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adam serrano
After seeing off the San Jose Earthquakes in the Western Conference Semifinal, the LA Galaxy will spend Thursday awaiting their opponent in the Western Conference Championship.
Seattle Sounders FC takes on Real Salt Lake on Thursday evening at 7 p.m. PT at Rio Tinto Stadium in the decisive second leg. The series is currently scoreless after goalkeepers Nick Rimando and Michael Gspurning combined for nine saves at CenturyLink Field last week.
The winner will take on the Galaxy in LA's fourth consecutive appearance in the Western Conference Championship, but before LA can prepare for that match, the Galaxy will place a keen eye on Thursday's match.
"We're definitely going to watch it, but honestly, it's a real toss-up. They're two really good teams and they both had good seasons and finished very closely to each other," Defender Todd Dunivant told LA Galaxy Insider on Thursday morning. "If I was betting man, I wouldn't bet this game because I honestly don't know and honestly have no preference, they're both good teams and we've battled with both of these teams over the last four years, it's going to be a great series either way."
During the 2012 Regular Season, the Galaxy went 1-2-0 against both Salt Lake and Seattle. Regular season results aside, LA have had postseason success against the two teams as LA defeated Seattle in the Conference Semifinal in 2010. The Galaxy's history with RSL, however, is much longer as Salt Lake knocked off the Galaxy in the 2009 MLS Cup Final in Seattle before LA defeated Salt Lake in the 2011 Western Conference Championship.
But what issues do the two teams pose for LA this season?
"They both present problems, they both have injury concerns which at this time year a lot of teams will," said Dunivant. "Obviously, with Seattle, they have Johnson and Montero healthy, they're as dangerous a duo that there is in this league. Rosales is another one that has been hobbled, but he's the main source of all their goals, they have a lot and they're good defensively."
"Same goes for Salt Lake," Dunivant added. "It starts with their defense and they also have a lot of dangerous players in the attack, [Javier] Morales is unpredictable, [Fabian] Espindola, and [Alvaro] Saborío are great goal scorers. There are a lot of similarities between both teams to be honest."
The first leg of the Western Conference Championship begins at 6 p.m. PT at The Home Depot Center while the second leg will take place on Sunday, Nov. 18 at 6 p.m. PT at the winner of RSL/Seattle.
Three LA Galaxy Players have been nominated for Futbol MLS' Latino del Año or "Latino of the Year."
Brazilian midfielders Juninho and Marcelo Sarvas are joined by defender Omar Gonzalez as well as 21 other Latino players for the 24 player, six group contest. The top two seeds from each group advance to a playoff that will decide a Latino player of the year on December 3.
Gonzalez is in Group C with Seattle Sounders forward Fredy Montero, San Jose Earthquakes midfielder Marvin Chavez, and FC Dallas' David Ferreira. Juninho is ranked as the top seed in Group E with New England Revolution forward Jerry Bengston, Real Salt Lake's Fabian Espindola, and Philadelphia Union midfielder Michael Farfan. Meawnhile, Marcelo Sarvas is in Group G with RSL's Alvaro Saborio, New York Red Bulls midfielder Rafael Marquez, and Chivas USA midfielder Oswaldo Minda.
A day after notching a brace against the San Jose Earthquakes that helped propel the LA Galaxy into the Western Conference Championship for the fourth consecutive year, forward Robbie Keane was crowned as the 2012 Castrol Index Top Player.
The Castrol Index is MLS' official performance index that assesses each player and judges how positive or negative their impact has on their individual team's success.
Keane finished with a total of 854 points in 2,520 minutes of action during the regular season, edging out the 2011 Castrol Index Top Player Chris Wondolowski by 18 points. The Irishman earned the nod over Wondolowski due to his success in target shots, winning duels, good passes, and the fact that only 7% of his goals came on penalty kicks compared to 23% for Wondolowski.
The nod for Keane is no surprise after Galaxy head coach Bruce Arena was quick to laud the Irishman on Wednesday.
"Robbie, since he's come back from the European Championships has been the best player in the league," said Arena after LA's 3-1 win. "He's been great. He scores big goals, he's competitive, he's bought into MLS, he likes L.A., he's a great leader on our team. When the whistle blows he's ready to play, he's a real great competitor."
SANTA CLARA, Calif. -- Bruce Arena and the LA Galaxy may have been considered by many to be the underdogs heading into the Western Conference Semifinal, but that is not how the Galaxy head coach saw things.
LA became the first team to beat the San Jose Earthquakes at Buck Shaw Stadium this season with a dominating performance as Robbie Keane notched a pair of goals before Mike Magee put the Galaxy ahead for good, with LA earning a 3-1 win on the night and a 3-2 victory on aggregate.
Below are the thoughts of LA Galaxy head coach Bruce Arena...
(On his thoughts on the win tonight...)
ARENA: "Well certainly a good win for our group. I think it wouldn't be right if I didn't just take a minute to just congratulate San Jose on their year. They're really the champions in the league. When you go through the entire season, even though I'm not a great believer in the way they have the Supporters' Shield, but they earned it and they're champions in the league and we're still participating in another competition called the MLS Cup. So congratulations to them, but I think we have a damn good team, and arguably the best team in the league, and we have a chance to prove it in the next series again. Great victory for our team tonight, I think they played pretty well. A little bit sloppy in the second half, but I think San Jose deserves credit for that, the way they hung in there and never quit and attacked us and made things difficult."
(On his center backs…)
ARENA: "They've played well. Tommy's growing into that position and obviously had a good performance tonight."
(On the team's journey this season…)
ARENA: We did, but we've been the best team in this league since July. I'm happy nobody's noticed that, which is always good. We were able to hide under the radar a little bit. We've been real good since July. We actually were pretty comfortable that we could come in here and win. We were confident about that. We certainly screwed up the other night at home, but we played quite well. Actually, the game the other night gave us the confidence that we could come in here and win because we felt that it was a good matchup for us."
(On what was different this time against San Jose…)
ARENA: "I think every game could have gone either way, but to San Jose's credit, it went their way most of the time. The difference tonight is getting three goals in the first half, and finishing our chances, and being a little bit more solid defensively. Although, I think in this second half at the end, we got a little tired and made some mistakes, but you're not getting the fourth goal that they were handing to us. We were very sloppy in trying to just kill the game off over the last 15 minutes. We had a good performance tonight and certainly our guys deserve a lot of credit. But at the same time, I do want to congratulate San Jose for a great year."
(On the impact that Victor Bernárdez's injury had on the game…)
ARENA: 'It contributes; it's all part of it though. Injuries happen. He's been an important part of their team and it certainly didn't help them, but I didn't think it was the difference in the game."
(On LA's first half success...)
ARENA: "We were smart. We were strong in the early going, yet patient and the first goal was obviously important. The second goal, I think San Jose put their heads down, and the third goal obviously was a killer. But to their credit, when they got the goal in the 82nd minute by Gordon, they fought real hard to try to get that second goal and try to send it into another 30 minutes."
SANTA Clara, Calif. – Omar Gonzalez's past with Steven Lenhart is well-documented, but in Wednesday night's Western Conference Semifinal Second Leg, it was the LA Galaxy center back that had the last laugh as LA defeated the San Jose Earthquakes, 3-1 and 3-2 on aggregate.
Gonzalez and Lenhart tangled repeatedly throughout the match, with the two each being awarded yellow cards for their battles – Gonzalez earning his in the 41st minute for a forearm to the back of Lenhart and the Earthquakes striker picking one up a minute later after shoving Gonzalez to the pitch.Histrionics aside, Gonzalez was dominated the Earthquakes forward from start to finish as his size and quickness frequently proved too much for the physical San Jose forward. Perhaps Gonzalez's finest moment against Lenhart came in the 81st minute when the Earthquakes striker appeared to have a clear shot at goal after cutting around the defense, but Gonzalez was able to make a last second block to direct the shot out of play.
"It was a tough battle," Gonzalez said of his match up with Lenhart. "You guys saw it. I think that I got the better of him today. It just feels good. We finally put this team down."
With Lenhart and forward Chris Wondolowski struggling to find the back of the net, the Galaxy capitalized with three goals in the first half, two from Robbie Keane and one by Mike Magee to put the game out of reach for San Jose. Although Alan Gordon would find the back of the net to cut the score to 3-1, it wasn't enough for the Earthquakes.
"It's amazing. They did well during the year, but they couldn't pull it off tonight," said Gonzalez after the match. "It just felt great to hear that whistle blow, and just to finally be over with those guys. We came out on top and I thought that they fought well. But they just couldn't pull it off tonight.
In the few moments when the Earthquakes did get in behind the Galaxy back four, Gonzalez's center back partner Tommy Meyer was up to the task. Repeatedly the young centerback was able to match the Earthquakes' physicality, even though San Jose's had targeted him for much of the match. But if it wasn't Meyer then it was goalkeeper Josh Saunders, right back Sean Franklin or Todd Dunivant, who were able to make the timely saves to keep San Jose off the board for much of the game.
"I just think that our guys came out a lot more confident than them. We did a great job of sticking together in the back, being really close, and just challenging for everything. I think that most of our guys won the 50-50 battles.
But even when Gordon scored to move the game to just a single Earthquakes goal of extratime, Gonzalez made sure that LA's defense held to prevent any late magic.
"Tonight wasn't their night," said Gonzalez. "You can do that all year, but when you need it is tonight and they couldn't do it."
Notes from the LA Galaxy's 3-1 victory over the San Jose Earthquakes in Western Conference Semifinal
SANTA CLARA, Calif. -- A few notes from the LA Galaxy's 3-1 (3-2 aggregate) victory over the San Jose Earthquakes on Wednesday night.
