Works for me. Must be something on your side :\TapTei wrote:
I've already done it about 50 times
That's why I highlighted the link above
Works for me. Must be something on your side :\TapTei wrote:
I've already done it about 50 times
That's why I highlighted the link above
What browser do you use?abraker wrote:
Works for me. Must be something on your side :\
FirefoxTapTei wrote:
What browser do you use?abraker wrote:
Works for me. Must be something on your side :\
Those need to be manually removed by kertVaxeiVaxei wrote:
I'm not sure how to fix this but plays that were deleted off of bancho are still counted as plays in osu!Skills
It take a bit of time but it does show for meDicaso9KB wrote:
and yes, if i manually correct the link it works, but the bars dissapear for some reason (and with them the changes between the updates)
https://prnt.sc/wdzfp2
So I recommend manually setting the sliders and settings. Pretty much how I described in this post. If you have been doing that, can you screenshot what you set it to and describe what you want it to show?FreeIo wrote:
One of the most significant issues I have on the osuSkills is using the "Training" tab. It often suggests maps that are completely unrealistic for the player.
No Whitecat just has better aim lmaokingautist wrote:
I wonder why there's such a large gap in agility between aetrna and whitecat. Does HR increase agility?
I've seen the queue sometimes take 6 hours.Kurtisdede wrote:
Manually submitting scores flat out hasn't worked for me at all in the past few weeks. Any ideas? It SAYS my score addition request has been added to the queue, but nothing happens.
AR and CS don't affect agility according to the code. Which maps do you see this on exactly?kingautist wrote:
I wonder why there's such a large gap in agility between merami and whitecat. Does HR increase agility?
Edit: Merami didn't FC Yubi Bouenkyou
It automatically adds scores it finds on your profile only when you visit your profile page, once per day. So if you set more scores after that load, you either need to wait till the next day to visit your profile, or add them manuallyFINGERLOCK wrote:
How do I force my profile to update? I really don't want to manually add every play I got today.
Well, it's been 2 weeks and none of my scores are submitting. I just can't submit ANY scores manually whatsoever, I don't know why. It's like the scores never go into the queue at all.abraker wrote:
I've seen the queue sometimes take 6 hours.Kurtisdede wrote:
Manually submitting scores flat out hasn't worked for me at all in the past few weeks. Any ideas? It SAYS my score addition request has been added to the queue, but nothing happens.
Strange, I was just able to add itKurtisdede wrote:
Well, it's been 2 weeks and none of my scores are submitting. I just can't submit ANY scores manually whatsoever, I don't know why. It's like the scores never go into the queue at all.abraker wrote:
I've seen the queue sometimes take 6 hours.Kurtisdede wrote:
Manually submitting scores flat out hasn't worked for me at all in the past few weeks. Any ideas? It SAYS my score addition request has been added to the queue, but nothing happens.
If I had to give an example, here: 764517 <- beatmap id. I can't submit this ( beatmapsets/346339#osu/764517 )
Does combo affect agility?abraker wrote:
AR and CS don't affect agility according to the code.
Thanks for the reply. Yes, that is how I filled in the manual submission - no spaces. I tried to submit from my phone too, on a 4G network, to see if it would work. Nope, still doesn't. I tried submitting a score for someone else (that I think was unsubmitted) but that didn't work either.abraker wrote:
Strange, I was just able to add itKurtisdede wrote:
Well, it's been 2 weeks and none of my scores are submitting. I just can't submit ANY scores manually whatsoever, I don't know why. It's like the scores never go into the queue at all.abraker wrote:
I've seen the queue sometimes take 6 hours.Kurtisdede wrote:
Manually submitting scores flat out hasn't worked for me at all in the past few weeks. Any ideas? It SAYS my score addition request has been added to the queue, but nothing happens.
If I had to give an example, here: 764517 <- beatmap id. I can't submit this ( beatmapsets/346339#osu/764517 )
Is this how you filled in the manual submission (no spaces before or after number)?
Yeskingautist wrote:
Does combo affect agility?abraker wrote:
AR and CS don't affect agility according to the code.
