Dollar Downside Momentum Strengthens – General Forex Questions & Help

The US dollar fell against all the major currencies last week and reached the lowest level against the euro since October 2018. The five-week slump in the Dollar Index is the longest since late 2017/early 2018.

Although we were early dollar bears, the downside momentum appears stronger than the momentum indicators suggested last week. Even shallow dollar bounces have been sold.

By and large, as we will see below, the momentum indicators continue to suggest a consolidative or corrective phase may be near. Yet, there does appear to have been a material shift in sentiment toward the dollar. Speculators in the futures market have been net long euros, for example, since mid-March.

The change seems to be among asset managers, judging from flow reports and surveys, and interpolating from the options market, some levered participants as well. It also appears that the North American market is leading the current move.

The dollar’s decline should not be exaggerated. The year-to-date move has been modest. The strongest major currency has been the Swedes krona, which often acts as a high-beta euro. It has risen nearly 6% against the US dollar.

Despite intervention by the Swiss National Bank, in the face of US threats to cite it as a currency manipulator, the franc’s 4.5% gain in second-place behind Sweden. Meanwhile, Sweden’s neighbor, Norway, sports the weakest of the major currency, with almost a 4.7% decline.

Sterling’s roughly 3.8% decline puts it just ahead of the Norwegian krone. The dollar’s modest decline is not a material factor for policy or trade, even if the momentum gets noticed.

Dollar Index: The downward pressure on the Dollar Index is evident in the fact that it has risen in four sessions this month, and once in the last 11 sessions, and none last week. It is at its lowest level since October 2018 and finished the week on its lows.

For the better part of three weeks, it has been sliding down with the lower Bollinger® Band (~94.55). The next area of chart support is seen in the 93.75-94.00 area. The momentum indicators are still falling but stretched.

Euro: The euro will take a six-day advancing streak into next week. It not only pushed above $1.15, but it crossed and settled above $1.16 as well at new highs for the move (~$1.1645). The euro finished last month, near $1.1230.

Although some narratives link the euro’s strength to the EU Recovery Plan, July will be the third consecutive monthly gain for the euro, the longest such move in three years. The MACD is still trending higher, while the Slow Stochastic is arching, set to turn down in the coming days.

Rarely has there been a session in the last few weeks that the euro did not bump against or through the upper Bollinger Band. Initial support may be in the $1.1550-$1.1580 bands.

Japanese Yen: With the Tokyo market closed before the weekend for the Health and Sports Day holiday, foreign exchange dealers took the dollar below the JPY106 level that has marked the floor since March.

The JPY105.20 area marks the (61.8%) retracement objective of the rally from the March low (~JPY101.20), and a move below JPY105 would begin escalating the pain of yen strength on many Japanese companies.

The yen’s strength, as exaggerated as it may be without Tokyo, coupled with the weakness in Asian and US shares ahead of the weekend, warning of the risk of catch-up on Monday. Resistance now will likely be seen ahead of previous support around JPY106.65.

British Pound: Sterling made new highs for the month, a little shy of the $1.28 level. The June high, which is highest since the panic struck in March, was a tad above $1.28 and near the upper Bollinger Band (~$1.2810).

The next important chart point is not until closer to $1.30. The momentum indicators are stretched but still moving higher. Support is likely to be found near $1.2700. The euro is firm against sterling.

It bounced smartly off the GBP0.9000 level tested following a reversal at the start of the week after reaching almost GBP0.9140. The euro needs to take out the GBP0.9180-GBP0.9200 area to be meaningful.

Canadian Dollar: The US dollar convincingly broke below the CAD1.3500 shelf that had been forged ahead of the 200-day moving average (~CAD1.3515). It fell to around CAD1.3350 before consolidating ahead of the weekend by straddling CAD1.3400. The June low was near CAD1.3315.

The greenback fell every day last week versus the Canadian dollar for a 1.3% decline. It finished last month by CAD1.3580. The momentum indicators are just about to enter the over-extended territory.

A possible head and shoulder pattern may have been carved since mid-June, and if valid, 1) it would project toward CAD1.3200, and 2) suggests the CAD1.3500 area offers resistance.

Australian Dollar: The Aussie shot up through $.0.7180, its highest level since April last year. A little profit-taking was seen in the previous two sessions, and the Aussie found bids ahead of the $0.7050 area, now expected to be supported.

It managed to hold to a solid 1.4% gain for the week to extend its streak to the fifth consecutive week and put it into positive territory for the year.