*Robbie Keane tallied a pair of goals on Sunday to bring his postseason mark to three all-time in MLS.
*Alan Gordon cut LA's lead to 3-2 on aggregate with a goal in the 82nd minute.
*Prior to Keane's brace on Sunday, the last Galaxy player to score two was Landon Donovan in the Western Conference Championship against the Colorado Rapids in 2005.
*With losses for San Jose and Sporting Kansas City, the 2012 MLS Cup Playoffs mark the second time in MLS' 17 year history that the two top seeds in both conferences failed to advance past the Conference Semifinals.
*The Galaxy are now the third team to advance from the Conference Semifinal after losing at home. Joining the 2010 San Jose Earthquakes and 2006 Colorado Rapids.
*Marcelo Sarvas, Juninho, David Beckham, and Omar Gonzalez are all on yellow card watch. The cards do not reset until MLS Cup.
*With their victory, LA have now advanced to four straight Western Conference Championships since the 2009 season.
*With the Houston Dynamo's victory over Sporting Kansas City, the Galaxy could still host the 2012 MLS Cup FInal if both teams advance.
SANTA CLARA, Calif. -- We're just hours away from tonight's decisive Western Conference Semifinal Second Leg between the LA Galaxy and San Jose Earthquakes, before you tune into tonight's match at Buck Shaw Stadium, I've got a few observations and links for you.
David Beckham will be making his first appearance at Buck Shaw Stadium and the Galaxy midfielder is relishing the challenge of the intimate stadium.
The Galaxy will be facing long odds to advance at Buck Shaw, but the Galaxy believe that they are in control of their own destiny.
Robbie Keane feels that the Earthquakes will be looking to sit back on Wednesday night, but the Irish forward is ready for LA's 'all or nothing" approach.
In my preview for the game, I speak to Beckham and Galaxy captain Landon Donovan about LA's game plan for tonight.
LAGalaxy.com writer Larry Morgan writes about LA's positive mindset ahead of tonight's game.
Also, check out these video previews from both clubs.
Lastly, check out my Three Points to the game.
Robbie Keane vs. Victor Bernárdez
The most important match up of the night, Keane will need all of his industry and ball skills to break through the burly Honduran
David Beckham and Juninho vs. Sam Cronin and Rafael Baca
Tonight's game will be decided in the midfield as the Galaxy hope to once again control the possession battle against San Jose
Bruce Arena vs. Frank Yallop
The two veteran coaches are facing a major battle of wits as Arena's attack-minded Galaxy squad look to break through Yallop's physical Earthquakes.
PREDICTED LINEUP: Saunders; Franklin, Gonzalez, Meyer, Dunivant; Donovan, Sarvas, Juninho, Beckham; Buddle, Keane
After conceding a goal in the late stages of the Western Conference Semifinal First Leg, the LA Galaxy have all to play for in tonight's second leg at Buck Shaw Stadium.
As we inch closer to tonight's match, check out my Three Points the Western Conference Semifinal Second Leg.
CARSON, Calif. – Last season, the LA Galaxy dominated the MLS Regular Season en route to the Supporters' Shield title and then eventually cut through the MLS Cup Playoffs to win the 2011 MLS Cup.
With potentially just 90 minutes remaining in their season, the LA Galaxy agree that without a title their season cannot be judged as a success. Currently down 1-0 to the San Jose Earthquakes heading into the Western Conference Semifinal Second Leg, the Galaxy need to win to force extratime and potentially penalties.
Only if LA can beat San Jose by more than two goals, then the Galaxy will advance to the Western Conference Championship for the fourth straight season. A loss or tie and the Galaxy will head home.
Below head coach Bruce Arena, midfielder David Beckham, and Landon Donovan state that LA's season can only be judged a success is if the Galaxy win the title.
ARENA: "I don't mind judging our team that way. That means that we've built a good team and have high expectation so when you fall short of a championship then it's disappointing. I don't mind living with that as opposed to the other way and never being in position to succeed in anything. I think that's okay. That's what sport is and we don't mind the pressure of trying to be a champion."
BECKHAM: "there's no season that can be a success if you don't win any silverware at the end of it. We enjoyed that, we had a taste of it last season, we loved it. Of course, any season without a championship is unsuccessful."
DONOVAN: "For this team yeah. There's a lot invested in this team, both financially and otherwise. We get great support and there's high expectations and that's part of it. For us, the goal is to win a championship and we got a big hurdle on Wednesday, but we think that we can do it.
CARSON Calif. – The San Jose Earthquakes are saying all the right things by promising that they will not sit back and defend their 1-0 series lead on the LA Galaxy on Wednesday, but the Galaxy are expecting plenty of scoring chances at Buck Shaw Stadium as they look to comeback in the Western Conference Semifinal.
LA dominated possession 57.2 to 42.8 while generating a number of scoring chances that appeared far more than the 12 to eight margin. The Galaxy also had a wide lead in crosses by 21 to 11 margin, despite flank play being a major strength for San Jose throughout the season. However, despite all the chances and pressure, LA was unable to break through, eventually falling on Victor Bernárdez's stoppage time winner.
As LA prepare for Wednesday's Western Conference Semifinal, they expect a similar defensive shape from San Jose.
"I'm sure they'll be a little bit more cautious then they have been. They've played that system all season and they haven't changed but who knows. The two midfielders kept the same shape, but they weren't pushing forward, but they were just sitting in front of the back four," said forward Robbie Keane. "So they were probably watching the Vancouver that was the same scenario with the two midfielders not moving. That will be the case and they probably want six players back at all time and let the four forwards to try to cause us a bit of mayhem."
Midfielder David Beckham is quick to agree Keane's assessment of San Jose's tactics.
"They'll have some kind of defensive mindset coming into the game because obviously they'll be up 1-0, so they'll be going into the game like that," said Beckham. "They'll be cautious, but they'll be aware of what we can do and our firepower and what we'll be coming there and trying to achieve."
With his movement on both sides of the ball and scoring touch, Keane is vital part of that firepower that Beckham mentions. Keane has had considerable success against the Earthquakes in the past, including scoring a goal during LA's last trip to San Jose, a match that ended in a 2-2 draw.
However, Galaxy head coach Bruce Arena admitted that while he expects San Jose to try to hold the result, how the Earthquakes line up at the opening whistle is of little concern to him because his club needs to put their chances away.
"I can't spend too much time figuring out what they're going to do. When they roll out the ball for the opening kickoff then that will get sorted out, regardless of what they do," said Arena. "We need to win the game and we need to score a goal. We had those [scoring] opportunities the other night and fell short. Once again, we have the challenge of getting some goals to position them to fight back."


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Customer Newsletter
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Ship Bridges
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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
I want the stuff like the Galaxy's battle bridge as an option. BUILT TO SCALE, not turned into a planetarium like the current offerings! You know, some authentic classical bridges, like the TOS and TMP Connie bridges, the Ent-B's bridge, the Ent-D, the Galaxy-X bridge from All Good Things and hell, why not add the bridges from the Reliant and the Stargazer as well?
And a few TMP era bridges for the Klingons, like the K'tinga bridge from TMP and the BoP bridges throughout the Kirk-era movies.


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Welcome to the Geo DC Meetup Group
April: Earth Day
April 22 is Earth Day, so this month we'll learn about how folks are helping us understand the earth and make it a greener place. Join us at 7pm on Wednesday, April 1,... Learn more
- Stetson's Famous Bar & Restaurant
- 1610 U St NW, Washington, DC (map)
Hosted by: Elizabeth L. (Co-Organizer)
This Meetup repeats on the 1st Wednesday of every month
Monthly Meetup 3 going Wed May 6 7:00 PM Monthly Meetup 3 going Wed Jun 3 7:00 PM Monthly Meetup 3 going Wed Jul 1 7:00 PM
Recent Meetups
March 4 · 7:00 PMGeoDC March: Map StorytellingThe March GeoDC is Wednesday, March 4 at 7pm at Stetson's, and it's all about telling stories with maps. • Mapbox's Morgan Herlocker will talk time travel: creating maps... Learn more
February 4 · 7:00 PMFebruary GeoDC: GIS on the WebThis month we'll look at GIS, new tools making GIS easier, and neat applications of GIS in practice. Join us at 7pm on Wednesday, February 4, at Stetson's at 1610 U... Learn more
January 7 · 7:00 PMJanuary GeoDC: Open source in GovernmentThis month organized by longtime GeoDCer Liz Lyon! And TUgis, the annual GIS conference put on by Towson University, is buying the first round! The conference is looking... Learn more
December 3, 2014 · 7:00 PMDecember GeoDC: HumanitarianDecember edition: humanitarian mapping. Meet the people building the tools and gathering the data to put detailed maps in the hands of humanitarians to aid crisis... Learn more
November 5, 2014 · 7:00 PMNovember GeoDC: Geo PolicyRecent local and regional executive orders require the implementation of technology and policy that deliver open data to be released to the public. We still have room... Learn more
- See all past Meetups


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Attorney General Brad Schimel says Wisconsin's voter ID law is "decided" and unlikely to face successful challenges in the future.
Capital Times associate editor John Nichols says the controversy over Gov. Scott Walker's former social media director won't hurt him with the average voter in Iowa
U.S. Sen. Tammy Baldwin says she waited so long to publicly discuss her office's mishandling of a report on the prescription practices at the Tomah VA because she wanted to have the facts first.
