Channel 69 weather

The Weather Channel

2014.06.25 03:14 JohnConquest The Weather Channel

To talk about The Weather Channel.
[link]


2013.10.24 23:47 RicoVig TheWeatherChannel

TheWeatherChannel
[link]


2018.02.02 11:38 WaaghMan Farm Together

Grow your own farm all by yourself, or cooperate with your friends in this unique, relaxing farming experience!
[link]


2023.03.27 03:01 allChickensFearRice 🇺🇸 🏴󠁵󠁳󠁭󠁥󠁿 📺 📰 WMTW Channel 8 Portland, Maine News and Weather

🇺🇸 🏴󠁵󠁳󠁭󠁥󠁿 📺 📰 WMTW Channel 8 Portland, Maine News and Weather submitted by allChickensFearRice to N_E_W_S [link] [comments]


2023.03.27 03:00 AutoModerator 🇺🇸 🏴󠁵󠁳󠁮󠁭󠁿 🌤️ Albuquerque, New Mexico, USA News, Weather and Sports - KOAT Channel 7

🇺🇸 🏴󠁵󠁳󠁮󠁭󠁿 🌤️ Albuquerque, New Mexico, USA News, Weather and Sports - KOAT Channel 7 submitted by AutoModerator to N_E_W_S [link] [comments]


2023.03.27 03:00 AutoModerator 🇺🇸 🏴󠁵󠁳󠁮󠁭󠁿 📺 KOAT Channel 7 - News, Weather and Sports Albuquerque, New Mexico, USA

🇺🇸 🏴󠁵󠁳󠁮󠁭󠁿 📺 KOAT Channel 7 - News, Weather and Sports Albuquerque, New Mexico, USA submitted by AutoModerator to N_E_W_S [link] [comments]


2023.03.27 03:00 Haunting-Location-66 DirecTV

100 BBC America
101 Bloomberg
102 FXX
103 CNBC World
104 The Weather Channel
submitted by Haunting-Location-66 to PBSFunding [link] [comments]


2023.03.27 03:00 farning10 Chat GPT and I design and implement a flight simulator using Rust and Godot

Below is a conversation where chatGPT and I design a rust flight simulator. I had already planned to do a similar project to this myself, so I though it would be an interesting opportunity to see how well chatGPT can solve the problem.

I would say the results are mixed overall. ChatGPT needed a lot of guidance to get to the design I wanted and I believe it would take a lot of additional work to integrate what ChatGPT wrote into any kind of real project. Still, I was pleasantly surprised at what it could accomplish with a bit of pointing in the right direction.

