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https://w.atwiki.jp/sendai_mtg/pages/64.html
5月23日に開催されたGrand Coliseum 30thは、参加者24名、スイスドロー5回戦+シングルエリミネーション3回戦で行われました。日本選手権予選の前週ということもあって、みなさんいつもより気合いが入っている様子でした。そんな中、優勝したのは佐藤正隆さん。デッキは友人からシェアもらったデッキらしく、来週も使うそうなので残念ながら今回は非公開です。 準々決勝 山田裕樹 2-0 相澤貴浩 豊田晋平 0-2 津場勇匡 柿沼翔太 1-2 森翔太 鈴木史人 1-2 佐藤正隆 準決勝 山田裕樹 2-1 津場勇匡 森翔太 0-2 佐藤正隆 決勝 山田裕樹 0-2 佐藤正隆 優勝 佐藤正隆 「りんりん」 (非公開) 準優勝 山田裕樹 クルーエルコントロール 2《島/Island》 4《鮮烈な小川/Vivid Creek》 4《鮮烈な草地/Vivid Meadow》 3《鮮烈な湿地/Vivid Marsh》 1《鮮烈な岩山/Vivid Crag》 4《反射池/Reflecting Pool》 3《秘教の門/Mystic Gate》 2《沈んだ廃墟/Sunken Ruins》 2《滝の断崖/Cascade Bluffs》 1《風変わりな果樹園/Exotic Orchard》 4《熟考漂い/Mulldrifter》 2《若き群れのドラゴン/Broodmate Dragon》 1《妖精の女王、ウーナ/Oona, Queen of the Fae》 3《砕けた野望/Broken Ambitions》 3《流刑への道/Path to Exile》 1《ルーンの光輪/Runed Halo》 3《エスパーの魔除け/Esper Charm》 2《大渦の脈動/Maelstrom Pulse》 2《火山の流弾/Volcanic Fallout》 4《神の怒り/Wrath of God》 1《復讐のアジャニ/Ajani Vengeant》 2《リリアナ・ヴェス/Liliana Vess》 2《残酷な根本原理/Cruel Ultimatum》 サイドボード 2《エレンドラ谷の大魔導師/Glen Elendra Archmage》 2《糾弾/Condemn》 2《火山の流弾/Volcanic Fallout》 1《否認/Negate》 1《ジェイス・ベレレン/Jace Beleren》 1《ルーンの光輪/Runed Halo》 1《物語の円/Story Circle》 1《蔓延/Infest》 1《センの三つ子/Sen Triplets》 1《自我の危機/Identity Crisis》 1《軍部政変/Martial Coup》 1《真髄の針/Pithing Needle》 3位 津場勇匡 白単キスキン「TSPK」 4《風立ての高地/Windbrisk Heights》 4《ひなびた小村/Rustic Clachan》 2《変わり谷/Mutavault》 15《平地/Plains》 4《運命の大立者/Figure of Destiny》 4《ゴールドメドウの重鎮/Goldmeadow Stalwart》 4《メドウグレインの騎士/Knight of Meadowgrain》 4《皺だらけの主/Wizened Cenn》 4《雲山羊のレインジャー/Cloudgoat Ranger》 4《流刑への道/Path to Exile》 3《幽体の行列/Spectral Procession》 3《栄光の頌歌/Glorious Anthem》 2《黄金のたてがみのアジャニ/Ajani Goldmane》 2《遍歴の騎士、エルズペス/Elspeth, Knight-Errant》 サイドボード 3《ブレンタンの炉の世話人/Burrenton Forge-Tender》 3《静月の騎兵/Stillmoon Cavalier》 2《イーオスのレインジャー/Ranger of Eos》 2《目覚ましヒバリ/Reveillark》 3《神の怒り/Wrath of God》 1《黄金のたてがみのアジャニ/Ajani Goldmane》 1《遍歴の騎士、エルズペス/Elspeth, Knight-Errant》 4位 森翔太 クルーエルコントロール 4《鮮烈な小川/Vivid Creek》 3《鮮烈な岩山/Vivid Crag》 2《鮮烈な草地/Vivid Meadow》 1《鮮烈な湿地/Vivid Marsh》 4《反射池/Reflecting Pool》 3《滝の断崖/Cascade Bluffs》 2《秘教の門/Mystic Gate》 3《島/Island》 4《羽毛覆い/Plumeveil》 4《熟考漂い/Mulldrifter》 3《若き群れのドラゴン/Broodmate Dragon》 4《砕けた野望/Broken Ambitions》 3《エスパーの魔除け/Esper Charm》 3《火山の流弾/Volcanic Fallout》 2《大渦の脈動/Maelstrom Pulse》 2《その場しのぎの人形/Makeshift Mannequin》 3《神の怒り/Wrath of God》 4《謎めいた命令/Cryptic Command》 1《アラーラのオベリスク/Obelisk of Alara》 2《残酷な根本原理/Cruel Ultimatum》 サイドボード 3《糾弾/Condemn》 3《呪詛術士/Anathemancer》 2《噛み付く突風、ウィドウェン/Wydwen, the Biting Gale》 2《否認/Negate》 2《リリアナ・ヴェス/Liliana Vess》 2《質素な命令/Austere Command》 1《神の怒り/Wrath of God》 5位 柿沼翔太 緑黒エルフ「Blaze of Rebellion」 3《森/Forest》 2《沼/Swamp》 2《黄昏のぬかるみ/Twilight Mire》 4《ラノワールの荒原/Llanowar Wastes》 4《樹上の村/Treetop Village》 4《光り葉の宮殿/Gilt-Leaf Palace》 4《変わり谷/Mutavault》 4《ラノワールのエルフ/Llanowar Elves》 4《朽ちゆくヒル/Putrid Leech》 4《レンの地の克服者/Wren s Run Vanquisher》 4《護民官の道探し/Civic Wayfinder》 4《傲慢な完全者/Imperious Perfect》 3《カメレオンの巨像/Chameleon Colossus》 4《思考囲い/Thoughtseize》 3《大渦の脈動/Maelstrom Pulse》 3《野生語りのガラク/Garruk Wildspeaker》 4《不敬の命令/Profane Command》 サイドボード 2《ロクソドンの戦槌/Loxodon Warhammer》 3《蔓延/Infest》 2《叫び大口/Shriekmaw》 3《雲打ち/Cloudthresher》 3《耳障りな反応/Guttural Response》 2《くぐつ師の徒党/Puppeteer Clique》 6位 豊田晋平 赤黒ビートダウン「Black Red」 9《山/Mountain》 4《偶像の石塚/Graven Cairns》 4《硫黄泉/Sulfurous Springs》 3《ギトゥの宿営地/Ghitu Encampment》 4《婆のあばら家/Auntie s Hovel》 4《運命の大立者/Figure of Destiny》 4《モグの狂信者/Mogg Fanatic》 4《ゴブリンの異国者/Goblin Outlander》 4《呪詛術士/Anathemancer》 4《ボガートの突撃隊/Boggart Ram-Gang》 4《復讐の亜神/Demigod of Revenge》 4《マグマのしぶき/Magma Spray》 3《終止/Terminate》 4《炎の投げ槍/Flame Javelin》 1《苦悩火/Banefire》 サイドボード 4《荒廃稲妻/Blightning》 2《混沌とした反発/Chaotic Backlash》 4《死の印/Deathmark》 3《恐怖/Terror》 2《瀝青破/Bituminous Blast》 7位 鈴木史人 赤黒ビートダウン「山田バーン」 8《山/Mountain》 4《ギトゥの宿営地/Ghitu Encampment》 4《婆のあばら家/Auntie s Hovel》 4《硫黄泉/Sulfurous Springs》 4《偶像の石塚/Graven Cairns》 4《運命の大立者/Figure of Destiny》 4《地獄火花の精霊/Hellspark Elemental》 4《ボガートの突撃隊/Boggart Ram-Gang》 4《呪詛術士/Anathemancer》 4《復讐の亜神/Demigod of Revenge》 2《叫び大口/Shriekmaw》 4《つっかかり/Lash Out》 3《火葬/Incinerate》 3《火山の流弾/Volcanic Fallout》 4《炎の投げ槍/Flame Javelin》 サイドボード 3《悪意に満ちた幻視/Spiteful Visions》 2《恨み唸り/Spitebellows》 2《叫び大口/Shriekmaw》 2《混沌とした反発/Chaotic Backlash》 2《真髄の針/Pithing Needle》 