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Still Slipping Los Santos Still Slipping Los Santos 概要説明 プレイリスト 壊れたラジオアンテナ動画 概要 ジャンル: 所在地:ミラーパーク 周波数: 楽曲数: DJ:ジョイ・オービソン 説明 カヨ・ペリコ強盗アップデートで追加された海賊ラジオ局。 アップデート当初(2020年12月15日)は視聴できるのはミラーパーク 周辺だけで、サンアンドレアス全域で聞くには壊れたラジオアンテナを修理する必要があったが、翌週の12月22日以降は何も特別な作業をしなくとも全域で選曲可能になった。 イギリスからロスサントスにやってきたDJ、ジョイ・オービソンがミラー・パークで立ち上げた海賊放送局である「Still Slipping Los Santos」では、 ハウスやテクノはもちろん、ドラム ベースからミサ曲にいたるまで、様々なジャンルのミックスを流しています。 ですが、残念ながら街全体へ放送を行き渡らせるだけの出力が足りていません。 街中に彼のミックスを送り届けるたは、協力者の力が必要です。 12月15日になれば、この地元DJに協力できるチャンスも巡ってくるかもしれません。 (Rockstar Newswireより) プレイリスト PlayStation®4、Xbox One、PC版限定 アーティスト名 曲名 発売年 DJ N***a Fox 5 Violinos 2019 Mr. Mankwa Feediback 2018 Mr. Mitch Not Modular 2019 Josi Devil The Devil's Dance 2020 Kemikal A Wah! 2010 Joy Orbison Coyp 2018 Cruel Santino / Robert Fleck Sparky / Hi Press (Dub) 2019/2020 PA Salieu No Warnin' 2020 L U C Y Almost Blue 2018 Time Cow RTKAL Elephant Man 2020 Frank Ocean Cayendo (Sango Remix) 2020 DJ Scud No Love 2001 Frankel Harper Trimmers (Instinct Remix) 2019 Horsepower Productions Givin' Up On Love 2001 Blanco Shippuden 2020 Pearly Polar 2019 Dj Byano Digdim Patrol 2016 2016 Instinct Operation 2020 KO Whip (Acapella) 2019 Overmono Pieces of 8 2020 Joy Orbison Overmono Bromley 2019 Mez Babylon Can't Roll 2020 Spooky Bizzle Joyride (Instrumental) 2018 Céline Gillain Wealthy Humans 2018 Kwengface Mad About Bars 2020 M1llionz No Rap Cap 2018 Backroad Gee Party Popper 2020 Waifer Shower Hour 2012 KO Joy Orbison Movements 2020 RAP Mad Friday 2019 Thomas Bush Presence Martin 2018 Poison Anna Submission 2020 壊れたラジオアンテナ 2020年12月15日~22日まで行えた収集要素 。 Still Slipping Los SantosのDJのジョイ・オービソンが各地にある10台の壊れたラジオアンテナの修理を要請していた。 現在も各地にラジオアンテナは存在しているが、既に修理されたという設定なので特に何かを行えるわけではない。 + 攻略方法 大半は屋上にあるので、オプレッサーMk2 やヘリコプター等で移動するといいだろう。 1台目からは$10,000の報酬で、2台目以降は+$2,500加算されていく。 10台目は$70,000のボーナスが入り、累計$250,000も稼げる。たったの10ヶ所だけなので金策としてやっておいても損は無いだろう。 因みに、アンテナの修理は接待セッションでも可能なので、他の収集系と同じく基本は招待セッションでの修理を推奨する。 その方法は他のラジオ局等の電波に便乗させる形ではあるが、アンテナが復旧しないままだとミラーパーク周辺に入った際にほぼ確実に強制選局されたりノイズが入りラジオ視聴の邪魔になるのが欠点。気になる方は早めにアンテナを探してあげよう No ロケーション 画像 1 サイプレスフラット 2 ベスプッチビーチの白い建物の屋上 3 コルツセンターの北東の屋上 4 ロックフォードプラザの屋上 5 バイウッド・ヒルズ看板裏、電波塔と建物の間 6 レベルラジオ局の近く 7 ロンの家の前 8 グレイプシードの農地の発電機の近く 9 パーラスプリングスエアリアルトラムウェイのチリアド側 10 パレト消防署 動画
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■ゲームの概要 Gameplay Overview・住民 Citizens・資源 Resources・建物と建設 Buildings and Construction・災害 Disasters■ナビゲーションコントロール Navigation Controls .■メインツールバー Main Toolbar・シミュレーション速度 Simulation Speed■ツールとレポート Tools and Reports・ステータスバー Status Bar・イベントログ Event Log・エリアマップ Area Map・職業 Professions・資源の上限 Resource Limits・優先ツール Priority Tool・通勤経路ツール Path Tool・カメラの位置 Camera Locations・町の統計 Town Statistics・ヘルプ Help■生活の場と住宅 Home and Housing .・木造の家 Wooden Houses・石造りの家 Stone Houses・下宿 Boarding houses ■道路と橋 Roads and Bridges・未舗装の道 Dirt Roads・石畳の道 Stone Roads・橋 Bridges・トンネル Tunnels■保管、市場と交易 Storage, Markets & Trade・納屋 Strage barns・資材置場 Stock Piles・市場 Markets・交易所 Trading Posts■町のサービス Town Service・井戸 Wells・学校 Schools・病院 Hospitals・タウンホール(役場) Town Halls・チャペル(教会) Chapels・共同墓地 Cemeteries■食糧の生産 Food Production・畑 Crop Fields・果樹園 Orchards・放牧地 Pastures・釣り小屋 Fishing Docks・狩猟小屋 Hunting Cabin・採集小屋 Gatherers Huts ■資源生産 Resource Production .・薪割り Woodcutters・林業 Foresters・薬師 Herbalists・鍛冶屋 Blacksmiths・仕立屋 Tailors・酒場 Taverns・鉱業 Mines・採石場 Quarries■破壊と除去ツール Removing Structure・建物を破壊する Removing Structure・資源の除去(収集) Removing Resources・伐採 Harvesting Trees・石の収集 Collecting Stone・鉄の収集 Collecting Iron・道路を削除する Removing Roads・除去のキャンセル Canceling Removal■クレジット Credits トレーディング・ポスト(交易所) Trading Posts 交易所は、町で生産される資源と引きかえに、町が必要とする物資を購入するために使用します。 交易所は、河または湖の上に建設しなければなりません。 旅商人は船でやって来るので、町中を流れる大きな川に繋がっていない湖上に建設した交易所には、旅商人は来ることができません。 交易所は、必要な作物の種子、果樹園の種子、および家畜を得る唯一の手段です。 交易所を建設後にクリックすると、建物の在庫が表示されます。 トレーディング・ポスト(交易所) Trading Posts保管庫 Inventory 取引 Trade 自動取引 Auto Purchase 特別注文 Custom Order 保管庫 Inventory 交易を行う前に、まず最初に、保管所に物資を備蓄する必要があります。 保管庫内の一部の項目に希望数を設定すると、交易商は、資材置場と納屋から交易所の保管庫に物資の移動を始めます。 保管庫内の希望数より実際の在庫が少ない場合に限って、交易商らは町から物資を取り除いて運び込みます。 実際の在庫数が、保管庫内に備蓄希望数より多い場合には、交易商らは保管庫内から物資を運び出して、町の保管場所に移動させます。 ワークボタンをクリックすると、交易所の作業の有効・無効を切り換えます。無効であるとき、交易商は物資を移動させません。 