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Jack Harkness gives Billy Liddell and Jock Dodds a big hand for their part in Scotland's shock win. But the inspiration, he says, came from the Busby - Shankly victory service.
Hail Caledonia! Once again, a Scottish eleven, with a "doubtful" label on it, has risen magnificently to the occasion and sent the Highland blood surging through Scottish veins! War or no war, this was Hampden! And these white shirts were England. "Welcome to your gory bed - or to victory!" That's how this gallant Scots eleven took the field - and if ever victory was merited this one certainly was.
And wherein did these Scots so excel themselves? Well, right off I say Busby and Shankly. These two more than anyone else turned this ordeal into an ideal. Those devastating side-of-the-foot passes to the man up in front. Each one shrewder than the last.
It was all Scotland for a time, and it looked as if a goal had to come. It did. But at the wrong end. Some teams might have reacted to this shock. Maybe have said: "Ach, they're too good for us" and stopped trying. But not this side.
Liddell, for instance. Carol Lewis has nothing on the S.F.A. when it comes to discoveries. Ten minutes was sufficient for this boy to play himself into these criticial, hard-beating Hampden hearts. He took the equalizer with a lovely timed header. But it was the way he had in the second goal which put him in the Maestro class.
Liddell did the spadework and Dodds did the finishing for what must be one of the greatest goals Hampden has ever seen. The outstripping of the defence, the quick pass with the "wrong" foot, and then Dodds' glorious first-timer. What a goal!
England had reduced Scots' lead to 4-3 when Shankly struck for Scotland in the 71st minute: "And amongst all these great goals we had probably the strangest national goal ever. Here's a goalkeeper, the hero of his side, losing a goal from 50 yards range. Willie Shankly was the devil in the piece. He placed a beautiful shot goalwards. Out came Marks to collect. Suddenly he stopped. In a twinkling he had the old saying brought home to him - "He who hesitates is lost." The ball bounced on the ground, sailed over his head, and into the empty goal."
Liddell's last international was played on 8th of October 1955. His international record for Scotland reads 28 games and 6 goals. His 9 wartime games and 5 wartime goals are not counted towards his total.
(Click on the match report for a bigger image)
"It was reported somebody had stolen my photograph from a public house. A few days later I received the following letter:
Dear Billy,
I am writing to say that I am very sorry for taking your photograph from that public-house, about which you may have read, but I hope it has not displeased you. I want to assure you that it was not hooliganism, like there was after the game at Blackburn. I did it only because I am one of your greatest fans, and liked the photo so much I could not resist taking it, but now I am very sorry."
Unfortunately the writer, presumably regarding discretion as the better part of confession, did not give his name and address, otherwise I would have sent him an autographed picture and got the original one back to return to the owner."
Billy Liddell's popularity with the Liverpool fans was immense


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Wood Boat Plans
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Archive for the ' Weeds ' Category
Why Pick Zoysia?
posted on March 15th, 2017 by SecureAdminZ
Zoysia is a very hardy and drought-resistant grass. It grows well in a variety of conditions and is lush and carpet-like when fully established. When Herbert Friedberg launched Amazoy Zoysia, he knew that this grass would be the answer for America's lawns, and we are here today to explain why Zoysia is a great choice to achieve the most beautiful lawn.
Drought-Resistant & Slow-Growing– To start off, Zoysia is a very drought-resistant grass and thrives on heat. It withstands temperatures as high as 120 degrees in summer and as low as -30 degrees in winter. When planting, you must only water the grass once a day (a light mist) for the first 3 weeks. After the first 3 weeks, you actually stop watering completely and let the heat take over. This cuts water bills tremendously. Because Zoysia is a slow-growing grass as well, it cuts down mowing by about 2/3. Most Zoysia customers mow once for every 3 times they've mowed other grasses.
Chokes out Summer Weeds & Insects– Zoysia is a very hardy grass, and it grows differently than most grasses. It spreads by stolons that expand sideways more than they grow tall causing the grass to have a very strong root system. Because of this, the grass will grow thick and carpet-like. Weeds cannot hold up to the thickness of our Zoysia grass. Zoysia will choke out most of the peskiest weeds and insects. This comes naturally for the grass, so this reduces your family's risk of being exposed to weed killers and pesticides as well. Overall, Zoysia can heal itself from most common lawn issues.
Grows in Most Soils & on Slopes– Our Amazoy Meyer Zoysia grows in all different types of soils. It does well in clay, salty, sandy, and rock-like soils. If you feel that your soil is too rocky, you can always mix top soil in the same hole when planting a plug. Remember to never put top soil on top of the plugs after planting because this will block oxygen and sunlight from entering the plants. Because Zoysia grows in most soils, it does well in areas that other grasses may not thrive in. Amazoy Meyer is great to use on slopes, play areas, and bare spots.
In conclusion, Zoysia can solve almost every homeowner's problem when it comes to achieving a perfect lawn. Not only does it grow in most areas, but it also helps you save money in numerous ways. Once established, Zoysia will last a lifetime giving you a beautiful lawn.
Are Weeds Invading Your Lawn?
posted on February 28th, 2017 by SecureAdminZ
All gardeners know that weeds can become a great hassle for newly-planted grasses. Some or all of these weeds can find their way into existing Zoysia lawns sometimes even before it comes out of dormancy. When the Zoysia does come up, it will start to crowd out these weeds. Regularly mowing your lawn can eliminate some of these issues. Below, we have provided a list of common weeds with a picture and short description to help you identify what is invading your lawn.
Summer Annual Weeds (Warm Seasons):
- Crabgrass- Seeds germinate from spring to late summer. Mowing the lawn too short can cause this to thrive. It also thrives along the edges of hot surfaces such as driveways and sidewalks. It is known to survive until the first frost of the year.
