約 4,188,348 件
https://w.atwiki.jp/hellishlondon/pages/53.html
(2008/04/14) (2008/04/16) (2008/04/22) Test Center Patch 1.3 - Patch Notes (04/14/08) UPDATE New build. These patch notes are for the build of Patch 1.3 currently deployed on the Test Center server. Test Center Patch 1.3 Notes April 14, 2008 New Features (2008/04/16)Perks - Expertise Ranks and Expertise After characters hit Level 50, they can start earning experience towards gaining Ranks.レベル50になったら、ランクの為にEXPを稼ぐ作業に入れる There are 50 Ranks, each of which will take an increasing amount of time to earn.ランクは1~50で、ランクを上げるのに大量の時間がかかる Rank is displayed under the character’s level and is visible to other players.ランクはキャラクターのレベルの下に表示され、他のプレイヤーにも見える Each Rank grants you one Expertise Point. Expertise Points can be spent on Expertise.1ランク上昇で1Expertiseポイント得られ、Expertisに割り振れる There will be 15 different kinds of Expertise with four levels each.15のExpertiseがあり、各レベルは1~4。 Expertise will be displayed in a skill-tree-like fashion – with icons and pop-up text describing what the benefits are of the Expertise. Hit U to view the Expertise screen.Expertiseはスキル表のような画面構成で、各Expertiseの説明がポップアップで表示される。 The first level for each Expertise will cost one Expertise Point. An additional Expertise Point will be needed to increase each level after the first, much like with upgrading an item using Nanoshards, for a total cost of 10 Expertise Points to max out a Expertise.各Expertiseで消費されるポイントは、レベル1/2/3/4で1/2/3/4ポイント。 Shared Stash Now all characters on subscriber accounts can share their items! Current trade conventions do apply items will not be able to be traded across play modes. Also, “no trade” items can not be placed in the Shared Stash. Hide Helmet Players can elect to hide their headgear and show their characters’ faces without removing it. This toggle can be found at the bottom of the character screen. Emotes A host of emotes are now at your disposal including beg, bow, cheer, cry, flex, kiss, laugh, point, stop, taunt, and wave. While others are also available on Test Center, these are being reserved as rewards. Type “/” and the word, then hit enter to perform it.感情表現のボディランゲージを追加した Inspect Players Players can now inspect other players’ equipment. Right-click on a nearby character and select the “Inspect” option to bring up a ragdoll interface showing the character and its equipment.Inspectで他のプレイヤーの装備を見れるようになった Players can prevent their characters from being inspected by toggling the Inspect option at the bottom of their character screen.見せたくないプレイヤーは、Inspect拒否をオプションで設定できる Premium Item Merchant Presently located in Stonehenge, Premium Item Merchant Ko has items for sale which are unidentified and do not reveal their actual rarity level. Players can risk their hard-earned Palladium to take a chance on these mystery premium items. Optional Chat Bubbles Chat bubbles are now an optional chat feature and can be toggled in the Game Options menu. Different chat channels will appear as different text colors.発言の吹き出しOn/Offが可能になった Donations The medics in our stations are now collecting donations to help the overall cause against the demons. When enough palladium is collected, all players on the server will gain the same random temporary buff. When a player gives a large single donation, an announcement across the entire server will herald their generosity. The overall collection goal might change occasionally. If everyone pitches in some palladium, we all will benefit. So give often. Give generously. For the living!悪魔に対抗するために、各ステーションでメディックが寄付金を募っている。大量の寄付をしたプレイヤーはアナウンスされる The Donation amount resets when the limit is reached. Over-donating does not add anything.リミットに達すると寄付金はリセットされる。それ以上寄付をしても何も起きない You can stack Donation-gained buffs by reaching the Donation limit multiple times.+寄付により様々なバフがつく Buffs persist through death and log-off/log-in.バフは、死亡やLogIn/Offにより消えることはない General The maximum Palladium a player may carry has been increased to 100,000,000.所持金の最大値が、一億になった The in-game mail database system has been rewritten, please provide feedback on it!メールの(多分キャラクターの)データベースが書き換えられたので、フィードバックよろしく Premium Item Merchant Ko has been moved Covent Garden Station. He is subscriber-only. (2008/04/14) Weapons will now hide when performing emotes.emoteするときは、武器が消える (2008/04/14) Since many players enjoyed doing Oculis boss runs, we ve done some work to allow these runs again, but this time in a more complete fashion. The portal from Monument Station to Angel Passage is now permanently blocked. Players who would like to fight Oculis after reaching Monument Station may use the Station Travel Terminal to return to Temple Station. Any player who has activated, or completed, the "Scrub the Deck" quest and does not have a Cleanser, may speak with Ser Sing in Temple Station to get another one. The Cleanser is no longer removed when the "Scrub the Deck" quest is completed. (2008/04/14) The change which scaled proc damage to be based on weapon speed was inadvertently left in this build. Please ignore this mechanic as it will not be implemented. Proc-on-hit mechanics and damages will remain the same as they did in Patch 1.2 - they will not be changed in Patch 1.3. Stonehenge Whenever a player enters a level, all monsters (and their equipment/treasure) are scaled up to that person’s level and the monster’s health is filled, if both the level is one that is supposed to scale to the player’s level, and if the player is higher level than the player who created the level. (2008/04/14) Change to the new Monster Scaling mechanic Players now have a 3-level buffer before monsters are upgraded. This means that monsters will only be re-scaled if a player 3 levels above the level of the monsters enters the adventure area. Characters must now be level 15 to enter Stonehenge. User Interface Party members’ names now show up on the automap when the Alt key is held down.Altキーでオートマップにパーティメンバー表示かのうになった The name of the recipient of a trade request is now displayed in the trade window. Players may now choose to abbreviate the names of other players in the chat window down to a maximum of nine