取引 Trade 十分な在庫が交易所に備蓄されているときに旅商人が到着したら、取引ボタンを押して、旅商人と取引をすることができます。 左側には、旅商人が販売用に持ってきた商品が表示されます。 右側には、交易所に保存された在庫が表示されます。 取引をするためには、左側の購入したいアイテム数を決定し、そして、販売用商品の総値と、在庫物資の総値が一致するか、超えるまで、右側の物資を選んで取引数を操作してください。 トレードボタンをクリックすると、取引が完了します。 ディスミスボタンをクリックすると、取引をせずに旅商人を見送ります。 自動取引 Auto Purchase 自分自身が常に同じものを購入していることに気づいた場合は、自動購入を設定することができます。 交易所で働く交易商は、あなたのために取引を行います。 Purchaseボタンをクリックすると、自動購入を設定できるようになります。 自動購入しないようにするか、旅商人が到着したとき自動購入するか、旅商人が去る直前に自動購入をするか設定できます。 各資源ごとに、購入するアイテム数を設定することができます。 旅商人が到着するごとに、十分な在庫が購入コストをカバーするために交易所にある限り、交易商はあなたに代わって取引を行います。 自動購入する物資の順番を変更するには、左側の上下の矢印を使い、先頭から購入するよう設定することができます。 特別注文 Custom Order 通常、旅商人が交易所へ持ち込む商品の組み合わせはランダムです。 特定の物資の持ち込みを希望する場合は、Orderタブを使用して注文することができます。 特別注文しないようにするか、一度だけ行うか───旅商人が到着する次回に持ってきてもらうか、 あるいは旅商人が来るたびに持ってきてもらうかを設定することができます。 旅商人が販売している全種類が表示されています。 それらの1つをクリックすると、物資の特別注文して強調表示します。 旅商人の次回到着時、彼らは特別注文した物資を持ってきます。 もう一度物資名をクリックすると、注文から削除されます。 あまりにも多くの物資を注文した場合には、旅商人は、そのうちのいくつかを持ってきます。 特別注文した物資は、注文せずに商人が物資を運んできた場合に比べて割高となります。 A trading post is used buy items that the town needs, in exchange for resources produced by the town. A trading post needs to be built on a river or lake. Since all merchants arrive by boat, trading posts built on a lake without access to the main river that flows through town won t ever receive merchants. The trading post is the only way to acquire need crop seeds, orchard seeds, and livestock. Once a trading post is build, clicking on it will show the buildings inventory. Before you can make trades, first you have to stock the trading post with inventory. Setting the desired number of items for some inventory item will cause traders to start moving inventory from stock piles and storage barns into the trading post. As long as the actual inventory is less than desired the count, the traders will remove inventory from the town. If the desired count is less than the actual inventory count, the traders will remove inventory frome the trading post, and put it in the closest town atorage. You can enable and disable work at the trading post by toggling the Work button. Trader won t move inventory if work is disabled. After enough inventory has been put in the trading post and a merchant arrives, you can trade with the merchant by pressing the Trade button. On the left, the goods that the merchants has for sale are displayed. On the right, the inventory stored in the trading post is displayed. To make a trade, determine the number of items you wish to buy on the left, and select the number of items to trade on the right until the total value of what is being bought and sold matches or exceeds the total cost of the goods. Pressing the Trade button will make the trade. Pressing the Dismiss button will send the merchant away. If you find yourself always buying the same things, you can setup automatic purchases. The traders working at the trading post can make trades for you. Clicking on the Purchase button will let you setup automatic purchases. You can set the auto purchase mode to never occur, occur when a merchant arrives, or occur just before the merchant leaves. In each category on resource, you can set the number of items to purchase. When a merchant arrives, the trade workers will make trades for you as long as there is enough inventory in the trading post to cover the cost. You can set which items are bought first by using the up and down arrows on the left to change the order of the automatic purchase. Normally merchants will bring a random assortment of goods to the trading post. If you want them to bring a specific item, you can order them using the Orders tab. You can set the custom order mode to never occur, occur just once - the next time the merchant arrives, or occur every time the merchant comes. Anything the merchant sells will be listed. Clicking on one of them will highlight the item and order it. The next time the merchant arrives, they will bring your order. Clicking on the item again will remove it from your order. If you order too many items, the merchant may only bring some of them. Items purchased in a custom order will cost more than if the merchant were to bring the items without an order.
