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https://w.atwiki.jp/takumi-memo/pages/42.html
Overview This tutorial describes how to define a plugin which has a pluggable service, exposed as a component, where plugins are comprised of a custom plugin module type. This covers several items * Defining a Module Type * Defining a Service that allows implementations of the Module Type to be listed * Implement an instance of the Module Type The example we are implementing is a reporting service that provides a way for other plugins to provide reports to be viewed through a single interface. Required Knowledge To complete this tutorial, you must already understand the basics of Java development classes, interfaces, methods, how to use the compiler, and so on. You should also understand * How to create an Atlassian Confluence plugin project using the Atlassian Plugin SDK. * How to compile and install your project within Confluence. As this is an advanced plugin tutorial we will only highlight or discuss the important parts of the implementation. You should also review the source code for the two example plugins while reading this tutorial. Plugin Components This tutorial contains two components * Reporting Service (confluence-reporting-service) - which defines a custom report-descriptor plugin module and displays reports * System Information Report (system-config-report) - which implements the report-descriptor plugin module to display a simple report about the Confluence system Report Service Plugin The Report Service Plugin contains an user interface for viewing the registered reporters and for triggering reports. It also contains the new plugin module type that report implementing plugins can use to identify their reports. New Module Type We are defining a new module type called report in this plugin which allows other plugins specify reports that they are able to produce. A report consists of several properties, used to identify each report, and a method which causes the report to be generated and the results returned. Each plugin that wishes to generate reports must implement the following Report interface for each report they wish to export ? public interface Report { public String generateReport(); public String getName(); public String getDescription(); public String getKey(); } At this point it is possible to consider an alternative solution to the one we demonstrate here rather than define a custom module type other plugins could explicitly and programmatically publish their Report types in a similar manner to the Observer Pattern design pattern. The difference between these approaches will be commented on at the end of the turorial. In order that plugins can expose their Report types we define a new XML element to be used in the atlassian-plugin.xml, this is achieved by extending the AbstractModuleDescriptor ? public final class ReportDescriptor extends AbstractModuleDescriptor Report { public Report getModule() { return ((AutowireCapablePlugin) getPlugin()).autowire(getModuleClass()); } } and adding the new module type to the atlassian-plugin.xml so that other plugins can use the report element ? module-type key="report" class="com.adaptavist.tutorials.reportingexample.core.ReportDescriptor" name="Report Module Descriptor" description Module Descriptor for 'report' module type. /description /module-type Report Service So that this plugin and others can query and/or generate the defined reports we implement a simple service component, ReportService, which is exposed publicly in the plugin xml file ? component key="report-service" class="com.adaptavist.tutorials.reportingexample.core.DefaultReportService" name="Report Service" public="true" interface com.adaptavist.tutorials.reportingexample.core.ReportService /interface /component The DefaultReportService implementation of the ReportService interface uses the PluginAccessor to access all the report plugin modules ? public List Report getAllReports() { List ReportDescriptor reportDescriptors = pluginAccessor.getEnabledModuleDescriptorsByClass(ReportDescriptor.class); List Report reportTypes = new ArrayList Report (reportDescriptors.size()); for(ReportDescriptor descriptor reportDescriptors) { reportTypes.add(descriptor.getModule()); } return reportTypes; } this means that at each invocation the list of available plugins is rebuilt, a type of dynamic lookup which is in part what allows this plugin to be "pluggable". Report Web Interface The admin report interface is created using a standard web work action, and web-ui module to provide a link in the Confluence admin console. If you have created a plugin with a custom action previously there should be nothing unfamiliar in the setup, if not then there are several tutorials which will easily guide you through this process. The UI performs two basic tasks it displays all the available reports, and displays the output of any one report. In both cases the Action simply invokes a method on the ReportService to find the appropriate Report(s). Because the actions are given a path underneath /admin default Confluence interceptors ensure that only admin users have access to the reports. Build and install Once these three components have been set up, you should be able to build and install the plugin in Confluence. When you access the report menu, either via the plugin configure link or the link on the admin sidebar, no reports will be listed as there are no plugins that have a report module installed yet. System Reporting Plugin * Implements the Report and returns the system information (similar as to Confluence Admin System Info page) formatted as a simple (undecorated) HTML page. pom.xml setup As we are going to extend the Report interface provided in the Report Service plugin we will need to add it as a dependency to our maven project file. Before you can do this we need to install the service plugin into our local maven repository. From where the service plugin is checked out type ? mvn install or (if using the plugin sdk) ? atlas-mvn install to install into your local repository. This will need to be repeated anytime there is an update to the report service plugin. Now we can add the dependency to our pom.xml for the system reporting plugin ? dependency groupId com.adaptavist.tutorials.reportingexample /groupId artifactId confluence-reporting-service /artifactId version 1.0-SNAPSHOT /version scope provided /scope /dependency Creating the Report To create a new custom report we need to create a class that implements the Report interface. Our example report SystemInformationReport provides simple information about the Confluence system it is installed on. ? public String generateReport() { return "Global Spaces " + systemInformationService.getUsageInfo().getGlobalSpaces() + " br/ Pages " + systemInformationService.getUsageInfo().getCurrentContent(); } Once the report is implemented we need to add it to our atlassian-plugin.xml config. We use the new report module to define our report ? report key="systeminfo-report-descriptor" name="System Information Report" class="com.adaptavist.tutorial.reporting.example.SystemInformationReport" / Build and Install into Confluence Because the system information report plugin depends on the module defined in the reporting service plugin it must be installed into Confluence first. During development we have found that updating the plugin that defines a new modules type (e.g. confluence-reporting-service) won't re-register all the implementing modules. Uninstalling and reinstalling the implementing modules will normally fix it, or a full system restart. This does slow down development somewhat. Conclusion While this example is kept very simple it is possible to see how it could be extended in to an advanced reporting framework where plugins could export reports covering usage, configuration, or be able to output in different formats (XML, PDF, Word) or collate several reports in to one. Alternatively this mechanism of providing a easily extensible plugin can be applied to other situations. As mentioned earlier in the tutorial this is not the only possible solution to the problem; the DefaultReportService performs a dynamic lookup each time all or one of the Report instances must be fetched which as the number of installed plugins grows, or the number of defined reports, increases in overhead. Implementing the Observer pattern may also help alleviate this, but that is out of scope for this tutorial.