I have no idea what's going on at your end :\Kurtisdede wrote:
Thanks for the reply. Yes, that is how I filled in the manual submission - no spaces. I tried to submit from my phone too, on a 4G network, to see if it would work. Nope, still doesn't. I tried submitting a score for someone else (that I think was unsubmitted) but that didn't work either.
I noticed the same problem.Towa Tokoyami wrote:
Are scores that are not my top score on the map but are still in the top 500 with a different mod combination while being worth much more in precision supposed to show on the site? I have a few scores like this and idk if I should keep trying to get them in.
You should be able to add them manually. Note it will grab the play with highest scored only.Towa Tokoyami wrote:
Are scores that are not my top score on the map but are still in the top 500 with a different mod combination while being worth much more in precision supposed to show on the site? I have a few scores like this and idk if I should keep trying to get them in.
This is sadly not the case. It seems to be bugged. Even manually adding the score does not make it show up in my list of plays.abraker wrote:
Note it will grab the play with highest scored only.
I'll let kert knowZemqu wrote:
This is sadly not the case. It seems to be bugged. Even manually adding the score does not make it show up in my list of plays.
Can you share the desmos link?srb2thepast wrote:
...
abraker wrote:
I'll let kert knowZemqu wrote:
This is sadly not the case. It seems to be bugged. Even manually adding the score does not make it show up in my list of plays.Can you share the desmos link?srb2thepast wrote:
...
also you can put code in [code][/code ] tags
double intervalScaled = 1.0 / pow(longestStream.interval, pow(longestStream.interval, GetVar("Tenacity", "IntervalPow")) * GetVar("Tenacity", "IntervalMult")) * GetVar("Tenacity", "IntervalMult2"); double lengthScaled = pow(GetVar("Tenacity", "LengthDivisor") / longestStream.length, GetVar("Tenacity", "LengthDivisor") / longestStream.length * GetVar("Tenacity", "LengthMult")); double tenacity = intervalScaled * lengthScaled; beatmap.skills.tenacity = tenacity; beatmap.skills.tenacity = GetVar("Tenacity", "TotalMult") * pow(beatmap.skills.tenacity, GetVar("Tenacity", "TotalPow")); return beatmap.skills.tenacity;
_IScaled = X_IntervalMult2 / (M_longestStreamI ^ (M_longestStreamI ^ X_IntervalPow) * X_IntervalMult); _LScaled = (X_LengthDivisor / M_longestStreamL) ^ (X_LengthDivisor / M_longestStreamL * X_LengthMult); S_tenacity = X_TotalMult * (_IScaled * _LScaled) ^ X_totalPow;
Thanks for the help, and if you're still interested, I tried changing the M_ values and it looks like it also decreases tenacity when length and interval increase at the same time as well, while if you set them both to a low number like 3 you get a tenacity value of 3315 when in reality its just clicking 3 circles in 3 seconds...abraker wrote:
double intervalScaled = 1.0 / pow(longestStream.interval, pow(longestStream.interval, GetVar("Tenacity", "IntervalPow")) * GetVar("Tenacity", "IntervalMult")) * GetVar("Tenacity", "IntervalMult2"); double lengthScaled = pow(GetVar("Tenacity", "LengthDivisor") / longestStream.length, GetVar("Tenacity", "LengthDivisor") / longestStream.length * GetVar("Tenacity", "LengthMult")); double tenacity = intervalScaled * lengthScaled; beatmap.skills.tenacity = tenacity; beatmap.skills.tenacity = GetVar("Tenacity", "TotalMult") * pow(beatmap.skills.tenacity, GetVar("Tenacity", "TotalPow")); return beatmap.skills.tenacity;
So first I took the code and simplified it to something that is can be better understood:_IScaled = X_IntervalMult2 / (M_longestStreamI ^ (M_longestStreamI ^ X_IntervalPow) * X_IntervalMult); _LScaled = (X_LengthDivisor / M_longestStreamL) ^ (X_LengthDivisor / M_longestStreamL * X_LengthMult); S_tenacity = X_TotalMult * (_IScaled * _LScaled) ^ X_totalPow;
Notice the prefixes. They help with knowing where the values are coming from. "_" prefix are local variables. "M_" prefix come from the map. "X_" prefix are free variables. "S_" prefix are final skill values.
