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ANSI/ISA-76.00.02-2002 - Modular Component Interfaces for Surface-mount Fluid Distribution Components Instrument Society of America? InstrumentSocietyofAmerica? Substores-UnknownASINs-35 Subjects-Engineering-Electrical&Electronics-Electronics-General? Subjects-Engineering-Mechanical-General? Subjects-Professional&Technical-Engineering-Electrical&Electronics-Electronics-General? Subjects-Professional&Technical-Engineering-Mechanical-General? ANSI/ISA-98.00.01-2002 - Qualifications and Certification of Control System Technicians Instrument Society of America? InstrumentSocietyofAmerica? Substores-UnknownASINs-35 Subjects-Engineering-Electrical&Electronics-DigitalDesign? Subjects-Engineering-Electrical&Electronics-Electronics-General? Subjects-Professional&Technical-Engineering-Electrical&Electronics-DigitalDesign? Subjects-Professional&Technical-Engineering-Electrical&Electronics-Electronics-General? Face-to-face Dimensions for Integral Flanged Globe-style Control Valve Bodies (Classes 125, 150, 600, 900; 1500, and 2500) Instrument Society of America? InstrumentSocietyofAmerica? Substores-UnknownASINs-35 Subjects-Engineering-Electrical&Electronics-Electronics-General? Subjects-Engineering-Mechanical-General? Subjects-Professional&Technical-Engineering-Electrical&Electronics-Electronics-General? Subjects-Professional&Technical-Engineering-Mechanical-General? Face-to-face Dimensions for Buttweld-end Globe Style Control Valves Instrument Society of America? InstrumentSocietyofAmerica? Substores-UnknownASINs-35 Subjects-Engineering-Electrical&Electronics-Electronics-General? Subjects-Engineering-Mechanical-General? Subjects-Professional&Technical-Engineering-Electrical&Electronics-Electronics-General? Subjects-Professional&Technical-Engineering-Mechanical-General? ISA-75.11.01-1985 (R2002) - Inherent Flow Characteristics and Rangeability of Control Valves Instrument Society of America? InstrumentSocietyofAmerica? Substores-UnknownASINs-35 Subjects-Engineering-Electrical&Electronics-Electronics-General? Subjects-Engineering-Mechanical-General? Subjects-Professional&Technical-Engineering-Electrical&Electronics-Electronics-General? Subjects-Professional&Technical-Engineering-Mechanical-General? Electrical Apparatus for Use in Class I, Zones 0, 1 2 Hazardous (Classified) Locations Instrument Society of America? InstrumentSocietyofAmerica? Substores-UnknownASINs-35 Subjects-Engineering-Electrical&Electronics-Electronics-General? Subjects-Engineering-Telecommunications? Subjects-Professional&Technical-Engineering-Electrical&Electronics-Electronics-General? Subjects-Professional&Technical-Engineering-Telecommunications? Electrical Apparatus for Use in Class I, Zone 1 Hazardous (Classified) Locations Type of Protection - Flame Proof "D" Instrument Society of America? InstrumentSocietyofAmerica? Substores-UnknownASINs-35 Subjects-Engineering-Electrical&Electronics-Electronics-General? Subjects-Engineering-Telecommunications? Subjects-Professional&Technical-Engineering-Electrical&Electronics-Electronics-General? Subjects-Professional&Technical-Engineering-Telecommunications? Electrical Apparatus for Use in Class I, Zone 1 Hazardous (Classified) Locations Instrument Society of America? InstrumentSocietyofAmerica? Substores-UnknownASINs-35 Subjects-Engineering-Electrical&Electronics-Electronics-General? Subjects-Engineering-Telecommunications? Subjects-Professional&Technical-Engineering-Electrical&Electronics-Electronics-General? Subjects-Professional&Technical-Engineering-Telecommunications? 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Subjects-Professional&Technical-Engineering-Electrical&Electronics-Circuits? Computational Intelligence Theory and Implementation Morgan Kaufmann Pub? Russell C. Eberhart? MorganKaufmannPub? RussellC.Eberhart? Substores-UnknownASINs-35 Subjects-Science-General Electricity From Amps to Volts (Science Answers) Heinemann Library? Christopher Cooper? HeinemannLibrary? ChristopherCooper? Substores-UnknownASINs-35 Subjects-Children sBooks-Science,Nature&HowItWorks-Electricity&Electronics? Quicktime for the Web Morgan Kaufmann Publishers Inc,US? Steven W. Gulie? MorganKaufmannPublishersInc,US? StevenW.Gulie? Substores-UnknownASINs-35 Subjects-Computers&Internet-Software? 39th Annual Meeting of the Association for Computational Linguistics and 10th Conference of the European Chapter of the Association for Computational Linguistics Morgan Kaufmann Publishers Inc,US? MorganKaufmannPublishersInc,US? Substores-UnknownASINs-35 Subjects-Computers&Internet-ComputerScience-ArtificialIntelligence-General? Light From Sun to Bulbs (Science Answers) Heinemann Library? Christopher Cooper? HeinemannLibrary? ChristopherCooper? Substores-UnknownASINs-35 Subjects-Children sBooks-Science,Nature&HowItWorks-Physics? 2nd Conference of the North American Chapter of the Association for Computational Linguistics Morgan Kaufmann Publishers Inc,US? MorganKaufmannPublishersInc,US? Substores-UnknownASINs-35 Subjects-Computers&Internet-ComputerScience-ArtificialIntelligence-General? GURPS Steve Jackson Games,U.S.? SteveJacksonGames,U.S.? Substores-UnknownASINs-35 Subjects-Entertainment-Puzzles&Games-RolePlaying&Fantasy? In Nomine Wizard s Attic,US? Steve Jackson? Wizard sAttic,US? SteveJackson? ユーズドブック(洋書)-Comics&GraphicNovels? Substores-UnknownASINs-35 Subjects-Comics&GraphicNovels-GraphicNovels-General? Subjects-Entertainment-Puzzles&Games-RolePlaying&Fantasy-General? Subjects-ScienceFiction&Fantasy-Gaming-General? Vldb Proceedings 5 Year Set 1997-2001 Morgan Kaufmann Pub? MorganKaufmannPub? Substores-UnknownASINs-35 Subjects-Computers&Internet-Databases-General? Subjects-Computers&Internet-General? Scotland (Visit to) Heinemann Library? Chris Oxlade? Anita Ganeri? HeinemannLibrary? ChrisOxlade? AnitaGaneri? Substores-UnknownASINs-35 Subjects-Children sBooks-Ages4-8-General? Subjects-Children sBooks-People&Places-ExploretheWorld-Europe? Subjects-History-Europe-England-General? Imf Economic Reviews, Belarus (No. 11) (IMF Economic Reviews 11 (1994)) Intl Monetary Fund? John Odling-Smee? IntlMonetaryFund? JohnOdling-Smee? Substores-UnknownASINs-35 