4《蔓延/Infest》 8位 相澤貴浩 ジャンドビッグマナ「紙束」 2《反射池/Reflecting Pool》 3《野蛮な地/Savage Lands》 3《火の灯る茂み/Fire-Lit Thicket》 4《黄昏のぬかるみ/Twilight Mire》 2《ラノワールの荒原/Llanowar Wastes》 3《樹上の村/Treetop Village》 1《カープルーザンの森/Karplusan Forest》 2《沼/Swamp》 1《山/Mountain》 3《森/Forest》 4《カメレオンの巨像/Chameleon Colossus》 2《神話の超者/Overbeing of Myth》 2《叫び大口/Shriekmaw》 1《剃刀毛のマスティコア/Razormane Masticore》 3《若き群れのドラゴン/Broodmate Dragon》 1《死を運ぶソクター/Deathbringer Thoctar》 2《雲打ち/Cloudthresher》 3《肥沃な大地/Fertile Ground》 4《不屈の自然/Rampant Growth》 4《大渦の脈動/Maelstrom Pulse》 4《原初の命令/Primal Command》 2《不敬の命令/Profane Command》 4《溶岩崩れ/Lavalanche》 サイドボード 1《神話の超者/Overbeing of Myth》 1《カルデラの乱暴者/Caldera Hellion》 1《リリアナ・ヴェス/Liliana Vess》 1《不敬の命令/Profane Command》 3《終止/Terminate》 4《呪詛術士/Anathemancer》 4《炎渦竜巻/Firespout》 Swiss Standings Rank Name Points OMW% 1 Yamada, Hiroki 15 52.0000 2 Satou, Masataka 12 60.0000 3 Kakinuma, Shouta 11 56.0000 4 Tsuba, Yuuki 10 70.6667 5 Toyota, Shinpei 10 53.3333 6 Mori, Shouta 10 50.6667 7 Suzuki, Fumito 10 49.3333 8 Aizawa, Takahiro 9 62.6667 9 Simokobe, Yukihiro 9 53.3333 10 Kanome, Shun 9 53.3333 11 Takahashi, Kenta 9 46.6667 12 Takano, Riku 6 56.0000 13 Murakami (Miyagi), Yuuki 6 55.5556 14 Kikuchi, Naoki 6 53.3333 15 Hayashi, Yuuto 6 52.0000 16 Ikeda, Kaoru 6 52.0000 17 Okino, Ryuu 6 48.0000 18 Mastui, Jun 6 45.3333 19 Ooshima, Takeyuki 3 62.5000 20 Fujiwara, Yuusuke 3 53.3333 21 Abe, Yuuki 3 50.6667 22 Osanai, Takashi 3 49.3333 23 Kitazawa, Makoto 3 40.0000 24 Ozawa, Takeshi 0 75.0000 (おまけ)今回の収支 参加費:500×13(学生)+800×11(一般)=15300円 会場費:9 00~18 00まで600円/h=5400円 賞品費:上位から8-6-4-4-2-2-2-2で計30パック 320×30=9600円 利益:15300-(5400+9600)=300円
https://w.atwiki.jp/oblivion1/pages/59.html
原文 NifSkope/Setting the Texture Search Path The first thing you should do when you install NifSkope or start to use it with a new game is set the texture search path. This is the location on your computer that NifSkope looks to find the textures that are referenced inside the NIF file. Some games like Civilization IV store their textures in the same folder as the NIF file, so you don t have to set anything, but many games store their textures in a separate folder. Setting the Texture Search Path 1) From NifSkope s menu, select Spells- Textures- Folders 2) In the file hierarchy window that appears, click each folder you want NifSkope to start from when searching for textures. You can highlight as many folders as you want, but for best results you should try to highlight as few as possible for each game. Taking Oblivion as an example, a typical NIF file will include texture paths such as "textures\weapons\IronDagger.dds" That means the folder that this path is relative to is the one above the "textures" folder. In the case of a normal Oblivion install, this would be the Data folder and that is what should be set for the search path. The Correct Folder(s) to Select for Some Popular Games Oblivion - Highlight only the Data folder (Make sure the Data/Textures folder is not highlighted) Morrowind - Highlight both the Data and the Data/Textures folders Civilization IV - You don t need to highlight any folders since the textures are stored in the same location as the NIF files that use them. Common Problems The flower icon method of changing textures automatically tries to strip down the path of the texture you chose so it works with the game you re modding for. However, it does this by using the closest texture search path you have selected. Since it s possible to select several folders, a common mistake would be to select too many. For instance, in Oblivion, if you select both the Data and Data/Textures folder, the closest path is Data/Textures. Therefore if you choose a texture using the flower icon, it will strip "textures/" out of the path and cause the shape not to show up in the game. To fix this, either un-highlight Data/Textures, leaving Data highlighted, or manually add "textures/" to the beginning of the path. Some games may need to have the texture path adjusted manually every time, so always compare your new texture path with the old one to make sure the link is relative to the same folder.
