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st_quests_agroprom.xml ?xml version= 1.0 encoding= windows-1251 ? string_table string id= agr_additional_quest_1_name text Find the dead stalker s loot /text 死んだストーカーの所持品を見つけろ /string string id= agr_additional_quest_1_text text Find the dead stalker s loot /text 死んだストーカーの所持品を見つけろ /string string id= agr_additional_quest_3_name text Find the missing stalker /text 行方不明のストーカーを見つけろ /string string id= agr_additional_quest_3_text text Find the missing stalker /text 行方不明のストーカーを見つけろ /string string id= agr_at_blokpost_name text Talk to the leader of Duty /text Dutyのリーダーと話せ /string string id= agr_at_blokpost_text text Talk to the leader of Duty. General Krylov may know where the entrance to the Agroprom underground is located. That s where the stalkers who reached the center of the Zone kept a stash /text Dutyのリーダーと話せ。Krylov将軍は、Agroprom地下への入口がどこに位置するかを知っているかもしれない。 それは、Zoneの中心部に到達したストーカーが隠し場所を保持していた所だ。 /string string id= agr_attack_bandits_group_1_name text Destroy the bandit camp /text banditの野営地を破壊しろ /string string id= agr_attack_bandits_group_1_text text The bandit camp in the tunnel must be destroyed. Bandits are using it to mount attacks on the stalker camp. /text トンネルの中のbanditの野営地を破壊しなければならない。banditはストーカー野営地に攻撃を仕掛けるためにそこを利用している。 /string string id= agr_attack_bandits_group_2_name text Destroy the bandit squad /text banditのチームを排除しろ /string string id= agr_attack_bandits_group_2_text text A squad of bandits is guarding one of the underground exits and helping some of their own get out onto the surface from time to time. The squad must be destroyed. /text banditのチームは地下の出口のひとつを警備し、仲間がときおり地上に出るのを手助けしている。このチームを排除しなければならない。 /string string id= agr_attack_bandits_group_3_name text Destroy the mutant lair /text ミュータントの巣を排除せよ /string string id= agr_attack_bandits_group_3_text text The wasteland in front of the stalker base is teeming with monsters - the area is wild and dangerous. The mutant lair must be destroyed. /text ストーカー拠点の前にある荒地は怪物だらけで、そのエリアは荒れ果てており危険だ。ミュータントの巣を排除しなければならない。 /string string id= agr_defend_duty_base_1_name text Defend the Duty base /text Dutyの基地を防衛しろ /string string id= agr_defend_duty_base_1_text text The Duty base has been attacked. Help repel the attack and you will be rewarded. /text Dutyの基地が攻撃された。攻撃を退けるための手助けをしろ。成功すれば報酬をもらえるだろう。 /string string id= agr_defend_stalkers_base_1_name text Defend the stalker base. /text ストーカーの拠点を防衛しろ /string string id= agr_defend_stalkers_base_1_text text The stalker base is in danger. Help stalkers fight off the attack for a reward. /text ストーカーの拠点が危険にさらされている。報酬のために攻撃を撃退しストーカーの手助けをしろ。 /string string id= agr_go_in_hole_name text Descend into the Agroprom underground /text Agropromの地下へ降りろ /string string id= agr_go_in_hole_text text You need to descend into the Agroprom underground. The only road to the underground leads through the mutant hole /text Agropromの地下へ降りる必要がある。地下への唯一の道はミュータントの穴を通る道だ。 /string string id= agr_go_out_hole_name text Talk to Sakharov /text Sakharovと話せ /string string id= agr_go_out_hole_text text The communications of Strelok s group found in the underground stash clarify things. Strelok went to see the scientists at Yantar. Reach Yantar and talk to professor Sakharov. He may know where to look for Strelok /text 地下の隠し場所内で発見されたStrelokグループの通信記録が、事態をはっきりさせた。 Strelokは、Yantarの科学者たちに会いに行った。 Yantarに到達し、Sakharov教授と話せ。 彼は、どこでStrelokを捜せるかを知っているかもしれない。 /string string id= agr_go_to_hole_name text Reach the hole /text 穴に到達しろ /string string id= agr_go_to_hole_text text Duty soldiers have sealed all the underground entrances and exits shut. The only way to get into the underground is via the holes monsters use to get to the surface. You must reach the hole /text Dutyの兵士たちは地下の全ての入口と出口を封鎖した。地下へ入る唯一の方法は怪物が地上へ出るのに使っている穴を通ることだ。その穴まで行く必要がある。 /string string id= agr_mechanic_pda_1_name text Find the PDA /text PDAを見つけろ /string string id= agr_mechanic_pda_1_text text Find the PDA /text PDAを見つけろ /string string id= agr_mechanic_pda_2_name text Deliver the PDA /text PDAを届けろ /string string id= agr_mechanic_pda_2_text text Deliver the PDA /text PDAを届けろ /string string id= agr_mechanic_pda_for_secret_trader_1_name text Find the PDA /text PDAを見つけろ /string string id= agr_mechanic_pda_for_secret_trader_1_text text Find the PDA /text PDAを見つけろ /string string id= agr_mechanic_pda_for_secret_trader_2_name text Deliver the PDA /text PDAを届けろ /string string id= agr_mechanic_pda_for_secret_trader_2_text text Deliver the PDA /text PDAを届けろ /string string id= agr_no_task_name text Find the stalker group s stash /text ストーカーグループの隠し場所を見つけろ /string string id= agr_no_task_text text Fang s PDA contained the coordinates of a stash belonging to a group of stalkers which reached the center of the Zone, prompting a disaster in the Zone. This is an important discovery because the stash may contain valuable information. You need to find the PDA in the stash /text FangのPDAは、Zoneの中心部に到達し、Zoneに災害を促したストーカーグループの隠し場所の座標を含んでいる。 その隠し場所には貴重な情報があるかもしれないので、これは重要な発見だ。 隠し場所の中で、PDAを発見する必要がある。 /string string id= agr_pda_map_animals_1_name text Find the migration map /text 移住地図を見つけろ /string string id= agr_pda_map_animals_1_text text Find the map depicting the migration patterns of rare species of monsters in the Zone /text Zoneのモンスター希少種の移住のパターンを描いた地図を見つけろ。 /string string id= agr_pda_map_animals_2_name text Deliver the migration map /text 移住地図を届けろ /string string id= agr_pda_map_animals_2_text text Deliver the migration map to the Inquisitor /text 移住地図を、尋問者に届けろ。 /string string id= agr_stalker_scientist_quest_1_name text Help the stalkers /text ストーカーを助けろ /string string id= agr_stalker_scientist_quest_1_text text A group of stalkers is trying to reach the scientists at Yantar through the bog. Help the stalkers traverse the bog alive /text ストーカーグループがYantarの沼地を通って科学者たちと連絡を取ろうとしている。ストーカーたちが沼地を生きて出られるよう手助けしろ。 /string string id= agr_stalker_scientist_quest_2_name text Collect the reward /text 報酬を受け取れ /string string id= agr_stalker_scientist_quest_2_text text Collect the reward from Platonov /text Platonovから報酬を受け取れ。 /string string id= agr_start_name text Talk to the outpost commander /text 前哨の司令官と話せ /string string id= agr_start_text text Get information about the situation at Agroprom from the outpost commander /text 前哨の司令官からAgropromの状況についての情報を得ろ。 /string string id= agr_take_reward_name text Receive the reward from Krylov /text Krylovから報酬を受け取れ /string string id= agr_take_reward_text text The underground is flooded and mutant attacks against Duty should stop for a while. General Krylov will reward you handsomely for successfully completing the mission. Receive your reward from Krylov /text 地下は冠水し、しばらくの間ミュータントによるDutyへの攻撃は止むだろう。Krylov将軍は、首尾よく任務を完了したあなたに報酬を与えるだろう。Krylovから報酬を受け取れ。 /string string id= st_agr_find_flesh_up_ab_pkm_name text Find information about balancing the automated parts of a machine gun /text マシンガンを安定化する自動化部品の均衡についての情報を見つけろ /string string id= st_agr_find_flesh_up_ab_pkm_text text Technician Thunderov is looking for a way to increase the rate of fire of a machine gun by balancing its automated parts. He ll pay a handsome fee for related information. /text 技術者Thunderovは、その自動化された部品の均衡によってマシンガンの発射速度を増すための方法を捜している。 彼は、関連した情報に対してかなりの報酬を支払うだろう。 /string string id= st_agr_find_flesh_up_abcd_pkm_name text Find information about modifying the gas exhaust of a machine gun /text マシンガンのガス排気口の修正についての情報を見つけろ /string string id= st_agr_find_flesh_up_abcd_pkm_text text Thunderov is very close to perfecting the machine gun s characteristics. All he needs is spare time and certain technical data on gas exhausts. /text Thunderovは、マシンガンの特性を完璧にするまで、あと一歩のところまできている。 彼に必要なのは、ガス排気口の予備の時間とある技術資料だ。 /string string id= st_agr_find_flesh_up_ac_desert_eagle_name text Find information about pistol muzzle break /text 拳銃のマズルブレーキについての情報を見つけろ /string string id= st_agr_find_flesh_up_ac_desert_eagle_text text The stalker technician at Agroprom is looking for detailed information about muzzle breaks for powerful high-caliber pistols. /text Agropromのストーカー技術者は、強力で高性能な拳銃用のマズルブレーキについての詳細な情報を捜している。 /string string id= st_agr_find_flesh_up_ac_spas12_name text Find information about pump mechanisms for combat shotguns /text コンバットショットガンのポンプメカニズムについての情報を見つけろ /string string id= st_agr_find_flesh_up_ac_spas12_text text The stalker technician at Agroprom is looking for information about pump mechanisms for combat shotguns. /text Agropromのストーカー技術者は、コンバットショットガンのポンプメカニズムについての情報を探している。 /string string id= st_agr_find_flesh_up_bd_desert_eagle_name text Find information about barrel modifications for pistols /text 拳銃の銃身改造についての情報を見つけろ /string string id= st_agr_find_flesh_up_bd_desert_eagle_text text The stalker technician lacks the experience needed to modify the barrel of a powerful pistol. He ll pay for related information. /text ストーカー技術者は、強力な拳銃の銃身を改造するために必要な経験を欠く。 彼は関連した情報に対して代金を支払うだろう。 /string string id= st_agr_find_flesh_up_cd_pkm_name text Find information about machine gun muzzle break /text マシンガンのマズルブレーキについての情報を見つけろ /string string id= st_agr_find_flesh_up_cd_pkm_text text The Duty technician is working on an improved muzzle break for a machine gun, but he s missing some technical information. /text Duty技術者は、マシンガンのための改良マズルブレーキに取り組んでいるが、彼はある技術情報を紛失している。 /string string id= agr_attack_monster_group_name text Destroy the mutant lair /text ミュータントのねどこを排除しろ /string string id= agr_attack_monster_group_text text Time to time small packs of mutants attack stalkers at the factory. Killing the monsters at their lair to the north of the factory could stop the attacks. /text ときおり、工場でミュータントの小さな群れがストーカーを攻撃する。工場の北の奴らのねぐらでモンスターを殺すと、攻撃は止まるかもしれない。 /string string id= agr_recover_item_1_name text Return the shotgun to the Duty member /text Dutyメンバーにショットガンを返せ /string string id= agr_recover_item_1_text text We were on a mission to clear an area of mutants the other day when we ran into a huge one. The fight lasted at least an hour and we were low on ammo but that beast wasn t even close to dying. I gave the order to retreat but stayed behind to hold the mutant back while the boys were getting clear. I fired off all my ammo and then threw my shotgun straight at the bastard. Guess what happened next? That piece of crap started eating away at the shooter and ignoring me. Bring back my shotgun, it saved my life after all! /text 我々が巨大なミュータントと遭遇したのは、先日、ミュータントの領域を安全にするための任務中だった。 戦いは少なくとも1時間続き、我々は弾薬が少なくなったけれども、そのケダモノは死にそうじゃなかった。 俺は退却の命令を下したが、兵士たちが安全な状態になるまでの間、ミュータントを抑えるために居残った。 俺は、すべての弾薬を発射し、そして、ショットガンを野郎にまっすぐに投げた。 次に何が起こったと思う? ヤバイものの一部は、銃に向かってきて食いあらしはじめ、そして俺を無視しやがった。 俺のショットガンを返してくれ。それは結局俺の生命を救ったんだ! /string string id= agr_recover_item_2_name text Return the PDA with secret information /text 秘密情報の入ったPDAを取り戻せ /string string id= agr_recover_item_2_text text Merc, I was mugged by the bandits at the Garbage. They took everything cash, weapons, ammo and my medical supplies. Worst of all, they took my PDA, which contained information about bandit locations at the Garbage. If I don t deliver that info to Krylov he ll bury me alive. Help me get it back! /text Merc、俺は、Garbageでbanditsに襲われた。 奴らにはすべて取られた: 現金、武器、弾薬、および俺の医療供給品。 何よりも悪いことには、奴らは俺のPDAを取った。それはGarbageでのbanditの位置についての情報を含んでいた。 もし俺がその情報をKrylovに届けなければ、彼は俺を生き埋めにするだろうよ。 それを取り戻すのを手助けしてくれ! /string string id= agr_recover_item_3_name text Return Duty member s case /text Dutyメンバーのケースを取り戻せ /string string id= agr_recover_item_3_text text Merc, when the mutants started appearing in the underground we had to abandon our positions and fall back. I was forced to leave my case back there with weapons, ammo, meds and my detector. I didn t have time to think about it - I had to save myself. Help me get that case back. /text Merc、ミュータントが地下に出始めたときに我々は自分たちのポジションを明け渡し、退却する必要があった。 俺は、武器、弾薬、医薬品、そして俺の検出器が入ったケースを後ろに置いていくことを強制された。 それについて考える時間は無かった - 俺は自身を救う必要があったんだ。そのケースを取り戻すことを手助けしてくれ。 /string string id= agr_recover_item_4_name text Return Duty member s assault rifle. /text Dutyメンバーのアサルトライフルを取り戻せ /string string id= agr_recover_item_4_text text I had an argument with a guide over nothing much and he won t take me to see the stalkers now! He says he doesn t even want to see me again, and I don t fancy wandering around the Zone on my own. I left my shooter with the stalkers when I went to visit them last week. One of our fellas got promoted and we were celebrating that with a good dose of booze. I got pretty wasted the boys barely managed to get me back to the barracks, but they forgot my rifle. Could you bring it back for me? I m not much of a soldier without a weapon. /text 俺はちょっとした事でガイドと口論をした、奴はStalkerたちと会うのに俺を連れて行きたくないってさ!二度と会いたくないとさえ奴は言っている。まぁ、Zoneを一人でウロウロしたいとは思わないわけだが。先週、Stalkerたちのとこに行ったとき、そこに銃を置いてきちまった。仲間の一人が昇進したんで、結構な量の酒を飲みながらお祝いをした。俺はぐでんぐでんになっちまった。部下たちはどうにかして兵舎に俺を帰したんだけど、俺の銃の事は忘れてたんだ。それを俺んとこに持ってきてくれないか?武器のない兵士なんてアレだからな。 /string /string_table