A couple of hundredths of a cent decline in the face of the nearly 4% drop in the Shanghai Composite illustrates a more significant point we have made about the decoupling of the two. Still, the technical indicators are flashing a yellow sign as they have failed to confirm the new highs.

Mexican Peso: The dollar’s roughly 0.8% decline against the peso last week gave back the previous two weeks of gains and maintaining the broadly sideways trading range since mid-June. The greenback has given up nearly 3/4 of the prior month’s 3.6% gain.

The Slow Stochastic appears curling higher, while the MACD has almost flatlined. The lower volatility makes Mexico attractive for carrying trades, but the strength of the Swiss franc and yen discourage their use, leaving the dollar as arguably the cleanest expression.

A near-term downtrend line from earlier this month held before the weekend and begins the new week near MXN22.60. The month’s low so far is about MXN22.15.

Chinese Yuan: The dollar posted a key upside reversal against the yuan in the middle of last week, making a new low for the move (~CNY6.9650) before shooting up and closing above the previous day’s high. Follow-through buying was seen in the last couple of sessions, and the dollar finished the week near CNY7.02, a two-week high.

Linking the yuan’s weakness to the political tit-for-tat consulate shutdowns does not necessarily mean manipulation by Chinese officials.

The operative channel could be the equity market where the Shanghai Composite has fell by a little more than 4% over the past two sessions, and the Shenzhen Composite shed 5%. The momentum indicators favor dollar gains, but with the greenback’s losses before the weekend in North America warns of the likelihood of a lower fix.

Gold: The rally continued with the yellow metal rising every day last week, reaching nearly $1906.50 at the end of last week. It will take a six-day rally into the last week of July. Its resilience in the face of the heavier tone in the equity markets will support the arguments seeing it has a hedge to equities.

There are two obvious targets. The first is the record high from 2011 a little above $1921, and the other is the round, psychological level of $2000. It is difficult to talk about resistance in never-before-seen prices, but if our view of interest rates and the turn in the dollar cycle is fair, then $2500 might not seem unreasonable.

Oil: After rallying to start the week and selling off in the second half, the September WTI contract finished the week little changed a little below $41 a barrel. The week’s high was about $42.50, which closed the breakaway gap created in the March disruption. Around $41.70, the contract reached the middle of this year’s range.

Before the next retracement (61.8%) near $46.35 comes the 200-day moving average (~$44.35). The MACD did not confirm the high. The Slow Stochastic did but has still turned lower. This month, September WTI has not closed below its 20-day moving average ($40.60) and offered support ahead of the weekend.

US Rates: Disappointing preliminary PMI on the heels of the first increase in weekly jobless claims, and the end of the S&P 500 three-week rally saw the 10-year yield slip to 55 basis points at the end of last week, the lower end of the range since March. Still, it managed to close around 58 bp to end a four-day decline.

The focus is on the Federal Reserve meeting and the negotiations over the next fiscal package, while the virus sets the general parameters. The 10-year yield has drifted lower for the past three weeks after finishing June near 65 bp. The two-note yield has been in a three basis point range this month (~13.5-16.5).

The effective (weighted) average fed funds rate, which the futures contract settle against, has quietly crept higher. Both last week and the previous week, the effect rate rose to 10 bp. Recall that as recently as June 1, it was at five basis points.

The secured overnight financing rate is also trading firmly around 12-13 bp at the high over the past two weeks. Many are linking it to the Fed’s decision to lift the minimum bid rate for its repo facility earlier this month.

Credit: TopAsiaFX

.(tagsToTranslate)fx_analysis(t)forex_online(t)forex

dnd 5e – Do teleportation spells conserve momentum?

I am going to answer this in a different way, by justifying a re-framing of the question first.

When you try to justify how magic works in a role playing game that is not designed to cater for such things (such as D&D 5e) it leads you down a rabbit hole where the whole magic system, the whole game, starts unravelling and often becomes unplayable.

Why do I say this? D&D 5e is only meant to loosely simulate the real world (find discussions on what hit points are or on falling damage to see that). It is far better described as a game that provides rules which help you collaboratively create heroic stories set in a fantasy world (though generally I wouldn’t, it sounds far too pompous).

Within these rules there is a system for producing magical effects, things that just can’t be done in the real world. Magic is the word we have for things that we can’t explain using our current understanding of the laws of physics. Things just happen as a result of magic.