Subjects-Business&Investing-Economics-International? Subjects-Nonfiction-Economics-International? Subjects-Professional&Technical-Accounting&Finance-International-Economics? Vldb Proceedings 10 Year Set 1992-2001 Morgan Kaufmann Pub? VLDB? MorganKaufmannPub? VLDB? Substores-UnknownASINs-35 Subjects-Computers&Internet-Databases-General? Subjects-Computers&Internet-General? Improving the International Monetary System (Occasional Papers) International Monetary Fund (IMF)? International Monetary Fund? InternationalMonetaryFund(IMF)? InternationalMonetaryFund? Substores-UnknownASINs-35 Subjects-Business&Investing-Economics-International? Subjects-Business&Investing-Economics-PublicFinance? Subjects-Business&Investing-Finance-ForeignExchange? Subjects-Nonfiction-Economics-International? Subjects-Nonfiction-Economics-PublicFinance? Subjects-Professional&Technical-Accounting&Finance-International-Finance-ForeignExchange? Subjects-Professional&Technical-Accounting&Finance-International-Economics? Subjects-Professional&Technical-Accounting&Finance-Economics-PublicFinance? Gurps Traveller Starships (Gurps) Steve Jackson Games? Robert Prior? SteveJacksonGames? RobertPrior? Substores-UnknownASINs-35 Subjects-Entertainment-Puzzles&Games-General? Subjects-Entertainment-Puzzles&Games-RolePlaying&Fantasy-General? Subjects-ScienceFiction&Fantasy-Gaming-General? Veterinario / Veterinarian (Heinemann Lee Y Aprende/Heinemann Read and Learn (Spanish)) Heinemann Library? Heather Miller? HeinemannLibrary? HeatherMiller? Substores-UnknownASINs-35 Subjects-Children sBooks-Ages4-8-General? Subjects-Children sBooks-Animals-General-Nonfiction? Subjects-Children sBooks-People&Places-Careers? Substores-UnknownASINs-35 洋書
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http //www.myspace.com/leslisanders1 http //www.myspace.com/leslisandersrocks member ex-PROPHETS OF ADDICTION、ex-PRETTY BOY FLOYD、ex-CITY GIRLS BOYS、ex-DISTRACTIONS、ex-QUEENY BLAST POP、ex-TALKS CHEAP produce [POWER TRIP]] TALKS CHEAP / Talks Cheap ( 2009年 ) V.A. world / We Wish You A Hairy Christmas ( 2003年10月7日 )
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madoqa's order history 2008/1/8order - 1/17arrival @snuffstore.co.uk/Snuff Zuka Black Snuff£3.99 Zuka Zee Snuff£3.99 Molens Latakia Ao 1860 Snuff£1.45 Snus Ice Snuff£3.59 Toque Chocolate Snuff£3.49 Toque Espresso Snuff£3.59 Toque Menthol Snuff£3.59 Toque Tobacco Snuff£3.59 McChrystal's JIP Snuff£1.40 McChrystal's Sturco Snuff£1.20 Smokers Blend Snuff (S'nuff)£1.35 Samuel Gawith After Glow Snuff£1.65 Samuel Gawith Banana Snuff£1.65 Samuel Gawith Black Rappee Snuff£1.65 Samuel Gawith Blue Crest Snuff£1.65 Samuel Gawith Gold Mull Snuff£1.65 Samuel Gawith Golden Otter Hound Snuff£1.65 Samuel Gawith Grousemoor Snuff£1.65 Samuel Gawith Honey Snuff£1.65 Samuel Gawith Jockey Club Snuff£1.65 Samuel Gawith Mastiff Mellow Mint Snuff£1.65 Samuel Gawith No.1 High Mill Snuff£1.65 Samuel Gawith Original Irish D Snuff£1.65 Samuel Gawith Richt Kind Snuff£1.65 Samuel Gawith Scotch Snuff£1.65 Samuel Gawith Wild Duck Snuff£1.65 Samuel Gawith Yellow Crest Snuff£1.65 Samuel Gawith Zip Camphorated Menthol Snuff£1.65 Samuel Gawith Cherry Snuff£1.65 Chakali Blue Cool Mentholated Snuff(sample) Chakali Plain Snuff(sample) Wilsons Super Menthol Snuff(sample) Total £60.93 2008/1/8order - 1/16arrival @buysnus.com/SNUS General Mini Portion 3.23 General Silver (Mild) Portion 3.23 Goteborgs Rape Mini White Portion 3.23 Goteborgs Rape No2 Portion 3.23 Goteborgs Rape White Portion 3.23 Icetool 3 ml - BuySnus 34.89 Montecristo Snus 4.38 Nick and Johnny Loose 3.23 Nick and Johnny Portion 3.23 Prismaster 1.17 Romeo y Julieta 4.23 Skruf Cranberry Portion 3.23 Offroad - Strong Portion(sample) Amount 70.51 Freight 9.34 Order total $79.85 2007/12/27order - 1/7arrival @northerner.com/SNUS Offroad Original, Portion 1 $ 2.40 Gotland Green, Portion 1 $ 3.40 LD Juniper Berry, Portion 1 $ 2.50 CatchDry White Eucalyptus, Mini Portion 1 $ 3.50 CatchDry White Cassis, Mini Portion 1 $ 3.50 General White, Mini Portion 1 $ 3.60 Probe Whiskey, Portion 1 $ 3.50 Ettan White, Portion 1 $ 3.10 Mocca Anis White, Mini Portion 1 $ 3.40 Mocca Mandarin White, Mini Portion 1 $ 3.40 Diplomat White, Portion 1 $ 3.30 Mocca Pomegranate White, Mini Portion 1 $ 3.40 total $52.25 2007/12/10 @marscigars.com/Snuff Bespoke- Christmas Joy $2.00 2 $4.00 Bespoke- Gin & Tonic $2.00 2 $4.00 Bespoke- Stephan’s Tipple $2.00 2 $4.00 Dutch Windmill- Pompadour $1.95 1 $1.95 Dutch Windmill Latakia- A/P $1.95 1 $1.95 F&T- Dr. JR Justice $6.75 1 $6.75 F&T- Macouba $6.75 1 $6.75 F&T- Morlaix $6.75 1 $6.75 F&T- Morocco $6.75 1 $6.75 F&T- Old Paris $6.75 1 $6.75 F&T- Princes $6.75 1 $6.75 F&T- Princes Special $6.75 1 $6.75 F&T- Seville $6.75 1 $6.75 Dean Swift- Camelopard $2.25 1 $2.25 Dean Swift- Dr. Johnson’s $2.25 1 $2.25 Dean Swift- Inchkenneth $2.25 1 $2.25 Dean Swift- S.P. $2.25 1 $2.25 Dean Swift- Strawberry $2.25 1 $2.25 Gawith Cola $2.45 1 $2.45 TAXI RED(sample) Total $83.60 2007/12/4 @snuffstore.co.uk/Snuff 1 x Wilsons Cinnamon Snuff () = £1.40 1 x Wilsons Aniseed & Eucalyptus Snuff () = £1.40 1 x Wilsons Aniseed Extra Snuff () = £1.40 1 x Wilsons Apricot Snuff () = £1.40 1 x Wilsons Best Dark Snuff () = £1.40 1 x Wilsons Best SP Snuff () = £1.40 1 x Wilsons Brunswick (Black Rapee) Snuff () = £1.40 1 x Wilsons Burgundy Snuff () = £1.40 1 x Wilsons Carnation Snuff () = £1.40 1 x Wilsons Cherry Menthol Snuff () = £1.40 1 x Wilsons Crumbs of Comfort Snuff () = £1.40 1 x Wilsons French Carotte Snuff () = £1.40 1 x Wilsons Gold Label Snuff () = £1.40 1 x Wilsons Grande Cairo (Red Rapee) Snuff () = £1.40 1 x Wilsons Irish High Toast No.22 () = £1.40 1 x Wilsons Jasmine Snuff () = £1.40 1 x Wilsons Jockey Club Snuff Wilsons () = £1.40 1 x Cinnamon Snuff Kendal () = £1.40 1 x CM Snuff Kendal () = £1.40 1 x Dry Orange Snuff Kendal () = £1.40 1 x English Rose Snuff Kendal () = £1.40 1 x Eucalyptus Snuff Kendal () = £1.40 1 x Sandalwood Snuff Kendal () = £1.40 1 x Sea Breeze Snuff Kendal () = £1.40 1 x Strawberry Snuff Kendal () = £1.40 1 x Wallflower Snuff Kendal () = £1.40 1 x McChrystal's Mild Lemon Snuff () = £1.49 1 x McChrystal's Original Genuine Snuff () = £1.35 1 x McChrystal's Raspberry Snuff () = £1.40 1 x McChrystal's Violet Snuff () = £1.49 1 x Red Bull Snuff () = £1.60 1 x Raspberry Snuff () = £1.60 1 x Molens Macuba Snuff () = £1.45 1 x Molens A/P Snuff () = £1.45 1 x Molens Oranje Snuff () = £1.45 1 x Molens Pompadour Snuff () = £1.45 1 x Molens Prins Regent Snuff () = £1.45 1 x Snuff Dispenser Original Perspex () = £5.99 1 x Metal Snuff Bullet Dispenser () = £5.49 Fleurette Snuff Kendal(sample) Chakali Blue Cool Mentholated Snuff(sample) Chakali Plain Snuff(sample) Manjul Snuff(sample) Total £64.06 2007/11/29 @tabako.co.jp(シリウスタバコ)/Snuff Poschl -GAWITH APRICOT SNUFF 320yen/ GLETSCHERPRISE SNUFF 320yen Wilsons -HONEY MENTHOL 500yen/ IRISH COFFEE 500yen Lotzbeck -PERLE 500yen/ PREMIUM 500yen/VANILLE 500yen ? -EDEL PRISE 280yen Total 3450yen