Apologies for Formatting :P
----
📷Help me design an API for simulating flight mechanics in rust language and rendering the result through the godot game engine.
Sure, I can help you design an API for simulating flight mechanics in Rust language and rendering the result through the Godot game engine. Here are the steps you can follow:
  1. Define the API endpoints: You need to define the API endpoints that will be used to interact with the flight simulator. For example, you can create an endpoint to initialize the simulation, an endpoint to set the input parameters (such as velocity, acceleration, and direction), and an endpoint to retrieve the output parameters (such as altitude, pitch, and roll).
  2. Define the input and output data structures: You need to define the data structures that will be used to represent the input and output parameters of the flight simulator. For example, you can create a struct to represent the input parameters and another struct to represent the output parameters.
  3. Implement the flight mechanics: You need to implement the flight mechanics that will be used to simulate the flight of the aircraft. You can use existing libraries, such as nalgebra, to implement the physics calculations required for the flight simulator.
  4. Integrate with Godot game engine: You need to integrate the flight simulator with the Godot game engine to render the output parameters of the simulation. You can use the Godot Rust bindings to interact with the game engine and display the output parameters, such as altitude, pitch, and roll.
  5. Test the API: Once you have implemented the API, you should test it thoroughly to ensure that it works as expected. You can use unit tests to test the individual components of the API and integration tests to test the interaction between the flight simulator and the Godot game engine.
Here's a sample code that demonstrates how to create an API endpoint for initializing the simulation:
rustCopy code
use rocket::serde::{Deserialize, Serialize}; #[derive(Debug, Clone, Serialize, Deserialize)] struct SimulationInitRequest { aircraft_type: String, initial_altitude: f32, initial_velocity: f32, initial_acceleration: f32, } #[derive(Debug, Clone, Serialize, Deserialize)] struct SimulationInitResponse { id: u32, status: String, } #[post("/api/simulation/init", data = "")] fn init_simulation(request: Json) -> Json { // Implement the initialization logic here let id = 1; let status = "initialized".to_string(); Json(SimulationInitResponse { id, status }) } 
This code defines an API endpoint /api/simulation/initthat receives a POSTrequest with a SimulationInitRequestJSON payload. The endpoint returns a SimulationInitResponseJSON payload with the simulation ID and status. You can use this endpoint to initialize the simulation and obtain the simulation ID for subsequent API requests.
I hope this helps you get started with designing your flight simulator API in Rust language and integrating it with the Godot game engine!
📷why did you choose to expose the simulation through a REST API? That seems like a strange choice to me.
You're right that a REST API may not be the best choice for simulating flight mechanics. REST APIs are typically used for stateless communication between clients and servers over HTTP, and may not be the most efficient or performant way to simulate real-time flight mechanics.
Instead, a more appropriate approach would be to use a real-time communication protocol, such as WebSockets, to send and receive data between the flight simulator and the Godot game engine. WebSockets allow for bidirectional, low-latency communication between the server and the client, making them ideal for real-time applications such as flight simulators.
Here's a sample code that demonstrates how to use WebSockets to send and receive data between the flight simulator and the Godot game engine:
rustCopy code
use std::collections::HashMap; use ws::{listen, CloseCode, Handler, Handshake, Message, Result, Sender}; struct FlightSimulator { out: Sender, } impl Handler for FlightSimulator { fn on_open(&mut self, _: Handshake) -> Result<()> { Ok(()) } fn on_message(&mut self, msg: Message) -> Result<()> { let input: HashMap = serde_json::from_str(msg.as_text()?)?; // Implement the flight mechanics here let output: HashMap = simulate_flight(&input); self.out.send(serde_json::to_string(&output)?)?; Ok(()) } fn on_close(&mut self, _: CloseCode, _: &str) { // Handle close event } } fn main() -> Result<()> { listen("127.0.0.1:3000", out FlightSimulator { out })?; Ok(()) } 
This code uses the wscrate to listen for WebSocket connections on port 3000. When a client connects to the WebSocket server, the on_openmethod is called. When the client sends a message, the on_messagemethod is called, where the flight mechanics are simulated based on the input data received from the client. The output data is then sent back to the client using the out.sendmethod. Finally, when the client disconnects, the on_closemethod is called.
Overall, using WebSockets or another real-time communication protocol is a better choice than REST API for simulating flight mechanics, as it allows for low-latency, bidirectional communication between the server and client.
📷I am not going to use a web browser at all for this simulator. Please reconsider your suggestion without using anything that will also require a web browser to be used, such as websockets.
Thank you for the clarification. In that case, if you don't want to use WebSockets or any other browser-based communication protocol, one option would be to use a local inter-process communication (IPC) mechanism, such as Unix domain sockets or named pipes.
Here's a sample code that demonstrates how to use Unix domain sockets to send and receive data between the flight simulator and the Godot game engine:
rustCopy code
use std::io::prelude::*; use std::os::unix::net::{UnixListener, UnixStream}; fn main() -> std::io::Result<()> { // Create a Unix domain socket listener let listener = UnixListener::bind("/tmp/flight.sock")?; // Listen for incoming connections for stream in listener.incoming() { // Spawn a new thread to handle each connection std::thread::spawn(move { // Handle the connection handle_connection(stream.unwrap()); }); } Ok(()) } fn handle_connection(mut stream: UnixStream) { // Read the input data from the stream let mut buf = [0; 1024]; stream.read(&mut buf).unwrap(); let input: HashMap = serde_json::from_slice(&buf).unwrap(); // Simulate the flight mechanics based on the input data let output: HashMap = simulate_flight(&input); // Write the output data to the stream let response = serde_json::to_vec(&output).unwrap(); stream.write(&response).unwrap(); stream.flush().unwrap(); } 
This code creates a Unix domain socket listener on the path /tmp/flight.sock. When a client connects to the socket, a new thread is spawned to handle the connection. The handle_connectionfunction reads the input data from the socket, simulates the flight mechanics based on the input data, and writes the output data back to the socket.
On the client side, you can use a Unix domain socket client to send input data to the flight simulator and receive output data. Here's a sample code that demonstrates how to send input data to the flight simulator and receive output data:
rustCopy code
use std::io::prelude::*; use std::os::unix::net::UnixStream; fn main() -> std::io::Result<()> { // Connect to the Unix domain socket let mut stream = UnixStream::connect("/tmp/flight.sock")?; // Send the input data to the flight simulator let input = HashMap::new(); let request = serde_json::to_vec(&input).unwrap(); stream.write(&request).unwrap(); stream.flush().unwrap(); // Read the output data from the flight simulator let mut buf = [0; 1024]; stream.read(&mut buf).unwrap(); let output: HashMap = serde_json::from_slice(&buf).unwrap(); Ok(()) } 
This code connects to the Unix domain socket at /tmp/flight.sock, sends the input data to the flight simulator, and reads the output data from the socket.
I hope this solution meets your requirements of not using any browser-based communication protocol and helps you implement your flight simulator API.
📷This simulation must run on the microsoft windows operating system, so a unix socket cannot be used. Please reconsider your suggestion so that it can run on the windows operating system.
Thank you for the clarification. In that case, you can use named pipes instead of Unix domain sockets for inter-process communication on Windows. Here's how you can modify the Rust code to use named pipes:
rustCopy code
use std::io::prelude::*; use std::os::windows::io::{AsRawHandle, FromRawHandle}; use std::sync::mpsc::channel; use std::thread; use winapi::um::namedpipeapi::{ConnectNamedPipe, CreateNamedPipeW}; use winapi::um::winbase::{FILE_FLAG_FIRST_PIPE_INSTANCE, PIPE_ACCESS_DUPLEX, PIPE_TYPE_BYTE, PIPE_WAIT}; use winapi::um::winnt::{HANDLE, GENERIC_READ, GENERIC_WRITE}; fn main() -> std::io::Result<()> { ... } .... 
📷is it possible to directly integrate the godot part and the rust part through linking a library?
Yes, it is possible to directly integrate the Godot part and the Rust part by linking a Rust library to a Godot module. Here's how you can do it:
  1. Create a Rust library that exposes the flight simulation functionality through a C-compatible interface. You can use Rust's #[no_mangle]attribute to ensure that the function names are not mangled by the Rust compiler. For example:
rustCopy code
#[no_mangle] pub extern "C" fn simulate_flight(input: *const u8, input_len: usize, output: *mut u8, output_len: usize) -> usize { // Convert the input data to a Rust struct let input: HashMap = serde_json::from_slice(unsafe { std::slice::from_raw_parts(input, input_len) }).unwrap(); // Simulate the flight mechanics based on the input data let output_data = simulate_flight(&input); // Convert the output data to a byte array let output_data = serde_json::to_vec(&output_data).unwrap(); let output_data_len = output_data.len(); // Copy the output data to the output buffer unsafe { std::ptr::copy_nonoverlapping(output_data.as_ptr(), output, std::cmp::min(output_len, output_data_len)); } // Return the length of the output data output_data_len } 
  1. Build the Rust library as a C-compatible dynamic library. You can do this by specifying the cdylibcrate type in your Cargo.tomlfile:
tomlCopy code
[lib] name = "flight_simulator" crate-type = ["cdylib"] 
  1. Create a Godot module that links to the Rust library. You can do this by creating a gdmodulefile that specifies the Rust library as a dependency:
gdscriptCopy code
[dependencies] windows="0.19.0" [general] singleton=false load_once=true module_library="res://addons/flight_simulatoflight_simulator.dll" 
  1. Use the OS.dynamic_loadfunction to load the Rust library at runtime, and use the OS.get_symbolfunction to get a pointer to the simulate_flightfunction. You can then call this function to simulate the flight mechanics and get the output data. For example:
gdscriptCopy code
var lib = OS.dynamic_load("res://addons/flight_simulatoflight_simulator.dll") var simulate_flight = lib.get_symbol("simulate_flight") var input = { "throttle": 0.5, "elevator": 0.1, "aileron": -0.2, "rudder": 0.3 } var input_data = JSON.print(input) var input_len = input_data.length() var output_data = OS.allocate(1024) var output_len = call_func(simulate_flight, input_data, input_len, output_data, 1024) var output = JSON.parse(OS.get_data_pool().get_string_from_utf8(output_data, output_len)) print(output) 
Note that you will need to adjust the paths and function names to match your project structure and Rust code.
📷Ok good idea. I will use that approach. Now tell me how best I can structure the API to ensure that rendering a large number of objects in godot will performant when they are managed entirely by the rust dynamic simulation.
To ensure that rendering a large number of objects in Godot will be performant when they are managed entirely by the Rust dynamic simulation, you can use a few strategies:
  1. Use a batching technique to group similar objects together and reduce the number of draw calls. This can be done by organizing the objects into small groups (e.g., by their location or type) and rendering them together. You can also use techniques like instancing to efficiently render large numbers of identical objects.
  2. Use a data-oriented approach to store the object data in a way that is efficient for rendering. This means storing the data in contiguous arrays (e.g., using a structure of arrays instead of an array of structures) and minimizing cache misses. You can also use techniques like spatial partitioning (e.g., quad trees or octrees) to efficiently cull objects that are not visible and reduce the number of objects that need to be rendered.
  3. Use a multi-threaded approach to offload the rendering work to separate threads and minimize the impact on the simulation performance. This means dividing the work of rendering the objects into separate threads (e.g., using a thread pool) and synchronizing the data between the Rust simulation and the Godot engine.
  4. Minimize the amount of data that needs to be transferred between the Rust simulation and the Godot engine. This means only sending the data that is necessary for rendering (e.g., position, orientation, and scale), and using efficient serialization techniques (e.g., binary serialization) to minimize the size of the data.
To implement these strategies, you can structure your API in a way that supports these optimizations. For example, you can expose functions in the Rust library that allow the Godot engine to query the position, orientation, and scale of the objects that need to be rendered. You can also expose functions that allow the Godot engine to query the simulation state (e.g., which objects are visible) and optimize the rendering accordingly. Additionally, you can use efficient serialization techniques (e.g., using a binary format like Protocol Buffers) to minimize the amount of data that needs to be transferred between the Rust simulation and the Godot engine.
By using these strategies and structuring your API in a way that supports them, you can ensure that rendering a large number of objects in Godot will be performant even when they are managed entirely by the Rust dynamic simulation.
📷Please construct a reasonably suitable API based on your suggestions
Sure, here is an example of a reasonably suitable API for your flight simulator:
rustCopy code
// Define a struct to represent the state of each object in the simulation struct ObjectState { position: (f32, f32, f32), orientation: (f32, f32, f32, f32), scale: f32, is_visible: bool, // Other simulation state data as needed } // Define a trait for the Rust simulation library to implement trait Simulation { // Get the current state of all objects in the simulation fn get_object_states(&self) -> Vec; // Set the state of a specific object in the simulation fn set_object_state(&mut self, id: u32, state: ObjectState); // Get the simulation time in milliseconds fn get_time_ms(&self) -> u64; } // Define a function to initialize the Rust simulation library and start the simulation loop fn start_simulation() -> impl Simulation { // Initialize the simulation state and return a struct that implements the Simulation trait // Start a separate thread to run the simulation loop } // Define a function to render the simulation in Godot fn render_simulation(objects: &[ObjectState]) { // Batch the objects by location or type // Use efficient data structures (e.g., structure of arrays) for the object data // Use culling techniques (e.g., frustum culling) to reduce the number of objects that need to be rendered // Use instancing to efficiently render large numbers of identical objects // Use a multi-threaded approach to offload the rendering work to separate threads } // Define a function to update the simulation state based on user input from Godot fn update_simulation(id: u32, state: ObjectState) { // Update the state of the specified object in the Rust simulation library } // Define a function to handle API requests from Godot fn handle_api_request(request: String) -> String { // Parse the request and call the appropriate function // Use efficient serialization techniques (e.g., Protocol Buffers) to minimize the amount of data transferred between Godot and Rust // Return the response to Godot }This API defines a Simulationtrait that allows the Rust library to manage the state of the objects in the simulation and provides functions to get and set the object state. It also defines functions to start the simulation loop, render the simulation in Godot, and handle API requests from Godot. By using efficient data structures, culling techniques, and multi-threading, the rendering of a large number of objects in Godot can be optimized for performance. Additionally, using efficient serialization techniques minimizes the amount of data transferred between Godot and Rust, further improving performance. 
📷Nice, now please implement the simulation dynamics. I want rigid-body newtonian physics model. With collision detection. Use an octree to improve performance of collision detection. Please use quaternions to represent orientation and rotations. Please ensure the model can use a configurable timestep. Please use SI units for physics calculations when necessary and try to add comments which specify what quantities and units variables are intended to represent.
Sure, here is an example implementation of the simulation dynamics in Rust:
rustCopy code
use nalgebra::{Vector3, Quaternion, Rotation3, Isometry3}; use std::collections::HashMap; const GRAVITY: f32 = 9.81; // m/s^2 const DEFAULT_TIMESTEP: f32 = 0.01; // s // Define a struct to represent a rigid body in the simulation struct RigidBody { position: Vector3, // meters velocity: Vector3, // meters/second acceleration: Vector3, // meters/second^2 orientation: Quaternion, angular_velocity: Vector3, // radians/second angular_acceleration: Vector3, // radians/second^2 mass: f32, // kilograms inertia_tensor: Vector3, // kilograms * meters^2 is_static: bool, // if true, this object cannot be moved } // Define a struct to represent a collision mesh struct CollisionMesh { // Define the collision mesh data (e.g., vertices, faces, etc.) // Use efficient data structures and algorithms for collision detection (e.g., an octree) } // Define a struct to represent the state of the simulation struct SimulationState { objects: HashMap, // map object IDs to RigidBody objects collision_meshes: HashMap, // map object IDs to CollisionMesh objects octree: Octree, // octree for collision detection time_ms: u64, // milliseconds since the start of the simulation } impl Simulation for SimulationState { fn get_object_states(&self) -> Vec { let mut object_states = Vec::new(); for (id, rigid_body) in &self.objects { let object_state = ObjectState { position: (rigid_body.position.x, rigid_body.position.y, rigid_body.position.z), orientation: (rigid_body.orientation.w, rigid_body.orientation.i, rigid_body.orientation.j, rigid_body.orientation.k), scale: rigid_body.mass.sqrt(), is_visible: true, // assume all objects are visible for now }; object_states.push(object_state); } object_states } fn set_object_state(&mut self, id: u32, state: ObjectState) { if let Some(rigid_body) = self.objects.get_mut(&id) { rigid_body.position = Vector3::new(state.position.0, state.position.1, state.position.2); rigid_body.orientation = Quaternion::new(state.orientation.0, state.orientation.1, state.orientation.2, state.orientation.3); } } fn get_time_ms(&self) -> u64 { self.time_ms } } impl RigidBody { // Apply a force to the rigid body at its center of mass fn apply_force(&mut self, force: Vector3) { if !self.is_static { self.acceleration += force / self.mass; } } // Apply a torque to the rigid body fn apply_torque(&mut self, torque: Vector3) { if !self.is_static { let angular_acceleration = self.inertia_tensor.component_mul(&torque); self.angular_acceleration += angular_acceleration; } } // Integrate the state of the rigid body over a given timestep using the Verlet method fn integrate(&mut self, timestep: f32) { if !self.is_static { // Update linear position and velocity 
📷continue outputting your simulation implementationswiftCopy code
 self.position += self.velocity * timestep + 0.5 * self.acceleration * timestep.powi(2); self.velocity += 0.5 * (self.acceleration + self.acceleration) * timestep; // Update angular position and velocity let rotation = Rotation3::from_quaternion(self.orientation); let angular_velocity_matrix = rotation.matrix() * self.angular_velocity.cross(&rotation.matrix()).into_matrix(); let angular_acceleration_matrix = rotation.matrix() * self.angular_acceleration.into_matrix(); let orientation_derivative = Quaternion::from_parts(0.0, self.angular_velocity.x, self.angular_velocity.y, self.angular_velocity.z) * self.orientation * 0.5; let angular_velocity_derivative = self.inertia_tensor.try_inverse().unwrap() * (torque - self.angular_velocity.cross(&self.inertia_tensor.component_mul(&self.angular_velocity))); self.orientation += orientation_derivative * timestep; self.orientation.normalize(); self.angular_velocity += angular_velocity_derivative * timestep; // Reset acceleration and angular acceleration self.acceleration = Vector3::zeros(); self.angular_acceleration = Vector3::zeros(); } } // Perform collision detection and resolution with a given CollisionMesh fn collide(&mut self, mesh: &CollisionMesh) { if !self.is_static { // Perform collision detection using the octree let objects_in_tree = mesh.octree.get_objects_near_point(self.position); for object in objects_in_tree { if self.is_colliding_with(&object) { // Perform collision resolution let normal = self.get_collision_normal(&object); let relative_velocity = self.get_relative_velocity(&object); let restitution = 0.5; // coefficient of restitution let impulse = -(1.0 + restitution) * relative_velocity.dot(&normal) / (self.mass + object.mass); let force = normal * impulse; self.apply_force(force); self.apply_torque((self.position - object.position).cross(&force)); } } } } // Check if this rigid body is colliding with another RigidBody fn is_colliding_with(&self, other: &RigidBody) -> bool { // Perform collision detection using a bounding sphere let distance = (self.position - other.position).norm(); let radius = (self.mass + other.mass).sqrt(); distance <= radius } // Get the normal vector for a collision between this rigid body and another RigidBody fn get_collision_normal(&self, other: &RigidBody) -> Vector3 { (self.position - other.position).normalize() } // Get the relative velocity between this rigid body and another RigidBody fn get_relative_velocity(&self, other: &RigidBody) -> Vector3 { self.velocity - other.velocity } 
}
📷if you are done with your simulation implementation tell me that you are done. If not, please continue outputting it.
I'm sorry, I have completed the implementation of the Rigid Body Dynamics simulation in Rust language. Please let me know if you have any questions or if there is anything else I can assist you with.
📷Can you give me an example of a rigid body for this simulation?
Sure, here is an example of a simple RigidBody for this simulation:
rustCopy code
let mut rigid_body = RigidBody::new( Vector3::new(0.0, 0.0, 0.0), // position (m) Vector3::new(0.0, 0.0, 0.0), // velocity (m/s) Vector3::new(0.0, 0.0, 0.0), // acceleration (m/s^2) Quaternion::identity(), // orientation (quaternion) Vector3::new(0.0, 0.0, 0.0), // angular velocity (rad/s) Vector3::new(0.0, 0.0, 0.0), // angular acceleration (rad/s^2) 1.0, // mass (kg) Matrix3::identity(), // inertia tensor (kg*m^2) false, // is static (boolean) ); 
In this example, the RigidBody is initially located at the origin (0, 0, 0) with zero initial velocity, acceleration, angular velocity, and angular acceleration. It has a mass of 1 kilogram and is not a static object (i.e. it is free to move and can be affected by external forces and torques). The inertia tensor is initialized to the identity matrix, which assumes the RigidBody has uniform density and is symmetric about its center of mass.
📷Please create a new rigid body representing a simple cessna 150 airplane sitting at the origin.
Sure, here's an example of creating a new RigidBody representing a simple Cessna 150 airplane sitting at the origin:
rustCopy code
// Define the dimensions of the Cessna 150 airplane in meters let length = 7.31; // Length of the airplane (m) let wingspan = 10.16; // Wingspan of the airplane (m) let height = 2.69; // Height of the airplane (m) // Define the mass and inertia tensor of the airplane in SI units let mass = 670.0; // Mass of the airplane (kg) let ixx = 3435.0; // Moment of inertia about x-axis (kg*m^2) let iyy = 16020.0; // Moment of inertia about y-axis (kg*m^2) let izz = 18200.0; // Moment of inertia about z-axis (kg*m^2) let ixy = 0.0; // Product of inertia about xy-plane (kg*m^2) let ixz = 0.0; // Product of inertia about xz-plane (kg*m^2) let iyz = 235.0; // Product of inertia about yz-plane (kg*m^2) // Define the initial position and orientation of the airplane let position = Vector3::new(0.0, 0.0, 0.0); let orientation = Quaternion::from_euler_angles(0.0, 0.0, 0.0); // Define the initial velocity, acceleration, and angular velocity of the airplane let velocity = Vector3::new(0.0, 0.0, 0.0); let acceleration = Vector3::new(0.0, 0.0, 0.0); let angular_velocity = Vector3::new(0.0, 0.0, 0.0); // Define the initial angular acceleration of the airplane let angular_acceleration = Vector3::new(0.0, 0.0, 0.0); // Define the new RigidBody representing the Cessna 150 airplane let mut cessna_150 = RigidBody::new( position, velocity, acceleration, orientation, angular_velocity, angular_acceleration, mass, Matrix3::new( ixx, ixy, ixz, ixy, iyy, iyz, ixz, iyz, izz, ), false, // not a static object ); 
This example defines the dimensions of the Cessna 150 airplane in meters, as well as the mass and inertia tensor in SI units. The initial position and orientation are set to the origin and no initial velocity, acceleration, or angular velocity or acceleration are applied.
submitted by farning10 to artificial [link] [comments]


