Craftsman 10-in variable speed corded polisher

Draw it to Know it

2016.12.06 03:15 Draw it to Know it

The official community for Draw it to Know it. Drawittoknowit.com
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2023.06.08 07:59 chrispix99 Inexpensive Flow sensor up to 130gal/min (500l/min)

Inexpensive Flow sensor up to 130gal/min (500l/min)
I am looking for a somewhat inexpensive flow sensor, that will work up to the above specs. I have a pool with an infinity edge and I want to automate the pump and a priming valve for the 3hp variable speed motor.
Integration with motor will be pretty easy, so not worried about that..
Basically if the water level is too low in the spillway, turn off pump.. if sufficient water, run the pump at low speed. If the water level gets too high step up to 125gal/min, until water level drops enough to back off and slow pump down to 50gal/min.
I found an inexpensive gredia 2" hall effect flow meter, but it says it is from 10-200l/min.
If my calculations on 2" PVC schd 40 is correct.. the pressure at 130gal/min is... Apx 15.2psi..
The sensor on Amazon shows it is good < 1.75Mpa.. But only a flow rate of 50gal/min... The 50gal/min is right on the edge of my slower speed on my pump... So would like some headroom..
Saw another sensor: 3" from SMOKT, it good to 500l/min, but only output/read up to 120l/min..
One Option, seems to be that I could add a parallel bypass and configure the flow reading based on an analog flow meter.
Saw some other digital meters, but don't seem to be sensors..
submitted by chrispix99 to arduino [link] [comments]


2023.06.08 07:06 niad_04 13

  1. Digital-Analog Conversion 13.1. Introduction to Digital-Analog Conversion A digital signal is a signal that represents data as a sequence of discrete values; at any given time, it can only take on one of a finite number of values. An analog signal is any continuous signal for which the time varying feature of the signal is a representation of some other time varying quantity i.e., analogous to another time varying signal.
The following techniques can be used for Digital to Analog Conversion: 1. Amplitude Shift keying – Amplitude Shift Keying is a technique in which carrier signal is analog and data to be modulated is digital. The amplitude of analog carrier signal is modified to reflect binary data. The binary signal when modulated gives a zero value when the binary data represents 0 while gives the carrier output when data is 1. The frequency and phase of the carrier signal remain constant. Advantages of amplitude shift Keying – It can be used to transmit digital data over optical fiber; the receiver and transmitter have a simple design which also makes it comparatively inexpensive; it uses lesser bandwidth as compared to FSK thus it offers high bandwidth efficiency. Disadvantages of amplitude shift Keying – It is susceptible to noise interference and entire transmissions could be lost due to this; it has lower power efficiency. 2. Frequency Shift keying – In this modulation the frequency of analog carrier signal is modified to reflect binary data. The output of a frequency shift keying modulated wave is high in frequency for a binary high input and is low in frequency for a binary low input. The amplitude and phase of the carrier signal remain constant.
Advantages of frequency shift Keying – Frequency shift keying modulated signal can help avoid the noise problems beset by ASK; it has lower chances of an error; it provides high signal to noise ratio; the transmitter and receiver implementations are simple for low data rate application. Disadvantages of frequency shift Keying – It uses larger bandwidth as compared to ASK thus it offers less bandwidth efficiency; it has lower power efficiency. 3. Phase Shift keying – In this modulation the phase of the analog carrier signal is modified to reflect binary data. The amplitude and frequency of the carrier signal remains constant. It is further categorized as follows: 1. Binary Phase Shift Keying (BPSK): BPSK also known as phase reversal keying or 2PSK is the simplest form of phase shift keying. The Phase of the carrier wave is changed according to the two binary inputs. In Binary Phase shift keying, difference of 180 phase shift is used between binary 1 and binary 0. This is regarded as the most robust digital modulation technique and is used for long distance wireless communication. 2. Quadrature phase shift keying: This technique is used to increase the bit rate i.e. we can code two bits onto one single element. It uses four phases to encode two bits per symbol. QPSK uses phase shifts of multiples of 90 degrees. It has double data rate carrying capacity compared to BPSK as two bits are mapped on each constellation points. Advantages of phase shift Keying – It is a more power efficient modulation technique as compared to ASK and FSK; it has lower chances of an error; it allows data to be carried along a communication signal much more efficiently as compared to FSK. Disadvantages of phase shift Keying – It offers low bandwidth efficiency; the detection and recovery algorithms of binary data is very complex; it is a non- coherent reference signal.
13.2. The 2nR DAC: Binary-Weighted-Input Digital-to-Analog Converter The 2nR DAC circuit, otherwise known as the binary-weighted-input DAC, is a variation on the inverting summing op-amp circuit. (Note that "summing" circuits are sometimes also referred to as "summer" circuits.) The classic inverting summing circuit is an operational amplifier using negative feedback for controlled gain, with several voltage inputs and one voltage output. The output voltage is the inverted (opposite polarity) sum of all input voltages: For a simple inverting summing circuit, all resistors must be of equal value. If any of the input resistors were different, the input voltages would have different degrees of effect on the output, and the output voltage would not be a true sum. 13.3. The 2R DAC (Digital-to-Analog Converter) The 2R DAC circuit is an alternative to the binary-weighted-input (2nR) DAC which uses fewer unique resistor values. A disadvantage of the former DAC design was its requirement of several different precise input resistor values: one unique value per binary input bit. Manufacture may be simplified if there are fewer different resistor values to purchase, stock, and sort prior to assembly. Of course, we could take the binary-weighted-input DAC circuit and modify it to use a single input resistance value, by connecting multiple resistors together in series:
Unfortunately, this approach merely substitutes one type of complexity for another: volume of components over diversity of component values. There is, however, a more efficient design methodology. By constructing a different kind of resistor network on the input of our summing circuit, we can achieve the same kind of binary weighting with only two kinds of resistor values, and with only a modest increase in resistor count. This “ladder” network looks like this: Mathematically analyzing this ladder network is a bit more complex than for the previous circuit, where each input resistor provided an easily-calculated gain for that bit.
13.4. Flash ADC Also called the parallel A/D converter, this circuit is the simplest to understand. It is formed of a series of comparators, each one comparing the input signal to a unique reference voltage. The comparator outputs connect to the inputs of a priority encoder circuit, which then produces a binary output. The following illustration shows a 3-bit flash ADC circuit: Vref is a stable reference voltage provided by a precision voltage regulator as part of the converter circuit, not shown in the schematic. As the analog input voltage exceeds the reference voltage at each comparator, the comparator outputs will sequentially saturate to a high state. The priority encoder generates a binary number based on the highest-order active input, ignoring all other active inputs. When operated, the flash ADC produces an output that looks something like this:
13.5. Digital Ramp ADC Also known as the stairstep-ramp, or simply counter A/D converter, this is also fairly easy to understand but unfortunately suffers from several limitations. The basic idea is to connect the output of a free-running binary counter to the input of a DAC, then compare the analog output of the DAC with the analog input signal to be digitized and use the comparator’s output to tell the counter when to stop counting and reset. The following schematic shows the basic idea: The effect of this circuit is to produce a DAC output that ramps up to whatever level the analog input signal is at, output the binary number corresponding to that level, and start over again. Plotted over time, it looks like this:
Note how the time between updates (new digital output values) changes depending on how high the input voltage is. For low signal levels, the updates are rather close-spaced. For higher signal levels, they are spaced further apart in time: For many ADC applications, this variation in update frequency (sample time) would not be acceptable. This, and the fact that the circuit’s need to count all the way from 0 at the beginning of each count cycle makes for relatively slow sampling of the analog signal, places the digital-ramp ADC at a disadvantage to other counter strategies. 13.6. Successive Approximation ADC One method of addressing the digital ramp ADC’s shortcomings is the so-called successive-approximation ADC. The only change in this design is a very special counter circuit known as a successive-approximation register. Instead of counting up in binary sequence, this register counts by trying all values of bits starting with the most-significant bit and finishing at the least-significant bit. Throughout the count process, the register monitors the comparator’s output to see if the binary count is less than or greater than the analog signal input, adjusting the bit values accordingly. The way the register counts is identical to the “trial-and-fit” method of decimal-to-binary conversion, whereby different values of bits are tried from MSB to LSB to get a binary number that equals the original decimal number. The advantage to this counting strategy is much faster results: the DAC output converges on the analog signal input in much larger steps than with the 0-to-full count sequence of a regular counter. Without showing the inner workings of the successive-approximation register (SAR), the circuit looks like this:
It should be noted that the SAR is generally capable of outputting the binary number in serial (one bit at a time) format, thus eliminating the need for a shift register. Plotted over time, the operation of a successive-approximation ADC looks like this:
13.7. Tracking ADC A third variation on the counter-DAC-based converter theme is, in my estimation, the most elegant. Instead of a regular “up” counter driving the DAC, this circuit uses an up/down counter. The counter is continuously clocked, and the up/down control line is driven by the output of the comparator. So, when the analog input signal exceeds the DAC output, the counter goes into the “count up” mode. When the DAC output exceeds the analog input, the counter switches into the “count down” mode. Either way, the DAC output always counts in the proper direction to track the input signal. Notice how no shift register is needed to buffer the binary count at the end of a cycle. Since the counter’s output continuously tracks the input (rather than counting to meet the input and then resetting back to zero), the binary output is legitimately updated with every clock pulse. An advantage of this converter circuit is speed, since the counter never has to reset. Note the behavior of this circuit:
Note the much faster update time than any of the other “counting” ADC circuits. Also note how at the very beginning of the plot where the counter had to “catch up” with the analog signal, the rate of change for the output was identical to that of the first counting ADC. Also, with no shift register in this circuit, the binary output would actually ramp up rather than jump from zero to an accurate count as it did with the counter and successive approximation ADC circuits. 13.8. Slope (integrating) ADC It is possible to avoid using a DAC if we substitute an analog ramping circuit and a digital counter with precise timing. The is the basic idea behind the so- called single-slope, or integrating ADC. Instead of using a DAC with a ramped output, we use an op-amp circuit called an integrator to generate a sawtooth waveform which is then compared against the analog input by a comparator. The time it takes for the sawtooth waveform to exceed the input signal voltage level is measured by means of a digital counter clocked with a precise- frequency square wave (usually from a crystal oscillator). The basic schematic diagram is shown here:
This ADC circuit behaves very much like the digital ramp ADC, except that the comparator reference voltage is a smooth sawtooth waveform rather than a “stairstep:” The single-slope ADC suffers all the disadvantages of the digital ramp ADC, with the added drawback of calibration drift. The accurate correspondence of this ADC’s output with its input is dependent on the voltage slope of the integrator being matched to the counting rate of the counter (the clock frequency). With the digital ramp ADC, the clock frequency had no effect on conversion accuracy, only on update time. In this circuit, since the rate of integration and the rate of count are independent of each other, variation between the two is inevitable as it ages, and will result in a loss of accuracy.
The only good thing to say about this circuit is that it avoids the use of a DAC, which reduces circuit complexity. An answer to this calibration drift dilemma is found in a design variation called the dual-slope converter. In the dual-slope converter, an integrator circuit is driven positive and negative in alternating cycles to ramp down and then up, rather than being reset to 0 volts at the end of every cycle. This technique of analog-to-digital conversion escapes the calibration drift problem of the single- slope ADC because both the integrator’s integration coefficient (or “gain”) and the counter’s rate of speed are in effect during the entire “winding” and “unwinding” cycle portions. If the counter’s clock speed were to suddenly increase, this would shorten the fixed time period where the integrator “winds up” (resulting in a lesser voltage accumulated by the integrator), but it would also mean that it would count faster during the period of time when the integrator was allowed to “unwind” at a fixed rate. Another important advantage of this method is that the input signal becomes averaged as it drives the integrator during the fixed-time portion of the cycle. Any changes in the analog signal during that period of time have a cumulative effect on the digital output at the end of that cycle. 13.9. Delta-Sigma ADC One of the more advanced ADC technologies is the so-called delta-sigma, or ΔΣ (using the proper Greek letter notation). In mathematics and physics, the capital Greek letter delta (Δ) represents difference or change, while the capital letter sigma (Σ) represents summation: the adding of multiple terms together. Sometimes this converter is referred to by the same Greek letters in reverse order: sigma-delta, or ΣΔ. In a ΔΣ converter, the analog input voltage signal is connected to the input of an integrator, producing a voltage rate-of-change, or slope, at the output corresponding to input magnitude. This ramping voltage is then compared against ground potential (0 volts) by a comparator. The comparator acts as a sort of 1-bit ADC, producing 1 bit of output (“high” or “low”) depending on whether the integrator output is positive or negative. The comparator’s output is then latched through a D-type flip-flop clocked at a high frequency and fed back to another input channel on the integrator, to drive the integrator in the direction of a 0 volt output. The basic circuit looks like
13.10. Practical Considerations of ADC Circuits Perhaps the most important consideration of an ADC is its resolution. Resolution is the number of binary bits output by the converter. Because ADC circuits take in an analog signal, which is continuously variable, and resolve it into one of many discrete steps, it is important to know how many of these steps there are in total. Resolution is very important in data acquisition systems (circuits designed to interpret and record physical measurements in electronic form). Another important consideration of ADC circuitry is its sample frequency, or conversion rate. This is simply the speed at which the converter outputs a new binary number. Like resolution, this consideration is linked to the specific application of the ADC.
In data acquisition terminology, the highest-frequency waveform that an ADC can theoretically capture is the so-called Nyquist frequency, equal to one-half of the ADC’s sample frequency. Therefore, if an ADC circuit has a sample frequency of 5000 Hz, the highest-frequency waveform it can successfully resolve will be the Nyquist frequency of 2500 Hz. If an ADC is subjected to an analog input signal whose frequency exceeds the Nyquist frequency for that ADC, the converter will output a digitized signal of falsely low frequency. This phenomenon is known as aliasing. The Nyquist frequency is an absolute maximum frequency limit for an ADC and does not represent the highest practical frequency measurable. To be safe, one shouldn’t expect an ADC to successfully resolve any frequency greater than one-fifth to one-tenth of its sample frequency. A practical means of preventing aliasing is to place a low-pass filter before the input of the ADC, to block any signal frequencies greater than the practical limit. This way, the ADC circuitry will be prevented from seeing any excessive frequencies and thus will not try to digitize them. It is generally considered better that such frequencies go unconverted than to have them be “aliased” and appear in the output as false signals. Yet another measure of ADC performance is something called step recovery. This is a measure of how quickly an ADC changes its output to match a large, sudden change in the analog input. In some converter technologies especially, step recovery is a serious limitation. An ideal ADC has a great many bits for very fine resolution, samples at lightning-fast speeds, and recovers from steps instantly. Different ADC technologies, though, have different strengths. Here is a summary of them ranked from best to worst: Resolution/complexity ratio: Single-slope integrating, dual-slope integrating, counter, tracking, successive approximation, flash. Speed: Flash, tracking, successive approximation, single-slope integrating & counter, dual-slope integrating. Step recovery: Flash, successive-approximation, single-slope integrating & counter, dual-slope integrating, tracking. Please bear in mind that the rankings of these different ADC technologies depend on other factors
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2023.06.08 07:01 Mr_Protagonist Stress test scuffed or polished?

I only check up on this game every few months, so this is a genuine request for info, not an invitation to dogpile the devs as I know is tradition around here. I don't have interest in discussing development speed or dino balancing, I'm focused on playability.
I'm aware of 4 new dinos near release, and that there has been a stress test going on. I also know that there was an embargo for releasing videos that was recently lifted, so i spent a little time watching videos of the new dinos.
I noticed a lot of glitches, bugs, and incomplete features that gave me flashbacks of rage-quitting due to endless scuff, and am wondering if this is possibly because I'm watching videos recorded months ago that they saved until the embargo lifted? How long has the stress test been going on, and are these things already addressed, or are they still issues seen today?
Some of the things that concerned me:
I know that overall opinion on this release is negative, however I'm the kind of player that can have fun with hypsi and dryo, so long as it isn't super scuffed. There was a long period where I found the game unplayable, but it's been in a decent spot the last few updates performing admirably with minimal weirdness, so the videos I saw have me worried things will go back to being scuffed beyond enjoyment. I don't mind slow development and incomplete features (looking at the gore and diet systems), however things like 10 fps, rubber banding, nesting scuff, glitched food and latching onto air really kill my enjoyment. Should I just skip this update and wait for 7, or is it more polished these days?
submitted by Mr_Protagonist to theisle [link] [comments]


2023.06.08 06:50 niad_04 Quest

Question 6 Explain why Binary Coded Decimal (BCD) is sometimes referred to as the “8421” code. Why is this code used at all? Answer BCD uses groups of four binary bits to represent each digit of a decimal number. The LSD place weights are 8-4-2-1, while the next significant digit’s place weightings are 80-40-20-10, and so on. Convert the following decimal numbers into BCD form: 73910 2510 9224110 Convert the following BCD numbers into decimal form: 1000 1001 0100 0111 0110 0011 1000 0101 0001 Answer 73910 = 0111 0011 1001 2510 = 0010 0101
9224110 = 1001 0010 0010 0100 0001 1000 1001 = 8910 0100 0111 0110 = 47610 0011 1000 0101 0001 = 385110 Question 7 Standard ASCII codes are seven bits in length, but communications equipment usually sends data in eight-bit (byte) groups. The extra bit is often used as a parity bit. What is the purpose of a “parity bit,” and how is it used? Answer “Parity bits” are used as a primitive form of error detection. Communications equipment making use of parity for error detection may either be configured for “even parity” or for “odd parity”. I’ll let you research and explain how parity bits are used in the transmission of ASCII data.
Question 10 An important parameter of logic gate circuitry is noise margin. What exactly is “noise margin,” and how is it defined for logic gates? Specifically, how much noise margin do digital circuits exclusively composed of CMOS gates have? How does this compare with the noise margin of all-TTL circuitry? Answer: Noise margin is the difference between the acceptable voltage limits for corresponding input and output logic states. Notes: This question, to be answered properly, involves more than just a definition of “noise margin.” Students must first discover that there is a difference between voltage compliance levels for gate inputs versus outputs, then recognize that the difference constitutes a “margin” that imposed AC voltage (“noise”) must not exceed. They must then present their answer in terms of manufacturer specifications, obtained in datasheets. In summary, there is a lot of research that must occur to answer this question, but the results will be worth it! Question 11 In Claude Shannon’s famous 1948 paper entitled A Mathematical Theory of Communication, he opens with the following statement: “The recent development of various methods of modulation such as PCM and PPM which exchange bandwidth for signal-to-noise ratio has intensified the interest in a general theory of communication.”
Explain what Shannon was referring to when he said, “exchange bandwidth for signal-to-noise ratio”. In many cases, the superior signal-to-noise ratio of digital communication over analog communication is the primary reason justifying the much greater complexity of digital communications equipment. Also, elaborate on how bandwidth becomes sacrificed in order to achieve relatively noiseless signal transmission. Answer: Digital signals are highly resistant to corruption from noise, because they are composed of discrete (“high” and “low”) states rather than continuously-variable quantities as analog signals are. However, in order to communicate any significant measure of digital information in serial form, many pulses are needed. This requires a high-bandwidth data path to be comparable in speed to analog. Notes: Shannon’s language is perhaps a bit above the norm for technician-level education, but it nevertheless captures an important quality of digital communication: that the noise immunity enjoyed by digital communication comes at a price: high bandwidth. Without a high-bandwidth medium in which to exchange digital information, communication is either slow or completely impractical Question 12 Suppose an analog-digital converter IC (“chip”) inputs a voltage ranging from 0 to 5 volts DC and converts the magnitude of that voltage into an 8-bit binary number. How many discrete “steps” are there in the output as the converter circuit resolves the input voltage from one end of its range (0 volts) to the other (5 volts)? How much voltage does each of these steps represent? Answer This ADC (Analog-to-Digital Converter) circuit has 256 steps in its output range, each step representing 19.61 mV. Question 13 What is meant by the word resolution in reference to an ADC or a DAC? Why is resolution important to us, and how may it be calculated for any particular circuit knowing the number of binary bits? Answer: The resolution of either a digital-to-analog converter (DAC) or an analog-to-digital converter (ADC) is the measure of how finely its output may change between discrete, binary steps. For instance, an 8- bit DAC with an output voltage range of 0 to 10 volts will have a resolution of 39.22 mV. Notes: Note that I did not hint how to calculate the resolution of a DAC or an ADC, I just gave the answer for a particular example. The goal here is for students to inductively “work backwards” from my example to a general mathematical statement about resolution.
There are actually two different ways to calculate the resolution, depending on the actual range of the converter circuit. For the answer given, I assumed that a digital value of 0x00 = 0.00 volts DC and that a digital value of 0xFF = 10.00 volts DC. If a student were to calculate the resolution for a circuit where 0xFF generated an output voltage just shy of 10.00 volts DC (e.g. an R-2R ladder network where Vref = 10 volts DC, and a full-scale binary input generates an output voltage just one step less than Vref), the correct answer for resolution would be 39.06 mV. You may want to bring up such practical examples of resolution as the difference between a handheld digital multimeter and a lab-bench digital multimeter. The number of digits on the display is a sure clue to a substantial difference in ADC resolution. Question 14 Answer: An important feature of microprocessors is the use of flag registers. What, exactly, is a “flag”, and what are they used for in microprocessor programming? Identify some common machine- language commands that set flags, and some common commands that read flags. Flags are single-bit registers in a microprocessor set according to the results of an operation. Arithmetic and logical operations are common examples of commands that set flags. Conditional operations such as “Jump if Zero” are based on flag status: that is, the status of certain flags dictate what a conditional operation will do.
Question 16 What does the normal status of an electrical switch refer to? Specifically, what is the difference between a normally-open switch and a normally-closed switch? Answer The “normal” status of a switch refers to the open or closed status of the contacts when there is no actuating force applied to the switch. Notes: An important qualification for an electrical switch to be either “normally-open” or “normally-closed” is that it have a spring to return it to its “normal” state in the absence of an actuating force. Latching switches such as most toggle switches really cannot be defined in terms of “normally-” anything. Discuss this with your students, possibly showing them some examples of momentary contact switches that are either N.O. or N.C. Question 17 A special class of electromechanical relays called time-delay relays provide delayed action, either upon power-up or power-down, and are commonly denoted in ladder logic diagrams by “TD” or “TR” designations near the coil symbols and arrows on the contact symbols. Here is an example of a time- delay relay contact used in a motor control circuit: In this circuit, the motor delays start-up until three seconds after the switch is thrown to the “Run” position, but will stop immediately when the switch is returned to the “Stop” position. The relay contact is referred to as normally-open, timed-closed, or NOTC. It is alternatively referred to as a normally-open, on-delay contact. Explain how the arrow symbol indicates the nature of this contact’s delay, that delay occurs during closure but not during opening. Answer Note that the “Arrow” is pointing in the up direction, toward the direction of contact closure. Notes:
The arrow symbol is not difficult to figure out, but it is essential to know when working with time- delay relay circuits.
Question 21 Suppose an automobile manufacturer was designing a new car engine design, and they needed a memory chip to store look-up tables for the engine’s control computer, holding data such as optimum fuel/air ratios for different engine loads which the computer would then consult to maintain best performance, or economy, or emissions. What type of memory chip would you recommend for the task, and why? Choose from the following list: Static RAM (SRAM) Mask ROM PROM Dynamic RAM (DRAM) EPROM Magnetic core Answer: EPROM would probably be the best choice. I’ll let you discuss this with your classmates and with your instructor, though! Notes: This question is multi-faceted. Students must consider volatility and ease of updating (the data), as well as simply applying the concept of a look-up table to a car’s engine control computer, in order to intelligently answer this question. Question 22 Explain the difference between static RAM (“SRAM”) and dynamic RAM (“DRAM”) memory technologies. Which type of memory technology provides faster access of data, and why? Which type of memory technology provides the greatest storage density, and why?
Answer: Static RAM provides the fastest access, while dynamic RAM provides the greatest amount of memory per physical volume (storage density). Follow-up question: how is refreshing provided for dynamic RAM chips? Is this something taken care of internal to the chip, or must the circuit designer provide external circuitry to refresh the dynamic RAM chip’s memory cells? Question 23 Two very important concepts to understand when working with digital memory devices are address and data. Define each of these terms in your own words. Define the following acronyms: ROM: PROM: EPROM: EEPROM: UVEPROM: Be prepared to explain a few things about each of these memory technologies: how they work, what applications they might be found in, advantages and disadvantages of each. Answer: ROM: Read-Only Memory PROM: Programmable Read-Only Memory EPROM: Erasable Programmable Read-Only Memory EEPROM: Electrically Erasable Programmable Read-Only Memory UVEPROM: UltraViolet Erasable Programmable Read-Only Memory Question 24 An important use for read-only semiconductor memories is as look-up tables. Describe what a “look- up table” is, and what one might be used for. Answer: A look-up table is a set of data programmed into a memory device, used to map a function of some kind: for each unique input (address), there is an output (data) that means something to the system in which it is installed. An example of a look-up table is an EBCDIC-to-ASCII code converter, where an EBCDIC code input to the address lines of a ROM chip “looks up” the equivalent ASCII character value from memory, and outputs it as the result through the ROM chip’s data lines.
Notes: The EBCDIC-to-ASCII code converter concept is not hypothetical! I actually designed and helped build such a circuit to allow standard personal computers to “talk” to an obsolete CNC machine tool control computer which didn’t understand ASCII data, only EBCDIC. A look-up table implemented in a UVEPROM served as a neat way to implement this function, without a lot of complex circuitry. Question 25 Digital computers use a numeration system with a base of two, rather than a base of ten as we are accustomed to using. It is much easier to engineer circuitry that counts in “binary” than it is to design circuits that count in any other base system. Based on what you know of numeration systems, answer the following questions: How many different symbols (ciphers) are there in the binary numeration system? What are the different place-weight values in the binary system? How would you represent the number “seventeen” in binary? In our base-ten (denary) numeration system, each character is called a “digit.” What is each character called in the binary numeration system? Answer: There are only two valid ciphers in the binary system: 0 and 1. Each successive place carries twice the “weight” of the one before it. Seventeen = 10001 (in binary). Each character in the binary system is called a “bit” rather than a “digit”. Question 26 A numeration system often used as a “shorthand” way of writing large binary numbers is the hexadecimal, or base-sixteen, system. Based on what you know of place-weighted numeration systems, describe how many valid ciphers exist in the hexadecimal system, and the respective “weights” of each place in a hexadecimal number. Also, perform the following conversions: 3516 into decimal: 3410 into hexadecimal: 111000102 into hexadecimal: 9316 into binary:
Answer: There are sixteen valid ciphers in the hexadecimal system (0, 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E, and F), with each successive place carrying sixteen times the “weight” of the place before it. 3516 into decimal: 5310 3410 into hexadecimal: 2216 111000102 into hexadecimal: E216 9316 into binary: 100100112
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2023.06.07 22:37 yakker06 Upgrade to a 2500 or stay with the 1500?