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Are you fascinated by drones? Self-driving car technology has come a long way since rovers landed on Mars. Today, aerial drones are used for more than just military purposes; there are more for consumers. The number of drones in the United States has shown an explosive growth, and the US FCA restricts drone pilots and drones to ensure safety. Aerial drones with militarization capabilities also have the potential to attack military targets, with SpaceX landing rockets on unmanned ships in the middle of the ocean; battlefield-assisting robots can carry wounded soldiers out of danger. https //www.autelrobotic.com/ In the air, on the ground, on the surface or under the surface, new applications for unmanned vehicles are exploding, and there are even university drone courses set up, and the academy can prepare you to work in this exciting field. If you’ve grown up with a remote control and are interested in electronics, mechanics, drone technology and aviation systems, owning a drone can be a lot of fun, and it could be the start of your dream career. Drones and other unmanned aerial vehicles are no longer just for the military, but are now being used in agriculture, the environment, public safety, marketing and other industries. Autelrobotic enterprise drones are deployed for surveillance, tracking, mapping/surveying, photography and videography, inspection and maintenance applications. Drones are especially useful for dangerous or tedious tasks, such as monitoring fires, tracking leaks or inspecting runways. Drone shops in the US are really fun and even you can buy the assembly yourself, only for professionals. Get the address of the nearest drone store and Autelrobotic will be your new trusted partner, one of the best drone stores near you. Today, U.S. drones are frequented by drone pilots from the hobby and business side. A place where beginners and experienced pilots can mix it up and exchange valuable information.
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Node Type Object ノード説明と目的 『Rock』オブジェクトは、シーンに単純な岩石を作成します。『Grass clump』の草と同様、カメラを寄せるにはディティールは良くありませんが、中距離のシーンにおいての使用には十分役立ちます。また、ポピュレーションを使用する事も出来ます。 設定 ポピュレーション設定は『Card』参照 Rockタブ 岩石の形状を設定します。 Number of faces 面数 この設定は、『Rock』オブジェクトを構成するポリゴン(面)の数を増減します。低い値では、ポリゴンが大きくなり、岩がブロック状に見えます。高い値では、ポリゴンが小さくなり、岩の表面が滑らかになり、「Mesh Modifiers」タブにある設定に割り当てられたシェーダや『function』ノードによって変形させることが出来るようになります。 Diameter 直径 岩の直径(m)を設定します。値を大きくすると、『Rock』オブジェクトが大きくなります。このスケーリングは、『Rock』オブジェクトのピボットポイント(オブジェクトの中心点)を中心に伸縮するため、直径をを変更した後は、『Rock』オブジェクトを地形に適切に配置する必要がある場合があります(小さくした場合、地表から浮き上がって見えるかもしれません)。 Variation count バリエーションの数 この設定は、ポピュレーションで使用した場合の『Rock』オブジェクトの固有のバリエーションの数をコントロールします。値が0の場合、すべての『Rock』オブジェクトが同じになります。インスタンス化された『Rock』オブジェクトの数が固有のバリエーションの数を超えると、バリエーションはポピュレーション中で再利用されます。 Seed シード この数値ごとにパラメータが『Rock』オブジェクトのジオメトリのランダムな側面を生成するために振り分けられるので、同じ数値を入れる事で同じ形を作る事も出来ます。新しい『Rock』オブジェクトごとに新しいシード値が生成され、各『Rock』オブジェクトと『Rock』のポピュレーションが互いに同じ形にならないようにするのに役立ちます。例えば、同じ設定とシード値を持つ2つの『Rock』のポピュレーターは、まったく同じ場所にインスタンスを生成します。これを実現したい状況もあるかもしれませんが、その場合は両方のポピュレーションが同じシード値にして使用することが重要です。 Random Seed ランダムシード シードの数をランダムに発生させます。 Shatteringタブ 岩石の粉砕形状を設定します。 Shatter 粉砕 デフォルトはチェックが入っていません。チェックを入れる事で、以下の設定に基づき、『Rock』オブジェクトが細かく砕かれます。 Shatter probability 粉砕の確立 設定は(0-1)で、『Rock』オブジェクトを細かく砕くかどうかを設定します。0を指定すると粉々にならず、1を指定すると常に粉々になります。 Number of shatter 粉砕の数 『Rock』オブジェクトを粉砕する破片の数を設定します(1-10)。粉砕する破片の数は10を超えてはならず、整数値のみ有効です。値を大きくすると、より多くの粉砕数の算定数値が加算されるため、計算時間が長くなり、岩の破片が小さくなる可能性があります。左からShatter probability=0、Number of shatter=5、Number of shatter=10 Shatter separation 粉砕時の分離幅 砕けた岩の破片の間隔をコントロールします。オブジェクトの基点から数値が大きくなるほどより遠くに飛び散ります。粉砕された岩石が望むような形にならない場合は、[Rock]タブに戻り、"Seed"の数値を変更する事をお勧めします。左からShatter separation=0.1、Shatter separation=0.3 Meshタブ ビルトインオブジェクトの岩石のメッシュを細分化する事で、オブジェクトの形状をカスタマイズする事が出来ます。メッシュの変位は、オブジェクト内の頂点を移動します。頂点を移動する事で、オブジェクトを非常に劇的に変形させる事が出来ます。現在この機能は非常に多くのメモリを占有し、ポピュレーションにおいてはすべて同じ変形を適用するため、将来のバージョンで"unique variations"などの個別の変形を可能とするオプションを予定しています(これにもかなりのメモリを使用する事が予想されます)。 Subdivide mesh メッシュの細分化 チェック時、有効になります。デフォルトはチェックが入っていません。 Subdivision level 細分レベル 数値を上げるほどハイメッシュになりますが、マシンの負担も高くなります。5を超える設定は控えて下さい。左からSubdivide mesh=OFF、Subdivision level=3 Mesh displacer メッシュ変位 メッシュを変位させるためのシェーダやファンクションを設定します。"Subdivision level"の設メッシュの細分レベルが変位い影響します。今回の変位には『Alpine fractal shader』ノードを関連付けました。左からSubdivide mesh=OFF、Subdivision level=3、Subdivision level=5
https://w.atwiki.jp/arma3editor/pages/4.html