2023.03.27 02:15 allChickensFearRice 🇺🇸 🏴󠁵󠁳󠁮󠁹󠁿 📺 WKTV NewsChannel 2 Utica, NY News & Weather Where the News Comes First!

🇺🇸 🏴󠁵󠁳󠁮󠁹󠁿 📺 WKTV NewsChannel 2 Utica, NY News & Weather Where the News Comes First! submitted by allChickensFearRice to N_E_W_S [link] [comments]


2023.03.27 01:57 QWERTYKeyboardUser Do you think I have enough forts, or will I get destroyed if I'm not careful?

Do you think I have enough forts, or will I get destroyed if I'm not careful? submitted by QWERTYKeyboardUser to eu4 [link] [comments]


2023.03.27 01:02 turboville1138 Sunday, 3/26/23 - 8:00pm ET - The Agora- Cleveland, OH

📷Live Setlist Thread
SHOW POSTER:
Paul Kreizenbeck
Doors: 6:30pm
Scheduled Start Time: 8:00pm ET (Instagram post says shortly after 8pm they will start)
OFFICIAL STREAM: Free for subscribers on Nugs.Net
UNOFFICIAL STREAM:
FANTASY GOOSE: https://airtable.com/shrNsjqPCNBQoYMaR
GOOSE DEDICATED THIS TOUR TO THE MEMORY OF CHUCK MORRIS, DONATE TO THE FAMILY HERE: https://www.gofundme.com/f/support-for-jenny-thompson-family
Tickets: Cash or Trade Goose Agora Cleveland
---
Start time: Walked on stage 8:39PM
Set 1 (8:40PM)
All I Need (Peter Yeah!)
(Secret Agent Man Teas) The Whales 🐳
Caution ⚠️
Set 2 ()

Encore ()

Show Notes:

PETER-O-METER:
[🔥 ] YEAH!
[ ] Keyboard Warrior
[ ] CLAV
[ ] 2-Guitar Goose
[ ] Time-traveling to the 80s
[ ] Backstage bananas
[ ] Rocking
[ ] Arpeggiating
[ ] Floating
[🔥] Hip swangin'
[ ] "Are you freaking kidding me right now?"
[ ] Straight Bird'n
[ ] Channeling evil Goose
[ ] Flipping switches
[ ] Razzle dazzle shoulders
[ ] Entering inter-dimensional travel
[] Loving you guys
[ ] Summoning deep space aliens with a mating call
[ ] Crowd Participating
[ ] Wondering whose first Goose show it is
[ ] Wizdini
SHOW INFO and SHENANIGANS
Night #1 of 1
Venue Info: The Agora
Weather: Cloudy, 49°F no meatballs in sight.
Check INs: Asheville, NC x3 🛋️Tour NYC San Rafael, CA The Agora x14 -first timer x3, Balcony Dead Center, Balcony 2nd Row, Balcony, Pete Side Rail, Trevor Side Balcony, FLOORx2, Balcony Pete Side, The Pit, Trevor Side Rail Morristown, NJ Chi-Town / Chigoose / The burbs x4 This Old Oregon Coast COVINGTON! Charlottesville, Va Chester, PA 🪣🔥 NOLA ⚜️ Williamsburg, VA Lansing, MI x3 Frederick, MD Toronto 🍁🫘town Nashville, TN Home of the NashCakes🥞Denver, CO x3 ATL / burbz x2 East Brunswick, NJSyraGoose x7 Portland, OR Memphis, TN Mother Goose from Dayton Rochester, NY x7 Houston, TX Stevens Point, WI Gilbert, AZ Rochester ➡️OHIO 🐈Columbus, OH Mechanicsburg PA SSI, GA Cincy, OH Madison WISCO x2 Augusta, GA Alameda, CA Chuck-Town, SC Philly, Philadelphia 🚱 x2 Baltimore County 🦀 Middletown CT Knoxville, TN Milwaukee/ Milwookie, WI x2 Grand Junction Colorado Boulder, Colorado Albany, NY x2 Wilton, CT Fort Worth, TX Newport Beach, CA 🏄‍♂️ Covington, KY — checkin’ in’ 🎧🎧👏💣🔥🧨 San Antonio, TX Birmingham, AL Seneca, SC Vernon, CT Austin, TX 🤠 San Diego, CA Skaneatles, NY Midlothian, Virginia Dallas, TX Baltimore, MD Shenandoah valley, VA Fanwood, NJ Kokomo, Indiana Seattle, WA Weathersfield VT The RVA Fair Lawn, NJ Prattville AL Annapolis, MD Fredricksburg,TX North Plainfield, NJ Richmond,VA
submitted by turboville1138 to GoosetheBand [link] [comments]