https://w.atwiki.jp/ddrreplay/pages/220.html
「Healing Vision」スコア&ムービーボード 1ページ目 「Healing Vision」スコア&ムービーボード 2ページ目
https://w.atwiki.jp/touhoukashi/pages/4076.html
【登録タグ Stack げ 幻想の永遠祭 暁Records 曲 神様Stories-INNOCENT- -to the beginning 06-】 【注意】 現在、このページはJavaScriptの利用が一時制限されています。この表示状態ではトラック情報が正しく表示されません。 この問題は、以下のいずれかが原因となっています。 ページがAMP表示となっている ウィキ内検索からページを表示している これを解決するには、こちらをクリックし、ページを通常表示にしてください。 /** General styling **/ @font-face { font-family Noto Sans JP ; font-display swap; font-style normal; font-weight 350; src url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/10/NotoSansCJKjp-DemiLight.woff2) format( woff2 ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/9/NotoSansCJKjp-DemiLight.woff) format( woff ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/8/NotoSansCJKjp-DemiLight.ttf) format( truetype ); } @font-face { font-family Noto Sans JP ; font-display swap; font-style normal; font-weight bold; src url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/13/NotoSansCJKjp-Medium.woff2) format( woff2 ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/12/NotoSansCJKjp-Medium.woff) format( woff ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/11/NotoSansCJKjp-Medium.ttf) format( truetype ); 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https://w.atwiki.jp/elvis/pages/1515.html
Garden House Bringing the Outdoors in Victoria WiseSean Sullivan Lines Sean Sullivan Pharmaceutical Gene Delivery Systems (Drugs and Pharmaceutical Sciences, 131) Alain Rolland?Sean M. Sullivan? Denying the Widow-Maker Summary of Proceedings Rand-Dbbl Conference on Military Operations on Urbanized Terrain Russell W. Glenn?Randall Steeb?John Matsumura?Sean J. A. Edwards?Robert Everson?Scott Gerwehr?John Gordon?A. F. Milton?Timothy Thomas?Randall Sullivan? Managing Health Care Costs Sean SullivanP.M. Ehrenhaft? Asthma's Impact on Society The Social and Economic Burden (Lung Biology in Health and Disease, V. 138) Kevin B. Weiss?A. Sonia Buist?Sean D. Sullivan? Providing Mental Health Benefits Alternatives for Employers (Aei Studies, No 452) Theresa J. Flynn?Sean Sullivan Economics and Ethics of Long-Term Care and Disability Sean SullivanMarion Ein Lewin? Midnight Mind Number Two The Guide to Safe Camping Sean Sullivan Economics and Ethics of Long-term Care and Disability Sean SullivanMarion Ein Lewin? The Care of Tomorrows Elderly (Aei Studies, 487) Marion Ein Lewin?Sean Sullivan The Folklore of Ireland (The Folklore of the British Isles) Sean O Sullivan?John Skelton? Legends from Ireland Sean O Sullivan? Legends from Ireland Sean O Sullivan? Lines The Snowboard Photography of Sean Sullivan (Lines) Sean Sullivan The Tool Book (Smith Hawken (Hardcover)) William Bryant Logan?Jack Allen?Georgia Glynn Smith?Sean Sullivan Stitch Has a Glitch (Lilo Stitch 2 Pictureback) Frank Berrios?Sean Sullivan The Lion (Legend of the Five Rings) Sean Sullivan Gardenhome City Creating an Urban Haven Bonnie Trust DahanSean Sullivan Programming With the Java Media Framework Sean C. Sullivan?Deanna Brown?Loren Winzeler? Rituals Light for the Soul (Refresh and Excite) Sean Sullivan Folk Tales of Ireland (Folktales of the World) Sean O Sullivan? Folktales of Ireland (Folktales of the World) Sean O Sullivan? Folktales of Ireland (Folktales of the World Ser) Sean O Sullivan? The Journal of Sean Sullivan A Transcontinental Railroad Worker (My Name Is America) William Durbin? Lectures on the Constitution and Laws of England With a Commentary on Magna Charta, and Illustrations of Many of the English Statutes Francis Stoughton Sullivan?Gilbert Stuart?Sean Patrick Donlan? The Care of Tomorrow's Elderly (AEI Studies) Marion Ein Lewin?Sean Sullivan Buying Smart Business Strategies for Managing Health Care Costs (Aei Studies, 444) Nancy S. Bagby?Sean Sullivan Restructuring Medicaid Sean SullivanR. Gibson? Managing Health Care Costs Sean SullivanP.M. Ehrenhaft?
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【Tags Rin SOLIDIO SugarGlider tY Y】 Original Music title yellow heart Romaji music title yellow heart Lyrics written by SugarGlider Music written by SOLIDIO Music arranged by SOLIDIO Singer(s) 鏡音リン (Kagamine Rin) Click here for the original Japanese Lyrics English Lyrics (translated by motokokusanagi2009): Haven t you noticed it? I m pretending to smile You have no idea about my love Yellow Heart shows my feelings that I can t bottle up I don t want anybody to see me like this I m happy whenever I see you but I have Blue Heart I m about to come apart, I can t take it any longer "If I can t be the one for you, my life is worthless." Will I be relieved if I say so? I m about to be drawn in your grace, it s hard to breathe I m trapped and I can t go anywhere Signal has two colors, I can t choose one Will my heart turn into red or green? I already realized it You don t need to hide it Haven t you noticed it? I don t wanna accept it but I can t stop Jealous Heart I know I have to take a step Even though I close my eyes, I can t ignore it, Gloomy Heart Please somebody help me I know you have someone special next to you I can t call you because I don t wanna make it sure I don t wanna know the truth, I m just crouching I wanna stay here for a little bit more I can t step on to a street under the orange light I can t change the color of my heart. "If I can t be the one for you, my life is worthless." I shouldn t cling to this idea anymore I don t need to be a good girl, I wanna be stronger I wanna be courageous a little bit more to take a step Which color is for the signal? Show me the answer right now My heart turns into red or green. Romaji lyrics (transliterated by motokokusanagi2009): nē kizui teru? jōzu ni warae te iru desho anata wa kitto shira nai mama ne osae rare nai kimochi utsushi teru Yellow Heart kon na watashi dare nimo mirare taku nai au to itsumo ureshī nanoni Blue Heart kono mama ja mō koware chau yo "tokubetsu ni nare nai nara nan nimo ira nai" sō ieta no nara raku ni nareru no? yasashisa ni obore sō de iki ga kurushiku te torawareta mama de tachi domatte iru shigunaru wa dochira nimo kawaru dakara susume nai no Will my heart turn into red or green? mō shitteru yo imasara kakusu imi mo nai anata wa sore ni kizui te nai no? mitome taku nai dakedo tomara nai Jealous Heart matte itemo dame to wakatte iru noni me o toji temo nuri kae rare te iku Gloomy Heart onegai dareka tasuke te yo tokubetsuna dareka ga ima tonari ni iru none tashikame rare naku te denwa mo deki nai kawaru noga kowai to tada hiza o kakae teru koko kara sugu ni ugoki taku wa nai no orenji no raito ga terasu michi wa mada susume nai I can t change color of my heart. "tokubetsu ni nare nai nara nan nimo ira nai" son na kotoba de mō amae taku wa nai yasashisa wa ira nai kara tsuyosa ga hoshī yo fumi dasu yūki ga ato sukoshi iru no shigunaru wa nani iro ni kawaru? hayaku kotae mise te My heart turns into red or green. []
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https://w.atwiki.jp/starcraft2story/pages/390.html
◇ブリーフィング ▼進化形態 Noxious Strain Heavy melee assault unit. Releases a poisionous explosion that damages enemy ground units. 重装近接ユニット。有毒性ガス爆発を起こし敵地上ユニット群にダメージを与える。 Torrasque Strain Heavy melee assault unit. Enters a cocoon upon death and revives after a short period. 重装近接ユニット。死亡時は繭に入り、数瞬後に生き返る。 ▼概要 Ultralisk strain ready for augmentation. ウルトラリスク系統の強化準備が整った。 Dominion laboratory discovered on Korhal. Experimenting on ultralisks. コーハル上にドミニオンの研究施設を発見した。ウルトラリスクの実験中だ。 Able to turn research against them. 研究成果を奪い、逆に彼らへ仕向けることが出来るだろう。 ◇ミッション Dominion xeno-research facility Metis. ドミニオンの変異研究施設:メティス Zerg inside. Can capture. Can use. ザーグが中にいる。捕捉し、使える。 Mengsk certainly wants to keep us out. But we can use his own specimens against him. メンスクは間違いなく私達を中に入れたくないんでしょうね。でも私達は奴ら自身の実験体を仕向けることも出来るのよ。 An ultralisk! I can do a lot with this one. ウルトラリスク!これ一体でずいぶん役立つわね。 Hear me, ultralisk. Break free. Fight to the door. Kill anything in your path. 聞こえる?ウルトラリスク。拘束を解き、自由になるのよ。扉を壊し、道に立ち塞がる者全てを殺しなさい。 (悲鳴) ▼操作開始 Security Squad 4, what is going on in there? 第4警備隊、そこで何があった? There. Destroy that containment cell and free those ultralisks. あそこよ。格納容器を壊してあのウルトラリスク達を開放なさい。 ▼進化 Toxic compound released, great potential. Bonding to ultralisk sequences. 有毒化合物が拡散された、多くのポテンシャルを秘めている。ウルトラリスクの生体配列に結合させる。 Noxious strain releases poisonous explosion. Damages enemies in target area. 有毒系統:毒性ガス爆発を起こし、指定地域の敵にダメージを与える。 ▼道中 I want this facility under control, now! 早く施設のコントロールを得るんだ! Contain those specimens, or the emperor will have your head! 実験体を食い止めろ、さもないと皇帝陛下に頭ぶち抜かれるぞ! What are you people doing? Shoot them! お前らは何をしているんだ?