- Dandelion- This is one of the first plants to bloom in spring and continues to grow all summer long. They can be found almost everywhere, but especially in open ground, disturbed soil, and gardens. They can also be used as a food source if nothing else works.
- Black Medic- This weed grows between June and August. It colonizes dry, infertile spots where little else will grow. Plants stay close to the ground until flowers bloom.
- Ground Ivy– It grows in a sprawling carpet-like mass, putting down roots as it creeps along horizontally. It goes by many names such as Creeping Charlie and Cat's Foot. Because it grows best in semi-shaded areas and wetlands, ground ivy is not usually an issue in Zoysia. It may come out at certain times of the year in Zoysia whenever a specific area is getting shadier or wetter than usual.
- Wild Violet– Violets bloom between March and May. They normally prefer cooler weather.
Winter Annual Weeds (Cool Seasons):
These weeds normally come up whenever Zoysia enters dormancy. Because the Zoysia is not active at that time, the weeds are able to occupy that area for the time being. When the Zoysia springs back up, it will overtake these weeds.
- Common Chickweed- Seeds germinate from late fall to early spring. It thrives in cool, moist weather. It disappears under high temperature stress.
- White Clover- It grows best during cool, moist weather on well-drained, fertile soils. White clover propagates by seed or creeping stolons which root at the nodes. They are especially difficult to get rid of.
- Buttercup- Reproduction is normally seeds. The plant can be very difficult to control due to its long spidery roots that can re-sprout a new plant if left in the ground. It grows in woodland beds and borders in shade.
- Spurweed- Spurweed becomes a major problem in the landscape in mid-late spring when it flowers and sets fruit that are surrounded by razor sharp spines. There is little that can be done once it has flowered and produced its spines. These weeds should be eliminated with an herbicide if noticed.
- Field Pennycress- Field pennycress may produce from 1600 to 15,000 seeds that scatter readily.
While Zoysia is great at crowding out most summer weeds, it cannot prevent all weeds from getting started. Millions of weed seeds are blown from other lawns and forest areas every year. A few are bound to find some soil in which to start growing. Keeping your lawn mowed regularly will help you control these weeds and have a healthier lawn. Organic and non-organic weed killers can be used as well.
Removing Weeds from Zoysia Grass
posted on February 11th, 2010 by Steve Schug
Just kidding. We know that even though Amazoy Zoysia is good at choking out weeds because of its density and thickness, a few may pop up every now and then. No need to worry, this can be easily taken care of.
Using a weed killer will solve the problem. Weed Be Gone is an efficient product and a good place to start. Using this on your weeds will kill them without killing the grass itself. You can also check out our Hose-End Sprayer if you want to apply water-soluble components. But steer clear of Round-Up; it is designed to kill grass!
If you are attempting to get rid of crabgrass, the best solution is to attack it with a pre-emergence product that will kill the seeds before they germinate. Any product like this must be applied in the early spring.
So when (or should we say if?) weeds pop-up, maintenance is easy and simple. Just get the right product and your weeds will be taken care of and Amazoy Zoysia will help prevent them from coming back.


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Search the Community
Showing results for tags 'physics'.
Found 44 results
jrodriguez posted a topic in Add-on ReleasesAbout This is a KSP mod based on a piece of code written by BahamutoD for BDArmory and improved by myself. Basically it extends game physics range (*) ! This will allow you to switch between vessel that are far away or even to see an orbital station from a flying plane. Download https://github.com/jrodrigv/PhysicsRangeExtender/releases Issues https://github.com/jrodrigv/PhysicsRangeExtender/issues (*) This mod allows to extended the physics range but it will not prevent the consequences of doing it. You might experience some of the following effects: phantom forces, light glitches, vessel shaking, landed vessels colliding with the ground, vessel teleport, vessel de-orbiting
Hakuhonoo posted a topic in Science & SpaceflightHi, everyone! I have a nasty problem to solve. Half by physics, half by math. And hope UE4 can help me with that too. I have an object in the space. We know the center of its mass (C). There also a lot of engines/thrusters. We know where are they placed (P1...Pn) and in which direction they turned (D1...Dn). Each engine has maximum thrust (0...Ti). All those values we know. Tasks are: 1) We should be able to move (strafe) the object in the space by custom normalized vector (V) with custom thrust power (0 <= T <= 1). 2) We should be able to turn the object on the place centered on (C) with custom thrust power (0 <= T <= 1). 3) Of course, there are situations, where it's impossible. If so -> T = 0. Any thoughts or formulas?
Defective2000 posted a question in Gameplay Questions and TutorialsI built this probe to fly into the sun, but upon decoupling the second to last stage, this happened-https://youtu.be/DEPa5NtZqgU Please disregard my video recording skills, I recorded it with my phone. Anyway, if anyone has advice or knows why this is happening, please comment.
pydude posted a question in Technical Support (PC, modded installs)Hi. I have a problem. Whenever I make a maneuver node, its delta-v requirements slowly change. This makes it impossible to accurately use the nodes. Here are some screenshots to show what is happening. There is no rcs/sas/engines running. The node does not change during timewarp, so it must be a physics issue. The predicted apopsis after the maneuver does not change. How can I stop this from happening? (if the embedded album does not work, here is a link: http://imgur.com/a/pHNpx). Thanks!
Drugged Plumber posted a topic in KSP DiscussionI was wondering if KSP simulates the Magnus effect, If you don't know what it is click here.