https://w.atwiki.jp/arma3editor/pages/6.html
Arma 3 Cars Config Guidelines 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。 ワープロモード:参照http //www54.atwiki.jp/arma3editor/pages/4.html 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。 physx bound.jpg 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 名前 コメント
https://w.atwiki.jp/nicocachenlwiki/pages/24.html
1. 依存ライブラリのダウンロード https //www.bouncycastle.org/download/bouncy-castle-java/#latest から bcprov-jdk15on-*.jar と bcpkix-jdk15on-*.jar と bcutil-jdk15on-*.jar をダウンロードして それぞれリネームして bcprov.jar と bcpkix.jar と bcutil.jar とし、libフォルダに配置します。 2. genCerts.batの実行 これによりcertsフォルダ内に鍵と証明書(ca.cer, ca.jks, site.cer, site.jks)が生成されます。 certsフォルダ内のファイルは公開しないように注意してください。 証明書を再生成したときはNicoCache_nlの再起動も必須です。 3. config.properties へ enableMitm=true を設定 4. ブラウザに生成された認証局の証明書をインポート a) Chrome(Windows10)の場合 a-1. Windowsボタン certmgrと入力 ユーザー証明書の管理 a-2. 信頼されたルート証明機関をクリック後、操作 すべてのタスク インポート a-3. certs/ca.cerを選択してインポート a-4. Chromeを再起動 b) Firefoxの場合 b-1. 設定 プライバシーとセキュリティ 証明書 証明書を表示 認証局証明書 インポート b-2. certs/ca.cerを選択 b-3. 「この認証局によるウェブサイトの識別を信頼する」にチェック b-4. Firefoxを再起動します c) Firefoxの場合2 c-1. URLバーにabout configと入力. c-2. security.enterprise_roots.enabledをtrue. c-3. Firefoxを再起動. c-4. これでWindows証明書ストアのルート証明書を認識させることができます d) iPhoneの場合 d-1. ca.cerをメールで添付して送ります (注:ca.jksの方は機密情報が入っているので送らないで下さい) d-2. ca.cerを開いてプロファイルのインストールを行います。 d-3. 設定 一般 情報 証明書信頼設定 から ルート証明書を全面的に信頼します 注: pacファイルを利用している場合はpacファイルが古くないか確認! - ... // nicovideo,smile,nimg,dmcへのアクセスを全てNicoCache_nl経由にする proxy.pac // https対応 function FindProxyForURL(url, host) { if ((shExpMatch(host, "*.nicovideo.jp") || shExpMatch(host, "*.smilevideo.jp") || shExpMatch(host, "*.nimg.jp") || shExpMatch(host, "*.dmc.nico") ) (url.indexOf("http ") == 0 || url.indexOf("https ") == 0)) { return "PROXY 127.0.0.1 8080"; } return "DIRECT"; } ユーティリティソフト 証明書管理ユーティリティを作成しました NicoCache_nl Easy Batch.7z_2020/08/15版 BouncyCastleでダウンロードしたbcprov-jdk15on-*.jarとbcpkix-jdk15on-*.jarをgenCerts.batで実行してファイルが出ない場合は、高速インストーラのなかにあるbcprov-jdk15on-*.jarとbcpkix-jdk15on-*.jarを使えばおk -- 名無しさん (2021-07-22 13 08 38) 名前 コメント
https://w.atwiki.jp/cohstatsjp/pages/142.html
Weapon Anti Building Incendiary Device Anti Building Incendiary Device Damage 1.5-0.5 Fire Aim Time 0-0 Range Max 20 Min 0 L 20 Aim Multiplier L 1 AOE Distance L 6 M 20 M 1 M 1.5 S 15 S 1 S 0.5 Accuracy L 1 Ready Aim Time 0-0 AOE Accuracy L 1 M 1 Post Firing Aim Time 0 M 1 S 1 Post Firing Cooldown 0 S 2 Reload 0-0 AOE Damage L 0.2 1 Reload Multiplier L 1 Penetration L 1 M 0.6 1 M 1 M 1 S 1 1 S 1 S 1 AOE penetration L 1 Cooldown 0-0 Deflection Multiplier 1 M 1 Cooldown Multiplier L 1 Suppression L 0 S 1 M 1 M 0 AOE Suppression L 0.1 0.1 S 1 S 0 M 0.125 0.125 Wind Up 0.9 Nearby Supp. Multiplier 1.5 S 0.15 0.15 Wind Down 1.1 Nearby Supp. Radius 10 Setup Time 0 Vs. Supp. Targets A 1 Fire Cone Angle 60 Burst Duration 0-0 P 1 Tracking Vertical 40--40 Rate of Fire 0-0 D 1 Tracking Horizontal -60-60 Reload Frequency 0-0 S 1.25 Speed Vertical 360 Moving Accuracy 1 Speed Horizontal 360 Moving Burst 1 Scatter Angle 3 Moving Cooldown 1 Scatter Max 3 AA Weapon false Acc. Incremental 1 Scatter Offset 0.2 Attack Ground true Search Radius L 0 Scatter Ratio 0 Projectile incindiary_grenade M 0 FoW Angle Mult. 1.5 S 0 FoW Distance Mult. 1.5 Cover Type Accuracy Damage Suppression Penetration Default 1 1 1 1 Garrison 1 1 0 1 Halftrack 0.1 0.1 0 0.1 Heavy 1 1 1 1 Light 1 1 1 1 Negative 1.5 2 1.25 1 Open 1.25 1 1 1 Smoke 1 1 1 1 Trench 1 0.75 0 1 Water 1 0 0 0 Bunker 1 1 0 1 Emplacement 0.5 1 0.75 1 Target Name Acc Mov Dmg Pen R-Pen Sup Pri Infantry 1 1 1 1 1 1 80 Infantry Airborne 1 1 1 1 1 1 80 Airborne Inflight 1 1 1 1 1 1 50 Infantry Heroic 1 1 1 1 1 0.5 80 Infantry Elite 1 1 1 1 1 1 80 Infantry Sniper 1 1 1 1 1 1 