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You Got ServeredHello, Mash here! It's a quick Mondoid this week just to catch you up on some news, if you haven't checked in since last Monday!First: build 27 is now up on Steam! (don't fret Desura users–the update is coming, but we have to make sure it's ultra-stable first). This is an official build and should update automatically, so if you haven't been playing the betas you can look forward to (among other things) animal trapping, a map expansion (including a mall), and a server browser for finding fellow survivors to MP with!And speaking of multiplayer, now is a good time to get friends/family/neighbours/strangers-on-the-street in on the Project Zomboid action with the new 4-Pack on Steam! Look at it, all shiny and new… the "Add to Cart" button beckons to you: long had you heard the heady tales of PZ from LPers and streamers, epic tales of bravery and survival, but you had been hesitant… but like Odysseus who could not quell his curiosity and had to hear the beautiful siren song with his own ears, you have yearned to experience it for yourself. You stare at the button. "Click me," its siren call intones, "click me!" If only you had crafted earplugs from beeswax…! But you have not, and are powerless to resist the sirens' commands even as it leads you to your DOOM (in the game). O tread carefully! Will your avatar forever frolic in the fields of Elysium after much pain and sacrifice, or will it wallow in the darkest depths of Hades after a death of cowardice and shame? Or will it, to the defiance of both the immortal gods and mortal men, wander forever upon the earth as an empty vessel?
Project Zomboid - All News
Wednesday - November 05, 2014
Project Zomboid - Build 30 Announcement
The Indie Stone posted a new update on Steam about the next build of Project Zomboid, and shares a few more details on a few of the new additions.
Hello, and welcome to your Build 30 announcement post! If we were a AAA game and important we'd have a cinematic trailer, a carefully choreographed gameplay trailer, a press release and busloads of journalists being ferried around the world, and wined and dined in the finest of fancy restaurants! As it is, we have a list of stuff. And maybe some headlines marked up in bold or maybe underlined. We'll see how we go!
Wednesday - October 22, 2014
Project Zomboid - All the Small Things Update
Developer Indie Stone posted a new update on the games Steam page with a roundup of various news-bits for this this week, So read on if you're interested.
Hello Survivor! A Mondoid of dev-nuggets this week, but hopefully you'll find them to be nuggets of gold rather than… other substances that are occasionally found in nugget-form.
There's quite an important note for Linux PZ server hosts at the foot of this Mondoid too, by the way, so please scroll down immediately if you've just realised that we're talking directly to you!
Tuesday - October 14, 2014
Project Zomboid - Build 29 Releasd
Developer Indie Stone has a new post on the games website with information that Build 29 is now available for Project Zomboid. I'll share some re of the details below.
Build 29! Woo!
The latest version of PZ is now official! If you've been keeping clear of our test branch than now is the time to dive back into the Knox Event – new sounds, scavenging, melee revamp, bug fixes, translations. All that jazz, which can be looked at in greater depth right here. Once we're sure there are no unexpected bumps in the build roll-out we'll get in touch with Desura and get PZ updated over there as well.
Multiplayer Improvement
Since the inception of Zomboid online play, we've all seen increased lag as the number of players on a server begins to tot up. With the released version of Build 29, however, we think that Kirrus, RJ, BryBry and EasyP have made some significant improvements. It should be noted here, that we all deeply love BryBry. And so should you.
Servers were pausing for the briefest of moments when new players joined/left, which clearly became something of an exponential issue the busier the map became. We think we've nixed this, and internally have had a 29.3 server with 10 players and absolutely no lag. We need to get you guys and girls trying it out in the wild to make sure, but we're certainly hoping that your online experience will be somewhat improved.
Future Builds
The basic plan is that Build 30 will feature the Medical revamp, while Build 31 will herald the start of 'Operation: Fix Late Game By Killing You Before You Get There'. As a taster, here's the WIP health screen with multiple wounds inflicted.
Tuesday - October 07, 2014
Project Zomboid - 40% Off On Steam
The Indie Stone announces that Project Zomboid can now be purchased for 40% Off, and posted a new update about why the percentage off is not higher.
Hey all, since we've had various people inquiring about whether we'd do a bigger sale down the line, just thought I'd write a little here about our steadfast decision not to go beyond 40%, the reasoning behind it specifically.
When we first launched the game, selling via our paypal account and manually sending out keys, and for a good year or two afterwards, the price was £5/$8. Even though apparently people thought the game well worth the price for what we offered at the time, it didn't have 1/10th of the features the game has now. It was really really buggy and early.
We also weren't on Steam, and a lot of people purchased before we were even on Desura. People have expressed concerns about Early Access games now, but just imagine dumping money straight into our paypal account. That's some massive trust and faith placed in us that we really really needed at the time. We were broke, literally unable to pay the rent the following month. These people made our dreams come true and set us on our way to where we are now.
Those people put faith in us and bought in early. They could have waited until the game was more developed, but if everyone did that we wouldn't be here today.
As such it was a decision we made very early on that we would not under any circumstances let anyone else who purchased the game during development, or for a good period after it was completed, get the game for equal or cheaper than those original supporters paid for it. Truth is we could probably make a lot of money by doing some crazy sale, or going on a bundle, but its important to us that we reward those who helped us on this path and make their purchase a good saving for years to come. It's a matter of ethics to us.
As such 40% takes us to just above the price they paid for it. We won't go below that.
Once NPCs and Vehicles go in, possibly when we go to 1.0 but its possible it'll happen before, we will increase in price one final time to our release price. That will be the final 1.0 price of the game. At this point we will perhaps consider going beyond 40% in sales, but again, we will only go as far as to keep the original alpha price the cheapest the game has ever been, so it'll be a bigger % of a higher price that will likely amount to the same price it is now during the 40% sale anyway.
Then when enough time has passed, PZ is in its twilight years, we will probably do bigger sales, or consider bundles. This is a long way off though.
Friday - October 03, 2014
Project Zomboid - Interview @ The Noobist
The Noobist had a chance to interview Developer Andy Hodgetts from The Indie Stone, and talk about his work on the latest builds of Project Zomboid.
Thursday - September 11, 2014
Project Zomboid - Build 28.3 Released
Developer Indie Stone has a new post on the games website with information that Build 28.3 Released is now available for Project Zomboid.
With the release of Build 28.3 comes the inevitable: the dramatic climb towards Build 29! Lovely Romain 'RJ' Dron has just posted up primary details of what's currently in the can on the forum, but because we love to add to his workload we pressed him for a few added Mondoid explanations.
Item #1: The New Scavenge Skill
"My first idea was to help people playing in multiplayer to survive when all houses had been looted, but it turned out to be something great for people playing solo who want to head out into the forest. Scavenging basically lets you plunder the woods for mighty loot like branches, stones, berries, mushrooms and delicious insects. Then, from these, you'll be able to craft new stuff that'll go all the way from stone axes – to really strong log walls."
"Scavenging won't be unlimited, and it definitely won't be overpowered. It's basically there to help you in your first days, or maybe months. Once you've looted a forest zone, you'll have to move on to another to do further scavenging – and wait for the previous one to replenish. Seeing as it's a new skill, too, better scavengers will be able to get better loot and in greater quantities. Are you ready to eat a handful of bugs? I'm not…"
Item #2: Melee Skills Revamp
"I've also been working on a little melee skills revamp, which will provide new skills to help you face the horde (and/or dragons). Blunt and blade will each have three subsidiary skills – Accuracy, Guard and Maintenance. Accuracy will influence hit chance and damage, Guard will help you avoid scratches while you're wielding the weapon and Maintenance will reduce the rate at which your weapon loses condition. And nope, Spiffo plushies aren't weapons."
Item #3: Other stuff
Thanks Romain! Now another interesting item of note, for this easily scared survivor at least, is that your character's panic levels will decrease faster if you have survived for a while. This means that, as a lot of players have indicated to us in the past, your character will get used to the threat of zombies and behave as such – but will still get those moments of jump scare dread.
Oh and, last but not least, we've got the first batch of NJ's new sounds going into the build. At the time of writing there are 74 new sound effects in-game. There are ambient sounds – distant screams, dogs barking and owls hooting at night. There are cool new crafting noises of logs being sawn, duct tape being stretched and food being chopped. There are new foot-step sounds. There are… well we'll keep the rest as surprises for you to listen out for.
As work progresses RJ [God, how many people do stuff on this game that are called 'Something-J?] will be building another extraordinarily French video to show off and explain the new Build, and then the usual parade of internal testing, IWBUMS testing and full release can take place.
Thursday - September 04, 2014
Project Zomboid - New AMA on Website
The Indie Stone hosted a new AMA on the games website, and shared the answers. So to start begin with the fist part, and end with the second part.
Good evening from a rain-soaked England, and welcome to the fourth 'Ask Project Zomboid Developers The Indie Stone Anything! And what does that boil down to if you only use the first letter of every word?
Wednesday - July 30, 2014
Project Zomboid - Is it a bird? Is it a plane?
Deloveler Indie Stone has posted another development update for Project Zomboid with information on a new build, and include a new video with the developers.
Mais oui! Bienvenue à lundoid, this week featuring a whole new never-before-seen concept in internet thingummywhatsits. Not content with mere words lovingly typed by hand and transmitted via cable, satellite, and the deepest corners of our hearts to your PC, laptop, phone, or whatever the hell you choose to read this guff on we have instead upgraded – yes, upgraded to 21st century audio. And not just any audio, no the sweetest sexiest audio imaginable. Hearts will flutter. Knees will tremble. Romain has the mic!
Viewer discretion advised: The following video contains sexy French accent
In other news, Lemmy is still hard at work on the NPCs and, specifically, NPC inter-relations. Basically, what this means is that NPCs will have the ability to form friendships and rivalries based upon their traits and in-game events. In other words, get a bunch of NPCs in a group and their relationships will be dynamic. As they learn more about one another, they may start to distrust one-another, or conversely, a bond between them may form. If you brutally murder an NPC, therefore, there may be consequences – their friends will not be super-keen on you from that point on, but their enemies may look kindly upon you. And so forth.