322997am posted a topic in Suggestions & Development DiscussionTo start off, I would like to say that there are two things that mods cannot do effectively for this game. Multiplayer, and better physics. Other than that, mods all the way. Now I would love multiplayer, but it will never happen as some players resist it. (Resistance is futile). Now the second thing that mods can't accomplish, physics, is not resisted by any player. So here are my suggestions: - Allow kerbals to walk on moving surfaces. This will definitely make the people at mission reports/KSP storytelling extremely happy, and it will make any player happy. It adds so much functionality when kerbals can actually do things on the decks of ships and the wings of planes. This feature could be done by making kerbals "stick" to things they walk on more, and by making kerbals have a realistic weight and realistic aero so they don't decelerate at 5g when they jump out of a cockpit. - do the same for planes so planes could taxi on flying airstrips - do the same for rovers, for the same reasons - this isn't physics, but weather should be added, mostly for wind purposes -waves
StahnAileron posted a question in Gameplay Questions and TutorialsI've been designing space stations as of late. One thing I try to do with them is give them proper self-illumination so I can actually see them at night. (I have plenty of mods and one of them make night-time in space pretty dark...) My first station is over 200 parts and counting (still missing a few nodes.) I think about 20% of the part count is just lights and RCS ports. I just realized the lights and RCS are physics-less. Does that affect the physics processing KSP does since the mass and drag are just added to the parent part? I'd like to think it makes it a little easier, but this is KSP: I can't assume the best case scenario regarding how it does things. I'm asking because the surface lights from B9 aren't physics-less. I like their looks, so I tend to spam them a bit on my designs (spaceplanes especially.) I'm thinking of using them on my next station, a small-medium fuel depot. This one is a bit more practical at about 75 parts for better loading and processing. But I realize about 18 parts are already just lights. So does PhysicsSignificance help with physics processing & frame-rates to any degree or is it purely based on part count? (The >200-part station is now chugging along at about half real-time now.) It if leans towards part count, I'll probably redesign the fuel depot to use Stack Inline Lights for lighting. (And/or saying screw it and launch it as one vessel rather than building it modularly; those docking ports add up...) EDIT: Then could you clarify the MET color indications? Could a yellow indicator be cause by an overworked GPU? For the record, I'm on an i7-4771 @ 3.5GHz w/ 16GB RAM & an AMD HD7990. My game runs slowly (less than real-time) but is playable (not choppy at all) with the >200-part station. I just took at look at the station with the Debug Menu's Performance graph. Says I'm running at 21FPS, but movement and camera control is quite smooth and even (other than the stutter from GCing every few minutes.) I'm guessing the 21FPS is more physics frames processed than visual frames rendered/displayed? 21 Physics FPS seems to jive with the approximately half real-time rate I was guessing at. Oh, this was with nearly max graphics settings other than Texture Quality (Half) and ground scatters (Off) and with forced DX11 in this case (trying to save on RAM; had Out of Memory crashes as of late from editing the station). I think my Physics Delta in the settings is 0.04... EDIT2: Huh... I just my Physics Delta. I was at 0.05 for 21FPS. I tried it out with extreme settings and got: 33.2FPS @ 0.03 (consistent and smooth) ~10FPS @ 0.12 (choppy & stutters between 8-11FPS) I never did quite understand how Physics Delta worked. I did notice that the frame rates I wound up at equal 1/Physics Delta though. Is that setting effectively a "minimum frame rate" setting or something?
DrBojangles117 posted a question in Technical Support (PC, modded installs)I am playing KSP with a bunch of mods. the game was running fine and then i had a game crash. i had to re validate, update my drivers and restart my computer to be able to get KSP to load again. when it did finally load and i tried to launch a plane from my hangar but i was unable to lift off as my speed couldn't go above 13m/s. i know it was working before because i had no problem gaining speed and flying with the exact same plane i was using. i thought it could just be the liquid engines but when i loaded up my rocket fueled plane it had the same effect. i could not gain speed its as if the physics had been changed by a mod or something was affecting the atmosphere. i tried deleting my physics file and re validating but that didn't fix it either. i opened the console config with shift F12 or w/e it is and looked up the default values online and the numbers were the same? any ideas on what could be causing these physic issues? or mods that might tamper with physics? i dont have the real physics mod installed thanks
I'd like kOS to calculate the velocity at periapsis for me with the apoapsis height, periapsis height and apoapsis velocity as variables. However, if one is using the specific orbital energy v2/2 - µ/r = constant, you must know the standard gravitational parameter. I could hardcode the values into my script for every celestial body, but I want it to be as general as possible (if you decide to alter the default masses with mods etc). How do I get rid of the dependency of µ in my formula?
Thomas H. posted a topic in Challenges & Mission ideasThe first ripples of an arising dispute between Experimental and Integrated Integrals are shaking kerbins science community. Integrated Integrals is insisting that time is continuous and can be divided into infinitely small timespans. While Experimental is claiming to have prove that time progresses in small packages. They call it Klanck time. It was painfully clear that this conflict had to be resolved as fast as possible. Your mission is to design and run an Experiment that proves which side is right and wrong. You may use all the mods and cheat menus you like, as long as no physics is influenced. Submissions will be "published" if the concept is new, or if the experiment shows a more significant difference between both models of time. Please don't give the answer without giving the prove!
Fearless Son posted a question in Gameplay Questions and TutorialsOkay, this is a rather technical question that is probably best answered by a Squad programmer, but if anyone else knows feel free to chime in. I have been thinking a lot about aerodynamics lately, and in particular the vortices that form in the wake of atmospheric compression. Obviously these are essential for lift, but controlling them is essential for managing drag. I wanted to know how closely the Kerbal Space Program aerodynamic physics engine models these vorticies. For example, are there advantages to putting small strakes to break up airflow before it builds to a larger vortex behind the craft? Will long swept wings generate smaller vorticies than short square ones? Is there any lift advantage for adding bulkier perturbations in the topography of the airframe on top of it compared to on the bottom? I know the answers to these as concerns of real-engineering, but I want to know how closely they apply in KSP, since they would impact my design choices.