80 Infantry Soldier 1 1 1 1 1 1 80 Bren Carrier 1 1 0.25 1 1 1 50 Motorcycle 1 1 1 0.25 1 1 80 Jeep 1 1 0.25 1 1 1 60 M3 Halftrack 1 1 0.25 1 1 1 60 Greyhound 1 1 0.25 1 1 1 55 Stuart 1 1 0.25 0 1 1 50 Sdkfz 234 Puma 1 1 0.25 1 1 1 55 Sdkfz 251 Halftrack 1 1 0.25 1 1 1 60 Sdkfz 22x 1 1 0.25 1 1 1 50 M10 TD 1 1 0.25 0 1.62 1 50 Sherman 1 1 0.25 0 1.57 1 50 Flak Panzer 1 1 0.25 0 1.8 1 50 Panther 1 1 0.25 0 1 1 50 Panther w/Skirts 1 1 0.25 1 1 1 50 Panzer IV 1 1 0.25 0 1 1 50 Panzer IV w/Skirts 1 1 0.25 1 1 1 50 StuG 1 1 0.25 0 1 1 50 StuG w/Skirts 1 1 0.25 1 1 1 50 Tiger 1 1 0.25 0 1.14 1 50 Churchill 1 1 0.25 0 1 1 50 Cromwell 1 1 0.25 0 1 1 50 Priest 1 1 0.25 0 1 1 50 Pershing 1 1 0.25 0 1 1 50 Marder III 1 1 0.25 0 5 1 50 Hetzer 1 1 0.25 0 1 1 25 Hummel 1 1 0.25 0 3 1 50 Jagdpanther 1 1 0.25 0 1 1 50 Team Weapon 1 1 0.25 1 1 1 5 Howitzer 1 1 0.25 1 1 1 25 Towed Gun 1 1 0.25 1 1 1 25 Flak 88 1 1 0.25 1 1 1 25 P47 Thunderbolt 1 1 1 1 1 1 25 Building Construction 1 1 1.5 3 1 1 25 Building 3 1 1.25 3 1 1 20 Checkpoint 3 1 1.25 3 1 1 0 Bunker 1 1 1.25 10 1 1 3 CW Emplacement 5 1 1.25 1 1 1 25 CW Emplaced HQ 1 1 1 1 1 1 25 CW Mobile HQ 1 1 0.5 1 1 1 25 Defenses 1 1 0.5 3 1 1 25 Defenses Construction 5 1 5 1 1 1 25 Trench 1 1 1 2 1 1 25 Mine 1 1 1 2 1 1 25 Mine Airdrop 1 1 1.5 2 1 1 40 Detector Radio 1 1 1 1 1 1 10 Bridge 1 1 0.05 0 1 1 25
https://w.atwiki.jp/mainichi-matome/pages/5630.html
The story below is originally published on Mainichi Daily News by Mainichi Shinbun (http //mdn.mainichi.jp). They admitted inventing its kinky features, or rather deliberately mistranslating them from the original gossip magazine. In fact, this is far from the general Japanese' behavior or sense of worth. このページは、毎日新聞事件の検証のための配信記事対訳ページです。直接ジャンプして来られた方は、必ずFAQをお読みください。 ※ この和訳はあくまでもボランティアの方々による一例であり、翻訳の正確さについては各自判断してください。もし誤訳(の疑い)を発見した場合には、直接ページを編集して訂正するか翻訳者連絡掲示板に報告してください。 Who needs a gym when you have Chocoball's 'station bento' sexercise workout?チョコボールの『駅弁』セクササイズ・トレーニングさえあればジムなんて必要ない 参考資料 拡散状況 関連ページ Who needs a gym when you have Chocoball's 'station bento' sexercise workout? チョコボールの『駅弁』セクササイズ・トレーニングさえあればジムなんて必要ない 元記事(削除済み):http //mdn.mainichi.jp/culture/waiwai/news/20080417p2g00m0dm020000c.html 0 Who needs a gym when you have Chocoball's 'station bento' sexercise workout? 2008,04,17 Spa! 4/10 By Ryann Connell チョコボールの『駅弁』セクササイズ・トレーニングさえあればジムなんて必要ない 2008,04,17 SPA! 4/10 ライアン・コネル記 1 Bonking can make you muscle-bound for free, Japan's original macho man porn star Chocoball Mukai tells Spa! (4/10). セックスをすると無料で筋肉でガチガチになれる、と日本のマッチョポルノ男優の元祖・チョコボール向井は、SPA!(4/10)に語る。 2 "We build up our bodies every time we have sex," the 42-year-old stick flick star tells Spa! "Depending on the position you adopt, the part of the body you build up is going to be different. Take the missionary position. Instead of lying on top of the woman, support yourself by your arms and do push-ups instead." 「私たちはセックスをするたび毎回体を鍛え上げます」とこの四十二歳の竿を振り回す人気者は言う。 「どの体位でするかに依って、鍛え上げられる体の部位が異なります。正常位の場合、女性の上で横たわるかわりに、自分の腕で自分自身を支えて、かわりに腕立て伏せをしてください」 3 Chocoball appears in pictures accompanying the article together with a young starlet where they demonstrate what he explains. For the missionary position, he has straightened his back and arms and is ready to thrust by flexing his biceps and forearms instead of grinding his hips. チョコボールは売り出し中の若手女優と一緒に解説とともに、動画――そこで彼らは説明したことを実践するのだ――に登場する。 正常位の場合、彼は背中と腕を伸ばし、自分の腰を振り回すかわりに上腕と前腕を曲げて、グイッとつく体勢になる。 4 Guys can still get a free workout in a number of ways with the woman riding atop, Chocoball notes for the men's weekly. ほかにも、男たちは女性に騎乗された状態でいくつもの無料のトレーニングができる、とチョコボールはSPA!のために指摘する。 5 Stomach crunches become possible if the guy keeps his legs parallel to the ground and stretches up to fondle, lick or kiss the breasts, thus working on the upper abdominal muscles. もし男が足を地面と平行にし続けて、体を伸ばして胸を愛撫し・舐め・キスすれば、腹筋の上部が使われるので、腹筋運動が可能になる。 