あいつらを撃て! ▼Toxic進化クリア Research facility crippled. Specimens freed. Proceeding to subsequent battleground. 研究施設を無力化した。実験体は開放され、以降は戦場へと突き進むだろう。 ▼惑星移動 Outskirts of Augustgrad. Military housing, supply center. アウグストラッド郊外。兵舎兼サプライ基地だ。 Facility must be destroyed. Experimental nuclear weapons produced within. この施設は破壊すべきだ。実験用核兵器を生産している。 The bridge is guarded by Dominion forces. Move forward, secure the passage. この橋はドミニオン軍によって守られている。進みなさい、進路を切り開くのよ。 ▼操作開始 Ultralisks incoming! ウルトラリスクが来たぞ! Fire the warhead, now. 今すぐ核弾頭を撃ちこめ。 Sir, it s still experimental! We don t know what it ll-- サー、しかしそれはまだ実験中です!何が起こるか判りま― Fire the damn warhead, now! さっさと核を撃ちこめ! ▼戦術核投下:1回目 Analyzing damage. Radioactive compound infecting ultralisk. ダメージを解析中。放射性物質が被弾したウルトラリスクと混ざり合っている。 Make use of it. それを利用なさい。 Integrating with atrophied evolutionary path. 衰退していた進化系列を統合中だ。 Ultralisk strain torrasque. Resuscitates dead tissue. Revives creature. ウルトラリスク系統:トラスク 死亡組織を蘇生させ、蘇る生物だ。 トラスク Starcraft1で登場したウルトラリスクの強化版 Press on, we continue the assault. 進め、攻撃を続けなさい。 ▼道中 What are these ugly things? なんて醜悪な奴だ… ▼戦術核投下:2回目 Put those monsters down, and keep them down! あの化け物どもを倒せ、倒し続けろ! ▼戦術核投下:3回目 Another warhead! さらに弾頭を! ▼ウルトラリスク死亡 Cocoon forms upon death. Will revive momentarily. 死亡時に繭になる。すぐさま生き返るだろう。 It got back up! Oh, that ain t right! 後退したぞ!悪い、違ったようだ。 (別訳)増援が来た!悪い、違ったようだ。 ▼ウルトラリスク追加 Additional ultralisks ready. Delivering now. 追加のウルトラリスクが整った。今送ろう。 ▼進化ミッションクリア } Facility destroyed. Experimental weapon production no longer possible. 施設を破壊した。試験兵器の生産はもはや不可能だろう。 Will prepare ultralisk sequence. Returning to evolution pit. ウルトラリスク系統の準備を行う。進化室へ戻る。 ◇進化選択 ▼NOXIOUS STRAIN Emits Noxious Cloud that deals 5 damage per second to enemy ground units. Toxic Blast deals 20 damage to enemy ground units and structures. Toxic Blast cooldown 10 seconds. 放射される毒雲が敵地上ユニットに毎秒5ダメージを与える。 毒ガスブラストは敵地上ユニットと建物に20ダメージを与える。 毒ガスブラスト クールダウン:10秒 Dominion s compound, interesting. Scientists desired to pacify the Swarm, inadvertently created potent toxin. Deadly to any non-zerg entity. Noxious strain bonded permanently to toxins. Emits as poisonous vapor. Capable of channelling toxins and releasing in controlled blasts through vents in carapace. このドミニオンの化学物質には面白い性質がある。 研究者はスウォームを鎮めるつもりが誤って強力な毒素を作ってしまったようだ。 ノクシャス系統はザーグ以外の生物には致命的な毒素を常に有し、気化させた有毒ガスを放出する。 更にその毒素とチャネリングし、外殻の通気口を用いた爆発を任意で起こすことも可能だ。 補足:チャネリング…一般に不可能な相手と情報をやり取りすること。 ▼TORRASQUE STRAIN Enters a Chrysalis when killed. After a short period, is reborn as a new Ultralisk. Rebirth cooldown 60 seconds. 殺された時に繭に入る。数瞬の後、新たなウルトラリスクが生まれる。 復活クールダウン:60秒 Assimilation of infectious compound provided key to evolution of torrasque strain. Process requires exorbitant energy. Once, provided by Overmind. Now, energy result of tissues being devoured by compound. Upon death, torrasque strain enters cocoon. Uses energy to resuscitate tissues. Extremely resilient. 伝染性の化合物と同化したことが、トラスク系統へ進化する鍵となった。 この系統への進化には途方もない量のエネルギーが必要となる。 以前はオーバーマインドにより与えられていたが、今回は化合物によって細胞組織の生み出すエネルギーを吸い上げ、用いることにした。 トラスク系統はたとえ死んだとしても繭に入り、エネルギーを組織の再生に用いる。途轍もない回復力を持つ系統だ。 ◇未確認・未実装 +... Warning. Speciment containment failure. Enacting defense protocol. ■■■ Modifying Ultralisk sequence. Forming bond with compound. ■■■ Adaptation complete. Augmented ultralisks, ready for combat. ■■■ Noxious strain emits toxic compound. Damages nearby foes. ■■■ Research facility crippled. Specimens freed. Proceeding to subsequent battleground. ■■■ Ultralisk able to burrow and charge enemy. Escape cage. ■■■ Command ultralisks. Destroy security console, free captive zerg. ■■■ What am I missing? ■■■ The specimin has broken free! ■■■ Noxious strain releases poisonous explosion. Damages enemies in target area. ■■■ Aah! ■■■ The specimen is approaching the security wing! All squads converge, now! ■■■ What are you people doing? Shoot them! ■■■ It burns! ■■■ I didn t sign up for this! ■■■ I don t recall asking for a progress report. Fire the damn warhead, now! ■■■ Stop them! ■■■ Come get some! Nothing brings down a thunder god! ■■■ It s in my eyes! ■■■ My car, man! I just paid that thing off! ■■■ Every time your animals get back up, I ll put them down with a warhead! ■■■ I will turn this city into a radiated ruin if I have to. Another warhead! ■■■ I want another warhead inbound on those monsters! Put them down, and keep them down! ■■■ Sir, it s still experimental! We don t know what it ll do! ■■■ More ultralisks, ready for command. ■■■ Additional ultralisks freed. ■■■ +条件メモ[Comment] ◇条件メモ(Comment) Gas container discovered Immediately after exploding generator. Marines enter. Ultralisks morph. Post cinematic Gas goes off. Ending Drop-pods All protoss killed Explain burrow charge Burrow out of cage Alarms go off. Slow down moment Marine shouts Dominion Scientist Barks Mission Start Marines Post cinematic Dominion dialogue First Ultralisk killed. Ultralisk reinforcement +条件メモ[Group] ◇条件メモ(Group) EvoMission_Ultralisk Noxious Torrasque Mid-cinematic. Mid cinematic OBSOLETE Subsequent Nuke attacks Split 1 Split 2
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FUEL BRAKE BIAS DIFFERENTIALClutch Plates Preload Drive ramp angle Coast ramp angle CHASSISSpring rate Spring perch offset Camber Anti-roll bars Bump stiffness and Rebound stiffness Bumpstop gap Caster Toe-in Wing setting TIRES CONCLUSION [This guide has been updated to cover the changes for the NTM. The NTM is still very new at this time having only been out for 2-3 weeks, and learning its ins and outs is still an ongoing task. I share a lot of my setup secrets I have discovered so far about the NTM which are scattered throughout the guide in the relevant sections.] The NTM has transformed the Corvette substantially both in terms of driving technique and setup. The setup parameters still have the same effects they had before, but the sweet spots have definitely changed, and there are new nuances to understand. Heat is a very central element now. The Corvette can overheat its tires very easily... particularly if the tires are sliding around to any degree. So the new goal is smooth and quiet. It no longer pays to design sets around sliding the car effectively. In general, much less oversteer is called for than before. Now the main task is to plant both ends of the car as firmly as possible so that it doesn t eek out any noises while going fast as hell. There are a myriad of settings that can be changed. And they can all seem rather bewildering at first. Which setting gives me more oversteer, please? Well, there s not quite an easy answer to that. Many of the settings affect the car s balance. But the trick is that they each affect the balance under different circumstances. So in order to adjust the car properly, you need to feel out exactly where and when you want more or less oversteer, and know what settings affect that specifically. FUEL Fuel is always the first setting to work with. The fuel tank in the Corvette is located toward the rear of the car. So the amount of fuel being carried changes the balance of the car. Determine the amount of fuel you ll need, and set that first before you change anything else. Then take the car for a spin to see what it feels like. The fixed set starts with maximum fuel, and since you re probably going to run less fuel than that, the rear of the car is going to become lighter. This will lift the rear of the car, change the rake, and alter the wheel cambers... all of which would tend to make the car oversteer more. However, the great loss of weight rearward generally causes the car to understeer more overall. BRAKE BIAS Front brake bias Brake bias is the first real setting to work with on the car. It has significant impact on the driving style that will be used, and thusly how the remainder of settings will come into play. Front brake bias is the percentage of brake force that applies to the front wheels when you brake. A value of 63% is approximately neutral. 64% and higher will tend to lock up the fronts first. 