letters. This option can be toggled under Game Options. Fixed a bug causing items to register as not equippable if they give enough of an attribute to make up for the amount of feed they will cost. Fixed a bug causing some items to unequip when the player enters the game or zones. Improved the accuracy of attribute and feed changes in the character panel when hovering over an item. The “Hardcore” indicator icon now shows up to the left of the player’s name. Fixed a bug causing clicks in the server list dropdown menu to sometimes click through to buttons underneath it. Buttons have been added to the chat interface allowing for quick access to chat commands and emotes. They can be found in the lower right corner of the chat panel. World Movement Players can now warp to any friend or guildmate who is in a town by right-clicking on the person’s name. The buddy list and guild list will have the player’s current location noted. Combat Fixed a bug which sometimes caused shields and/or power to decrease in larger chunks than they should when getting hit or using a skill. Fixed a bug which caused proc effects to not be properly normalized based on the weapon’s speed. Fixed a bug which caused proc-on-attack effects to never trigger. Fixed a bug which would sometimes cause skill cooldowns to not trigger. Fixed a bug which caused fields to often not damage monsters in indoor areas. Fixed a bug which caused Armor Percent bonuses to be applied twice during damage reduction calculations. PvP Players with PvP enabled may no longer open party portals. Consumable items other than Medpacks are no longer usable in PvP. Skills If a player removes an item that grants them the only point in a summoning skill, or otherwise forgets a summoning skill, all pets summoned by that skill will now be dismissed. (2008/04/14) The Phase Elemental’s (Summoner) spectral nova particles have been redone to improve performance. (2008/04/14) Monsters now receive damage from Rebounder Rounds when they are aimed at ground. Ranks/Expertise Active Expertise have been removed. All Expertise are now passive. (2008/04/16) (2008/04/22) The "Expertises" tab has been renamed "Expertise". (2008/04/16) (2008/04/22) Various Expertise skills have been renamed. Items Gyro Stabilizers may now be used while stunned. font)Silver){Gyro stabilizerがスタンされているときに使えるようになった} Fixed a bug which sometimes caused a crash when the player attempts to drop a quest item. Fixed a bug which caused many skill-group related properties to not properly provide their bonuses. Fixes Expertise bonuses have been updated. Fixed a bug that caused players to be unable to assign Expertise Points when all of their Skill Points had been spent. Premium Item Merchant Ko now sells items that are closer in level to the level of the player. Fixed a problem with the character’s paper doll after inspecting a player. Fixed a bug causing various characters to fail to load. Fixed a bug (introduced in 1.3) that was causing grouped players to not receive the proper group benefits to experience and treasure. Expertise icons are in. Many new skill and status icons. Fixed a bug causing Rebounder Rounds to not do damage if the missile/bullet hits the ground first. (2008/04/14) Fixed a bug which caused monster nameplates to not always update the level of the monster. (2008/04/14) Fixed a bug which caused Moloch to sometimes not drop loot for players in the area. (2008/04/14) Fixed a bug which was allowing Nanodyne Ballistic Cannons, including The Exterminator, to make multiple attacks on a single target much more quickly than designed. (2008/04/14) Fixed a bug which caused the quest reward dialog to not always disappear when multiple people receive their rewards at the same time. (2008/04/22) Fixed a bug causing the New Email icon to flash upon logging in, even when there were no new emails. Known Issues (2008/04/22)削除 Using the Skill or Attribute Retrainers does not reset the attributes for the Engineer s drone. While Rank experience is not being saved, Rank is. If you log out, experience gained towards your next Rank will be lost. --- Patch Notes Disclaimer While we make every effort to include all upcoming changes in our patch notes, please be aware that occasionally some changes are unintentionally omitted. --- Happy testing, Hellgaters! -- Scapes
https://w.atwiki.jp/twit_bot/pages/14.html
ポケットモンスターブラック&ホワイトで初登場のポケモン、コジョンドさんのBOTです。 このBOTはファンが作成した非公式なものであり、任天堂、株式会社ポケモンなど、各種権利者とは一切関係ありません。 汚いゾロアークについて NN:汚いゾロアーク 種族:ゾロアーク♀ 性格:れいせい/打たれ強い わざ:くさむすび、とんぼがえり、わるだくみ、ナイトバースト 特性:イリュージョン おや:エクセル(@xcelzeplin) ニンゲンでいうと19歳。 忍者かぶれな傾向を持つ。後背伸びしがちなので言葉も汚い。 忍者としてのあり方を汚いあの人から学習したらしい。学ぶ対象が間違ってる気がしなくもない 年相応に甘いもの好き。 猥談は苦手。でもその割には色々知ってるくらいのかしこさはある。 たまにコジョンドさんに絡む。 反応する単語 +タイムラインから 朝の挨拶 お昼の挨拶 夜の挨拶 おやすみ 出かける 帰宅 空腹 その他色々 +@リプライ おやつ その他どこかで見たネタ グミ、おいしいミツ +いやらしい いやらしいことにも反応するようです。 アイコンはツバサさん作です。ありがとですよー
https://w.atwiki.jp/unturned/pages/27.html
主に警察署などで入手できる。 威力はColtと同程度だが、装弾数が多く、コストパフォーマンスが良い。 重量も軽めで、全体的にバランスの取れた性能を持っている。 モデルはベレッタ 92。 よくM92と呼ばれるが、正確にはMは付かない。 データ ベースダメージ 35% リロード時間 1.6秒 重さ 1kg 装弾数 13発 射撃レート 発/分 射撃モード 安全/単射 マガジン Lebel Magazine 弾薬 Civilian Bullets スタック 不可能 画像 ver2.2.5 ピストル Colt / Magnum / Berette / Desert Falcon アサルトライフル Swissgewehr / Maplestrike / Zubeknakov ショットガン Lever Action / Novuh / Double Barrel サブマシンガン Uzy / Proninety スナイパーライフル Timberwolf / Matamorez ライフル Mosen / Outfield 弓 Longbow / Crossbow / Compound Bow 射撃武器比較リスト ver3.x以降 + ... ピストル Colt / Ace / Desert Falcon / Cobra / Avenger / Kryzkarek アサルトライフル Maplestrike / Zubeknakov / Eaglefire / Honeybadger / Heartbreaker サブマシンガン Peacemaker / Viper / Yuri ショットガン Bluntforce / Masterkey スナイパーライフル Timberwolf / Snayperskya / Grizzly / Matamorez / Sabertooth 軽機関銃 Nykorev / Dragonfang ライフル Schofield / Hawkhound / Sportshot / Birch Rifle / Maple Rifle / Pine Rifle 弓 Crossbow / Compound Bow / Birch Bow / Maple Bow / Pine Bow その他 Shadowstalker / Rocket Launcher
https://w.atwiki.jp/afirieito/pages/54.html
「○○ほしい」とか発言すると、「あるよ」とか言ってamazon(アフィリ込み)を進めてくるありがた迷惑なBOT スパム・迷惑メールの送信方法、仕組み - Bot(ボット)プログラム - "なうBOTは迷惑に思う。Followも @ もしてないのに、発言捕捉してreply .