6 To give the lower abs a workout, lie flat down and raise the legs airwards, Chocoball advises. 腹筋の下部をトレーニングするためには、うつぶせになって空中に足を上げよ、とチョコボールは助言する。 7 Arguably, Chocoball's best-known position is what the Japanese call the ekiben, where the standing man holds the woman up, while she wraps her arms around his neck. The ekiben gets its name from the large trays attendants sling around their neck and support with their arms on both sides that they use to carry ekiben boxed lunches sold at train stations. おそらくは間違いなく、チョコボールのもっとも有名な体位は、日本人が駅弁位と呼ぶところのものである。この体位では、女性が腕を男性の首に回し、それと同時に彼が立ったまま彼女を抱き上げる。 駅弁位という名前は、接客係が首の周りに掛けて、両側を腕で支える大きなトレーに由来する。接客係は、それを使って列車の駅で箱に入れられた食べ物・駅弁を運ぶのだ。 8 Chocoball says the key to making this position a cheap workout to build up muscles lies in supporting the woman by holding her thighs and using the arms to move her up and down. この体位を筋肉を鍛え上げるための安価なトレーニングにする秘訣は、女性の太ももを抱えて腕をつかって彼女を上下動させる、女性の支え方にある、とチョコボールはいう。 9 For advanced proponents of ekiben sexercise, simply repeat the above process while bending the knees further than usual, giving the hamstrings a workout at the same time. 駅弁エクササイズ賛同者の上級者向けとしては、通常よりも膝を曲げながら上述のプロセスを繰り返すだけでよい。そうすると同時に大腿後面の筋肉群をトレーニングできるのだ。 10 Chocoball tells the men's weekly ekiben sexercise can bulk up the upper arms, back and leg muscles. チョコボールはSPA!に、駅弁エクササイズで上腕・背面・足の筋肉を増量できるという。 11 "We try to make sex look as flamboyant as possible, so on film we're usually on the job for at least 30 minutes a time, which is always pretty good exercise," Chocoball tells Spa! "Do it every day and you'll be built like a tank in no time." (By Ryann Connell) 「私たちはセックスを可能な限りけばけばしく見せようとしているので、AVでは、私たちは通常一度に少なくとも三十分間やるべきことをやります。これはいつも上質のエクササイズになります」と、チョコボールはSPA!に語る。 「これを毎日やれば、すぐに戦車みたいな魅力的な体つきになれます」(ライアン・コネル記) 12 (Mainichi Japan) April 17, 2008 (毎日 日本) 2008年4月17日 参考資料 チョコボール向井 http //ja.wikipedia.org/wiki/%E3%83%81%E3%83%A7%E3%82%B3%E3%83%9C%E3%83%BC%E3%83%AB%E5%90%91%E4%BA%95 拡散状況 Japanese Style Noodles http //www.japanesestylenoodles.com/waiwai/archive20080417 英語版Wikipedia http //en.wikipedia.org/wiki/Chocoball_Mukai 英語サイト http //www.eunuch.org/vbulletin/showthread.php?t=13148 http //www.gaijinpot.com/bb/showpost.php?p=619619 http //www.japanaddicted.com/index.php?name=News file=article sid=4735 関連ページ Japanese Style Noodles WaiWaiの記事を転載した英語サイト:E WaiWaiの記事を転載した英語サイト:G WaiWaiの記事を転載した英語サイト:J 毎日新聞英語版から配信された記事2008年 英語版Wikipediaに記事が及ぼした影響
https://w.atwiki.jp/confiance/
メインページ このwikiはAlliance of Valiant ArmsのクランであるConfianceのwikiです。 お知らせ 絶賛活動中です 現在クランメンバーは若干募集中です。 参加希望の方は、こちらへ。 メンバー紹介 http //www.nicovideo.jp/watch/sm15216613
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https://w.atwiki.jp/v-lyrics/pages/166.html
いのせんす [ TAG Alp-I E-I English KazuP Miku title] Music KazuP/KazuP Lyric KazuP/KazuP Arrange KazuP/KazuP Vocal Hatsune Miku Videos PVs ■ Show/Hide Video http //www.nicovideo.jp/watch/sm1826238 http //www.nicovideo.jp/watch/sm1826238 ■ Show/Hide PV http //www.nicovideo.jp/watch/sm5480792 http //www.nicovideo.jp/watch/sm5480792 Translations ■ Show/Hide Romaji 2009-03-23 First Entry Translation Draft by RomajiGateway 2009-07-23 Checked by damesukekun baacharu (virtual) to genjitsu no hazama de watashi wa umare aisarete kita ima dake onegai yume wo misasete natsu no owari ni watashi wa umareta atsui hi ga tsuzuku kono basho de machi nozondeta min-na wa watashi ni suteki na uta wo okutte kureta risou (substituted as "baacharu") to genjitsu no hazama de watashi wa umare aisarete kita riaru (real) na sekai wa fukuzatsu sugite tsukarechau tada suteki na uta ga kikitakute min-na watashi wo sodatete kureta ima dake onegai yume wo misasete tanoshii hibi mo itsukawa owaru