The remainder of this blog post is the full transcript of the above video, just in case English is not your first language and you'd like something to copy and paste into Google translate.
Monday - July 14, 2014
Project Zomboid - Aiming to Please Update
Deloveler Indie Stone has posted another development update for Project Zomboid with infomation on what has been updated in the game this month.
Weapon Changes
The ranged weapon have receive a bunch of fixes/changes, I tried to stick to the reality, even if I've never fired a gun.. Meh.
First thing, bullets don't really pierce zombies now, it mean if you shoot a zombie, and there's a zombie behind him, he won't die, but he could take slight damage from rest of bullets (even being knocked back/down and turn as a crawler, yay for crawlers!).
So by knowing this, you already know the shotgun has been really nerfed!
The range of weapon has been slightly nerfed, as well as their angle too (mostly for the pistol), that means you will need to be at the right place to aim for a shot. No more 45° kill with a pistol.
Guns have now a critical chance (modified by aiming skill, but more on that below), understand it as a "head shot".
For example a pistol can have a great chance of critical, while the shotgun will just blow up zombie chest (in a bloody glory moment !).
Weapon also have a recoil delay, meaning you can't fire like an assault rifle with the shotgun.
It will mean no more taking a 300 strong zombies horde with 3 shotgun shells.
So by now, I'm sure you understood that the shotgun is a good weapon to start, and the pistol will be more deadly at end level, because it has a larger capacity, less recoil, makes less noise and way better range/critical chance than the shotgun.
The glorious aiming skill
While making my changes to weapons, I saw that the aiming skill barely modify the hit chance, damage and stuff, well, that's the past.
Aiming skill will now influence a LOT of things! Here's a list :
- Hit chance! Like really? It require skill to aim correctly? Jeeze Devs nowaday…
- Critical chance! Yup, it's not a FPS : "aim for head = head shot", we're in isometric world, so I can add a skill modifier to this (remind you of Fallout?)
- Range ! Range is now also influenced by aiming skill, at least for the pistol.
- Angle! Well ok, that may sound weird, but because we're in an isometric world, aiming can be hard, so now, with a better aiming skill, you won't have to be at the perfect angle for a straight shot (again, specially for the pistol).
- Rate of fire! Well, I'm still trying to know how the great shooter can shoot faster than others (maybe it's a combination of aiming + strength ?)
It'll mean that you can avoid being violently murdered by a guy with a pistol if he can't really aim with it, you could try to run toward him with an axe and take him down before he gets you, and with a bit of luck you may get an axe to his head!
Monday - June 23, 2014
Project Zomboid - Build 27 Released
Deloveler Indie Stone announced on Steam a few weeks back that Build 27 of Project Zomboid has been released. Here are the details.
Build 27 Released!Highlights include:
* New map area (north-east of West Point) including a Mall and other surprises!
* Trapping - capture rabbits and other wildlife (even rats!)
* Server browser. Now you can find servers with ease (it may take a day or two for more servers to start using the public server list though) (server operators read here: http://theindiestone.com/forums/index.php/topic/8768-how-to-public-server/)Full changelist here:
Any problems let us know.
Friday - June 20, 2014
Project Zomboid - Sounds Awesome Update
Deloveler Indie Stone has posted another development update for Project Zomboid with an interview with the group behind the games sound.
Hey Mondoid people. Hope this finds you well, and not locked in a Mall side-room with about a hundred deceased shoppers making their presence known on the other side of a wooden door. Zombie spawn's pretty nasty round there, huh?
A smidge of Build news first, as Hotfix 2 to Build 27 has recently been uploaded onto the IWBUMS beta branch on Steam. Once we're happy it's fully functional it'll get a wider release, so if you get a surprise update you'll know where it came from.
Another task this week has been providing our sound expert NJ with a new wishlist for fresh PZ noises. As he scurried away with a list that included new death noises, river burbles, hammering, sawing, and the noises of trapped and dying animals (!) we grabbed him and made him answer a few questions. And made him release a video. It's quite… elucidating… we're sure you'll agree.
Tuesday - June 17, 2014
Project Zomboid - You Got Servered
Deloveler Indie Stone has posted a new development update for Project Zomboid with information about a new game patch, and talks about multiplayer.
Thursday - May 29, 2014
Project Zomboid - Enter Title Here Update
Project Zomboid has a new development update on the games website where the deloveler Indie Stone gives a few teasers for the game.
Enter Title Here
Good Heavens, it only feels like a microsecond since I wrote last week's Mondoid and, if I'm honest, that one was a bit of a struggle. Yep that's right, it's Binky again. I'm sorry.
It's been a bit of a "stuff's been happening but it's all a bit behind the scenes"-y this week, which unfortunately means it's a little bit tricky to go into much depth and I'm pretty much screwed in terms of finding an appropriate image to use for the blog header. Hence this one.
crafty edit: Er, totally forgot about this until Will mentioned it to me but *cough* for some actual useful information, you might want to have a squizz at the thread about the upcoming build, 27 here.
Tease #1
Romain is hard at work developing an in-game multiplayer server interface, so that you'll be able to find public servers easily and also get a little bit of info about them before you attempt to connect, such as whether it's an open server, how many players are connected – that sort of thing. We'll go into more depth next Mondoid by which point it might be ready to release, although this will need to get tested thoroughly before we release it so delays are possible.
Tease #2
Work continues on the ol' map expansion. The zombie density map has been produced for a fairly sizeable new region which includes the part with the mall in it. Quite how much of this new region will be in the next map update remains to be seen and there's still no fixed date on exactly when it will be released. But it's getting closer, step by step.
Tease #3
There's been a fair bit of discussion on The Indie Stone and Steam forums about possibilities in character customisation now that we've got real-time 3D models in-game. We hope to get the 3D models into the character creation screens reasonably soon, so that it's not necessary to squint and use a magnifying glass in order to decide what your character looks like. Also, the topic of much discussion was the possibility of visible backpacks.
This is something we'd definitely like to add and although it seems entirely cosmetic, there are gameplay reasons why it would be nice, certainly in multiplayer where you might want to "liberate" the backpack from another player – a backpackless character almost certainly carries little of value and might therefore be somewhat more safe wandering about (apart from all the zombies, obv).
This, and more clothing variation is something which I'm going to spend the next few weeks working on since for too long have you had just the choice of vest or sweater, trousers or skirt (if you're female). We've got lovely big clothing stores in the new mall and it'd be a bit rubbish if all they stocked were the same sweaters. We're also keen to enable female clothing on males and vice versa since, well, why not? More clothing types also means that we can start implementing more clothing effects (currently limited to "sweater makes you hot, vest cools you down"). Practical clothing choices in terms of minimising scratches is an important yet currently horribly under-developed aspect of the game,
Thursday - May 22, 2014
Project Zomboid - Development Blog Update
Project Zomboid has a new development update with information on the various updates, and says thanks for everyone who purchased the game on the Humble Spring Sale.
Thanks to everyone who bought Zomboid during the Humble Store Spring Sale, we were invited to participate in the "review sale". If I'm honest, I'm not 100% sure what a "review sale" is, but that's what they called it in the email and I don't suppose it really matters. What *is* important is you can snap PZ up for less *and* support charity for another day or two. Hooray!
You can find the Humble Store here!
The final thing I'd like to say is a gentle reminder that our swanky e-mail announcement thingummywhatsit is up and running so you can get a notification of when we do stable builds, unstable builds, Mondoids, etc tenderly deposited into your favourite e-mail delivery system.
Wednesday - May 14, 2014
Project Zomboid - Build 26 Released
The Indie Stone has a new development update with news Build 26 of Project Zomboid is now available on Steam. Here are some of the details from the games webpage.
It's, errr, out. EEEK! We mean proper build 26 actually out on Steam right now. It's been a while since we've done that, so we're preparing for fireworks one way or another. As such this will be a short and functional Mondoid, we're afraid!
If you want to find out what is in Build 26, please look at the changelist here.
Monday - February 24, 2014
Project Zomboid - Multiplayer Update
Indie Stone has a new development post with information about a new multiplayer update for their Zombie Survival RPG Project Zomboid.
In case you didn't spot it, over the weekend, we've finally put out the first ever online version of Project Zomboid out to the public! We snuck it out to get the worst of the issues resolved before the Mondoid, and early indications are really promising! There's people running Roleplay servers, PVP servers, public and private. Mostly everything is functional, from farming to carpentry (though there are likely bugs still) and people are having a great time!
In the short term until we add trapping, hunting and some other late game features (that are on their way!) it can become a little difficult when joining a server that's already had 100 people in the past 2 days stripping Muldraugh clean, so server ops may be tempted to reset the world fairly regularly until then. There's plenty of balancing and bugfixing still to do but what's there feels pretty complete!
The multiplayer version is currently in its own Steam branch, so if you want a try then you'll need to follow the instructions here!
Remember you will need to have access to a server, which you can either set up yourself, or look around in the Servers forum for public ones you can join, or private ones you can apply for a user/pass for.
Tuesday - January 21, 2014
Project Zomboid - The Third Act Twist
Indie Stone has a new development post with a few videos about the online part of the game. Also take alook at the main photo. Is that you Joxer?
Online multiplayer with persistent player run servers! Yes!
We have no figures on maximum player count as of yet, but we'll be expanding our tests in the run up to release and suspect it'll be connection and server spec limited only. Bugs aside, it managed 10-12 or so on a domestic cable connection pretty effortlessly though, and could probably have gone higher and whatever the limit can definitely be optimized further.
Anyone with a copy of PZ will be able to launch their own dedicated console only PZ server just by passing the appropriate parameters to the executable (or running a batch file, or whatever) with whitelists and blacklists, choice of co-op or PvP (purposefully defaulted to co-op to ram the point home) and all that goodness. Servers will be fully moddable using the same stuffs you mod PZ with now. Modders will be able to create their own networky messages to sync the server and client, and we'll add checksums to check both server and client are running the same mods. In future we could look to auto-download stuff in cases the clients don't have what is required.