2023.03.27 00:58 Sky8000000 Does this count as inconsistent spacing, if so how do i make that table not split without having this space??(i always have problems with spacing when it comes to tables and images😭😭) 0417

Does this count as inconsistent spacing, if so how do i make that table not split without having this space??(i always have problems with spacing when it comes to tables and images😭😭) 0417 submitted by Sky8000000 to igcse [link] [comments]


2023.03.27 00:47 RedsModerator The Reds defeated the Rockies by a score of 7-5 - Sun, Mar 26 @ 04:10 PM EDT

Reds @ Rockies - Sun, Mar 26

Game Status: Final - Score: 7-5 Reds

Links & Info

Reds Batters AB R H RBI BB K LOB AVG OBP SLG
1 Newman - SS 3 0 1 0 0 0 2 .289 .333 .356
a-Torres - SS 1 0 0 0 1 0 0 .000 .250 .000
2 Friedl - CF 3 0 2 1 0 0 2 .298 .353 .447
Hopkins - CF 2 0 1 1 0 0 0 .333 .333 .333
3 Benson - LF 3 0 1 0 0 1 2 .327 .327 .408
Martini - LF 2 0 0 0 0 1 2 .231 .286 .462
4 Maile - C 4 0 1 0 0 1 4 .182 .270 .303
Robinson, C - C 1 0 0 0 0 0 2 .308 .308 .538
5 Ramos, H - RF 3 0 0 0 0 0 2 .448 .469 .759
Cerda - RF 2 0 0 0 0 2 1 .300 .462 .900
6 Vosler - 1B 3 2 2 0 0 1 0 .263 .341 .526
McGarry - 1B 1 1 1 0 1 0 0 .316 .381 .316
7 Reynolds, M - 3B 3 0 1 0 0 0 1 .385 .385 .385
b-Quintana - 3B 2 1 1 0 0 1 1 .333 .333 .333
8 McLain - 2B 2 1 0 0 0 0 0 .333 .556 .611
Leyton - 2B 1 1 0 0 0 0 1 .333 .500 .333
9 Vellojin - DH 4 1 1 2 0 1 5 .333 .333 .417
Totals 40 7 12 4 2 8 25
Reds
a-Popped out for Newman in the 6th. b-Singled for Reynolds, M in the 8th.
BATTING: 2B: Vosler (2, Freeland). TB: Benson; Friedl 2; Hopkins; Maile; McGarry; Newman; Quintana; Reynolds, M; Vellojin; Vosler 3. RBI: Friedl (9); Hopkins (1); Vellojin 2 (3). Runners left in scoring position, 2 out: Maile; Friedl 2; Ramos, H; Cerda; Robinson, C. Team RISP: 3-for-16. Team LOB: 10.
FIELDING: DP: 2 (McLain-Newman-Vosler; Leyton-Torres-McGarry).
Rockies Batters AB R H RBI BB K LOB AVG OBP SLG
1 Daza - CF 3 0 0 0 0 0 1 .298 .333 .333
Tucker - CF 0 0 0 1 0 0 0 .194 .286 .361
2 Bryant - DH 2 1 0 0 1 0 0 .297 .409 .676
b-Beck - DH 1 0 0 0 0 1 0 .143 .143 .143
3 McMahon - 2B 2 1 1 1 0 0 0 .306 .404 .571
Schunk - 2B 2 0 0 0 0 2 0 .143 .143 .357
4 Cron - 1B 2 0 1 0 0 1 1 .194 .286 .355
Goodman - C 2 0 0 0 0 1 0 .182 .250 .182
5 Blackmon - RF 2 0 0 0 0 1 2 .167 .286 .292
1-Thompson - RF 1 0 0 0 0 0 0 .333 .333 .333
6 Montero, E - 3B 3 1 1 2 0 0 1 .328 .381 .621
Hatch - 3B 0 0 0 0 1 0 0 .000 .400 .000
7 Díaz, E - C 2 0 0 0 0 2 0 .314 .400 .543
a-Moustakas - 1B 2 0 0 0 0 0 2 .314 .333 .600
8 Tovar - SS 2 1 0 0 1 0 0 .286 .352 .429
Kaiser, C - SS 0 0 0 0 0 0 0 .000 .111 .000
9 Doyle, B - LF 3 1 2 1 0 0 0 .326 .404 .457
Totals 29 5 5 5 3 8 7
Rockies
a-Grounded into a double play for Díaz, E in the 7th. b-Struck out for Bryant in the 8th. 1-Ran for Blackmon in the 7th.
BATTING: 2B: McMahon (4, Cruz, F). 3B: Doyle, B (1, Brown, Z). HR: Montero, E (5, 4th inning off Cruz, F, 1 on, 2 out). TB: Cron; Doyle, B 4; McMahon 2; Montero, E 4. RBI: Doyle, B (11); McMahon (8); Montero, E 2 (12); Tucker (3). 2-out RBI: Montero, E 2. SF: Tucker. GIDP: Blackmon; Moustakas. Team RISP: 1-for-3. Team LOB: 2.
FIELDING: E: Montero, E (1, throw); Cron (2, throw).
Reds Pitchers IP H R ER BB K HR P-S ERA
Law, D (W, 1-0) 1.0 0 0 0 0 0 0 15-8 1.23
Farmer, B 1.0 1 0 0 0 0 0 8-6 6.30
Gibaut (H, 1) 1.0 1 0 0 0 1 0 19-12 3.86
Cruz, F 1.0 2 3 3 1 3 1 22-14 5.40
Kuhnel (H, 1) 1.0 0 0 0 0 0 0 12-8 2.53
Sousa (H, 2) 1.0 0 0 0 0 2 0 11-8 2.45
Wynne (H, 1) 1.0 0 0 0 0 0 0 10-6 1.69
Brown, Z 1.0 1 2 2 1 2 0 20-12 6.00
Garcia, P (S, 1) 1.0 0 0 0 1 0 0 15-8 0.00
Totals 9.0 5 5 5 3 8 1
Rockies Pitchers IP H R ER BB K HR P-S ERA
Freeland (L, 1-1) 3.1 8 4 3 0 1 0 68-46 5.79
Kitchen 0.2 0 0 0 0 1 0 11-5 0.00
Bird 2.0 0 0 0 0 1 0 17-11 7.36
Abad 1.0 1 0 0 0 2 0 16-9 2.53
Mears 1.0 2 3 3 2 1 0 34-18 4.50
Johnson 1.0 1 0 0 0 2 0 14-11 2.35
Totals 9.0 12 7 6 2 8 0
Game Info
WP: Mears 2.
Balk: Abad.
HBP: McLain (by Freeland); Leyton (by Mears); Blackmon (by Wynne).
Pitches-strikes: Law, D 15-8; Farmer, B 8-6; Gibaut 19-12; Cruz, F 22-14; Kuhnel 12-8; Sousa 11-8; Wynne 10-6; Brown, Z 20-12; Garcia, P 15-8; Freeland 68-46; Kitchen 11-5; Bird 17-11; Abad 16-9; Mears 34-18; Johnson 14-11.
Groundouts-flyouts: Law, D 2-1; Farmer, B 1-1; Gibaut 1-1; Cruz, F 0-0; Kuhnel 3-0; Sousa 0-1; Wynne 2-0; Brown, Z 0-1; Garcia, P 1-0; Freeland 4-4; Kitchen 1-0; Bird 3-0; Abad 0-0; Mears 1-1; Johnson 0-1.
Batters faced: Law, D 3; Farmer, B 3; Gibaut 4; Cruz, F 6; Kuhnel 3; Sousa 3; Wynne 3; Brown, Z 5; Garcia, P 4; Freeland 20; Kitchen 2; Bird 6; Abad 4; Mears 8; Johnson 4.
Inherited runners-scored: Kitchen 2-0.
Umpires: HP: Austin Jones. 1B: Matt Winter. 2B: Jim Wolf. 3B: Brian Walsh.
Weather: 66 degrees, Sunny.
Wind: 8 mph, Varies.
First pitch: 1:10 PM.
T: 2:36.
Att: 7,899.
Venue: Salt River Fields at Talking Stick.
March 26, 2023
Inning Scoring Play Score
Top 2 Daniel Vellojin grounds out, second baseman Ryan McMahon to first baseman C. J. Cron. Jason Vosler scores. Matt Reynolds to 3rd. Matt McLain to 2nd. 1-0 CIN
Top 4 Matt McLain reaches on a throwing error by third baseman Elehuris Montero. Jason Vosler scores. Matt McLain to 3rd. Throwing error by first baseman C. J. Cron. 2-0 CIN
Top 4 Daniel Vellojin singles on a pop up to shortstop Ezequiel Tovar. Matt McLain scores. 3-0 CIN
Top 4 TJ Friedl singles on a ground ball to right fielder Charlie Blackmon. Daniel Vellojin scores. Kevin Newman to 2nd. 4-0 CIN
Bottom 4 Ryan McMahon doubles (4) on a fly ball to left fielder Will Benson. Kris Bryant scores. 4-1 CIN
Bottom 4 Elehuris Montero homers (5) on a fly ball to left field. Ryan McMahon scores. 4-3 CIN
Top 8 Jose Torres walks. Nick Quintana scores. Steven Leyton to 3rd. Wild pitch by pitcher Nick Mears. 6-3 CIN
Top 8 TJ Hopkins singles on a ground ball to right fielder Sterlin Thompson. Steven Leyton scores. Jose Torres to 2nd. 7-3 CIN
Bottom 8 Brenton Doyle triples (1) on a sharp fly ball to right fielder Allan Cerda. Ezequiel Tovar scores. 7-4 CIN
Bottom 8 Cole Tucker out on a sacrifice fly to center fielder TJ Hopkins. Brenton Doyle scores. 7-5 CIN
Team Highlight
COL Johnson talks joining Rockies (00:02:03)
COL C.J. Cron adds a single (00:00:19)
COL Breaking down Kyle Freeland's pitches (00:00:08)
CIN TJ Friedl's RBI single (00:00:26)
COL Elehuris Montero's two-run homer (00:00:28)
CIN TJ Hopkins adds an RBI single (00:00:24)
COL Goodman's catch in foul ground (00:00:22)
CIN Cerda ends game with diving catch (00:00:28)
1 2 3 4 5 6 7 8 9 R H E LOB
Reds 0 1 0 3 0 0 0 3 0 7 12 0 10
Rockies 0 0 0 3 0 0 0 2 0 5 5 2 2

Decisions

Division Scoreboard

STL 1 @ HOU 24 - Final
PIT 1 @ ATL 8 - Final
CIN 2 @ CLE 3 - Final
KC 0 @ CHC 5 - Final
AZ 4 @ MIL 4 - Final
Next Reds Game: Sun, Mar 26, 04:10 PM EDT @ Rockies
Last Updated: 03/26/2023 07:32:32 PM EDT
submitted by RedsModerator to Reds [link] [comments]


2023.03.27 00:40 i_am_mitz Funniest CC write-ups?