Daniel8520 posted a topic in Science & SpaceflightHey guys, understand this is a bit of an ask but I've come to the end of my tether with trying to calculate these. If any of you are nerdy enough to give these a go I'd greatly appreciate it. http://prntscr.com/d52ktz?
silks posted a question in Technical Support (PC, modded installs)While driving/flying propeller based crafts for more than 10 minutes all parts of the craft get increasingly jittery (and eventually break/crash). Tested it without mods as well, in KSP 188.8.131.526. I'm guessing the problem is that the amount of rotation builds up and the accuracy of the whole physics engine decreases. Is it viable to normalize the rotation values once in a while to prevent this or should I stick to quicksaving & loading (which makes everything stable again)? Or maybe the cause is something different. Either way, stock propeller enthusiasts would appreciate the help.
inuzupunupi posted a topic in Science & SpaceflightSorry, this doesn't have anything to do with space, or at least very little - but at least it's got the physics part, right? When you're calculating the resonant frequency of a tube (open-ended in my case), you have to add an end correction as the theoretical resonance is lower than it is in practice. I've found a few sources citing approximately 1.2r, but some conflicting, and some saying that it has not been theoretically proven at all. Nowhere have I found an explanation why.
Alpha 360 posted a topic in KSP DiscussionThe last time I put up a recipes of disaster I asked for any "recipes" that would break the game mechanics. But that was for KSP 1.1.3, now what about ksp 1.2? I played around with the pre-release but didn't find anything unusual, but I know that other people have been doing a through search for the recipes of disaster. If you do, would you mind to share them to the forums?
reaction_wheel posted a topic in KSP DiscussionI'm planning my first asteroid capture mission, and (without having played the tutorial mission) I got curious to learn how much fuel and thrust I would need to put on the capture vessel in order to bring the asteroid into a useful orbit around Kerbin. I spent a lot of time trying to learn something about it, and thought I would share. I would really love to hear your thoughts and feedback! The lovely little space rock I have in mind to make my own is one SDD-569, a class A asteroid. SDD-569 is approaching Kerbin for a leisurely flyby at a periapsis of ~2,079 km, well inside the orbit of the Mun. This puts SDD-569 into a sharply looping orbit around the planet, before it flies back out into parts unknown. I'd like to drag the asteroid into a circular orbit, and then bring it down to about 500 km for future research and exploitation. Can we calculate how fast is SDD-569 going with respect to Kerbin, based on what we already know? Since energy is always conserved, the total kinetic energy for a given object (from orbital speed) plus its potential energy (from gravity) never changes. The relationship of kinetic energy to velocity is a consequence of Newton's third law: In other words, for a constant mass, v2 is a measure of kinetic energy. The vis-viva equation describes the conservation of energy for a small body orbiting a much larger one: GM, also known sometimes as μ, as is Kerbin's gravitational parameter, which the KSP wiki reports is 3.5316 x 1012 m3/s2. This parameter is the product of the gravitational constant of the universe with Kerbin's mass, which is effectively constant. a is the semi-major axis of the orbit as measured from the center of the celestial body. Kerbin's radius is 600km, so we add that to the altitude of SDD-569 at periapsis to give a = 2,679km. r is the distance between the two objects at a given time. An object moving fast enough to escape Kerbin's gravity is in an orbit with a semi-major axis that is effectively infinite. At periapsis, this simplifies the vis-viva equation to describe the kinetic energy that an object must have in order to overcome Kerbin's gravity from a given distance r: In other words, escape speed from Kerbin orbit at the moment of periapsis (r = 2,679km) is ve = 1,623 m/s. But since SDD-569 is tracing a hyperbolic (i.e. open) trajectory through Kerbin's SoI, it must be traveling faster than this, or else it would be captured. How much faster? Consider the other extreme case of the vis-viva relation, where the asteroid has shot past Kerbin and the distance r between them trends towards an infinite apoapsis. Setting r =∞ in the vis-viva equation tells us how fast the object is still going at that point, which is called its hyperbolic excess velocity: (where μ = GM) So for the flyby of SDD-569, the hyperbolic excess velocity is v∞ = 1,148 m/s. This characteristic energy is over and above the energy needed to escape Kerbin's SoI from that distance, so the total energy possessed by SDD-569 relative to Kerbin at periapsis is: This gives a total velocity for SDD-569 relative to Kerbin at periapsis of 1,988 m/s! By how much do we need to reduce this so that it drops into a nice 2Mm circular orbit from periapsis? In a circular orbit, the distance between the two objects r and the orbital radius a are always the same. Thus the orbital velocity is: Not coincidentally, this is the same as its hyperbolic excess velocity, because r = a. So at r = 2,679km, an object in a circular orbit around Kerbin travels at 1,148 m/s. So, to get SDD-569 into a circular orbit from its flyby periapsis, we need to bleed off Δv = 840 m/s. To then bring SDD-569 down to a more convenient altitude of 500km, we would do a Hohmann transfer, which can be calculated with the standard formula, and works out to another 614m/s Δv to descend to a 500km circular orbit, for a total of 1,454 m/s. What's more, the spacecraft sent to capture SDD-569 needs to match orbits with the asteroid in order rendezvous. That means that if the spacecraft starts from, say, 500km above Kerbin, it will need to expend that much to get to the asteroid in the first place. So, starting from a 500km orbit around Kerbin, the total Δv budget for this mission is 2,909 m/s. Next up: Asteroid capture planning, part 2: How much fuel do we need to bring? Mission to SDD-569: Where the rubber meets the regolith! Did I get this right? If you have feedback or ideas, I would love to hear them!
Alpha 360 posted a topic in KSP DiscussionI was wondering, anybody know a way to break the physics of the game? Just write a detailed discription of your procedure in the comments below. Thanks everybody for looking in to this.