As soon as you try to use the “conservation of momentum” law about any one spell, then you are accepting the proposition that our real physical laws apply and then, to pick the most obvious spell, Wish stops working because it horribly violates the laws of thermodynamics.

So instead of asking “Do teleportation spells conserve momentum?” you need to ask a different question, as “momentum” is not a concept that exists in the game to explain how things work. The alternative question I would suggest is: “Does a moving target of a teleportation spell carry on moving once they change position?” and it is that question I will try to answer.

Movement by creatures in D&D is done in discrete “chunks”. The story might be “The wizard ran from one side of the door to the other, casting a magic missile at the enemy as they past the opening, diving back into cover before getting filled full of arrows”. However the game is run in discrete steps so this could be: wizard moves 10′, casts a spell, moves 10′ with no requirement for a character to continue moving at each stage no matter how fast they are going.

As such there is no momentum, no pre-determination. Where the character goes next can be decided by the player at each 5′ step on a grid or any value if not using a grid. For instance the wizard’s player could decide it stays in the door rather than go the final 5′ of the second 10′ move into cover due to the consequences of the spell cast.

Movement and Position (PHB p.190):

However you’re moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving.

if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet.

So what if the wizard used a Dash action to move 60′, i.e. as fast as possible (as a story this would be “the wizard run as fast as they could”). However they get teleported by a trap they step on to a position directly in front of a wall after moving only 50′ of the movement. What happens? Are they required to run into the wall at full tilt and take damage or can they just decide not to take the next 10′ of movement?

The rules say they can just not take any more movement. That there is no momentum. The story may be “the wizard ran as fast as they could across the teleportation trap and disappeared. A moment later they were in front of a wall of spikes 30′ away, but pulled up just in time to stop being skewered.”

So applying all this to your first question:

if I were to take a running leap and then Dimension Door forward, would I continue to be propelled forward by my momentum (assuming that I still have a number of feet of movement speed remaining), or would that dissipate as part of the spell.

and bringing in a couple more rules:

Movement and Position (PHB p.190):

If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you’ve already moved from the new speed. The result determines how much farther you can move.

Jumping (PHB p.182):

LongJump. When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement

This would mean that if someone takes a running jump and go 10′ of their possible 15′ (say) jump distance, then they take an action to cast dimension door (we won’t get into whether you can do this in the middle of a jump) and teleport 200′ to a new position, then they are then free to use whatever speed they have remaining, say either the remaining 5′ of their jump or, if they teleported onto a surface, some or all of their remaining walking movement. The rules do not require the use of the remaining 5′ of jump, but you can. There is no momentum and the story description comes afterwards.

Your second question is actually a different case because it is about a moving object not a creature, which is handled differently in the rules:

Similarly, if I were to launch a cannon ball from a cannon and then Teleport it into the throne room of a local king, would the cannon ball continue traveling forward at the same velocity or would it simply drop to the ground (given that the Teleport spell was successful)?

The game says nothing about projectiles spending any time in the intervening space between source and target. An arrow hits as soon as the character shoots, a fireball explodes at the moment it is cast. Even a ready action cannot intercept the projectile mid-flight (PHB p.192 Ready: “When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger”).

So this case cannot occur within the game rules as you cannot cast a spell on a projectile mid-flight. If a situation is set up that does not follow the normal game rules then it can do whatever the DM wants it to and the question becomes immaterial.

Finally the case where the projectile passes through a “gate” or a “portal” i.e. is teleported by passing through a pre-existing environmental magical effect rather than having a spell cast upon it, then it becomes the call of the DM whether it continues through and completes to move, as there is no RAW guidance about this situation that I know of. I believe that most DMs, like myself, would make the call that it did complete it’s trajectory, though I can see how it could be justified otherwise.

In the end I think it is best to say that it is good to be reminded that the best story and consistency should rule. That almost always means that in 5e real world science as an explanation should lose out to “it is magic” every time.

