From: owner-ammf-digest@smoe.org (alt.music.moxy-fruvous digest) To: ammf-digest@smoe.org Subject: alt.music.moxy-fruvous digest V14 #4808 Reply-To: ammf@fruvous.com Sender: owner-ammf-digest@smoe.org Errors-To: owner-ammf-digest@smoe.org Precedence: bulk alt.music.moxy-fruvous digest Wednesday, August 19 2020 Volume 14 : Number 4808 Today's Subjects: ----------------- Get the real experience of flying an actual plane! ["Pilot Training" ] Natural ways to lower cholesterol ["hdl foods" ] ---------------------------------------------------------------------- Date: Wed, 19 Aug 2020 03:52:02 -0400 From: "Pilot Training" Subject: Get the real experience of flying an actual plane! Get the real experience of flying an actual plane! http://dialvision.co/d9pwgnXz-mB53_CySlRcYk-hGnw6uyCPNx7QoFwl4jZxpE0 http://dialvision.co/evIAb3H6bwEpJXk6DPj8wY8pxaGYXpoEPdKv_vgimgtnOto Playability is the ease by which the game can be played or the quantity or duration that a game can be played and is a common measure of the quality of gameplay. Playability evaluative methods target games to improve design while player experience evaluative methods target players to improve gaming." This is not to be confused with the ability to control (or play) characters in multi-character games such as role playing games or fighting games, or factions in real-time strategy games. Playability is defined as: a set of properties that describe the Player Experience using a specific game system whose main objective is to provide enjoyment and entertainment, by being credible and satisfying, when the player plays alone or in company. Playability is characterized by different attributes and properties to measure the video game player experience. Satisfaction: the degree of gratification or pleasure of the player for completing a video game or some aspect of it like: mechanism, graphics, user interface, story, etc. Satisfaction is a highly subjective attribute that provokes a difficult measuring due to player preferences and pleasures having influence in the satisfaction for specific game elements: characters, virtual world, challenges, and so on. Learning: the facility to understand and dominate the game system and mechanics (objectives, rules, how to interact with the video game, etc.). The Desktop Systems try to minimize the learning effort, but in video games we can use the learning curve according to the game nature. For example, in one hand, we can demand great initial abilities before to play, or training them harshly in first phases of the game, to help players to understand and dominate all the game rules and resources and they can use them from the beginning of the game. In the other hand, players can learn step by step in a guided way when they need some ability in the video game. Efficiency: the necessary time and resources to offer fun and entertainment to players while they achieve the different game objectives and reach the final goal. An efficient video game is able to catch the player's attention from the first instant, and provoke him to continue playing to the end of the game. Efficiency can be analyzed as the correct use of the challenge through the game, the correct structuring of the objectives or the best adaptation of the control to the actions in the game. Immersion: the capacity to believe in the video game contents and integrate the player in the virtual game world. The immersion provokes that the player looks involved in the virtual world, becoming part of this and interacting with it because the user perceives the virtual world represented by the video game, with its laws and rules that characterize it. A video game has a good immersion level when it has equilibrium between the proposed challenges and the necessary player abilities to overcome it. Motivation: the characteristics that provoke the player to realize concrete actions and persist in them until their culmination. To obtain a high degree of motivation, the game should have a set of resources to ensure the players perseverance in the performed actions to overcome the game challenges. This means, different factors to make sure positive behavior in the interpretation of the game process, focusing the player on the proposed challenges, showing the relevance of the objectives to reach and reward for challenges, promoting the player confidence to face them and the pleasure to achieve them. Emotion: the involuntary impulse, originated in response to the stimulus of the video game and induces feelings or unleashes automatic reactions and conducts. The use of emotions in video games help to obtain a best player experience and leads players to different emotional states: happiness, fear, intrigue, curiosity, sadness... using the game challenges, story, aesthetic appearance or the music compositions that are capable of move, affect, to make to smile or to cry to the player. A big success of video games is that they can provoke to players different feelings in a short space of time, some of them hardly obtainable daily in the real world. ------------------------------ Date: Wed, 19 Aug 2020 05:05:42 -0400 From: "Warby Parker Partner" Subject: Easily try on glasses wherever, whenever Easily try on glasses wherever, whenever http://dialvision.co/sHkf3y-sFL6S1dlRQvCL6dMiXTyb7yNI_LOd6HsYvKNnh8Ky http://dialvision.co/JXg--aCJ5dvxksjqcskLZv3GGkmiIpZSQPfL7Zf28fJEcXY Gameplay could be defined as the combination and interaction of many elements of a game. However, there is some confusion as to the difference between game mechanics and gameplay. For some, gameplay is nothing more than a set of game mechanics. For others, gameplaybespecially when referenced in the term of "basic gameplay"brefers to certain core game mechanics which determine the overall characteristics of the game itself.