Are the giant strength scores in the Monster Manual wrong?

The Storm Giant has a STR score of 29. According to the encumbrance rules that means the maximum weight a giant could lift is 435 lb. which really isn’t that much.

To put it in perspective. The Storm giant is 5x taller than a human, at the same proportion and thus has about 25x more mass. An average human male weighs around 180lb. A Storm Giant thus weighs around 4500 lb. So it’s impossible for one Storm Giant to carry another.

Another way of looking at it. A human-scale sword might be around 4ft. long and weigh 3 pounds. However, a sword that’s long enough for a Storm Giant would need to be around 20 ft. long and to maintain its own integrity would need to be about 2 inches thick at its centre and might be a foot wide. A sword like that would weight about 800 lb.

To even be able to wield a sword like that without being encumbered, the Storm Giant would need a minimum STR score of 160.

So in conclusion, Storm Giants must be about the weakest creatures in the Multi-verse on a pound for pound basis 😛

Am I missing some encumbrance rule somewhere that adjusts this based on creature size category?

How to handle wrong application of Spells?

So I am a DM for 2 sessions now (Including a training-montage’esque session 0, so 3 in total) and my group is completely new to DnD. Our Paladin has the Detect Good and Evil spell, and apparently uses it rather as a "Detect if there is something dangerous ahead"-Spell, for example to identify a bunch of herbs which were advertised as antidote.

Now for my question: Should I rather push them into reading the spell description again and advise against using the spell in such a manner, or would it be better practice if I just let them waste the spell like that, until they eventually learn it by themselves?

what wrong am i doing with SOAP request, getting error invalid timeout formats [closed]

<?xml version="1.0" encoding="utf-8"?><soap:Envelope xmlns:soap=""><soap:Header><SecurityHeader xmlns=""><UserName>2143883</UserName><Password><![CDATA[I3zt!7&W]]></Password></SecurityHeader></soap:Header><soap:Body><SubmitSync xmlns=""><request><![CDATA[ISA*00*          *00*          *ZZ*EXPEDIUM       *30*204202692      *200904*0419*^*00501*007281118*0*P*:~GS*HS*EXPEDIUM*204202692*20200904*0419*7281119*X*005010X279A1~ST*270*007281120*005010X279A1~BHT*0022*13*7281120*20200904*0419~HL*1**20*1~NM1*PR*2*BCBS OF NORTH CAROLINA*****PI*10383~HL*2*1*21*1~NM1*1P*2*BEAUFORT COUNTY HEALTH DEPARTMENT*****XX*1679576763~REF*TJ*566001521~PRV*PE*PXC*261QP0905X~HL*3*2*22*0~TRN*1*1013076869*9919649646~NM1*IL*1*BROWN*JEAN*M***MI*KBOW1747326401~REF*SY*141117752~DMG*D8*19650504*F~DTP*291*D8*20200904~EQ*30~SE*16*007281120~GE*1*7281119~IEA*1*007281118]]></request><requestFormat>EDI</requestFormat><responseFormat>EDI</responseFormat><synchronousTimeout>00:01:00</synchronousTimeout><submissionTimeout>00:01:00</submissionTimeout></SubmitSync></soap:Body></soap:Envelope>  Response ----------- <faultstring>Invalid Timeout Format: , Valid Format: d.hh:mm:ss, Note: Hours &lt;= 23, Minutes &lt;= 59, Seconds &lt;= 59</faultstring>  please advise on this 

Isometric tiles on wrong positions if the mouse points at a negative world coordinate

I am using this approach:

Basically, you can calculate the iso coordinates based on the screen coordinates. What I am doing is, getting the actual world position the mouse is pointing at using get_mouse_global_position() and convert this position to isometric values.

Then I translate those coordinates back to world space coordinates to actually display the sprite.

Problem is, that when the world coordinates come from a negative position, the tiles get offset by almost an entire tile amount. Here is the relevant code.

The get_coord() function returns the actual world position of the tile used to display the Sprite

func get_coord(pos : Vector2):     var t = Vector2()     var e = screen_to_iso(pos)     t = iso_to_screen(e)     print(pos)     print(e)     print(t)     return t     pass var buildings  func screen_to_iso(pos :Vector2):     var flipx = 0     var flipy = 0     var t = Vector2()     var x_size = size/2     var y_size = size/4     t.x = int((pos.x/x_size) + (pos.y/y_size))/2     t.y = int((pos.y/y_size) - (pos.x/x_size))/2     return t     pass  func iso_to_screen(pos : Vector2):     var t = Vector2()     var x_size = size/2     var y_size = size/4     t = Vector2((pos.x-pos.y)*x_size, (pos.x+pos.y)*y_size)     return t     pass 

I can’t seem to figure out a way

Best fit giving wrong parameter values

I’ve been trying to find the fit for my data using NonLinearModelFit

impedance[R_, L_, C1_, C2_, f_] :=    14.03 + ((R + 2 Pi I f L - I/(2 Pi f C1)) 1/(I 2 Pi f C2))/(    R + I 2 Pi f L + 1/(I 2 Pi f C1) + 1/(I 2 Pi f C2)); absimp[R_, L_, C1_, C2_, f_] =   Simplify[ComplexExpand[Abs[impedance[R, L, C1, C2, f]]]]; NonlinearModelFit[vacamp, (14.03*400)/   absimp[R, L, C1, C2, \[Omega]], {{R, 200}, {L, 10^6}, {C1,     2*10^-12}, {C2, 2*10^-9}}, \[Omega]] 

But this gives me the wrong fit. The data that I have looks approximately like a Gaussian in the range \Omega=32740 to 32800. I tried different starting points but no luck. Would appreciate some help. TIA!