Wisconsin Wildlife Federation executive director George Meyer says an increase in state park fees may not adequately cover a proposed cut in state aid.
Assembly Speaker Robin Vos says the current effort to pass right-to-work legislation is "not a surprise."
Racine GOP Sen. Van Wanggaard says the push for right-to-work legislation is part of a process that began with Act 10 in 2011.
Milwaukee Mayor Tom Barrett says the downtown streetcar, approved by the Common Council last week, is "part of a larger vision" for economic growth in Wisconsin's largest city.
UW System President Ray Cross says Gov. Walker's proposed$300 million two-year cut in funding could "seriously damage" the state's 26 campuses.
This Sunday on "UPFRONT with Mike Gousha," cuts and controversy on campus.
State Superintendent Tony Evers says state lawmakers need to "hit the pause button" on new school accountability legislation.
Poor families plan to spend more than 5% of their income on prom this year, according to a new survey.
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Hotel Ercilla
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Bilba-o LotsofBags-ins
... What fresh hell??). Which basically means that either there will be bad photos, no photos, or photos pinched from the internet.
So, on with the show! (As Miranda would say). (God I love her. Why has she stopped doing her program? She gives hope to all clumsy useless tits).
After a hellish few months in Colombia, I decided I needed a long rest, and a careful think about what to do with my life etc.
And therefore almost instantly moved to Spain, to ...
Bilbao Baggin's hundred and eleventith birthday!
... we had to google as soon as we got home because we had no idea what was going on the entire night. Everything was written in basque which resembles nothing close to any other language, but basically this is a 9 day festival involving boat races, drinking, fireworks and setting a large puppet woman on fire. We were extremely lucky to have arrived in Bilbao on the last day of what is basically their stampede and it was truly ...
Day 24 - Bilbao
... to be kind to us, and the landscape along the highway was very peaceful and agricultural. The amount and tonnage of crops grown here must be beyond belief as the acreage is to the horizon and seems unending. Who buys this and where does it go??????. The crops here are mainly Sunflowers, maize, corn, hay etc. There are also a large number of wind generators along the route.
The landscape is mainly flat and appears unending with rolling ...
Excursion #2! (Ashley)
... each other. After touring through the museum, we had lots of free time. Unfortunately, nothing is open on a Sunday is an extremely Catholic country, so we drank coffee and relaxed around a park. It was still a great experience! Basque Country is certainly one of those places to put on your bucket list. I can't wait until I someday return. :) Now to sleep and go to school tomorrow! (Yay...) ...
Almost done
... had a KTM 990 but he was a bit funny and clearly didn't want to appear friendly incase it undermined his position in the snarly hierarchy. I'm ashamed to say that all this group was composed of Brits. I have felt for some time that we are not as friendly or welcoming as we could be, we are described as reserved, I think it's to do with being on an Island. At least I'll put that excuse for poor manners forward.


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For sale in our Orlando showroom is a 1963 Volkswagen Type 2. It??s hard to deny the impact that VW had on American culture... More
1963 Ford Falcon Convertible equipped with its Original 260 V8 and Automatic Transmission. Code B Peacock Blue Exterior with Code 87A Light Turquoise Crush... More
Studebaker Avanti: 1963 Supercharged 289 (R2), Only 1500 built, 89K mi, Ruby Red fiberglass body, Red/tan vinal interior, AT,PS,PB,PW, Excellent external and internal condition, Excellent undercarriage... More
1963 Ford Falcon Convertible just in time for spring. Low mileage rust free southern car. Let the new power top down and enjoy the ride in... More
1963 Ford Galaxie 500 FastbackA classic car in the driveway is a dream many of us aspire to SaturdaysSpent polishing it sunny Sundays spent... More
1963 Ford Galaxie 5001963 Ford Galaxie 500 model in great condition. This car is from South Carolina no rust that I have found... More
1963 1/2 FORD GALAXIE Vintage Racecar. IOLA Poster car. See at the 2015 show. Circle Track, Road Race or Show. 2011 parade car at Brickyard 400 and... More
This Matching numbers 1963 Porsche body by Reutter 356S 2dr 356B/1600 T6 Coupe features: A 356S 4cyl Gasoline engine. It is equipped with a Manual transmission. This... More
Up for consideration is this Super Stock Clone, the 1963 Dodge Polara. For 1963, the Polara was lengthened to a 119'' wheelbase in an... More
This 1963 Chevrolet bel Air has recently gone thru mechanical restoration, The body/sheetmetal on this car is all original, This Chevy has only had... More
The Alfa Romeo 2600 could trace its origins back to the earlier 2000, which was itself a 1958 update of the venerable 1900. However,... More
The Maserati Sebring is a very well-proportioned car offered as a two-door coup and convertible between 1962 and 1969. Based on the earlier Maserati... More
Launched in 1961, the Flavia saloon maintained Lancia's enviable reputation for advanced and innovative automotive engineering. Designed by Antonio Fessia and inspired by his... More
Chassis no: Registration: The LWB 250 GT production was expanded with the 2+2 model 250 GT/E, the first large-production four-seat Ferrari (earlier four-seaters were... More
After WW2 the three surviving Maserati brothers founded Officine Specializzate per la Costruzione Automobili Fratelli Maserati OSCA - to build limited edition competition... More


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Le Moulin De Valaurie
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Un Mois Dans Les Vignes (A Month in the Vines)
... 2005, when a replacement bridge was built to preserve it from further wear and tear. This amounts to about 2000 years of uninterrupted use. Its small size enabled me to use it for a workout!
Chateauneuf du Pape
While visiting a wine co-op in Vaison-la-Romaine, Rick got into a conversation with a newlywed couple who suggested we visit Chateauneuf du Pape, a world famous ...
Two weeks in Provence...
... house has three lovely double bedrooms, spread over three floors, so plenty of space to spread out. A dozen steps up to the village square, and no space for vehicles around these streets.....c'est la classe ! Caromb is just right....small enough for tranquility but big enough to satisfy daily needs, with Carpentras a few minutes away and everything else you could want. Theb Yesterday we drove to the top of Mont Ventoux, past the sweating Lycra cycle warriors ticking something else ...
Le Tour - Day 5 - Mont Ventoux
Friday the 13th!!!!!
It's a big day today and it starts with a big breakfast and then onto the bus for the trip to Malaucene where the ride to Mont Ventoux starts. It's a 21.8km climb rising 1617m @ 7.4%
Ed shared a story over dinner last night about what Mont Ventoux means to him. Stirring stuff and the bus ride is a little subdued this morning. We've seen the Giant of Provence from a distance and now it's ...
Settling in to St Roman de Malegarde
... its users' most recent abuse at the hands of Generalissimo Franco.
We zip along the freeway, for the moment ignoring the ancient cultures lying underneath the new pavement. Signs for Lyon and Marseille give way to signs for Avignon and Orange, and shortly after leaving the freeway, St. Cecile les Vignes and Tulette. Then over the small bridge into the Vaucluse and our village, St. Roman de Malegarde.
Bruno Long, ...
Provence in all its Roman glory!
... Maison, and they wouldn't let us in. Apparently they only allow a certain amount of people in at a time, and they'd already booked the whole afternoon for school field trips. Ok...awesome for them, but bad for us who had to leave in a few hours. Fortunately we'd heard that the only thing inside was kind of a cheesy movie describing what the building was used for. Honestly, I think the best part was getting to see the outside. It reminded me of a mini ...


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American Comedian who rose to prominece on Last Comic Standing. He is the host of Vh1's Celebrity Fit Club. In 2008 he co-hosted ABC's Wanna Bet.
ANT has a new series on the Logo network called The U.S of ANT.
by Brenderrrrrrrrr December 18, 2008
20 more definitions
Top Definition
A funny, good looking guy, usually young but not neccessarily. Very cheeky and jack-the-laddish. Often intelligent and mature for his age, quick-witted especially around people he's just met. The kind of guy you see in a corner at the party telling girls about travelling stories. Like a party animal but not as wacky or drunk.
Hey, that guy looks like Ant, I can't believe he's pulling that joke off.
I went to a party last night and this absolute Ant was there, nicked all the pussy.
I went to a party last night and this absolute Ant was there, nicked all the pussy.
by Donkey Kong 69 March 18, 2009
Small insects that live in "ant hills"
They usually infest your home and are annyoing as hell.
They usually infest your home and are annyoing as hell.
Die ants die!
by PiE! March 18, 2003
A small insect that lives in a large community of insects exactly like itself. Commonly found raiding trash cans in droves.
Don't touch the trash, there's a see of ants in there!
by thlalyi February 07, 2003
a bug that crawls up your ass
look up your ass, there's an ant up there
by trinbin October 29, 2003
Bastards that ruin picnics
Those ants ruined our picnic
by yzerman19fan May 25, 2011
destroyers of worlds; pancake eaters.
the ants always eat all of the pancakes when we are chilling with bob.
by crispy train jumper September 19, 2008
Social insects that behave remarkably like human beings in Hong Kong, New Delhi or New York.
