible to receive surveys that will help us understand what you want from our games. Eventually, we’ll also try to provide some unique perks for people who join.

24
Gaming / Halo 5: Guardians Beta - Early Access Thoughts
« on: December 18, 2014, 09:47:10 PM »
I have been given early access to the Halo 5: Guardians Beta. This thread is where I'll be sharing my thoughts and opinions on it.

I know that the vast majority of us are Halo fans, and ones that like different games for different reasons. If there is something you are curious about, or want to know, just leave a request in a reply, and I'll do my best to determine the nature of it/if it exists in the Beta.

————————————————————————————————————————--

DAY 1
Quote
First Game:

Given the fact there are 5 brand new abilities, I neglected to really use them, giving me a good idea of what the base game plays. So, the movement of the game feels a lot like Halo 4. Even with Clamber in, the jump height has been increased. The jump is probably as floaty/weighty as Halo 4's despite it being slightly higher. Strafing seems to be at a Halo 4 level,as is the movement speed.

The shooting mechanics are very nice. The least amount of autoaim since Halo CE. There doesn't appear to be any bullet magnetism except for getting headshots. Either that, or the hitbox for the head is fairly large. It's not too much of an issue. I found it comparable to Halo 2.

In short:

Movement = Halo 4
Gunplay = Halo 2 w/o autoaim

Spartan Abilities:

The most familiar of them is obviously Sprint and Thruster Pack. Sprint has been nerfed quite a bit. It's less maneuverable. I won't talk about it's relationship with shielding because I'm sure you all know about that. However, it's not enough. It is however, in the right direction. There were numerous occasions where I forgot the severe penalty for sprinting and absolutely destroyed myself. My proposal to nerf it even more, is to have it so if you are shot while sprinting, you "de-sprint". That removes the ability to run away if you are being engaged. Making it so attempting to flee results in death.

The thruster pack is very natural and fits in very well. It's extremely fluid. I really have no complaints about it other than it can be chained together with sprint for concerning maneuvers. Yes, it empowers the player greatly, and makes it feel great, but often times the player chooses it to aid themselves in escaping. There needs to be some kind of relationship between sprint and thruster pack that limits their use together. I know Ghandi had some interesting ideas. So there's that.

Let's see. Lets talk about Clamber. Didn't really know what to think of it. On one hand, yeah, it casualizes the shit out of jumping and such, but on the other, it opens up so many angles of attack, and creates much, much more vertical maps. Makes some very interesting combat scenarios that I enjoyed a lot. It almost seems counter intuitive, but I would suggest to put clamber spots that aren't so obvious to allow for some skill involved. There spots like that on Truth actually. Took me 10 or 15 matches on Truth to find them all. Partly because they'e not in the main view of the map's flow, which is perfectly fine.

Smart Scope. It's literally just scoping in with a fancy UI. Only one that isn't is the AR, which I think has a slightly slower look speed. Which I don't mind considering it's a weapon that rarely even needs it.

Slide is literally useless. The range is far too short, and it's too slow. Needs to be buffed.

Charge is actually pretty good. Fairly hard to pull off, and the fact you need to be sprinting for a while to do it makes it pretty high risk. Probably does about 65% to 70% damage.

Here's the most controversial ability. Ground Pound. Early on, I determined it was balanced, but by the end of the day, I realized that it's still too powerful. Too easy to hit your target. Aiming reticle needs to be smaller, and the mechanics adjusted accordingly. Another possible way to balance it is to make it so it is only one hit kill when it has been charged up fully. The damage should scale proportionally for how long you've been charging it as well.

Final Game:

By the end of the day, I had integrated the new abilities into my Halo repertoire. It really makes you feel powerful when you know when to use them. I can't really tell you if they fit in Halo's formula or not. It's obviously up to you to determine that. But I will say that these abilities don't feel like Armor Abilities. They are much better integrated into the gameplay. And in my opinion, they are honestly better because everyone has the exact same ability. The visual cues for each of them are easy to spot as well.

DAY 2
Quote
Let's talk about the weapons.