Mad Elf posted a question in Gameplay Questions and TutorialsSo one of my scientists was doing a tour of the base in a small rover, collecting all those sweet, sweet science points from every interesting feature*. He parked up against the VAB tanks, climbed out of his mobile lab and-- >warp< >stretch< >stretch< >poof< Some bizarre physics error caused him to flick into the air, stretch wildly in one direction, then another, then explode in a cloud of dust. I'm not complaining about the physics bork; I'm sure someone is already working on that. The question is: my crewman is now listed as "missing"**. He doesn't appear on the list in the Tracking Station, and he definitely exploded into a cloud of dust so... my questions would be: Is he actually "missing", as opposed to "dead"? Is he recoverable? How? Thanks in advance... * - But not, of course, the pond beside Admin. Or the flag pole, tanks, etc. by the launch pad. Their omission is... odd. ** - Not "dead", like his predecessor who happened to be on the ladder of a craft when it was recovered. Seriously, what's the deal with that?
TacoMousatchios posted a topic in Suggestions & Development DiscussionSo, I think I'm the first to suggest a feature like this but I think that metal fatigue should be a feature in the game as this will add another layer of complexity to those who think that surving the heat and aero forces isn't enough also this would make the game less about placing struts everywhere. "How would it work?" I hear you cry, well. Let's say you have a reliable SSTO, it's served you well building your new space station, and getting you to eeloo. But one day you forget to do a maintenace check or you don't have the parts to repair let's say the pylon holding your engines to the wings and when reentrering they tair right off and you need to launch a new one. R.I.P SSTO 2Eeloo Mk3. I say that this should be an option as for newer players it might be overwheming. I'd love to see your input on this!
Benno posted a topic in Add-on DiscussionsSo, anyone care to explain the natural phenomena that results in this? It kind of moved as I did, so felt like it was a natural occurrence rather than a graphical glitch, but I'm at a bit of loss to explain it exactly.
DDE posted a question in Technical Support (PC, modded installs)So here I am taking a new ship for a spin. I try a targeted launch with MechJeb, it takes me within 2.7 km of an old 1.1.2 station that hasn't been given me crap yet; map says closest approach at 1.4 km. I timewarp to the sunlit side, and halfway through to the closest approach, I spot the station at 870 m. I dump the rest of the launcher, and fire up the Rendezvous Autopilot. The approach burn is executed flawlessly, but the final relative velocity kill burn doesn't happen; I try again, same thing. As I find out after turning the autopilot off, the controls, including throttle, RCS and orientation, freeze up within about 300 m of the station, and then upon reaching a certain distance. I took a look at the debug console, and there's a ton of errors. Possibly related to Log: https://1drv.ms/t/s!AmlSZuL0ax7C0BW8DlfPVp5D2WuB Mod list courtesy of AVC:
superstrijder15 posted a topic in Science & SpaceflightHello everyone, I am trying to find out when and how often mars-->jupiter-->saturn windows happen. However, I seem to be unable to find a site allowing me to see when mars--jupiter or jupiter-->saturn windows occur. I searched, but only got kerbol system calculators. I'm gonna use it outside KSP, so 'use KAC' is a really annoying answer which I keep finding. Does anyone know a site where I could find them? Edit: also nice would be the time between to windows or how to calculate that Edit2: Thanks to wikipedia, a friend of mine and excel, I found everything I needed! I can conclude that a window for a transfer mars-->jupiter-->saturn will occur every 102,... years. My physics teacher will be proud, and that guy who did an orbital mechanics project of 12 weeks finding the deltaV for a normal mars--> saturn transfer will envy me! Thanks in advance!
DiamondExcavater posted a topic in KSP DiscussionI was watching MythBusters the other day and came across... http://www.discovery.com/tv-shows/mythbusters/mythbusters-database/laptop-lift-off/ The original video - https://www.youtube.com/embed/_12L_Dme8Vc Basically (if these links don't work) the bees can't lift the laptop because of a few reasons but a major one being Newtons 3rd law. If the bee is pushing air down it can fly up, but if the air is hitting a large surface it pushes the surface down, and if the surface is attached to what ever is trying to fly up, it won't fly. I asked myself, is KSP's physics realistic and good enough to prove this law, I set up a rig as the following (sorry for no images) 1. Simple probe core 2. Fuel tank 3. Rocket engine strong enough to lift the whole thing 4. 2 long metal girders which hold a large flat surface made up of structural sheets of metal I ensured that the metal sheets were far enough from the engine to be able to see the flame, I proceeded to offset the metal sheets to ensure there were no gaps. I went to launch it and to my surprise it did not generate thrust, I tested numerously to see if it was a glitch in the launch pad, I remade the rig with the metal sheets separated a little. This caused the metal sheets to wobble (closing and opening its gap) each time it opened the thrust fluctuated from 0 to almost normal engine thrust. After seeing the results I flipped the girders upwards (lots of air resistance) yet it was able to lift off (this entire experiment was also done with hacked gravity which made no effect on the 0 thrust). I am really proud of Squad for having these very realistic physics in the game which I can imagine to be a pain (Results from newest release 1.1.2ish I think) Serious JOB WELL DONE! (I don't think physics were this good in the past KSP versions though)
FuelX posted a question in Technical Support (PC, unmodded installs)Hi, I found two bugs so far in KSP 1.1.1 unmodded (both 32 and 64 bits clients): 1) When I have a ship sitting on a RE-I5 skipper on the launch pad (for example a cockpit, two X200-32 and a RE-I5) with engine and SAS off, it starts wobbling more and more until it crash on the side. 2) Sometimes, in the upper atmosphere my SAS will go crazy (at around 40 000 m, 1000 m/s). It is difficult to reproduce, I will update my post if I find the cause. Edit: I could not isolate #2. I'm not sure if it is a bug. When a rocket can bend just enough, the SAS will overuse the engine's gimbals. Thanks, Felix Nicol
bombbirddude posted a question in Technical Support (PC, unmodded installs)I have had KSP for years but never bothered to make a forums account till now. The reason being is due to a slight problem. My rockets go way too fast. For instance, a command module with a flea booster gets to 10,000 meters on half throttle. This makes the game virtually unplayable, because bigger rockets get shot down by aerodynamics. This problem never occurred on any of my previous computers. Pls send help specs: windows 10 home edition quad core Intel i5 nvidia 960m


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St. Maelrubha's Scottish Episcopal Church, Poolewe
St. Maelrubha's Church is one of the western most churches in the United Diocese of Moray, Ross and Caithness whose Bishop is The Rt. Rev. Mark Strange.