62% and lower will tend to lock up the rears first. Beginning drivers tend to favor higher values here because the car is much more stable under braking with more forward bias. As they become more experienced, they ll tend to want to move the bias rearward. Brake bias below 63% tends to be used with gas on brake techniques to allow the driver greater dynamic range in their brake bias from moment to moment. That is, a bit of throttle is applied to cancel some of the rear brake at will. The driver can intentionally lock the rears at any point by simply letting off the on the throttle while braking. Gas on brake techniques require either left foot braking or heel and toe. I don t think low bias values are generally used with straight braking. Low brake bias settings are one of the chief reasons why alien setups are slow and dangerously unstable in the hands of less advanced drivers. Fixed setups tend to have rather high brake bias settings of 64% or more. Dropping it down to 63% or 62% will reduce the braking distances, but also make the car much less stable under braking. Keep in mind that if you re struggling to keep the car under control while braking, the potentially shorter stopping distances aren t worth it. Don t try for a lower brake bias than feels comfortable, or you ll be slower, not faster. DIFFERENTIAL The Corvette as a car is defined by its massive power. The differential has a dramatic effect on what s going on with those meaty rears, and its affect on the balance and overall driving experience of the Corvette is more dramatic than many drivers might expect. The differential tends to lock the rear wheels together the tighter you set it. The main purpose of this is to prevent the car from wasting its power spinning the inside wheel at the exit of a turn while the outside wheel remains unpowered, as would happen with an open differential. The downside of locking the wheels together is that the car won t want to turn properly. Imagine lifting the front of the car off the ground and then trying to rotate the car on its rear wheels while they are locked together. They wouldn t roll. You d have to force them to slide to turn the car. When your differential is tight, your own tires resist against your car turning. This seems like it should promote understeer and stability, but it actually doesn t. The forces that are preventing your car from turning properly are actually subtracting from the available traction in your rear tires. Your rear tires are resisting _each other_! So loosening the differential promotes more understeer because then the rear tires aren t wasting their traction on infighting. This is a good thing to do as much as possible because there are more efficient ways of tuning that oversteer back in with other settings. Loosening the differential improves the overall traction of the car. The down side of loosening the differential is that you can start spinning that inside tire on turn exit. That will lose speed. So the general idea is to have the differential just tight enough to prevent that from happening. The fixed sets all feature tight differentials which exhibit their locking force all the time. There s speed to be gained by loosening them. Clutch Plates You can have between one and three clutch plates. More clutch plates makes the differential much tighter with the same other settings. It multiplies the effects of those settings. So two clutch plates will be twice as tight. And three clutch plates will triple the effects of the other settings. With the OTM, I never saw a need for more than one clutch plate. But the NTM seems to respond well to settings which are roughly twice as tight as before. So two clutch plates seems to be a good standard. Though I still sometimes run singles. Preload The tightness of the differential is variable depending on how much engine power is being applied. This setting determines how tight the differential is when no engine power is applied at all. I generally set this to 0. I prefer not having my rears resist each other from letting the car turn when I m neither accelerating nor decelerating. You may want to run with a preload if you find the balance transition of locking the rears together when you do get on the gas too jarring, but that s the only reason I can think of to do it. Note that reducing the preload on the car versus the fixed sets will add substantially more traction in the rear... and thus quite a lot of global understeer. Soften the front sway bar or tighten the rear to counteract this effect and restore your desired balance. Drive ramp angle The lower you set this value, the more tightly the rears will lock together when you get on the gas. The car will rotate more when you punch it. You generally don t want to set this value so low that the car wants to kick out when you get on the gas. With the OTM, this could be a desirable effect. But not with the NTM. Now what you re looking for is the rear to stay planted under heavy acceleration and not wash out into understeer. Coast ramp angle When you re completely off the gas, the engine drags, effectively applying a braking force to the rear wheels through the drive line. This setting determines how tightly the rears lock together when this happens. It s just like the Drive ramp angle, but the opposite direction. In general, it is no longer so effective to coast through the mid turn with the NTM as it was with the OTM. Instead, neutral throttle generally produces the best cornering speed. Therefore, the coast ramp no longer effects portions of the mid turn that it used to. The car has to coast for this setting to have any effect at all. Now the coast ramp is primarily of value only in the braking zone prior to the turn. Whereas locking the rear wheels together tends to reduce stability in the midturn, it has the opposite effect during straight line braking. It will tend to resist any tendency of the car to want to turn while in the brake zone, promoting stability as the car approaches turn in. The coast ramp is commonly set with lower values (tighter) than the drive ramp. This can seem counter intuitive, but remember that there s much less force being applied through the drive line on the coast side. So the same amount of locking requires a lower angle to achieve. CHASSIS Spring rate I subscribe to the notion that the purpose of springs is to keep the car s chassis from sitting on the ground. They are not a primary method of balancing the car. As such, we will fiddle with them early. The things to consider with spring rates are ride height and compliance with the road. The more bumpy a track is, or the more three dimensional it is with steep bankings, crowns, crests, and other non-flat features, the softer your springs need to be in order to keep the wheels in contact with the road at all times. The softer your springs are, the more ride height you ll need to keep the car from bottoming out. Stiffer springs allow you to lower the car more, but they only work well on tracks which are rather flat. And remember that curbing counts, too. The lower and stiffer you make the car, the more it will freak out over the curbs. Contrary to common belief, stiff springs _do not_ reduce weight transfer. The same amount of weight transfers from the inside to the outside in a turn whether the car leans on soft springs or not. However, reducing the ride height does reduce weight transfer. And stiffer springs allow lower ride height. So this may be the origin of the misconception. But understand that it s not the springs themselves. With the OTM, spring rates near the minimum (1000lb) were generally ideal. The NTM tires seem to have considerably more bounce to them, and so the suspension needs to be relatively stiffer to compensate. Values more toward the middle of the range (1300-1600) seem to work well. Note that if you re making a qualifying set with low fuel, you re removing quite a lot of weight. And consequently the springs will lift the rear of the car up. It can be a good idea to take some spring out of the car to compensate, dropping the car back down a bit. The car is lighter, so less spring force is needed to hold it at the same level. Spring perch offset This is the other end of the spring rate and ride height equation. This is how to directly adjust the ride height of the car. Higher numbers drop the car down. Keep in mind that you re not just lowering the car, you re also compressing the suspension which changes all of the geometry. In particular, your cambers will change when you adjust the ride height. Take note of what your cambers were prior to the change and then set the cambers back to what they were afterward. Now the goal here is not actually to lower the car as much as you possibly can before it bottoms out. There s a diffuser under the car, and it stalls at less than about 2 inches of clearance. The ideal ride height at the front of the car seems to be in the range of 2.2 to 2.5 inches. The rake of the car is important primarily because of its aerodynamic effect. That is, the lower the front of the car is compared to the rear end, the greater the angle on