I currently drive a 1500 Big Horn crew cab 5.7L and pull a 29’ travel trailer occasionally for my family of four. For a little more stability and payload capacity when towing, I’m thinking about buying a 2018 2500 Big Horn with 68k miles. 6.4L Hemi with the six speed transmission and 4.10 rear axle. I only put about 6k-7k miles a year on my trucks and could probably get the reduced down to about 5k. Most of my driving is local and low speed, I work only a mile from my house. I have two questions; what kind of longevity can I expect to get out of 2500 and is the 6-speed on the 2018 2500’s a good transmission? I know it won’t be as good as the 8 on gas mileage, but if gas mileage was my concern I would buy a Prius. I know there are a lot of variables in this equation, but speaking in general terms. Thanks.
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2023.06.07 22:24 Spinespike Gladius 3221225477 exception_access_violation. Help please

I tried to open Gladius but when I hit start on the launcher it didn't load the game and read as the title says. When loading the Gladius.error report it showed this, can someone help fix the problem?

[2023-Jun-07 20:05:38 UTC] C:\Program Files (x86)\Steam\steamapps\common\Warhammer 40000 Gladius - Relics of War\Binaries\Windows-x86_64\Gladius.exe --steam
[2023-Jun-07 20:05:38 UTC] Gladius 1.12.1 "Firepower Pack" (^/trunk r11380P Release Windows-x86_64)
[2023-Jun-07 20:05:38 UTC] Machine ID: 3d53354d178218cabe268f44924df997c4d617a57b61d513f679e126557764
[2023-Jun-07 20:05:38 UTC] User-preferred locale:
[2023-Jun-07 20:05:38 UTC] Current locale: *
[2023-Jun-07 20:05:38 UTC] User data path: \Documents\Proxy Studios\Gladius
[2023-Jun-07 20:05:38 UTC] Detected 8 hardware threads.
[2023-Jun-07 20:05:38 UTC]
[2023-Jun-07 20:05:38 UTC] Operating System Country Code: 1
[2023-Jun-07 20:05:38 UTC] Operating System Country Set: 1252
[2023-Jun-07 20:05:38 UTC] Operating System Free Physical Memory: 2020 MB
[2023-Jun-07 20:05:38 UTC] Operating System Free Space In Paging Files: 12270 MB
[2023-Jun-07 20:05:38 UTC] Operating System Free Virtual Memory: 11641 MB
[2023-Jun-07 20:05:38 UTC] Operating System Last Boot Up Time: 20230607143742.500000-240
[2023-Jun-07 20:05:38 UTC] Operating System Locale: 0409
[2023-Jun-07 20:05:38 UTC] Operating System Name: Microsoft Windows 11 HomeC:\Windows\Device\Harddisk0\Partition4
[2023-Jun-07 20:05:38 UTC] Operating System Number Of Processes: 189
[2023-Jun-07 20:05:38 UTC] Operating System Language: 1033
[2023-Jun-07 20:05:38 UTC] Operating System Size Stored In Paging Files: 12582 MB
[2023-Jun-07 20:05:38 UTC] Operating System Total Virtual Memory Size: 20914 MB
[2023-Jun-07 20:05:38 UTC] Operating System Total Visible Memory Size: 8331 MB
[2023-Jun-07 20:05:38 UTC] Operating System Version: 10.0.22000
[2023-Jun-07 20:05:39 UTC] Processor 0 Availability: 3
[2023-Jun-07 20:05:39 UTC] Processor 0 Config Manager Error Code: 0
[2023-Jun-07 20:05:39 UTC] Processor 0 Cpu Status: 1
[2023-Jun-07 20:05:39 UTC] Processor 0 Current Clock Speed: 3600 MHz
[2023-Jun-07 20:05:39 UTC] Processor 0 Current Voltage: 11
[2023-Jun-07 20:05:39 UTC] Processor 0 Device ID: CPU0
[2023-Jun-07 20:05:39 UTC] Processor 0 Ext Clock: 100 MHz
[2023-Jun-07 20:05:39 UTC] Processor 0 Family: 107
[2023-Jun-07 20:05:39 UTC] Processor 0 Last Error Code: 0
[2023-Jun-07 20:05:39 UTC] Processor 0 Load Percentage: 100%
[2023-Jun-07 20:05:39 UTC] Processor 0 Max Clock Speed: 3600 MHz
[2023-Jun-07 20:05:39 UTC] Processor 0 Name: AMD Ryzen 3 3100 4-Core Processor
[2023-Jun-07 20:05:39 UTC] Processor 0 Number Of Cores: 4
[2023-Jun-07 20:05:39 UTC] Processor 0 Number Of Enabled Core: 4
[2023-Jun-07 20:05:39 UTC] Processor 0 Number Of Logical Processors: 8
[2023-Jun-07 20:05:39 UTC] Processor 0 Processor Id: 178BFBFF00870F10
[2023-Jun-07 20:05:39 UTC] Processor 0 Status: OK
[2023-Jun-07 20:05:39 UTC] Processor 0 Status Info: 3
[2023-Jun-07 20:05:39 UTC] Processor 0 Thread Count: 8
[2023-Jun-07 20:05:39 UTC] Sound Device 0 Availability: 0
[2023-Jun-07 20:05:39 UTC] Sound Device 0 Config Manager Error Code: 0
[2023-Jun-07 20:05:39 UTC] Sound Device 0 Device ID: HDAUDIO\FUNC_01&VEN_10EC&DEV_0897&SUBSYS_1458A194&REV_1004\5&630BFEB&0&0001
[2023-Jun-07 20:05:39 UTC] Sound Device 0 DMA Buffer Size: 0 MB
[2023-Jun-07 20:05:39 UTC] Sound Device 0 Last Error Code: 0
[2023-Jun-07 20:05:39 UTC] Sound Device 0 Name: High Definition Audio Device
[2023-Jun-07 20:05:39 UTC] Sound Device 0 Status: OK
[2023-Jun-07 20:05:39 UTC] Sound Device 0 Status Info: 3
[2023-Jun-07 20:05:39 UTC] Sound Device 1 Availability: 0
[2023-Jun-07 20:05:39 UTC] Sound Device 1 Config Manager Error Code: 0
[2023-Jun-07 20:05:39 UTC] Sound Device 1 Device ID: ROOT\AMDSAFD&FUN_01&REV_01\0000
[2023-Jun-07 20:05:39 UTC] Sound Device 1 DMA Buffer Size: 0 MB
[2023-Jun-07 20:05:39 UTC] Sound Device 1 Last Error Code: 0
[2023-Jun-07 20:05:39 UTC] Sound Device 1 Name: AMD Streaming Audio Device
[2023-Jun-07 20:05:39 UTC] Sound Device 1 Status: OK
[2023-Jun-07 20:05:39 UTC] Sound Device 1 Status Info: 3
[2023-Jun-07 20:05:39 UTC] Sound Device 2 Availability: 0
[2023-Jun-07 20:05:39 UTC] Sound Device 2 Config Manager Error Code: 0
[2023-Jun-07 20:05:39 UTC] Sound Device 2 Device ID: HDAUDIO\FUNC_01&VEN_1002&DEV_AA01&SUBSYS_00AA0100&REV_1008\7&F10448C&0&0001
[2023-Jun-07 20:05:39 UTC] Sound Device 2 DMA Buffer Size: 0 MB
[2023-Jun-07 20:05:39 UTC] Sound Device 2 Last Error Code: 0
[2023-Jun-07 20:05:39 UTC] Sound Device 2 Name: AMD High Definition Audio Device
[2023-Jun-07 20:05:39 UTC] Sound Device 2 Status: OK
[2023-Jun-07 20:05:39 UTC] Sound Device 2 Status Info: 3
[2023-Jun-07 20:05:39 UTC] Sound Device 3 Availability: 0
[2023-Jun-07 20:05:39 UTC] Sound Device 3 Config Manager Error Code: 0
[2023-Jun-07 20:05:39 UTC] Sound Device 3 Device ID: ROOT\STEAMSTREAMINGMICROPHONE\0000
[2023-Jun-07 20:05:39 UTC] Sound Device 3 DMA Buffer Size: 0 MB
[2023-Jun-07 20:05:39 UTC] Sound Device 3 Last Error Code: 0
[2023-Jun-07 20:05:39 UTC] Sound Device 3 Name: Steam Streaming Microphone
[2023-Jun-07 20:05:39 UTC] Sound Device 3 Status: OK
[2023-Jun-07 20:05:39 UTC] Sound Device 3 Status Info: 3
[2023-Jun-07 20:05:39 UTC] Sound Device 4 Availability: 0
[2023-Jun-07 20:05:39 UTC] Sound Device 4 Config Manager Error Code: 0
[2023-Jun-07 20:05:39 UTC] Sound Device 4 Device ID: ROOT\STEAMSTREAMINGSPEAKERS\0000
[2023-Jun-07 20:05:39 UTC] Sound Device 4 DMA Buffer Size: 0 MB
[2023-Jun-07 20:05:39 UTC] Sound Device 4 Last Error Code: 0
[2023-Jun-07 20:05:39 UTC] Sound Device 4 Name: Steam Streaming Speakers
[2023-Jun-07 20:05:39 UTC] Sound Device 4 Status: OK
[2023-Jun-07 20:05:39 UTC] Sound Device 4 Status Info: 3
[2023-Jun-07 20:05:39 UTC] Sound Device 5 Availability: 0
[2023-Jun-07 20:05:39 UTC] Sound Device 5 Config Manager Error Code: 0
[2023-Jun-07 20:05:39 UTC] Sound Device 5 Device ID: ROOT\MEDIA\0000
[2023-Jun-07 20:05:39 UTC] Sound Device 5 DMA Buffer Size: 0 MB
[2023-Jun-07 20:05:39 UTC] Sound Device 5 Last Error Code: 0
[2023-Jun-07 20:05:39 UTC] Sound Device 5 Name: Oculus Virtual Audio Device
[2023-Jun-07 20:05:39 UTC] Sound Device 5 Status: OK
[2023-Jun-07 20:05:39 UTC] Sound Device 5 Status Info: 3
[2023-Jun-07 20:05:39 UTC] Video Controller 0 Adapter Compatibility: Advanced Micro Devices, Inc.
[2023-Jun-07 20:05:39 UTC] Video Controller 0 Adapter RAM: 4278 MB
[2023-Jun-07 20:05:39 UTC] Video Controller 0 Availability: 8
[2023-Jun-07 20:05:39 UTC] Video Controller 0 Config Manager Error Code: 22
[2023-Jun-07 20:05:39 UTC] Video Controller 0 Current Bits Per Pixel: 0
[2023-Jun-07 20:05:39 UTC] Video Controller 0 Current Refresh Rate: 0
[2023-Jun-07 20:05:39 UTC] Video Controller 0 Device ID: VideoController1
[2023-Jun-07 20:05:39 UTC] Video Controller 0 Driver Version: 31.0.12027.9001
[2023-Jun-07 20:05:39 UTC] Video Controller 0 Install Date: 0
[2023-Jun-07 20:05:39 UTC] Video Controller 0 Installed Display Drivers: C:\Windows\System32\DriverStore\FileRepository\u0390451.inf_amd64_39377efdd62734d1\B390182\aticfx64.dll,C:\Windows\System32\DriverStore\FileRepository\u0390451.inf_amd64_39377efdd62734d1\B390182\aticfx64.dll,C:\Windows\System32\DriverStore\FileRepository\u0390451.inf_amd64_39377efdd62734d1\B390182\aticfx64.dll,C:\Windows\System32\DriverStore\FileRepository\u0390451.inf_amd64_39377efdd62734d1\B390182\amdxc64.dll
[2023-Jun-07 20:05:39 UTC] Video Controller 0 Last Error Code: 0
[2023-Jun-07 20:05:39 UTC] Video Controller 0 Max Refresh Rate: 0
[2023-Jun-07 20:05:39 UTC] Video Controller 0 Min Refresh Rate: 0
[2023-Jun-07 20:05:39 UTC] Video Controller 0 Name: AMD Radeon RX 6500 XT
[2023-Jun-07 20:05:39 UTC] Video Controller 0 Status: Error
[2023-Jun-07 20:05:39 UTC] Video Controller 0 Time Of Last Reset: 0
[2023-Jun-07 20:05:39 UTC] Video Controller 0 Video Architecture: 5
[2023-Jun-07 20:05:39 UTC] Video Controller 0 Video Memory Type: 2
[2023-Jun-07 20:05:39 UTC] Video Controller 0 Video Mode: 0
[2023-Jun-07 20:05:39 UTC] Video Controller 0 Video Processor: AMD Radeon Graphics Processor (0x743F)
[2023-Jun-07 20:05:39 UTC] Initializing distribution ...
[2023-Jun-07 20:05:39 UTC] Steam profile name is .
[2023-Jun-07 20:05:39 UTC] [Steam] Initialized Steamworks.
[2023-Jun-07 20:05:39 UTC] Initializing configuration ...
[2023-Jun-07 20:05:39 UTC] Audio/AmbientVolume: 0.4
[2023-Jun-07 20:05:39 UTC] Audio/CinematicVolume: 1.0
[2023-Jun-07 20:05:39 UTC] Audio/EffectVolume: 0.25
[2023-Jun-07 20:05:39 UTC] Audio/HRTF: 0
[2023-Jun-07 20:05:39 UTC] Audio/InterfaceVolume: 1.0
[2023-Jun-07 20:05:39 UTC] Audio/MasterVolume: 1.0
[2023-Jun-07 20:05:39 UTC] Audio/MaxAuxiliarySends: 4
[2023-Jun-07 20:05:39 UTC] Audio/MaxCachedSources: 128
[2023-Jun-07 20:05:39 UTC] Audio/MusicVolume: 0.46
[2023-Jun-07 20:05:39 UTC] Audio/OutputDevice:
[2023-Jun-07 20:05:39 UTC] Audio/VoiceVolume: 1.0
[2023-Jun-07 20:05:39 UTC] Controls/Cancel: Escape
[2023-Jun-07 20:05:39 UTC] Controls/Cargo0: Alt+1
[2023-Jun-07 20:05:39 UTC] Controls/Cargo1: Alt+2
[2023-Jun-07 20:05:39 UTC] Controls/Cargo2: Alt+3
[2023-Jun-07 20:05:39 UTC] Controls/Cargo3: Alt+4
[2023-Jun-07 20:05:39 UTC] Controls/Cargo4: Alt+5
[2023-Jun-07 20:05:39 UTC] Controls/Cargo5: Alt+6
[2023-Jun-07 20:05:39 UTC] Controls/Cargo6: Alt+7
[2023-Jun-07 20:05:39 UTC] Controls/Cargo7: Alt+8
[2023-Jun-07 20:05:39 UTC] Controls/Cargo8: Alt+9
[2023-Jun-07 20:05:39 UTC] Controls/Cargo9: Alt+0
[2023-Jun-07 20:05:39 UTC] Controls/Chat: Enter KPEnter
[2023-Jun-07 20:05:39 UTC] Controls/ForceEndTurn: Control+Space
[2023-Jun-07 20:05:39 UTC] Controls/MarkTile: Control+MouseLeft
[2023-Jun-07 20:05:39 UTC] Controls/NextMusicTrack: Control+N
[2023-Jun-07 20:05:39 UTC] Controls/NextTask: Space
[2023-Jun-07 20:05:39 UTC] Controls/OK: Enter KPEnter Space
[2023-Jun-07 20:05:39 UTC] Controls/OpenCompendiumScreen: F1
[2023-Jun-07 20:05:39 UTC] Controls/OpenQuestsScreen: F2
[2023-Jun-07 20:05:39 UTC] Controls/OpenResearchScreen: F3
[2023-Jun-07 20:05:39 UTC] Controls/PlayerAction0: Control+1
[2023-Jun-07 20:05:39 UTC] Controls/PlayerAction1: Control+2
[2023-Jun-07 20:05:39 UTC] Controls/PlayerAction2: Control+3
[2023-Jun-07 20:05:39 UTC] Controls/PlayerAction3: Control+4
[2023-Jun-07 20:05:39 UTC] Controls/PlayerAction4: Control+5
[2023-Jun-07 20:05:39 UTC] Controls/PlayerAction5: Control+6
[2023-Jun-07 20:05:39 UTC] Controls/PlayerAction6: Control+7
[2023-Jun-07 20:05:39 UTC] Controls/PlayerAction7: Control+8
[2023-Jun-07 20:05:39 UTC] Controls/PlayerAction8: Control+9
[2023-Jun-07 20:05:39 UTC] Controls/PlayerAction9: Control+0
[2023-Jun-07 20:05:39 UTC] Controls/QuickLoad: F9
[2023-Jun-07 20:05:39 UTC] Controls/QuickSave: F5
[2023-Jun-07 20:05:39 UTC] Controls/ReloadModifiedResources: Control+R
[2023-Jun-07 20:05:39 UTC] Controls/SaveJPGScreenShot: PrintScreen Control+P
[2023-Jun-07 20:05:39 UTC] Controls/SaveJPGScreenShotWithoutHUD: Shift+PrintScreen Shift+Control+P
[2023-Jun-07 20:05:39 UTC] Controls/SavePNGScreenShot: Alt+PrintScreen Control+Alt+P
[2023-Jun-07 20:05:39 UTC] Controls/SavePNGScreenShotWithoutHUD: Shift+Alt+PrintScreen Shift+Control+Alt+P
[2023-Jun-07 20:05:39 UTC] Controls/ScrollDown: ArrowDown
[2023-Jun-07 20:05:39 UTC] Controls/ScrollLeft: ArrowLeft
[2023-Jun-07 20:05:39 UTC] Controls/ScrollRight: ArrowRight
[2023-Jun-07 20:05:39 UTC] Controls/ScrollUp: ArrowUp
[2023-Jun-07 20:05:39 UTC] Controls/SelectNext: Tab
[2023-Jun-07 20:05:39 UTC] Controls/SelectPrevious: Shift+Tab
[2023-Jun-07 20:05:39 UTC] Controls/ToggleDebugPanel: Control+D
[2023-Jun-07 20:05:39 UTC] Controls/ToggleDisplayMode: Alt+Enter Alt+KPEnter
[2023-Jun-07 20:05:39 UTC] Controls/ToggleFPSDisplay: Control+F
[2023-Jun-07 20:05:39 UTC] Controls/ToggleHUD: Control+H
[2023-Jun-07 20:05:39 UTC] Controls/ToggleLoadScreen: Control+L
[2023-Jun-07 20:05:39 UTC] Controls/ToggleMixerPanel: Control+M
[2023-Jun-07 20:05:39 UTC] Controls/ToggleSaveScreen: Control+S
[2023-Jun-07 20:05:39 UTC] Controls/ToggleSettingsScreen: Control+E
[2023-Jun-07 20:05:39 UTC] Controls/ToggleStatsPanel: Control+T
[2023-Jun-07 20:05:39 UTC] Controls/ToggleUnitOverlay: Control+U
[2023-Jun-07 20:05:39 UTC] Controls/ToggleYieldOverlay: Control+Z
[2023-Jun-07 20:05:39 UTC] Controls/UnitAction0: Q
[2023-Jun-07 20:05:39 UTC] Controls/UnitAction1: W
[2023-Jun-07 20:05:39 UTC] Controls/UnitAction10: Z
[2023-Jun-07 20:05:39 UTC] Controls/UnitAction11: X
[2023-Jun-07 20:05:39 UTC] Controls/UnitAction12: C
[2023-Jun-07 20:05:39 UTC] Controls/UnitAction13: V
[2023-Jun-07 20:05:39 UTC] Controls/UnitAction14: B
[2023-Jun-07 20:05:39 UTC] Controls/UnitAction2: E
[2023-Jun-07 20:05:39 UTC] Controls/UnitAction3: R
[2023-Jun-07 20:05:39 UTC] Controls/UnitAction4: T
[2023-Jun-07 20:05:39 UTC] Controls/UnitAction5: A
[2023-Jun-07 20:05:39 UTC] Controls/UnitAction6: S
[2023-Jun-07 20:05:39 UTC] Controls/UnitAction7: D
[2023-Jun-07 20:05:39 UTC] Controls/UnitAction8: F
[2023-Jun-07 20:05:39 UTC] Controls/UnitAction9: G
[2023-Jun-07 20:05:39 UTC] Controls/UnitItem0: 1
[2023-Jun-07 20:05:39 UTC] Controls/UnitItem1: 2
[2023-Jun-07 20:05:39 UTC] Controls/UnitItem2: 3
[2023-Jun-07 20:05:39 UTC] Controls/UnitItem3: 4
[2023-Jun-07 20:05:39 UTC] Controls/UnitItem4: 5
[2023-Jun-07 20:05:39 UTC] Controls/UnitItem5: 6
[2023-Jun-07 20:05:39 UTC] Controls/UnitItem6: 7
[2023-Jun-07 20:05:39 UTC] Controls/UnitItem7: 8
[2023-Jun-07 20:05:39 UTC] Controls/UnitItem8: 9
[2023-Jun-07 20:05:39 UTC] Controls/UnitItem9: 0
[2023-Jun-07 20:05:39 UTC] General/AnimationSpeed: 0.5
[2023-Jun-07 20:05:39 UTC] General/AutoCycleUnits: 1
[2023-Jun-07 20:05:39 UTC] General/AutoSave: 1
[2023-Jun-07 20:05:39 UTC] General/AutoSendReports: 1
[2023-Jun-07 20:05:39 UTC] General/CurrentVersion: 1.12.1
[2023-Jun-07 20:05:39 UTC] General/Debug: 0
[2023-Jun-07 20:05:39 UTC] General/ErrorReportSentAt: 1133930
[2023-Jun-07 20:05:39 UTC] General/Language: English
[2023-Jun-07 20:05:39 UTC] General/LastVersion: 1.12.1
[2023-Jun-07 20:05:39 UTC] General/ScrollAcceleration: 0.9
[2023-Jun-07 20:05:39 UTC] General/ScrollSpeed: 0.5
[2023-Jun-07 20:05:39 UTC] General/ScrollToAction: 1
[2023-Jun-07 20:05:39 UTC] General/ShowBarks: 1
[2023-Jun-07 20:05:39 UTC] General/ShowCinematics: 1
[2023-Jun-07 20:05:39 UTC] General/ShowPerformance: 0
[2023-Jun-07 20:05:39 UTC] General/ShowSubtitles: 1
[2023-Jun-07 20:05:39 UTC] General/ShowTips: 1
[2023-Jun-07 20:05:39 UTC] General/ShownPatchNotes:
[2023-Jun-07 20:05:39 UTC] General/ShownTips: 0,5,12,4,3,17,10,30,46,18,16,15,22,43,34,56,36,47,40,45,23,21,41,24,27,31,33,44,35,20,25,28,11,42,9,32,26,13,14,19,48,39,37
[2023-Jun-07 20:05:39 UTC] General/TerminateWithDisableMods: 1
[2023-Jun-07 20:05:39 UTC] General/TerminateWithMarkContentCorrupt: 1
[2023-Jun-07 20:05:39 UTC] General/TerminatedWithDisableMods: 1
[2023-Jun-07 20:05:39 UTC] General/UserName:
[2023-Jun-07 20:05:39 UTC] Mods/Disabled:
[2023-Jun-07 20:05:39 UTC] Mods/Installed:
[2023-Jun-07 20:05:39 UTC] Network/ListenAddress: 0.0.0.XXX
[2023-Jun-07 20:05:39 UTC] Network/ListenMaxClients: 40
[2023-Jun-07 20:05:39 UTC] Network/ListenPort: 6120
[2023-Jun-07 20:05:39 UTC] Network/PreferRelayedData: 0
[2023-Jun-07 20:05:39 UTC] Network/RemoteAddress: 127.0.0.XXX
[2023-Jun-07 20:05:39 UTC] Network/RemotePort: 6120
[2023-Jun-07 20:05:39 UTC] Video/AnisotropicFiltering: 4
[2023-Jun-07 20:05:39 UTC] Video/Brightness: 0.5
[2023-Jun-07 20:05:39 UTC] Video/CloudShadows: 1
[2023-Jun-07 20:05:39 UTC] Video/Contrast: 0.5
[2023-Jun-07 20:05:39 UTC] Video/DepthFog: 1
[2023-Jun-07 20:05:39 UTC] Video/DepthOfField: 1
[2023-Jun-07 20:05:39 UTC] Video/Device:
[2023-Jun-07 20:05:39 UTC] Video/DisplayMode: 0
[2023-Jun-07 20:05:39 UTC] Video/FXAA: 1
[2023-Jun-07 20:05:39 UTC] Video/FixedTimeOfDay: 0
[2023-Jun-07 20:05:39 UTC] Video/FixedTimeOfDayAt: 0.5
[2023-Jun-07 20:05:39 UTC] Video/FullScreenResolution: 3840x2160
[2023-Jun-07 20:05:39 UTC] Video/GUIScale: 2
[2023-Jun-07 20:05:39 UTC] Video/Gamma: 0.5
[2023-Jun-07 20:05:39 UTC] Video/MaxFocusedTickrate: 0
[2023-Jun-07 20:05:39 UTC] Video/MaxMinimizedTickrate: 8
[2023-Jun-07 20:05:39 UTC] Video/MaxUnfocusedTickrate: 0
[2023-Jun-07 20:05:39 UTC] Video/Monitor:
[2023-Jun-07 20:05:39 UTC] Video/MultiThreadedRendering: 0
[2023-Jun-07 20:05:39 UTC] Video/RefreshRate: 0
[2023-Jun-07 20:05:39 UTC] Video/ShadowQuality: 1
[2023-Jun-07 20:05:39 UTC] Video/ShowCliffHighlights: 1
[2023-Jun-07 20:05:39 UTC] Video/ShowGrid: 0
[2023-Jun-07 20:05:39 UTC] Video/TextureQuality: 1
[2023-Jun-07 20:05:39 UTC] Video/ValidationLayers: 0
[2023-Jun-07 20:05:39 UTC] Video/VerticalSynchronization: -1
[2023-Jun-07 20:05:39 UTC] Video/VideoMemory: 0
[2023-Jun-07 20:05:39 UTC] Video/WindowedResolution: 1366x768
[2023-Jun-07 20:05:39 UTC] World/AIControlDisconnectedPlayers: 1
[2023-Jun-07 20:05:39 UTC] World/AdaptiveTurnTimer: 1
[2023-Jun-07 20:05:39 UTC] World/ArcticRegionDensity: 3
[2023-Jun-07 20:05:39 UTC] World/ArtefactDensity: 2
[2023-Jun-07 20:05:39 UTC] World/AvoidDuplicateRandomFactions: 1
[2023-Jun-07 20:05:39 UTC] World/DesertRegionDensity: 3
[2023-Jun-07 20:05:39 UTC] World/Difficulty: 2
[2023-Jun-07 20:05:39 UTC] World/ForestDensity: 2
[2023-Jun-07 20:05:39 UTC] World/GameName: bob101
[2023-Jun-07 20:05:39 UTC] World/GameVisibility: 0
[2023-Jun-07 20:05:39 UTC] World/HolySiteDensity: 2
[2023-Jun-07 20:05:39 UTC] World/ImperialRuinsDensity: 2
[2023-Jun-07 20:05:39 UTC] World/JokaeroTraderEncampmentDensity: 2
[2023-Jun-07 20:05:39 UTC] World/LandMass: 2
[2023-Jun-07 20:05:39 UTC] World/LordOfSkulls: 1
[2023-Jun-07 20:05:39 UTC] World/MultiplayerMapEditor: 0
[2023-Jun-07 20:05:39 UTC] World/NecronTombDensity: 0
[2023-Jun-07 20:05:39 UTC] World/OrkoidFungusDensity: 2
[2023-Jun-07 20:05:39 UTC] World/Pace: 1
[2023-Jun-07 20:05:39 UTC] World/Players: Teclis Blue,2,AstraMilitarum,1,Yriel Yellow,2,Random,2,Evil Sunz Scarlet,2,Random,0,Niblet Green,2,Random,0