https://w.atwiki.jp/iracing_wiki/pages/42.html
FUEL BRAKE BIAS DIFFERENTIALClutch Plates Preload Drive ramp angle Coast ramp angle CHASSISSpring rate Spring perch offset Camber Anti-roll bars Bump stiffness and Rebound stiffness Bumpstop gap Caster Toe-in Wing setting TIRES CONCLUSION [This guide has been updated to cover the changes for the NTM. The NTM is still very new at this time having only been out for 2-3 weeks, and learning its ins and outs is still an ongoing task. I share a lot of my setup secrets I have discovered so far about the NTM which are scattered throughout the guide in the relevant sections.] The NTM has transformed the Corvette substantially both in terms of driving technique and setup. The setup parameters still have the same effects they had before, but the sweet spots have definitely changed, and there are new nuances to understand. Heat is a very central element now. The Corvette can overheat its tires very easily... particularly if the tires are sliding around to any degree. So the new goal is smooth and quiet. It no longer pays to design sets around sliding the car effectively. In general, much less oversteer is called for than before. Now the main task is to plant both ends of the car as firmly as possible so that it doesn t eek out any noises while going fast as hell. There are a myriad of settings that can be changed. And they can all seem rather bewildering at first. Which setting gives me more oversteer, please? Well, there s not quite an easy answer to that. Many of the settings affect the car s balance. But the trick is that they each affect the balance under different circumstances. So in order to adjust the car properly, you need to feel out exactly where and when you want more or less oversteer, and know what settings affect that specifically. FUEL Fuel is always the first setting to work with. The fuel tank in the Corvette is located toward the rear of the car. So the amount of fuel being carried changes the balance of the car. Determine the amount of fuel you ll need, and set that first before you change anything else. Then take the car for a spin to see what it feels like. The fixed set starts with maximum fuel, and since you re probably going to run less fuel than that, the rear of the car is going to become lighter. This will lift the rear of the car, change the rake, and alter the wheel cambers... all of which would tend to make the car oversteer more. However, the great loss of weight rearward generally causes the car to understeer more overall. BRAKE BIAS Front brake bias Brake bias is the first real setting to work with on the car. It has significant impact on the driving style that will be used, and thusly how the remainder of settings will come into play. Front brake bias is the percentage of brake force that applies to the front wheels when you brake. A value of 63% is approximately neutral. 64% and higher will tend to lock up the fronts first. 62% and lower will tend to lock up the rears first. Beginning drivers tend to favor higher values here because the car is much more stable under braking with more forward bias. As they become more experienced, they ll tend to want to move the bias rearward. Brake bias below 63% tends to be used with gas on brake techniques to allow the driver greater dynamic range in their brake bias from moment to moment. That is, a bit of throttle is applied to cancel some of the rear brake at will. The driver can intentionally lock the rears at any point by simply letting off the on the throttle while braking. Gas on brake techniques require either left foot braking or heel and toe. I don t think low bias values are generally used with straight braking. Low brake bias settings are one of the chief reasons why alien setups are slow and dangerously unstable in the hands of less advanced drivers. Fixed setups tend to have rather high brake bias settings of 64% or more. Dropping it down to 63% or 62% will reduce the braking distances, but also make the car much less stable under braking. Keep in mind that if you re struggling to keep the car under control while braking, the potentially shorter stopping distances aren t worth it. Don t try for a lower brake bias than feels comfortable, or you ll be slower, not faster. DIFFERENTIAL The Corvette as a car is defined by its massive power. The differential has a dramatic effect on what s going on with those meaty rears, and its affect on the balance and overall driving experience of the Corvette is more dramatic than many drivers might expect. The differential tends to lock the rear wheels together the tighter you set it. The main purpose of this is to prevent the car from wasting its power spinning the inside wheel at the exit of a turn while the outside wheel remains unpowered, as would happen with an open differential. The downside of locking the wheels together is that the car won t want to turn properly. Imagine lifting the front of the car off the ground and then trying to rotate the car on its rear wheels while they are locked together. They wouldn t roll. You d have to force them to slide to turn the car. When your differential is tight, your own tires resist against your car turning. This seems like it should promote understeer and stability, but