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開発環境 Microsoft Visual C# 2010 Express (SP1) 実行環境 Microsoft Windows XP Home Edition (SP3) プロジェクトの種類 Windows Game (4.0) プロジェクト名 AstroSim1 Game1.cs using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; namespace AstroSim1 { class Game1 Game { GraphicsDeviceManager graphics; BasicEffect effect; VertexBuffer vertexBuffer; const double r0 = 1.49597870700e11; // 平均公転半径(m) const double GM = 1.32712442099e20; // 日心重力定数(m3s-2) double earthPosX = r0; double earthPosY = 0; double earthDirX = 0; double earthDirY = 29780; // 軌道速度(m/s) public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; IsMouseVisible = true; } protected override void LoadContent() { effect = new BasicEffect(GraphicsDevice); effect.VertexColorEnabled = true; effect.View = Matrix.CreateLookAt( new Vector3(0, 0, (float)(r0 * 3.0)), Vector3.Zero, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.ToRadians(45), GraphicsDevice.Viewport.AspectRatio, 1, (float)(r0 * 5.0)); VertexPositionColor[] vertices = new VertexPositionColor[365 + 1]; for (int sec = 0; sec = 31556926; sec++) // 365.2422 * 24 * 60 * 60 = 31556926.08 { double r = Math.Sqrt(earthPosX * earthPosX + earthPosY * earthPosY); double f = GM / (r * r); double fx = f * (-earthPosX / r); double fy = f * (-earthPosY / r); if (sec % 86400 == 0) { vertices[sec / 86400] = new VertexPositionColor( new Vector3((float)earthPosX, (float)earthPosY, 0), Color.White); Console.WriteLine(string.Format("day={0} x={1 f1} y={2 f1} r={3}", sec / 86400, earthPosX, earthPosY, r)); } earthDirX += fx; earthDirY += fy; earthPosX += earthDirX; earthPosY += earthDirY; } Console.WriteLine(string.Format("day={0 f4} x={1 f1} y={2 f1}", 31556926.0 / 86400.0, earthPosX, earthPosY)); vertexBuffer = new VertexBuffer(GraphicsDevice, typeof(VertexPositionColor), vertices.Length, BufferUsage.WriteOnly); vertexBuffer.SetData(vertices); base.LoadContent(); } protected override void Update(GameTime gameTime) { KeyboardState kState = Keyboard.GetState(); if (kState.IsKeyDown(Keys.Escape)) Exit(); base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); GraphicsDevice.BlendState = BlendState.AlphaBlend; GraphicsDevice.SetVertexBuffer(vertexBuffer); foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.DrawPrimitives(PrimitiveType.LineStrip, 0, 365); } base.Draw(gameTime); } } }
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IRON MAN 項目数:39 総ポイント:1000 難易度: ~925:★☆☆☆☆(Formidableクリア以外) ~1000:★★☆☆☆ 最高難度から始めることで一周でコンプできるが、最高難度クリアの実績以外は先にEasyで解除したほうが楽。 時間的には10時間程度でコンプ可能だが、最高難度は難しいミッションがいくつかあるのでACT苦手な人は注意。 Sidekick Complete all missions on Easy difficulty (or harder)Easy以上の難易度ですべてのミッションをクリア 75 Hero Complete all missions on Normal difficulty (or harder)Normal以上の難易度ですべてのミッションをクリア 75 Super Hero Complete all missions on Formidable difficulty難易度Formidableですべてのミッションをクリア 75 Disarmed Destroy stockpiled Stark weapons in the Escape missionEscape missionで備蓄されているStark社の兵器を破壊する 25 City Protector Destroy drones without civilian damage in the First Flight missionFirst Flightで民間人が負傷することなくdroneを破壊する 25 Decommissioner Destroy all Prometheus missiles in the Maggia Compound missionMaggia CompoundですべてのPrometheus missileを破壊する 25 In the Drink Avoid civilian casualties in the Flying Fortress missionFlying Fortressで民間人の死傷を避ける 25 Tatyana, Interrupted Protect the nuclear facility in the Arctic Battle missionArctic Battleで核施設を防衛する 25 Not a Scratch Avoid harming the destroyer and its crew in the Lost Destroyer missionLost Destroyerで駆逐艦とその乗組員への危害を避ける 25 Power Saver Avoid disrupting the city s power supply in the On Defense missionOn Defenseで街の電源の破壊を防ぐ 25 Shocking! Protect outlying occupied buildings in the Save Pepper missionSave Pepperで周囲にある占拠された建物を防衛する 25 Proton Shut Out Prevent cannon attacks on civilian targets in the Island Meltdown missionIsland Meltdownで民間施設への砲撃を防ぐ 25 Escape Velocity Sever the tether before the satellite overloads in the Space Tether missionSpace Tetherで衛星がオーバーロードする前に動力パイプを切断する 25 You re Fired! Destroy power regulators in the Iron Monger missionIron Mongerで出力調整装置を破壊する 25 Excelsior! Complete Hero Objectives for all missionsすべてのミッションでHero Objectiveを成功させる 70 Ten Rings Obsoleted Complete the One Man Army vs. Ten Rings challenge without an armor breachOne Man Army vs. Ten RingsをPower Cellを失うことなくクリアする 25 Maggia Obsoleted Complete the One Man Army vs. Maggia challenge without an armor breachOne Man Army vs. MaggiaをPower Cellを失うことなくクリアする 25 Mercs Obsoleted Complete the One Man Army vs. Mercs challenge without an armor breachOne Man Army vs. MercsをPower Cellを失うことなくクリアする 25 AIM Obsoleted Complete the One Man Army vs. AIM challenge without an armor breachOne Man Army vs. AIMをPower Cellを失うことなくクリアする 25 AIM-X Obsoleted Complete the One Man Army vs. AIM-X challenge without an armor breachOne Man Army vs. AIM-XをPower Cellを失うことなくクリアする 25 Air Superiority Destroy all dropships before the Stark Gunship is stolen in the First Flight missionFirst FlightでStark Gunshipが盗まれる前にすべてのdropshipを破壊する 15 Road King Destroy all convoy vehicles in less than 2 minutes in the Stark Weapons missionStark Weapons で2分以内にすべてのconvoy vehicleを破壊する 15 Launch Aborted Destroy all Prometheus missiles within 10 minutes in the Maggia Compound missionMaggia Compoundで10分以内にすべての全てのPrometheus missileを破壊する 15 Collateral Damage Destroy a Prometheus missile by destroying a fuel truck in the Maggia Compound missionMaggia Compoundで燃料トラックを用いてPrometheus missileを破壊する 15 Personnel Vendetta Defeat 20 soldiers in the Arctic Battle missionArctic Battleでsoldierを20人倒す 15 Overkill Defeat a soldier using the UnibeamUnibeamを用いてsoldierを一人倒す 15 Smack down Defeat Titanium Man before his second recharge in the On Defense missionOn Defenseで2回目のチャージ前にTitanium Manを倒す 15 Impenetrable Complete a mission (other than Escape or First Flight) without an armor breachPower Cellを失うことなくミッションを一つクリアする(EscapeとFirst Flightは対象外) 15 An Object in Motion Destroy any target using a ramming attackramming attackを用いて対象を破壊する 15 Grounded Successfully grapple and throw a plane戦闘機を掴んで投げる 15 Your Own Medicine Damage or destroy another enemy while grappling a SAM launcher.SAM launcherを掴んで他の敵を破壊する 15 Long Shot Damage or destroy another enemy while grappling a howitzer.howitzerを掴んで他の敵を破壊する 15 Hulk Smash! Successfully grapple an opponent in the Hulkbuster armorHulkbuster armor装着時に敵を掴んで破壊する 15 Ground Pound Defeat an opponent using the ground pound in the Extremis armorExtremis armor装着時にground poundを用いて敵を倒す 15 Classic Confrontation Defeat Titanium Man using the Classic armorClassic armorを装着してTitanium Manを倒す 15 Old School Defeat Iron Monger using the Silver Centurion armorSilver Centurion armorを装着してIron Mongerを倒す 15 Pugilist Complete any mission (other than Escape) without using weapons systemsweapons systemを用いることなくいずれかのミッションをクリアする(Escapeは対象外) 15 Eject! Spare the US fighter pilots in the Stark Weapons missionStark WeaponsでUS fighterのパイロットを助ける 25 Guardian Protect warehouse workers in the Maggia Factories mission Maggia Factoriesで倉庫労働者を守る 25 推奨される実績解除の流れ Easyで実績を狙いつつクリア One Man Armyをクリア 残りの実績をMission Archiveから解除 難易度Formidableでクリアしてコンプ 太字はHero Objective M01/Escape Disarmed M02/First Flight City Protector ボスが放出するdroneを優先して破壊する。 Air Superiority M03/Stark Weapons Eject! ラストの戦闘機をすべて掴みで倒す。 Grounded Road King M04/Maggia Factories Guardian オレンジのターゲットを全滅させる前に青のターゲットをすべて倒しておくと楽。 Your Own Medicine Long Shot 掴んでから右スティックでエイム、RTで砲撃。 M05/Maggia Compound Decommissioner Collateral Damage 黄色のターゲットの脇にいるトラックを破壊して、ミサイルを誘爆させる。 Launch Aborted M06/Flying Fortress In the Drink M07/Arctic Battle Tatyana, Interrupted Personnel Vendetta M08/Lost Destroyer Not a Scratch 黄色のターゲットを破壊しないようにボスを破壊する。 M09/On Defence Power Saver Smack down ボスが二回目の回復に入る前に倒す。 Classic Confrontation M10/Save Pepper Shocking! 周りの塔を一つも破壊されずにクリア。攻撃を受けている塔はレーダー表示が黄色になる。 M11/Island Meltdown Proton Shut Out M12/Space Tether Escape Velocity M13/Showdown You re Fired! Old School その他 An Object in Motion ヘリや建物相手が楽。耐久力を減らしてから、LB+Aで加速しつつ突っ込む。 Ground Pound Ground Poundは着地した際の衝撃波のこと。 Pugilist 掴みやミサイル投げ返しは使用しても問題ないが、Y・RB・RTでの攻撃は使用不可。M04が楽。 Formidableガイド Mobility EnhancementsのUpgradeはFundsが余っていても後回しにする。 suitはArmorの高いClassicやClassic Mark Iがオススメ。 空中にいるとほぼ即死なので、物陰に隠れながら一体ずつ倒していくのが基本。 M09 Hero Objectiveは無視して、電源をすべて破壊してしまったほうが楽。 M10 大きい建物に陣取り、飛来するミサイルを中心に破壊する。周囲の建物は無視。 その際頂上に陣取ると集中砲火を食らうので、一段下で建物自体を盾にしつつ防衛する。 一度Easyでプレイし、大量に飛んでくるタイミングと方向を覚えるのもいい。 M11 ターゲットに近づいたらまず浮遊している兵士を片付け、リスポンする前に基地の土台や岩の隙間からターゲットを狙う。 パイプを破壊しても、一定時間で復活してしまうので注意。 ラストの巨大砲台は、ヒットアンドアウェイより砲台に密着したほうが被弾が少なく楽。 M12 無限湧きの敵は少ないので、山に隠れながら敵を少しずつ倒していく。 M13 suitはClassic Mark Iがオススメ。 遮蔽物に隠れつつ、ヒットアンドアウェイで削っていく。 200m以上距離を取り、Healthが減り始めたらすぐ隠れるくらいの感覚で。 単発の追尾ミサイルは当たるとsuitによっては即死なので、なるべく高いビルの裏に隠れること。 その際、ボスと同じかそれ以上の高度にいないと直上からミサイルが飛んできて回避が難しくなる。 装置を壊す際はSpecial Defenceで大幅に被ダメを減らせる。武器が使えなくなるがそのまま殴りで壊していく。