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概要 コールフレームの定義 tcl/generic/tclInt.h メンバー Namespace *nsPtr; 名前空間へのポインタ int isProcCallFrame;0の時、名前空間のコマンドと変数のリファレンスが、名前空間の変数として実行されるために、フレームがプッシュされている。 FRAME_IS_PROC がセットされているとき、フレームはTcl手続きとローカル変数を実行するためにプッシュされている。 int objc; 手続き呼び出しの引数 Tcl_Obj *const *objv; struct CallFrame *callerPtr; この手続きがinvokeされたときの、interp- framePtr の値。 struct CallFrame *callerVarPtr; この手続きがinvokeされたときの、interp- varFramePtrの値 int level; この手続きのレベル 0の時、トップレベル Proc *procPtr; 呼び出された手続きを定義している構造体へのポインタ TclVarHashTable *varTablePtr; コンパイラに認識されないローカル変数、実行時に生成されたローカル変数を含んでいるハッシュテーブル. int numCompiledLocals; 引数も含んだコンパイラに認識されたローカル変数の数。 Var *compiledLocals; コンパイラに認識されたロール変数の配列へのポインタ ClientData clientData; LocalCache *localCachePtr; ソース typedef struct CallFrame { Namespace *nsPtr;/* Points to the namespace used to resolve * commands and global variables. */ int isProcCallFrame;/* If 0, the frame was pushed to execute a * namespace command and var references are * treated as references to namespace vars; * varTablePtr and compiledLocals are ignored. * If FRAME_IS_PROC is set, the frame was * pushed to execute a Tcl procedure and may * have local vars. */ int objc;/* This and objv below describe the arguments * for this procedure call. */ Tcl_Obj *const *objv;/* Array of argument objects. */ struct CallFrame *callerPtr; /* Value of interp- framePtr when this * procedure was invoked (i.e. next higher in * stack of all active procedures). */ struct CallFrame *callerVarPtr; /* Value of interp- varFramePtr when this * procedure was invoked (i.e. determines * variable scoping within caller). Same as * callerPtr unless an "uplevel" command or * something equivalent was active in the * caller). */ int level;/* Level of this procedure, for "uplevel" * purposes (i.e. corresponds to nesting of * callerVarPtr s, not callerPtr s). 1 for * outermost procedure, 0 for top-level. */ Proc *procPtr;/* Points to the structure defining the called * procedure. Used to get information such as * the number of compiled local variables * (local variables assigned entries ["slots"] * in the compiledLocals array below). */ TclVarHashTable *varTablePtr; /* Hash table containing local variables not * recognized by the compiler, or created at * execution time through, e.g., upvar. * Initially NULL and created if needed. */ int numCompiledLocals;/* Count of local variables recognized by the * compiler including arguments. */ Var *compiledLocals;/* Points to the array of local variables * recognized by the compiler. The compiler * emits code that refers to these variables * using an index into this array. */ ClientData clientData;/* Pointer to some context that is used by * object systems. The meaning of the contents * of this field is defined by the code that * sets it, and it should only ever be set by * the code that is pushing the frame. In that * case, the code that sets it should also * have some means of discovering what the * meaning of the value is, which we do not * specify. */ LocalCache *localCachePtr; } CallFrame;
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There are lots of a lot more sleeping luggage accessible to the market place nowadays than there are purposes for which they may be used. The traits and attributes of a sleeping bag that is definitely made use of for just a kid s sleepover are vastly various from people required of the bag that is to become utilized for sleeping during a trek in a very freezing mountainous region, and there are plenty of selections obtainable for the multitude of needs which lie somewhere in between these two extremes. Sleeping bags which might be for indoor use are certainly not required to be weatherproof, and they are frequently known as slumber baggage. They re extra probable to be manufactured from all-natural fabrics than from synthetic from which nearly issey miyake crossbody bag all of outside baggage are made. They are mostly made to make sleeping about the flooring much more comfortable, and to provide additional heat, as would a blanket. Certainly the technological know-how of sleeping bag manufacture has enhanced tremendously above the years, but sleeping luggage day again to 1861 when Francis Fox Tuckett produced his prototype. Originally camel fur and kapok were applied for insulation till duck and goose down were introduced. Sleeping baggage were not produced commercially right until the eighteen nineties every time a Norwegian firm commenced their manufacture, but customers needed to wait around one more hundred many years for manufacturing standards to become released while in the United states and Europe. The two main shaped sleeping baggage tend to be the rectangular luggage as well as mummy baggage. The rectangular luggage are formed as their title implies, and provide more home to maneuver about inside of, but then again that additional place signifies that you can find more space inside of wherein heat should be retained. Alternatively, the mum bags are tapered in condition in order that there is certainly considerably less place on the amount from the toes which requires the upkeep of warmth. The mother baggage have got a hood which dior jewelry guards your neck and head from the chilly, and when fully closed only your mouth and nose are uncovered. Insulation resources for sleeping luggage may be labeled into two principal groups; down and synthetic. Goose down is a superb insulator and is particularly also outstanding in terms of excess weight and bulk. Alternatively, its insulation features are compromised when the bag receives moist, and it really is tough to clean and dry. It is additionally more expensive than its artificial counterparts. There may be a variety of synthetic fibres which happen to be made use of for insulation, several of which can be Microloft, Hollowfibre, and Polarguard. Synthetic fibres are typically heavier and bulkier than down, nevertheless they tend to be more water-resistant and continue to supply heat if wet. The artificial baggage also tend to price tag considerably less compared to the down luggage. When purchasing a sleeping bag, look at the score in the bag and ensure that it satisfies your demands. Should you be going to be sleeping in alpine conditions you won t wish to be caught that has a bag that has a temperature score all the way down to only 40 degrees Fahrenheit. On the other hand, when you are sleeping out in delicate disorders you won t have to have a bag which is rated right down to zero degrees. This can be clearly simply just a matter of prevalent sense. For those who match your prerequisites with all the ideal sleeping bag, your tenting working experience will be enhanced, fairly than spoiled.