ARMA3における車両作成、改造におけるガイドラインを翻訳しましたので作成等にご利用下さい。 専門用語が有るので、日本語、英語共に不自由な人間が翻訳していると言う事をご理解ください。 文章そのままだと日本語的に理解し辛いので、意訳+注釈です。 ※実際にmoddingした訳ではなく、読んで意訳しただけなので、実際の意味と違う可能性が ありますのでご注意ください。 Arma 3 Cars Config Guidelines Arma 3 Cars Config Guidelines ARMA3の車両に関するコンフィグガイドライン Contents 内容 1 Intro 最初に 2 Additional functionality compared to A2/OA ARMA2、OAとの違い 3 Model requirements {p3d} p3d形式の model の条件 4 Model config changes {model.cfg} model.cfgの変更点 5 New config parameters {config.cpp} config.cppの新しいパラメータ 5.1 Basic parameters 基本パラメータ 5.1.1 Differential parameters パラメーターの違い 5.1.2 Engine parameters エンジン用パラメータ 5.2 Wheel parameters ホイール用パラメータ 5.2.1 General parameters 一般的なパラメータ 5.2.2 Wheel PX parameters ホイールPXパラメータ 5.2.3 Wheel simulation parameters ホイールシュミレーションパラメータ 5.2.4 Suspension parameters サスペンションパラメータ 5.2.5 Tire parameters タイヤパラメータ 5.3 Floating and sinking 浮く、沈む(水の上等) 5.4 PhysX 3 integration PhysX3 統合 5.4.1 Anti-roll bars アンチロールバー 5.4.2 Complex gearbox 複雑なギアボックス 5.4.3 Gearbox parameters ギアボックスパラメータ 5.4.4 Different amount of torque 個別のトルクの量 5.5 IK for hands and legs 乗車時、キャラクタの手足の位置 5.6 Picture in Picture for screens and mirrors スクリーンとミラーにピクチャーインピクチャー(画像の中に別の画像を表示する)する方法 ※要約すると、車両にバックミラーやモニター等に表示させる記述 5.7 Random visual variants ランダムにビジュアルを変化させる ※ハッチバック等、スポーンする度にテクスチャが違うアレ 5.7.1 Random variants script ランダムに表示させる為のスクリプト 5.8 Reflectors, markerlights and beacons 反射板、マーカーライト、ビーコン 5.8.1 Reflectors 反射板 5.8.2 Markerlights マーカーライト 5.8.3 Beacons ビーコン 6 Basic config hints 基本的なコンフィグのヒント 6.1 Diagnostics 診断(作成した車両のテスト) 6.2 Suspension サスペンション 6.3 Gearbox ギアボックス 7 Reference 参照場所 Intro 初めに 101 - How to set up a car for Arma 3 ARMA3用の車の作り方 Please be aware of our Arma 3 modding license http //community.bistudio.com/wiki/Arma_3_Modding_License ARAM3用MOD作成に関するライセンス規定を確認してください。 Additional functionality compared to A2/OA ARAM2、OAとの違い PhysX 3 integration ○PhysX3と統合 IK for hands/legs ○車両乗車時の手足の位置 Picture in Picture - Render to texture ○PiP テクスチャーのレンダー Random visual variants (textures, accessories, doors) ○ランダムでビジュアルの変化 ※テクスチャー、アクセサリー(バリエーション的なもの)、ドアをスポーン時にランダム表示 Floating and sinking ○水上での浮き沈み Reflectors, markerlights and beacons ○反射板、マーカーライト、ビーコン Model requirements {p3d} p3dモデルに関する必須項目 A new PhysX lod ○新しいPhysX LOD There needs to be a lod (4e13) consisting of convex components as simple as possible, some 60 faces shall be sufficient for most cars 作成には単純な構造のものが必要です。ただ、大半は60面程あれば車両を作成するには十分です。 ※私の知識不足で、LOD(4e13)がexで40trillionなのか、それ以外の「何か」なのか良く解りません。 Current public Oxygen version doesn t support showing correct name of this lod and displays only Geometry instead. Don t be afraid of having two geometries, it s going to be fixed with new tools. Oxygen(BIツール名)では、このLODの名前を表示できません。代わりにジオメトリだけを示します。(使用に問題なし)この問題は新しいツールで解消する予定です。 Just the main body of car should be in this lod, wheels are added by engine later 車両の基本部分は、上記のLODで構成される必要があります。 作成する順番はエンジン→ホイールの順に追加していきます。 Memory lod メモリーLOD There should be an axis for each wheel named wheel_X_Y_axis (X is position of wheel from front, Y is 1 for left and 2 for right), the name is defined in selected wheel as center ホイールの軸(中心)をwheel_X_Y_axisという名前で定義される必要があります。それぞれ(X,Y)でホイールの中心位置を定義します。 車両の正面から見た状態でホイールの位置をXの部分に記入します。Yは左右同じです(じゃないと傾くので)。 There should be a point at the edge of each wheel named wheel_X_Y_bound which is used to determine wheel radius (distance from wheel axis is used for this) - there is no other need than placing the point at the edge, even memory points for tracks could be used for this, the name is defined in selected wheel as boundary ホイール(タイヤ含めた)の大きさを測定するのに必要です。何かというと、ホイール外径の一カ所だけ指定すればwheel_X_Y_axisを中心として円を判定してくれます。 wheel_X_Y_boundのX、Yに何処でも良いので、外径部分の座標を指定します。 ※公式の解説画像ではホイールの中心から垂直方向の地面を座標定義してます。 ○注釈 ホイールの中心から外輪の距離を定義。 ・wheel_X_Y_axis ホイールの中心 ・wheel_X_Y_bound ホイールの半径(中心からの距離) ※多分、wheel_X_Y_boundの「X または Y」のどちらかをホイールの半径分入力すれば良いと思います。Yが無難ですが。 Mirrors and screens should have their camera position defined in pipX_pos and direction in pipX_dir - parameters pointPosition and pointDirection in class RenderTargets ミラーとスクリーン(車載モニター)はカメラの位置(pipX_pos)と向き(pipX_dir)で定義する必要があります。 ※ミラーは実際に反射しているのではなく、カメラ機能を使って擬似的に「反射してる様に」見えるだけ。なので、「ミラー」を使うと当然、左右反転するようです。 Reflectors should have their position defined in LightCarHeadYXX (Y is a side - R/L, XX is a number) and direction defined in LightCarHeadYXX_end 反射器は LightCarHeadYXXで定義する必要があります。LightCarHeadYXX_end でその方向を定義します。Yは左右それぞれの横軸、XXは定義した番号です。 Mirrors and screens should have RTT texture #(argb,256,512,1)r2t(rendertargetX,1.0) - where X in rendertarget should be a number ミラーとスクリーンはRTTテクスチャを #(argb,256,512,1)r2t(rendertargetX,1.0)で指定します。Xは定義した番号を記入します。 Randomly generated accessories should have their selections independent on all other selections (mainly the main body and all the glass selections), glass as a part of hide-able accessory should be handled as two separate selections ランダムに発生するアクセサリーパーツは全て独立した部品である必要があります。 アクセサリの一部分を隠すように扱うには、2つの部分に分割(離れて)する必要があります。 ※ここ良く解りません。すいません。多分ですが、車両にオブジェクトを貼り付ける場合、車体に埋めると内部から見える場合があるので、 はみ出てた部分を隠したいなら部分を別パーツとして定義する必要があるという意味かと思われます。 Beacons and markerlights should have their material set to emit light ビーコンとマーカーライトは、発光させるために設置しなければなりません。 Spare wheel should have defined selections for it, texture underneath and correct hitpoints like a normal wheel スペアホイール(予備タイヤ)に交換できるようにするには定義する必要があります。予備タイヤの耐久性(壊れやすさ)は標準タイヤと同じ数値です。 ※交換なので、エンジニアの修理とは別です。 Man-held turrets shouldn t be hidden when destroying them without destroying the whole vehicle - IK issues would crash the game ターレット(銃座)の乗員が乗っている状態(と定義して)でターレットを隠すように指定した場合、ゲームがクラッシュします(IK定義の関連) ただし、車両が「完全に破壊(ドカーンって燃えた)」された状態であれば、問題ありません。 ※車両がアライブの状態で「見えないターレット」を定義して使うとクラッシュするという事かと思われます。多分。 Model config changes {model.cfg} model.cfgの変更点 Only the dampers are affected by the changes, best way to set them is to place an axis with the length of moveable part alongside the damper and set offsets to +-0.5 ダンパー(サスペンション)は凹凸路面などの影響を受けて可動します。そのため、定義する際に「ダンパーの中心から±0.5ほどオフセットするといいと思います。 Example {model.cfg} class Wheel_1_1_Damper { type= translation ; source= damper ; selection= wheel_1_1_damper_land ; axis= posun wheel_1_1 ; animPeriod = 1; minValue= 0 ; maxValue= 1 ; offset0= 0.5 ; offset1= -0.5 ; memory=1; }; ●●●●●●●●●●●●訳 28/Oct/2013●●●●●●●●●●●●●●●●●●●● Sections for hiddenSelectios[] should be set in model.cfg hiddenSelectios[]の部分はmodel.cfgで定義する必要があります。 New config parameters {config.cpp} config.cppの新しい追加パラメータについて Basic parameters 基本パラメータ Following parameters are defined in vehicle class. vehicle classという定義内で以下のパラメーターを使います。 ※config.cppの車両に関する定義部分にviecle classという場所があるので、そのクラスを定義する際に使用するという事。 