it actually doesn t. The forces that are preventing your car from turning properly are actually subtracting from the available traction in your rear tires. Your rear tires are resisting _each other_! So loosening the differential promotes more understeer because then the rear tires aren t wasting their traction on infighting. This is a good thing to do as much as possible because there are more efficient ways of tuning that oversteer back in with other settings. Loosening the differential improves the overall traction of the car. The down side of loosening the differential is that you can start spinning that inside tire on turn exit. That will lose speed. So the general idea is to have the differential just tight enough to prevent that from happening. The fixed sets all feature tight differentials which exhibit their locking force all the time. There s speed to be gained by loosening them. Clutch Plates You can have between one and three clutch plates. More clutch plates makes the differential much tighter with the same other settings. It multiplies the effects of those settings. So two clutch plates will be twice as tight. And three clutch plates will triple the effects of the other settings. With the OTM, I never saw a need for more than one clutch plate. But the NTM seems to respond well to settings which are roughly twice as tight as before. So two clutch plates seems to be a good standard. Though I still sometimes run singles. Preload The tightness of the differential is variable depending on how much engine power is being applied. This setting determines how tight the differential is when no engine power is applied at all. I generally set this to 0. I prefer not having my rears resist each other from letting the car turn when I m neither accelerating nor decelerating. You may want to run with a preload if you find the balance transition of locking the rears together when you do get on the gas too jarring, but that s the only reason I can think of to do it. Note that reducing the preload on the car versus the fixed sets will add substantially more traction in the rear... and thus quite a lot of global understeer. Soften the front sway bar or tighten the rear to counteract this effect and restore your desired balance. Drive ramp angle The lower you set this value, the more tightly the rears will lock together when you get on the gas. The car will rotate more when you punch it. You generally don t want to set this value so low that the car wants to kick out when you get on the gas. With the OTM, this could be a desirable effect. But not with the NTM. Now what you re looking for is the rear to stay planted under heavy acceleration and not wash out into understeer. Coast ramp angle When you re completely off the gas, the engine drags, effectively applying a braking force to the rear wheels through the drive line. This setting determines how tightly the rears lock together when this happens. It s just like the Drive ramp angle, but the opposite direction. In general, it is no longer so effective to coast through the mid turn with the NTM as it was with the OTM. Instead, neutral throttle generally produces the best cornering speed. Therefore, the coast ramp no longer effects portions of the mid turn that it used to. The car has to coast for this setting to have any effect at all. Now the coast ramp is primarily of value only in the braking zone prior to the turn. Whereas locking the rear wheels together tends to reduce stability in the midturn, it has the opposite effect during straight line braking. It will tend to resist any tendency of the car to want to turn while in the brake zone, promoting stability as the car approaches turn in. The coast ramp is commonly set with lower values (tighter) than the drive ramp. This can seem counter intuitive, but remember that there s much less force being applied through the drive line on the coast side. So the same amount of locking requires a lower angle to achieve. CHASSIS Spring rate I subscribe to the notion that the purpose of springs is to keep the car s chassis from sitting on the ground. They are not a primary method of balancing the car. As such, we will fiddle with them early. The things to consider with spring rates are ride height and compliance with the road. The more bumpy a track is, or the more three dimensional it is with steep bankings, crowns, crests, and other non-flat features, the softer your springs need to be in order to keep the wheels in contact with the road at all times. The softer your springs are, the more ride height you ll need to keep the car from bottoming out. Stiffer springs allow you to lower the car more, but they only work well on tracks which are rather flat. And remember that curbing counts, too. The lower and stiffer you make the car, the more it will freak out over the curbs. Contrary to common belief, stiff springs _do not_ reduce weight transfer. The same amount of weight transfers from the inside to the outside in a turn whether the car leans on soft springs or not. However, reducing the ride height does reduce weight transfer. And stiffer springs allow lower ride height. So this may be the origin of the misconception. But understand that it s not the springs themselves. With the