Tag Archives: tank

New Arizona Cardinals receiver A.J. Green says he has ‘a lot left in the tank’

TEMPE, Ariz. — New Arizona Cardinals wide receiver A.J. Green says he still has “a lot left in the tank” and doesn’t think he has anything to prove by signing with a different team for the first time in his career.

“I still feel young,” the 32-year-old Green said Thursday during his introductory Zoom news conference. “Legs feel young. … I think I have lot of years left playing at a high level.”

Green signed a one-year contract with the Cardinals in hopes that those legs can help carry Arizona to at least its first playoff berth since 2015. Sources told ESPN’s Adam Schefter that the deal is worth up to $8.5 million and includes $6 million guaranteed.

“I think that’s the main goal, with winning a championship,” Green said. “For me, I’ve been in Cincinnati 10 years. So for me, to go somewhere to where the organization is ready to win now, it’s unbelievable.”

He said Arizona was among a handful of teams that were “very” interested in him, but Green’s attraction to the Cardinals was in how he saw his fit in their offensive scheme.

“I was looking for an offense that really can fit my skill set, and I felt like with Kyler [Murray] and Hop [DeAndre Hopkins] and [Christian] Kirk and the guys that they have around this offense [that] this was gonna be the best fit for me,” Green said.

Their stability at quarterback also helped the Cardinals’ cause.

Green said last season was “difficult” because of the Bengals’ three-man quarterback carousel, especially since he was coming off an ankle injury that caused him to miss all of 2019. But he said that last season helped him become mentally stronger.

“I’ve been in Cincinnati for 10 years, so that’s all I know,” said Green, a seven-time Pro Bowl selection. “So coming to Arizona is refreshing. I think you look around the league with Tom Brady, all these other guys [that] have been in these same places for years, and you saw what Tom Brady did last year. I think it’s good.”

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Tips For Playing Loop Hero

Screenshot: Devolver Digital

A lot of people have started playing Loop Hero. How do I know this? It hit 50,000 concurrent users on Steam over the weekend. I was one of them. I’ve now put over 25 hours into the deck-building roguelite, and I have some tips for everyone else who’s just getting started with it.

At its most basic level, Loop Hero plays itself. Your warrior walks around a circle fighting hordes of slimes and vampires automatically. Over time they get stronger, and if they get strong enough they’ll survive to summon the boss, beat them, and progress to the next chapter. Of course, the devil is in the details of everything you can do on top of this simple conceit, including upgrading gear, building up settlements, and choosing how to play the cards you collect over the course of each expedition. Here’s some useful advice I’ve put together based on my own experience navigating this complex gauntlet.

Prioritize certain stats for each class.

The Knight is tanky and hits slow. The Rogue is more vulnerable but carries two weapons. The Necromancer summons skeletons to fight by their side. Each requires a different strategy. I’ve found that focusing on these particular stats for each class has led more toward greater success and longer lives:

  • Knight: Regen/Vampirism
  • Rogue: Evasion/Crit Chance
  • Necromancer: Magic HP/Extra Skeletons

Survival is the name of the game, which means balancing how quickly you can kill enemies with how quickly you heal. Regen is nice because it works even when you’re not in battle, while Magic HP is how much damage the Necromancer can absorb each battle before getting hurt.

Screenshot: Devolver Digital / Kotaku

High level gear isn’t always better.

All gear in Loop Hero has a level and one of four rarities: common, blue, yellow, and orange. The higher the rarity, the more bonus stats it comes with. Simply making the numbers go up isn’t enough, though. You might get a piece of armor that’s two levels above your current one, but is the lowest rarity and so doesn’t come with any bonuses. In this case, something like 10% vampirism is better than an additional 100 HP.

The reverse can also be true, depending on the situation. In one expedition I got a higher level common ring with a 4.5 regeneration stat. I quickly traded it for the single digit buffs in my existing orange rarity ring. Plus, all armor you don’t use eventually breaks down into resources, so consider waiting instead of constantly swapping up to new gear with only marginally better stats.

Don’t just place lands down willy nilly. 

Mountain cards give you more HP, and a total of 120 HP extra when arranged in a 3X3 grid. Meadows net you an extra resource when placed next to a mountain or set of rocks, making it more advantageous to mix them in rather than place them somewhere separate on the map. The bonus effects of rivers are doubled when they touch another land in two places, so be sure to arrange them in a zigzagging pattern rather than straight lines.

Screenshot: Devolver Digital / Kotaku

It’s okay not to play every card.

Like extra gear, cards you don’t use will break down into extra resources that can be used to expand and upgrade your settlement. So don’t feel like you have to play everything that gets rotated into your hand, especially if you are on an expedition to purely grind for resources. In addition, the key to success in Loop Hero is balancing the need to farm enemies for better resources and gear with being able to actually survive until the late game. A couple vampire mansions is good. Littering the map with them is not.

Know when to fold’em.