Due to the moddable nature of the game and the easily decompilable nature of Java, it's likely that we're not particularly hack resilient, so until we can work on some solid countermeasures, people should stick to whitelisted servers with user/pass access, to allow servers to be policed effectively and 'wrong'uns' removed. You can read more on all this on this thread, where Lemmy was very proud and also frustrated to hold his tongue on the status of the multiplayer in his responses.
We also plan for split-screen to work seamlessly with the multiplayer once it's reintegrated, so two, three, even four players on a single machine (perhaps in a living room on SteamOS!) all to inhabit the same online world together.
Wednesday - January 15, 2014
Project Zomboid - Preview @ Eurogamer
Eurogamer takes a look at the Early Access version of Project Zomboid.
"This is how you died."
This cheery caption appears not on the Game Over screen of Project Zomboid but right at the start, before you've even started playing. Straight away, it's setting your expectations to a more realistic level. In short: this is not a game you're going to win.
As the lone survivor of a zombie outbreak in the state of Kentucky, now locked down and quarantined, your goal is survival. Actual, proper survival, not the bastardised version we've been taught to expect from other games. It's not a test of strength or even cunning, but a test of your sheer bloody-mindedness. How can long can you persist in a truly hopeless situation, before you make a catastrophic mistake and end up torn to shreds?
Thursday - January 02, 2014
Project Zomboid - Preview @ Pixel Perfect Gaming
Pixel Perfect Gaming has posted a new preview for Project Zomboid.
There is an endless laundry list of high points that Project Zomboid brings to the table, but it's impossible to mention them all in a single review. Still in the early alpha stages of development, developer Indie Stone Studios is working diligently to implement content that will improve the gameplay. But if Project Zomboid is already this good during the development phase, you can only imagine what the finished product will be like once it finally launches.
Sunday - November 10, 2013
Project Zomboid - Now on Early Access
In case anyone is interested in Project Zomboid the game is now available on Steam Early Access for $14.99. Here is a video and the game details.
Project Zomboid is Now Available on Steam Early Access
Project Zomboid is an open-ended zombie-infested sandbox. It asks one simple question – how will you die?
In the towns of Muldraugh and West Point, survivors must loot houses, build defences and do their utmost to delay their inevitable death day by day. No help is coming – your continued survival relies on your own cunning, luck and ability to evade a relentless horde.
We're a game that's in heavy active development, so when we were considering our appearance on Steam Early Access we thought it vital that we provide potential buyers with as much information as possible about the current state of our game.
Sometimes with alpha funded games people don't know what they're jumping into until they've bought the game, and annoying compatibility issues can spring from the woodwork after download.
To do our best to avoid this we're launching with a playable demo you can try out first – in which a pre-made character's fate is already sealed by a zombie bite. It's our way of making sure that you'll be satisfied with your purchase, and so you can be sure that a game in alpha (that's due some extra optimization work in future) runs at an acceptable lick on your machine if it's of a lower spec.
To double down on this over the coming Friday, Saturday and Sunday (8-10 November) we will be co-ordinating livestreams with many of our existing players and streamers. Our hope is that we'll have as close to uninterrupted coverage of the game as possible, with hosts and (time permitting) developers available to answer your questions.
If there's no available livestream, or if you'd prefer it, then you can also check out some of our regular YouTubers' guides and opinions on the game. (We specifically asked this lot to cover both the pros and cons of our game and its development, but it goes without saying that they already enjoy playing it!)
Finally, we're on Twitter (@theindiestone) and our website and forums can be found at www.projectzomboid.com. Here you'll find the development updates that we blog every Monday in our 'Mondoid' updates.
If, after all this, you're up for jumping into Project Zomboid, then thanks for the support – and good luck in your gruelling battle against an inevitable death!"
Friday - September 27, 2013
Project Zomboid - Development Update
Project Zomboid has a new development update talking about memory optimization for the games engine.
This week has been a very interesting and exciting one. It started with a sudden issue with the game presenting itself last Wednesday, which turned out to be down to memory creeping back up to dangerous levels on Intel cards. We finally decided enough was enough and made some bold changes to finally look to address the FPS and memory issues in Project Zomboid. We've had one particular plan in mind for a long time, but it always seemed a drastic move.
But with the run up to Steam, we figured if we left it any longer it would only hold us back in the future, with Westpoint being added soon, we'd just keep hitting this problem, and this is our best shot at finally fixing all the performance issues.
Thursday - September 12, 2013
Project Zomboid - Steam Keys Available
The Indie Stone have a new development post with news that Steam keys are now available to all game buyers.
So we've finally gone and done it. The first big step toward Early Access is getting our game running within Steam, and to begin the process of giving out keys to our existing customers. The time has come! To make it clear, we are NOT currently available on Steam Early Access, however Desura customers of Project Zomboid are able to redeem Steam Keys.
Saturday - August 17, 2013
Project Zomboid - The Happy Mondoids
Project Zomboid has another development update for the zombie ARPG.
Hello Mondoid survivors! It's a fairly short crackle of gunfire from the Indie Stone safehouse this week, but nevertheless one that contains enough joy-nuggets to stave off despair. It's all systems go round here, and you should be able to taste the fruits of a fresh Desura build imminently.
First up comes the news that our part-time coder, the gallic superstar Romain Dron (aka RobertJohnson to any internet people out there) is now joining the team on a permanent basis. Huzzah! He's quit his job in the real world, and is now 100% committing himself to our build up to the Steam release – and beyond.
This means he can really get motoring on balancing, fixing and adding new survival features – shoring the PZ foundations, ready for the introduction of the NPCs and metagame that Lemmy is neck-deep inside.
Forum-goers will also be aware that we're currently running a spate of internal and community test releases of the next Desura build (currently build 13). This is the primary reason for the thread-bare Mondoid this week, as the dev team are hard at work getting the build ship shape and don't feel quite so guilty leaving the Mondoid short and sweet.
Things are progressing well, and each version is more stable than the last. We were hoping for a Mondoid Desura release but sadly it looks like there's still a bit more work to do. In the meantime, feel free to drop in and give the builds a try (but back up your saves!)
Sunday - August 11, 2013
Project Zomboid - Sheet Ropes & Old Friends
Project Zomboid has another development update on it's webpage. They even posted two new videos to watch.
Hello everyone!
First off, we apologize for the delay in getting this build out. The reasoning behind this is while we've cleaned up the majority of issues found in closed testing, we really want to get the invisible wall / crafted door related collision bugs sorted out. It's proving elusive so far, but is affecting many people's enjoyment of the game, as well as making bad impressions on new players. As soon as this is sorted we'll do a final quick closed test and release. Hopefully it shouldn't take too much longer to weed out.
Before then, we'll show you a few new things you have to look forward to in the nearish future!
Saturday - July 27, 2013
Project Zomboid - Last Romain Standing
ProjectZomboid has a new update for anyone that's interersted were the Project Leader Romain gives a status update.
Greetings fair Mondoider. Last week you learned the wonders SHAZAM! but there was a voice that was curiously absent. A French voice. The voice of our very own Romain 'RobertJohnson' Dron. So this week we thought we'd have a chat with him, as we're nice like that.
Hello Romain! So, word on the street is that you're the man to talk to about the next update. OMG WHERE IS IT ETC?
Yup, looks like it's up to me this time… although Chris is the one who creates the release builds. Yup, I still don't have absolute power. As to when it'll release, well I should hope it'll be soon™. What's more it should be releasing alongside my new version of Last Stand! Hoorah!
On top of the Last Stand stuff (that you've mentioned now, completely ruining the tension) what tweaks and fixes will the next build herald? What will be of relief to seasoned PZ players?
Well, the big stuff is on the upcoming post – but on top of what's listed there I've now added fixes for inventory browsing. I've re-added the shift key to let you select multiple items for instance, and now clicking in your inventory will stop you from shooting in-game and stirring up the aggression of the local zeds.
A big task I've had, meanwhile, was the complete rewrite of the save/load system for camping and farming. It needed a ground-up approach to finally be rid of the teleporting crops bugs and I HOPE it's now fixed – the map streaming made it a real toughie to gets to grips with. It was really hard to reproduce, understand and grapple with. As of right now I'm more balancing and polishing, and it feels really good. Can't wait till it's out!
Monday - July 22, 2013
Project Zomboid - The SHAZAM! Report
Project Zomboid has another developer update on the games webpage.
Good morning Zomboidateers. Today is an exciting day for the Indie Stone gang as Will, Mash, Chris and Andy have congregated deep in the industrial heart of North East England for the Super Huggy Awesome Zomboid Annual Meeting! (SHAZAM!). This is the point at which we actually get to see the pained expressions of our co-workers while we speak, rather than guess at them over Skype.
We're chinwagging about both business-y and gameplay-y stuff, so we thought it might be a good opportunity for us each to individually have a Mondoid chat about what we're up to in the background – as well as beavering away on the next actual update.
Thursday - July 11, 2013
Project Zomboid - Tough Old Week
Project Zomboid has another development update on it's website.
Hello again,
Right, let us get this bit right out of the way first: this isn't a, "yaaay! There's an updated version released!" blog post. Sorry. Truly. But we're all rather knackered after Rezzed and then burning the midnight oil to get a stable Desura release in the week following. So rather than risk bollocksing everything up horribly while our brains are a bit fried, we've taken a step back to relax, recuperate, and regenerate those pesky brain cells with a view to coming back harder, faster, stronger in a day or two.
That said, if you did miss it – yaaay! The Desura build came out! And it had that new Last Stand mode in it! Which you could play split-screen multiplayer if you have a couple of PC compatible joypads lying around! Here's proof!
Friday - July 05, 2013
Project Zomboid - So Close We Can Feel It
Project Zomboid has a new development update.