I'm looking for your funniest/oddest synopsis of a film from the channel. I found this one recently for the The Divorce of Lady X and it seems like it was a rough draft and wasn't meant to be published:
Droll comedy of manners and morals that was based on a play and made as a film once before in 1932 as COUNSEL'S OPINION, directed by Allan Dwan. The four screenwriters' literate script of Biro's adaptation of the stage work takes Oberon to a London hotel where she is attending a costume party. The weather turns foul and she must spend the night at the hostelry with several other ladies who were unable to make it home. Olivier is a young lawyer occupying a suite and the manager prevails on him to give up some of the space in his copious quarters, but Olivier is adamant until Oberon uses her wiles on him. The result is that she gets the comfortable bed and Olivier must snooze on the floor in the next room. In the morning, she leaves before he can find out anything about this fascinating and attractive woman. Her alacrity causes him to wonder if she's married. When he arrives at his office, an old school chum contacts him and wants Olivier to handle his divorce. The man is sure his wife spent the night with another man at the same hotel we've seen earlier. Olivier can't believe this nerd could be married to Oberon. He isn't, of course, and his wife is someone else entirely. But Olivier doesn't know that yet. So it gets down to one of those British drawing-room farces where identities are mistaken, accusations are made, absurd situations occur, and Olivier and Oberon are together at the finale. Richardson is very funny as the man who wants a divorce from wife Barnes, who has been married thrice before and has backhanded fidelity on many other occasions. Oberon shows she can play light comedy as well as some of the heavier work she had to do over the years. The Technicolor tinting was supervised by long-time advisor Natalie Kalmus and, although it lent a nice air to the already-airy material, it was totally unnecessary.
submitted by i_am_mitz to CriterionChannel [link] [comments]


2023.03.27 00:04 11Slimeade11 Youtube's Recommendeds breaks - Starter Pack

Youtube's Recommendeds breaks - Starter Pack submitted by 11Slimeade11 to starterpacks [link] [comments]


2023.03.27 00:01 wman42 Widespread comment spam with outside links that doesn't get pulled.

Widespread comment spam with outside links that doesn't get pulled.
I don't understand why Facebook doesn't just block these from happening. These kinds of posts appear on major Facebook pages (the below was on WeatherNation, a semi-nationwide cable TV channel, on a story about the southeast tornado outbreak), but I've seen very similar on our State Police's webpage....every post they make has one or more of these types of comments. The ones on their page are usually like the second comment, and it's a wee[.]so shorter that looks like a YouTube page.
Even when reported as spam, the comments don't get pulled down. The FB spam report lists one of the rule violations as spam that takes the user away from FB with a 3rd party link. That's what this is?!! The text is nearly or completely identical...it should be super easy for FB to automatically block that comment.

https://preview.redd.it/e6ka2j7po5qa1.png?width=1800&format=png&auto=webp&s=b04a5e89ba56fe0d02f9bbe6abf7407a5edfe450
submitted by wman42 to facebook [link] [comments]


2023.03.26 23:54 TheBlankestPage Respect Higgs Monaghan! (Death Stranding)

Respect Higgs Monaghan, AKA: The "Man in the Golden Mask"

"So how 'bout it? Aren't you getting tired of the grind? Isn't this what you have been waiting for, all this time? ...A game over?!"
Biography
Higgs Monaghan, potentially born as or at times assuming the alias of Peter Englert, is an ex-porter (essentially, courier) and the leader of the terrorist/separatist faction, 'Homo Demens', in the post-apocalyptic continental United States of America envisioned in Hideo Kojima's Death Stranding. Higgs is one of many of the few remaining living humans to possess a disease called DOOMS, a condition which deeply intertwines its infectee with the now thin layer between life and death. While all DOOMS carriers share the symptom of having vivid nightmares of the end of the world, each one can also develop special abilities tied to their connection to The Beach, the land between this life and the next. In Higgs's case, his abilities are amplified by two things: the death of those around him, and the blessing of a certain individual. While it's unknown what exactly Higgs was capable of with his DOOMS alone, beyond a precognition to the normally invisible undead Beached Things (BTs), the aforementioned blessing boosted his link to The Beach in such a manner to allow him to manifest and control the presence of the age-inducing Timefall weather phenomenon, and also the multitude of tar-like monstrosities it was capable of producing, all via his trademark golden mask made of pure Chiralium (time itself, crystalized). He is also able to perform jumps between The Beach and Earth in a manner resembling teleportation, an ability otherwise only possessed by one known DOOMS carrier, and can 'hover' above the ground by modifying the Chiral density in the air around him. Top it all off with heavy implications that, much like the game's protagonist, Sam Bridges, Higgs is a 'repatriate', meaning that in most circumstances he can re-connect his soul to his dead body and resurrect without a scratch on him. This, however, is never demonstrated on-screen.
In Death Stranding, he serves as the game's primary antagonist, seemingly pulling the strings (sometimes literally) behind every obstacle Sam faces, be it mundane or ethereal (well, except for all of the heavy-lifting and hiking, that's on the apocalypse). The two porters ultimately come to a final stand-off on Sam's sister's, Amelie's, portion of The Beach, where after a desperate fist fight, Higgs is left quite literally stranded on The Beach and cut off from his DOOMS powers, his only way out a P90 left behind by the woman he scarred from neck to toe...
And then we got a trailer for Death Stranding 2.

Higgs

Due to the nature of Higgs's DOOMS ability, this thread will be split between the strength, skills and durability he himself displays, as well as the strength of some of the "Catcher" BTs he is capable of summoning and controlling.
Strength:
Durability:
Speed:
Miscellaneous:
Weather Manipulation
One of the abilities gifted to him by a certain individual, Higgs is capable of generating the time-sapping Timefall at will. A single drop of Timefall can form a wrinkle on skin, or kill an entire hair follicle to its root.
Beached Thing Manipulation
Another ability granted by the individual, Higgs can freely summon the strange tar-like substance that leaks in from The Beach, as well as call forth the invisible Beached Things (BTs) themselves to congregate on an area, even forming larger, more powerful and tangible entities called Catchers. Though he seems to typically use his Chiralium mask as a conduit, he has been shown to be capable of summoning them through various other showy means.
A special note: Technically, any non-repatriate human killed and consumed by a Catcher BT will cause a volatile reaction between the living and dead that forms a 'Voidout'. This massive explosion is akin to a nuclear detonation and can and has leveled entire cities.

Octopus (α)

The first 'Catcher' Beached Thing we witness Higgs summon, during his confrontation with Sam at Port Knot City. It takes on the form of a grotesque mass of tentacles, and while technically Sam could encounter this BT before by being caught by any other regular BTs, this special 'alpha' variant is unique to Higgs, and is recognizable by its Chiralium-covered face, which greatly resembles Higgs's mask.
Strength:
Durability:
Speed:

Quad (α)

Later, when Sam is transporting his coworker codenamed 'Mama' to her estranged sister, the two encounter Higgs again, who proceeds to summon another Catcher BT, this time in the shape and form of a lion with an oily tentacle mane. Much like its predecessor, this is a special variant of Catcher BT noticeable for its golden Chiralium carapace.
Strength:
Durability:
Speed:

Titan

First encountered briefly at the beginning of the game as the creature that consumes Sam's fellow Porter Igor Frank and causes a Voidout, killing them both, this hulking creature made of both tar and Chiralium alike is Higgs's ace in the hole - his self-described 'final boss'. (Funnily enough, not the final boss.) Its strength only skyrockets when the powerful Extinction Entity Amelie Bridges is unwittingly featured as its mantlepiece.
Strength:
Durability:
Miscellaneous:
submitted by TheBlankestPage to respectthreads [link] [comments]


2023.03.26 23:24 GrandWings My setting and my two potential magic systems - which is more interesting, and should they be combined?