[2023-Jun-07 20:05:39 UTC] World/Quests: 1
[2023-Jun-07 20:05:39 UTC] World/RegionDensity: 2
[2023-Jun-07 20:05:39 UTC] World/RegionSize: 4
[2023-Jun-07 20:05:39 UTC] World/ResearchCost: 2
[2023-Jun-07 20:05:39 UTC] World/ResourceCost: 1
[2023-Jun-07 20:05:39 UTC] World/ResourceUpkeep: 2
[2023-Jun-07 20:05:39 UTC] World/RiverDensity: 2
[2023-Jun-07 20:05:39 UTC] World/RuinsOfVaulDensity: 2
[2023-Jun-07 20:05:39 UTC] World/SimultaneousTurns: 1
[2023-Jun-07 20:05:39 UTC] World/Size: 4
[2023-Jun-07 20:05:39 UTC] World/SpecialResourceDensity: 2
[2023-Jun-07 20:05:39 UTC] World/StartingResource: 2
[2023-Jun-07 20:05:39 UTC] World/Supplement1: 1
[2023-Jun-07 20:05:39 UTC] World/Supplement10: 1
[2023-Jun-07 20:05:39 UTC] World/Supplement12: 1
[2023-Jun-07 20:05:39 UTC] World/Supplement4: 1
[2023-Jun-07 20:05:39 UTC] World/Supplement6: 1
[2023-Jun-07 20:05:39 UTC] World/Supplement8: 1
[2023-Jun-07 20:05:39 UTC] World/TropicalRegionDensity: 3
[2023-Jun-07 20:05:39 UTC] World/TurnTimer: 0
[2023-Jun-07 20:05:39 UTC] World/VolcanicRegionDensity: 3
[2023-Jun-07 20:05:39 UTC] World/WebwayGateDensity: 2
[2023-Jun-07 20:05:39 UTC] World/WildlifeDensity: 2
[2023-Jun-07 20:05:39 UTC] World/WireWeedDensity: 0
[2023-Jun-07 20:05:39 UTC] Initializing data ...
[2023-Jun-07 20:05:39 UTC] [Steam] Found 0 subscribed mods.
[2023-Jun-07 20:05:39 UTC] Found 0 installed mods.
[2023-Jun-07 20:05:39 UTC] Loading colors ...
[2023-Jun-07 20:05:39 UTC] Loading language ...
[2023-Jun-07 20:05:39 UTC] Initializing world ...
[2023-Jun-07 20:05:40 UTC] Initializing network ...
[2023-Jun-07 20:05:40 UTC] Initializing input ...
[2023-Jun-07 20:05:40 UTC] Initializing video ...
[2023-Jun-07 20:05:40 UTC] Set environment variable: DISABLE_LAYER_AMD_SWITCHABLE_GRAPHICS_1=1
[2023-Jun-07 20:05:40 UTC] Set environment variable: DISABLE_LAYER_NV_OPTIMUS_1=1
[2023-Jun-07 20:05:40 UTC] Set environment variable: DISABLE_TWITCH_VULKAN_OVERLAY=1
[2023-Jun-07 20:05:40 UTC] [UPnP] Searching for UPnP devices on network ...
[2023-Jun-07 20:05:40 UTC] Set environment variable: DISABLE_VK_LAYER_VALVE_steam_fossilize_1=1
[2023-Jun-07 20:05:41 UTC] Available monitors: 1. Generic PnP Monitor
[2023-Jun-07 20:05:41 UTC] Available Vulkan layers: VK_LAYER_AMD_switchable_graphics, VK_LAYER_OW_OVERLAY, VK_LAYER_OW_OBS_HOOK, VK_LAYER_VALVE_steam_overlay, VK_LAYER_VALVE_steam_fossilize
[2023-Jun-07 20:05:44 UTC] Monitor: 1. Generic PnP Monitor
[2023-Jun-07 20:05:44 UTC] Display::setMonitor: 0.000063 s.
[2023-Jun-07 20:05:44 UTC] Available monitor resolutions: 640x480, 800x600, 1024x768, 1280x960, 1280x1024, 1920x1080, 3840x2160
[2023-Jun-07 20:05:44 UTC] Desktop mode: 3840x2160 @ 64 Hz
[2023-Jun-07 20:05:44 UTC] Creating window (Fullscreen 3840x2160 @ 0 Hz) ...
[2023-Jun-07 20:05:44 UTC] Window created.
[2023-Jun-07 20:05:44 UTC] Refresh rate: 64 Hz
[2023-Jun-07 20:05:44 UTC] Window size: 3840x2160
[2023-Jun-07 20:05:44 UTC] Framebuffer size: 3840x2160
[2023-Jun-07 20:05:44 UTC] Viewport size: 3840x2160
[2023-Jun-07 20:05:44 UTC] Creating Vulkan instance ...
[2023-Jun-07 20:05:44 UTC] Vulkan instance version: 1.3.204
ExceptionHandler::unhandledExceptionFilter()
3221225477 EXCEPTION_ACCESS_VIOLATION
(0) [0x00007FFD2D84C5E1] ?? (C:\Program Files (x86)\Steam\SteamOverlayVulkanLayer64.dll)
(1) [0x000000359B94EDD0] ?? (C:\Program Files (x86)\Steam\SteamOverlayVulkanLayer64.dll)
(2) [0x000000359B94EFD0] ?? (C:\Program Files (x86)\Steam\SteamOverlayVulkanLayer64.dll)
(3) [0x00007FFCFFDCA8EF] vkResetFences + 0x000000000002C90F (C:\Windows\SYSTEM32\vulkan-1.dll)
(4) [0x0000016B000003FF] ?? (C:\Program Files (x86)\Steam\steamapps\common\Warhammer 40000 Gladius - Relics of War\Binaries\Windows-x86_64\Gladius.exe)
(5) [0x00000000FFFFFFF7] ?? (C:\Program Files (x86)\Steam\steamapps\common\Warhammer 40000 Gladius - Relics of War\Binaries\Windows-x86_64\Gladius.exe)
(6) [0x00007FFD4A447A1E] ?? (\AppData\Local\Overwolf\Extensions\ncfplpkmiejjaklknfnkgcpapnhkggmlcppckhcb\207.0.4\obs\data\obs-plugins\win-capture\ow-graphics-hook64.dll)
Modules loaded:
C:\Program Files (x86)\Steam\steamapps\common\Warhammer 40000 Gladius - Relics of War\Binaries\Windows-x86_64\Gladius.exe
C:\Windows\SYSTEM32\ntdll.dll
C:\Windows\System32\KERNEL32.DLL
C:\Windows\System32\KERNELBASE.dll
C:\Windows\System32\USER32.dll
C:\Windows\System32\win32u.dll
C:\Windows\System32\GDI32.dll
C:\Windows\System32\gdi32full.dll
C:\Windows\System32\msvcp_win.dll
C:\Windows\System32\ucrtbase.dll
C:\Windows\System32\SHELL32.dll
C:\Windows\System32\ole32.dll
C:\Windows\System32\combase.dll
C:\Windows\System32\RPCRT4.dll
C:\Windows\System32\OLEAUT32.dll
C:\Windows\System32\ADVAPI32.dll
C:\Windows\System32\msvcrt.dll
C:\Windows\System32\sechost.dll
C:\Windows\System32\WS2_32.dll
C:\Windows\SYSTEM32\vulkan-1.dll
C:\Program Files (x86)\Steam\steamapps\common\Warhammer 40000 Gladius - Relics of War\Binaries\Windows-x86_64\libpng16.dll
C:\Program Files (x86)\Steam\steamapps\common\Warhammer 40000 Gladius - Relics of War\Binaries\Windows-x86_64\avformat-58.dll
C:\Windows\System32\CRYPT32.dll
C:\Program Files (x86)\Steam\steamapps\common\Warhammer 40000 Gladius - Relics of War\Binaries\Windows-x86_64\avutil-56.dll
C:\Program Files (x86)\Steam\steamapps\common\Warhammer 40000 Gladius - Relics of War\Binaries\Windows-x86_64\libcrypto-1_1-x64.dll
C:\Program Files (x86)\Steam\steamapps\common\Warhammer 40000 Gladius - Relics of War\Binaries\Windows-x86_64\OpenAL32.dll
C:\Program Files (x86)\Steam\steamapps\common\Warhammer 40000 Gladius - Relics of War\Binaries\Windows-x86_64\libvorbisfile.dll
C:\Program Files (x86)\Steam\steamapps\common\Warhammer 40000 Gladius - Relics of War\Binaries\Windows-x86_64\libcurl.dll
C:\Windows\System32\WLDAP32.dll
C:\Program Files (x86)\Steam\steamapps\common\Warhammer 40000 Gladius - Relics of War\Binaries\Windows-x86_64\miniupnpc.dll
C:\Program Files (x86)\Steam\steamapps\common\Warhammer 40000 Gladius - Relics of War\Binaries\Windows-x86_64\tbbmalloc_proxy.dll
C:\Windows\SYSTEM32\dbghelp.dll
C:\Program Files (x86)\Steam\steamapps\common\Warhammer 40000 Gladius - Relics of War\Binaries\Windows-x86_64\boost_locale-vc142-mt-x64-1_70.dll
C:\Program Files (x86)\Steam\steamapps\common\Warhammer 40000 Gladius - Relics of War\Binaries\Windows-x86_64\zlib.dll
C:\Program Files (x86)\Steam\steamapps\common\Warhammer 40000 Gladius - Relics of War\Binaries\Windows-x86_64\avcodec-58.dll
C:\Program Files (x86)\Steam\steamapps\common\Warhammer 40000 Gladius - Relics of War\Binaries\Windows-x86_64\steam_api64.dll
C:\Windows\SYSTEM32\MSWSOCK.dll
C:\Program Files (x86)\Steam\steamapps\common\Warhammer 40000 Gladius - Relics of War\Binaries\Windows-x86_64\MSVCP140.dll
C:\Windows\SYSTEM32\VCRUNTIME140_1.dll
C:\Program Files (x86)\Steam\steamapps\common\Warhammer 40000 Gladius - Relics of War\Binaries\Windows-x86_64\VCRUNTIME140.dll
C:\Windows\SYSTEM32\CFGMGR32.dll
C:\Windows\SYSTEM32\IPHLPAPI.DLL
C:\Windows\SYSTEM32\bcrypt.dll
C:\Windows\SYSTEM32\WINMM.dll
C:\Program Files (x86)\Steam\steamapps\common\Warhammer 40000 Gladius - Relics of War\Binaries\Windows-x86_64\tbbmalloc.dll
C:\Windows\SYSTEM32\USERENV.dll
C:\Program Files (x86)\Steam\steamapps\common\Warhammer 40000 Gladius - Relics of War\Binaries\Windows-x86_64\libvorbis.dll
C:\Windows\SYSTEM32\CRYPTBASE.DLL
C:\Program Files (x86)\Steam\steamapps\common\Warhammer 40000 Gladius - Relics of War\Binaries\Windows-x86_64\swresample-3.dll
C:\Program Files (x86)\Steam\steamapps\common\Warhammer 40000 Gladius - Relics of War\Binaries\Windows-x86_64\EOSSDK-Win64-Shipping.dll
C:\Windows\System32\Normaliz.dll
C:\Windows\System32\WINTRUST.dll
C:\Windows\SYSTEM32\Secur32.dll
C:\Windows\SYSTEM32\VERSION.dll
C:\Windows\SYSTEM32\WINHTTP.dll
C:\Windows\SYSTEM32\SSPICLI.DLL
C:\Program Files (x86)\Steam\steamapps\common\Warhammer 40000 Gladius - Relics of War\Binaries\Windows-x86_64\freetype.dll
C:\Windows\System32\IMM32.DLL
C:\Windows\system32\dxgi.dll
C:\Windows\SYSTEM32\CRYPTSP.dll
C:\Windows\system32\rsaenh.dll
C:\Windows\System32\bcryptPrimitives.dll
C:\Windows\SYSTEM32\ncrypt.dll
C:\Windows\SYSTEM32\NTASN1.dll
C:\Windows\SYSTEM32\MSASN1.dll
C:\Program Files (x86)\Steam\gameoverlayrenderer64.dll
C:\Windows\System32\PSAPI.DLL
C:\Windows\SYSTEM32\windows.storage.dll
C:\Windows\SYSTEM32\wintypes.dll
C:\Windows\System32\SHCORE.dll
C:\Windows\System32\shlwapi.dll
C:\Windows\SYSTEM32\profapi.dll
C:\Windows\SYSTEM32\PROPSYS.dll
C:\Windows\SYSTEM32\kernel.appcore.dll
C:\Windows\System32\clbcatq.dll
C:\Windows\SYSTEM32\amsi.dll
C:\Program Files\McAfee\WPS\1.9.253.XXX\mc-sec-plugin-x64.dll
C:\Program Files (x86)\Steam\steamclient64.dll
C:\Windows\System32\imagehlp.dll
C:\Windows\System32\SETUPAPI.dll
C:\Program Files (x86)\Steam\tier0_s64.dll
C:\Program Files (x86)\Steam\vstdlib_s64.dll
C:\Windows\System32\NSI.dll
C:\Windows\system32\uxtheme.dll
C:\Windows\SYSTEM32\dhcpcsvc6.DLL
C:\Windows\SYSTEM32\DNSAPI.dll
C:\Windows\SYSTEM32\dhcpcsvc.DLL
C:\Program Files\Bonjour\mdnsNSP.dll
C:\Windows\SYSTEM32\dinput8.dll
C:\Windows\System32\rasadhlp.dll
C:\Windows\SYSTEM32\xinput1_4.dll
C:\Windows\SYSTEM32\DEVOBJ.dll
C:\Windows\SYSTEM32\inputhost.dll
C:\Windows\SYSTEM32\CoreMessaging.dll
C:\Windows\SYSTEM32\dwmapi.dll
C:\Windows\System32\fwpuclnt.dll
C:\Windows\System32\MSCTF.dll
C:\Windows\SYSTEM32\HID.DLL
C:\Windows\SYSTEM32\dxcore.dll
C:\Windows\system32\schannel.DLL
C:\Windows\SYSTEM32\mskeyprotect.dll
C:\Windows\system32\ncryptsslp.dll
C:\Windows\SYSTEM32\textinputframework.dll
C:\Windows\SYSTEM32\directxdatabasehelper.dll
C:\Windows\SYSTEM32\ntmarta.dll
C:\Windows\System32\DriverStore\FileRepository\u0390451.inf_amd64_39377efdd62734d1\B390182\amdvlk64.dll
C:\Windows\SYSTEM32\amdihk64.dll
C:\Program Files (x86)\Steam\SteamOverlayVulkanLayer64.dll
C:\Program Files (x86)\Overwolf\0.221.0.XXX\ow-graphics-vulkan.dll
\AppData\Local\Overwolf\Extensions\ncfplpkmiejjaklknfnkgcpapnhkggmlcppckhcb\207.0.4\obs\data\obs-plugins\win-capture\ow-graphics-hook64.dll
C:\Program Files (x86)\Overwolf\0.221.0.XXX\owclient.dll
[2023-Jun-07 20:05:44 UTC] [Steam] Marked content corrupt.
ExceptionHandler::terminate()
Starting ErrorReporter ...
[2023-Jun-07 20:05:45 UTC] [UPnP] UPnP devices:
[2023-Jun-07 20:05:45 UTC] [UPnP] http://192.168.1.XXX:2869/upnphost/udhisapi.dll?content=uuid:a62d7d2c-d3f5-447b-b2e9-aaec6945b261 upnp:rootdevice
[2023-Jun-07 20:05:45 UTC] [UPnP] http://192.168.1.XXX:8060/ upnp:rootdevice
[2023-Jun-07 20:05:45 UTC] [UPnP] http://192.168.1.XXX:8060/ upnp:rootdevice
[2023-Jun-07 20:05:45 UTC] [UPnP] http://192.168.1.XXX:8060/ upnp:rootdevice
[2023-Jun-07 20:05:45 UTC] [UPnP] http://192.168.1.XXX:2869/upnphost/udhisapi.dll?content=uuid:586d9b25-0239-4f93-926a-d7ece00158a6 upnp:rootdevice
[2023-Jun-07 20:05:45 UTC] [UPnP] http://192.168.1.XXX:9080 upnp:rootdevice
[2023-Jun-07 20:05:45 UTC] [UPnP] Connecting to IGD ...
[2023-Jun-07 20:05:46 UTC] UPnP.cpp:58: void __cdecl proxy::network::UPnP::initialize(void): Warning: [UPnP] No valid IGD could be connected to: 3.
[2023-Jun-07 20:05:44 UTC] C:\Program Files (x86)\Steam\steamapps\common\Warhammer 40000 Gladius - Relics of War\Binaries\Windows-x86_64\ErrorReporter.exe \Documents\Proxy Studios\Gladius\Logs\Gladius.log
[2023-Jun-07 20:05:44 UTC] User data path: \Documents\Proxy Studios\Gladius
[2023-Jun-07 20:05:44 UTC] Operating System Country Code: 1
[2023-Jun-07 20:05:44 UTC] Operating System Country Set: 1252
[2023-Jun-07 20:05:44 UTC] Operating System Free Physical Memory: 2120 MB
[2023-Jun-07 20:05:44 UTC] Operating System Free Space In Paging Files: 12213 MB
[2023-Jun-07 20:05:44 UTC] Operating System Free Virtual Memory: 11551 MB
[2023-Jun-07 20:05:44 UTC] Operating System Last Boot Up Time: 20230607143742.500000-240
[2023-Jun-07 20:05:44 UTC] Operating System Locale: 0409
[2023-Jun-07 20:05:44 UTC] Operating System Name: Microsoft Windows 11 HomeC:\Windows\Device\Harddisk0\Partition4
[2023-Jun-07 20:05:44 UTC] Operating System Number Of Processes: 190
[2023-Jun-07 20:05:44 UTC] Operating System Language: 1033
[2023-Jun-07 20:05:44 UTC] Operating System Size Stored In Paging Files: 12582 MB
[2023-Jun-07 20:05:44 UTC] Operating System Total Virtual Memory Size: 20914 MB
[2023-Jun-07 20:05:44 UTC] Operating System Total Visible Memory Size: 8331 MB
[2023-Jun-07 20:05:44 UTC] Operating System Version: 10.0.22000
[2023-Jun-07 20:05:45 UTC] Processor 0 Availability: 3
[2023-Jun-07 20:05:45 UTC] Processor 0 Config Manager Error Code: 0
[2023-Jun-07 20:05:45 UTC] Processor 0 Cpu Status: 1
[2023-Jun-07 20:05:45 UTC] Processor 0 Current Clock Speed: 3600 MHz
[2023-Jun-07 20:05:45 UTC] Processor 0 Current Voltage: 11
[2023-Jun-07 20:05:45 UTC] Processor 0 Device ID: CPU0
[2023-Jun-07 20:05:45 UTC] Processor 0 Ext Clock: 100 MHz
[2023-Jun-07 20:05:45 UTC] Processor 0 Family: 107
[2023-Jun-07 20:05:45 UTC] Processor 0 Last Error Code: 0
[2023-Jun-07 20:05:45 UTC] Processor 0 Load Percentage: 100%
[2023-Jun-07 20:05:45 UTC] Processor 0 Max Clock Speed: 3600 MHz
[2023-Jun-07 20:05:45 UTC] Processor 0 Name: AMD Ryzen 3 3100 4-Core Processor
[2023-Jun-07 20:05:45 UTC] Processor 0 Number Of Cores: 4
[2023-Jun-07 20:05:45 UTC] Processor 0 Number Of Enabled Core: 4
[2023-Jun-07 20:05:45 UTC] Processor 0 Number Of Logical Processors: 8
[2023-Jun-07 20:05:45 UTC] Processor 0 Processor Id: 178BFBFF00870F10
[2023-Jun-07 20:05:45 UTC] Processor 0 Status: OK
[2023-Jun-07 20:05:45 UTC] Processor 0 Status Info: 3
[2023-Jun-07 20:05:45 UTC] Processor 0 Thread Count: 8
[2023-Jun-07 20:05:46 UTC] Sound Device 0 Availability: 0
[2023-Jun-07 20:05:46 UTC] Sound Device 0 Config Manager Error Code: 0
[2023-Jun-07 20:05:46 UTC] Sound Device 0 Device ID: HDAUDIO\FUNC_01&VEN_10EC&DEV_0897&SUBSYS_1458A194&REV_1004\5&630BFEB&0&0001
[2023-Jun-07 20:05:46 UTC] Sound Device 0 DMA Buffer Size: 0 MB
[2023-Jun-07 20:05:46 UTC] Sound Device 0 Last Error Code: 0
[2023-Jun-07 20:05:46 UTC] Sound Device 0 Name: High Definition Audio Device
[2023-Jun-07 20:05:46 UTC] Sound Device 0 Status: OK
[2023-Jun-07 20:05:46 UTC] Sound Device 0 Status Info: 3
[2023-Jun-07 20:05:46 UTC] Sound Device 1 Availability: 0
[2023-Jun-07 20:05:46 UTC] Sound Device 1 Config Manager Error Code: 0
[2023-Jun-07 20:05:46 UTC] Sound Device 1 Device ID: ROOT\AMDSAFD&FUN_01&REV_01\0000
[2023-Jun-07 20:05:46 UTC] Sound Device 1 DMA Buffer Size: 0 MB
[2023-Jun-07 20:05:46 UTC] Sound Device 1 Last Error Code: 0
[2023-Jun-07 20:05:46 UTC] Sound Device 1 Name: AMD Streaming Audio Device
[2023-Jun-07 20:05:46 UTC] Sound Device 1 Status: OK
[2023-Jun-07 20:05:46 UTC] Sound Device 1 Status Info: 3
[2023-Jun-07 20:05:46 UTC] Sound Device 2 Availability: 0
[2023-Jun-07 20:05:46 UTC] Sound Device 2 Config Manager Error Code: 0
[2023-Jun-07 20:05:46 UTC] Sound Device 2 Device ID: HDAUDIO\FUNC_01&VEN_1002&DEV_AA01&SUBSYS_00AA0100&REV_1008\7&F10448C&0&0001
[2023-Jun-07 20:05:46 UTC] Sound Device 2 DMA Buffer Size: 0 MB
[2023-Jun-07 20:05:46 UTC] Sound Device 2 Last Error Code: 0
[2023-Jun-07 20:05:46 UTC] Sound Device 2 Name: AMD High Definition Audio Device
[2023-Jun-07 20:05:46 UTC] Sound Device 2 Status: OK
[2023-Jun-07 20:05:46 UTC] Sound Device 2 Status Info: 3
[2023-Jun-07 20:05:46 UTC] Sound Device 3 Availability: 0
[2023-Jun-07 20:05:46 UTC] Sound Device 3 Config Manager Error Code: 0
[2023-Jun-07 20:05:46 UTC] Sound Device 3 Device ID: ROOT\STEAMSTREAMINGMICROPHONE\0000
[2023-Jun-07 20:05:46 UTC] Sound Device 3 DMA Buffer Size: 0 MB
[2023-Jun-07 20:05:46 UTC] Sound Device 3 Last Error Code: 0
[2023-Jun-07 20:05:46 UTC] Sound Device 3 Name: Steam Streaming Microphone
[2023-Jun-07 20:05:46 UTC] Sound Device 3 Status: OK
[2023-Jun-07 20:05:46 UTC] Sound Device 3 Status Info: 3
[2023-Jun-07 20:05:46 UTC] Sound Device 4 Availability: 0
[2023-Jun-07 20:05:46 UTC] Sound Device 4 Config Manager Error Code: 0
[2023-Jun-07 20:05:46 UTC] Sound Device 4 Device ID: ROOT\STEAMSTREAMINGSPEAKERS\0000
[2023-Jun-07 20:05:46 UTC] Sound Device 4 DMA Buffer Size: 0 MB
[2023-Jun-07 20:05:46 UTC] Sound Device 4 Last Error Code: 0
[2023-Jun-07 20:05:46 UTC] Sound Device 4 Name: Steam Streaming Speakers
[2023-Jun-07 20:05:46 UTC] Sound Device 4 Status: OK
[2023-Jun-07 20:05:46 UTC] Sound Device 4 Status Info: 3
[2023-Jun-07 20:05:46 UTC] Sound Device 5 Availability: 0
[2023-Jun-07 20:05:46 UTC] Sound Device 5 Config Manager Error Code: 0
[2023-Jun-07 20:05:46 UTC] Sound Device 5 Device ID: ROOT\MEDIA\0000
[2023-Jun-07 20:05:46 UTC] Sound Device 5 DMA Buffer Size: 0 MB
[2023-Jun-07 20:05:46 UTC] Sound Device 5 Last Error Code: 0
[2023-Jun-07 20:05:46 UTC] Sound Device 5 Name: Oculus Virtual Audio Device
[2023-Jun-07 20:05:46 UTC] Sound Device 5 Status: OK
[2023-Jun-07 20:05:46 UTC] Sound Device 5 Status Info: 3
[2023-Jun-07 20:05:46 UTC] Video Controller 0 Adapter Compatibility: Advanced Micro Devices, Inc.
[2023-Jun-07 20:05:46 UTC] Video Controller 0 Adapter RAM: 4278 MB
[2023-Jun-07 20:05:46 UTC] Video Controller 0 Availability: 8
[2023-Jun-07 20:05:46 UTC] Video Controller 0 Config Manager Error Code: 22
[2023-Jun-07 20:05:46 UTC] Video Controller 0 Current Bits Per Pixel: 0
[2023-Jun-07 20:05:46 UTC] Video Controller 0 Current Refresh Rate: 0
[2023-Jun-07 20:05:46 UTC] Video Controller 0 Device ID: VideoController1
[2023-Jun-07 20:05:46 UTC] Video Controller 0 Driver Version: 31.0.12027.9001
[2023-Jun-07 20:05:46 UTC] Video Controller 0 Install Date: 0
[2023-Jun-07 20:05:46 UTC] Video Controller 0 Installed Display Drivers: C:\Windows\System32\DriverStore\FileRepository\u0390451.inf_amd64_39377efdd62734d1\B390182\aticfx64.dll,C:\Windows\System32\DriverStore\FileRepository\u0390451.inf_amd64_39377efdd62734d1\B390182\aticfx64.dll,C:\Windows\System32\DriverStore\FileRepository\u0390451.inf_amd64_39377efdd62734d1\B390182\aticfx64.dll,C:\Windows\System32\DriverStore\FileRepository\u0390451.inf_amd64_39377efdd62734d1\B390182\amdxc64.dll
[2023-Jun-07 20:05:46 UTC] Video Controller 0 Last Error Code: 0
[2023-Jun-07 20:05:46 UTC] Video Controller 0 Max Refresh Rate: 0
[2023-Jun-07 20:05:46 UTC] Video Controller 0 Min Refresh Rate: 0
[2023-Jun-07 20:05:46 UTC] Video Controller 0 Name: AMD Radeon RX 6500 XT
[2023-Jun-07 20:05:46 UTC] Video Controller 0 Status: Error
[2023-Jun-07 20:05:46 UTC] Video Controller 0 Time Of Last Reset: 0
[2023-Jun-07 20:05:46 UTC] Video Controller 0 Video Architecture: 5
[2023-Jun-07 20:05:46 UTC] Video Controller 0 Video Memory Type: 2
[2023-Jun-07 20:05:46 UTC] Video Controller 0 Video Mode: 0
[2023-Jun-07 20:05:46 UTC] Video Controller 0 Video Processor: AMD Radeon Graphics Processor (0x743F)
[2023-Jun-07 20:05:46 UTC] Creating error log: \Documents\Proxy Studios\Gladius\Logs\Gladius.error.log ...
submitted by Spinespike to Gladius40k [link] [comments]


2023.06.07 22:11 KillerActual Gurevich please, the MiG-23-98, the Flogger's swansong.