Hello Zomboiders,
Since Rezzed, we've been tirelessly trying to get the latest build up to Desura release quality. Regulars to our forum will be aware we've started doing a short run of test builds (with the file strategically uploaded to the servers for short periods to minimize on the crazy bandwidth bills we had the last time, and mirrors created soon after)
It's so close it aches, and after a long long day of trying to finally nail the reoccurring and endlessly frustrating 'teleporting crops' bug and finally think we might have got it. Then just as we start finally writing the Mondoid, we find out that the recently repaired carpentry stairs may still have a few issues. Such is game dev, I guess. Then it turned out the farming was still an issue. Some days it all slots into place, and others bugs repeatedly beat you across the head a bit and don't go down without a fight.
Anyway, since these are both vital things people have been waiting for since the last stable version, we'd rather wait until we got it in there. And as it's 8:30pm it looks like we're running out of time for today. That doesn't mean we'll stop work, and are looking to fix these two issues as we speak. And as soon as we nail these two issues, we'll post the next version on the forums. We'll likely be working for a good few hours yet, but didn't want to delay the Mondoid any more and keep people in the dark. That's not to say it'll be tonight, it all depends on if we nail these pesky things.
Monday - November 21, 2011
Project Zomboid - Zombie Survival RPG
Project Zomboid is a zombie survival RPG. Right now it is an alpha, but like Minecraft and Driftmoon, you can buy the game now and play it. I did so quite a while ago and have spent many hours in this game bashing zombies and trying to survive. It's a tough brutal world that is highly addictive as well. Here is the game info:
Project Zomboid is a Zombie Survival RPG. Here are some of its planned features:
- Retro-isometric style with plenty of zombie insides thrown in for good measure.
- A massive city and the surrounding areas to traverse, explore and loot.
- Open-ended sandbox world – survival is your only goal, and we're sorry to tell you… you WILL die eventually.
- Get infected. How will you spend your final days? Will you have a heroic moment of self-sacrifice, or end up chewing your best friend's throat out?
- Meet other survivors who you can join forces with, trade with, undertake missions for, or fight with for resources.
- Loot, salvage, and build what you need to survive the apocalypse, from food and medical supplies, to weapons, even just booze to help get you through the nights.
- Advanced item crafting allows you to use looted items to build weapons, traps, defenses, and many other things to help you survive.
- Character progression. Learn skills and perks to help your character face the challenges of survival.
- Starvation, illness, loneliness, depression, alcoholism, drug addiction, suicide, insanity, trust issues. There's more to zombie survival than shooting zombie heads off.
- Join your friends and survive the apocalypse together in co-op multiplayer.
- The world changes the longer you survive; power plants fail, plunging the city into darkness and making batteries and tinned food prized commodities. The army rolls into the streets to perform 'clean up operations' and other gamechanging events occur the longer you survive.
- Play in your browser, or stand-alone, on PC, Mac and Linux.
Here are a few updates about the game:
Simulated Fear and Loathing in Knox County - This goes into the NPC system and dialogue variations of the NPCs that you will encounter. As of now this is not implemented, but you can meet other survivors in the game. They just won't say anything.
Caution: Zombies at Work - A dev update on what's going on with the game. It goes into path-finding, LOS, artwork and a few other details about the game's progress.
A Rough Guide to PZ Mods - Episode 1: Stories - There are already many mods for this game. This blog entry highlights a few of them from the forums. Here is an example of one of them:
We'll start by spotlighting a pair of mods by prolific forum-goer Ontogenesis. In Case Of Fire and Revenge Of Baldspot are both brilliant stories with exciting narrative and clever modding to back it up. While In Case Of Fire stands independent of the tutorial story, Revenge Of Baldspot focuses on Bob's anguish over Kate's death and the doomed wankiness of the raider who killed her. This is probably the best mod available for people who feel a small burning in their belly when around our team, and in particular a certain Mr. Batsphinx.
Alternatively, In Case Of Fire is an ingenious, quirky mod about unique NPC Crazy Chris and his antics. It just about does what it says on the tin, with some tasty surprises. This is a must-have extension for fans of fire and/or Project Zomboid. You can find both of Ontogenesis' story mods on our forums, here and here.
Of Sawn-Offs and Sprite Animation - They talk about the artwork in the game and a tease about the new weapons and recipes that will go live in the next update. I should mention that there is a lot of crafting to this game. For example: if you have a can opener, a can of tomato soup and a pot then you can make a pot of soup. That's just one of the basic examples of recipes and doesn't sound like much, but food in this world is essential in order to survive. As of now there are not that many recipes, but there are many planned for future releases.
Here is a helpful hint to anyone who picks up the game, you will want to barricade your doors and windows using a hammer, nails and planks when you go to sleep. Trust me on this one, you don't want to wake up surrounded by zombies.
A Rough Guide to PZ Mods - Episode 2: Maps - Here are some more mods. This time dealing with maps the community has made for the game. This is one example:
a complete conversion of the default map comes in the form of Triptych's Cloquet. Set in an apocalypse where survivors have been forced to retreat back to caves on the other side of the river, the map features a fully kitted-out, homely cave labyrinth, bridges to cross the river and the town where the zombie horde roams tirelessly. The map brings a welcome freshness to PZ for those who have played the vanilla map to death. Pun intended. You can take your chances in the caves by downloading Cloquet here.
You can download the free demo, which is version 0.1.4c or buy the full game is $7.99. It is available from Desura or Google Checkout.
Information aboutProject Zomboid
Developer: The Indie Stone
SP/MP: Single-player
Setting: Post-apoc
Genre: Roguelike
Combat: Real-time
Play-time: 20-40 hours
Voice-acting: Partially voiced
Regions & platforms
· Homepage
· Platform: PC
· To be announced
· Publisher: The Indie Stone


text:
More signs point to thaw in U.S., Cuban relations
Clinton lauds new openness to talks
The migration talks date to the 1990s, when Cuba and the United States tried to curtail a flood of refugees who fled the island, often on flimsy rafts. President George W. Bush halted them in 2003, largely suspending regular communication with Havana. He cited Cuba's policy on exit visas, its treatment of repatriated Cubans and surveillance of dissidents.
The talks are not expected to change significantly the number of Cubans who legally immigrate each year – about 20,000, said a senior State Department official, who spoke on the condition of anonymity. But they will be the highest-level contacts between the two governments, and they could lead to dialogue on other topics. The Obama administration is interested in the discussions in part because of the growing problem of Cubans trying to enter the United States illegally, the official said.
No date was set for the start of the talks.
The Washington Post contributed to this report.

subset: commoncrawl


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Humidity 90%
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Humidity 90%
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Aug 24, 2013 6:20 PM by Lindsay MacLeod, KSBY News
Locals are invited to take a taste of the Central Coast for a cause Sunday.
It's the Family Care Network's 10th Annual Taste of the Central Coast event at the Monarch Club in Nipomo.
The event runs from 3 p.m. to 6:30 p.m.
Proceeds benefit the Family Care Network. The organization provides services to kids and families on the Central Coast.
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2 junior firefighters charged with arson
Two Rehoboth teens are arrested for felony arson.
The state Fire Marshal reports the 17- and 16-year-old boys set fire to a vacant home in the Tru Vale Acres community.
Investigators say the teens intentionally caused the blaze Friday, which caused $10,000 worth of damage to the dwelling.
The boys were reportedly junior members of the Rehoboth Beach Volunteer Fire Company.
They were both charged with three felonies: arson, burglary and conspiracy.
The suspects were committed to the Stevenson House in lieu of $3,500 secured bond.
Copyright © Dec 19, 2014, WDEL/Delmarva Broadcasting Company. All Rights Reserved.
Advanced permission from Delmarva Broadcasting Company required for publication or rebroadcast.


text:
Born: 1817, Manchester, England
Died: 1886, London, England
ANTHONY, Henry Mark
NMW A 501An Old Country Churchyard
NMW A 500Tintern Abbey
Discover art, natural history and geology. With a busy programme of exhibitions and events, we have something to amaze everyone, whatever your interest – and admission is free!
St Fagans is one of Europe's foremost open-air museums and Wales's most popular heritage attraction.
Big Pit is a real coal mine and one of Britain's leading mining museums. With facilities to educate and entertain all ages, Big Pit is an exciting and informative day out.
Located in the historic former Cambrian Mills, the Museum is a special place with a spellbinding story to tell.
In AD 75, the Romans built a fortress at Caerleon that would guard the region for over 200 years. Today at the National Roman Legion Museum you can learn what made the Romans a formidable force and how life wouldn't be the same without them.
The National Slate Museum offers a day full of enjoyment and education in a dramatically beautiful landscape on the shores of Llyn Padarn.
The National Waterfront Museum at Swansea tells the story of industry and innovation in Wales, now and over the last 300 years.
Rhagor (Welsh for 'more') offers unprecedented access to the amazing stories that lie behind our collections.


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Did your ancestors live in Bath? Search our database to
see if you can find out more about them.
The database covers the years 1603-1990, and
contains information taken from original records held by the Record
Office. The records have been indexed and transcribed by volunteers
over many years, and we are very pleased that - through the
efforts of Simon Caldwell, another volunteer - we are now able
to make the results of their hard work available online.
The database includes brief information taken from the
original sources, usually enough to enable you to identify
individuals, although in some cases the information in the original
is itself very limited. The original document will often
contain further information - if you find relevant
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In the 1890s, Bath City Police, like many other police forces,
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photography. They photographed 'prisoners' - generally
individuals charged with crimes - and fixed the photographs
into books. Information on the name, age, and physical
appearance of the person was added, along with the history of their
crimes and convictions. They now provide us not only with a
'Rogues' Gallery' but with a fascinating insight into crime in late
Victorian Bath. Crimes of deception seem to have been
particularly prevalent, as confidence tricksters and plausible
fraudsters preyed on the genteel middle-class citizens of Bath.
You can search the database for individual criminals,
or see all the 'prisoners' portraits' . On the search page simply
click on 'Clear all sources' (at the bottom of the list of
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list). If you want to search for a particular name, put this
in the surname search box - if you want to see all the photographs,
leave this box empty - then click on 'Search Now'.
An article by Graham Davis on 'Crime and Criminal
Portraits in Victorian and Edwardian Bath', which discusses
the Prisoners' Portrait Books, is published in Bath
History, volume XI, 2009.