[citation needed] For example, the basic gameplay of a shooting or fighting video game is to hit while not being hit. In a graphic adventure game, the basic gameplay is usually to solve puzzles related to the context. The basic gameplay of poker is to produce certain numerical or categorical combinations. Golf's basic gameplay is to hit a ball and reach a designated spot. The goal of these games is slightly different from the gameplay itself. For example, while reaching the end of a stage (in platform games), defeating the boss, advancing your characters' progress through the story (RPGs) or sinking the ball into a hole (golf) may be the purpose of playing a game, the fun is derived primarily by the means and the process in which such a goal is achieved.[citation needed] Basic gameplay defines what a game is, to the player, while game mechanics determine the parts of which the entire game consists of. In video games, gamers have a well-defined notion of what is considered gameplay. This is: What the player can do What other entities can do, in response to player's actions What a player and other entities can do within a game would also fall under the mechanics of a game. However, from a programming or overall design perspective, basic gameplay can be deconstructed further to reveal constituent game mechanics. For example, the basic gameplay of fighting game can be deconstructed to attack and defense, or punch, kick, block, dodge and throw; which can be further deconstructed to strong/weak punch/kick. For this reason, game mechanics is more of an engineering concept while gameplay is more of a design concept. ------------------------------ Date: Wed, 19 Aug 2020 04:11:31 -0400 From: "Combat Dagger" Subject: Easy to deploy carry weapon Easy to deploy carry weapon http://completes.today/Ev-FRQTn1_S-DvlNpmXBUYYWoL_eqWWQTnqZDgBfgbP3ohW- http://completes.today/dsruIVK86Y8Hf3ZDYHrnFIOWgv7S5WIaGs5NiTw3bvUZ5svC ng to RSI, players in each game of Hyborian War are able to create an "alternate history" of the Hyborian Age. As in Howard's tales, Conan adventures through the lands of the Hyborian Age, but the events that surround him depend on the decisions of the players. To begin, players request a setup package and express kingdom preferences. There are numerous non-player kingdoms (those run by computer) within the game and 36 playable kingdoms available in three sizesbsmall, medium, and largebeach with varying costs per turn. The setup kit includes a game map by Liz Danforth and a set of detailed game rules, while initial kingdom reports come in varying lengths. Orders are submitted by mail or email for simultaneous processing every 16 or 28 days for regular or slow games, respectivelybthe latter noted as suitable for international players or those needing more time for turns, as all turn results are sent back by postal mail. Turn results run to dozens of pages, providing detailed descriptions of kingdom facts and events in narrative fashion. Gameplay is multifaceted: PBM commentator Mike Scheid described it as "marvelously complex". Players must account for multiple interrelated factors, including balancing the ambition to expand with management of their royal courts, diplomacy, economics, and the loyalty of subjects while conscripting troops. The game begins when Conan is sixteen years old and spans a period of about two hundred years. Conan appears in the game as a wandering hero whom players can use, when available, before fortune takes him elsewhere. Players take an indirect rolebthat of a power behind the throne of one of the playable kingdoms. The primary elements of gameplay include troops, provinces, and characters; the latter are able to conduct tasks such as adventuring, assassinating or kidnapping characters from other kingdoms, commanding large armies or navies, using magic, spying, and negotiating treaties. Conquest and expansion to gain provinces and seazones through military operations and diplomatic activities play a central role in Hyborian War. Military activities such as raids and invasions figure prominently, and there are hundreds of troop types and naval units: from standard infantry, cavalry and archer units, to more unusual unit types such as mammoths, undead infantry, and mounted flying reptiles. Players can also augment their armies with magic. Invasions result in either open field battles, with large swirling masses of unorganized troops; or in more organized set piece battles, that provide players more options to arrange forces. In set piece battles, different troop types are optimal for the center, the left and right lines, and the flanks. Terrain types also drive allowable battle configurations. The order for a set piece battle