Gurevich please, the MiG-23-98, the Flogger's swansong.

A MiG-23MLD converted into a technology demonstrator for the MiG-23-98 programme.
In the mid-late 90s, Mikoyan offered a deep upgrade package for the venerable MiG-23 fighter aircraft mainly targeting foreign users of the MiG-23. This upgrade package entailed a comprehensive upgrade of the avionics onboard the aircraft in order to allow the aircraft to carry more modern air-to-air missiles.
Ultimately, 3 variants of the MiG-23-98 were proposed, the MiG-23-98-1, the MiG-23-98-2, and the MiG-23-98-3.
The MiG-23-98 on display alongside the munitions that she is able to carry.
The MiG-23-98-1 was the most advanced variant of the MiG-23-98 programme. The Saphir-23 radar was replaced with the more capable Moskit-23 radar, capable of detecting targets up to 100 km away. Avionics upgrades allow the MiG-23-98-1 to carry modern air-to-air missiles, namely the R-73, R-27 R-27ER, R-27T/R-27ET and the R-77 AAMs. It was also able to carry guided munitions such as the KAB-500KR TV-guided bomb, the KAB-500L laser-guided bomb and the Kh-25ML, Kh-25L and Kh-29L laser-guided air-to-ground missiles. If this is to be introduced to the game, it would basically almost be a MiG-29, and will thus require a minimum BR of 11.7, and can definitely go up in BR.
Another photo of the MiG-23-98, displaying even more compatible munitions.
The MiG-23-98-2 had a weaker Moskit-21 radar that could only detect targets up to 60km away, but for all intents and purposes ingame is similar to the earlier MiG-23-98-1. This is effectively the only variant that went into production, as 18 MiG-23MLs of the Angolan Air Force were upgraded to a standard resembling this variant. If this is to be introduced to the game, it would require a minimum BR of 11.7, and can definitely go up in BR.
The final variant is the MiG-23-98-3, and is the least capable variant of all the 3 variants, with no notable improvements sans an improved antenna, and has the capability of a MiG-23ML. Due to this, I suggest a minimum BR of 11.3.
General characteristics
Crew: 1 sat on a Mikoyan KM-1M ejection seat
Length: 16.7 m (54 ft 9 in)
Wingspan: 13.965 m (45 ft 10 in) fully spread7.779 m (25.52 ft) fully-swept
Height: 4.82 m (15 ft 10 in)
Wing area: 37.35 m2 (402.0 sq ft) fully-spread34.16 m2 (367.7 sq ft) fully-swept
Airfoil: root: TsAGI SR-12S (6.5%); tip: TsAGI SR-12S (5.5%)
Gross weight: 14,840 kg (32,717 lb)
Max takeoff weight: 17,800 kg (39,242 lb)
Fuel capacity: 4,260 L (1,130 US gal; 940 imp gal) internal with provision for up to 3x 800 L (210 US gal; 180 imp gal) drop-tanks
Powerplant: 1 × Khatchaturov R-35-300 afterburning turbojet, 83.6 kN (18,800 lbf) thrust with variable-geometry nozzles dry, 127.49 kN (28,660 lbf) with afterburner
Performance
Maximum speed: 2,499 km/h (1,553 mph, 1,349 kts) / M2.35 at altitude 1,350 km/h (840 mph; 730 kts) / M1.1 at sea level
Range: 1,900 km (1,200 mi, 1,000 nmi) clean
Combat range: 1,500 km (930 mi, 810 nmi) with standard armament, no drop-tanks 2,550 km (1,580 mi; 1,380 nmi) with standard armament and 3x 800 L (210 US gal; 180 imp gal) drop-tanks
Ferry range: 2,820 km (1,750 mi, 1,520 nmi) with 3x 800 L (210 US gal; 180 imp gal) drop-tanks
Service ceiling: 18,300 m (60,000 ft)
g limits: +8.5
Rate of climb: 230 m/s (45,000 ft/min) at sea level
Take-off distance: 500 m (1,600 ft)
Landing distance: 750 m (2,460 ft)
Armament
Guns: 1 × 23 mm Gryazev-Shipunov GSh-23L autocannon with 200 rounds
Hardpoints: 2 × fuselage, 2 × wing glove and 2 × wing pylons with a capacity of up to 2,000 kg (4,400 lb) of stores, with provisions to carry combinations of:
Missiles: Air-to-air missiles: R-73, R-27 R-27ER, R-27T/R-27ET and R-77
Air-to-surface missiles: Kh-23, Kh-25ML, Kh-25L and Kh-29L
Bombs: KAB-500KR TV-guided bomb, KAB-500L laser-guided bomb, FAB-500 series, FAB-250 series
Rockets: S-8 series, S-5 series
The reason why I want this to be in the game: I have always been a fan of "stretching" a system to its very limits (I also love the F-4E-2020 Terminator, the F-4EJ Kai, the M60-2000 and the T-55M6, among others for this very reason) and this particularly tickles my fancy as I love swing-wing designs.
Please correct me if there are any errors.
submitted by KillerActual to Warthunder [link] [comments]


2023.06.07 21:13 _Usora Which Lenovo IdeaPad 14" should I buy?

Greetings from Finland! I have been searching for a 14" laptop for a while now. I need it for my trips to the countryside and for those times when I want to take a break from PC. My main use for the laptop is for university courses and coding JS and Python.
Which one performs better? Any tips are welcome.
IdeaPad Pro 5i 14 $862
Processor - 13th Generation Intel® Core™ i5-13500H Processor (E-cores up to 3.50 GHz P-cores up to 4.70 GHz) Operating System - No Operating System Operating System Language - No Operating System Language Memory - 16 GB LPDDR5-5200MHz (Soldered) Solid State Drive - 1 TB SSD M.2 2242 PCIe Gen4 TLC Display - 14" 2.8K (2880 x 1800), IPS, Anti-Glare, Non-Touch, 100%sRGB, 400 nits, 120Hz, Narrow Bezel Graphic Card - Integrated Graphics Camera - 1080P FHD RGB/IR Hybrid with Dual Microphone Color - Arctic Grey Keyboard - White Backlit, Storm Grey - Nordic Wireless - Wi-Fi 6E 2x2 AX & Bluetooth® 5.1 or above Surface Treatment - Al Anodizing Stamping Palmrest - Al Battery - 4 Cell Li-Polymer 75Wh Power Cord - 100W USB-C Slim 90% PCC 3pin AC Adapter - EU Language Pack - Publication - Norwegian/Danish/Finnish/Swedish/English Warranty - 2 Year Courier or Carry-in
Lenovo IdeaPad 5 Pro 14 2023, Ryzen7 16GB 512GB $1000
Processor: AMD Ryzen 7 6800HS
Operating System: Windows 11 Home
Language: Estonian, Russian, English
Memory: 16 GB LPDDR5
Speed: 6400 MHz
Storage Capacity: 512 GB
Storage Device Type: SSD
SSD Type: M.2 PCIe 4.0x4 NVMe
Graphics Card: AMD Radeon 680M
Screen Size: 14 inches
Resolution: 2880 x 1800
Screen Type: IPS
Brightness: 400 cd/m2
IPS: Yes
Refresh Rate: 90 Hz
Aspect Ratio: 16:10
Surface: Matte
Touchscreen: No
Keyboard Layout: Scandinavian
Full Layout: No
Backlight: Yes
USB Interfaces: 2 x USB 3.2 Gen 1 Type-A, 2 x USB 3.2 Gen 1 Type-C
HDMI: Yes
Headphone and Microphone Jack: Yes
RJ45: No
Battery Capacity: 56.5 Wh
Battery Life: Up to 12 hours
WiFi: 802.11ax
Bluetooth: v5.1
Smart Card Reader: No
Memory Card Reader: SD
Speakers: Yes
DVD ReadeWriter: No
Fingerprint Reader: No
Webcam: 1080p with face recognition
Weight: 1.41 kg
Dimensions: 31.22 x 22.1 x 1.59 cm
Warranty: 2 years

submitted by _Usora to laptops [link] [comments]


2023.06.07 20:41 newsupdatehindi Top Women Boxers in the Wirld

Top Women Boxers in the World-

We Are Listing the Top Women Boxers in the World can be subjective and may very depending on Various Ranking andPersonal Opinions. However here is a list of Accomplished and Highly Regarded Women Boxers who have made significant contributions to the Sports-

List of Top 20 (Twenty) Women Boxers In The World

📷Photo: Top Women Boxers In the World1.Claressa Shields

2.Katie Taylor


3.Cecilia Brækhus

4.Amanda Serrano

5.Jessica McCaskill

6.Terri Harper

7.Seniesa Estrada

8. Mikaela Mayer

9. Delfine Persoon

10.Heather Hardy

11.Mariana Juarez

12.Nicola Adams


13.Hannah Rankin

14.Jelena Mrdjenovich


15.Maiva Hamadouche

16. Daniela Romina Bermúdez

17.Yesica Bopp

18. Ewa Piatkowska

19. Ramla Ali

20. Savannah Marshall

Read More....
Cholesterol Lowering Treatment : कोलेस्ट्रॉल कम करने का रामबाण इलाज
submitted by newsupdatehindi to u/newsupdatehindi [link] [comments]


2023.06.07 20:30 khoafraelich789 Used Car Guide: 1996-2010 Dodge Viper

Used Car Guide: 1996-2010 Dodge Viper
5 tips to find a first-class example of a secondhand Dodge Viper.

https://preview.redd.it/nspzptnvi63b1.png?width=1200&format=png&auto=webp&s=df37c3e53c833087654e9a0c1a946fdfc5727771
I’ve got a Dodge Viper problem. Despite their horrifying fuel consumption, restricted outward visibility, leg-singeing rocker panels, and an exhaust note like a hot-rod UPS truck, I’ve enjoyed driving two of these machines for the better part of 10 years and about 65,000 kilometres to date.

My first Viper was a 2000 GTS Coupe. My childhood dream car, we spent five years and about 45,000 kilometres together driving around town, going on road trips, lapping various tracks, and attending car shows and the like.

About four years ago I traded this unit in for a 2008 Dodge Viper SRT-10 Coupe. We’ve done about 20,000 kilometres together, partaking in a similar range of activities.

I’ve had zero mechanical problems associated with the driveline in either of my cars, and little more than the odd electronic hiccup resulting from a weak battery or wonky sensor. I’ve owned a lot of cars, and my two Vipers have been among the most reliable — second only to my 1993 Nissan 240SX.

The key success factor here is that I’ve had both units checked over fully by a qualified ‘Viper Tech’ in a dealer setting, on my dime, before purchase. In both cases, this pre-purchase checkup was worth the investment. For my first Viper, the inspection revealed thousands worth of upcoming repair- and replacement parts which helped me negotiate a much better deal; on my second car, it picked up a dead trunk-release button which the selling dealership fixed on their dime, and also confirmed that this car was in otherwise excellent shape.

To be clear: the best thing you can do before buying a used Dodge Viper is to make arrangements to have it seen by a Viper-trained technician in a dealer setting.

Still, after a decade of V-10 Mopar motoring, I’ve also come up with some additional tips to share with potential used Dodge Viper shoppers, especially those considering a vintage like mine — that is, the second- to fourth-generation cars.

Following these tips can help you enjoy a more trouble-free driving experience and avert potential headaches or surprises with your new toy.

Door hinges

I’ve found the door hinges in both of my Vipers to be quite fussy, and I’m not alone.

In my 2000 GTS, the doors seemed to sag with repeated use over time. The driver’s door hinge eventually needed to be readjusted multiple times to prevent the door from striking the body when closing. The out-of-alignment door hinge also caused damage to the weather seals around the door, resulting in a small water leak.

The hinge can be loosened, adjusted, and fastened back into place, but the process is frustrating and somewhat complicated if you’re not the most mechanically-inclined (like me). Professional help may be the best course of action if the Viper you’re considering seems to be suffering from saggy doors; it’s not a difficult job for someone who knows what they’re doing.

My 2008 Viper SRT-10 is exhibiting similar symptoms this year. The driver’s door has begun emitting a loud creak when opening fully (or closing), and lubrication of the hinge hasn’t helped. The door is rubbing somewhere, and the hinge needs to be readjusted.

Note that leaving this issue unchecked can cause collateral damage to the weather seals (pricey) and window glass (pricier), so you’ll want to address it as soon as you notice any warning signs.

These warnings include doors that seem to stick during some portion of their movement, doors that don’t close properly with a light push, doors that fail to engage the striker properly or even bounce back open, doors that require slamming to latch shut, or any used Viper whose door-mounted weather seals are cracked, ripped, or otherwise visibly damaged.

In sum: be sure the doors open, close and latch without undue force or noise, and that all weather seals are intact and in solid shape.

Powertrain stresses
To prevent undue wrenching of the door hinge, I always start the engine after the doors are closed.

Firing up the Viper’s big V-10 twists the car back and forth (it’s all that torque), but can also wrench on the heavy doors and their small hinges, which seems to shift things out place in quick order. With the doors closed at engine startup, this excessive wrenching of the hinges is prevented.

Fun fact: during a tour of the Dodge Viper factory, one long-time Viper craftsman told me that the original hinge design was intended to be steel (stronger), though the engineers pushed for a lighter aluminum hinge (softer). In the day, he figured this might cause problems for some owners, and it turns out he was right.

“The fifth-generation cars use a different hinge, and the doors are much lighter, since they’re made from an aluminum film that’s shaped by air in a mould” he said.

Wheel alignment

Dodge Vipers have, I figure, a somewhat unfounded reputation for dodgy handling and being difficult to control. In my opinion, these problems are mainly driver-related (not car-related), but that’s a topic for a different story.

Of course, the Viper’s steam-roller tires do try and follow every nook, cranny, and tar-strip on the road, which means the car often seems to be squirming and shuffling even as you drive along in a straight line.

Still, don’t underestimate the difference that a proper wheel alignment can make. I recently had one performed in a dealer setting on my 2008 for the first time, and the difference in handling, stability, and response while steering and braking were notable — especially in terms of reduced workload at the wheel. It’s easy to assume ‘this is just how Vipers handle’, though a fresh alignment instantly made my 2008 feel more precise, more responsive, and less labor-intensive to drive on the highway.

In my case, the difference was night-and-day. As an added bonus, proper alignment means that the (very pricey) tires won’t wear as quickly.

Power windows

The power windows on both of my Vipers were finicky and fussy. Compared to most cars, I found the power windows in both of my Vipers to feel and sound harsh when in use. They’ve also been the cause of various headaches, especially in my 2008.

This Viper has a feature called window indexing, a fancy way of saying that the window drops a half-inch or so when the door handle is pressed, allowing it to clear the body of the car and for the door to open and close more easily.

The indexing function on the passenger side window failed one day, meaning that opening the passenger door meant catching the upper ‘corner’ of the glass inside of the opening, contacting it and wearing down the finish. Closing the passenger door likewise resulted in contact of the window against the body in the same spot.

This can all result in wear to the vehicle’s paint, a noisier drive, and an increased likelihood of damaging the Viper’s finicky and sometimes-fragile power window hardware because of an unintended impact.

On your test drive, note that one, both, or none of the power windows may be suffering this problem, and that the problem may be sporadic in nature. I can’t offer a fix that’s worked reliably for me, though disconnecting and reconnecting the battery does typically fix the issue for a time.

On your test drive, confirm that both power windows work as expected, and be sure to carefully inspect the outer edge of the upper door opening above the window itself for signs of marking, paint damage, or scuffing that indicate contact.

Cooling system and overheating

Some owners have reported overheating of their Viper, especially in situations with high ambient temperatures, and during sustained periods of heavy-throttle driving, such as in a motorsports setting. Other owners have reported random engine overheating as a possibility from time to time, with a temperature gauge that may suddenly push towards the dangerous red zone on the coolant gauge randomly, and without warning. Many other owners have experienced no overheating issues from their Vipers.

Several factors may contribute to a Viper’s engine overheating, as well as inconsistent or seemingly random coolant-temperature fluctuations.

To protect yourself and avoid surprises, start with a pre-purchase inspection that includes the used Viper’s cooling system, including the coolant level and condition, an inspection of the water pump and surrounding area (for leaks), all hoses, the thermostat, the cooling fan(s) and associated wiring and relays, and the radiator itself.

Have a professional inspect both the engine oil and engine coolant for signs of cross-contamination, which could indicate a head-gasket problem.

On your test drive, take note of the coolant temperature gauge at various points. The needle should settle somewhere around the middle of the gauge and stay there, perhaps creeping up slightly over the halfway mark on hotter days. If the gauge suddenly climbs towards the red zone for no apparent reason, the vehicle you’re considering should be seen by a professional before you buy.

In this application, an overheating engine can be the result of a simple problem like an air bubble in the cooling system, or a serious one like a failing head gasket. You’ll want to know before you buy.

Run the Viper’s heater on your test-drive, too. If functioning properly, the heater will have no trouble pushing a lot of hot air into the Viper’s cabin once the engine is warmed up. If that’s not the case, or if the heat suddenly seems to disappear, have the system checked professionally. Some owners have successfully fixed problems by ‘burping’ air bubbles out of the cooling system. Ask a professional if you’re not sure how.

Driveline clunks

The Viper’s driveline is not a pinnacle of refinement, and certain noises and vibrations are more prominent than you may be used to. The question is which of these are normal, and which are cause for concern?

When checking out the user Viper you’re considering, quiet the cabin and listen for a few specific sounds in a few specific situations to prevent unwanted surprises.

First, place the vehicle in neutral with the engine running at idle and the clutch pedal pressed fully. Slowly release the clutch pedal, listening closely for any sign of a scraping, whirring, or grinding sound as the clutch is released. If you hear such a sound, press the clutch pedal in again to see if it goes away. The sound may seem to be coming through the floor near the driver’s feet. This sound can indicate a worn throw-out bearing, a part usually changed with the clutch.

I’ve noticed this sound on both of my Vipers. In both cases, it’s remedied by replacing the clutch, which includes a new bearing. You can drive your Viper while it’s making this noise, but if the bearing or associated hardware eventually fails, your clutch may become unusable.

You’ll also want to be on the lookout for unwanted sounds from the rear differential. The oil in this component needs to be changed regularly with a specific gear oil and a precise amount of friction-modifying additive. Using the wrong type or amount of gear oil or friction modifier can result in unfavourable consequences, including rear-axle noise. If your rear-axle oil isn’t serviced regularly by someone who knows what they’re doing, you’ll likely be hearing from your Viper’s rear end.

When driving a Viper, the differential sits just behind and beneath the driver. Though some whirring and light clunking from time to time is largely considered normal, any binding, whining, or heavy clunks — especially at low speed — can be signs of trouble.

Final Thought
These tips are designed to help test-driving shoppers more easily identify possible trouble areas reported by some owners. An attentive test-drive and shopping process that focuses on the areas above can help you find a first-class example of a secondhand 1996-2010 Dodge Viper.

Source: driving ca
submitted by khoafraelich789 to CarInformationNews [link] [comments]


2023.06.07 15:06 --TheMan-- Should Dexterity Exist?

For quite some time now there's been some talk of the current state of the stat "Dexterity" getting a rework in Brawlhalla.
First of all, what is dexterity:
"Dexterity affects the length of recovery time after an attack. Recovery time is the amount of time after an attack where a player can not move or attack. Each attack's recovery time has a variable amount which can be decreased or increased depending on the Legend's Dexterity. This means that Legends with higher Dexterity will be able to move or attack faster after a previous attack than Legends with lower Dexterity."
From reading the description it sounds like a pretty useful stat.
However, in-game the effects of dexterity are barely present.
Comparing the recovery after attacking of a 2 dex to 9 dex legend, I mean there's a small difference? But it's barely going to affect your gameplay, it's not like you can throw out more attacks because you are a higher dex legend, each legend should be punished the same on whiff. This is in comparison to speed, where if you test out a 2 speed to 10 speed legend there's a huge difference, most noticeably in the running speed. (I don't have the data here, but you can test it in-game)
Now there is actually another function of dexterity which is rather unique: Unlocking combo routes
BMG has toyed with this a little bit, but as of right now I don't think that there's any weapon that requires a specific dexterity to unlock an important combo (except maybe 6 dex for sair n-light on spear). They've also experimented with 9 dex legends, giving Cassidy 3-pieces and 4-pieces on hammer, and giving Vraxx d-light n-light. Also, I'm not sure what dex, 6 or 7 maybe, but I know Axe has a 3-piece true of s-light nair d-light (ledge cancel), and high dex scythe (again I'm not sure what dex) has Nair Sair true. But unless you're running Cassidy, Lord Vraxx or another legend with some broken true combo that's dex specific, most of the time you will take out of dex.
This means that the optimal legend stats have now become whichever legend has the least amount of dex, meaning that a lot of legends that could be viable are not because of a high dex stat, making the state not just useless, but harmful towards those legends with dex.
So, how do we make dex balanced?
Here are the possible options:

Give all high dex weapons exclusive combos

This sounds like a good concept, but in Brawlhalla I don't think it works for three reasons.
  1. Some weapons don't need more true combos. Weapons like Bow, Orb and Sword already have their bread and butter combos so there's no need for dex.
  2. It will be hard to implement new combos on certain weapons. I'm looking at you, greatsword, how do you give a weapon like greatsword more true combos?
  3. Some combos would be stronger than others. Let's look at katars for this example, Katars used to have nair into s-light, n-light and d-light true, and obviously this was kinda broken so BMG had to nerf it.

Remove Dex Entirely and replace it with a new stat

This sounds like a more realistic solution. Make every legend have the same true combos as other legends with the same legend, nice and balanced, although I am not sure what stat BMG would replace dex with, nothing directly comes to mind.

Buff the "Recovery Time After Whiff" without creating new true combos

If dex had a bigger impact on your whiffed attacks then it might be a better stat. Especially for slower weapons where you're stuck for a quite a bit of time after missing an attack, dex could be a useful stat as it means there is slightly less risk in throwing out attacks. As of right now dex does nothing to help heavy weapons, which is why we still see Ulgrim and Teros being used. It might have a lesser impact on faster weapons but even if it was a small difference if it was noticeable it wouldn't make dex useless.
So yeah that's what I think about dex right now, lemme know what u all think.
submitted by --TheMan-- to Brawlhalla [link] [comments]


2023.06.07 14:26 Noblesse311 Character Concept [110]: HMS Conqueror (S48)

Faction:
Royal Navy

Class:
Repeat Valiant/Churchill-class Nuclear-powered Attack Submarine (Submarine in-game)

Background:
The third and final ship of the Churchill-class (also known as the Repeat Valiants as it featured many internal improvements, but outwardly looked about the same as the preceding Valiant-class Nuclear-Powered Submarines) HMS Conqueror) was ordered on 9 August 1966 and was laid down at the Cammell Laird Shipyard at Birkenhead, at the time in the County of Cheshire, England, on 5 December 1967. She was launched on 28 August 1969 and commissioned into the Royal Navy on 9 November 1971, the final nuclear-powered submarine to be completed by Cammell Laird. (all future Royal Navy submarines would be exclusively built by Vickers Shipyard)
Conqueror’s career between commissioning in 1971 and the Falklands War in 1982 was largely uneventful, with the only thing of note being the replacement of her Type 2001 sonar array with a Type 2020 version and a Type 2026 towed array that could be let out and retrieved sometime in the late 1970s. It was also around this time that the sub would be captained by Cmdr. Chris Wreford-Brown.
Upon the outbreak of the Falklands War in April 1982, Conqueror would be among many British submarines that were deployed to the South Atlantic (including sister ship HMS Courageous), departing Faslane Naval Base in Scotland on 3 April, and arriving at the Falklands exclusion zone on 24 April, exactly three weeks later. She was tasked with scanning the area for Argentine shipping, in particular, Argentina’s light aircraft carrier ARA Veinticinco de Mayo (formerly HMS Venerable). On 30 April, Conqueror spotted the Brooklyn-class Light Cruiser ARA General Belgrano (formerly the USS Phoenix) sailing southwest of the Falklands outside of the exclusion zone. However, with 25 de Mayo approaching the islands from the north, the commander of the HMS Hermes task force, Rear Adm. John “Sandy” Woodward, fearing a pincer attack between the two ships, requested permission from his superiors to sink Belgrano. That permission, after some debate, would be granted by Adm. Sir John Fieldhouse and the order to engage was sent to HMS Conqueror, in the interim, Belgrano would retire from its attack vector and head west, a move that made later events incite controversy, although both Belgrano’s captain and the Argentine government would acknowledge that the attack was a legitimate act of war.
On 2 May, Conqueror would launch three Mark 8 torpedoes \1]) at Belgrano, with two of them striking the ship and exploding. Twenty minutes later, the cruiser was rapidly sinking and abandoned by her crew. General Belgrano was unable to send a mayday signal, due to electrical failure and poor visibility, which meant that the two escorting destroyers, ARA Piedra Buena (formerly Sumner-class USS Collett) and ARA Bouchard (formerly Sumner-class USS Borie) would not find out about Belgrano’s sinking until hours after the latter sank, taking 323 men with her. The sinking of the Belgrano was a notable one, as it was the second time since the end of World War II that a submarine sank an enemy warship \2]), but it was the first (and at the time of writing only) nuclear-powered attack sub to do the deed. The Bouchard was also believed to be hit by Conqueror’s third torpedo. Though Conqueror would not again fire her torpedoes in anger, having had to evade the efforts of the Argentine Air Force (FAA) to locate and sink the submarine, she would spend the remainder of the war helping the task force by using sophisticated monitoring equipment to track FAA aircraft. Belgrano’s sinking also shocked both the Argentine people and military junta, and contributed to the Argentine Navy’s role being significantly reduced for the remainder of the conflict, and in turn, contributed to Argentina’s defeat in the Falklands War.
After the war, HMS Conqueror would return to Faslane flying a Jolly Roger, a customary act of Royal Navy submarines after achieving a kill. Said Jolly Roger would feature an atom, a cross torpedo pattern, a dagger and the outline of a cruiser, representing Conqueror being an SSN, the weapon used for the sinking, the secretive nature in the operation and the hull type for the kill respectively. This banner can be found at the Royal Navy Submarine Museum in Gosport in South East England.
Her post war career would also see some notable moments. Later in 1982, Conqueror would take part in Operation Barmaid, an operation to raid and capture a Soviet passive towed scanner array that was towed by a Polish-flagged vessel. Conducted as a joint Anglo-American operation just outside Soviet territorial waters, the sub used cutters affixed to her bow to shear off the 3” (76mm) thick wire before silently returning to base on the Clyde. On 2 July 1988, Conqueror collided with the Dalriada, an Army Sail Training Association yacht. Its four crewmen would be rescued, but the yacht sank.
Conqueror was decommissioned on 2 August 1990, with the submarine’s periscope, captain’s cabin and main control panel joining her Jolly Roger at the Royal Navy Submarine Museum. At the time of writing, she is currently housed at Devonport, County Devon, one of twenty nuclear subs housed there by the Ministry of Defense awaiting final disposal.
\1]: While HMS Conqueror was equipped with the newer Tigerfish torpedoes, the Mark 8, a venerable design dating back to the interwar era, was far more reliable and used instead.)
\2]: The first instance would occur during the Third Indo-Pakistani War eleven years prior when PNS Hangor, a Daphné-class Submarine used by the Pakistani Navy, sank INS Khukri, a Blackwood-class Frigate in an instance that also marked the only instance to date of an Indian Navy warship sinking to enemy action since independence in 1947.)