I have ants in my pants.
by Not-so-bo-ri-ng September 30, 2003


text:
Implementation V1.0.0 Nebular Studios 2011-06-20 1 Revision history Version Date Changes Author 0.0.1 2011-05-20 Initial version Gudo Breukers 0.0.2 2011-05-20 Added the chapter about the Particle Generator Gudo Breukers 0.0.3 2011-05-24 Added explanation of how to shoot in the direction Niels Sondervan of the crosshair 0.0.5 2011-05-27 Added explanation for the loading of maps Daniel Jimenez Kwast 0.0.6 2011-05-30 Reviewed the maploader Patrick Slamp 0.0.7 2011-05-31 Added AI Jelle de Jong 0.0.8 2011-06-01 Targeting enemy added Patrick Slamp 0.0.9 2011-06-14 Updated description for the maploader Daniel Jimenez Kwast 0.0.10 2011-06-19 Added implementation explanation about collision Maciej Czok detection 0.1.0 2011-06-20 Removed unnecessary chapters, added Niels Sondervan figurenumbers and captions. 0.1.1 2011-06-20 Added implementation explanation about frustum Gudo Breukers culling. 1.0.0 2011-06-20 Final version Jelle de Jong 2 Table of contents 1. Introduction .................................................................................................................................... 4 1.1. Target audience ...................................................................................................................... 4 1.2. Document outline ................................................................................................................... 4 2. Definitions and abbreviations ......................................................................................................... 5 2.1. Definitions ............................................................................................................................... 5 2.2. Abbreviations .......................................................................................................................... 5 3. AISubsystem .................................................................................................................................... 6 3.1. BrainSurgeon........................................................................................................................... 6 3.2. RandomAI................................................................................................................................ 6 3.3. ArtificialBrain........................................................................................................................... 6 3.3.1. increaseSpeed() ............................................................................................................................ 6 3.3.2. decreaseSpeed() ........................................................................................................................... 7 3.3.3. rotateRelativeXYZAxis(float x, float y, float z) .............................................................................. 7 3.3.4. fireToAbsolutePosition(Vector position) ...................................................................................... 7 3.3.5. rotateToAbsolutePosition(Vector position) ................................................................................. 8 3.3.1. rotateToRelativePosition(Vector position, bool maxRotation) .................................................... 8 3.3.2. calculateRotation(float opposite, bool maxRotation, bool behind) ............................................. 9 3.3.3. canFireToAbsolutePosition(Vector position)................................................................................ 9 3.3.4. canFireToAbsoluteNormalizedDirection(Vector direction) ........................................................ 10 4. PhysicsSubsystem ......................................................................................................................... 11 4.1. Collision detection ................................................................................................................ 11 4.1.1. The shape of an entity ................................................................................................................ 11 4.1.2. High level collision detection ...................................................................................................... 11 4.1.3. Low level collision detection ...................................................................................................... 12 4.2. Translating user input ........................................................................................................... 12 4.3. Frustum culling...................................................................................................................... 13 5. GameLogicSubsystem ................................................................................................................... 15 5.1. Targeting enemy fighters ...................................................................................................... 15 6. GameEntities ................................................................................................................................. 17 6.1. Shooting in the direction of the crosshair ............................................................................ 17 6.2. MapLoader ............................................................................................................................ 18 6.2.1. Export Script ............................................................................................................................... 18 6.2.2. Output ........................................................................................................................................ 20 7. UtilsSubsystem .............................................................................................................................. 21 7.1. Particle Generator ................................................................................................................. 21 7.1.1. Particle ........................................................................................................................................ 22 7.1.2. Laserbeams ................................................................................................................................. 23 3 1. Introduction This document describes the Implementation of Space, a 3D third person arcade style space combat simulator developed by Nebular Studios. For a more general explanation, the technical design should be read, this document describes the problems in depth. 1.1. Target audience The target audiences for this document are current and future developers of Space. 1.2. Document outline Some of the subsystems will receive a bit of extra attention in this document. Not every approach chosen by Nebular Studios warrants an in depth discussion. This document should clarify parts of the system that do. 4 2. Definitions and abbreviations 2.1. Definitions Definition Meaning 2.2. Abbreviations Abbreviations Meaning AI Artificial Intelligence GUI Graphical User Interface HUD Heads Up Display 5 3. AISubsystem 3.1. BrainSurgeon The BrainSurgeon is the main class of the AI subsystem. This class controls all the brains (AI's) in the game. The BrainSurgeon is used by the AISubsystem class to determine the AI's next steps. 3.2. RandomAI To give the computer there first behavior we decided to implement a random behavior brain (AI). This AI determines the course of action through the use of chances. These chances are written in the Technical design. After we implemented the RandomBrain class we wanted to make a BrainFactory so we can easily create a lot of the same or different brains. But due to the lack of matching brain properties (RandomBrain and ArtificialBrain are two different types with less or no matching properties). Also future AI brains wouldn't rely on chances such as the RandomBrain does. Therefore we decided not the create BrainFactory. 3.3. ArtificialBrain The ArtificialBrain has several important methods, which can be used by specific kinds of ArtificialBrains, to determine its next course of action. These methods are: - whatsMyNextStep, this pure virtual method is called by the BrainSurgeon, and implemented for each Brain type. This method determines the Brain's behaviour; - increaseSpeed, this increases the Entity's speed; - decreaseSpeed, this decreases the Entity's speed; - rotateRelativeXYZAxis, rotates the Entity over its own current orientation; - fireToAbsolutePosition, fires in the direction to the position in World coordinates; - rotateToAbsolutePosition, rotates the Entity towards the point specified in World coordinates; - rotateToRelativePosition, rotates the Entity towards the point relative to its own position. Apart from these public methods, the ArtificialBrain also has some private methods as helper functions, these are: - calculateRotation, calculates a value between -1 and 1, describing the rotation; - canFireToAbsolutePosition, returns true when the Brain can fire at the absolute position; - canFireToAbsoluteNormalizedDirection, returns true when the Brain can fire at the absolute direction, given in World coordinates. All these methods will be described below (except for the whatsMyNextStep): 3.3.1. increaseSpeed() Calling this method will simply create an increase speed Event, and pass it to the Controller. The implementation is given below: 6 Figure 1 - Increasing the speed of an AI controller Entity 3.3.2. decreaseSpeed() The same as increaseSpeed, but a decrease speed Event is passed. Figure 2 - Decreasing the speed of an AI controlled Entity 3.3.3. rotateRelativeXYZAxis(float x, float y, float z) Calling this method will rotate the entity's orientation over its axis, with the given amount of degrees, for the next update tick. This number must always be no greater than 1.0f and no smaller than -1.0f, because this is the maximum rotation of a given Entity. Because this is a private method, there are no checks for this value, although it is asserted. Calling this method will only fire a changeDirection Event, the actual rotation algorithm is implemented in the MoveComponent. Figure 3 - Rotating the direction of an AI controlled Entity 3.3.4. fireToAbsolutePosition(Vector position) Calling this method will firstly check if the Entity can fire to the position, if so, a shootPrimaryWeapon Event is fired. To determine if the Entity can fire to a given position, the normalized fire direction is calculated. The normalized fire direction is calculated by substracting the fire position from the Entity position, and then normalizing this. 7 Figure 4 - Firing the weapons of an AI controlled Entity into a specific direction 3.3.5. rotateToAbsolutePosition(Vector position) A rotation towards an absolute position is done by simply calculating the relative position, and then calling rotateToRelativePosition(relativePosition). Figure 5 - Rotating the direction of an AI controlled Entity 3.3.1. rotateToRelativePosition(Vector position, bool maxRotation) To rotate to a relative position, it is only necessary to know if the position is above or below, left or right, behind or in front. It is also required (albeit not strictly necessary) to know the angle in relation to the respective plane. This angle is the angle between the xz plane and the direction for rotation over the y axis, and the angle between the yz plane and the direction for the rotation over the x axis. To determine the angle between a given plane and a position, a standard formula can be used to determine the normal of the plane (with the cross product) and then using the dot product to determine the distance to this plane, and finally extracting an angle from this distance to the plane and the direction. Figure 6 - Rotating the direction of an AI controlled Entity However, the cross product need not be calculated, because the normal to the xz plane is the upvector of the Entity, and the normal to the yz plane is the rightvector. The dot product calculation is also relatively simple because all vectors are already normalized (by contract, which is asserted upon). 