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Strongbox Quest List 繰り返し可能 1キャラ1回のみかも Labyrinth The Legenday Minotaur (Quest Chain) Heartwood 1 古の世界 The Ancient World Lorekeeper Broolol (Heartwood) 調達 Fragment of a Map Priest of Mondain 報酬 伝説のミノタウルスに関する知識 Knowledge of the Legenday Minotaur 2 黄金の角 The Golden Hown Lorekeeper Broolol (Heartwood) 配達 Fragment of a Map to Braen (Heartwood) 報酬 伝説のミノタウルスに関する知識 Knowledge of the Legenday Minotaur 3 牛の力 Bullish Braen (Heartwood) 調達 20 Gaman Horns Gaman (Tokuno) 報酬 伝説のミノタウルスに関する知識 Knowledge of the Legenday Minotaur 4 失われた文明 Lost Civilization Braen (Heartwood) 調達 3 Minotaur Artifacts Labyrinthの奥で拾う 報酬 1 Strongbox The Legenday Minotaur (Quest Chain) Sanctuary 1 護宝の戦士 Warriors of the Gemkeeper Lorekeeper Rollarn (Sanctuary) 調達 Fragment of a Map Priest of Mondain 報酬 伝説のミノタウルスに関する知識 Knowledge of the Legenday Minotaur 2 伝説の都 Close Enough Lorekeeper Rollarn (Sanctuary) 配達 Fragment of a Map to Canir (Sanctuary) 報酬 伝説のミノタウルスに関する知識 Knowledge of the Legenday Minotaur 3 牛の角を集めろ Taking the Bull by the Horns Canir (Sanctuary) 調達 20 Gaman Horns Gaman (Tokuno) 報酬 伝説のミノタウルスに関する知識 Knowledge of the Legenday Minotaur 4 ミノタウロスへの特使 Emissary to the Minotaur Canir (Sanctuary) 調達 3 Minotaur Artifacts Labyrinthの奥で拾う 報酬 1 Strongbox Sanctuary Bosses of Sanctuary (Quest Chain) 1 モウグ・ガー討伐 Moug-Gurr Must Die Dallid (Sanctuary) 討伐 1 Moug-Guur Named Ettin (Sanctuary) 報酬 貴重品の入った Bag 2 群れのリーダー Leader of the Pack Dallid (Sanctuary) 討伐 1 Chiikkaha the toothed Named Ratman mage (Sanctuary) 報酬 貴重品の入った Bag 3 さよなら、スザベトラ Sayonara Szavetra Dallid (Sanctuary) 討伐 1 Szavetra Named Sucubus (Sanctuary) 報酬 1 Strongbox Twisted Weald ドレッドホーン Dreadhorn Lorekeeper Calendor (Heartwood) Lorekeeper Oolua (Sanctuary) Twisted Weald入場条件クエスト。 討伐 1 Dread Horn Peerless Boss (Twisted Weald) 報酬 3 Strongbox Guile, Irk, and Spite Yorus (慈悲東ジプシーキャンプ) 討伐 1 Guile 1 Irk 1 Spite Named Changeling (Twisted Weald) 報酬 1 Strongbox The Citadel 新しき党首 New Leadership Elder Acob (Heartwood) 討伐 1 Serpent s Fang High Executioner 1 Tiger s Claw Thief 1 Dragon s Flame Mage 鍵集めの時倒す (The Citadel) 報酬 Strongbox 証拠 Evidence Sarakki (Britain) 調達 1 Orders from Minax Travesty (The Citadel) 報酬 3 Strongbox 証拠 Evidence Travesty戦後エリアで2枚くらい拾える Correspondence From Minaxを ダブルクリックしてクエストを受ける。 配達 1 Correspondence From Minax to Sarakki (Britain) 報酬 1 Strongbox Prism of Light きらめきに惑わされるな All That Glitters is Not Good Elder Brae (Sanctuary) Lorekeeper Siarra (Sanctuary) 討伐 1 shimmering Effusion Peerless Boss (Prism of Light) 報酬 3 Strongbox Bedlam 授業料還付 (Quest Chain) Bedlam入場条件 1 曲解 Mistaken Identity Aernya (Umbra) 配達 1 Tuition Reimbursement Form to Gorrow (Luna) 報酬 授業料還付 2 持ちつ持たれつ You Scratch My Back Gorrow (Luna) 調達 1 Unicorn Rib 2 Ki-Rin Brains 5 Pixie Legs 報酬 Signed Tuition Reimbursement Form 3 アエルニャをだます Fooling Aernya Gorrow (Luna) 配達 1 Signed Tuition Reimbursement Form to Aernya (Umbra) 報酬 授業料還付 4 そうは問屋が卸さない Not Quite That Easy Aernya (Umbra) この段階でBedlam入場可。 配達 1 Signed Tuition Reimbursement Form to Master Gnosos (Bedlam) 報酬 授業料還付 5 納得させてくれ Convince Me Master Gnosos (Bedlam) 討伐 1 Red Death 25 Gore Fiends 8 Rotting Corpses 報酬 授業料還付 (Completed Tuition Reimbursement Form) 6 授業料還付 Tuition Reimbursement Master Gnosos (Bedlam) 配達 1 Completed Tuition Reimbursement Form to Aernya (Umbra) 報酬 授業料還付(1 Strongbox)
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Dragon・Fire カードタイプ:Monster/モンスター エキスパンション:Towers of Ruin 英語版 Card Name Number Class Ambusher Health Gold EXP VP Text Magma Wyrm 2 Dragon・Fire・Level3 7 2 2 4 After a player visits the village, this card switches ranks with the monster in front of it.Breach Destroy the top 2 cards of each village and hero stack. Ash Dragon 2 8 2 3 5 Battle Discard all heroes of lever 1 or lower.Aftermath Destroy all items and weapons that provide Light. Cinder Drake 2 10 3 3 6 Battle Destroy 1 weapon.Aftermath Destroy 1 spell. Caldera Dragon 2 11 3 3 6 Global After each time a player uses an ability that drew 1 or more cards, that player must discard 1 card. Smokeplume Drake 2 9 3 2 7 Battle Discard 2 cards.Aftermath Destroy 1 hero with the highest Strength.Tropy Light -3 日本語版(仮訳) カード名 枚数 分類 アンブッシャー ヘルス 金貨値 経験値 勝利点 テキスト 溶岩のワーム 2 ドラゴン・ファイア 7 2 2 4 プレイヤーが村を訪れた後、このカードを一つ前のランクのモンスターと入れ替える。ブリーチ:村と英雄の山の上から2枚ずつカードを廃棄する。 灰のドラゴン 2 8 2 3 5 戦闘:レベル1以下の英雄を全て捨てる。Aftermath 明かりを持つアイテムと武器を全て廃棄する。 燃えがらのドレイク 2 10 3 3 6 戦闘:武器1枚を廃棄する。Aftermath:呪文1枚を廃棄する。 カルデラのドラゴン 2 11 3 3 6 全体効果:プレイヤーがカードを1枚以上引く能力を使用するたび、そのプレイヤーはカード1枚を捨てなければならない。 煙流のドレイク 2 9 3 2 7 戦闘:カード2枚を捨てる。Aftermath:最も体力の高い英雄1枚を廃棄する。トロフィー:明かりー3 カード解説/CARD GLOSSARY Magma Wyrm もしこのカード2枚がランク1とランク2に来るような場合は、手番プレイヤーがそれらの効果をどの順番で解決するか決めます。つまり、Magma Wyrmのブリーチが1度発動するか2度発動するかを決めることが出来ます。 Ash Dragon この戦闘効果は、Regularを対象に含みます。彼らはレベル0です。 エラッタ カード分析 平均ヘルス/金貨値/経験値/勝利点 = 9/2.6/2.6/5.6 所感 クラシックから通算で四種類目になるドラゴン種族。これまでのドラゴン達に劣らぬ難敵である。それに相応しく、勝利点はかなり高め。 Magma Wyrmはプレイヤーが村に行くとランク1に近づき、ブリーチすると英雄と村の山から2枚を廃棄するという能力持ち。高レベル英雄の露出を誘発する可能性があることを認識しておこう。戦闘では何の妨害能力も持たず自動的に浅いランクまで来てくれる上、ヘルスもあまり高くない割に勝利点は悪くない。良質の獲物なので出来るだけ狩っていきたい。 Ash Dragonは特に序盤では非常に難敵。ヘルスが高めな上に戦闘効果による妨害が厄介。明かり値付きの武器・アイテムを廃棄するAftermathも、Dancing SwordやTaproot Blade、Moonstone、Animal Tarisman(明かりモードで使用した場合)といった強力カードが巻き込まれるので中々痛い。明かりカードが充実していない場ではTorch/たいまつが吹き飛ぶだけでも損害である。 Cinder Drakeは戦闘効果で武器を廃棄、Aftermathで呪文を廃棄。特殊能力はそこまで脅威ではないものの、ヘルスの高さにより強敵になっている。火力をDancing SwordやMaulといった高火力武器に頼っている構築ではかなり苦戦するだろう。 Caldera Dragonは能力によるドローに1枚ディスカードを付加するという地味に嫌な全体効果持ち。序盤に出てこられるとRegular+Longspearでの1ドローが弱体化するので中々狩りが進まなくなることも。ちなみに、TrophyはAbilityではなくEffectなので、Trophyによるドローの場合はディスカードをする必要はない。 Smokeplume Drakeは最も高勝利点だが、戦闘効果による2ディスカードと高ヘルスにより非常に難敵。Aftermathの英雄廃棄も強力な英雄が犠牲になるケースが多く厄介で、おまけにTrophyの明かり-3も以降の狩りで大きな障害となる。 Magma Wyrm以外のどれもが強敵であり、しかも能力の方向性がバラバラなので対策が立てにくい。とりわけAsh DragonとSmokeplume DrakeのBattle、Aftermathは厄介。このモンスタークラスがいるなら、VeilminderやThorn CaltropsなどのBattle、Aftermath封印カードを採用するのも良いだろう。 狩りやすいカード 苦手とするカード クラシック版カード使用時