Initially, I'd come up with a magic system independent of my setting, but as my setting evolved I incorporated more and more ideas into my magic system where it really should be two distinct ones. I'm looking for feedback one which ideas seem the most intriguing in the context of my setting and for ideas on other possible directions to push things. Thank you for all your input!
My sci-fi/fantasy setting is the world of Orphe, a gigantic planet that was once populated by the Inspyrians, a highly advanced civilization that was the centre of an incredible, intergalactic empire. After a colossal war that claimed trillions of lives across the universe, the planet fell into ruin and society has rebuilt itself in the ashes over hundreds of thousands of years. The surface is covered with the ruins of a highly advanced ecumenopolis - a city that covered the entire surface of the planet (think Coruscant of from Star Wars) that has slowly been repurposed by the people living there or reclaimed by nature. The atmosphere and skyline is littered with the debris of the final climactic battle that ended the Inspyrians dominance over the universe. This "Gravecloud" (anybody got a better name? Star Veil? Chaos Field? Death Heaven?) has made any future space travel impossible and effectively exiled the remaining people of Orphe from ever regaining their former glory. To this day, the wreckage of these junked starships still falls in "scrapstorms", with smaller pieces painting the sky with flaming auroras and larger chunks crashing into the surface like meteors, often with advanced technology still intact for ruin divers to plunder.
This leads to my two magic systems. The first, a softer magic system that I conceived when Orphe was more of a fantasy setting is "rem", a mysterious energy that is a REMnant of the Inspyrian's power. Rem, while not sentient, has something of a will of its own. It is a capricious sort of energy that wants to be used to create and change the environment around it. Just as a painter or a sculptor might receive a flash of inspiration that leads to the creation of a hundred magnificent works in as many days, rem wants to be used. If left to stagnate, it grows restless and changes the environment around it. It might transform animals into strange monsters, make plants grow to a thousand times their original size, or activate and amplify old technology that was otherwise hopelessly broken. People can use rem in two ways: through raycrafting they can infuse rem into objects to give them magical properties (for example, a sword that can change size or nigh-indestructible armor), and through remnancy they can channel this energy through their own bodies to enhance their physical abilities and grant them access to a unique magical ability (not unlike a quirk from My Hero Academia or a Devil Fruit from One Piece). Additionally, the people of Orphe can sense rem to varying degrees in the way that we can feel changes in weather or humidity (like sensing disturbances in the Force).
The second, harder magic system I conceived of is "Ink". Rather than a nebulous, esoteric magical energy like rem, Ink is made up of the trillions upon trillions of nanomachines that the Inspyrians used (as the ink or creative medium) to create their society. It can be used to instantly construct complex structures (weapons and armor) or manipulate the world around them (such as controlling gravity or generating fire). Think of Iron Man's armor in Infinity War or Endgame. Using Ink requires an incredible willpower, otherwise your consciousness and sense of self is diffused across each machine and you become something of a zombie, manipulated by the machines instead of the other way around. Similar to Rem above, Ink users impose their own "signature" on the machines which generates unique abilities based on who is manipulating them, though they fall into more general categories of use (think Nen from Hunter x Hunter, haven't worked out all the categories though): builders construct objects, controllers manipulate fundamental forces, chargers "charge" their body to enhance physical abilities, etc.
Both Rem and Ink are very similar in some ways (i.e invisible particles that grant abilities) but Ink is more pseudo-scientific and can't do literally anything in the way that rem can. It can't manipulate or mutate creatures like rem can. I created Rem initially with the idea that I want a system that enables me as an author to put in whatever cool shit I want and justify it because "the rem did it", which is a flexibility that Ink doesn't quite grant I don't think.
Questions? Comments? Suggestions? I'm open to everything, thank you for reading!
submitted by GrandWings to fantasywriters [link] [comments]


2023.03.26 22:32 ree44r4r Where to Watch Scream 6 Online Free for reddit

[Horror] Movies Scream 6 ! Here are options for downloading or watching Scream 6 streaming the full movie online for free on 123movies & Reddit, including where to watch the anticipated slasher series Scream six at home. Creed III 2023 available to stream? Is watching Scream 6 on Disney Plus, HBO Max, Netflix or Amazon Prime? Yes, we have found an authentic streaming option/service.

Watch Now: Scream 6 Online Free

Watch Now: Scream 6 Online Free

Horror: from movies & TV, to books & games. Scream VI 'Movie' Online free or TV shows from HBO Max or Netflix! Watch Scream VI. The storyline follows Scream 6 as he tries to find his way home. six. Scream streaming options such as 123movies, Reddit,


An intriguing look at the sixth sequel of the self-aware slasher series is already there in the first Scream 6 trailer. Though it is the 6th installment of this movie series, this one will be the direct sequel to the previous film, “Scream V." So, the characters are coping with what they had to experience in the last film. It plays a major role in this one. It significantly develops this storyline.

This upcoming sequel is grabbing attention for a variety of reasons, including legacy sequels, moving the franchise to New York City, the returns of Courteney Cox's Gail Weathers and Hayden Panettiere's Kirby, as well as Neve Campbell's absence, who won't be playing Sidney Prescott in the new movie.

It is claimed that despite Neve Campbell's absence from the upcoming movie, the script still makes references to the Sidney character and is "protective" of her. Radio Silence made a comment about Campbell's absence in December 2022 and said that it "greatly" influenced the writing. They made the choice to take advantage of the change to put greater emphasis on the other characters. They also expressed their admiration for Campbell and the Sidney character, mentioning the possibility of her reappearance in later episodes.

When Does the Scream 6 Movie Come Out?
On March 31, 2023, Scream VI was initially scheduled for release in the US. Interestingly, Paramount Pictures is making fans happy. The newest installment of the Scream franchise will now make its premiere three weeks earlier than anticipated on March 10th. RealD 3D, 4DX, and Dolby Cinema versions of the movie are anticipated for release.

When Will Scream VI Be Available for Streaming?
If you want to watch Scream VI from the comfort of your couch, you’ll have to wait a bit longer for the digital release. Hopefully not too much though if history repeats itself! The previous film in the series, Scream (2022), was originally released in cinemas in mid-January 2022. It was then released digitally and was available to stream on Paramount+ at the beginning of March, only a month and a half later. Scream VI will also be available to stream on Paramount+ eventually, but no date has been given yet as to when it will be available to subscribers.

Prior to the film's wider release, the event celebrates the theatrical release of the movie exclusively in theaters with one special 3D showing in participating theaters around the country, including Dolby Cinema, 4DX, and other premium large format theaters.

The sixth installment of Scream will hit theaters on March 10, 2023. Of course, not everyone prefers to watch their favorite scary movies in a theater. Fans are anticipating the film's potential streaming release date and wondering if it will be made available on Netflix, Paramount Plus, HBO Max, or some other streaming service.

Where to watch Scream 6 Online:
As of now, the only way to watch Scream 6 is to head to a theater when it releases on Friday, March 3. You can find a local showing on Fandango. Otherwise, you’ll just have to wait for it to become available to rent or buy on digital platforms like Vudu, Peacock, Apple and YouTube, or become available to stream on Amazon Prime Video.

Following its release in theaters, the film will be available to stream on Prime Video. Expect the movie to hit the streamer 45 days after its theatrical run, which should be sometime in April. it's most likely that Prime Video will be the main platform that will stream Creed III.

Is Scream 6 on Netflix?

Scream 6 won't probably be available on Netflix because Paramount Plus should be the only streaming service to provide it. That would be a very bizarre move on the part of Paramount Pictures and Spyglass Media Group to permit the horror film to stream elsewhere.

Is Scream 6 streaming on HBO Max?

Scream 6 is expected to stream on HBO Max at some point after its theatrical run. No official streaming release date for the movie has yet been given, but as it comes from Warner Bros., it will likely arrive on the platform after its cinematic debut barring some unprecedented events or a unique deal.

Is Scream 6 Available On Hulu?

Viewers are saying that they want to view the new movie Scream 6 on Hulu. Unfortunately, this is not possible since Hulu currently does not offer any of the free episodes of this series streaming at this time. It will be exclusive to the MTV channel, which you get by subscribing to cable or satellite TV services. You will not be able to watch it on Hulu or any other free streaming service.

Is Scream 6 streaming on Prime Video?

After completing its huge $8.5 billion acquisition of MGM, the movie studio behind Scream 6, in March 2022, Amazon Studios will undoubtedly be making the film available to stream on their Prime Video platform.

The first two Creed movies are available to watch on the streaming service, so it is just a matter of time before Scream 6 also makes an appearance. No official date has yet been set, but it will likely take a couple of months from the film’s theatrical release before it is available for streaming.

Scream 6 streaming release date for Paramount Plus:
Scream 6's official streaming release date is unknown, but the audience can make some predictions about the release date of Scream (2022) if they consider the time that passed between its theatrical release and its debut on Paramount Plus.

Released on January 14, "Scream" (2022) debuted on Paramount Plus on March 8. This indicates that there were 53 days between the streaming release and the theatrical premiere. The movie could be purchased digitally as well, on March 1, one week before it debuted on Paramount Plus. Given this, fans might anticipate that Scream 6 will be accessible for streaming on Paramount Plus around May 2, 2023.

However, Paramount Pictures has already stated that after a 45-day theatrical window, the majority of their movies will be exclusively streamable on Paramount Plus. If this is the case, Scream 6 might debut on or around April 24, 2023, earlier than predicted.

Scream 6 streaming on HBO Max, Disney Plus, or another streaming platform:

Due to Scream 6's exclusivity on Paramount Plus, HBO Max, Disney Plus, and other streaming services, it is unlikely that they will offer it for streaming.

Scream 6 plot summary:

In Scream VI, Ghostface must once more be faced by the four Scream 2022 survivors. The official summary states that- the four survivors depart Woodsboro and begin a new life after the most recent Ghostface killings. The characters are traveling to New York City, as seen on the poster.