8 Figure 7 - Determining whether the AI controlled Entity is in front of or behind the player Finally the angle needs to be calculated, this is done in a helper method calculateRotation(float opposite, bool maxRotation, bool behind), after which a rotate Event can be fired. Figure 8 - Rotating the direction of an AI controlled Entity 3.3.2. calculateRotation(float opposite, bool maxRotation, bool behind) This method will determine the angle between a given plane and the hypotenuse, given that the hypotenuse's length equals 1. The return value is a value between -1.0f and 1.0f, with a linear relation to -90 and 90 degrees, or 1 when <-90 or >90 degrees. If maxRotation or behind is true, the return value is always -1.0f or 1.0f. Figure 9 - Calculating the rotation needed for an AI controlled Entity 3.3.3. canFireToAbsolutePosition(Vector position) This method will determine the direction from the Brain's position to the firePosition, and return the call to canFireToAbsoluteNormalizedDirection. The direction is calculated by substracting the fire position from the Entity position, and then normalizing this. Figure 10 - Determining whether an AI controlled Entity can fire in the desired direction 9 3.3.4. canFireToAbsoluteNormalizedDirection(Vector direction) Calling this method will return true if the Brain can shoot in the given direction. This is done by calculating the angle between its direction (parameter) and the Entity's direction. Because both these directions are normalized (by contract), no division by length is needed. This length is asserted upon however. Figure 11 - Determining whether an AI controlled Entity can fire in the desired direction 10 4. PhysicsSubsystem 4.1. Collision detection The collision detection in our engine is bases on the following aspects: - The shape of an entity - The high level collision detection among all possible entities during each tick - The low level collision detection between two basic geometrical volumes 4.1.1. The shape of an entity The shape of an entity is of course primarily determined by the mesh being used. As collision detection based on the mesh itself is however expansive and inefficient, generally a hierarchy of bounding volumes is used to represent the shape of an entity. Logically every used mesh requires a suitable bounding volume hierarchy. In our game a hierarchy of bounding volumes is implemented by the class CollisionNode which inherits from the recursive Node template class and uses RelativeBoundingSpheres as volume. It ultimately offers a method in which a CollisionNode is compared with another CollisionNode recursively considering the connected RelativeBoundingSpheres. The low level collision detection methods are called from that method. A RelativeBoundingSphere is a sphere whose radius is relative to the SCALE property and whose position is relative to the CURRENT_POSITION property of the owner entity. By making the methods getPosition and getRadius virtual in the super classes and overriding them in RelativeBoundingSphere to do the extra calculations needed, the client can tread a RelativeBoundingSphere the same way as an ordinary BoundingSphere whose radius and position is always absolute. Unfortunately we realized that we also need to deal with the current rotation and orientation of the entity. Furthermore the creation of a complete hierarchy per mesh turned out to be very time consuming. That is why we decided to use just a single bounding volume per mesh being smaller that the mesh. This has of course the disadvantage to be inaccurate but was the only possibility to manage this part of collision detection within the time. 4.1.2. High level collision detection We have placed the high level collision detection between updating all entities and rendering the current frame. It takes place within EnginePhysics in the class CollisionDetector as reaction on the UPDATE_EVENT coming from GameLogic. The CollisionDetector checks all possible collisions and stores found collisions in a list of entity id pairs. This list is returned and then used by CollisionResponder to react on the different collisions. The engine separates thus model updating, collision detection and collision response completely from each other. The collision detection works in the following manner: 11 1. Retrieve all current existing entities from the scene graph 2. Iterate through all entities and do: a. If not movable object i. than pick next entity b. Retrieve all neighbors of the selected entity from the scene graph c. Iterate through all neighbors and do: i. If neighbor is explosion or both entities are bullets 1. than pick next neighbor ii. If first entity is bullet 1. If neighbor is in first entity's friend list. a. Than pick next neighbor iii. If neighbor is bullet 1. If first entity is in neighbor's friend list. a. Than pick next neighbor iv. If the two pairs have been controlled already 1. Than pick next neighbor v. Check recursively for an intersection vi. If intersection 1. Than mark both entities as collided vii. Mark both entities as checked For step 2.c.v. the CollisionNodes of both entities are used to search recursively for a collision. The collision detection performance is heavily depended on the scene graph implementation. In step 2.c. the neighbors of a certain entity is requested. In case of a suitable space partitioning the neighbors list contains only possible candidates. For many entities the neighbors list is empty completely so that the inner loop is not executed at all. Other notable aspects are the many exceptions: The main loop of the method just iterates over the non-static entities. Furthermore we do not do detection for two bullets and for an explosion. Additionally each bullet has a friend list in which the ids of the friends are stored. All these exceptions result in a faster detection because the actual low level collision detection does not take place for them. Ultimately a list of all found collisions is returned to be handled by CollisionResponder. 4.1.3. Low level collision detection Both the high level collision detection and the space partitioning of the scene graph are dependent on low level collision detection. EngineUtils contains such low level intersection methods which compare two bounding volumes with each other. Each method deals with different subtypes of the BoundingVolume base class. 4.2. Translating user input As described in the technical design, the PhysicsSubsystem translates user input into usable data for the rest of the application. Letting the player entity follow the mouse cursor has been described in that document. Shooting in the direction of the cursor is described in chapter 6, because the actual math is performed in the GameEntities 'subsystem'. 12 4.3. Frustum culling Frustum culling is partially done in the PhysicsSubsystem. The GraphicsSubsystem sends an event to the PhysicsSubsystem before it renders the entities. It requires a list of the PhysicsSubsystem, containing all the entities to render. It gives the event the following properties: an empty list (which is going to be filled with entities), the camera and frustum data. This data consists of the following of the near and far planes: the distance to the planes, the height of the planes and the width of the planes. After receiving the event, the PhysicsSubsystem updates the camera and then calculates the center of the near and far plane and the right direction of the camera. It does this in the following way: vector3f cameraDirection = glm::normalize(camera->getOrigin() - camera->getFocus()); vector3f farCenter = camera->getOrigin() - cameraDirection * data->farDist; vector3f nearCenter = camera->getOrigin() - cameraDirection * data->nearDist; vector3f rightDirection = glm::normalize(glm::cross(cameraDirection, camera->getUpDirection())); These vectors are then used to calculate all the planes of the frustum. Figure 122: An example of all the points in the frustum. 13 These points are calculated in the following way: Figure 13: The calculations for every point in the frustum. The abbreviations in these calculations are: Fc = the vector farCenter, the center of the far plane. Nc = the vector nearCenter, the center of the near plane. Hfar/Wfar/Hnear/Wnear = the width and height of the near and far planes. Up = the up direction of the camera. Right = the vector rightDirection, the right direction of the camera. The PhysicsSubsystem creates a frustum bounding volume with all the planes and then uses the method getEntitiesInBoundingVolume() of the scenegraph to retrieve all the entities inside the frustum. The scenegraph uses the low level collision detection in EngineUtils to determine which entities are inside the frustum. The list, which was added as property to the event of the PhysicsSubsystem, will be filled with entities and afterwards the GraphicsSubsystem renders all the entities in it. 14 5. GameLogicSubsystem 5.1. Targeting enemy fighters Targeting enemy fighters is very important for the user experience, because this allows the player to easier follow and determine the next enemy fighter. To make the experience more user friendly the selected fighter is highlighted by a so called targeting box. An example of the targeting box can be seen on the right side of this paragraph. Switching between enemies can be done by pressing the D (default) this then highlights the nearest enemy fighter. The steps taken to switch between enemy fighters are as follows: Figure 14 - A selected enemy Entity 1. Determine the selected enemy (which is stored in the player entity) uint previousSelectedEntityId = boost::any_cast<uint>( entity->getProperty(SELECTED_ENEMY)); Entity* previousSelectedEntity = mSubsystem->getScenegraph() ->getEntity(previousSelectedEntityId); 2. Deselect (de highlight) the selected enemy if(previousSelectedEntity != NULL) { previousSelectedEntity->setProperty(IS_SELECTED, false); } 3. Determine the nearest enemy using the scenegraph Entity* selectedEnemyEntity = mSubsystem->getScenegraph() ->getNearestEntity(entityId, entityTypes); 4. Highlight the nearest enemy selectedEnemyEntity->setProperty(IS_SELECTED, true); 5. Set the selected enemy property in the player enity uint selectedEnemyEntityId = boost::any_cast<uint>( selectedEnemyEntity->getProperty(ID)); entity->setProperty(SELECTED_ENEMY, selectedEnemyEntityId); 15 The following code in GraphicsController (located in Graphics Subsystem) draws a target box around the fighter. The size of the target box is equal to size of bounding sphere. //CHECK if the current rendered fighter is selected by the player bool isSelected = boost::any_cast<bool>( entity->getProperty(IS_SELECTED)); if(isSelected) { //Get the bounding sphere of the fighter const BoundingSphere* sphere = &(boost::any_cast<shared_ptr<CollisionNode> >( entity->getProperty(BOUNDING_VOLUME))->getBoundingVolume()); assert(sphere != NULL); float radius = sphere->getRadius(); //WIREFRAME MODE is activated glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); glDisable(GL_TEXTURE_2D); //Set color green and paint a skeleton cube after //creating the skeleton cube set the color back to white glColor3f(26.0f, 255.0f, 0.0f); drawCube((radius*2.0f)); glColor3f(255.0f, 255.0f, 255.0f); //WIREFRAME MODE is deactivated glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glEnable(GL_TEXTURE_2D); } 16 6. GameEntities 6.1. Shooting in the direction of the crosshair To shoot in the direction of the crosshair, the following data is needed: - Mouse input with x and y coordinates; - Screen resolution. First the desired direction of the bullet should be calculated. The mouse coordinates generated by Allegro are relative pixel positions in the screen, i.e. x= 789, y= 420. The OpenGL coordinate system works differently. It ranges from -1 to 1 and is flipped in relation to Allegro. The near plane is set to 1.0 and that's the plane the player will shoot through. Therefore the mouse coordinates are transformed to OpenGL coordinates and the z-direction is set to the z of the near plane. Like so: int