West coast avengers 1 value
WestCoastAvengers
2021.01.17 08:29 YawnerCube WestCoastAvengers
Celebrating the west coast branch of the Avengers
2008.03.29 08:05 AFL: Everything Australian Football
AFL: The home of Australian rules football on Reddit, including the Australian Football League and all other aspects of the game. To assign a user flair to yourself on desktop, expand the community options menu below and click the pencil icon by your username. On mobile, tap the 3 dots beside your profile picture and select "change user flair"
2013.12.22 15:37 iCactusDog Ant-Man: Size Matters
A subreddit dedicated to the Marvel Comics character Ant-Man. A character with many personalities, including Hank Pym, Scott Lang and Eric O'Grady, he uses his incredible abilities to fight crime.
2023.06.04 00:26 Excellent-Shock3745 Should I feel offended or what?
2023.06.04 00:26 OxyC377 [Race Day 2 - Sat 4 June 2023] Bench Racing ≫ Lets talk about the races when they are happening! × Who is going to win the first big bike race of the week?!
| Time Schedule - 1:30 PM (IOM Time) ⌇⌇ 14:30 CEST – Solo Warm Up Session
- 2:40 PM (IOM Time) ⌇⌇ 15:40 CEST – RST Superbike Race – 6 Laps
Entry list Entry List: Superbikes (Part 1) Entry List: Superbikes (Part 2) The weather Weather between 1PM and 4PM at Douglas (IOM) Fastest 20 riders through the week on Superbike - Michael Dunlop – 135.531 (Unofficial lap record)
- Peter Hickman – 134.910
- Dean Harrison – 134.216
- Davey Todd – 132.194
- Josh Brookes – 131.098
- John McGuinness MBE – 131.003
- Jamie Coward – 130.945
- Conor Cummins – 130.924
- Rob Hodson – 129.279
- David Johnson – 129.243
- James Hillier – 129.210
- Michael Rutter – 129.147
- Phil Crowe – 128.822
- Shaun Anderson – 128.331
- Dominic Herbertson – 128.280
- Jim Hind – 128.129
- Brian McCormack – 126.965
- Sam West – 126.375
- Julian Trummer – 126.068
- Craig Neve – 125.736
Read more: roadracingnews.co.uk How to follow the races on TT+, Live Timing or Radio: ► here is ◀ all and more info. submitted by OxyC377 to RoadRacing [link] [comments] |
2023.06.04 00:25 cmpbaby Primary Value - Units
| Was hoping maybe someone could help me out. This is sort of a two part question. First one relates to the photo; I have the units in my document settings set to IPS. Despite setting this prior to creating a sketch, when I put my value in, the displayed units show meters. Is there some way to fix this? Secondly, regarding personal settings in general; I work for a company that operates of the same network. I believe because of that, whatever the network settings are, that’s what loads whenever I open solidworks. I’ve tried save/restore user settings and have saved my “profile”, but I don’t think I’m the user referenced when loading the UI. Is there a way for me to load my settings each time without affecting what loads for the others in the company? TIA submitted by cmpbaby to SolidWorks [link] [comments] |
2023.06.04 00:21 ameeps Selling under face value tickets for the show at Le Poisson Rouge this Wednesday 6/7
Selling 1-4 extra tickets for The Antlers this upcoming Weds June 7 at LPR. Can't make the show anymore. Tickets were $40.17 face value, will sell these for $29 each as I would rather take a discount than eat them. Chat me if interested.
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ameeps to
TheAntlers [link] [comments]
2023.06.04 00:21 Covenant404 Took this test again. It seems my views have changed a bit.
2023.06.04 00:20 JamesCDiamond Future centre back or midfielder?
2023.06.04 00:18 WeekWon What is the base chance to get advantaged enemies?
I'd have posted this in the weekly question thread but I only saw the main one from a few weeks ago.
I'm a newer player, I've never played these kinds of games before and I'm trying to learn things as I go.
My question: What is the base chance to get advantaged enemies?
My flame is 91% meaning the enemies have no bonus chance. But I got elite enemies (20% max hp & dmg and +1 SPD).
I think the wiki is a bit outdated, it says 10% bonus chance starts when the flame hits 60%. Iirc, i saw it was different in my game last night (can't remember the exact value).