If you don’t think you’ll survive another loop, retreat to your village when you pass by. You’ll get to save everything you’ve collected that expedition. There’s a significant amount of grinding in Loop Hero, which means you’ll probably do some expeditions to farm for certain resources to get key upgrades and unlock important cards without ever intending to take on the chapter boss. Better to restart an expedition early than lose a big chunk of your haul in an untimely death. If push comes to shove you can also retreat for a smaller penalty from any other square on the map when you’re not in battle.

Telltale signs that you should retreat are when the loop has multiple squares with large groups or enemies on them, and if you haven’t gotten good gear upgrades in a while. Enemies get harder every completed loop, and if the RNG, which Loop Hero has a lot of, simply isn’t going your way, it’s better to quit while you’re ahead.

Screenshot: Devolver Digital / Kotaku

Upgrade the Smelter.

Your settlement in Loop Hero is basically your skill tree. The upgrades will carry over between expeditions and often be the determining factor in whether you survive or not. Aim to unlock the Smelter as early as possible and then upgrade it to get the arsenal. When placed, it lets you equip an additional piece of gear in a new slot that will give you another chance to boost your class’ most important stats.

Unlock watch towers.

Watch towers take a bit longer to get but are also super helpful for farming resources. They provide archers in your settlement who can attack enemies in the surrounding squares depending on how much they’re upgraded. This incentivizes playing as many monster cards as close to your settlement as possible to essentially take on the majority of your loop’s toughest fights with backup.

Screenshot: Devolver Digital / Kotaku

Get the Blade of Dawn trait.

Every time your character level’s up in a loop they get to select one of three new traits to help them for the duration of the expedition. The Knight has plenty of good ones to choose from, but Blade of Dawn has never let me down. It makes your first attack of each new day super-charged, dealing double damage to all enemies in an encounter. The days pass quickly outside of battle, and if you’ve placed enemy buildings sparingly and smartly, you can start off almost every big fight this way.

For the Rogue I always go with the Child of the Forest pet trait that has a 75% chance of spawning a companion dire wolf each fight, and for the Necromancer I really like Unseen Care which gives you permeant bonus Magic HP for each skeleton summoned. Normally I try to go with whichever trait will trigger often or provide some lasting benefit that scales nicely as the loop gets harder.

Screenshot: Devolver Digital / Kotaku

Use a Storm Temple to burn a forest.

Loop Hero is full of mysterious synergies between different buildings and land types. One of those is the Burned Forest, which you get when you place a Storm Temple and it strikes a Forest or Thicket with lightning. The burned forest grants extra magic damage, which ignores enemies’ defenses. Another good combination is the Hungry Grove, created when you place two Blood Groves next to a regular grove. It occasionally will attack you when fighting enemies next to it, but will also instantly kill any enemy that falls below 20% health, helping you take down large groups much more quickly.

Experiment with different combinations.

Different cards produce different effects and let you harvest different resources. If you’re always playing the same class doing similar loop setups you won’t get the full range of resources necessary to quickly expand your settlement, which is the real point of 90% of the expeditions you go on. Play around with different land types, enemy buildings, and placements on the map to see what happens.

Similarly, different classes are better suited to different sorts of loops. The Necromancer will do better against larger mobs, while the Rogue can deal massive critical blows that take down quest enemies (the ones that spawn by visiting villages) a lot more quickly.

Screenshot: Devolver Digital / Kotaku

Use Oblivion to nuke enemy camps.

I’ve died to goblins more times than I can count. They hit hard and fast, and often appear in groups of three or four. The Oblivion card lets you nuke any square on the map, not just the stuff you’ve built. You can use it to erase a mob of goblins, or better yet to destroy the camp that’s spawning them. The same goes for bandit camps and other enemy spawn sites that spring up automatically as you progress.

Extra Credit: You can also use an Oblivion card to destroy the last mountain or rock formation in a 3X3 mountain range. You can then replace the mountain or rock to re-trigger the formation and get additional bonus resources. You can rinse and repeat as many times as you like. (Hat tip user Jolly2Joy from the Loop Hero subreddit).

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Backreaction observed for first time in water tank black hole simulation

Lab experiment using water tank simulation to demonstrate backreaction. Credit: University of Nottingham

Scientists have revealed new insights into the behavior of black holes with research that demonstrates how a phenomenon called backreaction can be simulated.

The team from the University of Nottingham have used their simulation of a black hole, involving a specially designed water tank, for this latest research published in Physical Review Letters. This study is the first to demonstrate that the evolution of black holes resulting from the fields surrounding them can be simulated in a laboratory experiment.

The researchers used a water tank simulator consisting of a draining vortex, like the one that forms when you pull the plug in the bath. This mimics a black hole since a wave which comes too close to the drain gets dragged down the plug hole, unable to escape. Systems like these have grown increasingly popular over the past decade as a means to test gravitational phenomena in a controlled laboratory environment. In particular, Hawking radiation has been observed in an analog black hole experiment involving quantum optics.