mouseX = boost::any_cast<int>(event->getProperty(MOUSE_X)); int mouseY = boost::any_cast<int>(event->getProperty(MOUSE_Y)); int screenWidth = boost::lexical_cast<int>(manager- >getProperty(SCREEN_WIDTH)); int screenHeight = boost::lexical_cast<int>(manager- >getProperty(SCREEN_HEIGHT)); float x = (float)mouseX / (screenWidth / 2) - 1; float y = (float)mouseY / (screenHeight / 2) - 1; glm::vec3 direction(-x, -y, 1.0f); The direction vector is the desired direction of the bullet. However, it's only useful if the current orientation of the player entity is along the z-axis. Unfortunately that's very unlikely to be the case, so some further calculation is needed. The direction of the player entity could be turned back onto the z-axis, so the desired direction of the bullet is now valid. Set it as the current direction of the bullet and turn it back to the original position. Another approach would be to calculate how to turn the desired direction in relation to the z-axis, apply that to the current direction of the player and set it as the current direction of the bullet. The latter approach is chosen: glm::mat4 bulletOrientation = calculateBulletOrientation(orientation, bulletDirection); 17 glm::mat4 calculateBulletOrientation(glm::mat4 orientation, glm::vec3 bulletDirection) { glm::vec3 zAxis(0.0f, 0.0f, 1.0f); glm::vec3 normalBulletZ = glm::cross(zAxis, bulletDirection); float angleBulletZ = calculateAngleWithZAxis(bulletDirection); return glm::rotate(orientation, angleBulletZ, normalBulletZ); } float calculateAngleWithZAxis(glm::vec3 vector) { glm::vec3 zAxis(0.0f, 0.0f, 1.0f); return acos(glm::dot(vector, zAxis) / glm::length(vector)) / PI * 180; } Now the player is able to shoot in the direction of the crosshair. This is somewhat of a shortcut however as the camera position is different from the player entity position. Fortunately for the player experience this is enough. 6.2. MapLoader The MapLoader – which load maps that are created and exported with Blender and Python – assumes a couple of conditions are met. This means that the following must be considered whenever designing a map with Blender: 1. The name which can be given to any object in Blender is used as a type name. It should be noted however that whenever there are duplicate names within a Blender scene it will append that name with a number. This number can be ignored as the export script will remove it. 2. The type name given to objects should be added as an if-clause in the createEntity(string type) method of the MapLoader. 3. The scene must contain a cube mesh which describes the measurements of the entire map (or universe) and this cube must have 'universe' as its name. 4. The scene must also contain a player mesh which describes the position and orientation of the player. This mesh must have 'player' as its name. 6.2.1. Export Script In order to export the Blender scene a Python script has been written. It basically retrieves Blender's object data and writes these out to a file 18 import bpy import Blender from Blender import * def write_obj(filepath): mapfile = filepath + '.map' entitiesExtension = '.entities' spawnareasExtension = '.spawnareas' map = file(mapfile, 'w') entities = file(filepath + entitiesExtension, 'w') spawnareas = file(filepath + spawnareasExtension, 'w') universe = Object.Get('universe') size = universe.getSize() map.write( 'universeSize %f %f %f\n' % (size[0], size[1], size[2]) ) map.write( 'entitiesExtension %s\n' % (entitiesExtension) ) map.write( 'spawnareasExtension %s\n' % (spawnareasExtension) ) player = Object.Get('player') playerLoc = player.getLocation() map.write( 'playerPosition %f %f %f\n' % (playerLoc[0], playerLoc[1], playerLoc[2]) ) playerOrientation = player.getMatrix().rotationPart() map.write( 'playerOrientationR0 %f %f %f\n' % (playerOrientation[0][0], playerOrientation[0][1], playerOrientation[0][2]) ) map.write( 'playerOrientationR1 %f %f %f\n' % (playerOrientation[1][0], playerOrientation[1][1], playerOrientation[1][2]) ) map.write( 'playerOrientationR2 %f %f %f\n' % (playerOrientation[2][0], playerOrientation[2][1], playerOrientation[2][2]) ) for obj in bpy.data.objects: if (obj != universe) and (obj != player): meshName = obj.getName() if meshName.find('.') > -1: meshName = meshName.split('.')[0] if meshName == 'spawnarea': spawnareas.write( 'type %s\n' % (meshName) ) location = obj.getLocation() spawnareas.write( 'position %f %f %f\n' % (location[0], location[1], location[2]) ) scaleVec = obj.getMatrix().scalePart() spawnareas.write( 'scale %f %f %f\n' % (scaleVec[0], scaleVec[1], scaleVec[2]) ) spawnareas.write( '\n' ) else: entities.write( 'type %s\n' % (meshName) ) location = obj.getLocation() entities.write( 'position %f %f %f\n' % (location[0], location[1], location[2]) ) rotationMat = obj.getMatrix().rotationPart() entities.write( 'rotationMatR0 %f %f %f\n' % (rotationMat[0][0], rotationMat[0][1], rotationMat[0][2]) ) entities.write( 'rotationMatR1 %f %f %f\n' % (rotationMat[1][0], rotationMat[1][1], rotationMat[1][2]) ) entities.write( 'rotationMatR2 %f %f %f\n' % (rotationMat[2][0], rotationMat[2][1], rotationMat[2][2]) ) scaleVec = obj.getMatrix().scalePart() entities.write( 'scale %f %f %f\n' % (scaleVec[0], scaleVec[1], scaleVec[2]) ) entities.write( '\n' ) map.close() entities.close() spawnareas.close() Blender.Window.FileSelector(write_obj, "Export") 19 6.2.2. Output When executing this script within Blender a wizard will pop up prompting where to save the output file. You should browse to the desired location and specify the desire name without extension. The python script will create three files which describe the scene. The first file will have the '.map' extension and may look like this: universeSize 20754.804688 20754.804688 20754.804688 entitiesExtension .entities spawnareasExtension .spawnareas playerPosition 180.141998 492.327515 166.134705 playerOrientationR0 0.972149 -0.141604 -0.186749 playerOrientationR1 0.186443 0.950089 0.250140 playerOrientationR2 0.142007 -0.277991 0.950029 The second file will have the '.spawnareas' extension and may look like this: type spawnarea position 229.134354 -431.273376 67.730850 scale 71.310081 -71.310081 71.310081 type spawnarea position 22.044502 -299.768860 -16.365784 scale 71.310081 -71.310081 71.310081 The final file will have the '.entities' extension and may look like this: type asteroid position -127.134827 55.397449 116.869675 rotationMatR0 0.410465 -1.338427 -0.964433 rotationMatR1 1.574334 0.614767 -0.183126 rotationMatR2 0.492943 -0.848925 1.387925 scale 1.700000 1.700000 1.700000 type asteroid position 258.022095 13.904026 45.916626 rotationMatR0 -0.791331 0.954615 -1.162973 rotationMatR1 -0.831838 0.817348 1.236927 rotationMatR2 1.253731 1.144837 0.086643 scale 1.700000 1.700000 1.700000 The MapLoader will read all of these files and construct a Map struct, which consists of all the information listed in the files. 20 7. UtilsSubsystem 7.1. Particle Generator The spacefighters in the game Space shoot with laserbeams. A good technique to use for those laserbeams is a "particlesystem", it is used in games for special effects like explosions and gives a nice effect. A tutorial on nehe.gamedev.net explained how to implement a particle generator and that example is used to create the generator for Space. Figure 135: An example of the particle effect 21 7.1.1. Particle The implementation of the generator started by defining a struct for the particles. A particle has the following attributes: struct Particle { bool active; // Active (Yes/No) float life; // Particle Life float fadeSpeed; // Fade Speed float red; // Red color value float green; // Green color value float blue; // Blue color value float size; // size float textureId; // texture id Vector3f position; // Position Vector3f direction; // Direction Vector3f gravity; // Gravity }; A particle is basically a cube with a texture on it and a color. The life attribute is the value used for the Alpha parameter of the glColor4f() function and the fadespeed attribute is a value that the life value is subtracted with to create the effect that a particle fades away. Figure 16: Texture of a particle 22 7.1.2. Laserbeams To create a laserbeam, four particles are randomly placed around a position on the ray of the laserbeam. There are multiple positions with particles in a laserbeam and there is a constant interval between the positions. The effect that the particles produced was not really the effect that was wanted. Figure 17: A screenshot of our laserbeam made with particles The effect does not really look like the effect that was shown in the example. Firing this laserbeam looks the same as when you fire a single red cube. The difference between the laserbeam consisting of particles and the laserbeam consisting of a single cube is that the one with particles is actually 500 little cubes. This means using the particles will have a major effect on performance while have the same effect as a single cube. Too improve the performance of the particles it was tried to render quads instead of cubes but this gave an ugly effect when you looked at a particle beam from the side. After trying to render quads the, it was tried to render the particles with only three quads that were perpendicular combined to each other; however this still did not give the effect wanted. One option that was not tried yet is rendering only quads and let them face toward the camera of the player. Unfortunately we decided to not try this option and a single cube is used instead of the particles. The reason for not implementing the option is because the implementation and fine- tuning the particles will take too much time and there are features with higher priority that need to be implemented first. 23
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China is high on the list of suspects as President Obama meets with the Chinese premier to discuss, among other things, cybersecurity.
Sponsored by Redhat and Intel
Infrastructure-as-a-Service (IaaS) is a model where servers and other resources are provisioned as required over the cloud. This model provides self-service, on-demand access to IT resources, which means users can create and access tools they need within minutes, instead of days, weeks or months.
The $80 million cash deal will allow the network data storage provider to expand the flexibility of its data backup and protection services.
Kaseya has improved an already powerful tool for managed service providers and the IT administrators of large enterprises. The company's key challenge is finding a way to present what this powerful tool does in a simple, short way.
Traditional device level network monitoring is having trouble keeping up with the increasingly virtualized computing environment. NetBeez believes that its tools offer a solution.
Telstra is aiming to provide telehealth services all over Australia via the NBN and its 4G network.


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Play of the day: Football Ferns cover 'Royals'
The Football Ferns' rendition of fellow Kiwi Lorde's "Royals". Video / Youtube.
The New Zealand Herald Network Select a network ° 0 / ° 0 Loading…Change
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Community: Cable
County: Bayfield
Historic Name: Forest Lodge Library
Reference Number: 01000735
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Historic Name: Court Street Methodist Church
Reference Number: 77000045
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Historic Name: Lindauer and Rupert Block
Reference Number: 84003763
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Historic Name: Opera Hall Block
Reference Number: 79000114
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Historic Name: Swan House and Vita Spring Pavilion
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Reference Number: 79000088
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Unknown gunmen killed three Iraqi soldiers on Saturday (November 3rd) in an attack on an Iraqi army checkpoint in Taji district, 30 kilometres north of Baghdad.
