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#mass meffect 3
k1ngj0ve · 7 years
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my personal opinions
ME1
Story:Great Visuals:Bad Gameplay: Bad. Nearly Unplayable. Dont @ me Tone:Serious Space Business
ME2
Story: GREAT Visuals: Great! Very Stylish. Everything is dark, gritty, and unpretty, but stylized in a cool way to make up for limitations. I appreciate the effort that went into unique character designs, even though literally all meshes are grainy and fucked up and the game glitches constantly Gameplay: Bad. I hate fighting and moving around. Im wearing a metal suit in magnet town. I get stuck on everything, i hate the maps, im always lost, running lurches the camera around drunkenly, i cant jump, they wont let me be a biotic with a sniper rifle at the same time, my companions are afraid of battles and hide from enemies rather than help me. In the final battle Garrus and Mordin literally Would Not leave the hallway and help me fight Tone: The galaxy sucks and is more capitalist and unhappy than earth, but at least we’ve got guns and authority to abuse, and thats pretty cool i guess 
ME3
Story: Pretty Okay Visuals: Pretty Okay. Very stylish and cool but still so ugly and gritty. My shep was crosseyed with strange cakebatter skin, everything is so weirdly lit that it looks like the worst elements of DC films  Gameplay: Bad. The edges of your murder hallways are incredibly obvious so you never forget how small every world is. Shep is TOO CLOSE to the camera and it makes me physically ill. Still can’t jump, but at least i can roll around Tone:   Nobody exists on purpose, nobody belongs anywhere, everybody's gonna die, come drink some space beer
MEA
Story: Pretty Okay Visuals: REALLY PRETTY but no style at all. ((Example: Addisons gaudy makeup. I dont think this is a glitch, i think the person in charge knew exactly what they were going for, they just have bad taste. Same as with the turian and krogan colouring and things like that-- bad taste rather than poor execution.)) Noticeable lack of variety in Turian/Krogan/Angara/Asari character models and costume, which is suprisingly, since it shouldve been a quick and easy thing to fix?? Gameplay: GREAT. This was the most fun game to play, i could jump SO much, i could dash, run, dodge, everything. I got to pick the powers i liked, fighting was natural and i never got trapped. The worlds full, open, big, and the nomad is a TREAT. I will replay this game for the fun and joy of exploring and fighting Tone: We came to andromeda to escape war and poverty, set up farms, plant gardens, fall in love, and Honestly we are feeling So Attacked right now
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An engineering Approach for 3-D Numerical Earthquake Analysis- Juniper Publishers
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Opinion
This approximate calculation method is developed and designed for replacement of the arbitrary Non-Linear Push-Over (NLPO) method. The proposed rational methodology is an intermediate engineering approach between the Linear-Elastic Dynamic Modal Response Spectrum method and Non-Linear Dynamic Time Domain (History) method and comprises six steps, i.e.
A. Step 1
Perform a numerical 3-D Linear-Elastic Dynamic Modal Response Spectrum calculation based on the relevant Horizontal Elastic Ground Acceleration Response Earthquake (Seismic) Spectrum (input). Utilize the Complete Quadratic Combination (CQC) method instead of the Square-Root-of-Sum-of-Squares (SRSS) method. Because it is well-known for a long era that application of the Square-Root-of-Sum-of-Squares (SRSS) method in seismic analysis for combining modal maxima can yield significant errors.
B. Step 2
Extract the numerically determined (calculated) total component support reactions FX, FY and FZ. A global Cartesian (X, Y, Z components) right-handed coordinate system is adopted.
C. Step 3
Resolve the numerical calculated mass of the structure mstructure. It is tacitly assumed that the sum of the effective (participating) modal masses for the vibration modes taken into account amounts to 100% of the total mass of the structure, i.e. meffective (participating) modal mass = mstructure.
D. Step 4
Calculate the Cartesian component accelerations. aX = FX / mstructure, aY = FY / mstructure and aZ = FZ / mstructure.
E. Step 5
Execute a numerical 3-D Non-Linear (Physical and Geometric) Static calculation with the retrieved Cartesian component accelerations aX, aY and aZ.
F. Step 6
Compare the acquired numerical results with a conventional (EUROCODE) 3-D Non-Linear Push-Over (NLPO) earthquake calculation method and 3-D Non-Linear Dynamic Time Domain (History) (NLTH) calculation [1-4].
For more open access journals, please click on: Juniper Publishers For more civil Engineering articles, please click on Civil Engineering Research Journal
https://juniperpublishers.com/cerj/CERJ.MS.ID.555708.php
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