to wakatte irukedo ima dakewa anataga kureta suteki na uta wo utatte itai nee iidesho ..? Innocence.... risou (substituted as "baacharu") to genjitsu no hazama de watashi wa umare aisarete kita riaru na sekai wa fukuzatsu sugite tsukarechau tada suteki na uta ga kikitakute min-na watashi wo sodatete kureta ima dake onegai yume wo misasete [部分編集] ■ Show/Hide English Translation 2009-03-23 First Entry 2009-07-15 21 44 51 (Wed) Last update Translated by soundares Title Innocence Lyric In between the gap of virtual and reality, I was born and I ve been loved. Please, just for now, let me dream. I was born in the end of summer. In this place where hot days had continued Everyone who awaited eagerly Had gifted me with wonderful songs. In between the gap of virtual and reality, I was born and I ve been loved. Real world is too complex it makes me tired. Simply hoping to hear wonderful songs, Everyone raised me up. Please, just for now, let me dream. Someday happy days will end. I understand that but just for now. The wonderful songs that you gave me.... I just want to keep singing.... hey, isn t it alright? Innocence.... In between the gap of virtual and reality, I was born and I ve been loved. Real world is too complex it makes me tired. Solely hoping to hear wonderful songs, Everyone raised me up. Please, just for now, let me dream. Comment If you have any advise or opinion for this post please write here.この投稿に対して助言、ご意見などありましたらこちらに書き込んで下さい。 Name Comment すべてのコメントを見る Last modified 2009-07-15 21 44 51 (Wed) Original Lyric, Nicosound MP3, etc http //www5.atwiki.jp/hmiku/pages/202.html http //nicosound.anyap.info/sound/sm1826238 http //www.nicomimi.com/play/sm1826238 Sub video, PV, other fan made video in YouTube http //www.youtube.com/watch?v=HkLDXsz6feI http //www.youtube.com/watch?v=50thNS5bWA8 (3D PV) [Add] http //www.youtube.com/watch/xxxxxxxxx ADD LINK すべてのコメントを見る http //www.youtube.com/watch?v=50thNS5bWA8 (3D PV) http //www.youtube.com/watch?v=HkLDXsz6feI (Information in this page is based on HatsuneMiku@Wiki) _
https://w.atwiki.jp/imperionjp/pages/29.html
現在このページは工事中です 民間関係(Civil buildings) +Research facility Research facility 効果:研究開発をする 詳細:さまざまな施設や船を開発可能にしたり基本能力を底上げする。 Research pointsはここでしか稼げないので優先的に拡張すると良い。 Engineering(土木開発) Building lots 施設設置場所を1箇所追加する Building stability 施設の基本防御力を20%上昇させる Geologic exploration 採取地を1箇所追加する Storage capacity 各倉庫の容量を10%上昇させる 研究名 unlock 1 2 3 4 5 6 7 8 9 10 Building lots - 295 440 650 1000 Building stability - 75 Geologic exploration - 650 1000 - - - Storage capacity - 65 Planetary Defense(防衛システム開発) Repair quota 防衛システムの回復量(基本30%)を5%上昇させる Concealment capacity 隠し倉庫の容量を上昇させる Blueprint 設計図:指定されている防衛システムが製造可能になる 研究名 unlock 1 2 3 4 5 6 7 8 9 10 Repair quota - 50 Concealment capacity - 15 35 55 75 95 115 Blueprint Flak battery 10 - - - - - - - - - - Blueprint Puls laser 50 - - - - - - - - - - Blueprint Gauss gun 200 - - - - - - - - - - Blueprint Interval artillery 700 - - - - - - - - - - Blueprint Tachyon emitter 1500 - - - - - - - - - - Blueprint Defense Missile 1 50 - - - - - - - - - - Blueprint Defense Missile 2 300 - - - - - - - - - - Blueprint Bionic Missile 300 - - - - - - - - - - Military Space Travel(軍事開発) Propulsion technology 移動速度を10%上昇させる(太陽系内の移動は適用外) Fuel consumption 隠し倉庫の容量を上昇させる Cargo capacity 資源積載量を5%上昇させる Tank capacity 航続距離を座標1マス分延長する Blueprint 設計図:指定されている戦闘機・ミサイルが製造可能になる 研究名 unlock 1 2 3 4 5 6 7 8 9 10 Propulsion technology - 170 Fuel consumption - 180 Cargo capacity - 90 Tank capacity - 60 85 Blueprint Fighter - - - - - - - - - - Blueprint Battleship 500 - - - - - - - - - - Blueprint Destroyer 550 - - - - - - - - - - Blueprint Heavy Cruiser 8000 - - - - - - - - - - Blueprint Pulsar 7500 - - - - - - - - - - Blueprint Bomber 5000 - - - - - - - - - - Blueprint