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All at once I heard people on the chairs scream. Faint light that shines through legs of chairs fluttered and stirred up dust. They were rolling out from the seats. The boy s dress was soaked in muddy blood and was sticking to the shoulder and the back. His back fell on the floor, blood splash went up, and the legs were stuck out toward the ceiling on the contrary. It was Birdie who was carrying his ankle. Birdie stretched out for the boy s shin. I saw the dress come off from the shin, like a shin guard. Actually, the bone was plucked. Birdie looked me straight in the eyes. I felt she appealed for something to me, but I could not move my legs that have cowered. Aircraft carrier leaped upon Birdie. He swung a catch fork down. Birdie parried it with one hand. No wonder he has failed because it is not the correct way to use a catch fork. Birdie lay on Aircraft carrier the next moment. Birdie took something hard in her mouth when she intended to sink her teeth into his neck after a slight up-swing. Aircraft carrier tore one of his wings off and put it to Birdie s mouth. Spine had approached Birdie. The ferrule of Spine s umbrella speared the forehead of Birdie s sad face when she looked up. What is a living corpse? Scientific world investigates a brain cell in detail and makes a sketch of each function. It is shown clearly which domain is concerned with memory. But, even if a scientist looks at the brain cell and dissects it, he cannot really experience the memory. Those in life can see their own memories. Does the living corpse have memory? He is still alive if he has a memory. Otherwise, he is dead. The hour has come. Will the flashback of lifetime memory like somato come and go in my mind s eye? The state of my mind had prepared to ascertain the truth. Have I chosen an easier way again? Gee! I made weird sounds and ran up on Spine s back. My knee struck the back of his head. I locked my arms about his neck, when sliding down. My both shoulders were pulled back and I went down. Cafe racer was looking down at me. She chopped my head with the support for banner like a hockey stick. The distant clouds glowed red in gathering dim dusk. Forms wandered in the darkness and looked up at the sky occasionally. I was afraid I have done something that can never be undone. The distant clouds heightened my anxiety. I shopped for a milk whipper. It is also called a milk foamer. It is an electric or manual instrument used to beat milk for drinks including cappuccino. I visited at first a store I have been told to have a wider variety of items. There may have been items made of ceramic or glass but I liked a stainless manual one the best. I came near buying it when I remembered that there was another store. I had heard the nearby store had worse range on milk foamer. But I thought I must check these items also before buying. Actually there was only one kind of milk foamer. Since it was exactly the same as what I was willing to choose, I decided to buy it there. Could you arrange to send this? Then please come to this counter. When I filled out a label of express home delivery, You can unbox the content to be packed. The staff struggling to pack the box and all in a large box suggested that the content be repacked in a smaller one. Well, let s go with that. When I responded, she began to unpack the box to take out the milk foamer. Then, please arrange it to arrive at Sunday, Mother s Day. I told her that. All right. The delivery time can be specified, too . Her face and eyes sparkled for some reason. PREV The Point 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8
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Heracles 種族:Raider パック:Reward レア度:Legendary 待機:1 攻撃:2 体力:5 能力:EvadeSwipeBurst 1 プレイヤーレベル100以上、200,000Goldで購入可能。 2013年1月現在、レベルリワードの中で唯一のレジェンダリー。 みんなの嫁Omegaたんと同じく待機1のRaider、Legendary。 器用貧乏なOmegaに比べ攻撃に特化し、Evadeで生存率もアップ。特にWeakenが利きにくくなるのが地味に嬉しい。 Siege、Antiairがなくflyingや建築物に弱い所があるのでHeli-DusterやSabreと一緒にどうぞ。 毎日欠かさずプレイしても、レベル100まで上げるにはものすごい時間がかかる。 しかし、楽しく遊んでいれば時間の経過は早い。いつの間にかLv100になっているはずである。 Ver2.8.04のアップデートで、クラフト素材の撤廃に伴いレベルリワードに移行。移行前はPiston(60)、Nexus Beacon(125)、Fusion Generator(200)、Artemis Generator(25)、Capacitor(30)、Gateway Node(5)から合成可能だった。 対戦環境を変えたカードの一つ。このカードが登場してしばらく(Aftermath~Awakeningの間)は、SvetlanaやMobile Baseと合わせて大ダメージのSwipeを食らわせるデッキが猛威を振るっていた。Awakening登場後はAtelier(からサモンされるPinion)の突破が難しいことから、使用率が大きく下がったという。 関連カード Level Rewardカード名 Lvl Gold カード名 Lvl Gold Avatar 10 25,000 Forsaken 20 25,000 Destructive Ram 25 50,000 Diablo 40 50,000 Elusive Panzer 50 60,000 Obliterator 60 75,000 Hygeia 60 100,000 Special Forces 75 75,000 Longshot 80 100,000 Gravity Distorter 90 100,000 Heracles 100 200,000 Meteor 120 100,000 Solar Powerhouse 150 100,000 Iso Walker 200 100,000 Carnoid 250 100,000
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TF 2-2 IN FSE AAR Indirect Fires in the Battle of Fallujah. http //www.tradoc.army.mil/pao/ProfWriting/2-2AARlow.pdf By Captain James T. Cobb, First Lieutenant Christopher A. LaCour and Sergeant First Class William H. Hight TF 2-2 IN FSE AAR Indirect Fires in the Battle of Fallujah.1. Background and Mission. 2. Enemy Forces. 3. Friendly Forces. 4. Artillery Fires. 5. Mortars. 6. Danger-Close Fires. 7. FOs. 8. Other Equipment. 9. Munitions.a. Range of Munitions. b. White Phosphorous. c. Hexachloroethane Zinc (HC) Smoke and Precision-Guided Munitions. d. Ammo Resupply. 10. CAS.a. CAS Effectiveness. b. Pulling Timely Air Assets. c. CAS and Other Indirect Fires. 11. Unmanned Aerial Vehicles. 12. Personnel Manning. 13. Training. 