Unity TextMeshPro bounds.size is wrong when hovering first time over gameobject

I have this weird issue, which I am not able to fix. This is my third attempt and I need some help. Basically I have a hover element which spawns when I hover over a gameobject. The height of the element is determined by the amount of text (TextMeshProUGUI).

The issue happens only when I hover first time, also not always (I have no clue how to reliably to reproduce it).

Here is what happens (sec 10~):

I have tried to add these everywhere and different combinations:

LayoutRebuilder.ForceRebuildLayoutImmediate(hoverElementRect); hoverElementRect.ForceUpdateRectTransforms(); Canvas.ForceUpdateCanvases(); txtMeshPro.ForceMeshUpdate(); 

They dont seem to help. I assume the problem is here:

float bgHeight = txtMeshPro.bounds.size.y + 25; 

The bounds.size.y is wrong the first time I hover, but I have no clue why.

Here is the whole code for spawning the GUI element:

public static void SpawnGeneralHoverElement(string descText, RectTransform hoverOverRect, float guiWidth) {     Canvas hoverCanvas = instance.hoverElementGeneral.GetComponent<Canvas>();     EnableCanvas(hoverCanvas);      TextMeshProUGUI txtMeshPro = hoverCanvas.GetComponentInChildren<TextMeshProUGUI>();     RectTransform hoverElementRect = hoverCanvas.GetComponentsInChildren<RectTransform>()[1];      float scale = hoverCanvas.GetComponent<RectTransform>().localScale.x;      txtMeshPro.text = descText;      // Need this to be dynamic, if I change hover element size, it will still work     float hoverElementWidth = guiWidth;      // Forces canvas update because of:     Canvas.ForceUpdateCanvases();     LayoutRebuilder.ForceRebuildLayoutImmediate(hoverElementRect);     hoverElementRect.ForceUpdateRectTransforms();     txtMeshPro.ForceMeshUpdate();      // Need this because otherwise the element spawns too far away on smaller resultions     float spawnOffset = (txtMeshPro.bounds.size.y * hoverCanvas.GetComponent<RectTransform>().localScale.x) + (Screen.height * 0.022f);      float bgHeight = txtMeshPro.bounds.size.y + 25;      hoverElementRect.position = new Vector3(hoverOverRect.position.x, hoverOverRect.position.y + spawnOffset,         hoverOverRect.position.z);      hoverElementRect.sizeDelta = new Vector2(guiWidth, bgHeight);     Debug.Log(hoverElementRect.sizeDelta);      LayoutRebuilder.ForceRebuildLayoutImmediate(hoverElementRect);     hoverElementRect.ForceUpdateRectTransforms();     Canvas.ForceUpdateCanvases();     txtMeshPro.ForceMeshUpdate();      // Slide in form left to right if off bounds, need for traps for example     float leftOffset = hoverElementRect.position.x - ((hoverElementRect.sizeDelta.x * scale) / 2);     if (leftOffset < 0) {         hoverElementRect.position = new Vector2(hoverElementRect.position.x + (leftOffset * -1) + 15, hoverElementRect.position.y);     }      // Slide in form right to left if off bounds, need for traps for example     float rightOffset = Screen.width - (hoverElementRect.position.x + ((hoverElementRect.sizeDelta.x * scale) / 2));     //Debug.Log("Screen width: " + Screen.width + "\nrightOffset: " + rightOffset);     if (rightOffset < 0) {         hoverElementRect.position = new Vector2(hoverElementRect.position.x - (rightOffset * -1) - 15, hoverElementRect.position.y);     }      LayoutRebuilder.ForceRebuildLayoutImmediate(hoverElementRect);     hoverElementRect.ForceUpdateRectTransforms();     Canvas.ForceUpdateCanvases();     txtMeshPro.ForceMeshUpdate();  } 

IEEE 754 addition wrong result floating point numbers

I want to add two IEEE 754 numbers. I followed the steps to add two 754 numbers. However the result it not correct. Number 1: S:0 E:01111111 M:11111111111111111111111

Number 2: S:0 E:01111111 M:00000000000000000000000

Here is my calculation:

enter image description here

The site gives this result: S: 0 E: 10000000 M: 10000000000000000000000

in my calculation the mantissa is 01111… Why?