Attack Missile 1 100 - - - - - - - - - - Blueprint Attack Missile 2 300 - - - - - - - - - - Blueprint Attack Missile 3 1000 - - - - - - - - - - Blueprint Attack Missile 4 3000 - - - - - - - - - - Blueprint Bionic Blast 500 - - - - - - - - - - Civilian Space Travel(民間開発) Recycling 隕石での資源回収時間を半分にする(回収準備時間10分は適用外)/解体回収率を5%上昇させる Worm hole physics 銀河間の移動時間を1時間短縮させる Expansion studies Expansion pointsを(消費research points x 5)増やす Propulsion technology 移動速度を10%上昇させる(太陽系内の移動は適用外) Fuel consumption 隠し倉庫の容量を上昇させる Cargo capacity 資源積載量を5%上昇させる Trade 市場の積載量を20%上昇させる Espionage スパイ能力上昇(Lv1:艦隊数/Lv2:資源量/Lv3:防衛システム/Lv4:研究レベル/Lv5:施設レベル)/隠匿率上昇 Tank capacity 航続距離を座標1マス分延長する Blueprint 設計図:指定されている民間機・ミサイルが製造可能になる 研究名 unlock 1 2 3 4 5 6 7 8 9 10 Recycling - 50 100 200 400 800 Worm hole physics 400 - - - - - - - - - - Expansion studies - 250 Propulsion technology - 75 Fuel consumption - 100 140 Cargo capacity - 100 Trade - 85 Espionage - 150 210 295 Tank capacity - 55 80 Blueprint Probe 220 - - - - - - - - - - Blueprint Tanker 250 - - - - - - - - - - Blueprint Small transporter - - - - - - - - - - Blueprint Large transporter 1200 - - - - - - - - - - Blueprint Recycler - - - - - - - - - - Blueprint Drop ship 400 - - - - - - - - - - Energy technology(エネルギー開発) 各種使用許可/発電量を20%上昇させる 研究名 unlock 1 2 3 4 5 6 7 8 9 10 AEC energy - 70 100 Fusion power 1000 Solar power 100 105 155 Hydropower 300 100 Wind power - 110 165 250 Level EP RP Main RP Sub 1 625 745 1030 0 05 00 20 1 30 10 2 843 1005 1390 0 12 30 26 1 36 12 3 1139 1357 1877 0 21 15 33 1 42 14 4 1537 1832 2534 0 31 53 41 2 48 16 5 2075 2474 3421 0 45 19 50 2 54 18 6 2802 3340 4618 1 02 58 62 2 60 20 7 3783 4509 6235 1 26 57 75 3 66 22 8 5107 6088 8417 2 00 26 91 4 72 24 9 6895 8219 11363 2 48 09 110 4 78 26 10 9308 11095 15340 3 57 13 133 5 84 28 11 12566 14979 20709 5 38 20 161 6 90 30 12 16964 20222 27958 8 07 29 195 7 96 32 13 22902 27299 37743 11 48 44 235 9 102 34 14 30918 36854 50953 17 18 06 285 11 108 36 15 41740 49754 68787 25 29 39 345 13 114 38 16 56349 67168 92863 37 44 28 417 15 120 40 17 76071 90676 125365 56 04 12 506 18 126 42 18 102696 122413 169243 83 31 18 613 22 132 44 19 138639 165258 228478 124 39 28 744 27 138 46 20 187163 223099 308445 186 19 11 903 32 150 50 +Embassy Embassy 効果:Leagueの最大人数を増やす 建設条件:施設 Building yard level 3 詳細:1Lvで既存Leagueの参加が可能。 3Lvで新規Leagueの設立が可能。 現在のExpansion pointsが確認可能。 Level EP 人数 1 640 520 840 0 22 13 11 5 3 2 864 702 1134 0 33 26 15 6 6 3 1166 947 1530 0 46 24 19 7 9 4 1574 1279 2066 1 01 36 24 9 12 5 2125 1727 2790 1 19 38 30 10 15 6 2869 2331 3766 1 41 20 37 12 18 7 3874 3147 5084 2 07 43 45 15 21 8 5230 4249 6864 2 40 04 55 18 24 9 7060 5736 9267 3 20 05 66 21 27 10 9531 7744 12510 4 09 55 79 26 30 11 12868 10455 16889 5 12 17 95 31 33 12 17372 14114 22800 6 30 44 115 37 36 13 23452 19054 30781 8 09 44 138 45 39 14 31660 25724 41554 10 15 03 165 53 42 15 42741 34727 56098 12 54 04 199 64 45 16 57701 46882 75733 16 16 13 240 77 48 17 77896 63291 102239 20 33 33 289 92 51 18 105160 85443 138023 26 01 33 349 111 54 19 141967 115348 186331 32 59 59 421 133 57 20 191655 155720 251548 41 54 11 510 160 60 +Building yard Building yard 効果:建設時間を短縮する 詳細:10Lvで惑星内の不要な施設を破壊可能になる。 大抵の施設の建設条件になるため早期建築が必要。 Level EP 時間% 1 365 220 195 0 23 20 7 2 100 2 467 281 249 0 34 52 10 2 92 3 598 360 319 0 48 14 13 3 84 4 765 461 408 1 03 56 17 3 76 5 979 590 523 1 22 38 22 4 71 6 1254 755 670 1 45 10 26 5 66 7 1605 967 857 2 12 37 32 6 60 8 2054 1238 1097 2 46 21 39 7 55 9 2630 1585 1405 3 28 08 46 9 51 10 3366 2029 1798 4 20 13 55 10 47 11 4309 2597 2302 5 25 28 66 12 43 12 5515 3324 2946 6 47 36 79 15 39 13 7060 4255 3771 8 31 20 94 18 36 14 9036 5446 4827 10 42 42 112 21 33 15 11567 6972 6179 13 29 28 134 26 31 16 14806 8924 7910 17 01 31 161 31 28 17 18951 11423 10124 21 31 32 193 37 26 18 24258 14621 12959 27 15 46 231 44 24 19 31050 18715 16588 34 34 59 278 53 22 20 39744 23955 21233 43 55 47 335 64 20 +Civilian shipyard Civilian shipyard 効果:民間船を建造する 建設条件:施設 Fleet base level 1 建設条件:施設 Building yard level 1 詳細:非戦闘の船を作る施設。 