pictured here shows eight units in columns, and represents a battle occurring in the province of Xachotl in open, tundra, or oasis terrain. Only the victor of an invasion battle controls the province or seazone. Players may interact, both before and during games, to further their goals. RSI designed the game so players could conduct all necessary diplomacy within the game. This includes activities via the player command sheet such as nego ------------------------------ Date: Tue, 18 Aug 2020 07:06:09 -0400 From: "Vision Loss" Subject: Brain Scan Uncovers Root Cause For Vision Loss Brain Scan Uncovers Root Cause For Vision Loss http://somethods.buzz/RLf1TtXf2Yr0CYe-_evf-tzlVxoSsTw2Lts250AVS6Ki0iDg http://somethods.buzz/R9EWZgvMK3Zpz5BaU2FmIXLLATdugDAkljPrN4uEeWW1h1Vd The amount, location, and timing of water reaching a drainage channel from natural precipitation and controlled or uncontrolled reservoir releases determines the flow at downstream locations. Some precipitation evaporates, some slowly percolates through soil, some may be temporarily sequestered as snow or ice, and some may produce rapid runoff from surfaces including rock, pavement, roofs, and saturated or frozen ground. The fraction of incident precipitation promptly reaching a drainage channel has been observed from nil for light rain on dry, level ground to as high as 170 percent for warm rain on accumulated snow. Most precipitation records are based on a measured depth of water received within a fixed time interval. Frequency of a precipitation threshold of interest may be determined from the number of measurements exceeding that threshold value within the total time period for which observations are available. Individual data points are converted to intensity by dividing each measured depth by the period of time between observations. This intensity will be less than the actual peak intensity if the duration of the rainfall event was less than the fixed time interval for which measurements are reported. Convective precipitation events (thunderstorms) tend to produce shorter duration storm events than orographic precipitation. Duration, intensity, and frequency of rainfall events are important to flood prediction. Short duration precipitation is more significant to flooding within small drainage basins. The most important upslope factor in determining flood magnitude is the land area of the watershed upstream of the area of interest. Rainfall intensity is the second most important factor for watersheds of less than approximately 30 square miles or 80 square kilometres. The main channel slope is the second most important factor for larger watersheds. Channel slope and rainfall intensity become the third most important factors for small and large watersheds, respectively. Time of Concentration is the time required for runoff from the most distant point of the upstream drainage area to reach the point of the drainage channel controlling flooding of the area of interest. The time of concentration defines the critical duration of peak rainfall for the area of interest. The critical duration of intense rainfall might be only a few minutes for roof and parking lot drainage structures, while cumulative rainfall over several days would be critical for river basins. Downslope factors Water flowing downhill ultimately encounters downstream conditions slowing movement. The final limitation in coastal flooding lands is often the ocean or some coastal flooding bars which form natural lakes. In flooding low lands, elevation changes such as tidal fluctuations are significant determinants of coastal and estuarine flooding. Less predictable events like tsunamis and storm surges may also cause elevation changes in large bodies of water. Elevation of flowing water is controlled by the geometry of the flow channel and, especially, by depth of channel, speed of flow and amount of sediments in it Flow channel restrictions like bridges and canyons tend to control water elevation above the restriction. The actual control point for any given reach of the drainage may change with changing water elevation, so a closer point may control for lower water levels until a more distant point controls at higher water levels. ------------------------------ Date: Tue, 18 Aug 2020 09:01:53 -0400 From: "Daily Health" Subject: Snoring can have devastating Snoring can have devastating http://tigrinner.buzz/GRcO9whpI8JBOe8lEXOGb8Ve9u0_BEnp9B40GzGiwDvBhmWI http://tigrinner.buzz/OBU5JCdNcTbEjjbdP6056pdjc43zYzjsHSRwd-5jwxYXsIyY Windpumps were used to pump water since at least the 9th century in what is now Afghanistan, Iran and Pakistan. The use of wind pumps became widespread across the Muslim world and later spread to China and India. Windmills were later used extensively in Europe, particularly in the Netherlands and the East Anglia area of Great Britain, from the late Middle Ages onwards, to drain land for agricultural or building purposes. Simon Stevin's work in the waterstaet involved improvements to the sluices and spillways to control flooding. Windmills were already in use to pump the water out, but in Van de Molens (On mills), he suggested improvements, including the idea that the wheels should move slowly, and a better system for meshing of the gear