string (required) simulation = carx ; float 0.0 dampersBumpCoef = 0.3; Differential parameters 他と異なるパラメータ string; accepable values all_open , all_limited , front_open , front_limited , rear_open , rear_limited all_limited differentialType = all_limited ; float 0.5 frontRearSplit = 0.5 float 1.3 frontBias = 1.3; float 1.3 rearBias = 1.3 float 1.3 centreBias = 1.3 float 10.0 clutchStrength = 10.0; float 0.01 switchTime = 1.01; Engine parameters エンジンパラメータ float (required) enginePower = 600; float 600 which is cca 6000 rounds per minute. maxOmega = 600; float value calculated from enginePower according to http //en.wikipedia.org/wiki/Horsepower#Relationship_with_torque peakTorque = 600; float, float, float 0.08, 2.0, 0.35 dampingRateFullThrottle = 0.08; dampingRateZeroThrottleClutchEngaged = 2.0; dampingRateZeroThrottleClutchDisengaged = 0.35; Array[i][2] where i = number of samples, maximum 8; {{0.0, 0.8}, {0.33, 1.0}, {1.0, 0.8}} torqueCurve[] = {{0.0, 0.8}, {0.33, 1.0}, {1.0, 0.8}}; Wheel parameters ホイールパラメータ This parameters relates to each wheel. In the vehicle class, there has to be subclass called Wheels, which contains subclass for every wheel the vehicle has. These are the parameters that could be defined in that subclasses. このパラメータはそれぞれのホイールに関する項目です。vehicle classはwheelsというサブ(隷下)クラス(viecle classがメインクラス)が必要です。 要は、車両に付いている全てのホイール(タイヤ)をサブクラスという定義でそれぞれ設定できるパラメータです。 General parameters 一般的なパラメータ string boneName = wheel_1_1 ; bool (required) steering = true; string right side = left ; Wheel PX parameters ホイールPXパラメータ memory point (required) center = wheel_1_1_axis ; memory point (required) boundary = wheel_1_1_bound ; float 0.3*(raidus of the wheel) width = 0.2 ; float 10.0 mass = 150; float 0.5 * WheelMass * WheelRadius * WheelRadius MOI = 40; float 0.1 dampingRate = 0.1; float 2500 maxBrakeTorque = 7500; float 2*maxBrakeTorque maxHandBrakeTorque = 0 Wheel simulation parameters ホイールシミュレーションパラメータ Array[3] {0, -1, 0} suspTravelDirection[] = {0, -1, 0}; memory point center suspForceAppPointOffset = wheel_1_1_axis ; memory point suspForceAppPointOffset tireForceAppPointOffset = wheel_1_1_axis ; Suspension parameters サスペンションパラメータ float 0.15 maxCompression = 0.15; mMaxDroop = 0.15; float vehicleMass/numberOfWheels sprungMass = 2066; float sprungMass*5,0*5,0 springStrength = 51653; float 0,4*2*sqrt(springStrength*sprungMass) springDamperRate = 8264; Tire parameters タイヤパラメータ float 10000 longitudinalStiffnessPerUnitGravity = 10000; float, float 25, 180 latStiffX = 25; latStiffY = 180; Array[3][2] {{0, 1}, {0.5, 1}, {1,1}} frictionVsSlipGraph[] = {{0, 1}, {0.5, 1}, {1,1}}; Floating and sinking 浮き沈み(水で) WaterLeakiness should be amount of water in liters that goes into selected object per second. This is set to zero by engine for all vehicles with simulation of a ship or having canFloat = 1 (unless they are toppled of destroyed, then config value takes precedence). WaterLeakiness = 10; seems to be a good value to start with for all kinds of vehicles no matter the size (which is a bit spooky, but it works). 浸水具合は指定パーツをℓ/secで定義します。浸水具合によってエンジンが止まります。ただ、船又はcanFloat=1と定義されたものは完全にブッ壊されない限り浮いてます。 最初はWaterLeakiness=10と定義して、どのぐらい水に浸かったらエンジンがブッ壊れるかテストすると良いでしょう。 PhysX 3 integration PhysX3で統合 WheelMask ホイールマスク thrustDelay is time in second in which thrust goes from 0 to 1 when standing still (doesn t affect driving car during change of gears), 0.2 seems to be a reasonable value. You may want to tweak this to higher values if wheels slide during initial acceleration. キー入力をしてから実際に車輪が動作するまでの遅延をthrustDelayで定義します。スラストが0→1になるまでの数値です。0.2位が妥当と思われます。もし1にしたら一瞬で加速します。 brakeIdleSpeed is speed in m/s under which the brakes are automatically applied to the vehicle. This speed should be reasonably low, higher value would mean strange breaking of slow cars, too low value would cause inability to stop the car. 1秒当たりのブレーキの定義です。 brakeIdleSpeedはm/secで定義します。この数値は低めに設定した方が良いです。高めに設定すると不自然な急ブレーキになります。 逆に異常に低すぎると止まれません。 idleRpm sets the idle RPM of engine. Primary use is for sound engine アイドリング時の回転数をidleRpmで定義します。停車時のエンジン音に関係します。 redRpm sets the maximum for engine RPM, should be according to maxOmega (see later) エンジンの最高回転数(レブリミット)をredRpmで定義します。後記のmaxOmegaに関係しています。 Anti-roll bars アンチロールバー Anti-roll bars is the system in vehicle that should prevent it to do a barrel-roll during sharper turns. Using ARB enables us to make center of mass realistically high and cause cars to roll down the steep slopes if placed sideways to the slope. It works the same way as the real ones - system computes difference of applied weight to wheels in pair and tries to compensate difference by applying opposite forces. アンチロールバーは急激なターンとか無茶な運転等で横転するのを防ぎます。錘みたいな物です。なので、横転しやすい車両も作れます。以下がそのパラメータ。 antiRollbarForceCoef is a coefficient of applied force, could be taken as strength of the system. Setting this value to zero disables ARB (and all next values), which is good for civilian vehicles, higher values reduce not only the risk of rolling, but effects of suspension. この数字を0にすると動かなくなります。逆にantiRollbarForceCoefの数字を高くすると横転しやすいどころか止まれません。 antiRollbarForceLimit is the highest strength of ARB applied to vehicle. We may want to roll the car at certain situations (full van taking sharp hand-brake turn at high speed), tunning without diag mode is almost impossible because we are not able to imagine forces needed (values are rather low, 2 should be high enough for most of vehicles) 高速移動中に急ハンドルで横転させたいとか、そういう時に必要になります。 antiRollbarSpeedMin and antiRollbarSpeedMax are limits of applied force coefficient. Coefficient is 0 at speeds lower than antiRollbarSpeedMin, interpolates to antiRollbarForceCoef at antiRollbarSpeedMax and is set to antiRollbarForceCoef for any higher speeds. This allows cars to drive on steep slopes using their radial speed, falling of the hill once they stop and rolling over at too high speeds (where coefficient doesn t grow and force is limited by the limit). antiRollbarForceCoefの上下限をantiRollbarSpeedMinとantiRollbarSpeedMaxで定義します。 Complex gearbox 複雑なギアボックス All PhysX 3 vehicles use complex gearbox to give some data to PhysX gearbox PhysX3の車両は全部ギアボックスが搭載されてます。 Complex gearbox settings is inside class complexGearbox which is a subclass of vehicle class ギアボックスのセッティングはcomplexGearboxというサブクラスで、viecle classの隷下です。 GearboxRatios[] is an array of gear names and gear ratios starting with reverse gear (with negative ratios), neutral gear (which should have zero ratio) and forward ratio (eg { R1 ,-3.231, N ,0, D1 ,2.462, D2 ,1.870, D3 ,1.241, D4 ,0.970, D5 ,0.711};). Gear names are not used in retail version, they are just for epevehicle diagnostics R1がバックで、Nニュートラル(数字入れたら勝手に前進します)、D1、D2・・・となります。GearboxRatios[]で定義すれば何ギアでも可能ですがギア比が訳解らなくなるので程々に。 