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WeekWon to
darkestdungeon [link] [comments]
2023.06.04 00:16 ChronicReign 2 ways to fix log in issue.
** If you have been in que for a long time and in the "Start game pending" screen. Just twirl your character in the background.**
1st way - Change VPN to West coast or S. Korea.
2nd way - Keep restarting game until you get a low que. Let low que run out until screen says "Start game Pending" stay on this screen for a couple of mins. Then twirl your character around in the back ground by using right click.
I've got mutiple people online with these ways. Don't tell me they don't work.
Edit - The que times don't mean shit. Restart your game a couple times and find out yourself.2nd Edit - Everyone i fixed this for was on PC btw....
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ChronicReign to
diablo4 [link] [comments]
2023.06.04 00:16 Robo_Pineapples5321 I think it would be cool to have a longer lego game focused on phase 3 of the mcu
It would be like Lego Avengers but with Civil War and Avengers 3 and 4, with unlockable singular levels for the other movies. Maybe like 5 or 6 levels per each of those 3 movies and 1 for all the other ones
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Robo_Pineapples5321 to
legogaming [link] [comments]
2023.06.04 00:16 Thatsthedetonat- What would be a good motherboard for this build? Also if anyone uses this website, does anyone know why it says not compatible or if it is just a beta bug?
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2023.06.04 00:15 MajikChilli Bubbles and Julian making an appearance in Uncanny Avengers (2015) #1
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2023.06.04 00:15 Familiar_Smoke7807 H: Qe15rl handmade + a lot of chainsaws W: Uny/ap/wwr LL (don’t care what armor)
2023.06.04 00:14 HistoriaArmenorum Armenian from Iran Illustrative DNA medieval and antiquity breakdown
2023.06.04 00:13 MajikChilli Bubbles and Julian from Trailer Park Boys making an appearance in Uncanny Avengers (2015) #1
2023.06.04 00:12 Josuke_kun Suggestions? I’ll probably only purchase when market crashes though
2023.06.04 00:12 dbldeuce915 [Diet Shift][lean-chix] Come and lend a hand...
2023.06.04 00:12 burnttoast14 Why don’t people recognize investing in RE also a form of compounding money like investing in stocks?
Everyone already knows that you gotta push to get to the first $100,000 and then in addition also continuously contribute, after then it becomes more noticeable at $300,000 then really noticeable at $500,000 mark which it just takes off fast
But why don’t people also consider that if you buy a property for example $1,000,000 for the 20% down needed, the property value is gonna continue to outpace your initial down payment AND EVEN contributions like as if it were a stock :(payments, maintenance, property tax, insurance etc.)
Sure it has its ups and down but don’t stocks go up and down also?
The way I see it, Once your at that point on the property ladder, its as if you dumped that money into an index fund and let the compounding / growth effect do the work
Thoughts?
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burnttoast14 to
PersonalFinanceCanada [link] [comments]
2023.06.04 00:11 Sun-praising The human gatekeeper
Preliminary report Experiment TMP-83-3441: Lead scientist: Galahanz (Species: Colgator) Further personnel: Zahahan (Species: Colgator), Scientific Assistant
As with all projects of the TMP-83 series, we studied a species of sapients with the post-mortem visual enhancer. As protocol we used a flying drone with concealment technology for the collection of data in their habitat, technical details are declared in appendix 1.
For context - this allows us to observe what we've called gatekeepers of that species. Those are the guides that bring them to the afterlife. From sentient winds to rabid beasts, they can be anything, but usually take form as a deceased member of that species, most often only the skeletal or chitinous structure of them. Their behavior depends on the species and may include a forceful shove, a fight, debates or bribery, but is a consistent ritual for each species with little deviation for individuals.
The race in question are the humans, native to the (sol system) in the (milky way galaxy).
As such descriptions have been made in their history, culture and art, we expected to see the standard skeletal structure, which in their culture had a black robe and a primitive cutting tool, which was the most likely candidate for a gatekeeper. Opposed to any other species, we did see multiple candidates for a gatekeeper among their medias which all fulfilled the role of a gatekeeper. Other examinations never involved depictions of gatekeepers than exist for them, yet those gatekeepers seemed to contradict each other.
As in all 440 examinations before, we entered a medical facility as those have the highest chance of deceased subjects after arenas, which are illegal under human law as is common for most species.