Level EP 時間% 1 865 960 575 0 26 40 15 3 100 2 1107 1228 736 0 39 08 20 4 95 3 1417 1572 942 0 53 41 25 4 90 4 1814 2013 1205 1 10 55 32 5 85 5 2321 2576 1543 1 31 35 39 6 80 6 2972 3298 1975 1 56 38 48 7 75 7 3804 4222 2528 2 27 17 58 9 70 8 4869 5404 3236 3 05 07 71 11 65 9 6232 6917 4143 3 52 09 86 13 60 10 7978 8854 5303 4 50 57 103 15 55 11 10212 11333 6788 6 04 49 125 19 50 12 13071 14507 8689 7 37 59 150 22 45 13 16731 18569 11122 9 35 49 181 27 40 14 21416 23768 14236 12 05 14 218 32 35 15 27412 30423 18222 15 15 06 264 39 30 16 35088 38942 23324 19 16 44 319 46 25 17 44913 49846 29855 24 24 37 385 55 20 18 57489 63802 38215 30 57 18 466 67 19 73586 81667 48915 39 18 33 565 80 20 94190 104534 62611 49 58 45 685 96 +Colonization center Colonization center 効果:移民船を建造する 建設条件:施設 Embassy level 5 詳細:新しい惑星に移住するための船を作る施設。 やたら獲得Expansion pointsが高い。 Level EP 時間% 1 1550 1900 1550 0 55 33 18 15 100 2 1984 2432 1984 1 16 06 23 18 95 3 2539 3112 2539 1 41 01 30 22 90 4 3250 3984 3250 2 11 30 37 26 85 5 4160 5100 4160 2 49 07 46 31 80 6 5325 6528 5325 3 35 52 56 37 75 7 6816 8356 6816 4 34 19 68 45 70 8 8725 10696 8725 5 47 43 83 54 65 9 11168 13690 11168 7 20 17 100 64 60 10 14296 17524 14296 9 17 21 121 77 55 11 18299 22431 18299 11 45 49 146 93 50 12 23422 28711 23422 14 54 27 177 111 45 13 29981 36751 29981 18 54 30 214 134 40 14 38376 47041 38376 24 00 21 258 160 35 15 49121 60213 49121 30 30 27 312 193 30 16 62875 77073 62875 38 48 23 378 231 17 80480 98653 80480 49 24 19 458 277 18 103015 126276 103015 62 56 56 554 333 19 131859 161634 131859 80 15 40 672 399 20 168780 206891 168780 102 23 52 816 479 +Recycling yard Recycling yard 効果:廃棄物の一部返還・デブリの発見 建設条件:施設 Building yard level 5 詳細:不要なユニットを資源に変えたり範囲内のデブリを発見する。 Level EP 最大量 自動回収率 サーチ範囲 1 1470 1085 945 0 38 20 15 2 10000 11% 3 2 1837 1356 1181 0 54 04 20 2 14000 12% 4 3 2296 1695 1476 1 12 48 25 3 20000 13% 4 4 2871 2119 1845 1 35 23 32 3 27000 14% 5 5 3588 2648 2307 2 02 54 39 4 38000 15% 5 6 4486 3311 2883 2 36 43 48 5 54000 16% 6 7 5607 4138 3604 3 18 36 58 6 75000 17% 6 8 7009 5173 4506 4 10 48 71 7 106000 18% 7 9 8761 6467 5632 5 16 13 86 9 150000 19% 7 10 10952 8083 7040 6 38 34 103 10 210000 20% 8 11 13690 10104 8800 8 22 34 125 12 300000 21% 8 12 17113 12631 11001 10 34 17 150 15 400000 22% 9 13 21391 15788 13751 13 21 28 181 18 570000 23% 9 14 26739 19736 17189 16 54 05 218 21 800000 24% 10 15 33423 24670 21486 21 24 50 264 26 1100000 25% 16 41779 30837 26858 27 09 59 319 31 1500000 26% 17 52224 38546 33573 34 30 23 385 37 2100000 27% 18 65281 48183 41966 43 52 41 466 44 3000000 28% 19 81601 60229 52458 55 51 02 565 53 4300000 29% 20 102001 75286 65572 71 09 08 685 64 ∞ 30% +Resource cache Resource cache 効果:隠し倉庫の最大所持量を増やす 詳細:攻められたときに資源を奪われないための施設。 10Lvにすることで2箇所目の建設が可能。 Level EP 各隠蔽量 1 150 125 125 0 10 00 5 1 500 2 192 160 160 0 17 48 8 1 850 3 245 204 204 0 26 23 10 1 1200 4 314 262 262 0 35 58 14 2 1700 5 402 335 335 0 46 51 17 2 2200 6 515 429 429 0 59 22 21 2 2600 7 659 549 549 1 13 59 25 3 3200 8 844 703 703 1 31 18 31 4 3800 9 1080 900 900 1 52 03 37 4 4400 10 1383 1152 1152 2 17 14 43 5 5000 +Trade center Trade center 効果:市場を使用できる 建設条件:施設 Research facility level 1 詳細:他人と資源のトレードが可能。 Titanとは重水素の交換ができない。 Terran/Xenとの制限はない。 