Bishop Mark conducted a special service at St Maelrubha's where the First Wester Ross Air Scouts Colours were presented and blessed, and are now in the church. Bishop Mark was very pleased because he was a scout and is still involved in scouting.
Our Priest-in Charge at St Maelrubha's is the Reverend Heather Widdows who also serves Courthill Chapel at Kishorn.
Heather was ordained to the Diaconate in St Maelrubha's in February 1996 and priested in St Andrew's Cathedral, Inverness at Petertide - June 27th 1997. She was the first woman to be priested in the Cathedral and second woman in the Diocese. From Easter 1999 when our then paid priest, Reverend Chris Dormer left, Heather also served Kinlochbervie, Lochinver, Achiltibuie, Ullapool, Poolewe , Kishorn and Nostie (Kyle).
Awarded the British Empire Medal for services to the people of Gairloch Parish in the New-year of 2016, Heather also taught full time in Gairloch Primary from 1974 to Christmas 2007 and following her retirement continues to be involved in numerous activities in the community. Heather regards her ministry as being to the wider community as well as to St Maelrubha's congregation, making regular visits to the elderly and housebound and holding services at Isle View Nursing Home for the residents. She is also a Scout Leader and Scout Padre and serves on both the Gairloch Community Hall and Swimming Pool Committees, bakes for and assists at Tea Dances and is a member of West Coast Arts and various choirs, to name but a few of her activities!
Services of Holy Eucharist are held every Sunday at 11am. Services are also held once a month at 4pm on a Wednesday at Isle View Nursing Home. See our Facebook page for dates.
The church bell was gifted to St Maelrubha's by the congregation of St Columba's Church, Southwick, Sunderland.
The other members of the South West Charge are Courthill Chapel at Kishorn where Holy Eucharist is at 10-30am on Sunday, and St Donan's at Nostie, Kyle of Lochalsh where Holy Eucharist is also at 10-30am on Sunday. Our Mission Church at Kinlochewe hold a service in the Kinlochewe Community Centre at 2-30pm on the first Sunday of each month.
All visitors to this beautiful part of Scotland are welcome to attend our services and to share Holy Communion with us.
St Maelrubha's a short history
Episcopal worship in the North West of Scotland suffered severe oppression from 1745 until the late 19th Century. In the early 1950's an Itinerant Priest was appointed to minister to the West Coast of Ross (excluding Ullapool), Brora, Dornoch and the Black Isle. Services in Gairloch and District were conducted fortnightly in various venues until 1960 when Poolewe Village Hall became the home of Episcopal Worship. On being advised that the hall would have to be demolished the congregation sought permission to build their own Episcopal Church in Poolewe. That permission was given and a building fund was started. The fund attracted grants from the Episcopal Diocese and Province. A cow byre gifted to the congregation by a local crofter was pulled down to be rebuilt on a site donated by the landowners, the MacDonald-Buchanan family. A more detailed history of our church is produced in the form of a booklet, on sale in the church hall for £2.
This is the first Episcopal Church to be called St. Maelrubha's, built since 1745 was dedicated by the Bishop Rt. Rev. D. MacInnes on 8th April 1965. An historic event!
Easter Sunday 18th April saw the first Holy Communion and a Baptism celebrated in the church by the then Itinerant Priest Rev. S. A. T. Mallin.
Over the years prudent stewardship and sale of some land has enabled the congregation to build a church hall and a two bedroom holiday home attached, both of which provide the church with income through their hire.
Fair Trade Church
St Maelrubha's Church is now registered as a Fair Trade Church.
Find out more about the Scottish Episcopal Church at www.scotland.anglican.org
Sign up for news about the Scotish Episcopal church at www.inspires.org.uk/subscribe
Charity number SCO 20389
Rev. Heather Widdows
The Bishop of Moray, Ross & Caithness
The present bishop of our diocese is the Right Reverend Mark Strange.
Bishop Mark was brought up in Aberdeen, attending Hazlehead Academy before moving on to study Theology at Aberdeen University. As a boy Bishop Mark had two great loves, one was scouting and the other was performing, either on stage or as a chorister in St Andrew's, Cathedral. Mark's connection to the Cathedral included the youth club, the badminton club, serving and as one of the youngest members of the vestry.
Mark was ordained Deacon in Worcester Cathedral and served his title in the parish of St Barnabas, Rainbow Hill with Christchurch, Tolladine. This was a large parish of red brick terraces and council estates on the edge of the city. It was here that both Mark and Jane cut their teeth on youth work and pastoral care. This ministry led to Mark being invited to become Vicar of St Wulstan's, Church Warndon a parish of 18,000 on one large council scheme. Mark spent six years there rebuilding the congregation and developing lay ministries and mission outreach.
At the end of this time Mark was invited by the then Bishop of Moray, Ross and Caithness to apply for Elgin. Mark and his wife Jane moved to Moray and spent ten years working with the communities of Elgin and Lossiemouth eventually joined by Dufftown and Aberlour. On 13 October 2007 Mark was consecrated as the ninth Bishop Of Moray, Ross and Caithness.
The Bishop's family now live in the Rectory at St John's Arpafeelie. Jane having retrained as a primary school teacher and working in a variety of schools, continues to develop a ministry of hospitality. They have three children Aidan, Beth and Mara. Aidan is at University in Cumbria studying Musical Theatre while the girls are at Fortrose Academy.