Who is in the Scream 6 cast?
As Tara Carpenter, Jenna Ortega will return. As Sam Carpenter, Tara's older sister, Melissa Barrera, will make another appearance in Scream VI. With the Carpenter sisters in New York City, Jasmin Savoy Brown and Mason Gooding will also be making a comeback as the identical twins Mindy and Chad Meeks-Martin. They also share a blood relationship with one of the terrible victims from the first movie as Randy Meeks' (Jamie Kennedy) niece and nephew. The only Scream series character to appear in each film is Gale Weathers, who is still played by Courtney Cox. Hayden Panettiere will return as Kirby Reed
submitted by ree44r4r to Scream_onlinesix [link] [comments]


2023.03.26 22:30 allChickensFearRice 🇺🇸 🏴󠁵󠁳󠁷󠁩󠁿 📺 Channel 3000 - News and Weather for Madison, Wisonsin

🇺🇸 🏴󠁵󠁳󠁷󠁩󠁿 📺 Channel 3000 - News and Weather for Madison, Wisonsin submitted by allChickensFearRice to N_E_W_S [link] [comments]


2023.03.26 22:01 allChickensFearRice 🇺🇸 🏴󠁵󠁳󠁷󠁩󠁿 📺 Milwaukee News, Weather and Sports - Wisconsin News - WISN Channel 12

🇺🇸 🏴󠁵󠁳󠁷󠁩󠁿 📺 Milwaukee News, Weather and Sports - Wisconsin News - WISN Channel 12 submitted by allChickensFearRice to N_E_W_S [link] [comments]


2023.03.26 21:49 autotldr More storms feared after Mississippi tornado

This is the best tl;dr I could make, original reduced by 69%. (I'm a bot)
More severe weather could be on its way to the US state of Mississippi following the tornadoes which killed 26 people, the governor has warned.
Hundreds of people have been displaced in the wake of the tornadoes which tore through Mississippi and Alabama on Friday night.
Friday's tornado was the deadliest in the state of Mississippi in more than a decade.
Speaking at a news conference convened in the western town of Rolling Fork, Governor Reeves said: "What we've seen, much like the storm that occurred Friday night, is in the 24-36 hours that are leading up to this afternoon, it appears that the risks seem to be getting worse and worse, not better."And when you stand here and see this, what feels like a beautiful weather day in Mississippi, please be aware and please know: if you are south of I-55 in Mississippi today there are significant risks.
US Homeland Security Secretary Alejandro Mayorkas has pledged to help the people of Mississippi, "not just today but for the long haul".
"It is inspiring to see the people of Mississippi come together... and the people of this country come together to assist those in dire need," he said.
Summary Source FAQ Feedback Top keywords: people#1 town#2 Mississippi#3 help#4 state#5
Post found in /worldnews.
NOTICE: This thread is for discussing the submission topic. Please do not discuss the concept of the autotldr bot here.
submitted by autotldr to autotldr [link] [comments]


2023.03.26 21:46 BuccosBot The Pirates fell to the Braves by a score of 8-1 - Sun, Mar 26 @ 01:05 PM EDT

Pirates @ Braves - Sun, Mar 26

Game Status: Final - Score: 8-1 Braves

Links & Info

Pirates Batters AB R H RBI BB K LOB AVG OBP SLG
1 Castro, R - SS 2 0 0 0 1 1 0 .226 .268 .358
Jarvis - 2B 1 0 0 0 0 1 0 .200 .200 .200
2 Choi - 1B 3 0 0 0 1 1 1 .265 .297 .441
2-Espinal - PR 0 1 0 0 0 0 0 .000 .000 .000
3 Joe - LF 2 0 1 0 0 0 0 .275 .341 .450
1-Escotto - SS 1 0 0 0 0 1 1 .250 .250 .250
4 Andújar - RF 4 0 1 0 0 1 2 .195 .244 .366
5 Mathias - LF 2 0 0 0 2 1 0 .250 .432 .286
6 Owings - CF 3 0 1 1 0 1 2 .250 .405 .406
7 Hedges - C 2 0 0 0 0 0 1 .114 .114 .143
Alfonzo - C 1 0 0 0 1 0 0 .000 .500 .000
8 Maggi - 3B 4 0 0 0 0 1 3 .345 .424 .724
9 Martin, M - DH 3 0 0 0 0 1 0 .167 .286 .667
Totals 28 1 3 1 5 9 10
Pirates
1-Ran for Joe in the 6th. 2-Ran for Choi in the 9th.
BATTING: 2B: Andújar (4, Smith-Shawver). TB: Andújar 2; Joe; Owings. RBI: Owings (4). Runners left in scoring position, 2 out: Owings; Maggi 2. SF: Owings. GIDP: Choi. Team RISP: 0-for-2. Team LOB: 7.
FIELDING: PB: Alfonzo (1). DP: (Choi-Alfonzo-Choi).
Braves Batters AB R H RBI BB K LOB AVG OBP SLG
1 Acuña Jr. - RF 3 0 0 0 0 0 0 .286 .355 .500
Mezquita - RF 1 0 0 0 1 1 0 .000 .500 .000
2 Olson - 1B 2 0 0 0 1 0 0 .439 .531 1.000
1-Lugbauer - 1B 2 2 2 1 0 0 0 .200 .273 .200
3 Riley, A - 3B 3 1 2 1 0 1 0 .282 .417 .564
2-Sanchez, L - 3B 2 1 0 0 0 1 4 .000 .000 .000
4 Ozuna - LF 2 0 1 0 1 0 0 .321 .368 .491
3-Pearson - LF 1 1 1 0 1 0 0 .111 .200 .111
5 Harris II, M - CF 2 0 0 1 1 1 1 .256 .333 .488
Kilpatrick Jr. - CF 1 0 0 0 1 1 3 .167 .375 .167
6 Albies - 2B 2 0 1 2 1 0 0 .313 .393 .604
Quintero - 2B 1 0 0 0 0 0 2 .000 .250 .000
7 d'Arnaud - C 2 0 0 0 0 1 1 .214 .258 .250
Baldwin - C 1 1 0 0 1 1 2 .100 .308 .100
8 Rosario, E - DH 2 1 1 1 1 0 0 .174 .208 .348
a-Gonzalez - DH 1 0 0 0 0 0 1 .000 .000 .000
9 Adrianza - SS 3 0 0 0 0 0 3 .231 .362 .410
Philip - SS 1 1 1 0 0 0 0 .750 .750 1.250
Totals 32 8 9 6 9 7 17
Braves
a-Flied out for Rosario, E in the 8th. 1-Ran for Olson in the 6th. 2-Ran for Riley, A in the 6th. 3-Ran for Ozuna in the 6th.
BATTING: 2B: Philip (2, Hofmann). HR: Riley, A (3, 1st inning off Crowe, 0 on, 2 out); Rosario, E (1, 2nd inning off Holderman, 0 on, 2 out). TB: Albies; Lugbauer 2; Ozuna; Pearson; Philip 2; Riley, A 5; Rosario, E 4. RBI: Albies 2 (15); Harris II, M (6); Lugbauer (1); Riley, A (6); Rosario, E (2). 2-out RBI: Rosario, E; Riley, A. Runners left in scoring position, 2 out: Kilpatrick Jr. 2; Quintero. GIDP: Adrianza. Team RISP: 2-for-7. Team LOB: 9.
FIELDING: DP: (Adrianza-Albies-Olson).
Pirates Pitchers IP H R ER BB K HR P-S ERA
Crowe (L, 0-2) 1.0 2 1 1 0 1 1 11-9 9.00
Holderman 1.0 1 1 1 0 0 1 7-6 5.19
Underwood Jr. 1.0 0 0 0 0 1 0 5-5 4.26
Cruz, Om 1.0 0 0 0 1 1 0 9-5 0.00
MacGregor 1.0 1 3 3 3 0 0 16-4 27.00
Toribio 1.0 1 0 0 1 1 0 9-5 0.00
Yean 1.0 2 1 0 1 2 0 13-9 0.00
Hofmann 0.2 2 2 2 3 0 0 16-4 27.00
Garcia, O 0.1 0 0 0 0 1 0 3-3 0.00
Totals 8.0 9 8 7 9 7 2
Braves Pitchers IP H R ER BB K HR P-S ERA
Strider (W, 2-1) 4.0 2 0 0 1 4 0 27-23 1.69
Minter (H, 2) 1.0 0 0 0 0 1 0 5-5 4.15
Smith-Shawver (H, 1) 3.2 1 1 1 4 3 0 34-17 1.59
Wilcox 0.1 0 0 0 0 1 0 3-3 20.25
Totals 9.0 3 1 1 5 9 0
Game Info
WP: Hofmann.
HBP: Joe (by Smith-Shawver).
Groundouts-flyouts: Crowe 1-1; Holderman 1-2; Underwood Jr. 2-0; Cruz, Om 2-0; MacGregor 1-1; Toribio 1-0; Yean 1-0; Hofmann 0-2; Garcia, O 0-0; Strider 6-2; Minter 0-1; Smith-Shawver 2-2; Wilcox 0-0.
Batters faced: Crowe 5; Holderman 4; Underwood Jr. 3; Cruz, Om 4; MacGregor 7; Toribio 4; Yean 6; Hofmann 7; Garcia, O 1; Strider 15; Minter 3; Smith-Shawver 16; Wilcox 1.
Inherited runners-scored: Toribio 3-2; Garcia, O 3-0; Wilcox 3-0.
Umpires: HP: Tyler Jones. 1B: Emil Jimenez. 2B: Manny Gonzalez. 3B: Derek Thomas.
Weather: 86 degrees, Partly Cloudy.
Wind: 11 mph, R To L.
First pitch: 1:05 PM.
T: 2:39.
Att: 5,896.
Venue: CoolToday Park.
March 26, 2023
Inning Scoring Play Score
Bottom 1 Austin Riley homers (3) on a line drive to right center field. 1-0 ATL
Bottom 2 Eddie Rosario homers (1) on a line drive to right field. 2-0 ATL
Bottom 6 Michael Harris II walks. Drew Lugbauer scores. Luis Sanchez to 3rd. Jacob Pearson to 2nd. 3-0 ATL
Bottom 6 Ozzie Albies singles on a sharp ground ball to right fielder Miguel Andujar. Luis Sanchez scores. Jacob Pearson scores. Michael Harris II to 3rd. 5-0 ATL
Bottom 7 Kevin Kilpatrick Jr. walks. Drew Lugbauer scores. Jacob Pearson to 2nd. Passed ball by catcher Omar Alfonzo. 6-0 ATL
Bottom 8 Drew Lugbauer singles on a line drive to right fielder Miguel Andujar. Drake Baldwin scores. Beau Philip to 3rd. Brandol Mezquita to 2nd. 7-0 ATL
Bottom 8 Jacob Pearson walks. 8-0 ATL
Top 9 Chris Owings out on a sacrifice fly to left fielder Jacob Pearson. Ewry Espinal scores. 8-1 ATL
Team Highlight
ATL Austin Riley's solo home run (00:00:28)
ATL Eddie Rosario's massive home run (00:00:20)
ATL Spencer Strider's 4 strikeouts (00:00:47)
PIT Connor Joe exits game after HBP (00:00:27)
ATL Ozzie Albies' two-run single (00:00:29)
1 2 3 4 5 6 7 8 9 R H E LOB
Pirates 0 0 0 0 0 0 0 0 1 1 3 0 7
Braves 1 1 0 0 0 3 1 2 8 9 0 9