Namesake:
A conqueror is a person who conquers.

Rarity:
UR

Stat Spread:
As a nuclear powered submarine, Conqueror sports a superb Torpedo Stat (S), a decent HP stat compared to their WW2 counterparts (B) and a superb speed stat (A). As a Cold War submarine that has no guns, she has no firepower stat.

Abilities:

Personality:
Conqueror (S48) could be best described as someone who has a Sugar-and-Ice Personality (or in Anime jargon, a Kuudere). On the outside, she is cold, aloof and professional, dedicated to her missions and largely keeps to herself. Once one gets to know her better, she shows herself to be more optimistic and warm, if a bit socially awkward.

Quotes:

Design:
Conqueror is depicted as a girl in her mid-teens with golden yellow hair tied in pig-tails that extend down to her elbows, and ruby red eyes. Her attire is largely inspired by the equipment utilized by the Special Boat Squadron (now known as the Special Boat Service) during the early 1980s, and in particular during the Falklands War. She wears a black skin-tight one-piece wetsuit that covers her entire body, with the cut offs being around her hands and halfway down to the calves of her legs. Among her equipment is a snorkel on her right shoulder, though not worn, and comes with a L9A1 Browning Hi-Power pistol in her left hand. In addition, Conqueror wears a red crystal around her neck in the shape and style of Phoenix’s tie at the end of her hair, symbolizing a prize for sinking her in the Falklands War.
Her rigging is largely the same as her submarine model, but functions as a one-man Submarine Delivery Vehicle for which she rides on top, with the control mechanism being on two handles on each side of the sail (akin to how I-56 operates her rigging)

A/N:
This sub was suggested to me by u/A444SQ, I hope you enjoyed this rendition of Conqueror as I did making it.
The historical HMS Conqueror (or rather the last iteration of her) is a fascinating ship and one that I figure would be deserving of its UR spot given its single defining achievement. But this would also be my first UR submarine (at least my first not named Alicorn which is OP even by Ace Combat standards) and with nothing to base it on, it's difficult and might actually be a bit underpowered by comparison. It is what it is I suppose.
As always, if you want to suggest a ship or retrofit in the future, please leave it in the comments below, you can also reach me via DM's to make your suggestions as well. We're returning to Operation Weissenburg next time with Tier VIII Battlecruiser, a design dating to March 1918 but was depicted by WeeGee to be developed in 1944, with their take on Schnelle Großekampfschiffe 4531, KMS Zieten.
Link to the list of ships
submitted by Noblesse311 to AzureLane [link] [comments]


2023.06.07 09:16 14g0t Bloons TD 6 - Update Notes! Version 37.0

Bloons TD 6 v37.0 - Update Notes!
Rolling out now on iOS, Android, Steam please restart your storefront or be patient if it does not appear for you, these updates can take some time to be rolled out to every region due to how the storefronts are set up.
Key New Features
New Awesome

Game Changes / Additions
Quest Changes
Bug Fixes & General Changes
Tower Specific Fixes
Ice Monkey
Monkey Buccaneer
Monkey Ace
Banana Farm
Engineer
Beast Handler
Hero Specific Fixes
Obyn Greenfoot
Psi
Geraldo
Platform Specific fixes
Balance Changes
Boomerang Monkey
This part has to be included along with the Lych Soul rework with Paragons which is finally making it in this update after necessary delays. As Boomerang Paragon’s knockback hits so many times so quickly, we need to make it more reasonable when applied to targets that aren’t immediately destroyed.
Bomb Shooter
MOAB Assassin fills a useful role of a pure long cooldown ‘single target assassination’ in the game, but when compared to something like First Strike it feels a little lacking that it is unable to carry damage through MOAB Layers
Tack Shooter
Blade Shooter has always struggled to find much value without MK or as a step to Maelstrom, so to give it build value on its own we feel like this should be a part of the base value on the upgrade.
Ice Monkey
Lowest tiers of ice monkey are far too effective for their cost against ceramics, with this scaling well all the way to round 100, we feel like ice duration against ceramics needs to be reduced to counter this but for now this reduction will only apply until T3.
Glue Gunner
The Bloon Solver’s rework has been very popular, however, we’d like to have a better lead up into the new mechanics by introducing this earlier at the tier 4 now.
Sniper Monkey
This will allow Cripple MOAB to take out regular MOAB layers in one shot until round 100; for such a slow attacking single target tower we feel this will help top path flex, even if mostly for show.
Monkey Buccaneer
Reworking Grape Shot crosspathing as it gains far too much crosspath value by T2 but then is lacking in purpose at higher tiers, double shot will only work as one extra grape however Destroyer will now apply its full attack rate buff to the grapes and Flagship will equip aspects of Grape Shot on the mini planes.
Monkey Ace
Spectre is shifting a little of the ceramic bonus around into basic all damage at the cost of reduced pierce, which should make up for lack of single target damage while also making the pierce crosspath more necessary when being used for cleanup focus.
Heli Pilot
Even with the map-range advantage, rotors are weak compared to any other constant AoE circle like this. Chinook feels like it’s near a place we are happy with now, however we want another tiny nudge on cost while keeping cash generation value the same. Pushing some higher values on the last Comanche Commander changes as the missile attack is effectively such a small portion of the tower’s total damage late game.
Mortar Monkey
As the Rapid Reload crosspath has actually fallen behind in value compared to Burny Stuff for top path Mortars we want to try a slight stun duration increase as this buffs the base path with a larger benefit to Rapid Reload mortars as a stalling option. Mortar consistency is lacking at x3x making it tough to spend on even though x4x is fairly good, so some of the T4 rate is shifting down to help out with this. As the camo property has grown quite weak and currently Signal Flare is considered the best decamo tool, we want to push back slightly on its cost and by reducing the blast radius of the decamo area while emphasizing crosspathing for effectiveness there.
Super Monkey
As Engineer sentries do this already, newly spawned Mini Avatars from temples will now by default match the target priority of the temple.
Ninja Monkey
We’re changing the Ninja Monkey Paragon’s focus as a fighter against camo, as we feel like a greater strength and tactical value against camo will be the full reveal of all camos rather than all camo removal.
Alchemist
Alchemist Transforming Tonic is in a weird spot with the transformation unable to attack through walls when the base alchemist is able to. Also with this, including a QoL fix for the T5 that currently prevents transformed towers from functioning with target priority.
Druid
While the tornado doesn't do anything to MOABs, it still spends itself on them which wastes a relatively long cooldown, so addressing this flaw. Avatar of wrath doubles the base attack speed before any scaling is applied, but this hasn’t ever applied to the 205 Lightning, so taking care of that as well. Housekeeping - even deep in the forest, it does actually make life better.
Spike Factory
We’ve heard the feedback, so Spiked Mines get a tweak to get more mines exploding but with less pierce on each, to overall increase quality of life in more frequent use but less wasted pierce. This will help out with some of the problems it has scaling into late game super ceramics.
Monkey Village
A minor QoL for cheap Monkeyopolis creation, we included a small base amount of cash production to the generation formula.
Engineer
The 005 crosspath fix in the last update left XXXL Trap slower than previously even if crosspathed to 205, so we are increasing that base 005 slightly to match up the 205 crosspath again so that it isn’t any slower than before.
Beast Handler
As our newest tower to be added to BTD6, we went over feedback for every path and made a large number of adjustments addressing a variety of points.
Gwendolin
Removing the stacking aspect of Gwendolin’s burn damage over time, but increasing the damage as she levels up so that it actually scales up in power now.
Adora
While they are complicated individuals, Adora can now fully appreciate the sacrifice of the newest Monkeys in the struggle against the Bloons.
Admiral Brickell
We aren’t happy with strats that start looking like exploits with frequent sell-replace loops.
Psi
Psi’s stalling out of the end of round is an odd mix of useful / annoying / out of control, so we are for now capping this to a 3 seconds of overtime stalling. Psi’s Psychic Blast ability also has weirdly low pierce for a long cooldown ability with no damage, we are increasing the base pierce greatly but it no longer increases in pierce at Lv7 since the extra pulse brings more pierce anyway.
Event / Boss / Relic / Knowledge
Looking Forward
Five months of 2023 done and dusted, which feels to us like it has zoomed by, perhaps because the Auckland office where the BTD6 team is based has only just reopened after the severe flooding at the end of January. All of Update 36 and the majority of Update 37 were completed while again working from home, but we’re very excited to have the office repairs done, the flood wall almost finished, and the ability to work shoulder to shoulder again on fun new things for the monkeyverse! Here’s the latest gaze into the crystal ball:
submitted by 14g0t to NoRules [link] [comments]


2023.06.07 06:56 Acrel-electric Application of energy management system in bio-pharmaceutical industry

Application of energy management system in bio-pharmaceutical industry
摘要:根据生物制品类企业的电力能源使用特点,制定了符合公司实际情况的能源管理系统,介绍了该系统的架构及其在企业的应用情况,提升了公司能源数据的实时监控能力,优化了公司能源分配,降低了公司电力能源消耗,有针对性地解决了公司生产活动中的能源损耗问题。
Abstract: according to the electric energy use characteristics of biological products companies, has established accord with the actual situation of the company energy management system, this paper introduces the architecture of the system and its application in enterprises, improve the company's energy data real-time monitoring ability, optimizing the allocation of the company's energy, electric energy consumption, reduce the company targeted to solve the problem of the energy loss in the company's production activities.
关键词:能源管理;数据分析;电能计量;节能减排
Key words: Energy management;Data analysis;Electric energy metering;Energy conservation and emissions reduction
0 引言Introduction
能源是推动人类经济发展的重要物质资料。生物类企业对能源进行科学有效的测量和监控对于其生产的制品质量起关键性作用。生物制药企业在生产制品时要求设备不间断工作,而持续不断地提供能源是实现该条件的基本要求。企业根据生产经营特点,加强能源监管,制定合理的能源管理体系,既可以提升生产效率,又可以降低生产成本,使企业在市场上具备更强的竞争力。
Energy is an important material material to promote the development of human economy. Scientific and effective measurement and monitoring of energy resources plays a key role in the quality of products produced by biological enterprises. Biopharmaceutical companies require equipment to work continuously when producing products, and continuous energy supply is the basic requirement to achieve this condition.According to the characteristics of production and operation, enterprises should strengthen energy supervision and formulate a reasonable energy management system, which can not only improve production efficiency, but also reduce production costs, so that enterprises can have stronger competitiveness in the market.
1 企业电力能源消耗简介
Brief introduction of enterprise electric energy consumption
生物医药产业是一个技术含量高、投资高、收入高、风险高的高科技产业。其高科技不仅体现在产品质量的高标准和严格要求上,还体现在对生产设备和生产环境的高要求上。较长的研发周期,高昂的前期成本使其投入大量资金建造符合GMP要求和生物产品标准的清洁工厂和其他公共能源系统设施。
根据我公司年度主要能源消耗统计,总能耗约为两万吨标准煤。根据调查、分析,能源系统全年带负荷运行,能源消耗量随季节、时间出现周期性变化,夏季、冬季电能消耗大,春季、秋季电能消耗量较小;白天能源消耗大,夜晚能源消耗较小,能源运行存在不平衡的特点。
Biomedicine industry is a high-tech industry with high technology content, high investment, high income and high risk. Its high technology is not only reflected in the high standards and strict requirements of product quality, but also reflected in the high requirements of production equipment and production environment. Long r&d cycles and high upfront costs have led to large investments in clean plants and other public energy system facilities that meet GMP requirements and biological product standards.
According to our company's annual main energy consumption statistics, the total energy consumption is about 20,000 tons of standard coal.According to the investigation and analysis, the energy system operates with load all year round, and the energy consumption changes periodically with season and time. In summer and winter, the energy consumption is large, while in spring and autumn, the energy consumption is small.The energy consumption is large in the day and small at night, and the energy operation is unbalanced.
2 电力能源管理系统架构
Architecture of the Electric Energy Management System
能源管理系统是以能源计量、数据传输及分析为一体的实时性管理系统。它依托有线网络通信,实现企业动力系统实时监控、能耗综合统计分析、成本分摊、对高耗能负载设备进行特性分析,实现能源的优化分配,更好地实现节能减排。
企业能源管理系统由在线监测数据采集系统、能源数据传输系统、能源运行监管系统、能效分析管理系统等构成。
Energy management system is a real-time management system integrating energy measurement, data transmission and analysis.Relying on wired network communication, it can realize real-time monitoring of enterprise power system, comprehensive statistical analysis of energy consumption, cost allocation, and analysis of advanced characteristics of energy-consuming load equipment, so as to realize optimal allocation of energy and achieve better energy conservation and emission reduction.
The enterprise energy management system consists of online monitoring data acquisition system, energy data transmission system, energy operation supervision system, energy efficiency analysis and management system, etc.
2.1 电力能源管理系统功能Power energy management system functions
能源管理系统主要由能源监管、监控和能源信息平台组成。其中能源管理平台由服务器、数据库、智能数据采集器和前置机等设备组成。能源监测系统是对能耗数据进行采集、统计、分析的处理平台。能源信息平台是指由末端能耗仪表组成的采集层网络平台。
The energy management system is mainly composed of energy supervision, monitoring and energy information platform. The energy management platform consists of server, database, intelligent data collector and front-end machine.Energy monitoring system is a processing platform for collecting, counting and analyzing energy consumption data.Energy information platform is a collection layer network platform composed of terminal energy consumption meters.
2.2 电力能源采集方式Electric energy collection method
随着我公司一、二、三级能源计量设备的逐步完善,对能源数据的实效性和准确性有了更高的要求,人工抄表方式已不能满足上述要求。为了实现数据实时化、准确化管理,就要采用技术先进、精度高、可靠性好的智能采集设备代替传统人工作业。
我公司供电性质为负荷企业,中心配电室为双回路供电。车间采用电子式电能计量表对电能进行计量,能够提供高精度的三相电压、电流和功率等基本测量数据,具有复费率计算、需量计算、谐波计算等多种功能;采用便于功能扩展的模块化设计和易于读取数据的大屏幕显示。车间根据装配电能表的数量,通过选择16端口、8端口、4端口智能数据采集器来满足需求。采集器作为计量设备与控制主机之间的桥梁,其规约转换功能能够代替前置机选择不同的采集规约,实时采集各种智能设备的数据信息,实现信息的汇总及处理。
With the gradual improvement of the first, second and third level energy metering equipment of our company, there are higher requirements on the effectiveness and accuracy of energy source data, and the manual meter reading method can no longer meet the above requirements.In order to realize real-time and accurate data management, it is necessary to replace traditional manual operation with intelligent acquisition equipment with advanced technology, high precision and good reliability.
The power supply nature of our company is the load enterprise, the central distribution room is the double circuit power supply.The workshop adopts electronic power meter to measure the electric energy, which can provide the basic measurement data of three-phase voltage, current and power with high precision, and has multiple functions such as compound rate calculation, demand calculation, harmonic calculation and so on.Modular design for easy function expansion and large screen display for easy data reading.According to the number of electricity meters assembled, the workshop chooses intelligent data collector with port 16, port 8 and port 4 to meet the requirements.As a bridge between metering equipment and control host, the collector's protocol conversion function can replace the preprocessor to select different acquisition protocols, collect real-time data of various intelligent equipment, and realize information summary and processing.
2.3 网络通信功能Network communication function
能源监控系统采用总线、RS485通信线、以太网线、光纤等多种通信方式。该系统可兼容其他通信设备,通过监控大屏实时显示能源系统的运行状态和在线运行参数。根据与项目相关的能源监控需求,每个能源子系统图可以根据需求或实际运行条件进行修改和配置,系统将根据修改后的条件实时反映运行参数。
The energy monitoring system adopts bus, RS485 communication line, ethernet line, optical fiber and other communication modes. The system is compatible with other communication devices, and displays the running status and online running parameters of the energy system by monitoring the large screen.According to the energy monitoring requirements related to the project, each energy subsystem diagram can be modified and configured according to the requirements or actual operating conditions, and the system will reflect the operation parameters in real time according to the modified conditions.
3 电力能源管理系统应用Application of electric energy management system
电力能源管理系统向公司局域网发布能源数据,具体指标包括实时监控、统计报告、分析比较、事故报警、目标管理、节能评估等。管理者和技术人员可以在相应权限下读取相关数据。该平台可以充分体现各种功能,界面清晰明了,易于理解,通俗易懂。
The power energy management system releases energy data to the company's LOCAL area network. Specific indicators include real-time monitoring, statistical reporting, analysis and comparison, accident alarm, target management, energy conservation assessment, etc.Managers and technicians can read the relevant data under the appropriate authority.The platform can fully reflect a variety of functions, interface clear, easy to understand, easy to understand.
3.1 能源管理系统功能Energy management system functions
3.1.1 电能数据采集 Power data acquisition
(1)能耗数据采集方式有智能设备采集和人工抄表两种方式。采集器可独立保存15~30天的历史数据,防止网络中断恢复后的数据补录。
(2)自动采集的智能仪表数据支持RS485、M-BUS或以太网标准接口和标准MODBUS、DLT-645、CJT-188等通信协议,针对采用非标准规约的仪表支持通信接口程序的开发,确保数据的正常采集。
(3)数据自动采集间隔不超过1 min,数据存储间隔可根据实际需求进行灵活设置,存储间隔支持5 min。
(4)主要采集参数包括三相电压、三相电流、有功功率、无功功率、功率因数、电度等。
(1) There are two ways of energy consumption data collection: intelligent equipment collection and manual meter reading.The collector can save the historical data of 15 ~ 30 days independently to prevent the replacement of data after network interruption and recovery.
(2) Automatic collection of intelligent instrument data support RS485, M-BUS or Ethernet standard interface and standard MODBUS, DLT-645, CJT-188 and other communication protocols, for the use of non-standard protocol instrument support communication interface program development, to ensure the normal data collection.
(3) The interval of automatic data collection is no more than 1 min. The data storage interval can be flexibly set according to actual requirements. The storage interval supports 5 min.
(4) Main acquisition parameters include three-phase voltage, three-phase current, active power, reactive power, power factor, electric degree, etc.
3.1.2 电能数据报表Power data report
(1)系统提供分类、分项、分区域等固定格式的能耗统计日、周、月、季、年报表。
(2)系统支持创建新的符合管理人员实际管理需求的能耗统计报表。
(3)所有报表支持手动生成和定期自动生成及邮件分发。
(4)所有系统报表均可支持办公自动化软件(Excel)。
(1) The system provides daily, weekly, monthly, quarterly and annual reports of energy consumption statistics in fixed formats such as classification, itemization and subdivision.
(2) The system supports the creation of new energy consumption statistics that meet the actual management needs of managers.
(3) All reports support manual generation and regular automatic generation and mail distribution.
(4) All system reports can support office automation software(Excel).
3.1.3 设备信息管理Equipment information management
(1)计量仪表信息管理。可灵活定义各采集点计量器具的用能属性、归属关系,系统按照仪表属性自动完成对应能耗数据统计;计量仪表在线状态可视化监视,并实现仪表故障报警;进行仪表数据的完整性统计,当存在数据缺失时,能进行数据有效性评估,并提醒运行人员进行检查和维护;支持仪表内部参数的远程查询与设置,参数包括仪表地址、通信速率、接线模式、CT变比、PT变比等。
(2)用能设备信息管理。系统可以按照设备用能属性,实现设备的分类管理;可以监控用能设备的运行状态及关键参数,建立设备资产管理和维护管理文件;对设备的历史维护记录和维护计划进行在线管理,使得生产过程安全、稳定。
(1) Metering instrument information management.It can flexibly define the energy use attribute and ownership relationship of measuring instruments at each collection point, and the system can automatically complete the corresponding energy consumption data statistics according to the instrument attributes.Visual monitoring of on-line status of metering instruments, and the realization of instrument fault alarm;Conduct integrity statistics of instrument data, evaluate the validity of data in case of missing data, and remind operators to check and maintain;Supports remote query and setting of internal parameters of the instrument, including instrument address, communication rate, wiring mode, CT variable ratio, PT variable ratio, etc.
(2) Energy equipment information management.The system can realize the classified management of equipment according to the attribute of equipment energy use.Can monitor the running state and key parameters of energy-using equipment, establish equipment asset management and maintenance management files;Manage the historical maintenance record and maintenance plan of the equipment online to make the production process safe and stable.
3.1.4 系统安全管理System safety management
(1)用户管理。系统可以根据需要创建、删除用户,允许管理员负责管理组内用户。
(2)权限管理。系统登陆需通过用户密码和权限验证,并对所有操作事件进行记录。支持分级授权机制,不同管理权限人员可根据系统设定进行分级访问。
(3)日志管理。系统记录/查询用户的各项操作、报警信息等,记录/查询自身运行过程中的错误、诊断日志信息。
(1) User management.The system can create and delete users as needed, allowing administrators to be responsible for managing users within a group.
(2) Authority management.The system login needs to be verified by user password and permission, and all operational events are recorded. It supports hierarchical authorization mechanism, and personnel with different administrative authority can access hierarchically according to system Settings.
(3) Log management.The system records/queries the user's various operations, alarm information, etc., and records/queries the error and diagnostic log information in its own operation process.
3.2 能源消耗分析与管理Energy consumption analysis and management
根据生物制药企业药品生产质量管理规范,对企业生产所需能源进行能源管理。依据能源平台分析得出的数据对企业生产过程中的能源进行成本分摊,促进各生产车间改进生产工艺和促进高耗能设备设施的更新换代,实现各部门和生产车间能源消耗的标杆管理,科学准确地定义和分析各部门团队的能源消耗成本,方便财务数据核算,将能源成本分摊到各部门,分析各部门的能源消耗情况,分析能源消耗成本影响,维护基础数据等。
According to the drug production quality management standard of bio-pharmaceutical enterprises, the energy needed for production shall be managed.Energy platform based on analysis of the data of the energy in the process of enterprise production cost allocation, promotes each production workshop to improve production technology and promote the upgrading of energy-consuming equipment, realize the departments of energy consumption and production workshop benchmarking, scientific and accurate definition and analysis of the energy consumption cost of each department team, convenient financial data calculation, the energy cost allocation to each department, analysis of energy consumption departments, analyze the effect of energy consumption cost based data maintenance, etc.
4 安科瑞工业能耗管理平台介绍Introduction of Acrel industrial energy consumption management platform
4.1 平台架构介绍Platform Architecture Introduction
安科瑞能源管控系统采用分层分布式网络结构,具有良好的可靠性与实时性,主要由现场设备层(能源计量终端)、通讯管理层(通讯管理终端)和主站层(能源监控平台)三个部分组成。
以上三个部分分别贯穿整个系统的全部结构。能源管理系统总体设计结构按照能源管理的基本结构设计,满足以上三部分的同时,增加了部分分析、监控、决策和发布平台。
Acrel energy management and control system adopts the layered and distributed network structure, which has good reliability and real-time performance. It is mainly composed of three parts: the field equipment layer (energy metering terminal), the communication management layer (communication management terminal) and the main station layer (energy monitoring platform).
The above three parts run through the whole structure of the system respectively.The overall design structure of the energy management system is designed according to the basic structure of energy management. While meeting the above three parts, part of the analysis, monitoring, decision-making and release platform is added.
https://preview.redd.it/49qzg5li1j4b1.png?width=584&format=png&auto=webp&s=7463c0a24747c7930bb88fd421c638f898869a92
图4 工业能耗管理平台架构组成
https://preview.redd.it/u576hxrk1j4b1.png?width=557&format=png&auto=webp&s=4d475d65f381a8e0854953051f1ecbed4929e1fa
FIG. 4 Architecture composition of industrial energy consumption management platform
4.2 平台功能介绍 Platform function introduction