About Bath Record Office
Plan your visit to Bath Record Office
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Big (Milwaukee) Buck Hunters
02/28/14 12:56 pm EST
Despite a respectable three quarters of play by a rag-tag roster against Orlando the other night, the 2013-14 76ers have become unwatchable on the court. So with 24 games remaining in this season for the Sixers, it's time to REALLY start watching the race between the Milwaukee Bucks and the 76ers for the most pingpong balls at the 2014 NBA Draft Lottery.
The 76ers (15-43) sit 3.5 games behind Milwaukee (11-46; 25 games remaining) in this season's tanking quest. However, thanks to the recent stellar play of Brandon Knight, the Bucks are 2-3 since the Alll-Star Game (1-1 after the trade deadline) and lost in respectable fashion to the mighty Pacers last night.
Obviously the Sixers have some work to do if they are to track down the Bucks and secure the 2014 NBA Draft Lottery pingpong ball crown. However there is an outside chance they can do it.
After the jump, I breakdown the details of this Buck hunting adventure.


text:
San Diego police investigate fatal Lincoln Park shooting
Man found dead in area near 50th Street
SAN DIEGO - San Diego police are searching for at least two people linked to the shooting death of a man in the Lincoln Park area.
According to police, the incident was reported shortly after 3 p.m. in the 200 block of 50th Street.
The person who reported the incident said four gunshots were heard and a black male was down in a front yard.
The victim was declared dead at the scene and appeared to have been shot in the head.
According to police, witnesses said at least three people were seen fleeing the scene after the shooting.
One man suspected in the incident was detained at a Laundromat on Euclid Avenue.


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Because He Learned From the Best
Former Atlanta Falcons backup quarterback Matt Schaub is enthusiastically establishing himself as the leader of the Houston Texans.
Surely, he learned everything about leadership from Michael Vick. After three years as his backup, Matt Schaub has certainly learned everything NOT to do if you want to be seen as leader.
Fresh from number 7's tutelage, Schaub asserted himself by calling key Texans' players on the very same day he was released from the Falcons. For one, WR Andre Johnson was impressed. "That was big. A lot of people don't do that when it's their first day with the team. I think just by him doing that he caught a lot of guys' attention." No dog fighting or airport issues for Schaub this offseason. Instead he undertook dozens of workouts with his new receiver.
Although Schaub was the backup in Atlanta, I'm disappointed to learn that he wasn't sharing his leadership textbook with Vick. Apparently, he's a natural. Texans head coach Gary Kubiak reflects, "That's his personality. That's something I think is his strength and we kind of knew that. People gravitate to the young man. He has a lot of confidence in what everybody's doing, not just what he's doing and you can see that on the field."
Better late than never, Schaub offers a tidbit of leadersip advice.
"Everybody leads in different ways, whether it's by example or vocally. You've got to find a happy medium, being a new guy. You've got to take the reins, but you want to show guys that you're out here to work and get better and do it by example, not just be the voice."
Speak up, Matt. I don't think Michael can hear you over the white noise of denials, blame and "no comments".
BTW, I'm still an ardent supporter of the Falcons and our fearless "leader". Irony amuses me though.


text:
On Mon, April 12, 2010 00:38, James Morris wrote:
Sorry to answer myself so soon...
I guess it is allowed. The simplest case being a sequencer outputting to
the same channel and port as a keyboard player. Nothing can prevent this -
And there's no way in the world that missing note-offs could be added in,
in a fashion guaranteed to cover all possible permutations of connections,
or without delaying the note-on which implies a missing note-off.
> The bash-script prototype of the program did this, and, I believe, the
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text:
Talked with Supercharger chief engineer tonight at event and definitively confirmed:
1. You can Supercharge as often as you like with NO degradation of battery.
2. TM software manages everything. You just hook up.
3. Charges to 50% at high rate, then tapers. After 80%, it slows more to protect it (but keeps charging)
4. Optimal use is fast (30min) charge from near empty.
The technology and the business model are game changers for EVs.
When you go 1,000 miles on sunlight for free, why would you spend $200 burning gas?
This SuperCharger is a total win.
My understanding is that both the 60KWh and 85KWh packs have the hardware included, but what about the software? I presume the 85KWh is free hardware and software is ENABLED for free charging. What about the 60? Do we need to pay an extra option to "enable" the software for Supercharge? I asked a Tesla rep this question and he couldn't answer this question.
Does anyone know?
@joseph - everything you need for supercharging is included in the 60KWH pack.
No enabling add-ins are needed (software or hardware).
Some confusion arose when Elon was presenting the SC and spoke about a small upgrade for the 60KWH pack, but I believe he mis-spoke. Early on, they had an "optional" spec for that, but they've since decided to include it at no extra charge.
The definitive spec is on the current "options and pricing" page, which makes clear it is explicitly included with the 60KWH pack.
At 59K after rebates, plus free solar fuel, this seems like the sweet spot for many buyers.
For me, it's the P85 because "Dammit Scotty, I need more power!"
@Mark k, thanks for the response. I certainly hope that's the case. I am also still leaning toward the 85, biut still wondering if it'll be wiser to save the extra 10k.
I'm with Mark K - not for power, but just for maximum flexibility. On those infrequent occasions stuff comes up and I have to drive around unexpectedly, I don't ever want to find myself short on available miles. I don't want to have to devote any of my limited brainpower to planning my trips unless they are truly long distance - the kind you have to plan for to some extent even with an ICE. That's why I'm pushing the limits of my budget to get the 85kwh battery.
The 85 also suffers less "stress" from either normal or heavy use. It has more muscle for everything.
I see alot of talk here about the 85kwh vs 60kwh batteries and what is or isn't included. I am getting my S next week with 85kwh so this doesn't impact me. I am curious tho. The Option and Pricing page says up top in the battery section that supercharging hardware is included. In the charging section on the Options and Pricing page it says there is a $1500 charge for the 60kwh battery to get the on-board twin chargers? Are the twin chargers not needed for supercharging? My guess is that the twin chargers only speed up wall charging at home on the 240-100amp wall unit? Can anyone confirm?
mw...that is correct.
That is, the second possibility is correct (you asked about both implicitly, I think). The chargers don't figure into it at all, since DC bypasses them. They share the same plug, using different contacts, but that's it.
Perhaps knowing why will help folks understand. All battereries are DC Direct Current. All wall current is AC Alternating Current, which switches the positive and negative poles about 50 to 60 times per second. The systems are NOT directly compatable. Plug your car into the wall, and AC is converted into DC by the onboard chargers. Having two lets you use higher wattage AC sources. The onboard chargers change (rectify) the AC into DC which the batteries can absorb. The motor in your car is variable vrequency, and a seperate power module converts battery DC into variable frequency to drive, and reverses the process to regen. Whew...
Supercharging is a direct DC to DC dump from the Tesla supercharger to the battery, and bypasses the car's AC to DC converter(s). Having the extra charger will not change your supercharging rate as they (or it) is not used at all.
Hope this helps.
Steven, Brian, and jbunn are all correct.
A little additional color:
At the SC event I played with the cable on the charge bay kiosk. It is massive (in a good way).
The cord is only about 5 feet long, but is nearly 2 inches in diameter. (Compared with about a half inch for the standard 240VAC cable).
This is because it carries so much more current. Here are the numbers:
240VAC at 20KW is 83 amps.
480VDC AT 100KW is 208 amps.
You need 2.5X more copper cross-sectional area, and thicker dielectric (insulation) for the higher voltage. So it needs to be fat and as stubby as possible. Ergo the really big short cable.
Despite this, TM did a very good job with the industrial design, and the cable and plug handle are easy to use and feel very secure. The plug handle is actually quite beautiful, with stainless steel accents.
That power coming through the fat 208 amp cable cannot squirt through the small 83 amp cable inside the 40KWH car, much less squeeze though the 10 or even 20KW on-board chargers.
So they have to bulk up the cables inside the car, bypass the on-board chargers and fan out directly to the cells using direct current. There are definitely significant hardware costs to do this.
The chargers that do the job are actually outside the car, inside the SC monument post. (It can hold 6 chargers). That spire can pass 600KW though it's slender form. That's just shy of a megawatt, which is, uhh ... a lot of power.
The whole experience oozes a feeling of megajoules of energy, and you sort of find yourself looking around for the scintillating core of dilithium crystals.
I like this future. A lot.
Mr. Sulu, bring us home. Two to beam up.
Again, the cable will not carry 480V DC. At least not while charging any know Model S. The Model S has a nominal 360V battery, which should translate to approx. 390-395V max (4,1V per cell).
Thus, to deliver 90kW, the SuperCharger must supply at least 90,000/390=230A. My guess is that it delivers 250A so the full 90kW is available at 360V battery voltage, rising to ~98kW at max battery voltage before ramping down.
Jkirkebo - didn't get a chance to ask SC chief engineer to confirm charger output voltage, (other folks talked about that figure). The actual voltage seen at the car may be less, and can easily reconcile with your assumption due to other factors.
Chargers are at some distance from the car and the ultimate termination at cell. There are nonzero ohmic losses in between, especially at such high current when the current density in the copper conductor is nearer to saturation.
LiIon cells often get 4.2V to drive 1C or higher current input. Generally what you want is a source potential a little higher than needed (to allow margin for losses) and then PWM at high frequency to regulate the average current. This way all the FET switch channels are always operated fully saturated for lowest loss in the source electronics.
So even if the source supply starts at 480 open-circuit, the pack likely sees somewhere between 400 and below 480 VDC. Since it's switched on and off by the PWM, it's probably fair to think of the average integrated voltage over time with the duty factor. So I think your numbers at the cells can still jibe with a source that starts at 480 no-load.
In any case, the current through the "pump nozzle" is well north of 200 Amps, which is pretty remarkable.
Back to the original topic, this guy did three supercharges in a single day, and was obviously advised to do so by Tesla:
That's probably taking it to an extreme, but it does work. It still looks a bit suspicious to me: All these rumors that supercharging would significantly impact the battery, and should only occur like 2% of all charges or twice a year max (depending on whom you asked) was originating from Tesla. And now all of a sudden this is a non-issue?