teeth. These improvements increased the efficiency of the windmills used to pump water out of the polders by three times. He received a patent on his innovation in 1586. Eight- to ten-bladed windmills were used in the Region of Murcia, Spain, to raise water for irrigation purposes. The drive from the windmill's rotor was led down through the tower and back out through the wall to turn a large wheel known as a noria. The noria supported a bucket chain which dangled down into the well. The buckets were traditionally made of wood or clay. These windmills remained in use until the 1950s, and many of the towers are still standing. Early immigrants to the New World brought with them the technology of windmills from Europe. On US farms, particularly on the Great Plains, wind pumps were used to pump water from farm wells for cattle. In California and some other states, the windmill was part of a self-contained domestic water system, including a hand-dug well and a redwood water tower supporting a redwood tank and enclosed by redwood siding (tankhouse). The self-regulating farm wind pump was invented by Daniel Halladay in 1854. Eventually, steel blades and steel towers replaced wooden construction, and at their peak in 1930, an estimated 600,000 units were in use, with capacity equivalent to 150 megawatts. Very large lighter wind pumps in Australia directly crank the pump with the rotor of the windmill. Extra back gearing between small rotors for high wind areas and the pump crank prevents trying to push the pump rods down on the downstroke faster than they can fall by gravity. Otherwise pumping too fast leads to the pump rods buckling, making the seal of the stuffing box leak and wearing through the wall of the rising main (UK) or the drop-pipe (US) so all output is lost. ------------------------------ Date: Tue, 18 Aug 2020 06:53:46 -0400 From: "Car Cam" Subject: Extra protection for your family! Extra protection for your family! http://amazight.cyou/72zny9hJVNVjr_XMtOZVA4PiixuvrrVUkUCzgRCm8pd4tnA http://amazight.cyou/nBTiPo0LMfuc9g3BjA2bxWxgTKck8KYPnjgbgAvG2_mEzqw example the Turbinia, the first turbine-powered steam launch,) but most such applications now use reduction gears or an intermediate electrical step, where the turbine is used to generate electricity, which then powers an electric motor connected to the mechanical load. Turbo electric ship machinery was particularly popular in the period immediately before and during World War II, primarily due to a lack of sufficient gear-cutting facilities in US and UK shipyards. Aircraft gas turbine engines are sometimes referred to as turbine engines to distinguish between piston engines. Transonic turbine. The gas flow in most turbines employed in gas turbine engines remains subsonic throughout the expansion process. In a transonic turbine the gas flow becomes supersonic as it exits the nozzle guide vanes, although the downstream velocities normally become subsonic. Transonic turbines operate at a higher pressure ratio than normal but are usually less efficient and uncommon. Contra-rotating turbines. With axial turbines, some efficiency advantage can be obtained if a downstream turbine rotates in the opposite direction to an upstream unit. However, the complication can be counter-productive. A contra-rotating steam turbine, usually known as the LjungstrC6m turbine, was originally invented by Swedish Engineer Fredrik LjungstrC6m (1875b1964) in Stockholm, and in partnership with his brother Birger LjungstrC6m he obtained a patent in 1894. The design is essentially a multi-stage radial turbine (or pair of 'nested' turbine rotors) offering great efficiency, four times as large heat drop per stage as in the reaction (Parsons) turbine, extremely compact design and the type met particular success in back pressure power plants. However, contrary to other designs, large steam volumes are handled with difficulty and only a combination with axial flow turbines (DUREX) admits the turbine to be built for power greater than ca 50 MW. In marine applications only about 50 turbo-electric units were ordered (of which a considerable amount were finally sold to land plants) during 1917b19, and during 1920-22 a few turbo-mechanic not very successful units were sold. Only a few turbo-electric marine plants were still in use in the late 1960s (ss Ragne, ss Regin) while most land plants remain in use 2010. Statorless turbine. Multi-stage turbines have a set of static (meaning stationary) inlet guide vanes that direct the gas flow onto the rotating rotor blades. In a stator-less turbine the gas flow exiting an upstream rotor impinges onto a downstream rotor without an intermediate set of stator vanes (that rearrange the pressure/velocity energy levels of the flow) being encountered. Ceramic turbine. Conventional high-pressure turbine blades (and vanes) are made from nickel based alloys and often use intricate internal air-cooling passages to prevent the metal from overheating. In recent years, experimental ceramic blades have been manufactured and tested in gas turbines, with a view to increasing rotor inlet temperatures and/or, possibly, eliminating air cooling. Ceramic blades are more brittle than their metallic counterparts, and carry a greater risk of catastrophic