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qst_deliver_message|Deliver Message to {s13} qst_deliver_message_to_enemy_lord|Deliver Message to {s13} qst_raise_troops|Raise {reg1} {s14} qst_escort_lady|Escort {s13} to {s14} qst_deal_with_bandits_at_lords_village|Save the Village of {s15} from Marauding Bandits qst_collect_taxes|Collect Taxes from {s3} qst_hunt_down_fugitive|Hunt Down {s4} qst_kill_local_merchant|Assassinate Local Merchant at {s3} qst_bring_back_runaway_serfs|Bring Back Runaway Serfs qst_follow_spy|Follow the Spy to Meeting qst_capture_enemy_hero|Capture a Lord from {s13} qst_lend_companion|Lend Your Companion {s3} to {s9} qst_collect_debt|Collect the Debt {s3} Owes to {s9} qst_incriminate_loyal_commander|Incriminate the Loyal Commander of {s13}, {s16} qst_meet_spy_in_enemy_town|Meet Spy in {s13} qst_capture_prisoners|Bring {reg1} {s3} Prisoners qst_lend_surgeon|Lend Your Surgeon {s3} to {s1} qst_follow_army|Follow {s9}'s Army qst_report_to_army|Report to {s13}, the Marshall qst_deliver_cattle_to_army|Deliver {reg3} Heads of Cattle to {s13} qst_join_siege_with_army|Join the Siege of {s14} qst_screen_army|Screen the Advance of {s13}'s Army qst_scout_waypoints|Scout {s13}, {s14} and {s15} qst_rescue_lord_by_replace|Rescue {s13} from {s14} qst_deliver_message_to_prisoner_lord|Deliver Message to {s13} at {s14} qst_duel_for_lady|Challenge {s13} to a Trial of Arms qst_duel_courtship_rival|Challenge {s13} to a Trial of Arms (optional) qst_duel_avenge_insult|Challenge {s13} to a Trial of Arms qst_move_cattle_herd|Move Cattle Herd to {s13} qst_escort_merchant_caravan|Escort Merchant Caravan to {s8} qst_deliver_wine|Deliver {reg5} Units of {s6} to {s4} qst_troublesome_bandits|Hunt Down Troublesome Bandits qst_kidnapped_girl|Ransom Girl from Bandits qst_persuade_lords_to_make_peace|Make Sure Two Lords Do Not Object to Peace qst_deal_with_looters|Deal with Looters qst_deal_with_night_bandits|Deal with Night Bandits qst_deliver_grain|Bring wheat to {s3} qst_deliver_cattle|Deliver {reg5} Heads of Cattle to {s3} qst_train_peasants_against_bandits|Train the Peasants of {s13} Against Bandits. qst_rescue_daughter|Rescue the {s3}'s elder's daughter. qst_escort_peasants|Escort the peasants to {s3}. qst_eliminate_bandits_infesting_village|Save the Village of {s7} from Marauding Bandits qst_visit_lady|Visit Lady qst_formal_marriage_proposal|Formal Marriage Proposal qst_obtain_liege_blessing|Formal Marriage Proposal qst_wed_betrothed|Wed Your Betrothed qst_wed_betrothed_female|Wed Your Betrothed qst_join_faction|Give Oath of Homage to {s1} qst_rebel_against_kingdom|Help {s13} Claim the Throne of {s14} qst_consult_with_minister|Consult With Minister qst_organize_feast|Organize Feast qst_resolve_dispute|Resolve Dispute qst_offer_gift|Procure Gift qst_denounce_lord|Denounce Lord qst_intrigue_against_lord|Intrigue against Lord qst_track_down_bandits|Track Down Bandits qst_track_down_provocateurs|Track Down Provocateurs qst_retaliate_for_border_incident|Retaliate for a Border Incident qst_raid_caravan_to_start_war|Attack a Neutral Caravan to Provoke War qst_cause_provocation|Give a Kingdom Provocation to Attack Another qst_rescue_prisoner|Rescue or Ransom a Prisoner qst_destroy_bandit_lair|Destroy Bandit Lair qst_ghost_lady|The Ghost Lady qst_marauding_jatu|Befriending the Noldor qst_order_bounty|Bounty hunt for the {s9} qst_order_tournament|Win the {s8} tournament for the {s9} qst_order_challenge|Win renown for the {s9} qst_order_grandmaster|The Order Grandmaster qst_order_rivalry|Order Rivalry qst_collect_men|Collect Five Men qst_learn_where_merchant_brother_is|Learn Where the Hostages are Held. qst_save_relative_of_merchant|Attack the Bandit Lair qst_save_town_from_bandits|Save Town from Bandits qst_old_tale_part_1|The Old Tale (part 1) qst_old_tale_part_2|The Old Tale (part 2) qst_horse_armor|Barding qst_quests_end|Quests End
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開発環境 Microsoft Visual C++ 2010 Express (SP1) 実行環境 Microsoft Windows XP Home Edition (SP3) プロジェクトの種類 Win32 プロジェクト プロジェクト名 WinTest アプリケーションの種類 Windows アプリケーション 追加のオプション 空のプロジェクト 文字セット Unicode 最小ウィンドウサイズの指定 ウィンドウ移動時にCtrlキーを押した時だけ画面端に吸着 参考 メインウィンドウの最小サイズを指定する WinTest.c // Unicode文字セット #include Windows.h #include stdio.h #define WIDTH(rect) ((rect).right - (rect).left) #define HEIGHT(rect) ((rect).bottom - (rect).top) #define CLASS_NAME TEXT("WinTest") #define WINDOW_NAME TEXT("WinTest") #define ADJUST_PIXEL 8 // 関数プロトタイプ宣言 void Trace(LPCTSTR format, ...); LRESULT CALLBACK MainWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); void OnMoving(LPARAM lParam); void OnSize(WPARAM wParam, LPARAM lParam); void OnGetMinMaxInfo(LPARAM lParam); LRESULT OnCreate(LPARAM lParam); // 外部変数構造体 static struct { RECT rc; } g; //============================================================================== int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { WNDCLASSEX wcx; HWND hWnd; MSG msg; // ウィンドウクラスの登録 ZeroMemory( wcx, sizeof wcx); wcx.cbSize= sizeof wcx; wcx.style= CS_HREDRAW | CS_VREDRAW; wcx.lpfnWndProc= MainWndProc; wcx.hInstance= hInstance; wcx.hCursor= LoadCursor(NULL, MAKEINTRESOURCE(IDC_ARROW)); wcx.hbrBackground= (HBRUSH)(COLOR_WINDOW + 1); wcx.lpszClassName= CLASS_NAME; if (RegisterClassEx( wcx) == 0) { return 0; } // ウィンドウの作成 hWnd = CreateWindow( CLASS_NAME, WINDOW_NAME, WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, hInstance, NULL); if (hWnd == NULL) { return 0; } ShowWindow(hWnd, nCmdShow); UpdateWindow(hWnd); // メッセージループ while (GetMessage( msg, NULL, 0, 0)) { TranslateMessage( msg); DispatchMessage( msg); } return msg.wParam; } //------------------------------------------------------------------------------ void Trace(LPCTSTR format, ...) { va_list arg_ptr; TCHAR buffer[256]; int size; va_start(arg_ptr, format); size = _vsnwprintf_s(buffer, _countof(buffer), _TRUNCATE, format, arg_ptr); va_end(arg_ptr); OutputDebugString(buffer); if (size 0) { OutputDebugString(L"...