the otherwise fixed wing and other aero elements. That s right. We can t adjust the angle of the wing, so we just tip the whole car instead. Clever, no? Good values for the rake seem to be roughly 0.5-0.8 inches. The rear ride height should be in the range of 2.7-3.0 inches or so. There s a trade off here between getting the rear end of the car as low as possible for reduced weight transfer and raising it up higher for greater rake and thus down force. Or to put it another way, that s a trade off between better low speed turning (where aero is weak anyway) or better high speed turning (where down force is strong). Camber Negative camber tilts the tires inward so that when the car leans into a turn, the outside tire will be flat against the track. The NTM currently has unrealistically weak side walls, and so seems to run best with rather low cambers near -1.0 front and back. The fixed sets use considerably more camber, and this does seem to have a good feel to it, but it has less traction, produces very uneven wear on the tires over time, and seems to make the tires more susceptible to overheating (presumably because the heat isn t spread across the whole surface). In general, the more camber you run, the harder the car will turn (up to a point... which isn t very much right now). But the trade off is you lose straight line braking because the tires are not flat against the track surface when moving in a straight line. In the real world, camber is set by checking the outside, middle, and inside tire temperatures after running a few laps. These values are reported for the NTM, but they re unusable because the inside and outside temperatures are averaged with the sidewall temperatures. There are the tire wear percentages, too. Those do work properly and they do help, but it takes quite a few laps to get enough wear to see if the tires are wearing evenly. So your only real tool for setting camber at the moment is driving the car and feeling for it. You can tell whether a change in camber increased or decreased the car s traction if a change on one end of the car changes the balance of the car in that direction. For instance, if you add negative camber to the front of the car and the car starts oversteering more, then it worked! This is increasing the overall traction of the car, not just shunting the balance around like swaybar adjustments do, so it s definitely worth pursuing. Note that positive camber is never used in road course sets. Anti-roll bars The sway bars are your primary overall balance tuning devices for the car. They pretty much adjust the balance evenly across the board. Soften the front and/or stiffen the rear to produce more oversteer. Stiffen the front and/or softer the rear to produce more understeer. The more stiff the sway bars are overall, the less compliance the wheels will have with bumpy and unflat roads, just like using heavier springs. Bump stiffness and Rebound stiffness These are damper (shock absorber) settings. They affect the balance of the car just like swaybars do except that they only affect the stiffness of the suspension when it s in motion. So that means the stiffness of the suspension is momentarily increased when the car leans into a turn. Or when it levels back out again after a turn. You can tune these settings to make the car more lively so that it has a more oversteery edge when you first start to turn. Or you can set it opposite to ease into a turn more smoothly. One effect to watch out for in particular is when you turn the car, and the front end initially turns in very rapidly as if too spin, and then immediately washes out again and settles into the turn all on its own. This is what happens when your dampers are set for a lot of nervous oversteer while the springs/swaybars are set for much less. The balance difference is too extreme. In general, I like to set the dampers to the same relative stiffness front and back as the springs have. This will help the car maintain steady and predictable balance as it goes over bumps. Otherwise, if you were to make the front dampers relatively stiffer, for instance, then whenever the car passed over a bump during a turn, the balance of the car would momentarily shift toward understeer. That could be desirable in some circumstances, but in my opinion usually not. Bumpstop gap The bumpstops limit the suspension movement in an effort to prevent the car from ever bottoming out. Essentially, they re like very stiff springs which are reached only when the suspension compresses beyond a certain point. They would be important to work with on a real car, but in iRacing, there doesn t seem to be much downside to just letting the Corvette bottom out on the track if it s going to. So I always set these to the maximum gap possible. I also suspect that if they are set to a smaller value where they ll actually get hit before the car bottoms out, it becomes possible to break your suspension by just running over curbs on the track. Caster Caster is a wonderful thing. This is a rearward tilt of the wheel such that when the steering wheel is turned, negative camber is increased. This is great because it allows the wheels to have less camber when travelling in a straight line and more camber when turning. Theoretically, caster can be used in combination with static camber settings to tune the car s behavior in low speed and high speed corners seperately. However, I have found that maximum caster values seem to work best all of the time. Note that lower caster values also reduce steering wheel feel. Toe-in Theoretically, you can use positive toe-in to make the car more stable. And negative (toe-out) to make it less stable. In practice, I haven t found a reason to change these settings on the Corvette. I don t believe in toe settings very much because it s another example of making wheels fight each other. Wing setting Unless you re visiting the salt flats, leave this on the highest downforce setting for the Corvette. Always. TIRES The tires pane shows you the condition of the last set of tires that came off the car. That is... their condition at the moment that you left the track after slowing the car to a halt. Keep in mind what effects that will have. Tires heat up and cool down rather quickly. So if the last turn you did was a hard left sweeper, your right front tire is going to show more temperature. And if you just locked up all four tires while you came to a halt, your readings will pretty much all be garbage. Unfortunately, as I mentioned earlier, the tire temperatures being reported aren t very useable at this time. Only the center temperature is reported correctly, but it s not all that useful by itself other than telling you if you re overworking a tire. Values in the range of 220-240 degrees F are good. 250 and higher is around where the tire will lose traction due to overheating. If you are destroying a particular tire, the most common cause isn t setup. It s driving technique. The usual culprit is turning the steering wheel even further when the car won t turn any harder. Even if the tire doesn t emit smoke (which you currently wouldn t be able to see anyway, you re hurting it unnecessarily when you do this. This will show up as very high overall temperatures for that tire immediately after the turn in question. Setup can be used to try to make life easier on particular tires. You could try lowering that end of the car to reduce weight transfer to the outside tire. You could also concentrate on making that end of the car more planted so that it s sliding less. CONCLUSION Setting up the car is an iterative process. Make changes slowly and try them out for a while before giving them the yay or nay. Often times a good setup change will feel bad at first because you have to change the way you re driving to accomodate it. Save each iteration of your setup so that you can go back to it later if you decide that a whole direction you were going with the setup doesn t work (and that will happen). Also, don t consider a setup change to be an improvement unless you can actually produce a better lap time with it. I find it can be easy to just judge a setup change to feel better . But this can be deceptive because feeling better may just mean easier for you to drive and can easily be slower overall. Let me know if you found this guide helpful. I write up these materials to aid the Corvette community in general and promote participation for this awesome car. The more drivers it helps, the more motivated I am to write more of this stuff.