The first subject to meet our criteria, identified as TMP-83-3441-B or 441-B, was a male of 46 of their years. He fell on a spikes fence as part of an accident in their mobility system and was delivered to the facility with no less than 6 holes in his abdomen. Nonetheless, he was alive for more than (40 minutes) after the accident.
His passing caused the first opportunity to observe the humans gatekeeper, henceforth identified as TMP-83-3441-A which is shortened to 441-A. 441-A shows itself against expectations as a seemingly healthy yet very old human man with a long, white (beard) and gray archaic clothing.
It starts the ritual of the gate by drawing a time telling device from inside the clothes, which is not unusual for a gatekeeper to have. He then informs the (soul) of the deceased, which separated from its body, that "his time is up". To which 441-B replied with an "Awww." Note: this may require further context to interpret.
441-B furthermore inquires if exceptions can be made, to which 441-A relays "Do I look like charity to you? Besides, 46 ain't that bad and you've done a great deal in your life." Seemingly unsure yet at least willing to continue, 441-A guides him with a hand on his back to the gate. Like all gates observed before, we cannot ascertain what's behind it and the ritual has been concluded.
The second and last subject is 441-C and an old female that has too many issues to categorize her death as anything other than old age. She was sleeping before the gatekeeper approached her with the time telling device already drawn. This time in a form similar to the first, yet female. 441-Cs soul was able to answer 441-A without waking up with her body. Their conversation goes as follows:
Gatekeeper: “Your time is up”. 441-C: “Finally, what took you so long.” Gatekeeper: “live” 441-C: “I guess that's fair. But can I get a minute or two to say goodbye to my son?” Gatekeeper: “I guess I can wait for 3 minutes.”
The vital signs for 441-C continue to worsen, yet she wakes up. She looks around her for a few seconds, seemingly dazed, until she grasps to her personal device and starts speaking. Much to our surprise the gatekeeper turned around to face us, or rather our drone.
It explicitly condemned our behavior of “spying on a dying grandma” and then proceeded to smack our drone. This resulted in a severe malfunction with the power system, rendering the drone completely inoperable. After this exchange, we realized that in the last 3 seconds 441-A had established themselves as the most anomalous gatekeeper observed by far, as it had broken the following 3 “rules” previously thought valid: Gatekeepers cannot interact with our world. Gatekeepers cannot influence death, only collect souls. And lastly, gatekeepers have no agency of their own, beyond executing their ritual.
This leads me to the following recommendations: While we could use more knowledge about their gatekeeper, I strongly advise against collecting it or contacting the humans. Despite their high constitution and resistance, they would not be worth the risks of integration. A first contact war may be likely, depending on who contacts them. Their moral values place too much importance on the individual or principles which would only harm the scientific efforts, which are much more significant for the Colgator Commonwealth Alliance.
While a first contact war is nothing new, the collected information shows that their gatekeeper itself not only can affect the material world, but also delay the death of any of his species. We may well have to fight a species that will not die, if their gatekeeper so desires. I would hesitate (if only for a single breath) before wishing our enemies such a war, and seek to avoid it with us at all costs.
Thanks for checking out this story, I only sporadically post anything and this is a "late night creation", so please inform me about any mistakes so I can fix them in the morning.
To anyone foolish enough to subscribe to my content here: I still have ideas but cannot bring myself to take the time to write them down. That might get better soon, might not.
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Sun-praising to
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2023.06.04 00:10 Vulcann111 [H] 300+ Games [W] Steam Marketable Items (Cases, Gems, Keys, Skins, Trading Cards etc) and Wishlist
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2023.06.04 00:10 JayZsAdoptedSon [US-TX] [H] TPB and Epic Collections: Avengers, Batgirl, Hawkeye [W] Paypal
Infinity Gauntlet. Paperback. $12
All-New All-Different Avengers. Vol 1-3. Full run. Paperback $15
Batgirl by Gail Simone vol 1-5. Full run. vol 5 is SHC and rest is paperback. $40
Hawkeye Saga of Barton and Bishop (Remainder Mark) $20
Hawkeye vol 5 and 6 (The Lemire run. Slots immediately after Fraction Hawkeye and before Kate Bishop: Hawkeye) $10
All including shipping
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JayZsAdoptedSon to
comicswap [link] [comments]
2023.06.04 00:10 Ceezyr An Investigation of Random Bullet Spread
I posted this to
/truetf2 as well but could not cross post.