图5 工业能耗管理功能示意图

https://preview.redd.it/auausckw1j4b1.png?width=648&format=png&auto=webp&s=98dc6a0717c80b35cb3915a5714287bb28b78104
FIG. 5 Function diagram of industrial energy consumption management
4.2.1可视化展示 Visual presentation
展示企业各类能耗总量、折标值、能源成本、能源消耗趋势、分项能耗占比、区域能源消耗对比,以及当前天气情况、污染情况,并三维展示企业重要工艺或工段的能源消耗动态。
Display the total amount of energy consumption, discount value, energy cost, energy consumption trend, proportion of energy consumption by item, regional energy consumption comparison, as well as current weather conditions and pollution situation, and display the energy consumption dynamics of important processes or sections of the enterprise in three dimensions.
4.2.2实时监控 Real-time monitoring
对企业各点位的能源使用、报警等情况进行实时的监控。以便企业用户能够实时的监测各个点位的运作情况,同时能更快速的掌握点位的报警。
Real-time monitoring of energy use and alarm at each point of the enterprise.In this way, enterprise users can monitor the operation of each point in real time and grasp the alarm of the point more quickly.
4.2.3用能统计 Energy consumption statistical
从能源使用种类、监测区域、生产工艺/工段时间、分项等维度,采用曲线、饼图、直方图、累积图、数字表等方式对企业用能统计、同比、环比分析、折标对比,找出能源使用过程中的漏洞和不合理地方,从而调整能源 分配策略,减少能源使用过程中的浪费。
From the types of energy use, monitoring area, production process/section time, disciplines such as dimension, use curve, pie charts, histograms, cumulative figure, digital table can use statistics, year-on-year, from analysis of the enterprise, the contrast, find out loopholes in the process of using energy and unreasonable place, so as to adjust the energy allocation strategy, reduce energy waste in the process of use.
4.2.4单耗统计Single consumption statistics
与企业MES系统对接,通过产品产量以及系统采集的能耗数据,在产品单耗中生成产品单耗趋势图,并进行同比和环比分析。以便企业能够根据产品单耗情况来调整生产工艺,从而降低能耗。
Docking with enterprise MES system, through product output and energy consumption data collected by the system, the trend chart of product consumption per unit was generated in the product consumption, and the year-on-year and sequential analysis was carried out.So that the enterprise can adjust the production process according to the product consumption, thus reducing energy consumption.
4.2.5绩效分析Performance Analysis
对各类能源使用、消耗、转换,按班组、区域、产线、工段等进行日、周、月、年、指定时段,结合能源计划或定额制定的绩效指标进行KPI比较考核,帮助企业了解内部能效水平和节能潜力。
The use, consumption and conversion of various types of energy are compared and assessed by KPI according to the performance indicators formulated by energy plan or quota, including day, week, month, year and designated period according to shift group, region, production line and section, so as to help enterprises understand the internal energy efficiency level and energy saving potential.
4.2.6能耗预测Energy consumption prediction
通过对企业生产工艺、生产设备等的能耗使用情况进行分析,建立能耗计算模型,根据人工智能算法对数据和模型进行修正,对未来企业能耗趋势进行预测分析,为节能提供有效的决策依据。
By analyzing the energy consumption of the production process and production equipment of the enterprise, the calculation model of energy consumption is established, the data and model are modified according to the artificial intelligence algorithm, and the future trend of energy consumption of the enterprise is predicted and analyzed, so as to provide an effective decision basis for energy conservation.
4.2.7运行监测Operation monitoring
系统对区域、工段、设备能源消耗进行数据采集,监测设备及工艺运行状态,如温度、湿度、流量、压力、速度等,并支持变配电系统一次运行监视。可直接从动态监测平面图快速浏览到所管理的能耗数据,支持按能源种类、车间、工段、时间等维度查询相关能源用量。
The system collects data on the energy consumption of the region, section and equipment, monitors the operation status of the equipment and process, such as temperature, humidity, flow, pressure, speed, etc., and supports the one-time operation monitoring of the transformer and distribution system.It can browse the managed energy consumption data directly from the dynamic monitoring plan, and can query the relevant energy consumption by energy type, workshop, section, time and other dimensions.
4.2.8分析报告Analysis report
以年、月、日对企业的能源利用情况、线路损耗情况、设备运行情况、运维情况等进行统计分析,让用户了解系统的运行情况,并为用户提供数据基础,方便用户发现设备异常,从而找出改善点,以及针对用能情况挖掘节能潜力。
Year, month, day of enterprise energy utilization, line loss situation, the equipment running status, operational conditions, such as statistical analysis, let users understand the operation of system, and provide data for the user base, and easy to find equipment is unusual, to find out the improvement points, and can use of mining and energy saving potential.
4.2.9移动端支持Mobile terminal support
APP支持Android、IOS操作系统,方便用户按能源分类、区域、车间、工序、班组、设备等不同维度掌握企业能源消耗、效率分析、同环比分析、能耗折标、用能预测、运行监视、异常报警等。
The APP supports Android and IOS operating systems, making it easy for users to grasp the enterprise's energy consumption, efficiency analysis, quarter-on-quarter analysis, energy consumption folding, energy use prediction, operation monitoring, abnormal alarm, etc. according to different dimensions such as energy classification, region, workshop, process, team, equipment, etc.
4.3工业能耗平台设备选型Equipment selection for industrial energy consumption platform
Application 应用场合
Model 型号
Function 功能
照明箱
Lighting box
ADL3000-E
三相电参量U,I,P,Q,S,PF,F测量,分项正向有功电能统计,总正反向有功无功电能统计,红外通讯,电流规格,经互感器接入3*1(6)A,直接接入3*10(80)A,有功电能精度0.5S级,无功电能精度2级
Measurement of three-phase electrical parameters U,I,P,Q,S,PF,F, sub-item positive and reactive power statistics, total positive and negative active and reactive power statistics, infrared communication, current specifications, access through the transformer 3*1 (6) A, direct access to 3*10 (80) A, active power accuracy class 0.5s, reactive power accuracy class 2
AEW100
三相电参量U,I,P,Q,S,PF,F测量,总正反向有功,无功电能计量,2-31次总谐波含量分析,分项谐波及基波电参量(电压,电流,功率)测量,支持付费率,历史电能记录,支持RS485通讯,470Mhz无线通讯,红外通讯,有功电能精度0.5s级,无功电能精度2级
Three-phase electrical parameters U,I,P,Q,S,PF,F measurement, total positive and negative active power, reactive power measurement, 2-31 total harmonic content analysis, sub-harmonic and fundamental wave electrical parameters(voltage, current, power) measurement, support payment rate, historical power records, support RS485 communication, 470MHz wireless communication, infrared communication, active power accuracy class 0.5S, reactive poweraccuracy class 2.
动力柜
Power cabinet
APM800
三相(I,U,kw,kvar,kwh,kvarh,Hz,cosφ)零序电流In;四象限能量;实时和最大需求; 这是最后一个月的极值;电流和电压不平衡,加载当前条形图显示;66种报警类型和外部事件记录(SOE),支持micro SD卡记录;2DI + 2DO;RS485/Modbus;LED显示屏
Three phase (I, U, kw, kvar, kwh, kvarh, Hz, cosφ) zero sequence current In; four-quadrant energy; real-time and max requirements; this and last months' extremum; current and voltage unbalcancedness; load current bar chart display; 66 alarm types and external event record(SOE), support micro SD card record; 2DI+2DO; RS485/Modbus; LED display
配电箱
Distribution box
ARCM300T-Z
三相(I,U,Kw,Kvar,Kwh,Kvarh,Hz)单回路剩余电流监测,4路温度监测,1路继电器输出,4路开关量输入,事件记录,内置时钟,点阵式LCD显示,,1路RS485/Modbus通讯,可选用2G/4G/NB通讯方式
Three-phase (I,U, KW, KVAR, KWH, KVARH, HZ) single-loop residual current monitoring, 4-channel temperature monitoring, 1-channel relay output, 4-channel switch input, event recording, built-in clock, dot-matrix LCD display, 1-channel RS485/Modbus communication, optional 2G/4G/NB communication
表1 工业能耗管理设备选型表
Table 1 Industrial energy consumption management equipment selection table
5 结束语Conclusion
使用、开发公司能源管理系统,可弥补生物制药企业在能源管理方面的短板,应用数字化的能源信息,方便管理者直观读取企业能源消耗情况。相较于以往人工抄表的方式,自动化、实时化、智能化的能源管理系统很大地提高了工作效率,也为后期准确化能源数据统计、分析及记录提供条件。
The use and development of the company's energy management system can make up for the shortcomings of bio-pharmaceutical enterprises in energy management, and the application of digital energy information can facilitate managers to read the enterprise's energy consumption directly.Compared with the previous manual meter reading method, the automatic, real-time and intelligent energy management system greatly improves the work efficiency, and also provides conditions for accurate energy data statistics, analysis and recording in the later stage.
5.1 系统运行连续、可靠、安全 The system runs continuously, reliably and safely
能源管理系统根据生物制药企业的能源使用特点,对系统功能做出相应改进。系统可连续可靠地对公司能耗指标进行评估、匹配,加强对关键能耗数据及能耗设备的监控。
The energy management system improves the function of the system according to the energy use characteristics of bio-pharmaceutical enterprises.The system can continuously and reliably evaluate and match the company's energy consumption indicators, and strengthen the monitoring of key energy consumption data and energy consumption equipment.
5.2 系统操作使用简便 The system is easy to operate and use
从能源管理人员的分析和总结到相关领导的审核和批准,从部门能源管理到企业能源总结和报告,整个工作流程清晰易懂,符合整体能源管理要求和企业能源管理标准。
From the analysis and summary of energy management personnel to the review and approval of relevant leaders, from departmental energy management to enterprise energy summary and report, the whole work process is clear and easy to understand, in line with the overall energy management requirements and enterprise energy management standards.
5.3 系统监管简洁有效 System supervision is simple and effective
该系统根据EMS模式进行能源数据管理,使得系统运行简洁,对分散能源数据进行集中化管理控制。根据数据分析结果提出相对应的解决方法,实现企业制定的能源节约目标。
This system carries on the energy data management according to the EMS mode, causes the system operation to be concise, carries on the centralized management control to the decentralized energy data.According to the data analysis results, the corresponding solutions are proposed to achieve the energy conservation targets set by the enterprise.
5.4 实现精细化管理 Implementation of fine management
通过能源管理系统的自动化数据信息采集,很大地提升了数据的实时性和准确性,实现能源精细化管理。
Through the automatic data collection of the energy management system, the real-time and accuracy of the data are greatly improved, and the refined energy management is realized.
参考文献 Bibliography
[1] 石巍.能源管理系统在生物制药企业中的应用[D].上海:复旦大学,2011.
[2] 胡德鹏,祁骏飞,孟任,蒋井明,刘大明.生物制药企业电力能源管理系统应用[J].电气工程与自动化.2019.08.
[3] 安科瑞企业微电网设计与应用手册.2020.06版.
[1] Shi Wei. Application of energy Management System in bio-pharmaceutical enterprises [D]. Shanghai: Fudan University, 2011.
[2] Hu Depeng, Qi Junfei, Meng Ren, JIANG Jingming, Liu Daming.Application of power Energy Management System in bio-pharmaceutical enterprises [J]. Electrical Engineering and Automation.2019.08.
[3] Design and Application Manual of Acrel Enterprise Microgrid.2020.06 edition.
submitted by Acrel-electric to u/Acrel-electric [link] [comments]


2023.06.07 04:34 PK_Rippner Best/Favorite corded orbital sander?

I need to replace my decades old corded Makita 5" orbital sander that finally seized up. I don't want, and have so far never needed a variable speed unit (unless you can convince me I do), and I really don't want to deal with batteries so I'm fine with a corded unit.
I really liked my 5" Makita since it was small in my hand and easy to work with, but I absolutely hated the dust bag. It never worked all that well with the sawdust and would tend to come off entirely.
Anyone have a suggestion instead of the 5" Makita, non-variable unit again?
Thanks for any suggestions or advice
submitted by PK_Rippner to woodworking [link] [comments]


2023.06.07 02:21 NoSneezePlz Bloons TD 6 - Update Notes! Version 37.0

Bloons TD 6 - Update Notes! Version 37.0
https://preview.redd.it/0ko9r0ktoh4b1.png?width=840&format=png&auto=webp&s=d366457be60997a8f03ca838d5c3eacef9cacf8d

Bloons TD 6 v37.0 - Update Notes!

Rolling out now on iOS, Android, Steam please restart your storefront or be patient if it does not appear for you, these updates can take some time to be rolled out to every region due to how the storefronts are set up.
Check out the more awesomer update video here.

Key New Features

  • New Paragon - The Magus Perfectus! (loves casting spells) Some of you know we teased this last year, but we needed more time to balance the art and design required to make this extra special, so we are very pleased to get this live! Wizard Monkey’s Paragon is designed to be a higher level strategic Paragon with powerful ability usage similar to the Doomship.
    • The core of the Magus is a toggle to and from a Draining Beam which deals very small single target damage but absorbs graveyard mana as it damages and destroys Bloons
    • While toggled off from the Drain Beam, Magus attacks with a powerful Arcane Spike that deals massive damage to MOABs and revives Bloons it slays, while a Dark Phoenix circles overhead attacking with Firebomb breath and a radial fireball attack
    • Phoenix Explosion Ability: can be cast to consume the Paragon’s entire graveyard to set all Bloons on screen on fire for 30 seconds and summon one Zombie ZOMG for every 9000 graveyard mana consumed
    • Arcane Metamorphosis Ability: can be used to consume all graveyard mana and transform the Magus briefly into an alternate form which decimates everything with a flame cascade attack; Metamorphosis lasts longer the more mana it consumes
    • Magus was designed for armchair play so it will fill and consume graveyard mana on its own, but our goal was to create more actively controlled Paragon for those who will enjoy microing between Beam on and off and choosing which awesome Ability to unleash and when

New Awesome

  • Happy Birthday BTD6 - On June 14th, BTD6 will celebrate 5 years of monkeytastic fun and strategy! We hope you’ll join us for the main menu changes, skinned Collection event, special Questing, and general celebration. Thank you for five amazing years and we’re looking forward to all the years ahead!
  • New Hero Skin - Jiangshi Sauda, a fun new cross-cultural look for Sauda brainstormed by the art team, mixing inspirations from a favorite show and Chinese folklore
  • New Map - Erosion
    • Community designed advanced map Erosion by “I am not an artist” ~ u/TheWiseTroll
    • TheWiseTroll’s original concept proposed land and water but when thinking about map colors and the little stories we think of behind each map, the concept of the polar bear walking back with the shrinking ice was too compelling to do anything else
  • New Quests
    • Birthday Party - Pop the Party Bloon as many times as you can before it escapes
    • Blade Sauda Nowhere - Try out Sauda and learn some of her skills
    • Patch’s Cheap Chimps Challenge - Beat Logs with as little cash spent as you can
    • Striken Bad - Defeat the BAD on round 100 using First Strike. The spelling hurts us, too, you’re not the only one - but we had to do it!
  • Least Cash and Least Tier Boss Events
    • We’ve heard feedback about and have been wanting to shake up Boss rules, so here we go!
    • Applying new victory conditions to Boss Events completely changes the focus while still needing the damage output and type to handle each Boss
    • Time still matters, as the secondary time score will break any ties
  • New Trophy Store Items
    • Heroes: Geraldo Pack Mule pet, Quincy Spec Ops Drop In placement
    • Monkeys: Sweden Village Flag
    • Bloons: Party Hat Bloons
    • Game & UI: Vortex Avatar, Sunset Samba 64 Mix music track, Quincy Arrows banner
    • Nexus.gg Creator Supporter Avatar - show your support for Content Creators by using the Creator Support button on the Settings screen and purchasing any IAP
  • Limited Time only {trophy items if there’s a seasonal}
  • 5 Year Anniversary Avatar, 5 Year Anniversary Banner
  • New CT Team Store items
    • Base Props: Treasure Chest
    • Icons: Overclock icon, Archmage Staff icon
    • Frames: Bloon From The Dead frame, Mage Hat frame
  • New Slider
    • Everybody loves sliders, right?
    • After lots of discussion on the team and a fair few player requests, we’ve added a ‘Projectile and Effects Scaling’ accessibility option to main menu Settings
    • This is primarily for accessibility to minimize the size and brightness of projectiles and effects, especially when the screen is crowded with Monkeys and Bloons
    • This is not directly a performance improvement feature, so please do not expect the game to run noticeably better - just noticeably cleaner
    • We tried not to remove key game state indicators but this is ultimately in player control - if you adjust the slider and effects and projectiles make it harder to play the game, please reset the slider until the game is working the way you want
    • It’s also really fun for silly screengrabs, so please post your favorites!

News - Anniversary Giveaways!


https://preview.redd.it/27pjluypoh4b1.png?width=350&format=png&auto=webp&s=265a9a9a1456e7323d224938edcbaa995cd35d3c
We would also like to formally announce that we will be doing a week of giveaways on our Twitter starting next Monday NZT to celebrate the BTD6 5 year anniversary! 5 winners will be picked randomly each day for 5 days to win an awesome prize from our merch store. This will be exclusive to Twitter so make sure to follow us here to be involved!

Game Changes / Additions

  • New Party Time game theme event!
  • Refactored how leaderboard scores are stored so that we could add Least Cash/Tiers ranking options for Boss Events
  • Bosses on spawn will now clear the map of all existing projectiles
  • Highest Round profile stat renamed to Highest Round (All Time) & added in the new profile stat Highest Round (Current Version).
  • The 4 different Highest Round profile stats are now grouped together near the top of the profile stats page
  • Freeplay budget scaling reduced slightly (same speed/hp, but number of Bloons added per round will increase at a slower rate)
  • Added a new Roundset with Income curve to be used by our events team; this customized income curve allows us more flexibility to make this roundset than would otherwise have been possible with existing roundset tools
  • Translated game into Thai

Quest Changes

  • Added a ‘Play Again’ button to the victory screen for quests
  • Added a ‘Disable Dialogue’ checkmark for some quests after beating them
  • Game hints are now hidden during Quests
  • Story Quests now sort to the top of the quest list & completed Story Quests sort to the bottom

Bug Fixes & General Changes

  • A large number of localization fixes - thanks for the player feedback on your pet peeves!
  • Resolved a number of general crashes
  • Number of additions/changes to improve existing quests, highlight scores to beat & increase our possibilities for quest creation
  • Resolved an issue with abilities highlighted in quests remaining highlighted after restarting
  • Holding down on a tower should correctly hide the UI again
  • Quests no longer play placement effects for any pre-placed towers
  • Resolved an issue that could prevent Total Damage from counting correctly to profile
  • Resolved an issue where total insta monkeys profile stat would decrease if the instas were used
  • Resolved certain very specific freeplay seeds causing crashes on certain rounds
  • Bloons Leaked summary no longer gets cleared in co-op after reviewing map
  • Stairs in the top corners on Resort are now placement blockers
  • Resolved a crash that could occur when waiting on the events screen as events end
  • Resolved a crash that could occur when the Hero Booster popup was canceling via any map mechanics forcing the player to deselect the hero
  • Fixed some towers not targeting the test bloon when set to target type Strong
  • Fixed position of the full patch notes link on update popups on some resolutions
  • Midnight Mansion plays a fishie animation in the bloon exit on loading in
  • Resolved an issue where placed items on the map lose their cosmetic skins after a resync occurs during a co-op game.
  • Obtaining towers from redistribution on co-op that are still locked for you will now show messaging in the unlocks screen as to why you are not earning XP for it
  • Pressing back from the avatabanner selection will now just back out of that selection
  • Changed Pop Count on summary screen to Damage Count and added actual Pop Count
  • Hero portraits no longer linger too long on the screen after exiting the upgrades menu in game
  • Paragon art state changes moved from 22/42/62/82 to 20/40/60/80
  • Resolved map-based buffs not inheriting to subtowers correctly
  • Resolved an issue where an external proxy could sometimes cause the game to hang on loading forever
  • Co-op red areas fade in more slowly when you cross the boundary
  • Resolved online/Invisible profile setting displaying text incorrectly
  • Audio polish when opening reward chests in the collection event
  • Updated wording on logout screen to address some confusion
  • Added a background to the rewards UI
  • Added confirmation pop-up for In App Purchases added from outside the game
  • Monklish font has been regenerated to include the Māori macrons

Tower Specific Fixes

Ice Monkey
  • Resolved a number of cases of the xx2 Refreeze crosspath not re-freezing bloons when dealing certain numbers of damage.
Monkey Buccaneer
  • xx5 Trade Empire should no longer buff too many merchants in co-op
  • Resolved tower moving from flagship to navarch displaying vfx at the wrong scale
  • Resolved "Paragon available" pip displaying for Buccaneer with only Flagship and Pirate Lord unlocked
  • Resolved an issue where Navarch’s attack rate buff would not apply to Doomship in some cases depending on build order
Monkey Ace
  • xx2 Centered Path ace no longer displays it’s placement target on screen initially when loading a save
  • Upgrading to 002 Ace no longer refreshes the cooldown on the special toggle
  • Resolved an issue with Monkey Ace jumping offscreen after a Retry Last Round
Banana Farm
  • 5xx Banana Central no longer buffs other Banana Centrals in co-op
Engineer
  • 1xx Engineers can now place their sentries correctly on One Two Tree
  • Overclocking a 5xx Engineer’s sentry just as it starts exploding no longer crashes the game
  • Engineer Paragon no longer crashes if created while a Bloontrap is being deployed
  • Engineer Paragon no longer crashes when selling the main tower while it has a sentry moving through the air that has not landed yet
  • Engineer Paragon should no longer throw sentries into the middle of the map due to techbots
  • Resolved an issue where the Paragon’s permanent speed boost per round would not load until the end of the first round played after loading a save
Beast Handler
  • 3xx Great White projectiles can no longer hit bloons far out of range
  • 3xx Great White rare crash that could occur at end of rounds has been resolved
  • 3xx Great White’s slow applied to grabbed target now expires correctly
  • 310 Beast Handler now has eyebrows, just like that one map suggestion
  • Corrected the splash asset for crosspathed 4xx & 5xx Beasts
  • Merging an Orca into a Megalodon while it's taking out a bad should no longer cause a 2nd Megalodon to briefly appear
  • x1x Microraptor no longer fails to attack in some cases when being moved to different heights
  • x4x Tyrannosaurus Rex ability now scales with Challenge Editor ability cooldown slider
  • Beast Handler's bird targeting no longer breaks when set to strong if bloons are leaving radius
  • Resolved a crash that could occur when moving a beast to the screen boundary

Hero Specific Fixes

Obyn Greenfoot
  • Resolved an issue where Obyn’s Wall of Trees when placed on an intersection looping back around on itself would not be able to hit the children of any targets that passed over it
Psi
  • Resolved a crash that could occur when attacking glued Bloons
Geraldo
  • Resolved an issue where selling Geraldo, and then re-buying him would show the description of the last-viewed store item from before selling him
Platform Specific fixes
  • PC: Beast Handler’s hotkey in the hotkeys menu has been moved up near the rest of the support towers
  • PC: Added a ‘ Monkey Special 2’ hotkey (for towers like Beast Handler, Necromancers & Ace Paragon). By default the Special 1 & Special 2 hotkeys have been assigned to PageUp & PageDown and ordered so that PageUp triggers the upper specialty, and PageDown triggers the lower one
  • Arcade: Resolved a strange one pixel wide black line that can appear above some text characters on the arcade font
  • Chromebook: Game no longer crashes if attempting to login via webview
  • Chromebook: Resolved an issue with bluetooth mice being unable to scroll