Using this technique the researchers showed for the first time that when waves are sent into an analog black hole, the properties of the black hole itself can change significantly. The mechanism underlying this effect in their particular experiment has a remarkably simple explanation. When waves come close to the drain, they effectively push more water down the plug hole causing the total amount of water contained in the tank to decrease. This results in a change in the water height, which in the simulation corresponds to a change in the properties of the black hole.

Lead author, Post-doctoral researcher Dr. Sam Patrick from the University of Nottingham School of Mathematical Sciences explains: “For a long time, it was unclear whether the backreaction would lead to any measurable changes in analog systems where the fluid flow is driven, for example, using a water pump. We have demonstrated that analog black holes, like their gravitational counterparts, are intrinsically backreacting systems. We showed that waves moving in a draining bathtub push water down the plug hole, modifying significantly the drain speed and consequently changing the effective gravitational pull of the analog black hole.

What was really striking for us is that the backreaction is large enough that it causes the water height across the entire system to drop so much that you can see it by eye! This was really unexpected. Our study paves the way to experimentally probing interactions between waves and the spacetimes they move through. For example, this type of interaction will be crucial for investigating black hole evaporation in the laboratory.”

Black hole research at the University of Nottingham has recently received a £4.3 million funding boost for a three-year project that aims to provide further insights into the physics of the early universe and black holes.

The research team will use quantum simulators to mimic the extreme conditions of the early universe and black holes. The Nottingham team will be using a new state laboratory to set up a novel hybrid superfluid optomechanical system to mimic quantum black hole processes in the laboratory.


Black holes gain new powers when they spin fast enough


More information:
Sam Patrick et al, Backreaction in an Analogue Black Hole Experiment, Physical Review Letters (2021). DOI: 10.1103/PhysRevLett.126.041105
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University of Nottingham

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Backreaction observed for first time in water tank black hole simulation (2021, February 1)
retrieved 1 February 2021
from https://phys.org/news/2021-02-backreaction-tank-black-hole-simulation.html

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SpaceX aborts several Starship static fire attempts, rolls test tank to the pad

Accidentally producing the polar opposite of Starship serial number 9 (SN9) completing a trio of Raptor ignition tests in four hours last week, SpaceX has now suffered three back-to-back static fire aborts on January 20th.

On January 13th, Starship SN9 somewhat successfully ignited its Raptor engines three separate times with zero hands-on human intervention or inspection. While an impressive feat, SpaceX CEO Elon Musk soon revealed that two of the rocket’s three engines were damaged during the test campaign. NASASpaceflight.com later reported that the company had detected an issue with one Raptor after the first three-engine static fire, ultimately firewalling it and performing the next two static fires with only two engines.

SpaceX initially allotted five days to replace the two damaged Raptors (SN44 & SN46), scheduling road closures (a telltale sign of test plans) on January 18th, 19th, and 20th. Windows on the 18th and 19th went by with zero attempts. Finally, on the 20th, SpaceX kicked off Starship SN9’s first real test attempt since the engine swap around 2pm but it was aborted by 3pm.

After an extremely brisk recycle, Starship likely made it less than a minute away from ignition but the second attempt was ultimately aborted around 3:40 pm.

Two hours later, after SpaceX extended the end of its road closure from 5pm to 8pm, Starship SN9’s third Raptor static fire attempt was also aborted – once again just a minute or less away from ignition.

SpaceX held Starship SN9 for another hour or so after the third abort but ultimately began final detanking and depressurization around 6:50 pm, marking the end of the day’s attempts.

It’s impossible to say what caused Wednesday’s back-to-back-to-back aborts or if the three instances were connected. While potentially frustrating to watch from the sidelines, it’s crucial to remember that the public is getting a truly unprecedented continuous view of SpaceX’s process of developing and refining a world-class launch vehicle. Additionally, every abort Starship suffers should theoretically produce volumes of valuable data that both Starship and Raptor teams can use to better understand how to design, build, test, and operate the cutting-edge vehicle and its engines.

More likely than not, SpaceX is leaning towards caution (and thus cautious hardware and software limits) while attempting to prepare Starship SN9 for its true data-gathering purpose – an SN8-style high-altitude launch and landing attempt.

Starship SN8’s launch and (explosive) landing debut. SN9’s goal is to replicate the feat without the last-second explosion. (Richard Angle)

SpaceX is currently scheduled to try again with another series of Starship SN9 static fire attempts between 8am and 5pm CST (UTC-6) on Thursday, January 21st.

Meanwhile, prior to SN9’s multiple Wednesday aborts, SpaceX rolled the latest in a series of Starship ‘test tanks’ from the factory to the launch pad. A team rapidly strapped the tank to the concrete pad and connected it to ground support equipment in preparation for a series of tests that will likely end with SpaceX intentionally pressurizing the tank until its bursts. If successful, it will open the door for future Starships to save weight by cutting steel skin thickness from 4mm to 3mm.

Stay tuned for updates on both active test campaigns.



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