blade failure. This has tended to limit their use in jet engines and gas turbines to the stator (stationary) blades. Shrouded turbine. Many turbine rotor blades have shrouding at the top, which interlocks with that of adjacent blades, to increase damping and thereby reduce blade flutter. In large land-based electricity generation steam turbines, the shrouding is often complemented, especially in the long blades of a low-pressure turbine, with lacing wires. These wires pass through holes drilled in the blades at suitable distances from the blade root and are usually brazed to the blades at the point where they pass through. Lacing wires reduce blade flutter in the central part of the blades. The introduction of lacing wires substantially reduces the instances of blade failure in large or low-pressure turbines. ------------------------------ Date: Tue, 18 Aug 2020 09:59:09 -0400 From: "hdl foods" Subject: Natural ways to lower cholesterol Natural ways to lower cholesterol http://tigrinner.buzz/rm9p1mTmlyTs7mK9EoIX-DU82bns0ItiF48xglDPV0CySPRd http://tigrinner.buzz/LQxFs3TBsNrjAee-FiCqeh00jrQOtsZOuzQ5K3xwf5E12CI4 In the United States, the National Weather Service gives out the advice "Turn Around, Don't Drown" for floods; that is, it recommends that people get out of the area of a flood, rather than trying to cross it. At the most basic level, the best defense against floods is to seek higher ground for high-value uses while balancing the foreseeable risks with the benefits of occupying flood hazard zones.:22b23 Critical community-safety facilities, such as hospitals, emergency-operations centers, and police, fire, and rescue services, should be built in areas least at risk of flooding. Structures, such as bridges, that must unavoidably be in flood hazard areas should be designed to withstand flooding. Areas most at risk for flooding could be put to valuable uses that could be abandoned temporarily as people retreat to safer areas when a flood is imminent. Planning for flood safety involves many aspects of analysis and engineering, including: observation of previous and present flood heights and inundated areas, statistical, hydrologic, and hydraulic model analyses, mapping inundated areas and flood heights for future flood scenarios, long-term land use planning and regulation, engineering design and construction of structures to control or withstand flooding, intermediate-term monitoring, forecasting, and emergency-response planning, and short-term monitoring, warning, and response operations. Each topic presents distinct yet related questions with varying scope and scale in time, space, and the people involved. Attempts to understand and manage the mechanisms at work in floodplains have been made for at least six millennia.[page needed] In the United States, the Association of State Floodplain Managers works to promote education, policies, and activities that mitigate current and future losses, costs, and human suffering caused by flooding and to protect the natural and beneficial functions of floodplains b all without causing adverse impacts. A portfolio of best practice examples for disaster mitigation in the United States is available from the Federal Emergency Management Agency ------------------------------ Date: Wed, 19 Aug 2020 05:07:51 -0400 From: "US Housing Helper Assistance" Subject: Find out how you can own your home while saving money! Find out how you can own your home while saving money! http://completes.today/kz_bHz3BID6qDVWqei5Rvf126Taa6g-TOSXD79gWEh9nzA http://completes.today/Uxa9SeowEUrGVe1_s7s5DA4KUy1O-XerSUo5p1w7uMMcIw game in a different way, thanks to the relations that are established with other players or with other characters of the game that help the player to resolve jointly the game challenges in a collaborative, competitive or cooperative way. The game socialization allows players to have a totally different game experience when they play with other persons and promote new social relationships thank to the interaction among them. In addition to this, socialization also is present at how the social connections that we have are projected with the group in the characters of the video game and context in which the game is realized. For example, choosing the player to be connected or to share something, interacting, obtaining information, asking for help, or negotiating for some items, and how our influence with the other character is positive or negative to achieve the game objectives. To promote the social factor it is advisable to develop new shared challenges that help players to integrate and being satisfied with the new game rules and objectives, creating a set of collective emotions where players (or characters) encourage and motivate themselves to overcome the collective challenges Playability's facets The playability analysis is a very complex process due to the different point of view to analyze the different part of video game architecture. Each facet allows us to identify the different playability's attributes and properties affected by the different elements of video game architecture. The playability's facets are: Intrinsic Playability: the playability based on the own video game nature and how it is shown by the player. It is strongly related