OTM, spring rates near the minimum (1000lb) were generally ideal. The NTM tires seem to have considerably more bounce to them, and so the suspension needs to be relatively stiffer to compensate. Values more toward the middle of the range (1300-1600) seem to work well. Note that if you re making a qualifying set with low fuel, you re removing quite a lot of weight. And consequently the springs will lift the rear of the car up. It can be a good idea to take some spring out of the car to compensate, dropping the car back down a bit. The car is lighter, so less spring force is needed to hold it at the same level. Spring perch offset This is the other end of the spring rate and ride height equation. This is how to directly adjust the ride height of the car. Higher numbers drop the car down. Keep in mind that you re not just lowering the car, you re also compressing the suspension which changes all of the geometry. In particular, your cambers will change when you adjust the ride height. Take note of what your cambers were prior to the change and then set the cambers back to what they were afterward. Now the goal here is not actually to lower the car as much as you possibly can before it bottoms out. There s a diffuser under the car, and it stalls at less than about 2 inches of clearance. The ideal ride height at the front of the car seems to be in the range of 2.2 to 2.5 inches. The rake of the car is important primarily because of its aerodynamic effect. That is, the lower the front of the car is compared to the rear end, the greater the angle on the otherwise fixed wing and other aero elements. That s right. We can t adjust the angle of the wing, so we just tip the whole car instead. Clever, no? Good values for the rake seem to be roughly 0.5-0.8 inches. The rear ride height should be in the range of 2.7-3.0 inches or so. There s a trade off here between getting the rear end of the car as low as possible for reduced weight transfer and raising it up higher for greater rake and thus down force. Or to put it another way, that s a trade off between better low speed turning (where aero is weak anyway) or better high speed turning (where down force is strong). Camber Negative camber tilts the tires inward so that when the car leans into a turn, the outside tire will be flat against the track. The NTM currently has unrealistically weak side walls, and so seems to run best with rather low cambers near -1.0 front and back. The fixed sets use considerably more camber, and this does seem to have a good feel to it, but it has less traction, produces very uneven wear on the tires over time, and seems to make the tires more susceptible to overheating (presumably because the heat isn t spread across the whole surface). In general, the more camber you run, the harder the car will turn (up to a point... which isn t very much right now). But the trade off is you lose straight line braking because the tires are not flat against the track surface when moving in a straight line. In the real world, camber is set by checking the outside, middle, and inside tire temperatures after running a few laps. These values are reported for the NTM, but they re unusable because the inside and outside temperatures are averaged with the sidewall temperatures. There are the tire wear percentages, too. Those do work properly and they do help, but it takes quite a few laps to get enough wear to see if the tires are wearing evenly. So your only real tool for setting camber at the moment is driving the car and feeling for it. You can tell whether a change in camber increased or decreased the car s traction if a change on one end of the car changes the balance of the car in that direction. For instance, if you add negative camber to the front of the car and the car starts oversteering more, then it worked! This is increasing the overall traction of the car, not just shunting the balance around like swaybar adjustments do, so it s definitely worth pursuing. Note that positive camber is never used in road course sets. Anti-roll bars The sway bars are your primary overall balance tuning devices for the car. They pretty much adjust the balance evenly across the board. Soften the front and/or stiffen the rear to produce more oversteer. Stiffen the front and/or softer the rear to produce more understeer. The more stiff the sway bars are overall, the less compliance the wheels will have with bumpy and unflat roads, just like using heavier springs. Bump stiffness and Rebound stiffness These are damper (shock absorber) settings. They affect the balance of the car just like swaybars do except that they only affect the stiffness of the suspension when it s in motion. So that means the stiffness of the suspension is momentarily increased when the car leans into a turn. Or when it levels back out again after a turn. You can tune these settings to make the car more lively so that it has a more oversteery edge when you first start to turn. Or you can set it opposite to ease into a turn more smoothly. One effect to watch out for in particular is when you turn the car, and the front end initially turns in very rapidly as if too spin, and then immediately washes out again and settles into the turn all on its own. This is what happens when