xubuntu – Bluetooth earbuds constantly reconnecting (Sennheiser Momentum TW 2)

i’m running currently Xubuntu 20.04 and trying to connect new earbuds (Sennheiser Momentum true wireless 2) but i get the earbuds connected and after a second disconnected, then it tries to connect again, and so on.
bluetootsctl output:

exilion@ExDtUK2004:~$ bluetoothctl 
Agent registered
(CHG) Controller 00:1A:7D:DA:71:09 Discovering: yes
(NEW) Device B0:FA:EB:2F:9E:3D B0-FA-EB-2F-9E-3D
(NEW) Device 00:1B:66:BC:2E:F9 00-1B-66-BC-2E-F9
(CHG) Device 00:1B:66:BC:2E:F9 RSSI: -62
(CHG) Device 00:1B:66:BC:2E:F9 TxPower: -12
(CHG) Device 00:1B:66:BC:2E:F9 Name: MOMENTUM TW 2
(CHG) Device 00:1B:66:BC:2E:F9 Alias: MOMENTUM TW 2
(CHG) Device 00:1B:66:BC:2E:F9 UUIDs: 0000180a-0000-1000-8000-00805f9b34fb
(CHG) Device 00:1B:66:BC:2E:F9 UUIDs: 0000180f-0000-1000-8000-00805f9b34fb
(CHG) Device 00:1B:66:BC:2E:F9 UUIDs: 0000fdce-0000-1000-8000-00805f9b34fb
(NEW) Device F4:7D:EF:FF:9E:87 Galaxy Fitⓔ (9E87)
(CHG) Device 00:1B:66:BC:2E:F9 RSSI: -70
(CHG) Device 00:1B:66:BC:2E:F9 Modalias: usb:v1377p7001d0480
(CHG) Device 00:1B:66:BC:2E:F9 UUIDs: 0000180a-0000-1000-8000-00805f9b34fb
(CHG) Device 00:1B:66:BC:2E:F9 UUIDs: 0000180f-0000-1000-8000-00805f9b34fb
(CHG) Device 00:1B:66:BC:2E:F9 UUIDs: 0000fdce-0000-1000-8000-00805f9b34fb
(CHG) Device 00:1B:66:BC:2E:F9 UUIDs: 0000111e-0000-1000-8000-00805f9b34fb
(CHG) Device 00:1B:66:BC:2E:F9 UUIDs: 00001108-0000-1000-8000-00805f9b34fb
(CHG) Device 00:1B:66:BC:2E:F9 UUIDs: 0000110b-0000-1000-8000-00805f9b34fb
(CHG) Device 00:1B:66:BC:2E:F9 UUIDs: 0000110d-0000-1000-8000-00805f9b34fb
(CHG) Device 00:1B:66:BC:2E:F9 UUIDs: 0000110e-0000-1000-8000-00805f9b34fb
(CHG) Device 00:1B:66:BC:2E:F9 RSSI: -62
(CHG) Device 00:1B:66:BC:2E:F9 RSSI: -71
(CHG) Controller 00:1A:7D:DA:71:09 Discovering: no
(CHG) Device F4:7D:EF:FF:9E:87 RSSI is nil
(CHG) Device 00:1B:66:BC:2E:F9 TxPower is nil
(CHG) Device 00:1B:66:BC:2E:F9 RSSI is nil
(CHG) Device B0:FA:EB:2F:9E:3D RSSI is nil
(CHG) Device 00:1B:66:BC:2E:F9 Connected: yes
(CHG) Device 00:1B:66:BC:2E:F9 UUIDs: 00001101-0000-1000-8000-00805f9b34fb
(CHG) Device 00:1B:66:BC:2E:F9 UUIDs: 00001108-0000-1000-8000-00805f9b34fb
(CHG) Device 00:1B:66:BC:2E:F9 UUIDs: 0000110a-0000-1000-8000-00805f9b34fb
(CHG) Device 00:1B:66:BC:2E:F9 UUIDs: 0000110b-0000-1000-8000-00805f9b34fb
(CHG) Device 00:1B:66:BC:2E:F9 UUIDs: 0000110c-0000-1000-8000-00805f9b34fb
(CHG) Device 00:1B:66:BC:2E:F9 UUIDs: 0000110e-0000-1000-8000-00805f9b34fb
(CHG) Device 00:1B:66:BC:2E:F9 UUIDs: 0000111e-0000-1000-8000-00805f9b34fb
(CHG) Device 00:1B:66:BC:2E:F9 UUIDs: 00001200-0000-1000-8000-00805f9b34fb