Not sure what I'm supposed to think of it. If it's true, then why did they do themselves the disservice and gave out the disconcerting preliminary information ahead of time? And if there was something to this information, how did it fundamentally change within weeks?
The only logical resolution of the discrepancy I can see is: don't fully charge (to 90%++) on a supercharger. Short of that, NBD.
It may be that they worked out a new delivery system that works better than as early models. It wouldn't be the first time they leaked information before it was finalized.
I agree with Volker. We have been told all this time to limit the use of superchargers and now all of a sudden it's not a problem??? I hope we get an official statement from Tesla not only stating its a nonissue but explaining what has changed that makes it ok. I would hate to get the car and find out five years from now that I experienced greater battery degradation because of the use of the supercharger.
strangely, it might be a blessing in disguise. You'd have to replace it with a new type at half the price with twice the range and 1/4 the charging time and no heat or cold limitations and ...
Or SLT. ;)
'Charges to 50% at high rate, then tapers. After 80%, it slows more to protect it (but keeps charging)'
that is the key to prevent battery pack degradation. So in the future when SC output increases, there better be a beef up cryogenic system to support it. for now you can't charge to 100% in an hour.
Bummer that they announced the 60kWh supercharger is a $2000 option. And they explained that all cars are built with the hardware, but enabling it will cost money.I really don't qite get how can the software for that be so special that it costs $1000 to install and verify. This is like saying they will charge you money for the shakedown tests of the car in the factory or the water-proofing tests.
Bummer that they announced the 60kWh supercharger is a $2000 option. (Vall)
There are two other threads dealing with this topic in some detail:
Would be nice to stick to the effects of supercharging on battery life in this thread.
@adlink (and maybe @volker), I don't recall TESLA ever saying to limit supercharging. It's charging in range mode that hurts the battery. The fact that they changed a year or two ago to saying "160 miles in half an hour" rather than "full in an hour" is actually pretty interesting.
@ggr i have asked a Tesla Service guy at the DC store a while ago and more recently in September when talking to my product specialist I asked if there were any limitations and he said it's ok 2 or 3 times a year. I then said so what about a trip in which you need to super charge 2 times each way he said that would be OK but that should be limited - he said you would not want to do that once a month and given went as far as to say i could call Tesla and let them know i was going on a trip and would be supercharging more frequently. I think he said if I did that once or twice a year it should not be a problem. When I asked what if the effects are not known until 5, 6, or 7 years down the road and we come to find out that in fact it did cause greater battery degradation he said they would look at the normal battery degradation and try and understand those situations that were outliers and why. He said they would have the data to know how often the car was supercharged.
I guess it makes me uncomfortable not knowing the effects for sure until it is too late and then being told it is not covered under the warranty because that was "normal" degradation given the number of times it was supercharged, yet if I knew from the beginning I would not take the chance. If they told me 4 times a year then I would not do it more because that is an expensive proposition if the battery has to be replaced or if there is so much degradation that five years from now you can no longer travel where you thought you could.
hmmm. interesting. I didn't think of it that way. Supercharge all you like the reduced battery life per supercharge is considered normal use. Still if the C rating stays low it should not hurt the battery.... right?
As far as I know there are four things to damage the battery.
Topping off
high temperature
zero voltage
too cold
Holding all those is an acceptable range just leaves normal degradation. I am no battery expert tho.
I read the warranty and it does not say anything in regard to supercharging. It refers to charging and care of the battery in the owners manual. The owners manual makes no mention of supercharging that I could see. I think Telsa needs to update the owners manual to address SuperCharging. Here are 4 direct quotes from the owners manual:
1)If the Battery's charge level falls to 0%, you must plug it in. If you fail to do so within a month, you can permanently damage the Battery. This damage is not covered by the warranty. 2)To achieve the maximum driving range, you can change the charge level
to MAX RANGE. Although this setting charges the Battery to full capacity, avoid using it frequently because it reduces the
life of the Battery. 3)The most important way to preserve the Battery is to LEAVE YOUR MODEL S PLUGGED IN when you're not using it. 4)Do not expose Model S to ambient temperatures above 140° F (60° C) or below -22° F (-30° C) for more than 24 hours at a time.
Topping off and leaving it sit in the topped off state is more accurate. Topping off and driving isn't a problem.
Just confirmed. "####", a field engineer in vehicle charging systems, says that at their remote testing site with numerous vehicles (using a Supercharger on a flatbed) they have found that after hundreds of sequential Supercharges, degradation is undetectable. Exceeds their most optimistic projections.
Brian H
If I read your nearly undecipherable post correctly, I am disappointed in you. I did not think you would stoop to making stuff up. There is NO SUCH THING as a supercharger on a flatbed. It is technically impossible, as there is no power source with enough kWh that could be temporarily hooked up to power through a portable system on a truck. It WOULD be nice, because we could call for battery charges akin to the AAA empty-fuel service...
@PD - that's a bit strong. No technical reason why this can't be done.
Put a 100KW diesel generator (or bigger) on the back of a truck.. http://www.electricgeneratorsdirect.com/power/100-kw-generators.html
and/or stack 5 or 10 Model S battery packs up there.
Either start out in the morning with a completely full set of packs and then dump them into S's via a SC cable as needed, or fire up the generator to provide real time charging for a car or to refill the packs.
Don't think this particular post required quite the beat-down.
Getting back to the original point of this thread which was that a TM Supercharger engineer said supercharging has no negligible effect on battery life (I'm paraphrasing here). That may be well and good but I think we would be wise to follow whatever the "official" TM advice is here. Remember TM may, and probably does, have a complete record of your charging history. Do you really want to take the chance that if (and I realize it may be a long shot) your battery degrades more dramatically than what is forecast by Tesla they tell you, sorry you "over-supercharged" against our recommendation, you are SOL. IMHO the prudent owner should follow TM's stated recommendations on charging.
Well said Nick.
Kevjo - you can use the SC less if you prefer, but I think the SC designer knows his stuff.
Those logs BTW, enable TM servers to enforce any SC protocol to protect your particular car if they need to, but I think it's not necessary.
Hey, how did this old thread get bumped back up? There's a newer one about a Step Change in Supercharging. It's more current.
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I did not know that, but I can identify with the sentiment having survived WW11 blitzes on inner Manchester. It`s a bit like having a chunk of your humanity removed when you look at homes of your mates razed to the floor and wandering what really happened to them, their thoughts, their cries for help. I was only five then but it feels like yesterday, and I still `blank off and `drift away` when memories are triggered, and morbid humour is refused entrance into the general understanding and scheme of things that make up my daily life.
Guys, I think this was a joke. 9/11, it may just be me. Lol.
What about the Adams Family?
What about the other 2/11?
No and some don't understand morbidly obese..so they let there kids teeth rot like a fat kid who loves chocolate cake and also let them inflate. Now that would be three bits of humor?
Did you see those people leaping to their deaths to escape being burned to death. How would you like to make that decision? Everybody has family. Then you have all the chronic illness and cancer. I would imagine they wouldn't have a sense of humor about it. Anyway, there's your reaction. That will be two bits.
I do.
There's a HUGE difference between not "understanding" and not "appreciating". Some things just aren't funny to anyone with a soul.
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27 CFR 447.21 - The U.S. Munitions Import List.
prev | next
The U.S. Munitions List compiled by the Department of State, Office of Defense Trade Controls, and published at 22 CFR 121.1, with the deletions indicated, has been adopted as an enumeration of the defense articles subject to controls under this part. The expurgated list, set out below, shall, for the purposes of this part, be known as the U.S. Munitions Import List:
The U.S. Munitions Import List
category i—firearms
(a) Nonautomatic and semiautomatic firearms, to caliber .50 inclusive, combat shotguns, and shotguns with barrels less than 18 inches in length, and all components and parts for such firearms.
(b) Automatic firearms and all components and parts for such firearms to caliber .50 inclusive.
(c) Insurgency-counterinsurgency type firearms of other weapons having a special military application (e.g. close assault weapons systems) regardless of caliber and all components and parts for such firearms.
(d) Firearms silencers and suppressors, including flash suppressors.
(e) Riflescopes manufactured to military specifications and specifically designed or modified components therefor.
Rifles, carbines, revolvers, and pistols, to caliber .50 inclusive, combat shotguns, and shotguns with barrels less than 18 inches in length are included under Category I(a). Machineguns, submachineguns, machine pistols and fully automatic rifles to caliber .50 inclusive are included under Category I(b).
category ii—artillery projectors
(a) Guns over caliber .50, howitzers, mortars, and recoiless rifles.
(b) Military flamethrowers and projectors.
(c) Components, parts, accessories, and attachments for the articles in paragraphs (a) and (b) of this category, including but not limited to mounts and carriages for these articles.
category iii—ammunition
(a) Ammunition for the arms in Categories I and II of this section.
(b) Components, parts, accessories, and attachments for articles in paragraph (a) of this category, including but not limited to cartridge cases, powder bags, bullets, jackets, cores, shells (excluding shotgun shells), projectiles, boosters, fuzes and components therefor, primers, and other detonating devices for such ammunition.
(c) Ammunition belting and linking machines.
(d) Ammunition manufacturing machines and ammunition loading machines (except handloading ones).
Cartridge and shell casings are included under Category III unless, prior to their importation, they have been rendered useless beyond the possibility of restoration for use as a cartridge or shell casing by means of heating, flame treatment, mangling, crushing, cutting, or popping.
category iv—launch vehicles, guided missiles, ballistic missiles, rockets, torpedoes, bombs and mines
(a) Rockets (including but not limited to meteorological and other sounding rockets), bombs, grenades, torpedoes, depth charges, land and naval mines, as well as launchers for such defense articles, and demolition blocks and blasting caps.
(b) Launch vehicles and missile and anti-missile systems including but not limited to guided, tactical and strategic missiles, launchers, and systems.