MA5D ICWS (Assault Rifle)
Magazine Size: 32 Rounds
Accuracy: Medium-High
Thoughts: Easily the best Assault Rifle in the franchise. It is highly accurate, and dishes out quite a bit of damage. Starting off a battle using Smart Scope will ensure a nice lead in the amount of damage dealt due to the great accuracy bump. Something I noticed is that the trade off for using Smart Scope is higher recoil (reticle shifting up)
Suggestions: Lower the STK by 1, and I think the weapon will be perfect.

M6? PDWS (Pistol)
Magazine Size: 12 Rounds
Accuracy: High
Thoughts: An extremely useful pistol that requires a great deal of skill to use. One of the few weapons where the auto-aim is so low, it might not even be there. 2x Smart Scope allows for slightly extended engagements, but is obviously not suitable for cross-map ranges. The high rate of fire combined with the large magazine size leads to a decent kill time, but anyone who masters this weapon will be able to absolutely dominate the beginning of the match.
Suggestions: None that I can think of. Weapon is very fine tuned and balanced in my eyes.

BR85HBSR (Battle Rifle)
Magazine Size: 36 Rounds
Accuracy: High
Thoughts: My favorite weapon to use. It absolutely dominates at medium range. A very satisfying and well rounded weapon at 4 STK and low auto aim,it makes it very satisfying to pull off a 'Perfect Kill' or 4 shot.
Suggestions: None.

M395 DMR (Designated Marksman Rifle)
Magazine Size: 14 Rounds
Accuracy: Very High
Thoughts: This DMR has a higher rate of fire than previous iterations. Often times found myself losing DMR duels, until I realized that I was pacing my shots at a Halo 4 level. This is another weapon that has such little auto-aim I'm unable to tell of it's really there during combat. I'm also certain that this weapon has no bullet magnetism at all, making it only really useful during cross-map engagements, unless you are amazing at aiming. I really like what they've done to the weapon. Really sets it's niche at long ranges.
Suggestions: Add the tiniest amount of bullet magnetism? (May be my noob side speaking there)

M? SMG (Sub Machine Gun)
Magazine Size: 60 Rounds
Accuracy: Medium
Thoughts: This is possibly the first time the SMG has been useful. This thing absolutely shreds at close range. Using Smart Scope makes it able to contend opponents at the default range of the AR. It's also the most accurate SMG in the franchise.
Suggestions: As long as it's never used as a starting weapon, keep it at it's near power weapon status.

SRS99-S5 AM (Sniper Rifle)
Magazine Size: 4 Rounds
Accuracy: Very High
Thoughts: This sniper has no noticeable bullet magnetism or auto aim. Making it very hard to land body shots. Only got my first true 'Snapshot' today. These traits change quite a bit while using Smart Scope. Auto-aim is at a low setting, and bullet magnetism is at a setting comparable to the Halo 2 sniper rifle.
Suggestions: Lower the auto-aim in Smart-Scope. It's too easy to achieve headshots.

Prophet's Bane
Magazine Size: 100% (10 Uses)
Accuracy: N/A
Thoughts: I can't remember the name 343i is using to classify these unique weapons, but I've been calling them super weapons. This thing is an absolute over powered monster. Just having it out increases your movement speed by 130%. The weapon has a normal lunge range, probably similar to a Halo 3 level. When using Smart Scope, the lunge range triples at the cost of no sprinting. Enemy players are unable to de-scope you while using this weapon's Smart Scope.
Suggestions: Turn down the brightness on this weapon. Way too bright in first person. Keep it bright in 3rd person though, such a powerful weapon needs to be easily seen.

Note: I am not a PC gamer. My interpretations of "no auto-aim or bullet magnetism" may be biased as a result.

The gunplay in this game is fast, punchy, and has quite a skill gap with the very low aim assist. It's easily the best part about the game in its current iteration.

DAY 3:
Quote
Today was met by some server issues, so I wasn't able to get too much in today, but still about 5 or 6 hours.

I think this will mostly be subjective. On the other two days, I tried to be as critical as possible, taking into account things that didn't personally bothered me.

So, while the servers were down, Chronarch and I opted out to start working towards Helioskrill. We quickly learned that wouldn't work out due to the fact we're an ocean away. So we played some multiplayer instead. First match was Halo CE. I was actually struck with the realization that Halo 5 actually has less auto-aim than Halo CE. That was a pretty big surprise that I liked.