\n"); } } //============================================================================== LRESULT CALLBACK MainWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { switch (uMsg) { case WM_MOVING OnMoving(lParam); return TRUE; case WM_SIZE OnSize(wParam, lParam); return 0; case WM_GETMINMAXINFO OnGetMinMaxInfo(lParam); return 0; case WM_CREATE return OnCreate(lParam); case WM_DESTROY PostQuitMessage(0); return 0; } return DefWindowProc(hWnd, uMsg, wParam, lParam); } //------------------------------------------------------------------------------ void OnMoving(LPARAM lParam) { PRECT prc = (PRECT)lParam; SHORT n; n = GetKeyState(VK_CONTROL); Trace(L"OnMoving(%d, %d, %d, %d) %d\n", prc- left, prc- top, prc- right, prc- bottom, n); if ((n 0x80) == 0) return; if (abs(prc- left) = ADJUST_PIXEL) { prc- right = WIDTH(*prc); prc- left = 0; } else if (abs(prc- right - g.rc.right) = ADJUST_PIXEL) { prc- left = g.rc.right - WIDTH(*prc); prc- right = g.rc.right; } if (abs(prc- top) = ADJUST_PIXEL) { prc- bottom = HEIGHT(*prc); prc- top = 0; } else if (abs(prc- bottom - g.rc.bottom) = ADJUST_PIXEL) { prc- top = g.rc.bottom - HEIGHT(*prc); prc- bottom = g.rc.bottom; } } //------------------------------------------------------------------------------ void OnSize(WPARAM wParam, LPARAM lParam) { POINTS pts = MAKEPOINTS(lParam); Trace(L"OnSize(%u, %d, %d)\n", wParam, pts.x, pts.y); } //------------------------------------------------------------------------------ void OnGetMinMaxInfo(LPARAM lParam) { PMINMAXINFO pmmi = (PMINMAXINFO)lParam; RECT rc; Trace(L"OnGetMinMaxInfo(%d, %d)\n", pmmi- ptMinTrackSize.x, pmmi- ptMinTrackSize.y); SetRect( rc, 0, 0, 160, 120); AdjustWindowRectEx( rc, WS_OVERLAPPEDWINDOW, FALSE, 0); pmmi- ptMinTrackSize.x = WIDTH(rc); pmmi- ptMinTrackSize.y = HEIGHT(rc); } //------------------------------------------------------------------------------ LRESULT OnCreate(LPARAM lParam) { LPCREATESTRUCT pcs = (LPCREATESTRUCT)lParam; SystemParametersInfo(SPI_GETWORKAREA, 0, g.rc, 0); Trace(L"OnCreate %d, %d, %d, %d\n", g.rc.left, g.rc.top, g.rc.right, g.rc.bottom); return 0; }
https://w.atwiki.jp/mcmaster/pages/69.html
Diodes Diodes Incorporated製品のマーキングコード一覧です。 同社はZetexとPERICOMを買収したのでその製品も含まれます。 同社は買収などで他のブランドを引き継いだ後、マーキングコードを統廃合している感があります。そのため古い資料と新しい資料ではマーキングコードが異なることがありますので注意が必要です。古い資料はALLDATASHEET やDatasheetArchive などで検索してください。 Diodesのwebで検索システムが更新され、枝番の検索に支障の出ることがあります。データシートリンク先で検索結果が表示されない場合は検索結果から枝番を削除したり、再検索をかけるなどしてください。 マーキングコードは同じでも製品型番が異なるものもありますので外形、特性などをデータシートで比べることをおすすめします。 同社のマーキングコードは、「DIODES MARKING K72」などのキーワードでgoogle やDatasheetArchiveでの検索するとヒットすることがあります。 Maker Logo メーカーのwebサイトなど(web site,etc) Diodes Incorporated Package Outlines マーキングコードリスト * , ** , *** , ****,_=date code,Lot No. etc. #=hfe rank. MARKINGCODE PART No.Grade etc. MAKER PACKAGENAME MAKERPACKAGE NAME PINCOUNT etc. 1084****** AP1084D-ADJ DIODES -TO-252 TO-252-3L 3(4) 5A DROPOUT POSITIVE ADJUSTABLE REGULATOR 1084-15****** AP1084D-15 DIODES -TO-252 TO-252-3L 3(4) 5A DROPOUT POSITIVE 1.5V FIXED REGULATOR 1084-18****** AP1084D-18 DIODES -TO-252 TO-252-3L 3(4) 5A DROPOUT POSITIVE 1.8V FIXED REGULATOR 1084-25****** AP1084D-25 DIODES -TO-252 TO-252-3L 3(4) 5A DROPOUT POSITIVE 2.5V FIXED REGULATOR 1084-33****** AP1084D-33 DIODES -TO-252 TO-252-3L 3(4) 5A DROPOUT POSITIVE 3.3V FIXED REGULATOR 1084-50****** AP1084D-50 DIODES -TO-252 TO-252-3L 3(4) 5A DROPOUT POSITIVE 5.0V FIXED REGULATOR 1084****** AP1084K-ADJ DIODES -TO-263 TO-263-3L 3(4) 5A DROPOUT POSITIVE ADJUSTABLE REGULATOR 1084-15****** AP1084K-15 DIODES -TO-263 TO-263-3L 3(4) 5A DROPOUT POSITIVE 1.5V FIXED REGULATOR 1084-18****** AP1084K-18 DIODES -TO-263 TO-263-3L 3(4) 5A DROPOUT POSITIVE 1.8V FIXED REGULATOR 1084-25****** AP1084K-25 DIODES -TO-263 TO-263-3L 3(4) 5A DROPOUT POSITIVE 2.5V FIXED REGULATOR 1084-33****** AP1084K-33 DIODES -TO-263 TO-263-3L 3(4) 5A DROPOUT POSITIVE 3.3V FIXED REGULATOR 1084-50****** AP1084K-50 DIODES -TO-263 TO-263-3L 3(4) 5A DROPOUT POSITIVE 5.0V FIXED REGULATOR 3N ** MMBT3906TGrade (100~300) DIODES SOT-523 - 3 PNP transistor for small signal.Complementary to MMBT3904T. 6A **K6A **に統一されたかも?may be unified to K6A **? BC817-16-7 DIODES -SOT-23 - 3 NPN TRANSISTOR FOR SWITCHING,AMP. 6A **K6A **に統一されたかも?may be unified to K6A **? BC817-16-7-F DIODES -SOT-23 - 3 NPN TRANSISTOR FOR SWITCHING,AMP.Pb free. 6B **K6B **に統一されたかも?may be unified to K6B **? BC817-25-7 DIODES -SOT-23 - 3 NPN TRANSISTOR FOR SWITCHING,AMP. 6B **K6B **に統一されたかも?may be unified to K6B **? BC817-25-7-F DIODES -SOT-23 - 3 NPN TRANSISTOR FOR SWITCHING,AMP.Pb free. 6C **K6C **に統一されたかも?may be unified to K6C **? BC817-40-7 DIODES -SOT-23 - 3 NPN TRANSISTOR FOR SWITCHING,AMP. 6C **K6C **に統一されたかも?may be unified to K6C **? BC817-40-7-F DIODES -SOT-23 - 3 NPN TRANSISTOR FOR SWITCHING,AMP.Pb free. A3 ** MMBD4448HT DIODES SOT-523 - 3 Fast switching diode(Single). A6 ** MMBD4448HTA DIODES SOT-523 - 3 Fast switching diode(Dual). A7 ** MMBD4448HTC DIODES SOT-523 - 3 Fast switching diode(Dual). AB ** MMBD4448HTS DIODES SOT-523 - 3 Fast switching diode(Dual). C72 ** 2N7002 DIODES -SOT-23 - 3 N-ch MOSFET for motordriver,powermanagement. K3N ** MMBT3906Grade (100~300) DIODES SOT-23 - 3 PNP transistor for small signal.Complementary to MMBT3904. K5D **KA2 **に統一されたかも?may be unified to KA2? MMBD4148 DIODES SOT-23 - 3 FAST SWITCHING DIODE. K5D **KA2 **に統一されたかも?may be unified to KA2? MMBD914 DIODES SOT-23 - 3 FAST SWITCHING DIODE. K5D **KA2 **に統一されたかも?may be unified to KA2? BAS16 DIODES SOT-23 - 3 FAST SWITCHING DIODE. KA2 ** BAS16 DIODES SOT-23 - 3 FAST SWITCHING DIODE. KA2 ** MMBD914 DIODES SOT-23 - 3 FAST SWITCHING DIODE. KA2 ** MMBD4148 DIODES SOT-23 - 3 FAST SWITCHING DIODE. KA6 **KA2 **に統一されたかも?may be unified to KA2? MMBD914 DIODES SOT-23 - 3 FAST SWITCHING DIODE. KA6 **KA2 **に統一されたかも?may be unified to KA2? BAS16 DIODES SOT-23 - 3 FAST SWITCHING DIODE. KA6 **KA2 **に統一されたかも?may be unified to KA2? MMBD4148 DIODES SOT-23 - 3 FAST SWITCHING DIODE. K6A ** BC817-16-7 DIODES -SOT-23 - 3 NPN TRANSISTOR FOR SWITCHING,AMP. K6A ** BC817-16-7-F DIODES -SOT-23 - 3 NPN TRANSISTOR FOR SWITCHING,AMP.Pb free. K6B ** BC817-25-7 DIODES -SOT-23 - 3 NPN TRANSISTOR FOR SWITCHING,AMP. K6B ** BC817-25-7-F DIODES -SOT-23 - 3 NPN TRANSISTOR FOR SWITCHING,AMP.Pb free. K6C ** BC817-40-7 DIODES -SOT-23 - 3 NPN TRANSISTOR FOR SWITCHING,AMP. K6C ** BC817-40-7-F DIODES -SOT-23 - 3 NPN TRANSISTOR FOR SWITCHING,AMP.Pb free. K7* ** 2N7002 DIODES SOT-23 SOT23 3 N-ch MOSFET FOR MOTOR CONTROL,POWER MANAGEMENT. K7* ** 2N7002-G DIODES -SOT-23 - 3 N-ch MOSFET for motordriver,powermanagement. K72 ** 2N7002 DIODES -SOT-23 - 3 N-ch MOSFET for motordriver,powermanagement. K7A ** 2N7002 DIODES SOT-23 SOT23 3 N-ch MOSFET FOR MOTOR CONTROL,POWER MANAGEMENT. KL1 ** BAT54 DIODES SOT-23 - 3 Single schottky barrier diode. KL2 ** BAT54A DIODES SOT-23 - 3 Dual schottky barrier diode. KL3 ** BAT54C DIODES SOT-23 - 3 Dual schottky barrier diode. KL4 ** BAT54S DIODES SOT-23 - 3 Dual schottky barrier diode. U620 PDU620 DIODES PowerDI5 3 6A ULTRA-FAST RECOVERY RECTIFIER. リンク MARKING CODE一覧
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細かな設定をするために ファイルの場所を確認する インストールしたディレイクトリから下記の場所へ移動してください /steam/steamapps/SteamID/counter-strike source/cstrike 中身を確認する 上で進んでもらったディレイクトリ内には以下のフォルダが存在していると思います。 cfg・maps・bin・materials・models・sound などのフォルダが存在していると思います。赤は最重要です 覚えておいてください フォルダの意味を知る cfg 主にゲーム内の設定データが入っています 後にゲームがやりやすくなる為の設定を教えますが、このフォルダを利用することになります maps ゲームをする上でもっとも重要なMap(フィールド)が詰まったフォルダです この中には初期では公式で採用されているマップが入ってます 色々とやっていくうちに※カスタムマップが増えてきますので 要領の確認とかを忘れずに matrials models カスタムモデルというのを適用する時に必要になるフォルダです 主にモデルの動きやスキンの要素が入っています 解らないうちは無闇に弄るべき所ではないですね Sound CS Sで使われたBGMや効果音なんかはここに詰められていきます これも要領注意です cfgの中身 起動した直後はConfig.cfgが入っていると思いますが 基本これは弄らないようにしてください。 理解が深まれば大丈夫です。 必要ファイルの作成 autoexec.cfgとuserconfig.cfgを新規に作成しておいてください これでこの章は終わりです。