(c) Apparatus, devices, and materials for the handling, control, activation, monitoring, detection, protection, discharge, or detonation of the articles in paragraphs (a) and (b) of this category. Articles in this category include, but are not limited to, the following: Fuses and components for the items in this category, bomb racks and shackles, bomb shackle release units, bomb ejectors, torpedo tubes, torpedo and guided missile boosters, guidance system equipment and parts, launching racks and projectors, pistols (exploders), igniters, fuze arming devices, intervalometers, guided missile launchers and specialized handling equipment, and hardened missile launching facilities.
(d) Missile and space vehicle powerplants.
(e) Military explosive excavating devices.
(f) Ablative materials fabricated or semifabricated from advanced composites (e.g., silica, graphite, carbon, carbon/carbon, and boron filaments) for the articles in this category that are derived directly from or specifically developed or modified for defense articles.
(g) Non/nuclear warheads for rockets and guided missiles.
(h) All specifically designed components or modified components, parts, accessories, attachments, and associated equipment for the articles in this category.
Military demolition blocks and blasting caps referred to in Category IV(a) do not include the following articles:
(a) Electric squibs.
(b) No. 6 and No. 8 blasting caps, including electric ones.
(c) Delay electric blasting caps (including No. 6 and No. 8 millisecond ones).
(d) Seismograph electric blasting caps (including SSS, Static-Master, Vibrocap SR, and SEISMO SR).
(e) Oil well perforating devices.
Category V of "Munitions List" deleted as inapplicable to imports.
category vi—vessels of war and special naval equipment
(a) Warships, amphibious warfare vessels, landing craft, mine warfare vessels, patrol vessels, auxiliary vessels and service craft, experimental types of naval ships and any vessels specifically designed or modified for military purposes.
(b) Turrets and gun mounts, arresting gear, special weapons systems, protective systems, submarine storage batteries, catapults and other components, parts, attachments, and accessories specifically designed or modified for combatant vessels.
(c) Mine sweeping equipment, components, parts, attachments and accessories specifically designed or modified therefor.
(d) Harbor entrance detection devices (magnetic, pressure, and acoustic ones) and controls and components therefor.
(e) Naval nuclear propulsion plants, their land prototypes and special facilities for their construction, support and maintenance. This includes any machinery, device, component, or equipment specifically developed or designed or modified for use in such plants or facilities.
The term "vessels of war" includes, but is not limited to the following:
(a) Combatant vessels:
(1) Warships (including nuclear-powered versions):
(i) Aircraft carriers (CV, CVN)
(ii) Battleships (BB)
(iii) Cruisers (CA, CG, CGN)
(iv) Destroyers (DD, DDG)
(v) Frigates (FF, FFG)
(vi) Submarines (SS, SSN, SSBN, SSG, SSAG).
(2) Other Combatant Classifications:
(i) Patrol Combatants (PC, PHM)
(ii) Amphibious Helicopter/Landing Craft Carriers (LHA, LPD, LPH)
(iii) Amphibious Landing Craft Carriers (LKA, LPA, LSD, LST)
(iv) Amphibious Command Ships (LCC)
(v) Mine Warfare Ships (MSO).
(b) Auxiliaries:
(1) Mobile Logistics Support:
(i) Under way Replenishment (AD, AF, AFS, AO, AOE, AOR)
(ii) Material Support (AD, AR, AS).
(2) Support Ships:
(i) Fleet Support Ships (ARS, ASR, ATA, ATF, ATS)
(ii) Other Auxiliaries (AG, AGDS, AGF, AGM, AGOR, AGOS, AGS, AH, AK, AKR, AOG, AOT, AP, APB, ARC, ARL, AVM, AVT).
(c) Combatant Craft:
(1) Patrol Craft:
(i) Coastal Patrol Combatants (PB, PCF, PCH, PTF)
(ii) River, Roadstead Craft (ATC, PBR).
(2) Amphibious Warfare Craft:
(i) Landing Craft (AALC, LCAC, LCM, LCPL, LCPR, LCU, LWT, SLWT)
(ii) Special Warfare Craft (LSSC, MSSC, SDV, SWCL, SWCM).
(3) Mine Warfare Craft:
(i) Mine Countermeasures Craft (MSB, MSD, MSI, MSM, MSR).
(d) Support and Service Craft:
(1) Tugs (YTB, YTL, YTM)
(2) Tankers (YO, YOG, YW)
(3) Lighters (YC, YCF, YCV, YF, YFN, YFNB, YFNX, YFR, YFRN, YFU, YG, YGN, YOGN, YON, YOS, YSR, YWN)
(4) Floating Dry Docks (AFDB, AFDL, AFDM, ARD, ARDM, YFD)
(5) Miscellaneous (APL, DSRV, DSV, IX, NR, YAG, YD, YDT, YFB, YFND, YEP, YFRT, YHLC, YM, YNG, YP, YPD, YR, YRB, YRBN, YRDH, YRDM, YRR, YRST, YSD).
(e) Coast Guard Patrol and Service Vessels and Craft:
(1) Coast Guard Cutters (CGC, WHEC, WMEC)
(2) Patrol Craft (WPB)
(3) Icebreakers (WAGB)
(4) Oceanography Vessels (WAGO)
(5) Special Vessels (WIX)
(6) Buoy Tenders (WLB, WLM, WLI, WLR, WLIC)
(7) Tugs (WYTM, WYTL)
(8) Light Ships (WLV).
category vii—tanks and military vehicles
(a) Military type armed or armored vehicles, military railway trains, and vehicles specifically designed or modified to accommodate mountings for arms or other specialized military equipment or fitted with such items.
(b) Military tanks, combat engineer vehicles, bridge launching vehicles, halftracks and gun carriers.
(c) Self-propelled guns and howitzers.
Category VII (d) and (e) of "Munitions List" deleted as inapplicable to imports.
(f) Amphibious vehicles.
(g) Engines specifically designed or modified for the vehicles in paragraphs (a), (b), (c), and (f) of this category.
(h) All specifically designed or modified components and parts, accessories, attachments, and associated equipment for the articles in this category, including but not limited to military bridging and deep water fording kits.
An "amphibious vehicle" in Category VII(f) is an automotive vehicle or chassis which embodies all-wheel drive, which is equipped to meet special military requirements, and which has sealed electrical systems and adaptation features for deep water fording.
category viii—aircraft, spacecraft, and associated equipment
(a) Aircraft, including but not limited to helicopters, non-expansive balloons, drones and lighter-than-air aircraft, which are specifically designed, modified, or equipped for military purposes. This includes but is not limited to the following military purposes: gunnery, bombing, rocket or missile launching, electronic and other surveillance, reconnaissance, refueling, aerial mapping, military liaison, cargo carrying or dropping, personnel dropping, airborne warning and control, and military training.
Category VIII (b) through (j) and Categories IX, X, XI, XII and XIII of "Munitions List" deleted as inapplicable to imports.
In Category VIII, "aircraft" means aircraft designed, modified, or equipped for a military purpose, including aircraft described as "demilitarized." All aircraft bearing an original military designation are included in Category VIII. However, the following aircraft are not so included so long as they have not been specifically equipped, reequipped, or modified for military operations:
(a) Cargo aircraft bearing "C" designations and numbered C-45 through C-118 inclusive, and C-121 through C-125 inclusive, and C-131, using reciprocating engines only.
(b) Trainer aircraft bearing "T" designations and using reciprocating engines or turboprop engines with less than 600 horsepower (s.h.p.).
(c) Utility aircraft bearing "U" designations and using reciprocating engines only.
(d) All liaison aircraft bearing an "L" designation.
(e) All observation aircraft bearing "O" designations and using reciprocating engines.
category xiv—toxicological agents and equipment and radiological equipment
(a) Chemical agents, including but not limited to lung irritants, vesicants, lachrymators, and tear gases (except tear gas formulations containing 1% or less CN or CS), sternutators and irritant smoke, and nerve gases and incapacitating agents.
(b) Biological agents.
(c) Equipment for dissemination, detection, and identification of, and defense against, the articles in paragraphs (a) and (b) of this category.
(d) Nuclear radiation detection and measuring devices manufactured to military specification.
(e) Components, parts, accessories, attachments, and associated equipment specifically designed or modified for the articles in paragraphs (c) and (d) of this category.
A chemical agent in Category XIV(a) is a substance having military application which by its ordinary and direct chemical action produces a powerful physiological effect. The term "chemical agent" includes, but is not limited to, the following chemical compounds:
(a) Lung irritants:
(1) Diphenylcyanoarsine (DC).
(2) Fluorine (but not fluorene).
(3) Trichloronitro methane (chloropicrin PS).
(b) Vesicants:
(1) B-Chlorovinyldichloroarsine (Lewisite, L).
(2) Bis(dichlorethyl) sulphide (Mustard Gas, HD or H).
(3) Ethyldichloroarsine (ED).
(4) Methyldichloroarsine (MD).
(c) Lachrymators and tear gases:
(1) A-Brombenzyl cyanide (BBC).
(2) Chloroacetophenone (CN).
(3) Dibromodimethyl ether.
(4) Dichlorodimethyl ether (ClCi).
(5) Ethyldibromoarsine.
(6) Phenylcarbylamine chloride.
(7) Tear gas solutions (CNB and CNS).
(8) Tear gas orthochlorobenzalmalononitrile (CS).
(d) Sternutators and irritant smokes:
(1) Diphenylamine chloroarsine (Adamsite, DM).
(2) Diphenylchloroarsine (BA).
(3) Liquid pepper.
(e) Nerve agents, gases, and aerosols. These are toxic compounds which affect the nervous system, such as:
(1) Dimethylaminoethoxycyanophosphine oxide (GA).
(2) Methylisopropoxyfluorophosphine oxide (GB).
(3) Methylpinacolyloxyfluoriphosphine oxide (GD).
(f) Antiplant chemicals, such as: Butyl 2-chloro-4-fluorophenoxyacetate (LNF).
category xv [Reserved]
category xvi—nuclear weapons design and test equipment
(a) Any article, material, equipment, or device, which is specifically designed or modified for use in the design, development, or fabrication of nuclear weapons or nuclear explosive devices.