14. Conclusion. Task Force 2d Battalion, 2d Infantry’s (TF 2-2 IN’s) fire support element (FSE) operated as a mini-brigade FSE during the Battle of Fallujah. The FSE coordinated the combat effects of Army, Air Force and Marine assets more autonomously than the traditional, doctrinal battalion-level FSE.a model of joint interdependency. Although the FSE did not have joint personnel assigned to it, it worked closely with the brigade air liaison officer (BALO), who was chopped to TF 2-2 IN, and functioned as a “Joint FSE,” if you will. Ed MEMORANDUM FOR RECORD FSE, TF 2-2 IN, 3d Brigade Combat Team(BCT), 1st ID, Operation Iraqi Freedom (OIF) II, Forward Operating Base (FOB) Normandy, Muqdadiyah, Iraq APO AE 09392 (AETV-BGR-FSE), 1 December 2004. Subject After-Action Review (AAR) for the Battle of Fallujah 1. Background and Mission. 2. Enemy Forces. 3. Friendly Forces. 4. Artillery Fires. As part of TF 2- 2 IN, the M109A6 Paladins and a platoon fire direction center (FDC) were attached in direct support (DS) to the TF. For most of the fight, this was their only role. Later, after TF 2- 2 IN had reached its limit of advance (LOA) at PL Fran, it also was tasked to support RCT-7. The Paladins were in a position area (PA) in Camp Fallujah adjacent to the Marine Corps and a battery of Paladins from the 1st Cavalry Division, A/3-82 FA, that was attached to the IMEF. This facilitated the FA’s sharing meteorological (Met) data and survey and relieved the platoon of self-security. a. Organic to the TF. As an organic part of the TF, the howitzers provided accurate, timely fires throughout the fight, delivering 925 rounds, mostly in danger-close fires. As dedicated assets to the TF, Paladin fires were greatly expedited in a 360-degree fight with fluid targets and a rapidly advancing maneuver force. Fire missions took less than two minutes from the initial call-for-fire (CFF) to rounds down range. b. Responsibilities of TF FSE. The TF FSE assumed responsibility for coordinating with the TF 2-2 IN S4 for Class V resupply, positioning the platoon and selecting shell-fuze combinations. The TF FSE cleared fires at the TAC along with the TF battle captain or S3. Clearance of fires was executed by demanding accurate company frontline traces and forward observer (FO) locations at regular intervals and battle tracking in detail. c. Role of the Artillery. The artillery was used in doctrinal roles, such as screening the initial point of penetration, preparatory fires, close fire support and disruptive deep fires, as well as in non-doctrinal roles, such as clearing routes of IEDs and breeching minefields. Using Paladins directly attached to the TF gave us a tremendous advantage in the fight. Our tactics, techniques and procedures (TTP) were effective and lethal and gave maneuver TFs greater flexibility, firepower and mobility. The overall performance was outstanding. By using FOs and accurate intelligence- driven targeting, the artillery was a driving force in the TF’s ability to attack through a large city with minimum casualties in six days. d. Massing Fires. The only drawback was our inability to mass fires on targets due to having only two guns. While we did have general support reinforcing (GSR) assets, they were slow, cumbersome and more difficult to coordinate with than our organic systems. Trust was also an issue as the vast majority of our fires were danger-close, and we did not know the proficiency level of the supporting guns. While it did not impact our operations overall, at times the physical and psychological effects of massed artillery fires were the preferred effects. We could use our 120-mm mortars when we wanted to mass fires, but additional 155-mm howitzers would have been more effective. 5. Mortars. The Thunder Mortar Platoon that is organic to 2-2 IN proved to be the equal of the artillery in this fight in terms of accuracy and responsiveness and was an integral part of the indirect fires used. When provided the five requirements for accurate predicted fires, mortars were every bit as accurate and deadly as artillery. The firepower of the 120-mm munitions allowed us to respond quickly with overwhelming firepower when needed. During the course of the battle, mortars fired 942 rounds of timely, accurate fires. a. Mortar Challenges. Our mortar platoon received two M252 81-mm mortars before deploying to the Fallujah AOR. These were useful indirect fire weapons when close fires were required. The only drawback was they had no sights. To use them, we had to take sights from the 120-mm tubes and use the sights with the 81-mm mortars, taking two 120-mm tubes out of the fight. The mortars’ high angle of fire was preferable for military operations in urban terrain (MOUT), but there were times when the mortars’ maximum ordinate (MAXORD) exceeded the close air support (CAS) ceiling, limiting mortar fires. b. Platoon Security. The mortar platoon operated outside of Camp Fallujah at various firing points and had to pull self-security. It was manned to do so with no degradation of fires. The platoon received enemy indirect fires frequently during the fight and was forced to displace. But due to superior training and good maneuverability, it quickly displaced, reset and resumed operations. 6. Danger-Close Fires. 7. FOs. 8. Other Equipment. 9. Munitions. The munitions we brought to this fight were 155-mm highexplosive (HE) M107 (short-range) and M795 (long-range) rounds, illumination and white phosphorous (WP, M110 and M825),with point-detonating (PD), delay, time and variable-time (VT) fuzes. For the 120-mm mortars, we had HE, illumination and WP with PD, delay and proximity fuzes. We also carried 81-mm HE with the same fuzes. (引用者注)PD;point-detonating 弾頭信管; delay fuze 延期信管; proximity fuzes近接信管; cf.