Balance Changes

Boomerang Monkey
This part has to be included along with the Lych Soul rework with Paragons which is finally making it in this update after necessary delays. As Boomerang Paragon’s knockback hits so many times so quickly, we need to make it more reasonable when applied to targets that aren’t immediately destroyed.
  • Boomerang Paragon knockback amount reduced 3 > 1
Bomb Shooter
MOAB Assassin fills a useful role of a pure long cooldown ‘single target assassination’ in the game, but when compared to something like First Strike it feels a little lacking that it is unable to carry damage through MOAB Layers
  • x4x MOAB Assassin ability passes through MOAB layers
  • x4x MOAB Assassin ability explosion centers around the impact target
Tack Shooter
Blade Shooter has always struggled to find much value without MK or as a step to Maelstrom, so to give it build value on its own we feel like this should be a part of the base value on the upgrade.
  • x3x Blade Shooter pierce increased from 6 > 8
Ice Monkey
Lowest tiers of ice monkey are far too effective for their cost against ceramics, with this scaling well all the way to round 100, we feel like ice duration against ceramics needs to be reduced to counter this but for now this reduction will only apply until T3.
  • 000 Ice Monkey freeze duration reduced by 50% on ceramics
  • All T3 Ice Monkeys increase freeze duration on ceramics from 50 > 100%
  • 203 Icicles crosspath now gains camo prio
Glue Gunner
The Bloon Solver’s rework has been very popular, however, we’d like to have a better lead up into the new mechanics by introducing this earlier at the tier 4 now.
  • 4xx Bloon Dissolver now creates puddles on track leading up to Bloon Solver, puddles deal 1 damage, all other stats and crosspath benefits are the same.
Sniper Monkey
This will allow Cripple MOAB to take out regular MOAB layers in one shot until round 100; for such a slow attacking single target tower we feel this will help top path flex, even if mostly for show.
  • 5xx Cripple MOAB damage increased from 80 > 280
Monkey Buccaneer
Reworking Grape Shot crosspathing as it gains far too much crosspath value by T2 but then is lacking in purpose at higher tiers, double shot will only work as one extra grape however Destroyer will now apply its full attack rate buff to the grapes and Flagship will equip aspects of Grape Shot on the mini planes.
  • 210 Grape Shot total projectiles reduced from 10 -> 6
  • 310 Destroyer also reduced from 10 > 6 grapes
  • 310 Destroyer now increases grape attack rate twice as much, matching increase to the regular attack
  • 410 Aircraft Carrier planes radial attack now fires an arc of grapes instead of darts
  • 410 Aircraft Carrier planes radial Emission Angle 360 > 90
  • 410 Aircraft Carrier planes radial projectile count 8 > 6
  • 410 Aircraft Carrier plane grape projectile speed 100 > 200
  • 420 Aircraft Carrier planes radial projectile art: dart > hot grape
  • 420 Aircraft Carrier planes radial damage type Sharp > Fire
  • 400 Aircraft Carrier plane radials damage 1 > 2
  • 4xx Aircraft Carrier missiles now follow tower target priority
Monkey Ace
Spectre is shifting a little of the ceramic bonus around into basic all damage at the cost of reduced pierce, which should make up for lack of single target damage while also making the pierce crosspath more necessary when being used for cleanup focus.
  • xx4 Spectre Dart damage increased 3 > 4
  • xx4 Spectre Dart ceramic bonus reduced 2 > 1
  • xx4 Spectre Dart pierce reduced 15 > 10
  • xx4 Spectre Bomb damage increased 2 > 3
  • xx4 Spectre Bomb ceramic bonus reduced 4 > 3
  • xx4 Spectre Bomb pierce reduced 30 > 20
Heli Pilot
Even with the map-range advantage, rotors are weak compared to any other constant AoE circle like this. Chinook feels like it’s near a place we are happy with now, however we want another tiny nudge on cost while keeping cash generation value the same. Pushing some higher values on the last Comanche Commander changes as the missile attack is effectively such a small portion of the tower’s total damage late game.
  • 302 Razor Rotors will now benefit from the faster firing crosspath
  • 3xx Razor Rotors cooldown rate 0.75 > 0.5
  • x4x Support Chinook price reduced from $10500 > 9500
  • x4x Support Chinook supply crate cash generated reduced $1650 > 1,550
  • x4x Support Chinook max uses per round reduced from 3 > 2
  • xx4 & xx5 Comanche mini's follow the target priority set on their main Heli
  • xx5 Comanche Commander missile damage 7 > 15
  • xx5 Comanche Commander missile moab bonus 5 > 8
  • xx5 Comanche Commander mini's missile dmg 5 > 15
  • xx5 Comanche Commander mini's missile moab bonus 5 > 8
Mortar Monkey
As the Rapid Reload crosspath has actually fallen behind in value compared to Burny Stuff for top path Mortars we want to try a slight stun duration increase as this buffs the base path with a larger benefit to Rapid Reload mortars as a stalling option. Mortar consistency is lacking at x3x making it tough to spend on even though x4x is fairly good, so some of the T4 rate is shifting down to help out with this. As the camo property has grown quite weak and currently Signal Flare is considered the best decamo tool, we want to push back slightly on its cost and by reducing the blast radius of the decamo area while emphasizing crosspathing for effectiveness there.
  • 4xx The Big One stun duration non-MOABs increased from 0.5s > 0.75
  • 5xx The Biggest One stun duration MOAB increased from 0.3s > 0.5
  • 5xx The Biggest One stun duration BFB increased from 0.2s > 0.3
  • 5xx The Biggest One stun duration DDT increased from 0.2s > 0.3
  • x3x Heavy Shells attack delay reduced from 1.08 > 0.81
  • x4x Artillery Battery attack rate buff reduced from ¼ to ⅓ (remains the same rate: 0.27)
  • xx3 Signal flare cost increased $700 > 800
  • xx4 Shattering Shells price reduced from $11,000 > 10900
  • xx3 Signal Flare decamo radius reduced from 50 > 43
  • 103 Signal Flare decamo pierce increased by 5 > 10
  • xx4 Shattering Shells burn DoT deals moab bonus +5
Super Monkey
As Engineer sentries do this already, newly spawned Mini Avatars from temples will now by default match the target priority of the temple.
  • 4xx Sun Temple's Magic Sacrifice mini Sun Avatars when placed will spawn with the same target prio as their parent tower
Ninja Monkey
We’re changing the Ninja Monkey Paragon’s focus as a fighter against camo, as we feel like a greater strength and tactical value against camo will be the full reveal of all camos rather than all camo removal.
  • Ascended Shadow now grants global camo detection for all your towers
  • Ascended Shadow no longer strips camo from Bloons with every attack
  • Ascended Shadow main attack gains bonus to camo +6
  • Ascended Shadow Flash Bomb Explosion gains bonus to camo +20
  • Ascended Shadow Flash Bomb Shurikens gains bonus to camo +16
  • Ascended Shadow Sticky Bomb Projectile gains bonus to camo +3200
  • Ascended Shadow Sticky Bomb Explosion gains bonus to camo +700
  • Ascended Shadow now deals 25% damage to all non-Boss MOABs that spawn
Alchemist
Alchemist Transforming Tonic is in a weird spot with the transformation unable to attack through walls when the base alchemist is able to. Also with this, including a QoL fix for the T5 that currently prevents transformed towers from functioning with target priority.
  • x4x Transforming Tonic transformed alchemist can now ignore line of sight
  • x5x Total Transformation towers transformed by the x5x will keep their Target Priority
Druid
While the tornado doesn't do anything to MOABs, it still spends itself on them which wastes a relatively long cooldown, so addressing this flaw. Avatar of wrath doubles the base attack speed before any scaling is applied, but this hasn’t ever applied to the 205 Lightning, so taking care of that as well. Housekeeping - even deep in the forest, it does actually make life better.
  • 3xx Druid of the Storm’s Tornado no longer targets MOAB-class Bloons
  • x3x Druid of the Jungle no longer pops Lead Bloons without 130 crosspath
  • x3x Jungle Vine follows target prio of tower instead of strong
  • x3x Jungle Vine defaults tower to strong priority when purchased
  • 205 Avatar of Wrath base Heart of Thunder attack rate increased 2.3s > 1.15
Spike Factory
We’ve heard the feedback, so Spiked Mines get a tweak to get more mines exploding but with less pierce on each, to overall increase quality of life in more frequent use but less wasted pierce. This will help out with some of the problems it has scaling into late game super ceramics.
  • 4xx Spiked Mines pierce increased from 12 > 20
  • 4xx Spiked Mines explosion pierce reduced from 40 > 30
  • 4xx Spiked Mines DoT damage increased from 1 > 10
  • 5xx Super Mines explosion pierce remains at 60
  • 5xx Super Mines DoT damage increased from 1000 > 2500
Monkey Village
A minor QoL for cheap Monkeyopolis creation, we included a small base amount of cash production to the generation formula.
  • xx5 Monkeyopolis income formula now includes a base +$2500 minimum
Engineer
The 005 crosspath fix in the last update left XXXL Trap slower than previously even if crosspathed to 205, so we are increasing that base 005 slightly to match up the 205 crosspath again so that it isn’t any slower than before.
  • xx5 XXXL Trap attack cooldown reduced from 5.8s > 4.6
Beast Handler
As our newest tower to be added to BTD6, we went over feedback for every path and made a large number of adjustments addressing a variety of points.
  • 3xx Great White thrash rate benefits from speed buffs
  • 3xx Great White damage increased 4 > 8
  • 3xx Great White max extra damage from merge increased 8 > 16
  • 3xx Great White max attack rate buff from merge increased 0.20634 > 0.38
  • 3xx Great White extra thrash knockback duration from merge increased 0.1 > 0.2
  • 4xx Orca thrash damage increased 20 > 30
  • 4xx Orca thrash max extra damage from merge increased 40 > 60
  • 4xx Orca max attack rate buff from merge increased 0.37829 > 0.38
  • 4xx Orca thrash radius increased 20 > 24
  • 5xx Megalodon price reduced from 55,000 > 45,000
  • 5xx Megalodon thrash radius increased 30 > 36
  • 5xx & x5x Beast handler paths are now overclockable
  • x4x and x5x Max Merge Bonus: Overkill damage on MOABs now distributes to the children of that target
  • xx1 Gyrfalcon path deals +1 damage to Regrows to stop accidental infinite regrow farms
  • xx3 Golden Eagle pierce increased 12 > 15
  • xx3 Golden Eagle pierce range increased 24 > 30
  • xx3 Golden Eagle ceramic pierce penalty reduced from +3 > 1
  • xx3 Golden Eagle Max Merge Bonus: Now grabs MOABs with pierce penalty +14
Gwendolin
Removing the stacking aspect of Gwendolin’s burn damage over time, but increasing the damage as she levels up so that it actually scales up in power now.
  • Lv6 Gwendonlin main attack DoT stack count 0 > 1
  • Lv6 Gwendonlin main attack DoT damage increased from 1 > 2
  • Lv9 Gwendonlin main attack DoT damage increased from 1 > 4
  • Lv10 Gwendonlin main attack DoT damage now increases by 1 per additional level
Adora
While they are complicated individuals, Adora can now fully appreciate the sacrifice of the newest Monkeys in the struggle against the Bloons.
  • Lv7 Blood Sacrifice can now be used on Beast Handlers
Admiral Brickell
We aren’t happy with strats that start looking like exploits with frequent sell-replace loops.
  • Upon Selling Brickell - all of her placed Mines are now expired along with her as well
Psi
Psi’s stalling out of the end of round is an odd mix of useful / annoying / out of control, so we are for now capping this to a 3 seconds of overtime stalling. Psi’s Psychic Blast ability also has weirdly low pierce for a long cooldown ability with no damage, we are increasing the base pierce greatly but it no longer increases in pierce at Lv7 since the extra pulse brings more pierce anyway.
  • If no Bloons are left unpopped on screen aside from ones Psi is currently holding & destroying, these Bloons will be destroyed after a maximum of 3 seconds
  • Lv3 Psychic Blast pierce increased from 50 > 200
  • Lv7 Psychic Blast pierce increased from 100 > 200
Event / Boss / Relic / Knowledge
  • All Lych Soul variations can now be stunned/slowed by paragon tier upgrades
Looking Forward
Five months of 2023 done and dusted, which feels to us like it has zoomed by, perhaps because the Auckland office where the BTD6 team is based has only just reopened after the severe flooding at the end of January. All of Update 36 and the majority of Update 37 were completed while again working from home, but we’re very excited to have the office repairs done, the flood wall almost finished, and the ability to work shoulder to shoulder again on fun new things for the monkeyverse! Here’s the latest gaze into the crystal ball:
  • Update 38 Key Content
    • New Boss - Phayze: another all new Boss concept and play style, not giving any other hints apart from the name itself
    • Summer fun: a new Brickell hero skin and a waterpark map aimed toward Intermediate to help keep northern hemisphere summer cool
    • Quests: continuing to build new quest system features and adding a few new Quests to the list
  • Update 39 Key Content
    • Map Editor: under construction since last year with internal systems testing happening during 38.0 development, we are super excited to put map creation tools in player hands on as many platforms as possible when it goes live
    • New Hero - Spirit Walker: another unique design that we’re sandboxing already to make sure it has as much balance and art iteration as possible, again no hints other than the name
  • Update 40 Key Content
    • New Paragon - Monkey Sub: we’ve tagged sub as the next Paragon, so tell the Navarch to stop hoarding all of the Portable Lakes!
    • Stretch Goals - Boss Rush Team Event and CT Themes: lots of unknowns 3 updates out but we have strong plans for a new Team event and new parameters for Contested Territory that will make each CT more dynamic - anything that we don’t get done by end of year will have strong groundwork for next year
  • Console
    • Getting closer to submission on Xbox and PlayStation but this has been slow going. We’ve added another programmer and are working even more closely with platform partners to get through our last issues and launch as soon as possible, but that’s likely at least another 2 months. Switch is still a consideration depending on response to Xbox and PlayStation, as it will require additional bespoke development.
submitted by NoSneezePlz to btd6 [link] [comments]


2023.06.06 23:42 Oldmoneyrulz Decibel level of background fan noise fluctuating constantly in voice chat

I have a tower fan blowing in the background at the lowest speed, and even then the level at which Discord picks it up goes from not at all to being louder than my own voice (ranges between -95 and -35 db) according to the voice sensitivity bar in settings. Is there any reason why the loudness of the fan keeps changing so constantly, and is there any way to fix it? I have all settings turned off for exclusive control of microphone sensitivity, and the boost is at +10 in the control panel. This issue has also persisted between 2 different audio cords, one of them brand new.
submitted by Oldmoneyrulz to discordapp [link] [comments]


2023.06.06 23:17 Sarcarean Best FPGA for PWM with 4 Channels (delay, duty cycle variable)?

I am trying to choose an FPGA that would be suitable to implement a 50MHz PWM that has 4 output channels. Each of the channels need to have a variable duty cycle in 5% steps (5%, 10%, up to 95%), and channels 2-4 need to have a programmable delay (no delay, 2ns, 4ns, .. 10ns).
Anyone have any experience and suggestions for a FPGA family that would be suitable for this? Or do I need to start looking at higher clock speed SoC?
submitted by Sarcarean to FPGA [link] [comments]


2023.06.06 20:02 WhiskyEchoTango Pool Panel

My home has a subpanel by the pool (raintight, more than 10' away) that is fed with a pair of 30A GFI/AFI two-pole breakers. One breaker goes to the panel, which has a single 20A breaker in it for a GFI receptacle installed. The other breaker goes to the timer, which controls the salt cell and heater circuit (gas heater), with a variable-speed pump connected to the line side of the timer, then through a switch that cuts power to the pump. The wire is #8; there's six wires pulled through, a ground, a neutral, and two hot leads for the pump/timer and two hot leads for the panel.
Is a single 30A circuit enough for this panel alone, where I can move the pump/timer breaker into this panel, or should I pull the existing wires and run new #6 with a 50A breaker GFI/AFI?
submitted by WhiskyEchoTango to askanelectrician [link] [comments]


2023.06.06 19:36 JohnT_RE Brass Leopard Patch Notes (1.1.5 PC Update)

Brass Leopard Patch Notes (1.1.5 PC Update)

https://preview.redd.it/y0aicaagof4b1.jpg?width=1200&format=pjpg&auto=webp&s=2fde3b28d5c7f75ba40240dfc922a9de92efc985
This update focuses on several quality-of-life improvements, gameplay changes, bug fixes and more. We feel these changes should provide many iterative improvements to the overall feel and experience of CoH3. You can find all of the changes below, or an overview here, along with a video summary here.
In this update, you will find the following
  • Audio improvements
    • Additional intel warnings
    • New sound effects audio mixes
  • Gameplay feature improvements
    • Camera height
    • Event cues
    • Player names and colors
  • Gameplay changes
    • Plane and loiter changes
    • Mignano Gap and Gazala Landing Ground map fixes
  • A new 3 vs 3 map available in:
    • Skirmish
    • Custom games
    • Co-Op vs AI
  • Several improvements to the single player experience
    • Italian campaign bug fixes
NEW CONTENT
Catania Crossing - 3 vs 3 Map
Adding a new 3 vs 3 bridge map released exclusively for Skirmish, Custom Games and Co-Op vs AI modes.
  • A return to classic CoH bridge maps, based on the Allied Landings in Sicily.
  • Features dense urban combat around critical bridge crossings, perfect for those who wish to hunker down and outlast their enemy.
GAMEPLAY CHANGES
Audio
British Forces – War Cry ability
  • All players will now hear a trench whistle followed by a crowd swell indicating the ability has been activated.
Camera
  • The camera now allows players to zoom out an additional 5 meters using the scroll wheel increasing the overall zoom level.
Event Cues
  • Event Cues are now aligned over top of the minimap.
  • Event Cues priority has been adjusted across the board to prevent less important cues taking over more relevant ones.
  • Event Cues now allow players to click and select units behind them.
  • Event Cues are now limited to how many can display on screen at the same time
  • The background transparency of Event Cues has been reduced to improve readability
  • Event Cues lifetime on screen will adapt based on player interaction. Event Cues that are not interacted with will be unchanged. Event Cues that are clicked will be considered “seen” and their total lifetime will be reduced by 5 seconds. For example:
    • A ‘grenade incoming’ event cue appears on screen. The player clicks on it after 10 seconds, the event cue immediately disappears as its total lifetime has been reduced to 5 seconds when becoming ‘seen’.
    • The same event cue appears on screen again, this time the player clicks on it after 1 second: the event cue will be considered ‘seen' and will remain for 4 more seconds, as its total lifetime has been reduced to 5 seconds.
Maps
Gazala Landing Ground
  • Minor adjustments to Strategic and Victory Point locations to ensure the Western points favor the Southern team and Eastern points favor the Northern team.
Mignano Gap
  • Improved the southernmost engagement area (the bottom of the valley) to be approachable from more angles
  • Removed cover from Greek staircases to prevent unintended balance issues.
  • Territory layout adjusted to ensure a fair dispersal of munitions resources near each Team's HQ areas.
Planes
The intent of the changes to airplanes and loiters is to deliver more believable-looking visuals along with better responsiveness and game feel. When a player clicks, it’s essential that the feedback on the ability be more immediate. As always, we are looking into new ways to bring you an immersive experience, so we’ve adjusted the visuals and deformation on airplane crashes, dives, and projectile speeds.
  • Standardized airplane arrival times:
    • Utility based airplanes (includes smoke & recon runs): 3 seconds
    • Strafing runs: 5 seconds
    • Bombing runs: 7 seconds
  • Airplanes now start their dives earlier to allow for a less aggressive angle.
  • Airplanes speed increase while loitering from 36 m/s to 72 m/s.
  • Airplanes turn angles are increased from 25 degrees to 60 degrees.
  • Adjusted Airplane crashes to create deformation and include a new effect.
  • Adjusted Airplane crashes to damage environmental objects.
  • Adjusted Airplane debris to last longer.
  • Adjusted Airplanes doing dives to only drop the projectile when at a distance from the target as opposed to only when on top of the target.
  • Adjusted Airplane abilities flares to match the center of the ability reticule.
  • Adjusted Airplane abilities reticule colors to match the proper intention of the ability (green for utility, red for damage)
  • Airplanes performing paradrop abilities are now invincible.
  • Airplanes performing Mark Target abilities now show a proper indicator on the target.
Airplane Weapon & Projectile Changes
  • Adjusted projectile speeds overall to be 2x to 3x times faster.
  • Adjusted bombs to have a 1.5x damage modifier against buildings and emplacements.
  • Adjusted deformation to better match the area of effect of some of the explosions.
  • Adjusted strafing runs to have an area of effect of 45m length.
  • Adjusted strafing runs to cover the area within 1s as opposed to 3s.
Loiter Changes
  • Loiters no longer acquire new targets in base sectors.
  • Loiters now display a ground indicator that reflects the target acquisition area.
  • Loiters now display an indicator on top of the unit they are targeting.
  • Loiters now properly display the time left for the ability to end.
  • Loiters now take longer in between passes.
Afrikakorps
  • Stuka Dive Bomb munition cost from 250 to 150.
Wehrmacht
  • Fragmentation Bomb now drops 6 bombs instead of 4.
  • Fragmentation Bomb now has two airplanes in formation.
Plane Bug Fixes
  • Airplanes performing a Mark Target will now leave the field properly if the target is destroyed.
  • Loiter airplanes no longer leave the field pre-emptively which was causing instances where instead of two airplanes loitering there would be only one.
  • Various Audio fixes missing voiceovers in different airplane abilities.
Player Names
  • A new bindable hotkey has been added to the Controls settings, allowing players to customize the button to temporarily toggle player names. Default has been set to CTRL.
  • A toggle for player names has been added to the game settings both while in a match and in the main menu
    • ON: Player names will be permanently displayed under the unit decorator.
    • OFF: Player names will not display under the unit decorator permanently, but players will still be able to toggle them temporarily using their assigned hotkey.
  • Player names will be displayed on unit information cards.
  • Player names will be using player’s selected color scheme in the UI (compatible with both team and unique colors). This will apply to names displayed in the RTS layer, on the unit card and in the player list.
Unique Team / Player Colors
  • Team and Unique colors now apply to player names.
  • Team and Unique colors now apply to units' health bars on the unit cards.
  • Territory point flag and capture UI now uses team colors rather than unique colors.
Player List
  • Added a tooltip when hovering with the mouse on Battlegroups in the Player List, containing the Battlegroup name and a brief description.
  • All Battlegroups from each player’s loadout will now be visible in the player list: it will no longer be possible to check which Battlegroups other players have picked.
  • Player names will respect the color scheme chosen by the player in the Gameplay settings: when Team Colors are enabled, the player will be assigned the blue color, allies the yellow color and opponents the red color. When enabling Unique Colors, the player’s team will be assigned the cold color palette, and the opposing team will be assigned the warm colors palette.
  • Team 1 and 2 background colors standardized to blue for player team and red for opponents’ team.
Bug Fixes & Improvements
  • Fixed a save issue where the objective UI language was incorrect when loading a save that was made in a different language.
  • Fixed an issue with the main menu background not appearing.
  • Improved indication of resolution on the settings screen when borderless Fullscreen window mode is selected.
  • Improved mouse compatibility and clamping while in windowed mode.
  • Textbox now properly displays when chatting with friends.
Audio
  • Added a new sound effect to campaign map captures.
  • Added an intel announcement for allied-controlled points that are attacked or taken by the enemy.
  • Afrikakorps Mortar Units have found their voice. Fixed an issue where recrewed Afrikakorps Mortar Units would have no voice lines.
  • Capture point now always plays capture sound when neutralized.
  • Fixed audio sound effects when capture points are neutralized.
  • Fixed certain British vehicles not using American lines after being restored by the American recovery vehicle.
  • Fixed unnecessary intel message that played when using a CWT truck to recrew a team weapon.
  • Paratrooper Squad's M1 Carbine now uses unique firing sound effects.
  • Recon ability sound effects will no longer be heard in the fog of war.
  • The Humber 15mm turret's sound effect now correctly matches fire rate and animation.
  • US Forces halftracks now uses different audio after being upgraded.
  • US Forces Intel referred to pathfinders as scouts when deployed from HQ. They are now correctly referred to as pathfinders.
  • Victory and Defeat music on the results screen is now no longer affected by the muffling effect on remaining battle sounds.
Voice Over
  • Fixed silent voice over line at the end of the Defend Potenza mission.
  • Intel voiceover warnings for weapon crews such as Anti-Tank guns and Mortars did not play when the unit was lost. Warnings now play correctly.
  • M2A1 Howitzers now has working voice over lines.
  • Refined the voiceover selection logic to reduce the repetition of memorable lines.
  • Squads garrisoned in buildings now give a voiceover warning when the building is at risk of being destroyed.
  • Victory and Defeat screen voiceover will now always play.
Art
  • Afrikakorps Panzergrenadiers now understand how boots work, therefore their legs no longer clip through their boots. It’s leg day!
  • Anzio Annie crew now stands on the gun, where they should be.
  • British Forces M1 Pack Howitzer Team now uses the correct models and portrait.
  • Colors on the Afrikakorps Bersaglieri squad rifles have been adjusted to better match the unit.
  • CWT AA Mount seat no longer clips through benches.
  • Fixed smoke trails to match team colors.
  • Flame attacks correctly apply charring to vehicles.
  • Heavy machine guns no longer floats when the M8 Greyhound is destroyed.
  • Kattenkrad Recon Vehicle now produces debris when destroyed.
  • US Forces M1 carbine now uses the correct semi-automatic animation.
Gameplay
  • Fixed a scaling issue where unit paths would be the wrong size on the minimap.
  • Fixed an issue where the cover dots indicators would be rendered floating in the air.
  • Fixed an issue where the game was not updating the player correctly when an enemy neutralized one of the player's team-controlled sectors, and still showing the neutralized territory as player owned. With this change, after a point is neutralized by the enemy team, the player would correctly see it as neutral on both the RTS and the minimap/tactical map layers.
  • Fixed an issue where the minimap did not orient north correctly.
  • Fixed an issue where units got stuck when trying to exit certain buildings while retreating.
  • Fixed an issue with some environmental vehicles being targetable as if they were enemies.
  • Fixed A.I. players not supplying a direction to directional targeted abilities. This A.I. will now be using directional targeted abilities, such as the German Wespe Creeping Barrage veterancy ability.
  • Fixed several instances of overly zealous infantry running towards the enemy when retreating.
  • Fixed several issues related to bridges not correctly having cover.
  • Loiter planes no longer disappear off map while performing abilities.
  • Updated Line of Sight generated by capture points to be more consistent with past CoH games.
Localization
  • Added Japanese text display improvements.
  • Adjusted and simplified tooltip text throughout the game.
  • Fixed several typos and inconsistencies in texts.
  • Fixed an issue with subtitles in Campaign not appearing at the correct time.
  • Improved localization in all languages and integrated missing translations.
Maps
  • Added missing cover to several objects in the environment.
  • Fixed an issue on Aere Perennius where the map zone/territory would be drawn incorrectly between ruined buildings.
  • Fixed an issue where certain buildings would make units garrisoned inside invincible.
  • Fixed an issue where territory lines did not display correctly on stairs.
  • Fixed missing collision on large standing fuel container on L'Aquila map.
  • Fixed several issues with indestructible hedges.
  • Fixed several issues with small objects taking up too much space and blocking unit movement.
  • Updated balustrades to provide cover as expected (identically to stone walls).
  • Updated hangar assets to no longer provide cover. Suspended sections were wrongfully providing cover to units beneath them.
  • Updated map edge visuals on Torrente, including railway tunnel and rail lines.
  • Improved width of impasse around some cliff areas across multiple maps to reduce clipping.
Modding Tools Improvements & Bug Fixes
  • Added first ability archetype “equip_and_fire_weapon”. This archetype is intended primarily for infantry to replicate the functionality of abilities such as grenades or panzerfausts. It will equip a weapon of the chosen name or hardpoint index and fire it X times at the target. The caster entity(ies) must have the weapon assigned to that hardpoint in order to cast.
  • Introduced “custom properties”, which allow modders to adjust the variables that will be read by state tree scripts to allow variations of existing ability archetypes. Custom properties are only used for a specific ability state tree script, however any ability that references that state tree script can re-use the same variable names to create the same effect.
  • Introduced the concept of an “ability archetype” -- These are template abilities that can be cloned to easily create variations using custom properties. For now, this is just the “equip_and_fire_weapon” ability with the potential to release more in the future. Previously, if you modded an ability like the rifleman’s grenade, it could only ever throw that specific grenade. Now a modder could adjust which weapon to swap in and how many shots to fire by copying the equip_and_fire_weapon ability and changing those properties.
  • It will also be possible to use custom properties to adjust values on some of the abilities that do not yet have a formal archetype created, such as any of the flight abilities we reworked this patch and abilities such as Repair, which now exposes several tuning handles to adjust the repair amount.
  • Tuning pack mods can now have their files reference each other without crashing on load
  • Updated the default atmosphere to the latest day lighting version, this should improve the modding experience with default settings.
Performance
  • Fixed a crash that would sometimes occur when skipping a cutscene.
  • Fixed an issue where capped fps was higher (by as much as 10fps) than the set cap due to sometime not being accumulated frame-to-frame.
  • Reduced memory increases across missions.
Single Player
  • Fixed an issue that caused some objectives to be started multiple times.
  • Fixed an issue where campaign save/load would become inaccessible after creating a skirmish game in single player.
  • Fixed a crash that sometimes happened when loading a save game.
  • Fixed mission failed dialog in certain campaign missions.
  • Fixed several issues of missing voiceover dialog in campaign missions.
  • Fixed several issues with camera fadeouts flickering or happening at the incorrect time during mission sitreps.
Dynamic Italian Campaign
  • AA Emplacements can no longer shoot at Supply Crates.
  • AA emplacements no longer attack ships in the single player campaign.
  • Added a fix for a specific Save/Load issue that affected a kill counter not updating properly in Fire with Fire mission.
  • Added Relevant requirement text to the Heal, Repair, Encircle abilities when out of range.
  • Adding correct portraits to Supply Drop Crates.
  • Displaying correct description text on Supply drop Crates.
  • Adjusted description for the following UK Artillery company abilities/upgrades to more accurately match their functionality in-game:
    • Battle Hardened - Raises minimum Veterancy Level of Gurkha Rifles to 2.
    • First Class Fighting Men - Raises minimum Veterancy Level of all infantry squads to 1.
  • Adjusted out of bounds vista in Salerno to make for a smoother transition in the distance.
  • Adjusted timing of Conti's Voice Over so it no longer overlaps with the sitrep.
  • Assassinate Baumann object will no longer auto-complete and the mission can be played.
  • Campaign Map A.I. no longer uses bombardment abilities from its ships and howitzer emplacements outside the playable area.
  • Combat music no longer starts immediately after intro to the Pomigliano airfield mission.
  • Companies requisitioned through a seaport now have the proper cost modifiers applied to their Heal and Repair abilities.
  • Disabled the forward artillery ability in Salerno until the player gets access to a base.
  • During campaign skirmishes, enemy squads no longer pick up supply caches at the start of the 'Recover Discarded Supplies' bonus objective.
  • Enemy companies in the single player campaign now use recon abilities more consistently.
  • Errant intel no longer plays before Corporal Conti's objective outline at the beginning of random encounter skirmishes in the Italian Campaign.
  • Fixed a bug in the Italy campaign that caused the bombing run to fail after capturing 3 towns in the Volturno Line.
  • Fixed a bug in which narrative lines in the Ice Cream event could play out of order.
  • Fixed a narrative bug in the Winter Line mission where a line's audio was assigned to the wrong character.
  • Fixed a narrative bug in the Operation Morning Glory mission where a line's audio was assigned to the wrong character.
  • Fixed a narrative bug in the The Great Ammo Robbery mission where a line's audio was missing and assigned to the wrong character.
  • Fixed an issue causing input to be blocked when exiting loading screens in certain cases
  • Fixed an issue in the Anzio mission in the Italy campaign where enemy units would spawn during a cutscene.
  • Fixed an issue on certain campaign missions where US Forces infantry were not properly displaying veterancy options.
  • Fixed an issue where Paratroopers would get stuck in specific areas of Ortona.
  • Fixed an issue where Partisan capture ability would sometimes not do anything
  • Fixed an issue where the British Armoured Company Fuel Airdrop tooltip was incorrect when it was upgraded to drop 3 fuel crates and still referred to 2.
  • Fixed an issue where the Destroying the Gun's objective in the Italy Campaign mission in Gela would not complete properly before ending the mission.
  • Fixed an issue where units could have more movement points than their max movement points upon a new turn if they lost some supply on the previous turn
  • Fixed an issue with certain bridges on River Crossing Rescue not allowing vehicles to cross properly.
  • Fixed an issue with certain bridges where paratroopers would be unable to cross them after spawning on the wrong side.
  • Fixed German Mechanized Company that retreated on the Campaign Map near Camino that would get stuck and become un-targetable.
  • Fixed an issue that would make a company unusable if they were paradropped onto a destroyed town.
  • Fixed an issue where C-47 transport aircraft that were spawned in airfields that were captured by companies with the Air Support trait weren't displaying in the airfield management page.
  • Fixed an issue where planes were spawned hovering over Foggia if it was captured on the same turn as the objective to capture it was started.
  • Fixed an issue where ships moved via the Transfer Seaports ability weren't able to move on following turns.
  • Fixed an issue where the population cap was not increasing properly when picked as a reward for completing the southern foothold objective.
  • Fixed an issue with the Campaign map torpedo ability when used from Carriers that allowed it to be used against enemy land units and friendly ships.
  • Fixed lighting on battleships.
  • Fixed Partisan support ability sometimes not being selectable in skirmish/mission
  • Fixed post mission death animations for defending company playing on top of the initiating company
  • German Companies can no longer heal within the first 10 turns unless they are near a Hospital or Triage Centre.
  • German Company affecters/icons correspond with their Company Type
  • In the Anzio mission in the Italy campaign, aircraft can now be used without being shot down if the Destroy AA Guns objective was previously completed.
  • In the Enigma retrieval mission, added a small lump sum of manpower when the special aid station is captured to allow for limited reinforcements. The limited amount is to preserve a raiding party/commando fixed force feel that is smaller in scope than a typical skirmish or a larger scenario. A notification to the player is given when they get the resource.
  • Italy Finale Mission - Fixed an issue that prevented description text from appearing on the Swap Company ability button.
  • Navy Salvage and Repair abilities have been moved so they are no longer overlapped by other abilities
  • Removed friendly fire damage from area of effect abilities like Barrage, Bombardment, and Bombing Run in the Campaign.
  • Repair and Heal cost no longer increase on Save/Load
  • Re-trimmed boundaries in Calabria prologue so mountainous regions are more reliably recognized as impassable terrain.
  • Smoothed airplane turning for certain bombing run and supply run abilities.
  • Some missions in the Italian campaign now only trigger once.
  • The enemy territory that exists directly East of the player base in Gela now becomes player owned once the territory point to its north is captured by the player.
  • The Foggia mission now correctly registers when intel has been destroyed.
  • The Paratrooper tooltip has been updated to reflect that Paratroopers can be paradropped anywhere outside the enemy base, rather than only within friendly territory.
  • The rewarded Destroyer is no longer stuck at the seaport after repairing the seaport
  • Tiger Heavy Tank call-in can no longer get stuck behind the Wehrmacht HQ on the Winter Line map.
North African Operation
  • Corrected historical facts on a loading screen that claimed Italian and German troops clashed with British forces in 1940, when German forces did not arrive until February 1941.
  • Finale Mission - Fixed units clipping into each other during the introductory camera pan.
  • Fixed an issue where players had access to battlegroups from other factions in the desert village ambush mission.
  • Fixed an issue where destroying enemy vehicles for an optional objective would complete the primary mission objective and end the mission early.
  • Fixed an issue where sometimes victory cinematics at Tobruk would play twice.
  • Updated minor timing issues with camera sequences.
Skirmish
  • The Panzergrenadier Unit from the mechanized reserve can no longer equip MP40 in campaign skirmishes.
Tutorial
  • Adjusted the first few steps of the tutorial to restrict what the player can interact with. This change should improve clarity, limit confusion and guide new players more directly.
  • Fixed a minelaying tutorial tooltip staying active indefinitely.
  • Fixed an issue in the tutorial in which hint arrows were not being removed upon objective completion.
  • Fixed an issue that prevented some hint messages from appearing.
  • Minor additional instruction hint added to the aid post tutorial sequence.
Stability
  • Improved desync handling to only remove the desynced player allowing the match to continue.
  • Fixed a crash that occurred when a voice over line was unavailable.
  • Fixed a frequent Italy Campaign crash triggered by a deleted capture point.
Store / Cosmetics
  • All soldiers in Captain's Retinue squad will get appropriate cosmetics instead of just the Captain.
  • Fixed a bug where the granted item window does not show the correct rarity color.
  • Winter Tundra Panzer IV’s turret accessories no longer flicker.
  • Winter Tundra Wirbelwind no longer leaves floating objects behind when destroyed.
  • Fixed issue with UK truck bed not getting camo.
  • Fixed issue of DAK Left Behind StuG III D not being available as an offer in the store.
  • Amazon Night Fighter vehicle crews now have their intended camo.
submitted by JohnT_RE to CompanyOfHeroes [link] [comments]