https://w.atwiki.jp/mydefrag_jp/pages/19.html
原文 http //www.mydefrag.com/Scripts-FileBoolean.html 更新日 2010/12/12 (ここで取り扱っている内容の原文をコピーした日付です) FileLocation Select the items (files, directories) that are located in a specified area on the disk. The ARGUMENT specifies one of several options to choose from, the first NUMBER is the beginning of the area and the second NUMBER the end, both in LCN (Logical Cluster Number). If the first NUMBER is zero then the area begins at the beginning of the disk. If the second NUMBER is zero then the area ends at the end of the disk. Syntax FileLocation(ARGUMENT , NUMBER , NUMBER) Argument Possible values for ARGUMENT BeginOfFile Select files if the beginning of the file is inside the area. EndOfFile Select files if the end of the file is inside the area. EntireFile Select files that have all their data inside the area. AnyPart Select files if any of their data is inside the area. AnyCompleteFragment Select files if at least 1 complete fragment is inside the area. Example # Highlight files from the beginning of the disk up to LCN=10000. SetFileColor(FileLocation(EntireFile,0,10000),all,255,255,255) See also FileSelect FileBoolean FileActions FileName STRINGにマッチするファイル名を持つファイルやディレクトリといったアイテムすべてを選択します。 STRINGにはワイルドカートとして*と?(ry)を含められます。 STRINGにはスラッシュやバックスラッシュ(および\円マーク)を含めないでください。すべてのファイル名について比較しますが、このファイル名にはスラッシュなどは含まれません。 この関数はすべてのハードリンク ファイル名を一つのアイテム(二つ名を持ち、同時に違う場所に存在するが、その実体は同じファイル)として扱います。ログファイルには最初に見つかった名前が載ります, so it may appear as if the function has selected some wrong items. この関数はソフトリンク(ジャンクション・シンボリックリンク)を追従しません。 Syntax FileName(STRING) Example FileSelect FileName("*.mp3") FileActions .... FileEnd See also DirectoryPath DirectoryName FullPath FileSelect FileBoolean FileActions FragmentCount Select all the items that have a number of fragments between the minimum (first number) and the maximum (second number). If the second number is zero then the maximum is infinity. Syntax FragmentCount(NUMBER , NUMBER) Example FileSelect # Select all the items that have at least 3 fragments and at most 10 fragments. FragmentCount(3,10) FileActions .... FileEnd See also FileSelect FileBoolean FileActions Fragmented Select all the items that are fragmented(yes) or not fragmented(no). Syntax Fragmented(yes) Fragmented(no) Example FileSelect # Select all the fragmented items. Fragmented(yes) FileActions .... FileEnd See also FileSelect FileBoolean FileActions FullPath STRING1にマッチするフルパスを持つディレクトリをすべて選択します。また、そのディレクトリ以下でSTRING 2にマッチするすべてのディレクトリとサブディレクトリが選択されます。 STRING1/2にはワイルドカード"*" "?" (ry)が使用できます。 ドライブレターにもマッチするようにディレクトリマスクを書いてください。 ディレクトリパスとは "c \windows\System32"のような物のことです。ノート バックスラッシュは追跡しません。ただしルート(たとえば"C \")に限りバックスラッシュを持ちます。 "*"(star)ワイルドカードはディレクトリデリミタの"\"(backslash)もマッチします。(訳注 ちょっと自信ないです)、The "*" (star) wildcard will also match the "\" (backslash) character, so it span s directories. サブディレクトリにあるファイルもまた選択されます。たとえば 「FullPath("c \Windows","*.exe")」というコマンドはWindowsフォルダの中の.exeファイルだけを選択しますが、"Windows\System32"フォルダやWindows以下のすべてのサブフォルダの.exeファイルも処理されます。 この関数はすべてのハードリンク ファイル名を一つのアイテム(二つ名を持ち、同時に違う場所に存在するが、その実体は同じファイル)として扱います。ログファイルには最初に見つかった名前が載ります, so it may appear as if the function has selected some wrong items. この関数はソフトリンク(ジャンクション・シンボリックリンク)を追従しません。 Syntax FullPath(STRING1 , STRING2) Example FileSelect // Select all *.mp3 files in all "music" folders and subfolders. FullPath("*\music","*.mp3") FileActions .... FileEnd // How to include files in a directory but not it s subdirectories. FullPath("c \windows","*") and not (FullPath("c \windows\*","*")) See also FileName DirectoryName DirectoryPath FileSelect FileBoolean FileActions Hidden Select all the items that have the "hidden" attribute set (yes) or not set (no). Hidden items are not included by Windows in an ordinary directory listing. Syntax Hidden(yes) Hidden(no) Example FileSelect # Select all the items that have the "hidden" attribute. Hidden(yes) FileActions .... FileEnd See also FileSelect FileBoolean FileActions ImportListFromBootOptimize Select the files that are listed in the "%SystemRoot%\Prefetch\Layout.ini" file. Windows XP and Vista create a list of items (files, directories, streams, etc.) that are accessed when the computer boots. MyDefrag can use that list to place the items in a zone. If used in conjunction with the * SortByImportSequence function it will place the items in the order in which they are loaded when booting. * If an item was already placed in a previous zone then it will not be selected and will not be moved. For example, the default Optimize scripts first place the MFT, then the directories, and then the items used when booting. The MFT and the directories are used when booting, but are not moved to the boot optimization zone because they have already been placed in a previous zone. * If you have a multiboot environment then the disk(s) will be optimized for the currently booted Windows. * Boot optimization is not limited to the volume where Windows is installed. If Windows uses items on other volumes, then those other volumes will also be boot optimized. Syntax ImportListFromBootOptimize() Example # Optimize the disks for faster booting. FileSelect ImportListFromBootOptimize() FileActions SortByImportSequence(Ascending) FileEnd Changing the list The "layout.ini" file is a standard Unicode text file and you can look at it with for example the Windows Notepad text editor. Microsoft (and I) feel that booting is finished when the desktop is visible and all programs have been started. The "layout.ini" file therefore lists all items that are used by Windows itself and by the first 32 programs that run after booting. The list is automatically updated by Windows, look at the date/time of the file to see when it was updated last. You can force an update with the following commandline. Rundll32.exe advapi32.dll,ProcessIdleTasks The list can contain some surprising items, files that you were not expecting to be accessed while booting. For example, Windows seems to scan lot s of folders when booting, perhaps it is looking for drivers or DLL s. The folders are listed in the layout.ini file, but the contents of the folders is not. Another example is that many programs contain their icon inside the main executable program. The executable will therefore be listed, not because the program was run when booting but because Windows needed to show the icon on the desktop. The same applies for other kinds of files, for example a big movie may end up in the list because you have a media player that is started in the background that does a quick check to see if the last played file is still there. Other background programs can do similar things. It s possible to change the list in several ways. The easiest way is to use the standard MyDefrag scripting commands. For example, to exclude all files larger than 100 megabytes you can do this # Create zone with files that are used while booting and are smaller than 100Mb. FileSelect ImportListFromBootOptimize() and Size(0,100MB) FileActions SortByImportSequence(Ascending) FileEnd Another way to change the list is by making a copy of the file, editing the file, and then using the MyDefrag * ImportListFromFile fileboolean to import the file. The advantage is that you will get a MyDefrag zone that changes very little. The disadvantage is that you have to do