your dampers are set for a lot of nervous oversteer while the springs/swaybars are set for much less. The balance difference is too extreme. In general, I like to set the dampers to the same relative stiffness front and back as the springs have. This will help the car maintain steady and predictable balance as it goes over bumps. Otherwise, if you were to make the front dampers relatively stiffer, for instance, then whenever the car passed over a bump during a turn, the balance of the car would momentarily shift toward understeer. That could be desirable in some circumstances, but in my opinion usually not. Bumpstop gap The bumpstops limit the suspension movement in an effort to prevent the car from ever bottoming out. Essentially, they re like very stiff springs which are reached only when the suspension compresses beyond a certain point. They would be important to work with on a real car, but in iRacing, there doesn t seem to be much downside to just letting the Corvette bottom out on the track if it s going to. So I always set these to the maximum gap possible. I also suspect that if they are set to a smaller value where they ll actually get hit before the car bottoms out, it becomes possible to break your suspension by just running over curbs on the track. Caster Caster is a wonderful thing. This is a rearward tilt of the wheel such that when the steering wheel is turned, negative camber is increased. This is great because it allows the wheels to have less camber when travelling in a straight line and more camber when turning. Theoretically, caster can be used in combination with static camber settings to tune the car s behavior in low speed and high speed corners seperately. However, I have found that maximum caster values seem to work best all of the time. Note that lower caster values also reduce steering wheel feel. Toe-in Theoretically, you can use positive toe-in to make the car more stable. And negative (toe-out) to make it less stable. In practice, I haven t found a reason to change these settings on the Corvette. I don t believe in toe settings very much because it s another example of making wheels fight each other. Wing setting Unless you re visiting the salt flats, leave this on the highest downforce setting for the Corvette. Always. TIRES The tires pane shows you the condition of the last set of tires that came off the car. That is... their condition at the moment that you left the track after slowing the car to a halt. Keep in mind what effects that will have. Tires heat up and cool down rather quickly. So if the last turn you did was a hard left sweeper, your right front tire is going to show more temperature. And if you just locked up all four tires while you came to a halt, your readings will pretty much all be garbage. Unfortunately, as I mentioned earlier, the tire temperatures being reported aren t very useable at this time. Only the center temperature is reported correctly, but it s not all that useful by itself other than telling you if you re overworking a tire. Values in the range of 220-240 degrees F are good. 250 and higher is around where the tire will lose traction due to overheating. If you are destroying a particular tire, the most common cause isn t setup. It s driving technique. The usual culprit is turning the steering wheel even further when the car won t turn any harder. Even if the tire doesn t emit smoke (which you currently wouldn t be able to see anyway, you re hurting it unnecessarily when you do this. This will show up as very high overall temperatures for that tire immediately after the turn in question. Setup can be used to try to make life easier on particular tires. You could try lowering that end of the car to reduce weight transfer to the outside tire. You could also concentrate on making that end of the car more planted so that it s sliding less. CONCLUSION Setting up the car is an iterative process. Make changes slowly and try them out for a while before giving them the yay or nay. Often times a good setup change will feel bad at first because you have to change the way you re driving to accomodate it. Save each iteration of your setup so that you can go back to it later if you decide that a whole direction you were going with the setup doesn t work (and that will happen). Also, don t consider a setup change to be an improvement unless you can actually produce a better lap time with it. I find it can be easy to just judge a setup change to feel better . But this can be deceptive because feeling better may just mean easier for you to drive and can easily be slower overall. Let me know if you found this guide helpful. I write up these materials to aid the Corvette community in general and promote participation for this awesome car. The more drivers it helps, the more motivated I am to write more of this stuff.
https://w.atwiki.jp/asagaolabo/pages/3859.html