Bishop Mark and Jane love nothing more than an evening spent in good company with a small sensation from a local distillery.
Welcome to St Maelrubha's Scottish Episcopal Church, Poolewe.
Find us on Facebook for the latest news and details of services
Rev. Heather Widdows, 01445 712176
Services of Holy Eucharist are held every Sunday at 11am


text:
Frome Town
S Oakley
D McMillan
A Overthrow
Match Sponsor
Ball Sponsor
Tuesday 21st March 2017
Evo-Stik Southern Premier League
Cinderford Town 4 Frome Town 2
Frome Scorers: Teale (35), Jackson (61P)
Cinderford Scorers: Harrhy (20),(29P), Mconie (33),(77)
Crowd: 142
Star Men: James Fitzgibbon
Entertainment Value: 3/5
Sport has a habit of producing unpredictable results, and this match certainly highlighted that as
Frome Town travelled to rock bottom Cinderford Town on a cold, wet Tuesday, quickly found
themselves three goals down, and despite a second half comeback to get within a goal, Cinderford
scored again to make it 4-2.
With Cinderford having won the South & West division last season, they were unusual in that they
(unsuccessfully) requested not be promoted to the Premier divison, and the current season has seen
them struggle, before tonight picking up just 21 points and being 17 points from safety, however they
were unbeaten in February, winning three and drawing one, so are probably playing with nothing to
Frome started the match in Cinderford's spare yellow kit due to traffic problems that meant that their
actual kit arrived 15 minutes after kick off, but the score was still 0-0 at this stage, though both sides
had hit the post in the opening exchanges.
Cinderford took the lead in the 20th minute as a cross from the left wing made it all the way across
the Frome area before being driven in at the far post by Nick Harrhy, and Frome very nearly
equalised a few minutes later as Ollie Knight let fly with a great shot that was tipped onto the cross
bar by the home keeper.
Cinderford were hardly looking like a bottom of the league side at this stage, and they doubled their
lead in 29th as Sam Teale failed to deal with a bouncing ball and as Harrhy burst through on goal,
Kyle Phillips brought the striker down, conceded the penalty and pick up a yellow card in the process,
and with Harry picking himself up and scoring from the spot, Frome now had a mountain to climb.
Unfortunately, it went from bad to worse four minutes later as Callum Mconie waltzed through to
make the score 3-0 to Cinderford, but a chink of light appeared as Sam Teale shot home from just
inside the area to pull one back for Frome.
The goal seemed to settle Frome and they went close through James Fitzgibbon and Ollie Knight, but
just before half time, as Cinderford's Hicks went on a mazy run through four tackles only to shoot
wide at the end.
With the score 3-1 to the hosts at half time, the heavens opened and with the Cinderford pitch
struggling to deal with the water, there was at least a possibility that the match might not be finished,
but obviously the half time team talk from Josh Jeffries had an effect, and Frome looked better, with
Jake Jackson and Fitzgibbon both going close and several corners and free kicks causing the home
defence problems.
The pressure paid off in the 61st as Fitzgibbon was taken down in the area and Jackson slotted
home low into the corner to score his 18th goal of the campaign, and his first penalty, with 14 of those
goals coming away from home.
With Frome looking for the equaliser, Cinderford were relying on counter attacks, and they scored the
goal that effectively sealed the game in the 77th minute as Mconie produced a very good run and
strike to make it 4-2 to Cinderford, and the game changed again two minutes later as Connor Roberts
picked up his second yellow of the game for pulling a striker back and was dismissed from the field.
Cinderford could have added a fifth a few minutes later, but the corner was just cleared off the line,
and with Jackson having a goal disallowed for presumably offside right at the end, this was one of
those matches best forgotten and thoughts now turn to the visit of Slough Town on Saturday.
Winger James Fitzgibbon was awarded the
H&B Tyres Man of the Match Award and considering he
must have been a strong contender in the previous match, it was a just reward for another good


text:
Submit News
U.S. Navy Moves Ahead with Carrier Drone Project
Shane McGlaun
August 19, 2013 9:55 AM
Recipient E-mail
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Navy awards four contracts to develop carrier drone aircraft
The U.S. Navy has announced that it has awarded four development contracts for developing designs to compete for the Unmanned Carrier Launch Airborne Surveillance and Strike Air Vehicle, aka UCLASS.
Boeing, General Atomics Aeronautics Systems, Lockheed Martin, and Northrop Grumman were awarded contracts of $15 million each. The contract announcement says that the preliminary design review assessment is designed to support a UCLASS system able "to enhance aircraft carrier/air wing operations by providing a responsive, world-wide presence via an organic, sea-based unmanned aerial system, with persistent intelligence, surveillance, reconnaissance, and targeting, and strike capabilities."
The X-47B makes its first carrier landing
Naval Air Systems command officials have stated that the competition for the final airframe design is expected to begin sometime after January 2014. UCLASS will be an operational jet aircraft with mission of carrying out persistent intelligence, surveillance, and reconnaissance missions. The aircraft will also be able to engage in strike missions at ranges of up to 2,000 nautical miles.
The United States Navy has been working with carrier-based drone aircraft for quite some time in the form of Northrop Grumman's X-47B. The X-47B made its
first carrier landing
back in July 2013 aboard the USS George H.W. Bush. The demonstration was the first time an unmanned autonomous aircraft landed on a U.S. carrier.
The X-47B program has already produced two test aircraft with the first carrier launch having occurred on May 14, 2014. The landing in July completed the test program requirements.
Defense News
"You can bet that Sony built a long-term business plan about being successful in Japan and that business plan is crumbling." -- Peter Moore, 24 hours before his Microsoft resignation
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X-47B Drone Makes Its First Carrier Landing
July 11, 2013, 9:00 AM
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text:
The update has been released this week and the team has been working on improving the newly added features. If you have any suggestions or would like to report a bug, please use our official forum or the Discord channel.