After the servers were fixes, and we got into our first match of the day on Empire, I was hit with the realization that this feels like Halo to me. It was surreal actually. I wasn't expecting that. I don't want you guys to interpret that as me saying, "this feels like Halo for everyone." Because I'm not. After two games with significant changes made to the formula, and the endless barrage of "this feels like Halo!" from numerous sources, I don't feel comfortable telling you all that. Many of you have already made up your mind. And that's alright. I won't urge you to try the game. All I can say is that at least you know early on to not get your hopes up. You now have no need to be emotionally invested.

Anyway, let's get back to the game. So, quite a few times I've seen people point out all the ringing going on. On YouTube and streams, it's hard to discern where it's all coming from. Using my A50s, I was able to tell very quickly. There's two main sources. The first I noticed is actually the sound of your empty casings hitting the ground. 343i have really made leaps and bounds in their sound department, so this game sounds realistic and visceral. The second source is a hitmarker noise. I know many of you are going to groan at that, but looking at it from a game design point, it's not a bad idea. Giving the player any kind of feedback for everything they do is paramount. Of course, this particular pinging might be considered annoying. My game design side is telling me to keep in in and alter it so it doesn't bug as many people. But just as a fan point of view, it'd be acceptable to leave it out.

Moving on. Today I actually noticed that there are no more grenade indicators, which is particularly good. Still hitmarkers on the grenades, but in the current iteration of the game, I think that's alright given how mobile everyone is.

One thing I neglected to mention because I felt it was obvious, is that the seamlessness between the aspects of the game isn't perfect. I don't know how to describe it other than that its rough around the edges. Easy stuff to fix with it being a year out.

Before I finish up, lemme quick talk about the maps. So Truth, in my opinion, is the best iteration of midship yet. It was my favorite map in the beta. Empire was good as well, but it was a bit lopsided in it's flow. Controlling the back of the map that is outside is fairly easy and leads to a relatively easy victory, given how good your team is.

Never talking about the level system, so let me do that. There's two level systems in the game. There's your Spartan Rank, which functions almost identically to how it does in Halo 4. It is used for unlocking cosmetic items only. My only suggestion is to put a bigger emphasis on winning, so you get the bulk of your XP from winning the match, rather than completing it.

The second is your CSR. You guys might remember this from Waypoint back in the Halo: Reach days. It has been completely revamped, and boy does it kick ass. So, first off, is that you need to be placed. To do that, you need to complete 10 multiplayer matches. After that, the game assess your skill level and places you in one of six tiers. There's Bronze, Silver, Gold, Onyx, SemiPro, and Pro. Each one of those then has 3 levels in themselves. IE, I was placed in Gold, so I needed to progress through Gold I, Gold II, and Gold III. After completing Gold III, I would move on to the Onyx tier. Once in a tier, you can never derank out of it. So I can't go down to Silver. You can derank from the individual levels though, so going down from Gold II to Gold I in example.

CSR works based on Performance Points. You gain Performance points if your team wins. If you did poorly, you may only gain 3 or 4 Performance Points. If you do well, you'll get anywhere from 14 to 18. The same goes for your team losing, only difference is that you're losing Performance Points instead. At the end of every match, you are shown how many Performance Points you've gained. Your ranks are shown publicly as well. This ranking system is the best in the franchise I feel. It's no longer arbitrary in when you'll go up a level or down one. And you can see your progress, making you really work towards being better. 

Closing thoughts:

The three days I had playing the Beta were an absolute blast. I was asked if the game would sputter out like Titanfall did. I thought about it a bit, and I think I can say I'm leaning towards no. A huge aspect Titanfall is the want to unlock new items to create the Titan and Pilot you want. Halo 5 is an arena shooter, so there's nothing to unlock. The only motivating thing in the game is to do well. And when I did well, I had a great amount of fun.

If you have the Master Chief Collection, play the living shit out of the beta come the 29th and provide as much feedback as you can. It's our one opportunity to truly shape how Halo 5 turns out come launch a year from now.

25
The Flood / Ever wondered what a Neanderthal would sound like?
« on: December 11, 2014, 12:45:04 AM »
YouTube


Now you know.

26
Serious / Calc I Help - Fundamental Theorem of Calculus
« on: December 08, 2014, 08:31:10 PM »
f(x)=∫0x3 t3dt

Integral of 0 to x^3 t^3 dt

What I know tells me to do this:

Let u=x^3
du=3x^2dx

Divide by 3x^2 on both sides

(1/3x^2)du=dx

Going back to f(x), I replace 't' with 'u' and multiply by the derivative of 'u' due to the Chain Rule.