it all over again when something changes on the computer, for example when you install a new driver. See also SortByImportSequence FileSelect FileBoolean FileActions ImportListFromFile Select the items (files, directories) that are listed in the listfile. The STRING is the full path to an item on disk. The listfile is a flat text file, Unicode, UTF-8, or ASCII. The listfile must contain a list of full paths, 1 path per text line. For example C \WINDOWS\SYSTEM32\NTOSKRNL.EXE C \WINDOWS\SYSTEM32\PSHED.DLL C \WINDOWS\SYSTEM32\KDCOM.DLL C \WINDOWS\SYSTEM32\CLFS.SYS Paths that do not exist (or invalid paths) are quietly ignored. Folders are entities by themselves. If the listfile contains the name of a folder then only the folder will be selected, not the items in that folder or subfolders. If the listfile contains the name of an item that has already been processed (placed in a previous zone) then the item will not be selected (ignored). This is a fileboolean function and it only selects items. The FileActions will process the selected items, for example sort by name. The * SortByImportSequence fileaction will order the items in the same sequence in which they are listed in the listfile. Syntax ImportListFromFile(STRING) Example # Select and sort items exactly how I want it. FileSelect ImportListFromFile("c \users\jeroen\MyOptimizeList.txt") FileActions SortByImportSequence(Ascending) FileEnd See also SortByImportSequence FileSelect FileBoolean FileActions ImportListFromProgramHints Select the files that are listed in the "%SystemRoot%\Prefetch\*.pf" files. Windows XP and Vista create a logfile for every program that is started, containing (amongst other things) a list of items (files, directories, streams, etc.) that are accessed during the first 10 seconds of program startup. The logfiles are called "hint" files and are used by the Windows prefetcher to optimize disk access. MyDefrag can analyze the hint files and create a zone that contains all the referenced files. The zone will by default be sorted so that the most used program is first in the zone, with it s files in the order in which they are accessed. The STRING argument specifies which hint file(s) must be imported. Default is all the files in the "%SystemRoot%\Prefetch" folder. You can specify a wildcard "*" to match any character or "?" to match a single character. If the STRING contains a backslash ("\") then it is assumed to be a full path to a folder, to be used instead of the Windows prefetch folder. Hint files older than 30 days are ignored (skipped). The zone is sorted by how often programs have been started, the most started program first. This number is one of the statistics available in the hint files. Please note that a high number of startups does not necessarily mean that a program is important to the user. If a file was already placed in a previous zone then it will not be selected and will not be moved. For example, the default Optimize scripts first place the MFT, then the directories, and then the items used when booting. The MFT and the directories are used when starting a program, but are not moved to the program-hints zone because they have already been placed in a previous zone. The hint files do not list all files that belong to a program. Only the files that are accessed during the first 10 seconds of program startup. Program hints are not limited to the volume where Windows is installed. If a program uses files on other volumes then those other volumes will also be optimized. If you have a multiboot environment then the disk(s) will be optimized for the currently booted Windows. The hint files change a lot. A zone based on these files therefore also changes a lot. Syntax ImportListFromProgramHints(STRING) Example # Optimize the disk for faster program startup. FileSelect ImportListFromProgramHints("*") FileActions SortByImportSequence(Ascending) FileEnd See also SortByImportSequence FileSelect FileBoolean FileActions Largest Select the largests items (size in bytes). The argument is the number of items to be selected. Syntax Largest(NUMBER) Example FileSelect # Select the 10 largest files on the disk. Largest(10) FileActions .... FileEnd See also Smallest FileSelect FileBoolean FileActions LargestFragmentSize Select all the items that have a largest fragment with a size (in bytes) between the minimum (first number) and the maximum (second number). If the second number is zero then the maximum is infinity. Syntax LargestFragmentSize(NUMBER , NUMBER) Example FileSelect # Select all the items that have a largest fragment between 100 and 1000 bytes in size. LargestFragmentSize(100,1000) FileActions .... FileEnd See also FileSelect FileBoolean FileActions LastAccess Select all the items that have a last access time between the minimum time (first parameter) and the maximum time (second parameter). If the first parameter is empty then the minimum time is the beginning of time. If the second parameter is empty then the maximum time is infinity. * See the * LastAccessEnabled fileboolean to test if Windows is configured to record (update) the last access times. * Some improperly programmed utilities cause a change in the last access time of all items on the disk when they scan the disk. Examples are virus scanners, backup programs, text indexers. * On FAT volumes the resolution of the last access time is 1 day. NTFS delays updates to the last access time by up to one hour. Syntax LastAccess(DATETIME , DATETIME) Example FileSelect # Select all the items that were accessed less than 10 days ago. LastAccessEnabled(yes) and LastAccess(10 days ago,now) FileActions .... FileEnd See also LastAccessEnabled FileSelect FileBoolean FileActions LastAccessEnabled Select the items if Windows is configured to record (update) the last access times. This fileboolean is designed to be used together with the * LastAccess fileboolean. Windows XP and Vista have a setting to enable/disable the recording (updating) of the last access times of files. On Vista the default setting is not to record the last access times. You can enable or disable the Windows setting from a commandline with the "fsutil" command See current setting fsutil behavior query disablelastaccess Enable recording of last access time fsutil behavior set disablelastaccess 0 Disable recording of last access time fsutil behavior set disablelastaccess 1 Syntax LastAccessEnabled(yes) LastAccessEnabled(no) Example FileSelect # Select all the items that were accessed less than 10 days ago. LastAccessEnabled(yes) and LastAccess(10 days ago,now) FileActions .... FileEnd See also LastAccess FileSelect FileBoolean FileActions LastChange Select all the items that were changed between the minimum time (first parameter) and the maximum time (second parameter). If the first parameter is empty then the minimum time is the beginning of time. If the second parameter is empty then the maximum time is infinity. * The last-changed date can be older than the creation date, for example when a file was downloaded, or unpacked from an archive (such as zip or arj). Syntax LastChange(DATETIME , DATETIME) Example FileSelect # Select all the items that were changed less than 10 days ago. LastChange(10 days ago,now) FileActions .... FileEnd See also FileSelect FileBoolean FileActions