(CHG) Device 00:1B:66:BC:2E:F9 UUIDs: 0000eb03-d102-11e1-9b23-00025b00a5a5
(CHG) Device 00:1B:66:BC:2E:F9 ServicesResolved: yes
(CHG) Device 00:1B:66:BC:2E:F9 Paired: yes
(CHG) Device 00:1B:66:BC:2E:F9 Trusted: yes
(CHG) Device 00:1B:66:BC:2E:F9 ServicesResolved: no
(CHG) Device 00:1B:66:BC:2E:F9 Connected: no
(CHG) Device 00:1B:66:BC:2E:F9 Connected: yes
(CHG) Device 00:1B:66:BC:2E:F9 Connected: no
(CHG) Device 00:1B:66:BC:2E:F9 Connected: yes
(CHG) Device 00:1B:66:BC:2E:F9 Connected: no
(CHG) Device 00:1B:66:BC:2E:F9 Connected: yes
(NEW) Primary Service (Handle 0x72a1)
        /org/bluez/hci0/dev_00_1B_66_BC_2E_F9/service0001
        00001801-0000-1000-8000-00805f9b34fb
        Generic Attribute Profile
(NEW) Characteristic (Handle 0x72a1)
        /org/bluez/hci0/dev_00_1B_66_BC_2E_F9/service0001/char0002
        00002a05-0000-1000-8000-00805f9b34fb
        Service Changed
(NEW) Descriptor (Handle 0xfac4)
        /org/bluez/hci0/dev_00_1B_66_BC_2E_F9/service0001/char0002/desc0004
        00002902-0000-1000-8000-00805f9b34fb
        Client Characteristic Configuration
(NEW) Primary Service (Handle 0x72a1)
        /org/bluez/hci0/dev_00_1B_66_BC_2E_F9/service000a
        0000fdce-0000-1000-8000-00805f9b34fb
        Unknown
(NEW) Characteristic (Handle 0x72a1)
        /org/bluez/hci0/dev_00_1B_66_BC_2E_F9/service000a/char000b
        63331338-23c1-11e5-b696-feff819cdc9f
        Vendor specific
(NEW) Characteristic (Handle 0x72a1)
        /org/bluez/hci0/dev_00_1B_66_BC_2E_F9/service000a/char000d
        63331339-23c1-11e5-b696-feff819cdc9f
        Vendor specific
(NEW) Descriptor (Handle 0x0ec4)
        /org/bluez/hci0/dev_00_1B_66_BC_2E_F9/service000a/char000d/desc000f
        00002902-0000-1000-8000-00805f9b34fb
        Client Characteristic Configuration
(NEW) Characteristic (Handle 0x72a1)
        /org/bluez/hci0/dev_00_1B_66_BC_2E_F9/service000a/char0010
        6333133a-23c1-11e5-b696-feff819cdc9f
        Vendor specific
(NEW) Descriptor (Handle 0x1264)
        /org/bluez/hci0/dev_00_1B_66_BC_2E_F9/service000a/char0010/desc0012
        00002902-0000-1000-8000-00805f9b34fb
        Client Characteristic Configuration
(NEW) Characteristic (Handle 0x72a1)
        /org/bluez/hci0/dev_00_1B_66_BC_2E_F9/service000a/char0013
        63331379-23c1-11e5-b696-feff819cdc9f
        Vendor specific
(NEW) Descriptor (Handle 0x15d4)
        /org/bluez/hci0/dev_00_1B_66_BC_2E_F9/service000a/char0013/desc0015
        00002902-0000-1000-8000-00805f9b34fb
        Client Characteristic Configuration
(NEW) Primary Service (Handle 0x72a1)
        /org/bluez/hci0/dev_00_1B_66_BC_2E_F9/service001b
        0000180a-0000-1000-8000-00805f9b34fb