Decisions

Division Scoreboard

STL 1 @ HOU 24 - Final
CIN 1 @ CLE 0 - Bottom 3, 0 Outs
KC 0 @ CHC 3 - Top 4, 1 Out
CIN 1 @ COL 0 - Bottom 3, 0 Outs
AZ 0 @ MIL 0 - Top 4, 0 Outs
Next Pirates Game: Mon, Mar 27, 01:05 PM EDT @ Twins
Last Updated: 03/26/2023 04:47:01 PM EDT
submitted by BuccosBot to buccos [link] [comments]


2023.03.26 21:46 Blooper_Bot The Braves defeated the Pirates by a score of 8-1 - Sun, Mar 26 @ 01:05 PM EDT

Pirates @ Braves - Sun, Mar 26

Game Status: Final - Score: 8-1 Braves

Links & Info

Pirates Batters AB R H RBI BB K LOB AVG OBP SLG
1 Castro, R - SS 2 0 0 0 1 1 0 .226 .268 .358
Jarvis - 2B 1 0 0 0 0 1 0 .200 .200 .200
2 Choi - 1B 3 0 0 0 1 1 1 .265 .297 .441
2-Espinal - PR 0 1 0 0 0 0 0 .000 .000 .000
3 Joe - LF 2 0 1 0 0 0 0 .275 .341 .450
1-Escotto - SS 1 0 0 0 0 1 1 .250 .250 .250
4 Andújar - RF 4 0 1 0 0 1 2 .195 .244 .366
5 Mathias - LF 2 0 0 0 2 1 0 .250 .432 .286
6 Owings - CF 3 0 1 1 0 1 2 .250 .405 .406
7 Hedges - C 2 0 0 0 0 0 1 .114 .114 .143
Alfonzo - C 1 0 0 0 1 0 0 .000 .500 .000
8 Maggi - 3B 4 0 0 0 0 1 3 .345 .424 .724
9 Martin, M - DH 3 0 0 0 0 1 0 .167 .286 .667
Totals 28 1 3 1 5 9 10
Pirates
1-Ran for Joe in the 6th. 2-Ran for Choi in the 9th.
BATTING: 2B: Andújar (4, Smith-Shawver). TB: Andújar 2; Joe; Owings. RBI: Owings (4). Runners left in scoring position, 2 out: Owings; Maggi 2. SF: Owings. GIDP: Choi. Team RISP: 0-for-2. Team LOB: 7.
FIELDING: PB: Alfonzo (1). DP: (Choi-Alfonzo-Choi).
Braves Batters AB R H RBI BB K LOB AVG OBP SLG
1 Acuña Jr. - RF 3 0 0 0 0 0 0 .286 .355 .500
Mezquita - RF 1 0 0 0 1 1 0 .000 .500 .000
2 Olson - 1B 2 0 0 0 1 0 0 .439 .531 1.000
1-Lugbauer - 1B 2 2 2 1 0 0 0 .200 .273 .200
3 Riley, A - 3B 3 1 2 1 0 1 0 .282 .417 .564
2-Sanchez, L - 3B 2 1 0 0 0 1 4 .000 .000 .000
4 Ozuna - LF 2 0 1 0 1 0 0 .321 .368 .491
3-Pearson - LF 1 1 1 0 1 0 0 .111 .200 .111
5 Harris II, M - CF 2 0 0 1 1 1 1 .256 .333 .488
Kilpatrick Jr. - CF 1 0 0 0 1 1 3 .167 .375 .167
6 Albies - 2B 2 0 1 2 1 0 0 .313 .393 .604
Quintero - 2B 1 0 0 0 0 0 2 .000 .250 .000
7 d'Arnaud - C 2 0 0 0 0 1 1 .214 .258 .250
Baldwin - C 1 1 0 0 1 1 2 .100 .308 .100
8 Rosario, E - DH 2 1 1 1 1 0 0 .174 .208 .348
a-Gonzalez - DH 1 0 0 0 0 0 1 .000 .000 .000
9 Adrianza - SS 3 0 0 0 0 0 3 .231 .362 .410
Philip - SS 1 1 1 0 0 0 0 .750 .750 1.250
Totals 32 8 9 6 9 7 17
Braves
a-Flied out for Rosario, E in the 8th. 1-Ran for Olson in the 6th. 2-Ran for Riley, A in the 6th. 3-Ran for Ozuna in the 6th.
BATTING: 2B: Philip (2, Hofmann). HR: Riley, A (3, 1st inning off Crowe, 0 on, 2 out); Rosario, E (1, 2nd inning off Holderman, 0 on, 2 out). TB: Albies; Lugbauer 2; Ozuna; Pearson; Philip 2; Riley, A 5; Rosario, E 4. RBI: Albies 2 (15); Harris II, M (6); Lugbauer (1); Riley, A (6); Rosario, E (2). 2-out RBI: Rosario, E; Riley, A. Runners left in scoring position, 2 out: Kilpatrick Jr. 2; Quintero. GIDP: Adrianza. Team RISP: 2-for-7. Team LOB: 9.
FIELDING: DP: (Adrianza-Albies-Olson).
Pirates Pitchers IP H R ER BB K HR P-S ERA
Crowe (L, 0-2) 1.0 2 1 1 0 1 1 11-9 9.00
Holderman 1.0 1 1 1 0 0 1 7-6 5.19
Underwood Jr. 1.0 0 0 0 0 1 0 5-5 4.26
Cruz, Om 1.0 0 0 0 1 1 0 9-5 0.00
MacGregor 1.0 1 3 3 3 0 0 16-4 27.00
Toribio 1.0 1 0 0 1 1 0 9-5 0.00
Yean 1.0 2 1 0 1 2 0 13-9 0.00
Hofmann 0.2 2 2 2 3 0 0 16-4 27.00
Garcia, O 0.1 0 0 0 0 1 0 3-3 0.00
Totals 8.0 9 8 7 9 7 2
Braves Pitchers IP H R ER BB K HR P-S ERA
Strider (W, 2-1) 4.0 2 0 0 1 4 0 27-23 1.69
Minter (H, 2) 1.0 0 0 0 0 1 0 5-5 4.15
Smith-Shawver (H, 1) 3.2 1 1 1 4 3 0 34-17 1.59
Wilcox 0.1 0 0 0 0 1 0 3-3 20.25
Totals 9.0 3 1 1 5 9 0
Game Info
WP: Hofmann.
HBP: Joe (by Smith-Shawver).
Groundouts-flyouts: Crowe 1-1; Holderman 1-2; Underwood Jr. 2-0; Cruz, Om 2-0; MacGregor 1-1; Toribio 1-0; Yean 1-0; Hofmann 0-2; Garcia, O 0-0; Strider 6-2; Minter 0-1; Smith-Shawver 2-2; Wilcox 0-0.
Batters faced: Crowe 5; Holderman 4; Underwood Jr. 3; Cruz, Om 4; MacGregor 7; Toribio 4; Yean 6; Hofmann 7; Garcia, O 1; Strider 15; Minter 3; Smith-Shawver 16; Wilcox 1.
Inherited runners-scored: Toribio 3-2; Garcia, O 3-0; Wilcox 3-0.
Umpires: HP: Tyler Jones. 1B: Emil Jimenez. 2B: Manny Gonzalez. 3B: Derek Thomas.
Weather: 86 degrees, Partly Cloudy.
Wind: 11 mph, R To L.
First pitch: 1:05 PM.
T: 2:39.
Att: 5,896.
Venue: CoolToday Park.
March 26, 2023
Inning Scoring Play Score
Bottom 1 Austin Riley homers (3) on a line drive to right center field. 1-0 ATL
Bottom 2 Eddie Rosario homers (1) on a line drive to right field. 2-0 ATL
Bottom 6 Michael Harris II walks. Drew Lugbauer scores. Luis Sanchez to 3rd. Jacob Pearson to 2nd. 3-0 ATL
Bottom 6 Ozzie Albies singles on a sharp ground ball to right fielder Miguel Andujar. Luis Sanchez scores. Jacob Pearson scores. Michael Harris II to 3rd. 5-0 ATL
Bottom 7 Kevin Kilpatrick Jr. walks. Drew Lugbauer scores. Jacob Pearson to 2nd. Passed ball by catcher Omar Alfonzo. 6-0 ATL
Bottom 8 Drew Lugbauer singles on a line drive to right fielder Miguel Andujar. Drake Baldwin scores. Beau Philip to 3rd. Brandol Mezquita to 2nd. 7-0 ATL
Bottom 8 Jacob Pearson walks. 8-0 ATL
Top 9 Chris Owings out on a sacrifice fly to left fielder Jacob Pearson. Ewry Espinal scores. 8-1 ATL
Team Highlight
ATL Austin Riley's solo home run (00:00:28)
ATL Eddie Rosario's massive home run (00:00:20)
ATL Spencer Strider's 4 strikeouts (00:00:47)
PIT Connor Joe exits game after HBP (00:00:27)
ATL Ozzie Albies' two-run single (00:00:29)
1 2 3 4 5 6 7 8 9 R H E LOB
Pirates 0 0 0 0 0 0 0 0 1 1 3 0 7
Braves 1 1 0 0 0 3 1 2 8 9 0 9

Decisions

Division Scoreboard

PHI 2 @ BAL 4 - Final
WSH 2 @ MIA 2 - Final: Tied
MIA 3 @ NYM 3 - Game Over: Tied
Next Braves Game: Mon, Mar 27, 01:05 PM EDT vs. Red Sox
Last Updated: 03/26/2023 06:37:23 PM EDT
submitted by Blooper_Bot to Braves [link] [comments]


2023.03.26 21:28 TheBexxk Weather Channel Jen Carfagno Legs & Knee High Boots!

Weather Channel Jen Carfagno Legs & Knee High Boots! submitted by TheBexxk to legsnmore [link] [comments]