着発信管 contact fuse // impact fuse // impact fuze // percussion fuze a. Range of Munitions. The munitions at our disposal gave us excellent flexibility. The 81-mm munitions allowed us to deliver extremely close fires to friendly forces while we used larger caliber munitions to engage and destroy heavily fortified houses and bunkers. The standard table of organization and equipment (TOE) for a mechanized battalion does not include 81-mm mortars, something the Army should examine and correct. b. White Phosphorous. WP proved to be an effective and versatile munition. We used it for screening missions at two breeches and, later in the fight, as a potent psychological weapon against the insurgents in trench lines and spider holes when we could not get effects on them with HE. We fired “shake and bake” missions at the insurgents, using WP to flush them out and HE to take them out. c. Hexachloroethane Zinc (HC) Smoke and Precision-Guided Munitions. We could have used these munitions. We used improved WP for screening missions when HC smoke would have been more effective and saved our WP for lethal missions. We had several important targets, often reinforced houses that FOs had eyes on, that would have been more effectively engaged with a precision-guided munition, such as Copperhead with its shaped charge or the developmental Excalibur Unitary round that is concrete piercing (to be fielded in 2006). Barring the use of such precision-guided munitions, concrete-piercing (CP) fuzes would have been more effective than delay and PD fuzes were, but the latter were satisfactory. d. Ammo Resupply. The biggest challenge we had was ammunition resupply. The amount of munitions expended was surprising, and we had to struggle to keep our cannons and tubes supplied. The targeting officer at the TOC and the S4 did a fantastic job of obtaining ammunition, but in the future, it would be easier to over-anticipate ammunition needs before the fight and stockpile it. The Marines gave us what they had, and the location of the Paladin platoon on FOB Fallujah helped greatly. The fact that the Paladin platoon brought a palletized loading system (PLS) was a huge plus. It allowed the S4 to coordinate for ammunition and the Paladin platoon to pick it up. In the final analysis, it all worked, but I recommend we not put ourselves in that position again. We never ran out of ammunition, but we came close several times. 10. CAS. We used CAS well in this fight, dropping more than 15 guided-bomb unit-12s (GBU-12s), which are laser-guided 500-pound bombs; four 2,000-pound joint direct attack munition (JDAMs) penetrators; and one Maverick. We also had more than six hours of AC-130 Specter gunship support. a. CAS Effectiveness. We had problems with the GBU-12s. At least five duds were dropped, all from F/A-18s. The AC-130 was an awesome weapon, operating at night and prepping our deep battlespace with outstanding accuracy. The four JDAM penetrators were dropped on a bunker complex with excellent results. The bunker and more than 20 AIF were destroyed. Initially, we had difficulty working with Marine air. However, once our JTACs learned the system, it worked rather well. An air liaison officer (ALO) from the Marines at the TOC would have helped in the early stages and facilitated the use of more Marine CAS. b. Pulling Timely Air Assets. While the Air Force JTACs were useful on the ground, they had limited success pulling timely air assets. A TOC ALO is a must for two reasons first, a Marine ALO with direct access to higher will pull air assets more quickly and be able to disseminate their fires faster than an Air Force JTAC on the ground. Second, you need an officer who understands the Marine system attached to the FSE for better coordination. Air assets are requested through a different system than indirect lethal fires. An ALO with two radios tied in to higher and the battalion is a must and will cut air request times in half. Although air was planned, it often was difficult for the battalion JTAC to talk to the RCT-7 ALO and get air when needed. c. CAS and Other Indirect Fires. A big lesson is that CAS was not a substitute for responsive artillery and mortars. CAS was most effective in the deep fight, particularly when used on intelligence-driven targets. 11. Unmanned Aerial Vehicles. 12. Personnel Manning. 13. Training. 14. Conclusion. The contributions of indirect fires were a decisive part of the Battle of Fallujah and contributed tremendously to the outcome of the fight. They allowed the maneuver forces to rapidly move through the city with minimum casualties and demonstrated what a joint and combined arms team can do. The effects were physically and psychologically devastating. Not only did indirect fires destroy AIF personnel, but they also destroyed their will to stand and fight. Indirect fires also positively influenced our forces by demonstrating to commanders on the ground that overwhelming firepower was at their disposal. The Paladin platoon greatly increased the TF’s firepower, timeliness and flexibility, allowing us to move at an unprecedented pace through a fortified city. We learned to use indirect fires early and often in large volumes. During the course of the battle, more than 2,000 artillery and mortar rounds were fired and more than 10 tons of precision Air Force munitions were dropped. However, as successful as we were, had the battle lasted longer it would have been difficult to sustain fire support operations. We must learn from this fight to prepare for the future. At the end of the fight we thought back on some of the things we were the proudest of. What jumped to the forefront was infantry and tank platoon sergeants, platoon leaders and company commanders telling us that the artillery and mortars were awesome. At the end of the day, that is what it is all about our maneuver brethren recognizing why we are called the “King of Battle.” Captain James T. (Tom) Cobb has been assigned to 1st Battalion, 6th Field Artillery (1-6 FA), 1st Infantry Division, and served as the Fire Support Officer (FSO) for Task Force 2d Battalion, 2d Infantry, (TF 2-2 IN) in Operation Iraqi Freedom (OIF) II, including during the Battle of Fallujah. He also deployed with Kosovo Force (KFOR) 4B. First Lieutenant Christopher A. LaCour, assigned to 1-6 FA, has been the Targeting Officer for TF 2-2 IN in OIF II, including during the Battle of Fallujah. Also in OIF II, he was a Platoon Leader for 2/C/1-6 FA and, previously, a Fire Direction Officer in the same battery. Sergeant First Class William H. Hight, also assigned to 1-6 FA, has been TF 2-2 IN’s Fire Support NCO since September 2003, deploying in OIF II and fighting in the Battle of Fallujah. He also deployed to Bosnia as part of the Implementation Force (IFOR) and to Kosovo as part of KFOR 4B. Redleg CPT Jason Bender Selected Aviation Center Officer Instructor of FY04 CPTジェイソンベンダーが選択した砲手 FY04の航空センターのインストラクターの役員