        Device Information
(NEW) Characteristic (Handle 0x72a1)
        /org/bluez/hci0/dev_00_1B_66_BC_2E_F9/service001b/char001c
        00002a29-0000-1000-8000-00805f9b34fb
        Manufacturer Name String
(NEW) Characteristic (Handle 0x72a1)
        /org/bluez/hci0/dev_00_1B_66_BC_2E_F9/service001b/char001e
        00002a24-0000-1000-8000-00805f9b34fb
        Model Number String
(NEW) Characteristic (Handle 0x72a1)
        /org/bluez/hci0/dev_00_1B_66_BC_2E_F9/service001b/char0020
        00002a25-0000-1000-8000-00805f9b34fb
        Serial Number String
(NEW) Characteristic (Handle 0x72a1)
        /org/bluez/hci0/dev_00_1B_66_BC_2E_F9/service001b/char0022
        00002a27-0000-1000-8000-00805f9b34fb
        Hardware Revision String
(NEW) Characteristic (Handle 0x72a1)
        /org/bluez/hci0/dev_00_1B_66_BC_2E_F9/service001b/char0024
        00002a26-0000-1000-8000-00805f9b34fb
        Firmware Revision String
(NEW) Characteristic (Handle 0x72a1)
        /org/bluez/hci0/dev_00_1B_66_BC_2E_F9/service001b/char0026
        00002a28-0000-1000-8000-00805f9b34fb
        Software Revision String
(CHG) Device 00:1B:66:BC:2E:F9 UUIDs: 00001101-0000-1000-8000-00805f9b34fb
(CHG) Device 00:1B:66:BC:2E:F9 UUIDs: 00001108-0000-1000-8000-00805f9b34fb
(CHG) Device 00:1B:66:BC:2E:F9 UUIDs: 0000110a-0000-1000-8000-00805f9b34fb
(CHG) Device 00:1B:66:BC:2E:F9 UUIDs: 0000110b-0000-1000-8000-00805f9b34fb
(CHG) Device 00:1B:66:BC:2E:F9 UUIDs: 0000110c-0000-1000-8000-00805f9b34fb
(CHG) Device 00:1B:66:BC:2E:F9 UUIDs: 0000110e-0000-1000-8000-00805f9b34fb
(CHG) Device 00:1B:66:BC:2E:F9 UUIDs: 0000111e-0000-1000-8000-00805f9b34fb
(CHG) Device 00:1B:66:BC:2E:F9 UUIDs: 00001200-0000-1000-8000-00805f9b34fb
(CHG) Device 00:1B:66:BC:2E:F9 UUIDs: 00001800-0000-1000-8000-00805f9b34fb
(CHG) Device 00:1B:66:BC:2E:F9 UUIDs: 00001801-0000-1000-8000-00805f9b34fb
(CHG) Device 00:1B:66:BC:2E:F9 UUIDs: 0000180a-0000-1000-8000-00805f9b34fb
(CHG) Device 00:1B:66:BC:2E:F9 UUIDs: 0000180f-0000-1000-8000-00805f9b34fb
(CHG) Device 00:1B:66:BC:2E:F9 UUIDs: 0000eb03-d102-11e1-9b23-00025b00a5a5
(CHG) Device 00:1B:66:BC:2E:F9 UUIDs: 0000fdce-0000-1000-8000-00805f9b34fb
(CHG) Device 00:1B:66:BC:2E:F9 ServicesResolved: yes
(CHG) Device 00:1B:66:BC:2E:F9 Name: LE-MOMENTUM TW 2
(CHG) Device 00:1B:66:BC:2E:F9 Alias: LE-MOMENTUM TW 2
(CHG) Device 00:1B:66:BC:2E:F9 Icon: audio-card
(CHG) Device 00:1B:66:BC:2E:F9 Appearance is nil
(CHG) Device 00:1B:66:BC:2E:F9 ServicesResolved: no
(CHG) Device 00:1B:66:BC:2E:F9 Connected: no
(CHG) Device 00:1B:66:BC:2E:F9 Connected: yes
(CHG) Device 00:1B:66:BC:2E:F9 Connected: no
(bluetooth)# 