(u^3)1/3x^2

Now I substitute 'u' with x^3 and get:

(x^9)/(3x^2)


———————————————————————-

I submit my homework electronically, and it tells me if the answer is correct or not. Obviously it's telling me that's not the right answer. Looking at Wolfram Alpha, I find (x^12)/4 but that isn't the answer either.

Help?

—————————————————————————-

UPDATE: Well, this thread was useless. Just realized my mistake. Although I guess the question is now, why is it that you don't go all the way with the chain rule this time, because I don't get that.

27
Septagon / I keep getting redirected from the site
« on: December 05, 2014, 08:40:52 AM »
I use the mobile site quite a bit, but I keep getting redirected to the App Store to a game called 'Shadow Kings'.

28
Gaming / MCC 12/3/2014 Patch Notes
« on: December 03, 2014, 07:44:44 PM »
Quote
The next time you log into Halo: The Master Chief Collection, you will be prompted to download the latest content update. This particular content update focuses specifically on matchmaking. Please note that while this update will improve team balance issues, we do not expect it to fully resolve uneven teams.  Our next content update, targeted for early next week, will address team balance.

While today’s update contains several high-priority improvements, we continue to work on additional content updates that will address further items. Below, you’ll find a summary of the updates that are included in today’s update.

  • Made a change to allow for matches to start once minimum player counts are met, allowing for faster matching times.
  • Made an update to resolve issues that caused false matches to be created, which resulted in a variety of matchmaking issues, including slow matchmaking and bad session starts.
  • Streamlined the process for maintaining party continuity through the matchmaking process.
  • Made an update to the high-level matchmaking flow that will reset lobbies after each match. Moving forward, players and party leaders need to press "B" after the post-game-carnage report, and select a playlist for their next match. This flow is consistent with previous Halo titles.
  • Improved user experience through removal of non-actionable error messages. This will allow for a more seamless matchmaking flow with less interruption and confusion.
  • Improved the post-game experience to fix an issue that could result in a player getting sent to another player’s lobby, rather than returning to the matchmaking screen.

We have additional updates on the way in an effort to further improve your experience with Halo: The Master Chief Collection. We thank you for your continued feedback, patience, and support.

29
Gaming / Laundry Duty
« on: November 24, 2014, 10:06:46 AM »


Promotional poster for the game I'm developing with my team.

We'll have a trailer with gameplay up in a week or two.

30
So, I have mixed feelings about it. On one hand I am quite pleased at what I accomplished, but on the other, I feel the essay itself is rather sloppy due to the fact I needed to approach this essay at a completely different angle than what I am used to due to the sheer size and scope of what I needed to research. Distinct paragraphs had to be broken down into smaller ones as they were inflated to take up entire pages, and sometimes they were broken down into nonsense and obscurity.

Overall though, I am satisfied. Just turned it in a few minutes ago.

Spoiler
Constructing a Space Elevator in the 21st Century

          We look up at the stars almost every night, some wanting to travel out there. However, traveling to space is only for the few, talented, and privileged. Childhood dreams of becoming astronauts are quickly dashed as we get older and realize how unlikely our chances are. Even after all our progress after the space race, traveling into space is incredibly dangerous and costly. So space programs have recently turned to the concept of a space elevator: the idea of tethering an anchor on Earth to a ballast in space with an elevator to travel along the tether. As we look toward the future of space travel in the 21st century, the space elevator is becoming increasingly attractive for its uses, relatively simple design, and cheap costs.
         
          The very first purpose a space elevator would serve is for government orientated tasks. One such task is putting satellites into Geostationary Earth Orbit (GEO). Launching satellites into space via surface based rockets may seem like the easiest and most immediate method. While it is the most immediate, it is not the easiest. To launch a surface rocket carrying a payload, such as a satellite, space agencies need to account for fuel and atmospheric resistance. With a space elevator, space agencies have the capability to transport the satellite carrying rocket to an altitude above Earth where gravity and air resistance are negligible (Quine et al. 15). If you were to send a payload to the ballast of the tether instead, the velocity from the orbit around the Earth could be used to sling-shot the payload to distant destinations like the Moon, Mars, Saturn or Mercury (Smitherman 30). The positive effects of constructing a space elevator will bring are broad and far reaching. As Dr. Edwards states in his space elevator report, the immediate first use of the space elevator is deployment of Earth-orbiting satellites for telecommunications, military, Earth monitoring, etc (Edwards 26). In 2013, the United States launched 79 satellites into orbit (Launches Per Year). With a space elevator alone, it is estimated that it will be capable of launching 110 United States satellites when it is fully operational (Edwards 27).