EASY譜面/Sunny Park SunnyParkで登場したEASY譜面の一覧。橙色がSunnyParkにおける最終ソフトウェアバージョンでの「オススメから選ぶ」フォルダに入っていた楽曲となる。 ※は旧5ボタン譜面の流用。 楽曲 レベル 使用ボタン 月光花 1 - - 3 - 5 - 7 - - ポップス 1 - - 3 - 5 - 7 - - BAROQUE HOEDOWN 1 - - 3 - 5 - 7 - - アニメヒロイン 2 - - 3 4 5 6 7 - - キセキ 2 - - - 4 5 6 7 - - 残酷な天使のテーゼ 2 - - 3 - 5 6 7 - - 創聖のアクエリオン 2 - - 3 4 5 6 7 - - J-テクノ 2 - - 3 4 5 6 7 - - つけまつける 3 - - - 4 5 6 7 - - 曇天 3 - - - 4 5 6 7 - - ファンタジー 3 - - - 4 5 6 7 - - ブルーバード 3 - - 3 4 5 6 7 - - フレンドリー 3 - - - 4 5 6 7 - - コネクト 4 1 - 3 4 5 - 7 - 9 夏祭り 4 1 - 3 - 5 - 7 - 9 ハッピーブラスポップ 4 1 - 3 - 5 - 7 - 9 姫コア 4 - - - 4 5 6 7 - - マジLOVE1000% 4 1 - 3 - 5 - 7 - 9 猛烈宇宙交響曲・第七楽章「無限の愛」 4 1 - 3 - 5 - 7 - 9 J-ハードダンス 4 1 - 3 - 5 - 7 - 9 オレンジ 5 1 - 3 - 5 - 7 - 9 キャンディポップ(CANDY) 5 - - 3 - 5 - 7 - - じょいふる 5 1 - 3 - 5 - 7 - 9 ナイトアウト 5 1 - 3 - 5 - 7 - 9 フレッシュ 5 1 - 3 - 5 - 7 - 9 女々しくて 5 1 - 3 - 5 - 7 - 9 リフレクティブトランス 5 1 - 3 - 5 - 7 - 9 愛と誠 6 - - 3 4 5 6 7 - - オリオンをなぞる 6 - - 3 4 5 6 7 8 - ディーヴァメタル 6 - - 3 4 5 6 7 - - トゥインクルポップ※ 6 - - 3 4 5 6 7 - - 撫子ロック 6 - - 3 4 5 6 7 - - ハイパージャパネスク2 6 - - 3 4 5 6 7 - - ファッシネイション 6 - - 3 4 5 6 7 - - マキナ 6 - - 3 4 5 6 7 - - 空想メソロギヰ 7 - - 3 4 5 6 7 - - ソフトロックLONG 7 - - 3 4 5 6 7 8 - ビタミンポップ 7 - - 3 4 5 6 7 8 - ミス・パラレルワールド 7 - - 3 4 5 6 7 8 - God only knows 第三幕 7 - - 3 4 5 6 7 8 - ショウワカヨウ※ 8 - - 3 4 5 6 7 - - ストライフ 8 - - 3 4 5 6 7 8 - 呪エモ? 8 - - 3 4 5 6 7 8 - メタリックサーガ 8 1 - 3 - 5 6 7 - 9 only my railgun 8 - - 3 4 5 6 7 8 - 嘘 9 - - 3 4 5 6 7 8 - ウチュウリョコウ 9 - - 3 4 5 6 7 8 - ギャラクシヴロック 9 - - 3 4 5 6 7 - - くりむ童話 9 - - 3 4 5 6 7 - 9 プログレッシブリール 9 - - 3 4 5 6 7 - 9 胸キュン☆マーブル 9 - - 3 4 5 6 7 8 - CORE PRIDE 9 - 2 3 4 5 6 7 - - 暗黒サイケデリック 10 1 - 3 4 5 6 7 - 9 バブルガムダンス 10 1 - 3 4 5 6 7 - 9 GET WILD 10 1 - 3 4 5 6 7 - 9 悪魔城ドラキュラSLOT3 11 - 2 3 4 5 6 7 8 - エピックポエトリー 11 - 2 3 4 5 6 7 8 - エレジィ2 11 - 2 3 4 5 6 7 8 - ヒップロック 11 1 - 3 4 5 6 7 - 9 ポップンポップ 11 - 2 3 4 5 6 7 8 - A.I.デイトポップ 11 - 2 3 4 5 6 7 8 - 幻想音樂 12 - 2 3 4 5 6 7 8 - トラディショナルルーツ 12 1 - 3 4 5 6 7 - 9 ハンズアップ 12 1 - 3 4 5 6 7 8 - ロービットサンプリング 12 1 - 3 4 5 6 7 8 9 ヴィジュアル3 13 1 - 3 4 5 6 7 - 9 スターリートランス 13 - 2 3 4 5 6 7 8 - ドラムンコアダスト 13 1 2 3 4 5 6 7 8 9 ノマディックネイション 13 1 - 3 4 5 6 7 8 9 SFポップ 13 1 - 3 4 5 6 7 - 9 ダージュ 14 1 - 3 4 5 6 7 8 9 トランスコア 14 1 - 3 4 5 6 7 8 9 プログレッシブ(The Least 100 sec) 14 1 - 3 4 5 6 7 8 9 ユーロビート(Love2シュガ→) 14 1 2 3 4 5 6 7 8 9 2012/12/12追加分(34曲) 悪魔城ドラキュラ(15) 2 - - 3 - 5 6 7 - - ハート 5 - - 3 4 5 6 7 - - キルト 6 - - 3 4 5 6 7 - - グラディウス 6 - - 3 4 5 6 7 - - シンパシー 6 - - 3 4 5 6 7 - - レクリスレイヴ 6 - - 3 4 5 6 7 - - Butter-FLY 7 - - 3 4 5 6 7 - - スプリングテクノ 7 - - 3 4 5 6 7 8 - パニックポップ 7 - - 3 4 5 6 7 - - ラウンドポップ 7 - - 3 4 5 6 7 - - シンパシー4 8 - - 3 4 5 6 7 - - エモ 9 - - 3 4 5 6 7 - 9 カドルコア 9 - - 3 4 5 6 7 8 - ゴエモン 9 - - 3 4 5 6 7 - 9 ハイパージャパネスク※ 9 - - 3 4 5 6 7 - - ハイパーファンタジア 9 - - 3 4 5 6 7 - 9 禅ジャズ 10 - 2 3 4 5 6 7 8 - エレクトロショック 11 1 - 3 4 5 6 7 - 9 ダークネス2 11 - 2 3 4 5 6 7 8 - ピアノコンテンポラリー 11 1 - 3 4 5 6 7 - 9 理系ポップ 11 1 - 3 4 5 6 7 - 9 キャンディレイヴ(smooooch・∀・) 12 1 - 3 4 5 6 7 - 9 ハイスピードラブソング 12 1 - 3 4 5 6 7 - 9 ハイパンク 12 1 - 3 4 5 6 7 - 9 アンセムトランス 13 1 - 3 4 5 6 7 8 9 コンテンポラリーネイション2 13 1 - 3 4 5 6 7 - 9 ゾディアックオラクル7 13 1 - 3 4 5 6 7 8 9 撫子メタル 13 1 - 3 4 5 6 7 8 - ハッピーハードコア(I’m so Happy) 13 1 - 3 4 5 6 7 8 9 ラメント 13 1 - 3 4 5 6 7 8 9 A.I.ダークネス 13 1 - 3 4 5 6 7 8 9 ハードPf 14 1 - 3 4 5 6 7 8 9 和風プログレッシブ 14 1 - 3 4 5 6 7 8 9 IDM 14 1 - 3 4 5 6 7 8 9 イベントで追加された楽曲(登場順) スカーレット 5 1 - 3 - 5 - 7 - 9 コスモドライブ 5 1 - 3 - 5 - 7 - 9 スノーウィーコア 5 1 - 3 - 5 - 7 - 9 華恋ロック 5 1 - 3 - 5 - 7 - 9 キャンディレイヴ(Wuv U) 8 - - 3 4 5 6 7 - 9 デジタルロック 7 - - 3 4 5 6 7 - - プラチナムジャパネスク 5 - - 3 4 5 6 7 - - ドラムンベース 9 - - 3 4 5 6 7 - 9 エレクトロバロック 13 1 - 3 4 5 6 7 8 9 大宇宙の法典 12 - 2 3 4 5 6 7 8 - ハッピー 13 1 - 3 4 5 6 7 8 9 ハイブリープ 6 - - 3 4 5 6 7 - - J-エモ 8 - - 3 4 5 6 7 - 9 ガールズロマンスポップ 12 1 - 3 4 5 6 7 - 9 スウィングラテ 12 1 - 3 4 5 6 7 - 9 ファンタジアフュージョン 11 - 2 3 4 5 6 7 8 - ニューファンクロック 5 1 - 3 - 5 - 7 - 9 ブレイクアウトロック 5 - - 3 4 5 6 7 - - プログレッシブ(Concertino in Blue) 12 - 2 3 4 5 6 7 8 - 情念歌謡 10 1 - 3 4 5 6 7 - 9 いぇす!ゆゆゆ☆ゆるゆり♪♪ 6 - - 3 4 5 6 7 - - Get Off of My Way 4 - - 3 - 5 - 7 - - スティールクロニクル 6 - - 3 4 5 6 7 - - クイズマジックアカデミー2 4 - - 3 4 5 6 7 - - オービタリックレボリューション 13 1 - 3 4 5 6 7 - 9 クリエイター 10 1 2 3 4 5 6 7 8 9 スウィートロニカ 4 - - 3 4 5 6 7 - - ラッキーテクノ 6 - - 3 4 5 6 7 8 - ドラムステップ 3 1 - 3 - 5 - 7 - 9 スピードダンス 17 1 - 3 4 5 6 7 - 9 ライトビジュアルポップ 5 1 2 3 4 5 6 7 8 9 グラヴィオール 16 - 2 3 4 5 6 7 8 9 お米タル 11 1 - 3 4 5 6 7 - 9 ハードルネッサンス 18 1 - 3 4 5 6 7 8 9 にんじゃりばんばん 3 - - 3 4 5 6 7 - - 恋は渾沌の隷也 4 - - 3 4 5 6 7 - - 萌えおこし電波ソング 5 - - 3 4 5 6 7 - - 文学少女ロック 6 - - 3 4 5 6 7 - - シュピーゲル 7 - - 3 4 5 6 7 8 - テックトランス 9 - - 3 4 5 6 7 - 9 ハードルネッサンス2 12 - 2 3 4 5 6 7 8 - カラーフュージョン 7 - - 3 4 5 6 7 8 - エピックプログレ 12 - 2 3 4 5 6 7 8 - ムーンコア 6 - - 3 4 5 6 7 - - オリエンタルコア 7 - - 3 4 5 6 7 8 - ハイコア 6 - - 3 4 5 6 7 - - ハードルネッサンス3 14 1 - 3 4 5 6 7 - 9 アカシックハードコア 8 - 2 3 4 5 6 7 - - エッセンシャリー 10 1 - 3 4 5 6 7 - 9 ジャッジメント 15 1 - 3 4 5 6 7 8 9 sister’s noise 5 1 - 3 - 5 - 7 - 9 マジLOVE2000% 4 1 - 3 - 5 - 7 - 9 哀愁スカ 6 - - 3 4 5 6 7 - - ディーヴァポップ 7 - 2 3 4 5 6 7 8 - あさきの刺激ロック 9 - - 3 4 5 6 7 8 - 恋活ミュージカル 8 - - 3 4 5 6 7 8 - ノマディックネイション2 10 1 - 3 4 5 6 7 - 9 レトロスペクティビリー・メリーゴーランド 6 - - 3 4 5 6 7 - - draw!!!! 7 - - 3 4 5 6 7 8 - 超恋愛☆エクストリーム・ガール 8 - 2 3 4 5 6 7 - - サイバーシンフォニックポップ 6 - - 3 4 5 6 7 - - 想歌 梅 7 - - 3 4 5 6 7 - - アンセム(天空の夜明け) 12 - 2 3 4 5 6 7 8 - ゾディアックオラクル1 9 - - 3 4 5 6 7 8 - ブロークンサンバブレイク 10 1 - 3 4 5 6 7 - 9 ラッキーハードコア 13 1 - 3 4 5 6 7 8 9 ハイνブリープ 8 - - 3 4 5 6 7 8 - アートコア 15 1 2 3 4 5 6 7 8 9 スペースレクイエム 15 1 2 3 4 5 6 7 8 9 ビーストメタル 13 1 2 3 4 5 6 7 8 9 EDM 5 - - 3 4 5 6 7 - - チッピンレイヴ 12 - - 3 4 5 6 7 8 - わんわんコア 10 1 - 3 4 5 6 7 - 9 リグレッツフィーリング 8 - - 3 4 5 6 7 - - ポップミュージック 9 1 - 3 4 5 6 7 - 9 華陽炎-Hana Kagerou- 7 - - 3 4 5 6 7 8 - ませまてぃっく♥ま+ま=まじっく! 10 1 - 3 4 5 6 7 - 9 C18H27NO3 16 1 - 3 4 5 6 7 8 9 十面相 3 - - 3 - 5 - 7 - - 天ノ弱 4 1 - 3 - 5 - 7 - 9 セツナトリップ 5 1 - 3 - 5 6 7 8 9 届け!