Taji police chief Maj. Hazem al-Shaher told Al-Shorfa that the gunmen attacked the soldiers using machine guns and incendiary hand grenades, destroying the checkpoint and burning an armoured vehicle.
Another military force arrived at the scene of attack and arrested three suspects, who had machine guns in their possession at a house near the checkpoint.


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DEFINITION of 'Discount To Net Asset Value'
A pricing situation that occurs with a closed-end mutual fund when its market price is currently lower than the net asset value of its components. Discounts can occur in times where the market has a pessimistic future outlook and fund investors have started to sell their holdings.
Also known as "discount to NAV".
INVESTOPEDIA EXPLAINS 'Discount To Net Asset Value'
This phenomenon only occurs in closed-end funds. Open-end funds, on the other hand, are not as affected by supply and demand because they are bought and sold at prevailing net asset values.
While a discount NAV could be an indication that the underlying assets in a fund will dip in value, it could also be a temporary market over-reaction. Moreover, the fund manager may decide to buy back shares of the fund to remove the discount and restore the fund's value back to its net asset value
Asset Value Per ShareThe total value of a fund's investments divided by its number ...
Net Asset Value - NAVA mutual fund's price per share or exchange-traded fund's (ETF) ...
Closed FundA mutual fund that has been closed - either temporarily or permanently ...
Open-End FundA type of mutual fund that does not have restrictions on the ...
Mutual FundAn investment vehicle that is made up of a pool of funds collected ...
Net Asset Value Per Share - NAVPSAn expression for net asset value that represents a fund's (mutual, ...
What is a mutual fund's NAV?Net asset value (NAV) represents a fund's per share market value. This is the price at which investors buy ("bid price") ... Read Full Answer >>
Why do some closed-end mutual funds trade above or below their net asset values?Intuition tells us that a mutual fund's net asset value (NAV) (the net value of all assets within the mutual fund's portfolio ... Read Full Answer >>
Mutual Funds & ETFs
Open Your Eyes To Closed-End FundsAlthough less popular than their open-ended counterparts, these investment vehicles are worth a second look.
Valuing A Stock With Supernormal Dividend Growth RatesIf these calculations are off, it could drastically change the value of the shares.
Should Investors Nix Actively Managed Funds?Index fund returns are on a tear but does this mean investors should nix actively managed funds?
Mutual Funds & ETFs
Are These 2015's Most Promising Mutual Funds?For 2015, the mutual funds covered below are likely to offer more upside potential than the vast majority of mutual funds in existence.
Mutual Funds & ETFs
Why These Could Be 2015's 10 Best Mutual FundsThese 10 mutual funds offer strong potential for 2015. Here's why.
State Street Slashes ETF FeesState Street has slashed fees on 41 of its ETFs in the wake of historic redemptions.
Stock Analysis
Will Spinoffs Give American Capital A Pop?American Capital shareholders have long awaited a plan to spin off the company's investments from its prized asset-management business.
Mutual Funds & ETFs
Pimco and Vanguard: A Tale of Two Fund ManagersA look at the similarities and differences of asset management giants Pimco and Vanguard.
Fundamental Analysis
An Overview of Janus Capital ManagementA look at Janus Capital and the funds it manages.
Mutual Funds & ETFs
Five Janus Mutual Funds With High AlphaA look at some of the alpha-generating equity funds from Janus.


text: Room looked much better than in the pictures. Rooms were very luxurious, only trouble we had was with bathtub shower which didn't work and made terrible noise. And toilet took a long time to refill. Hotel organised our transfer to airport and it was great, very luxurious. It was like on movies


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The look of a gel – without the light
Nail Hardener & Cuticle Eraser
Gradual Tanning LotionInstant sun-kissed glow builds to a perfect tan
Enjoying #spring fashion with a side of #InstaDri in the #SetSail shade. #ManiInAMinute
Dream up your best Flirty nail look and you could win a trip to NYC! Just share a pic of your mani and mention #InstaDriContest and #Flirty on Twitter or Instagram. Contest link in bio.
On the ultimate St. Patrick's Day, there'd be #MiracleGel™ at the end of the rainbow! Take our #MiracleMatch quiz to find your lucky shade: http://bit.ly/1ts4D15
You've voted and let us know what your Miracle Gel perfect pair is for Working 9-5! Organize your life, with time for a #MiracleMani with the help of a tablet!
Fill out the form below for a chance to win both this tablet and your own Miracle Gel Polish! #Miracle Match!
OFFICIAL RULES: http://www.sallyhansen.com/MiracleMatchTermsofService
#MiracleGel™ matches are sprouting up everywhere! Find your perfect color by taking our #MiracleMatch quiz. http://bit.ly/1ts4D15
Not quite ready to wear bright #spring colors? Try #InstaDri shade, #RapidRed for a rich color that will carry you into the new season. #ManiInAMinute


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The nominations for France's César Awards were announced and women, specifically one in general, are dominant. Noémie Lvovsky received 13 nominations for her film, Camille Redouble, outdoing Michael Haneke's Amour, which has been an awards circuit darling. Lvovsky's ...Read More »
This was a sad week in television for me. Two of my favorite sitcoms, Don't Trust the B in Apartment 23 and Ben and Kate were pulled from ABC and Fox's schedules effective immediately. As of now there are no plans to air any remaining episodes and while both networks have yet to confirm ...Read More »
I arrived in Sundance on Friday morning totally freaked out about the Sundance flu and the cold. But now I'm on day 2 and so far so good. I hear there are people stuck in their hotels and condos (get better Jay!) with the flu so I am obsessively drinking water and using hand sanitize...Read More »
Anticipating Sundance: Using Sundance to Shift the Narrative on Women DirectorsRead More »
Brit Abi Morgan is taking on the master and adapting Shakespeare's Taming of the Shrew. Morgan, who created the BBC series The Hour and has written Shame and The Iron Lady, is supremely talented and brilliant. If you haven't watched The Hour, please do so immediately, it is one of ...Read More »
Anticipating Sundance: Sundance Lineup is a Win for Women Directors and for Everybody Who Cares About MoviesRead More »
USC announced their 2013 Scripter award nominees this week. The Scripter award celebrates both the screenwriter and the author of the original text that the film was adapted from. This year, due to a tie, there are six nominees instead of the usual five. Two of the nominees are women.Read More »
Check out the new trailer for the Athena Film Festival (co-founded by our own Melissa Silverstein), hosted at Barnard College, on February 7-10. The new trailer incorporates clips from the films playing at the festival, an incredible line up that was announced last week.Read More »
Last night was a huge lady-centric night for television with the delightful Tina Fey and Amy Poehler hosting the Golden Globes, the premiere of season two of the criminally underwatched Enlightened starring a terrific Laura Dern (PLEASE WATCH THIS SHOW) and, as I'm sure you've seen from ...Read More »
Oscar nominations were announced this morning and per usual there were the surprises, both of the good and bad variety. Nine year old Quvenzhané Wallis becomes the youngest Best Actress nominee for Beasts of the Southern Wild, Kathryn Bigelow shockingly did not receive a Best Director nominat...Read More »


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Nederburg Rose
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Product Description
Colour is a bright strawberry pink while aromas are of candy floss, strawberries and dried herbs. The palate is clean, fruity and refreshing flavours with a good acid structure. Excellent served with smoked salmon, summer salads or vegetarian dishes.
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|1.5 kg
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Hood vent
BarbieKitchenMay 15, 2012
I am now down to selecting a wall mounted hood vent for my 36" gas cooktop. I would really like to spend max $2000 and am guessing that 600cfm is the place to start. Broan?, Kobe, Wolf, Dacor, anyone?
Ive read enough about Ventahood, so that's probably out. I want to believe I can expect a reasonable power vs. noise level here.
Appreciate all posts, thanks.
Suggest a more expansive description of the configuration. Room for 42-inch hood? Duct length? Option for exterior or interior in-line fan? Do aesthetics have a higher trade value than performance? Prefer an all-in-one hood?
I can only relate that my Wolf Pro-Island hood is very nicely made. It, however, is not relevant to your quest.


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Just One Kiss
Falling for Justice Garrett was a high point in Patience McGraw's otherwise awkward adolescence. Even after he disappeared, Patience never forgot the boy who captured her heart. Now, he's back in Fool's Gold, California, and her passion for him is as strong as ever. When bodyguard Justice Garrett was a young man, witness protection brought him to this idyllic town and he never forgot its warmth, or the sweet beauty of his childhood friend.
Publisher: Don Mills, Ontario :, Harlequin HQN,, [2013]
Characteristics: 376 pages ;,17 cm.
From the critics
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Tractor Parts & Accessories
Tuthill/Fill-Rite 12V 15 GPM Fuel Transfer Pump FR1210G$289.99
This industry standard DC pump dispenses up to 15 GPM (57 GPM). The FR1210C is ideal for pumping gas, diesel fuel and kerosene. With an amp draw that's easy on your DC power source. Explosion-proof UL/cUL listed 1/4 HP motor. The FR1210C comes complete with 12' static wire hose and manual nozzle.
- Up to 15 GPM
- 1/4 HP Motor
- UL/cUL Listed Motor
- Diesel/Gasoline/Kerosene/E15/BD up to B20
- 2 Year Warranty
- 2" Threaded base for tank mounting
- Heavy Duty Cast Iron Construction
- Cast bronze rotor with bronze rotary vanes
- Built in strainer
- 12' hose with static wire
- Watts 187
- Flow (GPM) 15
- Speed (RPM) 2600
- Amps 20
- Max. Total Head (ft.) 37 (gasoline)
- Max. Suction Lift (ft.) 7 (gasoline)
- Inlet Port (in.) 1
- Outlet Port (in.) 3/4
- Discharge (ft.) 37
- Duty Cycle 30 Min.