2023.06.06 18:22 Waelder TCF PATCH 3.4.0 - 07th June 2023

TCF PATCH 3.4.0 - 07th June 2023
Read the patchnotes in the game's website: https://thecycle.game/news-and-media/the-cycle-frontier-patch-3-4-0
The game will go into maintenance tomorrow 7th June 2023 at 08:00am CEST and the game will be inaccessible for a few hours.
Hello Prospectors!
Patch 3.4.0 has been cooking behind the scenes for a little while now, and it's finally ready to be served. Complete with seasonings, a tall drink, and a few changes that might catch your interest, we're following up on some changes from 3.2 and 3.3 while also addressing some issues that have been highlighted by our community. On the menu today will be additional AI changes, a balance pass on some of our early game weapons, the usual stomping of a few pesky bugs and exploits, an adjustment to Tharis storm cycles, and yes, an adjustment to Progenitor Slags. We recently discussed in our Discord Server that we're taking some time to focus on repaying technical debts and relooking into systems to have more flexibility with our code in order to make things more smooth, however a lot of these things are not necessarily "player-facing" so we will use these notes to focus on changes that you will see and experience directly within the game. As always, be sure to let us know what you think of the new changes after you've downloaded the new update, and we will continue to monitor and address them as soon as we can. Onto the notes!
https://preview.redd.it/sqf2ca6h9f4b1.png?width=1920&format=png&auto=webp&s=fb9a99a079a724cf8f41da14a55ba7447d63f668

Balancing/Weapons

Weapon Balance, my old friend, it's nice to see you again! As a fun fact from our data, the three weapons that are the most requested to receive a balance pass are the Manticore, AR-55, and C-32 Bolt Action. This is something that we are always investigating and keeping tabs on behind the scenes, but after our feedback from the 3.2 patch, it seemed there were a few weapons that needed a bit more than just a damage value changed, so we've made a few more changes to lightly poke the meta to encourage a nice mix of weapons and keep things feeling fresh with your encounters. The vision that is planted in our brains here is to make sure our early game weapons feel like early game weapons without nerfing them into the ground or making them unusable in engagements with higher-geared players. However, with a TTK this short, sometimes that perfect balance can be hard to find. Having said that, minor changes are the plan for this one, let us know what you think!
Manticore (MK1 & MK2):
  • Magazine size: 24 -> 22
  • Headshot multiplier: 1.5 -> 1.4
AR-55(Rusty, MK1 & MK2):
  • Projectile speed: 36400 -> 34200
PDW (Rusty, MK1 & MK2):
  • Increased hip shot spread by 15%
  • Damage falloff multiplier: 0.7 -> 0.6
C32(MK1 & MK2):
  • Damage falloff multiplier: 1.0 -> 0.7

Matchmaking Changes

We've heard your feedback that something just doesn't feel quite right, and we've noticed it in our matches as well. In order to address it, we've done some deep dive investigating to answer a few questions: Is matchmaking working as intended? Is "beginner matchmaking" working properly? Now this covers a really wide range of variables and not every player's reported issue can lead to the same outlier in the way our game matchmakes, but we've made some major changes to the way our matchmaking registers and removes players on a server, to prevent server over population, which we believe should fix squad separation issues as well. We intend to continue keeping a close eye on this topic, so please don't hesitate to reach out and let us know if you experience or notice any differences!

Anti-Cheat Improvements

Fighting cheating is our number one priority, and we are aware that for some of our players the current state of the game is not ideal. As with every patch, 3.4.0 will contain various backend improvements and tweaks to our anti-cheat formula. In addition, we have added new systems to the game to help detect and prevent the kinds of cheats we have found to be the most common. While we would love to go into detail about exactly what is being changed, any info we give on our methods is unfortunately information that can be used to circumvent those methods. Regardless, we do expect that these changes should have a noticeable effect on the state of the game, and we will be monitoring them closely after they go live and adjusting them as necessary.
If you would like to contribute to the games anti-cheat efforts, reports are always one of the most useful resources at our teams disposal. Simply sending a report in-game can go a long way, and you can also make use of our #reports-and-appeals channel in our official Discord server if you would like to give some more detailed information to our anti-cheat team or would like to include a video clip with your report.
We hope these changes go a long way towards improving your experience on Fortuna, until next time Prospectors!

Changes

  • Insurance payout timer has been increased from 45 minutes to 6 hours in order to combat a known item duplication exploit
    • This one is a significant change for us, and we discussed methods to address item duplication in a way that was quick and impactful. This change will ensure the game instance has shut down and all players have left the instance before dishing out insurance reimbursements.
    • Additionally and for clarity, players participating in this exploit will receive a ban if they are found to be duplicating items. Don't give into the temptation!
  • We've adjusted tuning of creature proximity senses as a follow up from patch 3.3.0
  • We've adjusted Crusher and Marauder aggro so that disengaging with the fiercest of terrestrial creatures isn't as difficult. No more Jeffs launching interplanetary acid bombs across the map as you run away clutching your last stim
  • Storm cycles on Tharis Island have been shortened by lowering the time between storms from 25 minutes to 21 minutes to make forging feel less tedious. Duration of the storm remains unaffected
  • Slightly increased the probability of receiving Progenitor Slag as a byproduct of forging from 10% to 13%
  • Decreased the required amount of slags for final safe pocket upgrade from 3 to 2
  • Windfall's Shop received some swanky new images to showcase item bundles

Bugfixes

  • Weapon, melee, and consumable textures should no longer disappear after using a throwable consumable. For real though this time
  • Fixed an out of bounds exploit above Green's Prospect Garage
  • Fixed an out of bounds exploit near Osiris Research Center
  • Fixed an out of bounds exploit near the lab at Rock Pools
  • Fixed an out of bounds exploit at Pinnacle Labs
  • Fixed an out of bounds exploit near Favela
  • Fixed an out of bounds exploit near Skeleton Observation Site
  • Fixed an unintended area near Waterfall Labs
  • Fixed an unintended area near Korolev HQ
  • Fixed an unintended area near Rock Pools
  • Fixed a "stuck spot" at Root Rock Tunnel
  • Fixed a "stuck spot" at Fallen Tree
  • Fixed a "stuck spot" at a specific building near Hay Fields
  • The Howler took a few more aviation lessons and should no longer get stuck on environmental objects
  • Fixed several hiding spots that could be abused by using certain emotes in bodies of water.
  • Fixed an area where players could clip through and hide on the Laser Drill
  • Fixed an exploit that allowed players to climb to the top of the dungeon on Crescent Falls
  • Adjusted a spawn point on Tharis Island that was a bit too close to AI creatures
  • Fixed a damage mitigation bug that could occur with the Jungle Bandit archetype
  • Fixed a rendering/collision issue with a vehicle in Pumpkin Fields
  • Fixed an issue that allowed players to move while emoting
  • Fixed an issue with some keybinds not being present when using an AZERTY keyboard. Don't get caught inspecting your weapons too often now!
  • Fixed an issue that could cause the game to crash in the event a Player Report came back with an error
  • Fixed a exploit regarding Free Loadout Runs and claimed insurances
  • Fixed a collision issue with a tree root near Pumpkin Fields and Starport Landing Pad. We're prospectors, not termites
  • Fixed an issue with a weapon's weight being affected by the ammo weight reduction perk.
  • Fixed an issue with the explosive damage perk reducing damage from storm strikes and fauna damage
  • Fixed a visual issue with the "Top Tiktok Howler Creators" decal on the station
  • Fixed an issue where a player would be redeployed to the same map if foamed while disconnected instead of being sent back to the station
  • Addressed missing localization for the "Email" textbox in the Newsletter (DE, ES, FR, IT, JP, KR. PL. PT, RU, CN)
  • Fixed an issue with faulty SFX when attacking Blast Ticks with a melee weapon
  • Fixed an issue with the Fortuna Pass displaying incorrect rewards when skipping levels using Aurum
  • Relocated a mysterious floating rail at Favela to its proper location
  • Fixed an issue with broken armor UI still showing the broken icon after being repaired
  • Fixed an issue causing Error Code ## with some players when dropping
  • Fixed an issue with squad separation not functioning as intended. You should only see parties of the same size deploying to the planet in Trusted Matchmaking

Known Issues & Things We Are Working On™

While some of these issues might take a bit longer, we are still investigating and aim to find fixes and address these as soon as we can.
  • We are aware of your feedback that you want to see a default weapon skin setting.
  • We are investigating changes to the process of selling items smoother.
  • Deysnc Issues - we are cautiously keeping an eye on this topic and working with players where possible to investigate these instances.
  • Getting kicked back to the lobby is currently under investigation.
  • We received a bunch of reports that performance has taken a hit in Season 3 and are investigating.
  • Our Welcome Packs descriptions need to be reworded to reflect the disappearance of mandatory wipes.
  • Streaming tools can lead to crashes for some players.
Additionally for those of you who read our little messages at the bottom, Patch 3.5.0 is scheduled for June 28th, so no need to wonder which Wednesday it'll be! Also, you look stellar today!
submitted by Waelder to TheCycleFrontier [link] [comments]


2023.06.06 09:45 SurveyGod7 Need Help Desperately.... (PYGAME Assignment)

So basically our (high) school class is learning python for the first time, we have to make a game with pygame. I'm making a zombie shooter game and its half decent for my first time with python, but I got a big issue I legit have no idea how to fix. (CODE IS BELOW)

Issue:
So when it registers I have defeated the first wave (of zombies), the number that displays the current wave number changes to 2 (as it should), but my IF WAVE == 2: function is not registering, I am really confused, but here is the code. Basically right now when I defeat the first wave of zombies, the next wave does not start spawning even though the wave variable says it is 2.
Code( i know its inefficient but idc + The imported pgzhelper file is something my teacher gave to us I think it helps with math or something):

import random
import math
import pygame
from pgzhelper import *

WIDTH = 800
HEIGHT = 600

player = Actor("player")
player.x = 400
player.y = 300
player.hspeed = 0
player.vspeed = 0

MENU = True
GAME = False
GAMEOVER = False
INST = False
MISSION = False

wave = 1
hearts = 3
score = 0
bullets = []
zombies = []


def start_game():
global hearts
global GAME
global MENU
global wave
global bullets
global score
GAME = True
MENU = False
wave = 1
bullets = []
zombies = []
CreateEnemy()

return


def endgame():
global hearts
global GAME
global MENU
global GAMEOVER
global score
GAME = False
MENU = True
GAMEOVER = False
return


def game_over():
global hearts
global GAME
global MENU
global GAMEOVER
global score
GAME = False
MENU = False
GAMEOVER = True
return


def draw():
screen.clear()

if GAMEOVER == True:
screen.clear()
screen.fill((244, 238, 224))

if MENU == True:
screen.fill((244, 238, 224))
screen.draw.text(
"PLAY",
center=(WIDTH / 2, HEIGHT * 0.3),
color=(91, 150, 16),
fontsize=50,
fontname="darkreg",
)
screen.draw.text(
"Zombie Zapper",
center=(WIDTH / 2, HEIGHT * 0.08),
color=(91, 150, 16),
fontsize=80,
fontname="creepster",
)
screen.draw.text(
"MISSION",
center=(WIDTH / 2, HEIGHT * 0.5),
color=("black"),
fontsize=50,
fontname="dark",
)
screen.draw.text(
"INSTRUCTIONS",
center=(WIDTH / 2, HEIGHT * 0.7),
color=("black"),
fontsize=50,
fontname="dark",
)
if INST == True:
screen.clear()
screen.fill((244, 238, 224))
if MISSION == True:
screen.clear()
screen.fill((244, 238, 224))
if GAME == True:

screen.clear()
screen.blit("grass", (0, 0))
screen.draw.text(
"Wave: " + str(wave),
center=(WIDTH / 10, HEIGHT * 0.035),
color=(242, 0, 0),
fontsize=50,
fontname="darkreg",
)
player.draw()
for bullet in bullets:
bullet.draw()
for zombie in zombies:
zombie.draw()
heart_image = "heart"
heart_size = 40
heart_padding = 5
heart_pos = (725, heart_padding)
if hearts == 3:
for i in range(3):
screen.blit(heart_image, heart_pos)
heart_pos = (heart_pos[0] - (heart_size + heart_padding), heart_padding)
if hearts == 2:
for i in range(2):
screen.blit(heart_image, heart_pos)
heart_pos = (heart_pos[0] - (heart_size + heart_padding), heart_padding)
if hearts == 1:
for i in range(1):
screen.blit(heart_image, heart_pos)
heart_pos = (heart_pos[0] - (heart_size + heart_padding), heart_padding)


def update():
global GAMEOVER
global hearts
global player
global bullets
global zombies
global zombie
global CreateEnemy
global enemy
global wave
global score

if hearts <= 0:
game_over()

move_speed = 5
if GAME:

enemy = Actor("zombie")
player.x += player.hspeed
player.y += player.vspeed
if player.x > 760:
player.x = 760
elif player.x < 40:
player.x = 40
if player.y > 560:
player.y = 560
elif player.y < 40:
player.y = 40
removebullet = False

for bullet in bullets:
bullet.x += bullet.speed * math.cos(math.radians(bullet.angle))
bullet.y -= bullet.speed * math.sin(math.radians(bullet.angle))
removebullet = False # Initialize removebullet as False
if bullet.x < 0 or bullet.x > WIDTH or bullet.y < 0 or bullet.y > HEIGHT:
removebullet = True
for zombie in zombies:
if zombie.collide_pixel(bullet):
score = score + 1
zombies.remove(zombie)
removebullet = True

if removebullet:
if len(bullets) > 0:
bullets.remove(bullet)

mousepos = pygame.mouse.get_pos()
player.angle = player.angle_to(mousepos)

if keyboard.left or keyboard.a:
player.x -= move_speed
elif keyboard.right or keyboard.d:
player.x += move_speed
elif keyboard.up or keyboard.w:
player.y -= move_speed
elif keyboard.down or keyboard.s:
player.y += move_speed

for zombie in zombies:
if hearts == 0:
GAMEOVER = True
if zombie.collide_pixel(player):
zombies.remove(zombie)
hearts = hearts - 1
score = score + 1
else:
zombie.move_towards(player, int(wave) / 2)
zombie.angle = zombie.angle_to(player)

if score == 3 and wave == 1:
wave = 2

if score == 6 and wave == 2:
wave = 3

if score == 10 and wave == 3:
wave = 4

if score == 10 and wave == 4:
wave = 5

if score == 15 and wave == 5:
wave = 6

if score == 15 and wave == 6:
wave = 7

if score == 20 and wave == 7:
wave = 8

if score == 20 and wave == 8:
wave = 9

if score == 20 and wave == 9:
wave = 10

if score == 30 and wave == 10:
endgame()

return


def CreateEnemy():
global zombies
global score
global wave

if GAME:

edge = random.choice(["top", "bottom", "left", "right"])

if edge == "top":
x = random.randint(0, WIDTH)
y = 0
elif edge == "bottom":
x = random.randint(0, WIDTH)
y = HEIGHT
elif edge == "left":
x = 0
y = random.randint(0, HEIGHT)
else: # right edge
x = WIDTH
y = random.randint(0, HEIGHT)

if wave == 1:

score = 0
for i in range(3):

enemy = Actor("zombie")
enemy.scale = 0.45
enemy.x = x
enemy.y = y

if x == 0:
enemy.x -= i * 100
else:
enemy.x += i * 100
enemy.y = y
if y == 0:
enemy.y -= i * 100
else:
enemy.y += i * 100

zombies.append(enemy)

if wave == 2:

score = 0
for i in range6(6):

enemy = Actor("zombie")
enemy.scale = 0.45
enemy.x = x
enemy.y = y

clock.schedule(CreateEnemy, 2.5)

if x == 0:
enemy.x -= i * 100
else:
enemy.x += i * 100
enemy.y = y # Use y instead of cornery
if y == 0:
enemy.y -= i * 100
else:
enemy.y += i * 100

zombies.append(enemy)

if wave == 3:
score = 0
for i in range(10):

enemy = Actor("zombie")
enemy.scale = 0.45
enemy.x = x
enemy.y = y
clock.schedule(CreateEnemy, 2.0)

if x == 0:
enemy.x -= i * 100
else:
enemy.x += i * 100
enemy.y = y # Use y instead of cornery
if y == 0:
enemy.y -= i * 100
else:
enemy.y += i * 100
zombies.append(enemy)

if wave == 4:
score = 0
for i in range(10):

enemy = Actor("zombie")
enemy.scale = 0.45
enemy.x = x
enemy.y = y
clock.schedule(CreateEnemy, 1.50)

if x == 0:
enemy.x -= i * 100
else:
enemy.x += i * 100
enemy.y = y # Use y instead of cornery
if y == 0:
enemy.y -= i * 100
else:
enemy.y += i * 100
zombies.append(enemy)

if wave == 5:
score = 0
for i in range(15):

enemy = Actor("zombie")
enemy.scale = 0.45
enemy.x = x
enemy.y = y
clock.schedule(CreateEnemy, 1.50)

if x == 0:
enemy.x -= i * 100
else:
enemy.x += i * 100
enemy.y = y # Use y instead of cornery
if y == 0:
enemy.y -= i * 100
else:
enemy.y += i * 100
zombies.append(enemy)
if wave == 6:
score = 0
for i in range(15):

enemy = Actor("zombie")
enemy.scale = 0.45
enemy.x = x
enemy.y = y
clock.schedule(CreateEnemy, 1.0)

if x == 0:
enemy.x -= i * 100
else:
enemy.x += i * 100
enemy.y = y # Use y instead of cornery
if y == 0:
enemy.y -= i * 100
else:
enemy.y += i * 100
zombies.append(enemy)

if wave == 7:
score = 0
for i in range(20):

enemy = Actor("zombie")
enemy.scale = 0.45
enemy.x = x
enemy.y = y
clock.schedule(CreateEnemy, 1.0)

if x == 0:
enemy.x -= i * 100
else:
enemy.x += i * 100
enemy.y = y # Use y instead of cornery
if y == 0:
enemy.y -= i * 100
else:
enemy.y += i * 100
zombies.append(enemy)

if wave == 8:
score = 0
for i in range(20):

enemy = Actor("zombie")
enemy.scale = 0.45
enemy.x = x
enemy.y = y
clock.schedule(CreateEnemy, 0.90)

if x == 0:
enemy.x -= i * 100
else:
enemy.x += i * 100
enemy.y = y # Use y instead of cornery
if y == 0:
enemy.y -= i * 100
else:
enemy.y += i * 100
zombies.append(enemy)

if wave == 9:
score = 0
for i in range(20):

enemy = Actor("zombie")
enemy.scale = 0.45
enemy.x = x
enemy.y = y
clock.schedule(CreateEnemy, 0.75)

if x == 0:
enemy.x -= i * 100
else:
enemy.x += i * 100
enemy.y = y # Use y instead of cornery
if y == 0:
enemy.y -= i * 100
else:
enemy.y += i * 100
zombies.append(enemy)

if wave == 10:
score = 0
for i in range(30):

enemy = Actor("zombie")
enemy.scale = 0.45
enemy.x = x
enemy.y = y
clock.schedule(CreateEnemy, 0.5)

if x == 0:
enemy.x -= i * 100
else:
enemy.x += i * 100
enemy.y = y # Use y instead of cornery
if y == 0:
enemy.y -= i * 100
else:
enemy.y += i * 100
zombies.append(enemy)


def on_mouse_down(pos):
global MENU
global GAME
global bullet
global INST
global MISSION
if GAME == True:
bullet = Actor("bullet", player.pos)
bullet.speed = 7
bullet.direction = bullet.angle_to(pos)
bullet.angle = bullet.direction
bullet.x = player.x + (90 * math.cos(math.radians(bullet.angle)))
bullet.y = player.y - (90 * math.sin(math.radians(bullet.angle)))
bullets.append(bullet)

if MENU:
x, y = pos
play_position = (WIDTH / 2, HEIGHT * 0.3)
play_fontsize = 50
play_width = len("PLAY") * play_fontsize
play_height = play_fontsize
play_area = Rect(
play_position[0] - play_width / 2,
play_position[1] - play_height / 2,
play_width,
play_height,
)
if play_area.collidepoint(x, y):
MENU = False
GAME = True
start_game()
mission_position = (WIDTH / 2, HEIGHT * 0.5)
mission_fontsize = 50
mission_width = len("MISSION") * mission_fontsize
mission_height = mission_fontsize
mission_area = Rect(
mission_position[0] - mission_width / 2,
mission_position[1] - mission_height / 2,
mission_width,
mission_height,
)
if mission_area.collidepoint(x, y):
MISSION = True
MENU = False
instructions_position = (WIDTH / 2, HEIGHT * 0.7)
instructions_fontsize = 50
instructions_width = len("INSTRUCTIONS") * instructions_fontsize
instructions_height = instructions_fontsize
instructions_area = Rect(
instructions_position[0] - instructions_width / 2,
instructions_position[1] - instructions_height / 2,
instructions_width,
instructions_height,
)
if instructions_area.collidepoint(x, y):
INST = True
MENU = False
submitted by SurveyGod7 to pygame [link] [comments]