          The applications and uses of a space elevator would need to be far reaching and lucrative.  More so than government satellites and tasks alone. According to Edwards, a space elevator would do just that, “The immediate market size expected when the space elevator is ready to launch its first commercial payload is around two to three billion dollars per year and expected to grow rapidly as system operations improve” (23). Such an industry would encompass many fields of work, including communications and remote sensing systems that can reach far away locations, and even tourism (Quine et al. 6). These examples represent the applicable future of space elevators.

          Thinking further down the line, a space elevator would provide fast and easy access into space resulting in numerous benefits for the space community and the Earth itself. As Systems Analyzer at NASA David Smitherman points out, this could result in industries known for polluting Earth’s biosphere being moved into space (Smitherman 30). Additionally, moving supplies and large objects into space would no longer require a massive expenditure of fuel on Earth. With a space elevator, the same tonnage of cargo could be carried with only electrically powered systems (Smitherman 30). As Smitherman explains, space elevators have the ability to be extremely ecofriendly, “A space elevator can allow the construction of massive solar-powered systems in orbit and help carry the power down to Earth. This could alleviate the problems of large-scale power production in the biosphere, end strip mining for coal, reduce power plant emissions and greenhouse gas production, lower radiation levels, and perhaps have a positive impact on global warming concerns” (30). Along with that, the research needed to build a space elevator would result in lighter weight materials which would benefit transportation vehicles (Smitherman 30). The space elevator is one of very few inventions that may allow Earth to lower orbit launches cost less than $10/kg. (Smitherman 29) The low cost of sending objects into space via a space elevator would remove the budget and resource limitations of exploring the solar system. Industries like extraterrestrial mining, colonization, and exploration (Smitherman 29). For extraterrestrial mining, it would create a new supply of rare earth metals among other resources, while developing technology that could potentially be used to prevent an asteroid from impacting Earth (Smitherman 30). Perhaps even more importantly, a space elevator’s access to space may be the only way to feasibly build extraterrestrial human colonies (Smitherman 30).

          Next in line for building a space elevator, is where to put anchor on Earth. Because Earth rotates on a tilted axis, it will need to be near or on the equator, otherwise, the tether could collapse due to an irregular rotation around the Earth. Research done by NASA has narrowed down two possible anchor locations: The Indian Ocean at 70 and the Pacific Ocean at 104W (Smitherman 24). As for what the anchor should be, Edwards cites the use of a mobile sea platform (Edwards 16). Such a platform would be needed due to the vast amount of objects, manmade or otherwise, in orbit around Earth. The US Air Force alone detects approximately 8,700 objects 10cm or larger in diameter orbiting Earth (Smitherman 25). As a result, precise and accurate radar would be needed to locate orbiting objects and their trajectories, to determine if the elevator needs to be moved out of the way of impact (Quine et al. 3). Another issue to consider is the effect a space elevator will have on other major space infrastructure developments like a space station, which are not so easily moved (Smitherman 27). Along with orbiting objects impacting the elevator in orbit, there are a few other destruction or damage scenarios to prepare for. If the tether were to bend away from the vertical axis of the anchor by 10s of degrees, the damage is found to be catastrophic (Edwards 15). Given how thin the tether is compared to its length, a lightning strike would break the tether. However, despite extended monitoring of potential anchor sites, the actual danger presented by lightning cannot be ascertained (Quine et al. 3).
 
          Perhaps the most important part of building a space elevator, is assembling it. Building it like a skyscraper is simply infeasible due to the sheer height of it. So then the option becomes to deploy the elevator in pieces from space craft, carrying sections of it into GEO. The issue here is then how to create an efficient system to transport the massive amounts of materials into orbit for construction (Edwards 21). With current space shuttle technology, sending sections of the elevator into space for assembly is determined to require at least 24,000 separate flights (Quine et al. 3). However, using a shuttle with a far more powerful and advanced engine would allow significantly less flights to transport the space elevator into orbit for assembly. One such viable option is the magnetoplasmadynamic thruster (Edwards 21). Sending the sections of the elevator into orbit for assembly is difficult, but not impossible.