to the GamePlay and Game Mechanic. In this facet we can analyze the video game design implementation especially video game rules, goals, objectives, rhythm and other design mechanics. Mechanical Playability: the video game quality as a software system. It is related to the Game Engine, with special emphasis, for example, in the fluency of the movie scenes, correct lights, shadows and rendering, sound and music, graphics motions, character personality implementation and communication systems in a multiplayer video game. Interactive Playability: player interaction and video game user interface development, for example interaction dialog and game controls. This playability is easily visible in the Game Interface. Artistic Playability: the quality of the video game arts and aesthetics in the game elements: visual graphics, sound effects, music and melodies, storyline and storytelling and how these elements are shown in the video game. Intrapersonal Playability or Personal Playability: the individual vision, perception, and feelings that the video game produces in each player when they play the game. It has a highly subjective value. Interpersonal Playability or Social Playability: the group consciousness and different user perceptions when the player plays with other player in a competitive, cooperative or collaborative way. Finally, the "global" playability of a video game will be deduced through each attribute value in the different playability's facets. It is crucial to improve the playability in the different facets to guarantee the best player experience when the player plays the video game. ------------------------------ Date: Tue, 18 Aug 2020 08:22:42 -0400 From: "Voice-Over Artists" Subject: At Last! Human Sounding Text To Speech 2020 (NEW) At Last! Human Sounding Text To Speech 2020 (NEW) http://amazight.cyou/pIMkr-pAfcVC1MLLfAsagz9hLTRi-a-TiHpaQDiYQo3x-uo http://amazight.cyou/DgSZn0I5SJp9--D4cXX7wO8p0MG4UQPbpxnnVeAOSq9aKQ Extreme flood events often result from coincidence such as unusually intense, warm rainfall melting heavy snow pack, producing channel obstructions from floating ice, and releasing small impoundments like beaver dams. Coincident events may cause extensive flooding to be more frequent than anticipated from simplistic statistical prediction models considering only precipitation runoff flowing within unobstructed drainage channels. Debris modification of channel geometry is common when heavy flows move uprooted woody vegetation and flood-damaged structures and vehicles, including boats and railway equipment. Recent field measurements during the 2010b11 Queensland floods showed that any criterion solely based upon the flow velocity, water depth or specific momentum cannot account for the hazards caused by velocity and water depth fluctuations. These considerations ignore further the risks associated with large debris entrained by the flow motion. Some researchers have mentioned the storage effect in urban areas with transportation corridors created by cut and fill. Culverted fills may be converted to impoundments if the culverts become blocked by debris, and flow may be diverted along streets. Several studies have looked into the flow patterns and redistribution in streets during storm events and the implication on flood modelling. Effects Primary effects The primary effects of flooding include loss of life and damage to buildings and other structures, including bridges, sewerage systems, roadways, and canals. Floods also frequently damage power transmission and sometimes power generation, which then has knock-on effects caused by the loss of power. This includes loss of drinking water treatment and water supply, which may result in loss of drinking water or severe water contamination. It may also cause the loss of sewage disposal facilities. Lack of clean water combined with human sewage in the flood waters raises the risk of waterborne diseases, which can include typhoid, giardia, cryptosporidium, cholera and many other diseases depending upon the location of the flood. Damage to roads and transport infrastructure may make it difficult to mobilize aid to those affected or to provide emergency health treatment. Flooding after 1991 Bangladesh cyclone, which killed around 140,000 people. Flood waters typically inundate farm land, making the land unworkable and preventing crops from being planted or harvested, which can lead to shortages of food both for humans and farm animals. Entire harvests for a country can be lost in extreme flood circumstances. Some tree species may not survive prolonged flooding of their ------------------------------ Date: Tue, 18 Aug 2020 06:00:24 -0400 From: "Adam Gilad" Subject: How To Make Six Figures As A Dating Coach The Easy Way... How To Make Six Figures As A Dating Coach The Easy Way... http://boostfit.buzz/mBQlDxPCbHhyjLJkDbrxoatnUhcd37OIoiD27d5MNX3az7IK http://boostfit.buzz/gDh478WMKBzoz08bf78WwWiFceRIVxa2rKTZ4sTbVW7r2NxU In France, Pierre-ThC)ophile Berton invented a system consisting of longitudinal wooden slats connected by a mechanism that lets the miller open them while the mill is turning. In the twentieth century, increased knowledge of aerodynamics from the development of the airplane led to further improvements in efficiency by German engineer Bilau and several Dutch millwrights.