https://w.atwiki.jp/pipopipo777/pages/51.html
TF 2-2 IN FSE AAR Indirect Fires in the Battle of Fallujah. http //www.tradoc.army.mil/pao/ProfWriting/2-2AARlow.pdf By Captain James T. Cobb, First Lieutenant Christopher A. LaCour and Sergeant First Class William H. Hight TF 2-2 IN FSE AAR Indirect Fires in the Battle of Fallujah.1. Background and Mission. 2. Enemy Forces. 3. Friendly Forces. 4. Artillery Fires. 5. Mortars. 6. Danger-Close Fires. 7. FOs. 8. Other Equipment. 9. Munitions.a. Range of Munitions. b. White Phosphorous. c. Hexachloroethane Zinc (HC) Smoke and Precision-Guided Munitions. d. Ammo Resupply. 10. CAS.a. CAS Effectiveness. b. Pulling Timely Air Assets. c. CAS and Other Indirect Fires. 11. Unmanned Aerial Vehicles. 12. Personnel Manning. 13. Training. 14. Conclusion. Task Force 2d Battalion, 2d Infantry’s (TF 2-2 IN’s) fire support element (FSE) operated as a mini-brigade FSE during the Battle of Fallujah. The FSE coordinated the combat effects of Army, Air Force and Marine assets more autonomously than the traditional, doctrinal battalion-level FSE.a model of joint interdependency. Although the FSE did not have joint personnel assigned to it, it worked closely with the brigade air liaison officer (BALO), who was chopped to TF 2-2 IN, and functioned as a “Joint FSE,” if you will. Ed MEMORANDUM FOR RECORD FSE, TF 2-2 IN, 3d Brigade Combat Team(BCT), 1st ID, Operation Iraqi Freedom (OIF) II, Forward Operating Base (FOB) Normandy, Muqdadiyah, Iraq APO AE 09392 (AETV-BGR-FSE), 1 December 2004. Subject After-Action Review (AAR) for the Battle of Fallujah 1. Background and Mission. 2. Enemy Forces. 3. Friendly Forces. 4. Artillery Fires. As part of TF 2- 2 IN, the M109A6 Paladins and a platoon fire direction center (FDC) were attached in direct support (DS) to the TF. For most of the fight, this was their only role. Later, after TF 2- 2 IN had reached its limit of advance (LOA) at PL Fran, it also was tasked to support RCT-7. The Paladins were in a position area (PA) in Camp Fallujah adjacent to the Marine Corps and a battery of Paladins from the 1st Cavalry Division, A/3-82 FA, that was attached to the IMEF. This facilitated the FA’s sharing meteorological (Met) data and survey and relieved the platoon of self-security. a. Organic to the TF. As an organic part of the TF, the howitzers provided accurate, timely fires throughout the fight, delivering 925 rounds, mostly in danger-close fires. As dedicated assets to the TF, Paladin fires were greatly expedited in a 360-degree fight with fluid targets and a rapidly advancing maneuver force. Fire missions took less than two minutes from the initial call-for-fire (CFF) to rounds down range. b. Responsibilities of TF FSE. The TF FSE assumed responsibility for coordinating with the TF 2-2 IN S4 for Class V resupply, positioning the platoon and selecting shell-fuze combinations. The TF FSE cleared fires at the TAC along with the TF battle captain or S3. Clearance of fires was executed by demanding accurate company frontline traces and forward observer (FO) locations at regular intervals and battle tracking in detail. c. Role of the Artillery. The artillery was used in doctrinal roles, such as screening the initial point of penetration, preparatory fires, close fire support and disruptive deep fires, as well as in non-doctrinal roles, such as clearing routes of IEDs and breeching minefields. Using Paladins directly attached to the TF gave us a tremendous advantage in the fight. Our tactics, techniques and procedures (TTP) were effective and lethal and gave maneuver TFs greater flexibility, firepower and mobility. The overall performance was outstanding. By using FOs and accurate intelligence- driven targeting, the artillery was a driving force in the TF’s ability to attack through a large city with minimum casualties in six days. d. Massing Fires. The only drawback was our inability to mass fires on targets due to having only two guns. While we did have general support reinforcing (GSR) assets, they were slow, cumbersome and more difficult to coordinate with than our organic systems. Trust was also an issue as the vast majority of our fires were danger-close, and we did not know the proficiency level of the supporting guns. While it did not impact our operations overall, at times the physical and psychological effects of massed artillery fires were the preferred effects. We could use our 120-mm mortars when we wanted to mass fires, but additional 155-mm howitzers would have been more effective. 5. Mortars. The Thunder Mortar Platoon that is organic to 2-2 IN proved to be the equal of the artillery in this fight in terms of accuracy and responsiveness and was an integral part of the indirect fires used. When provided the five requirements for accurate predicted fires, mortars were every bit as accurate and deadly as artillery. The firepower of the 120-mm munitions allowed us to respond quickly with overwhelming firepower when needed. During the course of the battle, mortars fired 942 rounds of timely, accurate fires. a. Mortar Challenges. Our mortar platoon received two M252 81-mm mortars before deploying to the Fallujah AOR. These were useful indirect fire weapons when close fires were required. The only drawback was they had no sights. To use them, we had to take sights from the 120-mm tubes and use the sights with the 81-mm mortars, taking two 120-mm tubes out of the fight. The mortars’ high angle of fire was preferable for military operations in urban terrain (MOUT), but there were times when the mortars’ maximum ordinate (MAXORD) exceeded the close air support (CAS) ceiling, limiting mortar fires. b. Platoon Security. The mortar platoon operated outside of Camp Fallujah at various firing points and had to pull self-security. It was manned to do so with no degradation of fires. The platoon received enemy indirect fires frequently during the fight and was forced to displace. But due to superior training and good maneuverability, it quickly displaced, reset and resumed operations. 6. Danger-Close Fires. 7. FOs. 8. Other Equipment. 9. Munitions. The munitions we brought to this fight were 155-mm highexplosive (HE) M107 (short-range) and M795 (long-range) rounds, illumination and white phosphorous (WP, M110 and M825),with point-detonating (PD), delay, time and variable-time (VT) fuzes. For the 120-mm mortars, we had HE, illumination and WP with PD, delay and proximity fuzes. We also carried 81-mm HE with the same fuzes. (引用者注)PD;point-detonating 弾頭信管; delay fuze 延期信管; proximity fuzes近接信管; cf.