          In order to build a space elevator, certain emerging technologies are required. Let’s look at them in greater detail. For the material that will support the space elevator, it will need to be strong on an unprecedented scale. The best material of the 21st century, and possibly later, for the structure of a space elevator is Carbon Nanotubes (CNTs). Edwards put it best, “As we have stated many times, steel is not strong enough, neither is Kevlar, carbon fiber, spider silk or any other material other than carbon nanotubes.” (Edwards 7) At our current understanding of CNTs, their theoretical strength is 300 GPa (Edwards 7). Despite the extreme strength CNTs can have, they are eroded away at one nanometer per month by high density of atomic oxygen. As a result, sections of the tether will need a surface coating to prevent it from losing mass and strength (Quine et al. 3). Even though CNTs have enormous strength today, they are inapplicable to larger scale structures with our current CNT creation method (Espinosa et al. 1). However, it would be theoretically possible to build the structure of a space elevator out of materials available today if the structure is thick enough to compensate for the strain and cargo load (Smitherman 4). For the elevator itself, it may be the most beneficial to use a MagLev mechanism (“Magnetic levitation is the process of levitating an object by exploiting magnetic fields. If the magnetic force of attraction is used, it is known as magnetic suspension. If magnetic repulsion is used, it is known as magnetic levitation.”) (Williams 4). The reason being, is that if we were to create the elevator mechanism using rollers, the contracting and expanding of the ribbon would cause slippage, and create wear and tear which could lead to inconvenient repairs (Edwards 18). Because the anchor would be attached to a moveable sea platform, it may not be possible or convenient to have an onsite power facility. The solution to this problem is to outsource the space elevator’s energy to offsite locations. This energy would then be wirelessly transferred to the elevator. Current comprehension of wireless energy has an efficiency rate of 49% when using an array of satellites (McLinko et al. 7). While this is expected to increase as our technology progresses, it may be more viable to simply attach solar panels to the ballast and tether. Promisingly, all of this technology should be attainable in the next few decades (Smitherman 29).

          For the simple design, many uses, and cheap expenses, the space elevator should be easily attainable at some point in the future of the 21st century. Not only is it very efficient at its intended uses, but it will ultimately bring change to other industries. The impact would extend all-round the globe, connecting humanity like never before as satellites are brought online at an unprecedented rate. Perhaps even most exciting, is that it will unlock our access to what the famous television show Star Trek has so correctly dubbed the final frontier: space.



Works Cited
Edwards, Bradley C., Ph.D. "The Space Elevator NIAC Phase II Final Report." Eureka Scientific (2003): n. pag. Web. 30 Oct. 2014.
Quine, B. M., R. K. Seth, and Z. H. Zhu. "A Free-standing Space Elevator Structure: A Practical Alternative to the Space Tether." (n.d.): 1-27. Web. 30 Oct. 2014.
Smitherman, D. V., Jr., comp. "Space Elevators: An Advanced Earth-Space Infrastructure for the New Millennium." (2000): 1-47. Aug. 2000. Web. 30 Oct. 2014.
Filleter, T., R. Bernal, S. Li, and H. D. Espinosa. "Ultrahigh Strength and Stiffness in Cross-Linked Hierarchical Carbon Nanotube Bundles." Advanced Materials 23.25 (2011): 2850-860. 29 Apr. 2011. Web. 13 Nov. 2014.
McLinko, Ryan M., and Bassant V. Sagar. "Space-based Solar Power Generation Using a Distributed Network of Satellites and Methods for Efficient Space Power Transmission." (n.d.): n. pag. Society of Photo-optical Instrumentation Engineers, Apr. 2010. Web. 13 Nov. 2014.
Williams, Lance, comp. "Electromagnetic Levitation Thesis." Thesis. 2005. 2005. Web. 13 Nov. 2014.
"Satellites Launched Per Year." Satellite Debris. N.p., n.d. Web. 19 Nov. 2014.

Pages: 1 2