TransmissionRatios[] is an array of transmission ratios in the same format as gearboxRatios. Most of cars have only one transmission ratio, some heavy trucks may have two. The final ratio of engine is gearboxRatio * TransmissionRatio, that means transmissionRatios shouldn t be multiplicates of each other and gearbox ratios to prevent the same final ratio for two different gears. 普通は1つ定義すれば良いですが、大型トラックは2つ定義が必要でしょう。 ※良く解らん・・・・ gearBoxMode is set to full-auto by engine gearBoxModeはエンジンによってフルオートでセットされます(・・は? イミフ) moveOffGear defines what gear an automatic or semi-automatic gearbox will move off from stationary in. 1 by default. この定義(moveOffGear)はオートマもしくはセミオートでギアボックスが静止状態から発車します。(動作にギア操作を入れるかどうか)標準(普段通りの操作)は1です。 driveString, neutralString and reverseString define displayed strings for driving forward, neutral and backward. この3つ(driveString, neutralString, reverseString)は前進、キー無操作、後進を表示させるために定義を紐づけします。 ※これを入れればギアがドライブ(D)、ニュートラル(N)、バック(R)のどの状態かHUDに表示されるようです。 -------------------------------------------------------- {config.cpp} class complexGearbox { GearboxRatios[] = { R1 ,-3.231, N ,0, D1 ,2.462, D2 ,1.870, D3 ,1.241, D4 ,0.970, D5 ,0.711}; TransmissionRatios[] = { High ,4.111}; // Optional defines transmission ratios (for example, High and Low range as commonly found in offroad vehicles) moveOffGear = 1; // defines what gear an automatic or semi-automatic gearbox will move off from stationary in. 1 by default. driveString = D ; // string to display in the HUD for forward gears. neutralString = N ; // string to display in the HUD for neutral gear. reverseString = R ; // string to display in the HUD for reverse gears. }; -------------------------------------------------------- Gearbox parameters ギアボックスパラメータ Some gearbox parameters are defined outside of class complexGearbox, they are mainly to setup automatic gearbox 幾つかのギアボックスパラメータはcomplexGearboxのクラス外で定義します。サブクラスでは有りません。 通常、オートマ用のギアボックスに使用します。 changeGearMinEffectivity[]Value of minimal gear effectivity to hold current gear. If there is better gear and effectivity is below this value then change gear. It is an array of effectivities ordered by gears in complex gearbox. Neutral should have rather low effectivity (0.15 seems to be a good value), drive gears should have rather high value (around 0.95) to prevent switching gears too often switchTimeThe switch time describes how long it takes (in seconds) for a gear change to be completed. RPM interpolate to optimal value for the new gear at current speed during the changing of gears. The time should be rather low, around 0.3 s, to keep the momentum of the car. latencyis the minimum time (in seconds) that must pass between each gear change that is initiated by the autobox. This should be set to value higher than switchTime. Setting this time too low makes some issues with changing gears - the car slows down a lot Different amount of torque coefficients for different speeds of Slow, Forward and Fast are now configurable slowSpeedForwardCoefis set to 0.3 by default normalSpeedForwardCoefis set to 0.85 by default default speed coefficient for fast movement is 1 meaning that full throttle is applied and maximal speed is maxSpeed of the vehicle (it is going to apply less throttle upon reaching the limit) IK for hands and legs It s not Inverse Kinematics in fact, but as close to it as possible. A soldier should have IK defined for hands and legs by default Each vehicle pose using IK should haveleftHandIKCurve[]andrightHandIKCurve[]set to 1 Driver should havedriverLeftHandAnimNameanddriverRightHandAnimNamedefined as drive wheel bone of the vehicle (drivewheelby default) Gunner should havegunnerLeftHandAnimNameandgunnerRightHandAnimNamedefined on handles of the gun, or shaking bone of the weapon shall be sufficient (usually something likeotocHlaven_shake) Double check names of bones if the game crashes upon loading this vehicle and call stack points to IK. Wrong definition causes CTD all the time and removing the bone causes the same (eg. by hiding it). Picture in Picture for screens and mirrors All sources for textures to be rendered on are defined inclass RenderTargetswhich is a subclass of vehicle class Each source is a separate subclass with unique name parameterrenderTargetdefines which texture shall the source be mapped at (only therendertargetXpart is used) class CameraView1is a subclass of this source and contains all the parameters for rendered scene pointPositionandpointDirectionshould be respective memory points in model renderQualityis in range from 0 to 2 and defines quality of rendering for said source renderVisionModedefines the vision mode - 0 = HDR, 1 = NightVision, 2 = ThermalVision, 3 = Color, 4 = Mirror fovdefines field of view of this source {config.cpp} class RenderTargets { class LeftMirror { renderTarget = rendertarget0 ; class CameraView1 { pointPosition = PIP0_pos ; pointDirection = PIP0_dir ; renderQuality = 2; renderVisionMode = 0; fov = 0.7; }; }; }; Random visual variants Randomization of variants is done by script ran upon start of mission via init event handler The car should inheritclass EventHandlers EventHandlers {config.cpp} init event handler should be changed to something like this init= (_this select 0) execVM \pathToCar\scripts\scriptName.sqf ; Don t forget to hide all the added accessories upon destruction of vehicle, they are usually in proxies, this is handled by killed event handler {config.cpp} killed = _this call (uinamespace getvariable BIS_fnc_effectKilled ); _this select 0 animate [ RandomAnimation ,0]; Random variants script All random settings should be done on server side to prevent different car looks for different users {script.sqf} if (isLocal) then {_rnd1 = floor random Y; _this setVariable [ BIS_randomSeed1 , _rnd1, TRUE]; _this animate [ RandomAnimation , X];}; Ystands for the number of random variants Even all the animations should be handled server-side to ease clients,RandomAnimationshall be replaced by any animation needed to be randomly chosen,Xstands for animation phase {script.sqf} waitUntil {!