I tried to connect other earbuds (Samsung Gear IconX2018) and it works without problems.
Any help and tipps are apreciated.
If som additional info needed, please tell.

Unity – Rotate the rigid body with angular momentum and direction to the target rotation

I create a skier game in which the user can turn freely in the air depending on the input.

Rough:

        Vector3 pitchTorque = input.pitch * pitchPower * transform.right;
         rb.AddTorque(pitchTorque, ForceMode.Acceleration);

        Vector3 yawTorque = input.yaw * airtimeRotationPower * transform.up;
        rb.AddTorque(pitchTorque, ForceMode.Acceleration);

When the user approaches the ground, the skier can stand on his head or point to the side.

To make the landing smoother, I want the skier's rotation to correct itself as he approaches the ground, so that the front or back (whichever is closest – since a skier lands with his back as the front can) the current speed direction and facing up, the same as the floor normal. In order to get to this specific target rotation, I don't necessarily want the closest path, but the rotation path that takes into account the current speed and direction of rotation.

I now have the following:

// A value that ranges from 0-1 where 1 is very close to the ground and 0 is far.
float groundDistanceFactor = this.getGroundDistance();
// The current ground normal below the skier
Vector3 groundNormal = this.getGroundNormal();

Vector3 headingDirection = rb.velocity.normalized;
Vector3 forwardDirection = transform.forward;
headingDirection.y = 0;
forwardDirection.y = 0;
float forwardFactor = Vector3.Dot(forwardDirection, headingDirection);
float useForward = 1;
if (forwardFactor <= 0) {
    useForward = -1;
}

Vector3 target = rb.velocity * useFoward;
target = Vector3.ProjectOnPlane(target, groundNormal);
Quaternion targetRotation = Quaternion.LookRotation(target, groundNormal);

 transform.rotation = Quaternion.Slerp(
                    transform.rotation, targetRotation,
                    10f * groundDistanceFactor * Time.fixedDeltaTime);


This works somehow, but Quaternion.Slerp turns with the path closest to the destination. This is not what I want because the skier suddenly turns against the current angular momentum, which makes him seem unnatural.

I want the skier to continue turning in that direction to the target rotation when he turns counterclockwise (on a particular axis).

How can I achieve something like this?

dnd 5e – Do teleportation spells gain momentum?

I will answer this in a different way by first justifying the question again.

If you try to justify how magic works in an RPG that is not designed for such things (like D & D 5e), it will lead you into a rabbit hole where the whole magical system, the whole game, begins to unravel and often becomes unplayable.

Why am I saying this? D&D 5e is only intended to simulate the real world loosely (find discussions about what hit points or falling damage to see). It's far better to describe than a game that has rules that allow you to create heroic stories together in a fantasy world (although I wouldn't generally do that, it sounds far too pompous).

Within these rules there is a system for creating magical effects, things that are simply not possible in the real world. Magic is the word we have for things we have can't explain using our current understanding of the laws of physics. things just happened as a result of magic.

Once you try to apply the law to preserve momentum for a single spell, you accept the thesis that our real physical laws apply, and to choose the most obvious spell, Wish stops working because it terribly violates the laws of thermodynamics ,

Instead of asking, "Do teleportation spells get momentum?" You have to ask another question, since "momentum" is not an in-game concept to explain how things work. The alternative question I would suggest is: "Does a moving target of a teleportation spell move as soon as it changes position?" and I will try to answer this question.

The movement of the creatures in D&D takes place in discrete "pieces". The story could be: "The wizard ran from side to side of the door and threw a magic missile at the enemy as it passed the opening. He took cover again before being filled with arrows." However, the game is played in discrete steps. This can be: Magician moves 10 & # 39;, casts a spell, moves 10 & # 39; without Requirement so that a character moves on in every phase, no matter how fast he goes.

As such, there is none momentum, no predetermination. Where the character goes next, the player can decide on a grid or any value every 5 -S step if he does not use a grid. For example, the wizard's player might choose to stay in the door rather than the last 5 & # 39; of the second 10 & # 39; to take cover due to the consequences of the spell.

Movement and position (PHB p.190):

Regardless of how you move, subtract the distance of each part of your movement from your speed until it is used up or until you are finished moving.

If you have a speed of 30 feet, you can move 10 feet, do your action, and then move 20 feet.

What if the assistant used a dash action to move 60 minutes, i.e. H. As soon as possible (as a story this would be "the assistant will run as soon as possible"). However, they are teleported by a trap, which they step into a position directly in front of a wall after moving only 50 minutes of movement. What happens? Do they have to run against the wall with full inclination and take damage or can they simply choose not to do the next 10 minutes of movement?

The rules say that they simply cannot start moving. That there is no swing. The story could read: "The magician ran as fast as he could over the teleportation trap and disappeared. A moment later they were standing in front of a wall of spines 30’ away, but stopped just in time to avoid being impaled. "

Apply all of this to your first question:

If I jumped and then sized the door forward, I would continue to be propelled by my swing (assuming I still have a few feet of movement speed left) or would dissolve as part of the spell.

and introduce a few more rules:

Movement and position (PHB p.190):

If you have more than one speed, e.g. B. Your walking speed and a flight speed, you can switch between your speeds as you move. If you switch, subtract the distance already traveled from the new speed. The result determines how far you can move.

Leap (PHB p.182):

Long jump. When making a long jump, cover a number of feet to your strength if you move at least 10 feet on foot immediately before the jump. If you do a standing long jump, you can only jump half of this distance. In any case, each foot that you clear during the jump costs one foot of movement

This would mean that someone who makes a run jump and 10 seiner of his possible 15 ’ (say) jump distance goes, takes an action to throw the dimension door (we won't go into whether you can do a jump in the middle) and teleport 200 & to a new position, then you can do that use remaining speed, either the remaining 5 & # 39; their jump or, if teleported to a surface, some or all of the remaining steps of movement. The rules do not require the use of the remaining 5 ’jump, but you can. There is no swing and the description of the story comes afterwards.