I've been sitting on this for a little while now and I've hit the point where any questions I have about it I can't fully answer on my own. To make a long story short for a while I've wanted to simulate random bullet spread in this game to figure out how much of a difference it makes. Doing that in TF2 would be slow and have a ton of errors but if I could figure out how to simulate it externally, that would allow me to create extremely large amounts of data and test a lot of scenarios. The problem is I didn't understand how random bullet spread works, specifically what makes it random.
How does random spread work? To figure that out first I looked at the code. Searching about this topic always lead me back to the same
/truetf2 thread and
this comment which links to TF2-Base and has this chunk of code:
// Get circular gaussian spread. float x, y; x = RandomFloat( -0.5, 0.5 ) + RandomFloat( -0.5, 0.5 ); y = RandomFloat( -0.5, 0.5 ) + RandomFloat( -0.5, 0.5 );
This seemed useful because it at least implies they are handling the angles in x and y rather than using some other coordinates but it also raised some questions. If I assumed the function RandomFloat was gaussian, why are two calls being added together? I also wasn't sure if the arguments passed were limits being placed on it or something else. Digging further I got to
this file with another relevant code block.
//----------------------------------------------------------------------------- // A couple of convenience functions to access the library's global uniform stream //----------------------------------------------------------------------------- VSTDLIB_INTERFACE void RandomSeed( int iSeed ); VSTDLIB_INTERFACE float RandomFloat( float flMinVal = 0.0f, float flMaxVal = 1.0f ); VSTDLIB_INTERFACE float RandomFloatExp( float flMinVal = 0.0f, float flMaxVal = 1.0f, float flExponent = 1.0f ); VSTDLIB_INTERFACE int RandomInt( int iMinVal, int iMaxVal ); VSTDLIB_INTERFACE float RandomGaussianFloat( float flMean = 0.0f, float flStdDev = 1.0f );
Those two calls are to the uniform random variable function, not the gaussian function. From a quick google search I did find that this is a way to approximate gaussian distributions but with only two it should like basically like a triangle instead of a smooth gaussian. There are a few reasons I could think of why they did it this way but the important thing is they return values between -1 and 1, which implies the variables scale some other value.
Every tf2 weapon has a ctx file that holds variables about it and the shotgun has four, one for each class and they are basically identical. In each of those there is a variable named Spread with a value of 0.0675. That's far too small to be degrees but for radians it seems about right and implies that the random pellets from a shotgun can take a maximum angle of 0.0675 radians from center in x and y.
All of this would be relatively simple to simulate but I couldn't find hard numbers on the fixed spread pattern and wasn't sure the values even meant what I thought they did. TF2-Base as far as I'm aware isn't the actual code as well, so maybe whatever Valve has internally is different. So I decided to test it.
Experiment setup I created a map that contained a single room with one wall textured with the solid blue dev texture. The bullet decals were all replaced with a small gradient so they were identical and easier to see compared to the default. On accident I also discovered that setting decals to 9 removes the single perfectly accurate shot, which is lucky because it simplified processing later.
To run the test I selected engineer and bound a single key that would shoot and call impulse 101 to reload. A python script would automatically send a keypress, wait for the recoil to settle, then take a screenshot (which was also cropped to just a small region the bullets could land in). I let this run for a couple hours and generated about 3,800 screenshots. I could have also toyed with the host timescale to speed up this process but I was worried it could possibly have other effects that might invalidate all of this.
Data Processing Making the wall solid blue made processing the data very simple. At first I intended to make the decal red, but alpha weirdness I don't understand made them black. That meant all I had to do was select the blue channel and then invert the image so that all the decals went to the max value and the wall texture went to zero. This was passed to a function that can find local maxima and it would return the location of each pellet. I had also taken a single screenshot of the fixed spread pattern and another where I used the measure texture. These gave me a perfect center and a conversion to hammer units from pixels. From this data I converted back until I could determine the angles in x and y. Some shots did overlap and were lost but they shouldn't dramatically effect the end result.