(isNil {_this getVariable BIS_randomSeed1 })}; _randomSeed1 = _this getVariable BIS_randomSeed1 ; Random textures shall be taken with this statement {script.sqf} _this setObjectTexture [0, [ \pathToCar\Data\variant_1_co.paa , ..., \\pathToCar\Data\variant_Y_co.paa ] select _randomSeed1]; Reflectors, markerlights and beacons Reflectors Reflectors need to be defined inclass Reflectors Default cars should have two reflectors defined as separate subclasses inside class Reflectors. These two classes should differ only inposition,direction,hitpointandselection. Position and direction are self-descriptive, they use memory points in mode, hitpoint is the name of selection in hitpoint lod in model, selection is a visual selection in resolution lods. Most of reflectors should haveuseFlareset to 1, they are bright enough to have a flare. Size of this flare is defined byflareSize, value should be rather low, around 0.1 seems to be good for start. class Attenuationinside each reflector subclass defines behavior of light from distance. Attenuation is combination ofconstant,linearandquadraticcoefficient,startis a distance from position where attenuation starts to work (the light is at it s full strength if distance is lower than start). aggregateReflectors[]outside of Reflectors class is used to ease computing of too many light sources and combines light together. Both reflectors should be aggregated for a default car but feel free to experiment. Just run some FPS test after testing non-standard settings. Markerlights Markerlights are purely model side based on assigned emissive materials Beacons Beacons consist of two parts on model side - emissive one and unlit one. The emissive one is hidden by default by an user controller and periodically hidden by time controller in model.cfg Config contains only user actions to turn beacons off/on by hiding/unhiding them, this is insideclass UserActions UserActions There should be two actions per beacons set - one to turn them off and other to turn them on, each as a subclass of UserActions {config.cpp} class UserActions UserActions { class beacons_start { userActionID = 50; displayName = Beacons start ; displayNameDefault = ; position = mph_axis ; radius = 1.8; animPeriod = 2; onlyForplayer = false; condition = this animationPhase BeaconsStart 0.5 AND Alive(this) AND driver this == player ; statement = this animate [ BeaconsStart ,1]; ; }; class beacons_stop beacons_start { userActionID = 51; displayName = Beacons stop ; condition = this animationPhase BeaconsStart 0.5 AND Alive(this) AND driver this == player ; statement = this animate [ BeaconsStart ,0]; ; }; }; Basic config hints Diagnostics Drive around as much as possible, preferably using real islands. Use Stratis airstrip for acceleration, gear change and sinking of vehicle purposes Path from Jay Cowe to Airstation Mike-26 on Stratis is great to test uphill performance of the car and AI driving skills Whole Chernarus is excellent playground to test vehicles Suspension Easier way to set up suspension is to have center of mass centered according to wheels. Non-centered center of mass is more interesting for driving performance, just be sure to make center of mass centered at least in left-to-right axis. Each wheel could have different suspension parameters but try to keep them the same for wheel pairs. You may try to use ARB if the car sways a lot sideways during turns. This causes lesser side sway but doesn t reduce bumping of suspension when accelerating and breaking. Gearbox Real gearbox ratios have extremely good results for higher speeds and are realistic for lower speeds. But it is better to use some lower values for lower gears to improve acceleration Look out for too big steps between gear ratios, this may prove to be problematic with steeptorqueCurve- engine would change gear later than expected and sound would go fubar dampingRateZeroThrottleClutchEngagedanddampingRateZeroThrottleClutchDisengagedcould be the same, this works really well for FWD cars - engine would slow them down way too much and lock the wheels when only directional arrow is pressed Reference This page is discussedon the BI forums
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Samuel Gawith Chocolate Snuff Brand Samuel Gawith Name Chocolate Style Grind Moisture Kick nicotine Recommend Notes(JPN) Notes(EN) another review andy @Snuffhouse.org The way I heard it, this snuff was originally made for a Harrod’s department store “Chocolate Festival” as a one-time custom item. Enough snuffers kept asking for it that Gawith added it to regular production thereafter. That’s the story, anyway. Gawith Chocolate is dark brown, medium grind, and medium moisture. Its chocolate-liqueur aroma, similar to Godiva, is noticeable long before the snuff approaches one’s nose— even in a well-fitted snuffbox in my pocket, I can smell that it’s there. One would think that a snuff designed as a novelty item for chocolate-lovers would be sissified, but this is not the case. It’s a serious snuff, with good nicotine content and a fairly strong burn. This snuff offers some subtle complexities— there are times when I’m certain that I detect a note of coffee lurking in the background, and other times I’m equally certain that there is no such thing. The hints of vanilla I’m more convinced of , but then the chocolate itself would be responsible for that. The tobacco is undetectable except through the nicotine effects. A good all-day snuff, even though the flavor lingers a little longer than I would like— not overwhelmingly, though, like floral snuffs will sometimes do. It’s quite easy on the nose and blows out fairly cleanly. Tabacznik @Snuffhouse.org It's very very good snuff. I feel the chocolate, but it isn't sweet so if you look for something like SG Apricot or Gawith Cola, you will be disapointed... There is also that specific aroma which is in all Samuel Gawith Snuffs. Some may by disgusted of it, but I thing it isn't so bad ;) Alex @Snuffhouse.org I ordered the chocolate and I have to say it's lovely. The chocolate scent is not very strong, which makes it an long enjoyable snuff. As Andy mentioned in his initial comment, it reminds a little of coffee. Maybe it's only a scent of roasted cacao, I don't know. One of my favourites, I must admit. Thanks Andy for the great hint!