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This article or section is in need of attention from an expert on the subject.Please help recruit one or improve this article yourself. See the talk page for details. This page has been marked as being in need of links to other iRO Wiki pages. For a pre-Renewal version of this article, click here. Job Base(s) Rogue Job Type 2-2 Transcendent Changes At Juno× Number of Skills 4 Total Skill Points 16 Total Quest Skills 0 Job Bonuses STR AGI VIT INT DEX LUK +9 +11 +4 +3 +12 +6 +← クリックで目次を開く Overview Job Change Guide BuildsDagger Bow STR/AGI/DEX Melee STR/DEX/VIT Melee DEX Divest/Bow DEX/INT Divest EquipmentPvM※Full Divestment Class DataSkills Job Bonuses ASPD See Also External Links Overview If you re being pursued by a Stalker, you d best give up all hope of escape. They specialize in spying, sabotage and stalking, stalking, stalking! They are completely undetectable unless they want their prey to know they were after them—a form of mental torture they relish. The thrill of the chase is personified in the elusive Stalker. And if you get the ridiculous idea of capturing a Stalker, save yourself the trouble and simply accept defeat. They were originally trained to spy upon the Assassins for the Rogue guild but refusing, they now roam alone through the lands. A Stalker is the Transcendent variant of Rogues. Most melee classes try to avoid them like the plague in fear of getting fully divested and then clobbered by one of their many copied skills during WoE. Stalkers are geared more towards PvP× and WoE×, however most builds can do PvM× just as well. Their main forte is the now improved intimidating capability. They can opt to keep any skill gained via Intimidate× by simply casting Preserve×. Most prefer to intimidate Bowling Bash×, it works well with most of their builds. One of their other favored skills is Storm Gust× being cast at its lowest level, which -usually executed after Divest Armor× or Full Divestment×- will render most targets immobile in PvP environment. Their stealth capability also has been improved thanks to the skill Stealth×, complementing Stalk× well. Although being prone to AoE skills, it makes the caster impervious to detection skills like Sight× while also being able to move relatively faster than during stalk. This makes Stalkers one of the two most preferred classes (the other being the Assassin Cross) for guild leader×s, by utilizing Urgent Call× behind enemy lines after successfully avoiding detection. Slap on a Guard of the Deaf that will render them immune to magic, and they are nearly unstoppable in their tracks. Job Change Guide To become a Stalker, you must find a book called the Book of Ymir in Sage Castle , Juno×. The book will lead you to Valhalla so you can change your job through the Lord Knight job NPC×. Also you must reach at least job level 40 as a transcendent 1st class character. 1.Sage Castle is located at 11 o clock direction (yuno 88,320) in Juno. 2. Book of Ymir is located inside a room behind an NPC called Metheus Sylphe (yuno_in02 88,164). 3.The Book of Ymir (yuno_in02 94,206) will teleport you to Valhalla. 4.Find and talk to a job NPC suited to your 2nd class. Builds Among the classes in Ragnarok Online, the Stalker is one of the most, if not the most versatile class in the game. They can be basically any type of class in the game, melee, ranged or even caster type. Because of this there are really no specific builds for the class. However, depending on what you want to do with your stalker, there are a few guidelines. Dagger There are a few varying builds for the dagger× stalker. One chooses to distribute their stats mainly in only three categories, strength, vitality, and dexterity. The other will spread their stats out into one more category, agility. While classes with high vitality fare better in WoE for the most part, as a thief class agility is a very important stat. Basically, even if you chose to distribute your stats into 3 main categories, strength, vitality, and dexterity, you would still want a fair amount of agility, with a thief’s flee bonus you can get 200+ flee easily with just a little bit of agility. Agility also is an important factor in attack speed based skills such as Bowling Bash, a skill most stalkers use often. However, this doesn’t necessarily mean that you need to add 100+ agility, a small amount around 50 is fine for most builds. Bow Bow× builds can have more even variations than Strength based builds, they can be melee based, ranged or even caster. In addition, with their high levels of dexterity they can utilize strip skills to their full potential. Only needing to distribute stat points into two main categories, dexterity and vitality, bow builds can have more points left over for other stats such as intelligence, enabling them to use their many sp heavy skills much easier. However, their main deficiency is that they cannot wear bucklers while dealing damage, leading them to add large amounts of vitality to compensate. However, some variations of bow builds will add larger amounts of agility than vitality, favoring the high flee they are able to achieve quite easily. Below are some example builds, to help decided what you may want. STR/AGI/DEX Melee STR× 100-120 AGI× 50-90 VIT× 30-50 INT× 1-20 DEX× 50-70 LUK× 1 Weapons Triple Card×ed Saber , Triple Carded Gladius , Elemental Damascus , Ice Pick× This build does well in PvM, and is not entirely negligible in PvP or WoE especially with the introduction of the Soul Linker class and its Rogue Spirit× for it made the additional +16 STR (at Lv.5) buff of Stealth to last for 300 seconds. The flee gained from the moderate to high AGI helps solo leveling