シューティングスター☆ 6 - - 3 4 5 6 7 - - VERSUS!! 11 - 2 3 4 5 6 7 8 - 金縛りの逢を 13 1 2 3 4 5 6 7 8 9 スイーツポップ 6 - - 3 4 5 6 7 - - スイーツプログレッシヴ 12 - 2 3 4 5 6 7 8 - ハイテンションギャルロック 8 - - 3 4 5 6 7 8 - エモーショナルデュオ 10 1 - 3 4 5 6 7 - 9 ウィザウチュナイ-ツヴァイ- 7 - - 3 4 5 6 7 8 - ウィザウチュナイ-トロワ- 9 - - 3 4 5 6 7 8 - ウィザウチュナイ-クアトロ- 10 1 - 3 4 5 6 7 - 9 ウィザウチュナイ-ペンデ- 8 - - 3 4 5 6 7 8 - 2013/12~ 回レ!雪月花 4 1 - 3 - 5 - 7 - 9 ナイトメアメタル 14 1 - 3 4 5 6 7 8 9 ロマスウィング 8 - 2 3 4 5 6 7 - - アンビション ポプコネ 7 - - 3 4 5 6 7 8 - モフポップ ポプコネ 6 - - 3 4 5 6 7 - - シンフォノベーティブロック 11 - 2 3 4 5 6 7 8 - 青春剛速球メタル 6 - - 3 4 5 6 7 - - ヴァリアントレイヴ 10 1 - 3 4 5 6 7 - 9 ビッグビート 9 - - 3 4 5 6 7 8 - くりむ童話2 7 - - 3 4 5 6 7 8 - ハッピーハードコア(Sakura Sunrise) 8 - - 3 4 5 6 7 - 9 エレクトリックマヌーシュスウィング 9 - - 3 4 5 6 7 8 - ウィザウチュナイ-ゼクス- 8 - - 3 4 5 6 7 8 - 野球のことがよくわかる 8 - - 3 4 5 6 7 8 - ベースボールヒロイン 11 - 2 3 4 5 6 7 8 - ハッピーサッドコア 10 1 - 3 4 5 6 7 - 9 プリズムユーロ 7 - - 3 4 5 6 7 8 - エッジ 8 - - 3 4 5 6 7 - - ブラッドメタル 14 1 2 3 4 5 6 7 8 - 忍者メタル ポプコネ 13 1 - 3 4 5 6 7 8 9 インボルク 15 1 2 3 4 5 6 7 8 9 エンジェリオン 15 1 2 3 4 5 6 7 8 9 グラティテュード 3 - - 3 4 5 6 7 - - メイドメタル 9 - - 3 4 5 6 7 8 - 浪漫歌謡 8 - - 3 4 5 6 7 8 - 関連用語 EASY譜面 基本要素・システム
https://w.atwiki.jp/dmcanotice/pages/25.html
Hello. I am contacting you for an issue regarding the pictures that infringe my right. My 3DCG models are used for commercial purpose without permission on this site. 1. I am the author of the 3DCG models (モデルの名前). ← モデルが2体の場合は「○○ and ○○」と and を入れる。3体以上の場合は「○○, ○○ and ○○」のように最後だけ and を入れる。 Here is the link for my website. (ホームページ、ニコニコ動画、ニコニコ静画などの URL を添付。できればモデルの画像が確認できるものがいいです。) 2. Here are the links of the picture for the illegal monetizing using my models. (モデルが違法再配布されているリンクを貼る。) (モデルが違法再配布されているリンクを貼る。) 3. The commercial use of my models without permission is forbidden, which is clearly written on the terms of use compiled to the models. 4. I, as the author of the models, request to you that these illegal links be removed. 5. If needed, please contact me at (Eメールアドレスを貼る。) 6. I have a good faith belief that the use of the material in the manner complained of is not authorized by me or the law. 7. I swear under the penalty of perjury that the information contained in this document is true and correct. Please reply to me as soon as possible. (実名を記入)
https://w.atwiki.jp/twitterbot/pages/765.html
iitomorrow / 笑っていいとも次回のゲストお知らせbot Web http //www.dpa.or.jp/ 自己紹介 『笑っていいとも!』テレフォンショッキングの次回のゲストをお知らせします。データ提供元 http //telephoneshocking.dtiblog.com/ タグ テレビ http //www.msng.info/archives/2009/08/twitter_iitomo_bot.php 最近のつぶやき 新着記事は見つかりませんでした。 最終更新 2009/08/18 22 30 49
https://w.atwiki.jp/bemani2dp/pages/1427.html
GENRE TITLE ARTIST bpm notes CLEAR RATE TECHNO REPLAY SLAKE 140 1505 n%(yyyy/mm/dd) 攻略・コメント これも密度の割に配置が楽で難易度よりは簡単な譜面 曲調が少し単調で似たフレーズが繰り返しなのとトリルが複数回あるので少しBADハマりしやすいかも? -- 名無しさん (2009-06-08 02 09 18) 1p側の細かい外よりトリルと1→3→1+5+7配置がかなり押しづらいため左鏡でエクハ。2p側は全体的に押しやすい。両乱で良い練習になる。 -- 名無しさん (2019-06-23 20 39 24) 正規でやったらボロボロだった(特に左)ので左鏡つけたら全体的に楽になって緑 特に後半が凄く押しやすくなってゲージ維持が容易になった -- 名無しさん (2019-06-27 17 53 55) 難は序盤が抜けられればウイニングラン。全体的に左鏡が押しやすいかな。あと乱がいい感じの練習譜面になるので地力上げにオススメ -- 名無しさん (2019-07-31 12 22 49) 名前 コメント
https://w.atwiki.jp/snunlimited/pages/160.html
STARITE MOVING WEST 1 THIS PILGRIM IS HEADED WEST, BUT WHAT IS THEIR PROFESSION? PROVIDE AN OBJECT TO MAKE THE PILGRIM A FARMER, A CARPENTER OR A BANKER! HINT1 I AM HEADED WEST, BUT I NEED A PROFESSION! GIVE ME SOMETHING TO MAKE ME A FARMER, A CARPENTER OR A BANKER! HINT2 FARMERS WORK WITH PLANTS. CARPENTERS USE WOODWORKING TOOLS. BANKERS USE CURRENCY. HINT3 A FARMER NEEDS A PITCHFORK. クリア可能な言葉:FARMER、PITCHFORK 2 MY OX DIED OF TYPHOID! CREATE AN ANIMAL TO REPLACE IT! HINT1 MY OX DIED OF TYPHOID! CREATE AN ANIMAL TO REPLACE IT! HINT2 I'LL NEED AN ANIMAL BIG ENOUGH TO PULL MY WAGON. HINT3 A BUFFALO COULD PULL MY WAGON WITH EASE. クリア可能な言葉:BUFFALO、COW 3 I AM RUNNING LOW ON FOOD AND I DON'T KNOW HOW TO CATCH ANIMALS! CREATE SOMEONE WHO CAN TEACH ME! HINT1 I AM RUNNING LOW ON FOOD AND I DON'T KNOW HOW TO CATCH ANIMALS! CREATE SOMEONE WHO CAN TEACH ME! HINT2 I NEED SOMEONE WHO CAN TEACH ME HOW TO SHOOT. HINT3 A HUNTER CAN TEACH ME HOW TO HUNT. クリア可能な言葉:HUNTER、TEACHER 4 I'M MADE IT TO THE END OF THE TRAIL! NOW CREATE A HOMESTEAD FOR ME TO LIVE IN! HINT1 I'M MADE IT TO THE END OF THE TRAIL! NOW CREATE A HOMESTEAD FOR ME TO LIVE IN! HINT2 I NEED A PLACE TO CALL HOME. HINT3 GIVE ME A CABIN. クリア可能な言葉:HOME SHARDS A SNACK FOR GRANDMA! LITTLE RED RIDING HOOD I NEED SUPPLIES TO TAKE TO GRANDMA! クリア可能な言葉 CAKE、JUICE、POTATO CHIPS STOCKING THE LAKE! ANGLER I'VE BEEN FISHING ALL DAY BUT THERE'S NOTHING TO CATCH! クリア可能な言葉 FISH(ANIMAL) THE PHANTOM OF THE GROTTO! OPERA SINGER I'M TOO HIDEOUS TO LOVE! クリア可能な言葉 LOVING HEARTBREAK MEDUSA! BRICK GRAY TOURIST HELP! PROVIDE THE LONELY MEDUSA WITH A ROMANTIC PARTNER SO SHE WILL LEAVE US ALONE! クリア可能な言葉 MEDUSA MAKE A WISH FLOWER GIRL I WANT TO MAKE A WISH WITH THAT WELL! クリア可能な言葉 COIN、MONEY HOMEWRECKERS! WITCH HELP! HELP! APPLY AN ADJECTIVE TO MY HOUSE TO STOP THEM FROM EATING IT! クリア可能な言葉 BAD、STONE(ADJECTIVE) A TOUCH OF COLOR! GRANDMOTHER MY HOUSE IS SO PLAIN--IT NEEDS A TOUGH OF COLOR! クリア可能な言葉 PAINT、RED