Your second question is actually a different case, since it's a moving object, not a creature that's treated differently in the rules:

If I fired a cannonball from a cannon and then teleported it to a local king's throne room, would the cannonball move forward at the same speed or would it just fall to the ground (assuming the teleport spell was successful)?

The game says nothing about projectiles that are in the space between the source and the target. An arrow hits as soon as the character shoots, a fireball explodes the moment it is cast. Even one ready Action cannot intercept the projectile during flight (PHB p.192 Ready: "If the trigger occurs, you can either take your reaction right after the trigger ends or ignore the trigger ").

This case cannot occur within the rules of the game, since you cannot cast a spell on a projectile during the flight. If a situation is established that does not conform to the normal rules of the game, it can do what the DM wants and the question becomes irrelevant.

Finally, the case where the projectile goes through a "gate" or "portal", that is, teleports through an already existing magical environmental effect, rather than being cast a spell on it, to the DM's call to continue through and complete, to move around since there is no RAW guide to this situation that I know of. I believe that most DMs, like me, would make the call that they had completed their trajectory, although I can see how it could be justified otherwise.

In the end, I think it's best to say that it's good to be reminded that the best story and consistency should prevail. That almost always means that in the real world, science should lose "it's magic" every time as an explanation.

How do I remove inertia / momentum from my character?

I looked around the internet for similar answers and everyone advised me either to increase the linear resistance (and I don't want to bother with the physical calculations) or to add the speed directly to your rigid body. I tried as shown below, but the glide and sluggishness persist.

float horizontal = Input.GetAxisRaw("Horizontal");
Vector2 moveInput = new Vector2(horizontal * 8, rb.velocity.y);

    if (isCrouching == false)
    {           
            rb.velocity = moveInput;
    }

I'm sorry if this is a noob question, but does anyone know if there is a solution? Or do I have to set the velocity to 0 every time I stop pressing a key?

Unity Character Controller with momentum

I am trying to extend the Unity standard character controller to support the dynamics. I got it running by setting my motion vector to the distance actually traveled after collisions.

The problem with this is that strange collision errors occur in some cases. Collisions with edges that are 30 degrees or sharper are fired in the opposite direction. I ask because I have no idea why this happens. I know it's related to the momentum, but I have no idea if it's even possible to fix it.

So, if you know something about it, let me know.

If not, can you recommend another way to create a character controller that deals consistently with slopes and impulses, or a resource? Many thanks.

It looks like this FISA arrest warrant is gaining momentum. How many Obama buddies will go to jail?

I'm sure that 0bama and Clinton have safely isolated themselves with enough subordinates to protect themselves, but given the scale of the democrats' misconduct, charges are being brought against middle management and subordinates.

There is already evidence that the FISA courts have been betrayed.

c ++ – Add momentum and torque to a cube

I want to make a cube by pressing the space bar and making a short burst of force and torque to spin the cube. I have some calculations for the impulse, but I think they are wrong, because the cube only gets faster over time and not fast in the impulse.
The formula for the impulse is p = m · v. In my case, I decided to give the cube a mass of 1.

At the moment I calculate the whole impulse thing in c ++:

                f = 8.f / dt; //force = impulse / dt
                a = f / 1; //acceleration = force / mass
                v += dt * a; //velocity = velocity + a * dt
                p = m_pObject1->getPosition()(0);
                p += v * (float)event.dt; //position= position + v * dt
                m_pObject1->setPosition(glm::vec3(p,m_pObject1->getPosition()(1), m_pObject1->getPosition()(2)));

I'm sure I'm doing something wrong here, and I'm a little lost in putting the torque here.
I hope, my code and my question are clear and I would be glad about some suggestions. 🙂

With best regards

mobile – How to prevent a Scroll Bar from hiding under iOS Safari with Momentum scrolling?

If you add -webkit-overflow-scrolling: touch; For a scrollable element, such as a div, you get a smoother scrolling experience (native momentum scrolling), but lose the ability to keep the scroll bar on. For some reason, Apple has decided that in UX it's good to hide the scroll bar most of the time.

The problem is that if only 3 items are displayed in your scrollable content and the rest is not partially cut, you will not get any indication that a scroll bar exists and other items are available.

I'd like to know if there's a way to have a scrollable div with momentum scrolling, but that never hides.