considerably, and also gives an edge at spamming ASPD based skills in PvP environment. Their lower DEX makes Full Divest less effective, albeit far from useless. They can also opt to fill the same roles as a Gank Rogue does. Their preferred intimidated skills are Bowling Bash, Heal× and Raging Trifecta Blow×. STR/DEX/VIT Melee STR 110-140 AGI 1-30 VIT 40-70 INT 10-30 DEX 80-100 LUK 1 Weapons Triple Carded Saber or Blade , Elemental Swords, Ice Pick The VIT based melee is a tad harder to solo level than the AGI build. But since their stat points are spread only into three stats (instead of four), they can opt to get more STR, DEX and VIT respectively. Their moderate VIT makes them more durable and resilient to status effects, and their higher DEX boosts the usefulness of their divest skills. They can also reach 140 STR with Stealth bonus. Leveling is done with Bowling Bash mainly. DEX Divest/Bow STR 1-50 AGI 1-70 VIT 50-90 INT 10-50 DEX 110-130 LUK 1 Weapons Carded or Hybrid Bows This is the solid divest build. They can choose between WoE or PvP by balancing their stats between AGI and VIT. Either way, their DEX will give them a definite edge at divesting in any PvP environment. They can also choose between melee or range by getting either Double Strafe× or Intimidate. Using intimidated skills with a bow also has the added benefit of element on demand thanks to elemental arrows×. This Build mainly prefered as a Guild Leader. Their preferred skill to intimidate is Bowling Bash. They can also go with intimidated Double Strafe if the need arises. DEX/INT Divest STR 1-20 AGI 1 VIT 40-60 INT 70-110 DEX 110-130 LUK 1 Weapons Various Daggers, Bows or Bazerald This build is fairly popular. High DEX for divest and fast cast time, moderate to high INT for large sp-pool and damage with skills. Although the build doesn t leave much room for VIT, they can balance it with INT/DEX for less damage or cast time in favor of resistance/durability. Their preferred skill is Claymore Trap× or Land Mine× for leveling unlike most other builds. The high INT and DEX increases the damage of Claymore Trap and Land Mine, possibly to stronger extent than the usual builds of Hunter and Sniper. It also makes them a viable Wizard if they copy Storm Gust× and coupled with Close Confine× and Full Divestment as a good stopping power during WoE (bar Full Chemical Protection×). Equipment PvM Headgear Musketeer Hat Chick Hat Rideword Hat [1] Fish in Mouth Apple of Archer ※ Armour Thief Clothes [1] + Pecopeco Card or Porcellio Card Garment Wool Scarf [1] + Raydric Card Shoes Tidal Shoes [1] + Matyr Card or Green Ferus Card Shackles Accessory Orleans s Glove [1] + Zerom Card ※ Clip [1] + Marine Sphere Card Bloodied Shackle Ball Weapon Gakkung Bow [2] + Skel Worker Card Orc Archer Bow + Steel Arrow Main Gauche [4] + Drops Card ※ x 4 Ice Pick Shield Buckler [1] Stone Buckler [1] Valkyrja s Shield [1] ※Full Divestment Preferably use these items before casting Full Divestment to increase your success rate. Class Data Skills For more information about Rogue skills, click here. Skill Description Levels Type Counter Instinct× Parry up to 3 attacks, reflecting some of the received damage back to the enemy. 5 Active Full Divestment× Simultaneously remove an enemy s Helm, Armor, Weapon and Shield by chance. 5 Active Preserve× Prevents a stalker from learning a new skill from Intimidate× for 10 min. 1 Active Steal Backpack× Effect unknown. Unimplemented 10 Active Stealth× Hides the stalker and makes the stalker immune to any detecting skills. 5 Active Job Bonuses Stat\Amount +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 STR 1 11 22 32 43 47 53 62 67 AGI 2 9 12 21 27 34 41 45 58 64 70 VIT 6 15 42 63 INT 5 44 57 DEX 10 16 17 26 29 37 38 49 52 56 60 66 LUK 4 20 24 31 50 59 ASPD This article or section is in need of attention from an expert on the subject.Please help recruit one or improve this article yourself. See the talk page for details. See Also Stalker Leveling× External Links Skilltree at Himeyasha s Skill Simulator -Rogue ・ Stalker ・ Shadow Chaser Rogue ・ Stalker ・ Shadow Chaser 2nd ClassSkills Back Stab× ・ Close Confine× ・ Divest Armor× ・ Divest Helm× ・ Divest Shield× ・ Divest Weapon× ・ Double Strafe× ・ Gank× ・ Haggle× ・ Intimidate× ・ Mug× ・ Piece× ・ Remove Trap× ・ Remover× ・ Scribble× ・ Sightless Mind× ・ Slyness× ・ Snatch× ・ Stalk× ・ Sword Mastery× ・ Vulture s Eye× TranscendentSkills Counter Instinct× ・ Full Divestment× ・ Preserve× ・ Steal Backpack× ・ Stealth× 3rd ClassSkills Bloody Lust× ・ Body Painting× ・ Chaos Panic× ・ Deadly Infection× ・ Dimensional Door× ・ Divest Accessory× ・ Fatal Manace× ・ Feint Bomb× ・ Invisibility× ・ Maelstrom× ・ Manhole× ・ Masquerade-Enervation× ・ Masquerade-Groomy× ・ Masquerade-Ignorance× ・ Masquerade-Laziness× ・ Masquerade-Unlucky× ・ Masquerade-Weakness× ・ Reproduce× ・ Shadow Formation× ・ Shadow Spell× ・ Triangle Shot× Quests Rogue Job Change Guide ・ Rogue Skill Quest ・ Rebirth Walkthrough ・ Shadow Chaser Job Change Guide Weapons× Bow× ・ Dagger× ・ One Handed Sword× -Classes of Ragnarok Online Classes of Ragnarok Online Novice Class Novice ・ High Novice ・ Super Novice First Class / High First Class Acolyte ・ Archer ・ Mage ・ Merchant ・ Swordman ・ Thief Second Class Priest ・ Monk ・ Hunter ・ Bard ・ Dancer ・ Wizard ・ Sage ・ Blacksmith ・ Alchemist ・ Knight ・ Crusader ・ Assassin ・ Rogue Transcendent Second Class High Priest ・ Champion ・ Sniper ・ Minstrel ・ Gypsy ・ High Wizard ・ Scholar ・ Mastersmith ・ Biochemist ・ Lord Knight ・ Paladin ・ Assassin Cross ・ Stalker Third Class Arch Bishop ・ Sura ・ Ranger ・ Maestro ・ Wanderer ・ Warlock ・ Sorcerer ・ Mechanic ・ Geneticist ・ Rune Knight ・ Royal Guard ・ Guillotine Cross ・ Shadow Chaser Expanded Class Gunslinger ・ Ninja ・ TaeKwon Kid Expanded Second Class TaeKwon Master ・ Soul Linker ・ Kagerou ・ Oboro ・ Rebel× Doram Summoner Categories Pages needing expert attention | Articles Needing Interwiki Links | Stalker | Classes | Rogue
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