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Rocketmen Axis of Evil 項目数:15(12+3) 総ポイント:250(200+50) 難易度:★☆☆☆☆ 製品情報:マーケットプレース(アメリカ) 配信日:2008年3月5日 DL費用:800MSP ジャンル:Action Adventure ☆国内未配信 スマッシュTVタイプの全方位アクションシューティング。 ゴールドメダル獲得の基準の分かりにくさと、独特の画面スクロールに最初は戸惑うと思うが、実績は難易度不問、また自機をアップグレードできる要素があるので(最大までアップグレードすればラスボスでさえ瞬殺できる)、アクションシューティングが苦手な人でも、時間をかけてアップグレードすれば誰でもコンプできる。 ※2015年10月末?、DLCと共に配信終了 CAPCOM Digital Collection(国内未発売)に本作&追加DLCが収録されてます。 ただし、起動にディスクが必須&プレイ中はDVDドライブが回りっぱなしになるので注意。 Medallist Get a medal on any level(いずれかのlevelにおいてメダルを1つ獲得する) 10 Hero of Venus Escape Venusian Space(金星宙域から脱出する) 20 Hero of Mercury Get Empress Armada off planet Mercury(Empress Armadaを水星から開放する) 20 Hero of Mars Destroy the Axis Of Evil's ultimate weapon(Axis Of Evilの究極兵器を破壊する) 30 Weapon Specialist Max out one weapon(1種類の武器を最大までアップグレードする) 15 Well Defended Buy Wicked Armor(Wicked Armorを購入する) 20 Perfect Skill Max out one statistic(1種類のステータスを最大までアップグレードする) 10 Overachiever Get a gold medal on five different levels(5つの異なるlevelにおいてgold medalを獲得する) 15 Perfectionist Get a gold medal on ten different levels(10つの異なるlevelにおいてgold medalを獲得する) 20 Multi Player Complete any level in Online Multiplayer Mode(Online Multiplayer Modeでいずれかのlevelをクリアする) 10 Big Winner Win three levels in 4-player Multiplayer Mode(4-player Multiplayer Modeにおいて3つのlevelで勝利する) 20 Smarter Than A Ball Rescue Empress Armada without being crushed(Empress Armadaを潰されずに救出する) 10 追加実績 It Came From Uranus Expansion Pack(400MSP):50 Space Hog Defeat a space mumba(space mumbaを倒す) 15 Go for the Gold Get a gold medal in levels 11, 12, and 13.(level 11,12,13のそれぞれでgold medalを獲得する。) 15 Universal Banker Accumulate 8888 units of carbon.(unit of carbonを8888個貯める。) 20 ●Hero of Venus ●Hero of Mercury ●Hero of Mars 以上はストーリー実績で、特定のレベルをクリアすると解除。 Venusはレベル3、Mercuryはレベル7、Marsはレベル10。 ●Overachiever ●Perfectionist 各レベルに設定されている条件をすべて満たす事でゴールドメダル獲得。 条件は各レベルに3つずつ。 条件を1つ満たせばブロンズ、2つ満たせばシルバー、3つすべて満たせばゴールド。 条件はいろいろあるが、 「出てくる敵は片っ端から倒す」 「硬い敵やボスはSecondary Weaponを連射して瞬殺する」 「画面の半強制スクロールが止まらないように進行させる」 「Aボタンマークがあるギミックはすべて発動させる」 以上の4つを心掛ければ、特に考えなくてもどのレベルもゴールド獲得可能。 但し、アップグレードがある程度進んでいる事と、難易度がイージーの場合。 注意が必要なのが、レベル10。 イージーの場合、Martian Trooperの数が少なく、条件の1つである「Martian Trooperを300体倒す」項目が満たせないので、レベル10のみノーマルかハードでクリア。 難度が上がるほど、Martian Trooperの数は増えるので、ハードを推奨。ノーマルでも可能だが、どこかの無限湧きを利用しつつ、制限時間にも気を配らないといけないため、多少緊張感が伴う。 ●Smarter Than A Ball レベル6ラストの転げてくる岩から逃げるシーンをリトライ無しでクリアすると解除。 ●Big Winner パッドが4つあればローカルで。 ●Space Hog Space Mumbaは、レベル12ボス戦中に、一定の間隔で画面左から出現しては消える謎の敵。その敵に弾を当てると解除。普通に画面を横切るが、意識して見ないと気がつかないかも。 ●Go For The Gold Perfectionistとやり方は同じ。 レベル11の捕虜は途中の進路選択で左を選ばないとダメ。左の進路マーカーが見えにくいので注意。 レベル12のボスは、ボス戦中に無限に補充できるクラッシュ弾を刺しておいた隕石が口に入るとダメージを与えられる。隕石が口に入る瞬間である必要はないので、それっぽい軌道に乗ってる隕石に刺しておくといい。 ダメージやリスポンは気にしないのがゴールドへの近道。 ●Universal Banker Armor用のCarbon Pointが、8888 Point貯まると解除。累計ではないため、一度この値まで所持する必要がある。激しく面倒だが、難度ハードで積極的に集めると1回で700くらい稼げたりするので、節約していけばそんなに遠い道のりではない。また、DLC実績だが稼ぎ場所は不問。
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【Tags Chisato Len Rin Signal-P T tT】 Original Music Title Time Space (Time Space) Lyrics written by Chisato Music Lyrics written, Voice edited by シグナルP(Signal-P) / Hiroaki Arai Music arranged by シグナルP(Signal-P) Singers 鏡音リン (Kagamine Rin), 鏡音レン (Kagamine Len) Click here for the Japanese Lyrics English Lyrics (translated by animeyay): To the point of making me feel intimidated by the brightly blazing sun, my powerfully encouraging power has changed its shape. (Ah~) As though running away after getting hurt, (Ah~) I cast down my eyes and protected myself. I was searching for my intense heartbeats in the time passed. I'll recall the wonderful memories that I seem to have forgotten. You have always been with my weak self. The feeling of laughing with someone creates a melody. Still being led towards a special night, when I close my eyes, I'll be able to see a dream-like story. Chained down to the point of trembling by my almost breaking past, I replied to the sound from my bosom, which I wasn't going to show to anyone. (Ah~) Feel the light enveloping you. A grain of sand sends my voice together with the wind. Having regained my memories, I now remember the beginning of everything, but this will not automatically be the end of my distant past. I can feel a greater love at the tip of my fingers. The place I have reached is your heart in front of my eyes. My feelings, expressed through my mouth, would not stop flowing. After tonight, I will have a brand new style, yeah. You have always been with my weak self. The feeling of laughing with someone creates a melody. Since I will always be by your side, before I lose you, while our memories are here, let's slumber within this moment. Romaji lyrics (transliterated by animeyay): mabushiku teritsukeru taiyou ni obieru hodo tsuyoku furuitataseru chikaru wa katachi o kaeta Ah~ kizutsuite nigedasu you ni Ah~ me o fusete jibun o mamotta sugita jikan hageshii kodou sagashite ita wasurete'ta subarashii memory omoidasou itsu datte anata ga ite yowakatta jibun to waraiatta kimochi oto ni mau melody michibikareru mama motto Special na yoru ni wa hitomi o tojireba So yume mitai na Story kowaresou na kako ni shibararete furueru hodo kesshite misenai mune no oto ni ima kotae o dashita Ah~ tsutsumikomu hikari kanjite A grain of sand kaze o koe to tomoni nagashitara fureta kioku hajimari no koto oboete iru tooi kako no owari o tsugeru koto mo sezu ni motto ookina aijou yubi no saki ni kanjite iru tadoritsuita basho wa me no mae ni aru your heart kuchi ni dashita kimochi ima afurete tomaranai kon'ya ga sugireba So atarashii My style yeah itsu datte anata ga ite yowakatta jibun to waraiatta kimochi oto ni mau melody itsu datte soba ni iru kara ne anata o ushinau mae ni futari no omoide koko ni toki no naka ni nemurou [Chisato, SignalP, Signal-P, Sigunaru-P, SigunaruP, Dios, Hiroaki Arai]