Level EP 台数 1 285 625 390 0 10 00 9 4 1 2 364 800 499 0 22 48 12 5 2 3 466 1024 638 0 36 23 16 6 3 4 597 1310 817 0 50 58 21 7 4 5 765 1677 1046 1 06 51 26 8 5 6 979 2147 1340 1 24 22 32 10 6 7 1253 2748 1715 1 43 59 39 12 7 8 1604 3518 2195 2 06 18 47 14 8 9 2053 4503 2810 2 32 03 56 17 9 10 2628 5764 3597 3 02 14 67 21 10 11 3364 7378 4604 3 38 04 81 25 11 12 4306 9444 5893 4 21 07 97 30 12 13 5512 12089 7543 5 13 26 116 36 13 14 7056 15474 9655 6 17 35 139 43 14 15 9032 19807 12359 7 36 55 167 51 15 16 11560 25353 15820 9 15 39 200 62 16 17 14798 32451 20249 11 19 14 241 74 17 18 18941 41538 25919 13 54 37 290 89 18 19 24245 53169 33177 17 10 42 350 106 19 20 31033 68056 42467 21 18 54 422 128 20 +Robot factory Robot factory 効果:船・ロケット・防衛システムの製造時間短縮 建設条件:施設 Shipyard level 10 建設条件:施設 Civilian shipyard level 10 詳細:製造時間をさらに短縮させる。 製造時間=製造対象*各施設の短縮率*工場の短縮率 Level EP 時間% 1 3995 3485 1020 1 33 20 40 2 97.5 2 5113 4460 1305 2 04 28 50 2 95 3 6545 5709 1671 2 42 55 63 3 92.5 4 8378 7308 2139 3 30 44 77 3 90 5 10723 9354 2738 4 30 32 95 4 87.5 6 13726 11974 3504 5 45 41 116 5 85 7 17570 15327 4486 7 20 29 141 6 82.5 8 22489 19618 5742 9 20 25 171 7 80 9 28787 25112 7349 11 52 32 208 9 77.5 10 36847 32143 9407 15 05 51 253 10 75 11 47164 41143 12042 19 11 53 307 12 72.5 12 60370 52663 15413 24 25 25 373 15 70 13 77274 67409 19729 31 05 20 453 18 14 98911 86284 25253 39 35 49 550 21 15 126606 110444 32325 50 27 51 668 26 16 162056 141368 41376 64 21 03 812 31 17 207432 180951 52961 82 06 09 987 37 18 265513 231617 67790 104 48 04 1201 44 19 339857 296471 86772 133 49 55 1461 53 20 435016 379482 111068 170 58 06 1778 64
https://w.atwiki.jp/freememo/pages/48.html
HINTERNET g_hInet; HINTERNET g_hURL; //===========================================================================// /*! @brief WinInetライブラリ初期処理 @param[in] lpszURL 対象URL @return 成否 */ //===========================================================================// BOOL InitWinInet(LPCTSTR lpszURL) { // WinInetライブラリ開始 g_hInet = InternetOpen( L"", INTERNET_OPEN_TYPE_PRECONFIG, NULL, NULL, 0); if (g_hInet == NULL) { return FALSE; } // セッションオープン g_hURL = InternetOpenUrl(g_hInet, lpszURL, NULL, 0, 0, 0); if (g_hURL == NULL) { return FALSE; } return TRUE; } //===========================================================================// /*! @brief WinInetライブラリ終了処理 @return 無し */ //===========================================================================// void TerminateWinInet() { // WinInet関連ハンドル開放 if (g_hURL) { InternetCloseHandle(g_hURL); } if (g_hInet) { InternetCloseHandle(g_hInet); } } //===========================================================================// /*! @brief HTTPソース取得 @param[in] lpszURL 対象URL @param[out] lpOutBuffer HTTPソースバッファ @param[in/out] hMem メモリハンドル @return 成否 */ //===========================================================================// BOOL WINAPI NMAPI_GetHttpHeader(LPCTSTR lpszURL, LPTSTR lpOutBuffer, HGLOBAL hMem) { BOOL bRet = FALSE; // WinInetライブラリ初期処理 if (! InitWinInet(lpszURL)) { goto END; } // バッファバイト数取得 DWORD dwSize = 0; if (! HttpQueryInfo(g_hURL, HTTP_QUERY_RAW_HEADERS_CRLF, (LPVOID)NULL, dwSize, NULL)) { if (GetLastError()==ERROR_HTTP_HEADER_NOT_FOUND) { goto END; } } // メモリ再割り当て hMem = GlobalReAlloc(hMem, (SIZE_T)dwSize+1, GMEM_MOVEABLE); if (hMem == NULL) { goto END; } lpOutBuffer = (TCHAR *)GlobalLock(hMem); if (lpOutBuffer == NULL) { goto END; } // HTTPヘッダ情報取得 if (! HttpQueryInfo(g_hURL, HTTP_QUERY_RAW_HEADERS_CRLF, (LPVOID)lpOutBuffer, dwSize, NULL)) { goto END; } bRet = TRUE; END // WinInetライブラリ終了処理 TerminateWinInet(); return bRet; } //===========================================================================// //呼び出し側 //===========================================================================// { HGLOBAL hMem = GlobalAlloc(GHND, sizeof(TCHAR)); CHAR* lpszSource = (CHAR*)GlobalLock(hMem); if (NMAPI_GetHttpSource(strURL, lpszSource, hMem)) { ・・・ ・・・ ・・・ } // メモリ開放 GlobalUnlock(hMem); GlobalFree(hMem); }