[citation needed] The majority of windmills have four sails. Multiple-sailed mills, with five, six or eight sails, were built in Great Britain (especially in and around the counties of Lincolnshire and Yorkshire), Germany, and less commonly elsewhere. Earlier multiple-sailed mills are found in Spain, Portugal, Greece, parts of Romania, Bulgaria, and Russia. A mill with an even number of sails has the advantage of being able to run with a damaged sail by removing both the damaged sail and the one opposite, which does not unbalance the mill.[citation needed] De Valk windmill in mourning position following the death of Queen Wilhelmina of the Netherlands in 1962 In the Netherlands the stationary position of the sails, i.e. when the mill is not working, has long been used to give signals. If the blades are stopped in a "+" sign (3-6-9-12 o'clock), the windmill is open for business. When the blades are stopped in an "X" configuration, the windmill is closed or not functional. A slight tilt of the sails (top blade at 1 o'clock) signals joy, such as the birth of a healthy baby. A tilt of the blades to 11-2-5-8 o'clock signals mourning, or warning. It was used to signal the local region during Nazi operations in World War II, such as searches for Jews. Across the Netherlands, windmills were placed in mourning position in honor of the Dutch victims of the 2014 Malaysian Airlines Flight 17 shootdown. Machinery Main article: Mill machinery Gears inside a windmill convey power from the rotary motion of the sails to a mechanical device. The sails are carried on the horizontal windshaft. Windshafts can be wholly made of wood, or wood with a cast iron poll end (where the sails are mounted) or entirely of cast iron. The brake wheel is fitted onto the windshaft between the front and rear bearing. It has the brake around the outside of the rim and teeth in the side of the rim which drive the horizontal gearwheel called wallower on the top end of the vertical upright shaft. In grist mills, the great spur wheel, lower down the upright shaft, drives one or more stone nuts on the shafts driving each millstone. Post mills sometimes have a head and/or tail wheel driving the stone nuts directly, instead of the spur gear arrangement. Additional gear wheels drive a sack hoist or other machinery. The machinery differs if the windmill is used for other applications than milling grain. A drainage mill uses another set of gear wheels on the bottom end of the upright shaft to drive a scoop wheel or Archimedes' screw. Sawmills use a crankshaft to provide a reciprocating motion to the saws. Windmills have been used to power many other industrial processes, including papermills, threshing mills, and to process oil seeds, wool, paints and stone product ------------------------------ Date: Wed, 19 Aug 2020 05:46:46 -0400 From: "My Crisis Gear" Subject: Gun Laser BLOWOUT Gun Laser BLOWOUT http://backyrdrevolution.co/RCOuDYlqzEZFVnWGMZykic0o7RbkexrSAX3ncDI1NCvLONmw http://backyrdrevolution.co/n3p0v-A8Sm9xLgs90bzsFHMeXHOh-t0dJ-JTphj6VLLgXglj Many games use tiles - flat, rigid pieces of a regular shape - that can be laid down on a flat surface to form a tessellation. Usually, such tiles have patterns or symbols on their surfaces, that combine when tessellated to form game-mechanically significant combinations. The tiles themselves are often drawn at random by the players, either immediately before placing them on the playing surface, or in groups to form a pool or hand of tiles from which the player may select one to play. Tiles can be used in two distinct ways: The playing of a tile itself is directly significant to the outcome of the game, in that where and when it is played contributes points or resources to the player. Tiles are used to build a board upon which other game tokens are placed, and the interaction of those tokens with the tiles provides game points or resources. Examples of tile mechanics include: Scrabble, in which tiles are letters and players lay them down to form words and score points; and Tikal, in which players lay tiles representing newly explored areas of jungle, through which archaeologists (represented by tokens) must move to score game points. Worker placement Worker placement is a game mechanism where players allocate a limited number of tokens ("workers") to multiple stations that provide various defined actions. The worker placement mechanism originates with board games. Stewart Woods identifies Keydom (1998; later remade and updated as Aladdin's Dragons) as the first game to implement the mechanic. Worker placement was popularized by Caylus (2005) and became a staple of the Eurogame genre in the wake of the game's success. Other popular board games that use this mechanism include Stone Age and Agricola. Although the mechanism is chiefly associated with board games, the worker placement concept has been used in analysis of other game types. For instance, Adams and Dormans describe the assigning of tasks to SCV units in the real-time strategy game StarCraft as an example of the worker placement mechanic ------------------------------ End of alt.music.moxy-fruvous digest V14 #4808 **********************************************