Snooker/Pool AI Predicting end location of cue ball Unity

I’m trying to implement a pool/snooker game. I figured the best way to implement the ball movement/potting mechanics is to use the physics simulation, apply an impulse to strike the cue ball and let the simulation deal with the rest. This seems straight forward enough but I have no idea where to start with the AI. For the AI to be anywhere near convincing it will need to consider the position of where the white ball will end up when planning what shot to play. Can anyone offer any advice on how I can predict where the white will end up when working with the physics engine? Or does this requirement make using physics a really bad idea?

How to display a simulator for shipping rate by size, weight and location on the frontpage?

I would like to know if there is a plugin I can use to display a simulator on the frontpage. In my platform, I just take care of forwarding packages that my clients have already purchased on other platforms that doesn’t deliver to them (outside the us). I need to give my clients a quote (on the frontpage), based on size, weight and address, so they know much they should pay if they use my service. Currently, I use UPS for the delivery. I think the plugin should use an api call so I can get the correct price (negotiated price UPS), add my marge and give the quote. I hope I am understandable.

Thank you very much for your help

SQL Server: Determine backup location from physical_device_name field

I am working on a SQL Server database and ran the following command to figure out where the database is backing up to:

SELECT TOP 1 M.physical_device_name FROM msdb..backupset S JOIN msdb..backupmediafamily M ON M.media_set_id=S.media_set_id WHERE S.database_name = 'MyDB' 

The physical_device_name says: HTSQLServerMyDB

I don’t see any maintenance plans or jobs that I can figure out that do this backup. I am trying to figure out where it is doing this backup. If I go into Server Objects then Backup Devices it is empty. How can I determine where are my backups?

I am running SQL Server 2016 (13.0.4001.0).

Can the Telepathy spell convey enough information to qualify a location for Clairvoyance or Scrying?

Clairvoyance and Scrying are both useful spell for seeing a specific location:

You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees).

or

you can choose a location you have seen before as the target of [scrying]. When you do, the sensor appears at that location and doesn’t move.

If I want to create this sensor at a location I haven’t seen before in person, can I gain enough knowledge through telepathy to do so? Keep in mind that telepathy can share images:

Until the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link…

…so I’m mostly wondering if images of a location are enough to qualify for clairvoyance and scrying‘s "seen before" requirement.

Does Klarg know the location of Cragmaw Castle?

I’m running the Lost Mines of Phandelver, and my party has managed to take Klarg captive rather than kill him – he’s currently being held in a PHandalin jail cell and they plan to interrogate him in the morning.

The thing is, it isn’t clear to me from the module if Klarg himself knows the exact location of the hideout – he’s not listed with the other Bugbear who know the location, but if the party were to manage to charm him, could he potentially reveal the location to them?

How do I handle when my players overestimate the importance of an encounter/a location?

TL;DR: How can I (and should I) make the players’ efforts worth their while when they overestimate the importance of an encounter or a location?

I am running a homebrew DnD 5e adventure where the players’ goal is to find the grove where the witch has kidnapped some children. Nearby there is a mansion where the local lord lives. The initial plan was for the players to be able to go to the mansion and find some clues to the witch’s location.

However, as the players arrived, they became certain that the children are actually inside the mansion, and started devising elaborate plans to sneak inside. Having spent almost a session on sneaking through what I thought would be a fifteen minute "walk in through the open gate, ask some questions, continue", I feel like I now have to provide some more reward for the players’ work than "the princess is in another castle".

What are some strategies to tackle players spending too much time on things that were meant to be minor?

I see three options:

  • Making up some reward in terms of resources that can be useful in the climactic finale
  • Giving no reward more than the initially planned small clues, as the players were simply unlucky with the path they chose/failed to solve the puzzle I presented
  • Being clearer that this encounter is not going to yield a satisfying reward (but this time around it’s too late for that)

On a meta level, I am wondering about how to deal with such situations in advance. Is it a good idea to plan each encounter/location with different rewards based on how much time players choose to spend there? Or rather to redirect them away from unimportant locations through narration?