Same as everyone else's, serr's week could easily be described as "fixing things", although he did manage to implement a new singleplayer game mode for players who would like to practice their personal combat skill without any danger usually found on the battlefield. All the bots there are using real names, characters, and equipment used by other players, so fighting an avatar of your friend or even yourself is not a rare experience.
As for the bugs in the new version, serr has successfully fixed many minor ones reported by players testing our nightly version, and continued doing so after the update, fixing a bot using a crossbow in tutorial and more. He is currently working on a solution for a problem with spawning, a workaround for which has already been found.
If you find yourself in a situation where you're unable to spawn after pressing Space, can't see any players on a conquest server, and menu doesn't work when pressing Esc, please do the following:
- Go to Settings
- Choose Game
- Turn off "Disable in-game chat" option
Working time spent by Igor before the patch was also used for fixing bugs with the newly added features, especially crossbows. There are still a couple of things that need to be polished and improved like aiming animations and bolt flying range, as well as added like an ability to freely move while looking for target in first person mode.
Being critical, a bug that makes players spawn under a map's terrain in second round has been patched with a quick workaround. Unfortunately, the reason for it seems to have deeper roots, so Igor has been figuring what causes that strange server behavior. Once the fix is finished, the game will be updated with it as soon as possible.
Harald has been busy polishing the User Interface of his and PTX's new progression system by redrawing some of the usable buttons, changing icons into ones that a re easier to understand, and coding new features that are aimed to greatly improve usability while not being on the barracks screen. That includes a progress bar for leveling up, a currency counter, and a redesigned character screen.
Another thing Harald has been working on is adding more heavy equipment in the game's starter set, which now also includes a mail upper body body and padded leggings, increasing the value of every character's base health, and decreasing the amount of health points gained with every stat.
Some of the new icons implemented by Harald earlier this week:
Discussing the new menus for the progression system with nightly testers, PTX has decided to and successfully added a few changes like an option to remove selection of an item in the shop to allow interactions with a character and let players look at the equipment set they're currently using.
Players who have been testing the game using our nightly version before the update and did not disable it afterwards, might be having troubles connecting to any server. PTX has added a clear message for nightly users to let them know what version is being used at the moment.
If you experience issues with finding a working server and see Play (Knightly) instead of Play in the main menu, please follow these instructions:
- Go to your Steam library and right-click Of Kings And Men.
- Select Properties and open Betas tab.
- Select None from the list.
- Start the game.
Fin has finally released his anticipated duel map featuring a small village and an arena in the latest update. He has been gathering feedback and looking for small flaws in the map, that have been dealt with quickly.
Other than presenting the new map, Fin has been tinkering with day and night cycle of the game, which led to its improved version being added in the recent patch. The main goal was to increase visibility and improve the game's visuals, which was successfully achieved.
A couple of Zimke's items are still awaiting rigging, coding, and other work that will allow their implementation into the in-game shop, although most of his finished equipment has been already added. Right now, Zimke is continuing his work on the new armor – Rus Lamellar. He still needs to finish a high-poly model and do some tweaks, but the result will surely be revealed shortly.
In the near future, Zimke is also planning to add detailed parts to currently available upper body armors. First on the list is Mongollian Lamellar, and Zimke's idea is to add a shoulder armor and a protective skirt to it, as well as a set of matching tunics to wear underneath.
Recently revealed and released Jacko's conquest map received a lot of good feedback, yet a couple of suggestions for improvement have also been shared on our official forum and Discord channel. Summarizing all the good ideas, Jacko changed the spawn positions on the map and included a new area for one of the flags. If there are any other things you'd like see changed on any map, feel free to share your thoughts with us!
A couple of issues with new helmets were found during our public nightly testing, and Tolonar's task was to fix them before the update's release. No new problems were noticed after she's included her solution, but please report any bugs with equipment you experience – items clipping through, weapons or armor not being properly shown, etc.
This hood made by Autobus and other items will also be included in one of the future updates:
Similar to Jacko, Krom has been tweaking his new map called Push after its release in the latest update. Most of the things like invisible props or rocks without collision were removed during our nightly testing, but in case you find something like that still being present on the map, your report would be very much appreciated.


text:
Inserted ceiling panel
The beams of panels are produced of timber, which corresponds to C24 (EN 518), with moisture content 15 ±3%.
IV Measures of beams
|Thickness of beams, mm
|Height of beams, mm
|170, 195, 220, 245
|Spacing of beams, mm
|≤ 600
The elements are covered with 22mm chipboard (alternatives are OSB – board, or plywood).
There is at least 100 mm mineral wool for sound insulation.
V Maximum measures of the panels
|Length, mm
|≤ 5600 (≤ 5900)
|Width, mm
|≤ 2400
|Thickness, mm
|Depends on the height of beams
Note: measures in brackets require previous agreement.


text:
TRESemmé Make Waves Sculpt & Define Spray Gel 200ml
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Why Use Make Waves Sculpt & Define Spray Gel?
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- Lightweight definition
- Professional quality
Aqua (Water), VP/VA Copolymer, Acrylates/Beheneth-25 Methacrylate Copolymer, Aminomethyl Propanol, Disodium EDTA, Hydrolyzed Milk Protein, Iodopropynyl Butylcarbamate, Isopropyl Alcohol, Laurtrimonium Chloride, Parfum (Fragrance), PEG-4 Dilaurate, PEG-4 Laurate, PEG-4, PEG-40 Hydrogenated Castor Oil, Phenoxyethanol, PVP, Sodium Benzoate, Sodium Lauryl Sulfate, Alpha-Isomethyl Ionone, Benzyl Alcohol, Butylphenyl Methylpropional, Citronellol, Geraniol, Hexyl Cinnamal, Hydroxycitronellal, Linalool, Contains Milk Protein.