着発信管 contact fuse // impact fuse // impact fuze // percussion fuze a. Range of Munitions. The munitions at our disposal gave us excellent flexibility. The 81-mm munitions allowed us to deliver extremely close fires to friendly forces while we used larger caliber munitions to engage and destroy heavily fortified houses and bunkers. The standard table of organization and equipment (TOE) for a mechanized battalion does not include 81-mm mortars, something the Army should examine and correct. b. White Phosphorous. WP proved to be an effective and versatile munition. We used it for screening missions at two breeches and, later in the fight, as a potent psychological weapon against the insurgents in trench lines and spider holes when we could not get effects on them with HE. We fired “shake and bake” missions at the insurgents, using WP to flush them out and HE to take them out. c. Hexachloroethane Zinc (HC) Smoke and Precision-Guided Munitions. We could have used these munitions. We used improved WP for screening missions when HC smoke would have been more effective and saved our WP for lethal missions. We had several important targets, often reinforced houses that FOs had eyes on, that would have been more effectively engaged with a precision-guided munition, such as Copperhead with its shaped charge or the developmental Excalibur Unitary round that is concrete piercing (to be fielded in 2006). Barring the use of such precision-guided munitions, concrete-piercing (CP) fuzes would have been more effective than delay and PD fuzes were, but the latter were satisfactory. d. Ammo Resupply. The biggest challenge we had was ammunition resupply. The amount of munitions expended was surprising, and we had to struggle to keep our cannons and tubes supplied. The targeting officer at the TOC and the S4 did a fantastic job of obtaining ammunition, but in the future, it would be easier to over-anticipate ammunition needs before the fight and stockpile it. The Marines gave us what they had, and the location of the Paladin platoon on FOB Fallujah helped greatly. The fact that the Paladin platoon brought a palletized loading system (PLS) was a huge plus. It allowed the S4 to coordinate for ammunition and the Paladin platoon to pick it up. In the final analysis, it all worked, but I recommend we not put ourselves in that position again. We never ran out of ammunition, but we came close several times. 10. CAS. We used CAS well in this fight, dropping more than 15 guided-bomb unit-12s (GBU-12s), which are laser-guided 500-pound bombs; four 2,000-pound joint direct attack munition (JDAMs) penetrators; and one Maverick. We also had more than six hours of AC-130 Specter gunship support. a. CAS Effectiveness. We had problems with the GBU-12s. At least five duds were dropped, all from F/A-18s. The AC-130 was an awesome weapon, operating at night and prepping our deep battlespace with outstanding accuracy. The four JDAM penetrators were dropped on a bunker complex with excellent results. The bunker and more than 20 AIF were destroyed. Initially, we had difficulty working with Marine air. However, once our JTACs learned the system, it worked rather well. An air liaison officer (ALO) from the Marines at the TOC would have helped in the early stages and facilitated the use of more Marine CAS. b. Pulling Timely Air Assets. While the Air Force JTACs were useful on the ground, they had limited success pulling timely air assets. A TOC ALO is a must for two reasons first, a Marine ALO with direct access to higher will pull air assets more quickly and be able to disseminate their fires faster than an Air Force JTAC on the ground. Second, you need an officer who understands the Marine system attached to the FSE for better coordination. Air assets are requested through a different system than indirect lethal fires. An ALO with two radios tied in to higher and the battalion is a must and will cut air request times in half. Although air was planned, it often was difficult for the battalion JTAC to talk to the RCT-7 ALO and get air when needed. c. CAS and Other Indirect Fires. A big lesson is that CAS was not a substitute for responsive artillery and mortars. CAS was most effective in the deep fight, particularly when used on intelligence-driven targets. 11. Unmanned Aerial Vehicles. 12. Personnel Manning. 13. Training. 14. Conclusion. The contributions of indirect fires were a decisive part of the Battle of Fallujah and contributed tremendously to the outcome of the fight. They allowed the maneuver forces to rapidly move through the city with minimum casualties and demonstrated what a joint and combined arms team can do. The effects were physically and psychologically devastating. Not only did indirect fires destroy AIF personnel, but they also destroyed their will to stand and fight. Indirect fires also positively influenced our forces by demonstrating to commanders on the ground that overwhelming firepower was at their disposal. The Paladin platoon greatly increased the TF’s firepower, timeliness and flexibility, allowing us to move at an unprecedented pace through a fortified city. We learned to use indirect fires early and often in large volumes. During the course of the battle, more than 2,000 artillery and mortar rounds were fired and more than 10 tons of precision Air Force munitions were dropped. However, as successful as we were, had the battle lasted longer it would have been difficult to sustain fire support operations. We must learn from this fight to prepare for the future. At the end of the fight we thought back on some of the things we were the proudest of. What jumped to the forefront was infantry and tank platoon sergeants, platoon leaders and company commanders telling us that the artillery and mortars were awesome. At the end of the day, that is what it is all about our maneuver brethren recognizing why we are called the “King of Battle.” Captain James T. (Tom) Cobb has been assigned to 1st Battalion, 6th Field Artillery (1-6 FA), 1st Infantry Division, and served as the Fire Support Officer (FSO) for Task Force 2d Battalion, 2d Infantry, (TF 2-2 IN) in Operation Iraqi Freedom (OIF) II, including during the Battle of Fallujah. He also deployed with Kosovo Force (KFOR) 4B. First Lieutenant Christopher A. LaCour, assigned to 1-6 FA, has been the Targeting Officer for TF 2-2 IN in OIF II, including during the Battle of Fallujah. Also in OIF II, he was a Platoon Leader for 2/C/1-6 FA and, previously, a Fire Direction Officer in the same battery. Sergeant First Class William H. Hight, also assigned to 1-6 FA, has been TF 2-2 IN’s Fire Support NCO since September 2003, deploying in OIF II and fighting in the Battle of Fallujah. He also deployed to Bosnia as part of the Implementation Force (IFOR) and to Kosovo as part of KFOR 4B. Redleg CPT Jason Bender Selected Aviation Center Officer Instructor of FY04 CPTジェイソンベンダーが選択した砲手 FY04の航空センターのインストラクターの役員