An example of the screenshot, with the processed version next to it, and all of the bullet decals automatically circled is below.
https://i.redd.it/z3r2wcfmt83b1.png Results As expected, the maximum magnitude for the angles was about 0.065. Getting exactly 0.0675 would be unexpected because it is the least common value and there is going to be some error. A histogram below shows all of the angles I found:
https://i.redd.it/zwa01nqnu83b1.png Unexpected Findings This is where things started to get weird. I had created a scatter plot of each shot and after a while realized it didn't have enough points.
https://i.redd.it/u8utncwpv83b1.png 3,800 shots times 9 (with some losses) should be over 30,000 individual points easily. There should be overlap in the middle where they are closer to max probability but even then the center should be nearly colored in. As it turns out a lot pellets were landing in the same spots. Even stranger is that I was getting exactly repeated shots. The example shot from the first image occurred 23 times. I didn't test for any symmetries so it's possible those also occurred.
I've come up with a few theories on what is going on:
- TF2 is using a table based random number generator. This is how Doom handled random numbers, at least partially for demo compatibility and it did have effects in game. Some weapons couldn't deal the maximum damage the gamecode implied elsewhere but can in sourceports that change how this work. Of the theories this one is the least likely, but it's not impossible.
- The RNG used is bad. There are a bunch of ways to create bad RNG but unless it was a mistake I can't think of a reason why they would stick with it. A good RNG shouldn't have significantly more performance overhead.
- New seeds are frequently generated from player input. Of the options this seems the most likely because if it is the case I created the worst possible scenario. There is only one player input occurring and since it is automated it should be almost exactly the same. There isn't mouse input that should be a good source for seeding, no real inconsistency in key press time, and there is nothing else that should be calling the RNG to help advance it. The other related possibility is that maybe calling impulse 101 or any of the other tweaks I made are causing an issue.
- I screwed up in some other way I haven't thought of. This one I view as the second most likely explanation.
One of my reasons for sharing this now is that I am not sure how to figure out the correct results. I can think of some ways to test out option 3 but they would significantly complicate scripting and possibly require active input which would be tedious. If that is the reason I got weird repeats, the data would be useful in implying that the code is working the way I'm assuming it does.
The other reason for sharing is if it does turn out to be issue 2 or 1, that could imply other effects that I haven't tested. These things are unlikely to be noticed in game, but if we for example knew shotguns with random spread almost always put more pellets to the left of the crosshair that may be significant. Or it's option 4 and I can't find the problem on my own.
Below is a google drive folder that contains basically everything I used and another write up I need to edit. There are a lot of pictures you can view and a zip of them to download. There's also a spreadsheet containing all the shot locations that gives slightly different min and max values, probably due to differences in float precision and tangent calculations compared to how I actually did the analysis.
https://drive.google.com/drive1/folders/1vFadC98NJKTdTYBPiJVP2uDY7OOtt7_5 TLDR I tested the random bullet spread in TF2. If I'm right random pellets can be a maximum of about 3.9 degrees off from a straight line down the crosshair. There was some weird stuff that could be a mistake that makes this all pointless, but it might be nothing or it might imply this game is even more broken than most of us assumed. If there are any source engine wizards out there I would love to get some feedback on what they think is going on.
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Ceezyr to
tf2 [link] [comments]
2023.06.04 00:07 MarioGroups Lotto Max Results and Lotto 649 Group Play for June 3 Draw
The M groups won $587.80 and 88 free tickets in the June 2 Lotto Max draw for a total value of $1,028. One ticket matched 5 numbers and won $107.80.
Group AS10 bought 100 tickets for the June 3 Lotto 649 draw. The Gold Ball jackpot is $36 million plus a $5 million Classic jackpot. The subscription groups plan to buy 100 tickets for every Lotto 649 draw. Each share can win $0.38 million.
The $34 million Gold Ball jackpot for the May 31 draw was not won and is $36 million plus a $5 million Classic jackpot for the June 3 draw. The Lotto 649 Classic jackpot was not won. There is a 5.9% chance the Gold Ball jackpot will be won in the next draw. Ticket sales of $15 million were 5% lower than average and 5% lower than the previous draw. The expected value was above average at 54%. The Gold Ball jackpot was under funded from sales by $14.6 million.
Group A6 will launch when the Gold Ball jackpot reaches $50 million. There is a 58.8% chance the Gold Ball jackpot will reach $50 million for the June 28 draw. There is a 5.9% chance the ultimate Lotto 649 draw will occur on July 29 with a Gold Ball jackpot of $68 million guaranteed to be won by a single ticket.
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