(b) Any article, material, equipment, or device, which is specifically designed or modified for use in the devising, carrying out, or evaluating of nuclear weapons tests or any other nuclear explosions, except such items as are in normal commercial use for other purposes.
Categories XVII, XVIII, and XIX of "Munitions List" deleted as inapplicable to imports.
category xx—submersible vessels, oceanographic and associated equipment
(a) Submersible vessels, manned and unmanned, designed or modified for military purposes or having independent capability to maneuver vertically or horizontally at depths below 1,000 feet, or powered by nuclear propulsion plants.
(b) Submersible vessels, manned or unmanned, designed or modified in whole or in part from technology developed by or for the U.S. Armed Forces.
(c) Any of the articles in Category VI and elsewhere in this part specifically designed or modified for use with submersible vessels, and oceanographic or associated equipment assigned a military designation.
(d) Equipment, components, parts, accessories, and attachments specifically designed for any of the articles in paragraphs (a) and (b) of this category.
category xxi—miscellaneous articles
Any article not specifically enumerated in the other categories of the U.S. Munitions List which has substantial military applicability and which has been specifically designed or modified for military purposes. The decision on whether any article may be included in this category shall be made by the Director, Office of Defense Trade Controls, Department of State, with the concurrence of the Department of Defense.
[T.D. ATF-215, 50 FR 42158, Oct. 18, 1985; 50 FR 46647, Nov. 12, 1985, as amended by T.D. ATF-426, 65 FR 38197, June 20, 2000; T.D. ATF-9F, 72 FR 72938, Dec. 26, 2007]
Title 27 published on 2014-04-01
The following are only the Rules published in the Federal Register after the published date of Title 27.
For a complete list of all Rules, Proposed Rules, and Notices view the Rulemaking tab.
Title 27 published on 2014-04-01
The following are ALL rules, proposed rules, and notices (chronologically) published in the Federal Register relating to 27 CFR 447 after this date.


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My great uncle who fought in Europe during WWII refused to talk about the war until he was over 90 years old. Then, near the end, he began to recount some of the images he remembered, such as the trees filled with body parts that lined the roads they walked through the forests of the Low Countries and Germany. The reality was lived by people like this German kid:
The American media and the US Government have cultivated an image of the WWII veteran as a tough guy with no regrets. We have a name for those people. They're called sociopaths, and much of the WWII narrative is built around them. If one takes the time to talk to the veterans who aren't filled with bluster, the picture becomes far more complex. This video explores one such situation:
Germans in the Woods from StoryCorps on Vimeo.11:00 am on May 31, 2014 Email Ryan McMaken


text:
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By Journal Staff
November 7, 2011
Sarah Foster and Alex Johnson, National Merit Scholar honorees.
The National Merit Scholarship Programs recently announced its 2011 scholars and Lake Stevens High School is proud to announce that Alex Johnson is a Semifinalist in the 2012 National Merit Scholarship Program and Sarah Foster is a Commended Scholar.
To qualify for the National Merit Scholar program students need to excel on the SAT/National Merit Scholarship Qualifying Test they take in their junior year of High School.
As a National Semi Merit Finalist, Johnson scored with the top one percent of the nation's High School seniors and will be eligible to go on to compete for some 2,500 Merit Scholarship awards, as well as corporate and college sponsored scholarships, which will be offered this spring.
To be considered for a Merit Scholarship award, Semifinalists must advance to the Finalist level of the competition by fulfilling several requirements. About 90 percent of the Semifinalists are expected to attain Finalist standing, and approximately half of the Finalists will be selected as Merit Scholarship winners, earning the Merit Scholar® title.
Lake Stevens High School's National Merit Commended student, is Sarah Foster, who scored in the top five percent of the nation and is recognized as a high-achieving student as demonstrated by her outstanding performance on the PSAT test.
Commended students represent some of the most academically talented students in the country.
Alex Johnson – National Merit Semi-Finalist Scholar:
In the future Johnson thinks about becoming a doctor or perhaps a teacher. Universities such as Harvard, Dartmouth, Princeton, and Washington bounce off his lips as possible schools to forward his education. Triple majors in biology, biochemistry and psychology for a pre-med path; triple major in French/ Italian studies, Spanish/Portuguese studies and International relations as a path if accepted to Dartmouth.
Johnson has challenged himself at LSHS taking Advanced Placement classes in European history, US history, US government and politics, art history, psychology, English, calculus, chemistry, statistics and University of Washington Extension classes in English and Spanish.
His favorite class to date is AP art history or AP Psychology and his favorite teachers are Mr. Berg, Mr. Unckles and Mr. Kelly.
At LSHS Johnson has appreciated all of the opportunities that the school provides including class offerings, activities, clubs, and the awesome assemblies.
He has attended Lake Stevens schools since kindergarten. He thanks his parents David and Devona Johnson for their support in contributing to his success.
Sarah Foster – National Merit Commended Scholar:
As Foster weighs the decisions of which college or university to attend, she knows she will major in International Relations. She is looking at east coast schools such as Johns Hopkins, Georgetown, American University, George Washington University, Tufts and New York University, as well as the University of Washington.
Foster has taken advantage of the rigorous course offerings at LSHS enrolling in Advanced Placement classes in government, statistics, art history, US history, English, Psychology, calculus and University of Washington Spanish.
Her all time favorite class ever is AP art history and her favorite teachers are Mr. Talley and Mr. Berg.
She has attended Lake Stevens schools since kindergarten. At LSHS she has enjoyed the variety of different opportunities afforded to students, and that teachers and students are nice. She also has enjoyed the learning environment that is "not too big, but not too small."
Foster thanks her family and teachers for contributing to her success in school. Her parents are Robin and Kirsten Foster.
Lake Stevens Journal | P.O. Box 896, Lake Stevens, WA 98258
Ph: (425) 334-9252 | email@example.com | www.lakestevensjournal.com Content and information copyright 2014 Lake Stevens Journal, Inc.
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Road Distance or driving distance from
New Delhi
219 kms (136.00 miles). For customizing your travel journey you might consider
adding some stop over points or adding some night stops
Travel Time from Tundla to New Delhi
is approximately
2 hour(s) 37 min(s);
which may vary depending upon the road and traffic conditions.
You can find the step by step instruction on how to reach your destination by following
Road Map from Tundla to New Delhi
Use our Fuel cost calculator to find the approximate
Fuel Cost from Tundla to New Delhi.
If you are planning to travel using a rented car, you must have a look at
Car Rent from Tundla to New Delhi.


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Remember Me
Area Habitat for Humanity is part of a global, nonprofit housing organization operated on Christian
principles that seeks to put God's love into action by building homes,
communities and hope. Habitat for Humanity (Name) is dedicated to eliminating
substandard housing locally and worldwide through constructing, rehabilitating
and preserving homes; by advocating for fair and just housing policies; and by
providing training and access to resources to help families improve their
shelter conditions. Habitat for Humanity was founded on the conviction that
every man, woman and child should have asimple, durable place to live in dignity
and safety, and that decent shelter in decent communities should be a matter of
conscience and action for all.
Farmville Area Habitat for Humanity has
an open-door policy: All who believe that everyone needs a decent, affordable
place to live are welcome to help with the work, regardless of race, religion,
age, gender, political views or any of the other distinctions that too often
divide people. In short, Habitat welcomes volunteers and supporters from all
backgrounds and also serves people in need of decent housing regardless of race
or religion. As a matter of policy, Habitat for Humanity International and its
affiliated organizations do not proselytize. This means that Habitat will not
offer assistance on the expressed or implied condition that people must either
adhere to or convert to a particular faith, or listen and respond to messaging
designed to induce conversion to a particular faith.
Founded in Americus, Georgia, USA, in 1976, Habitat for Humanity today
operates around the globe and has helped build, renovate andrepair more than
600,000 decent, affordable houses sheltering more than 3 million people
Jayne JohnsonExecutive Director
Matt RidoutActing ReStore Manager
Matt RidoutReStore Assistant Manager
Rita RountreeBookkeeperCharlotte GreenConstruction Supervisor
Southard BrumfieldConstruction
Stacey Wilkerson, President
Jennifer Cox, Vice President
David Gibson, Treasurer
Susan Smith, Secretary
Dennis Creran, Chair of Construction Committee
Dan Weese, Chair of Family Selection Committee
Susan Smith
LeAnne EmertDr. Theresa Clark
Virginia McDonald
Katie Jamrozy
Andrea Martinez
Rev. Richard Meiser


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With the live streaming and on-demand options offered by ReachMD you
gain access to thousands of interviews and programs from globally
recognized thought-leaders in medicine. Search ReachMD for daily
on-air programming schedules and a library of content to locate and
access the programs of interest to you.
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text:
Is Marco Rubio the Worst Climate Denier in Congress?
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By Chris Joseph
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By Chuck Strouse
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By Chris Joseph
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MagicJack Inventor Left Behind Messy Legacy
By Kyle Swenson
He has filed more than 150 civil suits, most against high-profile politicos like Janet Reno, Jeb Bush, and George Bush. (The court has declared him a "vexatious litigant," which means he'll have to post a bond to sue in the future.) And Lipner, who's now 20 years old, has hit the campaign trail for president. Sure enough, there's his name on the state elections division's database.
"I really think once my name is leaked out there, and I get media attention, people are going to vote for me," he avows. There is, of course, that small matter of a constitutional age limit of 35 for the presidency. No problem, Lipner says. He's filed a discrimination suit in federal court.
You're paying a lot more than $3.99 for that fast-food, double-patty, burger thing, the folks from People for the Ethical Treatment of Animals say. Think of the costs in male pulchritude. All those hormones in the meat? Consume enough of them, guys, and you'll develop granny boobs. Hubba hubba. PETA's effort to dramatize the point in a billboard has been turned down by three outdoor advertising companies. So Tailpipe is pitching in to spread the word.
-- As told to Edmund Newton
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