- Self-Priming Yes
- Bypass Valve Yes
- Seal Type Mechanical
- Nozzle Type Manual
- Hose (in. x ft.) 3/4 x 12
- Dimensions L x W x H (in.) 12 x 9 x 9
This model replaces the FR1210CLearn More
Dickey John Mini GAC PLUS Grain Moisture Tester MINIGAC1P$552.72
The Dickey John Mini GAC Plus is the preferred moisture tester for the serious farmer. If you aren't using a moisture tester, you are throwing your profits away. The Mini GAC Plus will measure moisture content and test weight which are the two most important factors for a profitable harvest. If you're not using a GAC product on the farm to test moisture, you're losing money—up to $1.42 per bushel of corn. This moisture tester is fast and easy to use and best of all, you can choose from more than 450 grain calibrations.
Features include:
- Menu-driven operating system
- An internal scale (no pre-weighing)
- USB compatibility for calibration loading
- Used for over 450 grains and products
- Test Weight Read Out
- Automatic temperature compensation
...And NO screw cap which can damage grains, create oily residue, and are cumbersome to use.
Package for the mini GAC includes:
mini GAC, loader, 9 volt battery, carrying case, belt clip, instruction manual, and 1 year manufacturer's warranty.
Unit Specifications
- Measure Method: capacitance, conductance, internal scale, temperature
- Moisture Range: 5-45%(depending on grain type)
- Grain Temperature: 32-122 Degrees F (0-50 Degrees C)
- Temperature Difference: 36 Degrees F (20 Degrees C) Instrument to grain sample
- Temperature Compensation: Automatic
- Grain Type: Whole Grain, no sample preparation
- Sample Size: 1 Pint (0.47 L)
- Display: LCD (106x56 pixels)
- Measures Parameters: moisture, grain tepmerature and test weight
- Calibrations: 20 grain calibrations(choose from over 450 calibrations that are available
Moisture Measurement Specifications
- Moisture Accuracy: calibrations are based on U.S. Federal Standard
- Moisture Repeatability: 0.2% moisture, depending on grain type in commercial trade range, typical
- Moisture Resolution: 0.1% moisture
Grain Temperature Measurement Specification
- Accuracy: 1.0 Degree F or 0.5 Degree C
- Temperature Resolution: 0.1 Degree F or 0.1 Degree C
Test Weight Specifications
- Repeatability: 0.5 lb/bu in commercial trade range depending on grain type
- Test Weight Resolution: 0.1 lb/bu
Other Specifications
- Operating Temperature: 40 - 113 Degrees F (5-45 Degrees C)
- Humidity: 5-95% non-condensing
- Power: 9V DC battery (installed)
EnduraPlas Diesel Fuel 25 Gallon Compact Style Transfer Tank RDU025C10D$544.97
Specially formulated EnduraPlas compact diesel grade polyethylene fuel transfer tank provides a hasslefree, completely assembled option for transporting diesel fuel. Features a built-in 10 GPM pump with on/off switch and integrated bypass valve. U.S.A.23"L x 27"W x 20"H
- (1) 25-gal. compact diesel fuel transfer tank with 10 GPM pump
- (1) 15ft. hose
- (1) Auto shutoff nozzle
- Strong, lockable poly lid protects the pump compartment and reduces fuel theft
- Durable, corrosion-resistnat polyethylene construction
- Includes 15ft. of 3/4in. hose with an anti-kink spring and swivel to prevent tangles
- Easy-to-clean suction strainer and splash-resistant breather installed
- 3/4in. auto shutoff nozzle adds convenience
- Molded-in plastic handles for easy maneuvering and tank relocation
- Bottom drain plug on tank allows for complete drainage when desired
Learn More
Features Tank Type Transport Mounting Type Strap, bolt Tank Size (gal.) 25 Shape Square Dimensions L x W x H (in.) 31 x 27 x 19 Outlet Diameter (in.) 3/4 Inlet Diameter (in.) 2 Finish Type Poly
GPI L5132 Oil Transfer Pump 142100-02$390.97
Use this oil transfer pumps one horse-powered motor to measure oil (up to 90 weight), waste oil, hydraulic fluid, antifreeze and non-flammable oil-based solvents. The motor is a UL recognized component and CSA approved.
- One horsepower motor provides power and performace year after year
Learn More
Specifications Model L 5132 Design Type Gerotor Gear Voltage 115/230 Volts AC Mechanical Connection 1 in. Inlet, 3/4 in. Outlet Flowrate Up to 8 GPM, Up to 32 qpm, Up to 30 LPM Operating Temperature Max 140°F (60°C) Duty Cycle 30 minutes on / 30 minutes off Hose 8 ft (2.5 m), 3/4 in. diameter Nozzle Ball Valve Type Power Cord 35 in. Three-prong Grounded Plug Motor Protection Thermally Protected Suction Pipe Two-piece Wetted Materials Aluminum Housing To Use With Oil (up to 90 weight), waste oil, hydraulic fluid, antifreeze and non-flammable oil-based solvents Approvals U.L. and CSA Listed Motor
Spread All 14 in. Aeration Fan 1 HP$299.99
Product Features:
- Galvanized
- 110 volt single phase electric motors with plug cords wired.
- Standard legs, stands and carrying handles.
- Zinc guards.
- Completely factory assembled and test run before shipment.
- Reversible application to pull air down through the grain, or to direct the air flow up through the grain by turning the fan around and reversing the guard.
- Either the intake or the discharge ends may be mounted to an air duct metal transition, or a flat wall bin.
- 14" Fan
- Farm Duty Motor
- Metal Fan Blade
- Bolt-on lip makes mounting up a snap
- Pre-wired 115V plug on fan
- AMPs: 9.2
Tuthill/Fill-Rite 115V AC Pump, 1/4 HP Motor with Automatic Nozzle FR610GA$399.97
Product Description
Contractor-grade, industry-standard Fill-Rite pump has an explosion-proof motor with permanent magnet. Steel suction pipe telescopes from 22-34 1/4". Features built-in check valve and strainer, hose with static ground wire and thermal overload protection. Can be mounted to a 55-gallon drum. Padlockable. UL listed. U.S.A.
Features & Benefits
- 1/4 HP Motor
- UL/cUL Listed Pump and Motor
- Heavy Duty Cast Iron Construction
- Diesel/Gasoline/Kerosene/E15/BD up to BD20
- 2 year warranty
- 2" Threaded base for tank mounting
- Cast bronze rotor with bronze rotary vanes
- Self Priming
- 3/4" x 12' foot hose with Static Wire
- Automatic Nozzle
- Telescoping pipe: 20" to 34-1/4"
Country Way 40 Gal 3pt Sprayer with pump S3O-21-040A-RK$299.99
- 12 Volt 2.2 GPM Pump
- Category 1 3-point frame
- 15ft chemical resistant hose
- Adjust to fine mist or stream
- 3 Nozzles
Tuthill/Fill-Rite 115 Volt AC Pump - Pump Only 1" in Outlet for Higher Flow Rate FR710VN$490.97
Product Description
This rugged, positive displacement, heavy pump is UL listed. Explosion proof UL listed 1/3 HP motor (115 VAC-60Hz) with sealed bearings, Heavy Duty switch, thermal overload protection and junction box. Carbon vanes and ceramic/carbon seal reduce wear and repair expense. Integral check valve with pressure relief on outlet side reduces pressure drop and improves vertical lift. Easy removable strainer, automatic bypass valve, 2" threaded bung for tank openings. The FR710VN is a pump only allowing you to customize your own system. Please see our full line up of meters and accessories to compliment your system.
Features & Benefits
- Up to 23 GPM open flow
- 1/3 HP Motor
- UL/cUL Listed Pump and Motor
- Heavy Duty Cast Iron Construction
- Diesel/Gasoline/Kerosene/E15/Bio-Diesel up to Bio-Diesel
- 2 year warranty
- 2" Threaded base for tank mounting
- Iron Rotor with Carbon Rotary Vanes
- Self Priming
- Check Valve, Pressure Relief Valve, and strainer included
Fimco 55 Gallon 3 Point Sprayer with 10' Boom Kit LG-55-3PT$499.97
- 55 Gallon Corrosion Resistant Polyethylene Tank
- 7 Nozzle Boom
- 140 Inch Coverage
- Break-Away Boom Hinges
- Single Manual Lever Valve Boom Control (On/Off)
- Relief Valve
- Pressure Gauge
- Category I
- Equipped With Pump Kit To Fit Most Roller Pumps
- Pump NOT Included
Tuthill/Fill-Rite 115V AC Pump, 1/4 HP Motor (Pump Only) FR604G$292.97
Product Description
Contractor-grade, industry-standard Fill-Rite pump has an explosion-proof motor with permanent magnet. Features built-in check valve and strainer, thermal overload protection. Can be mounted to a 55-gallon drum. Padlockable. UL listed. U.S.A.
Features & Benefits
- 1/4 HP Motor
- UL/cUL Listed Pump and Motor
- Heavy Duty Cast Iron Construction
- Diesel/Gasoline/Kerosene/E15/Bio-Diesel up to Bio-Diesal20
- 2 year warranty
- 2" Threaded base for tank mounting
- Cast bronze rotor with bronze rotary vanes
- Self Priming