The desmos link you provided is kinda of a mess, so I redid it: https://www.desmos.com/calculator/kbgnn5wlhr
Finally, it's hard to know what values are reasonable for the free variables. There is already an existing offline calculator kert made that shows default values for these free variables:
I do find it weird that skill values decreases as you add more length to it. I am not sure what's up with that. I don't feel like spending a better part of my day launching the skill calc in VS Studio to figure that one out right now.
1.0 / pow(longestStream.interval, pow(longestStream.interval, GetVar("Tenacity", "IntervalPow")) * GetVar("Tenacity", "IntervalMult")) * GetVar("Tenacity", "IntervalMult2");but i saw you replaced the "1.0" with "X_IntervalMult2", (which looks a lot better than 1.0), and since all of these versions of the code are making completely different results do you think this means that the code in the open source version for tenacity is incorrect? It looks like the website and offline calculator scales the values for tenacity correctly.
The versions are different representations of the same thingsrb2thepast wrote:
The equation in the code for interval was1.0 / pow(longestStream.interval, pow(longestStream.interval, GetVar("Tenacity", "IntervalPow")) * GetVar("Tenacity", "IntervalMult")) * GetVar("Tenacity", "IntervalMult2");but i saw you replaced the "1.0" with "X_IntervalMult2", (which looks a lot better than 1.0), and since all of these versions of the code are making completely different results do you think this means that the code in the open source version for tenacity is incorrect? It looks like the website and offline calculator scales the values for tenacity correctly.
1.0 / pow(longestStream.interval, pow(longestStream.interval, GetVar("Tenacity", "IntervalPow")) * GetVar("Tenacity", "IntervalMult")) * GetVar("Tenacity", "IntervalMult2");
1.0 / pow(M_longestStreamI, pow(M_longestStreamI, X_IntervalPow) * X_IntervalMult) * X_IntervalMult2;
1.0 / (M_longestStreamI ^ (pow(M_longestStreamI, X_IntervalPow) * X_IntervalMult)) * X_IntervalMult2;
1.0 / (M_longestStreamI ^ ((M_longestStreamI ^ X_IntervalPow) * X_IntervalMult)) * X_IntervalMult2;
X_IntervalMult2 / (M_longestStreamI ^ ((M_longestStreamI ^ X_IntervalPow) * X_IntervalMult));
oh, oops. Good catch!srb2thepast wrote:
I think I found some of the problem, I_Scaled had the length of the stream instead of the interval in its equation, so now the skill value increases when you add more length.
That's so broke. Tenacity is supposed be the skill for being able to do streams for long period of time. That burst would be more like speed skill, if it existed.srb2thepast wrote:
I was thinking that it would trade off into stamina, except I realized in this case something like a burst that has 8 circles in 1 interval gives you a tenacity value of 4961.
you mean highest in osu score right bc I was talking about where I have a DT/HDDT fc sitting on top of a HR fc and the HR is worth a lot more in precision but osuskills cant see it so I shouldnt be able to add them manually.abraker wrote:
You should be able to add them manually. Note it will grab the play with highest scored only.
idk that's web side stuff, which is kert's domain. Up to him.Towa Tokoyami wrote:
you mean highest in osu score right bc I was talking about where I have a DT/HDDT fc sitting on top of a HR fc and the HR is worth a lot more in precision but osuskills cant see it so I shouldnt be able to add them manually.abraker wrote:
You should be able to add them manually. Note it will grab the play with highest scored only.
Do you think having manual submission by the individual score urls as well would make this possible and not be too much/impossible to implement
This wouldn't make sense for less common skills such as memory and precision.kingautist wrote:
You should make the titles based on rank instead of skill points.
We can only store 1 score per map per player because otherwise it will take too much space and also more scores per same map is a potential to abuse the system in many waysTowa Tokoyami wrote:
Do you think having manual submission by the individual score urls as well would make this possible and not be too much/impossible to implement