#include <bits/stdc++.h>
using namespace std;
struct Point {
  Point() : x(0), y(0), z(0) {}
  Point(double x_, double y_, double z_) : x(x_), y(y_), z(z_) {}
  double x;
  double y;
  double z;
};
Point midPt(const Point& p1, const Point& p2) {
  return Point((p1.x + p2.x) / 2, (p1.y + p2.y) / 2, (p1.z + p2.z) / 2);
}
double dist(const Point& p1, const Point& p2) {
  return sqrt((p1.x - p2.x) * (p1.x - p2.x) + (p1.y - p2.y) * (p1.y - p2.y) +
              (p1.z - p2.z) * (p1.z - p2.z));
}
pair<bool, double> canCatch(const Point& pCurr, const Point& pNext,
                            const Point& p0, int vs, int vp, double t0) {
  double delta = 1e-14;
  double t1 = dist(pCurr, pNext) / vs + t0;
  double t2 = dist(p0, pNext) / vp;
  return make_pair(t1 >= t2 - delta, t1);
}
Point findPos(const Point& pCurr, const Point& pNext, const Point& p0, int vs,
              int vp, double t0) {
  Point p1 = pCurr;
  Point p2 = pNext;
  while (dist(p1, p2) >= 1e-8) {
    Point p3 = midPt(p1, p2);
    pair<bool, double> rt = canCatch(pCurr, p3, p0, vs, vp, t0);
    if (rt.first) {
      p2 = p3;
    } else {
      p1 = p3;
    }
  }
  return p1;
}
void printResult(double tx, const Point& px) {
  cout << "YES" << endl;
  printf("%.7f\n", tx);
  printf("%.7f %.7f %.7f\n", px.x, px.y, px.z);
}
int main() {
  int n;
  cin >> n;
  vector<Point> pts;
  for (int i = 0; i < n + 1; i++) {
    int x, y, z;
    cin >> x >> y >> z;
    pts.push_back(Point(x, y, z));
  }
  int vs, vp;
  cin >> vp >> vs;
  int x, y, z;
  cin >> x >> y >> z;
  Point p0(x, y, z);
  if (dist(p0, pts[0]) == 0) {
    printResult(0, p0);
    return 0;
  }
  bool found = false;
  double tau = 0;
  for (int i = 1; i < n + 1; i++) {
    pair<bool, double> rt = canCatch(pts[i - 1], pts[i], p0, vs, vp, tau);
    if (rt.first) {
      Point px = findPos(pts[i - 1], pts[i], p0, vs, vp, tau);
      double tx = dist(p0, px) / vp;
      printResult(tx, px);
      found = true;
      break;
    }
    tau = rt.second;
  }
  if (!found) {
    cout << "NO" << endl;
  }
  return 0;
}
