text:
I was leaning on the rock. It was pretty cold. However, it was relieving to feel something cold and strong behind my back. After a couple of minutes, it was still hard to breathe, and my heart seemed to jump off the chest. I was telling myself to breath deeper. Inhale. Exhale. Repeat. However, after a couple of minutes and seeing the path that leads further, I just felt how my knees started shaking and bending. I barely heard and saw what's going around me. I just knew that panic attack was coming up too fast and I wouldn't be able to control it any longer. I had to run away to the safer place.
That's what I did.
And I was left alone in the middle of nowhere.

subset: commoncrawl


text:
Search the Community
Showing results for tags 'usi'.
Found 40 results
[1.3] - Modular Kolonization System (MKS)
RoverDude posted a topic in Add-on ReleasesIntroduction Interplanetary Colonization represents one of the largest technological and logistical challenges on the horizon for manned spaceflight. USI's Modular Kolonization System (MKS) provides a huge array of new gameplay systems and supporting parts to support the experience of designing, building, and maintaining interplanetary colonies in Kerbal Space Progam. For over three years, MKS has been the definitive Colonization mod for KSP, with continued refinement of the parts and core systems (including the resource system now integrated in the stock game) based on extensive community feedback and continued development and design. MKS is not a parts pack. It is a gameplay mod that adds a massive amount of end-game content for KSP, and can serve as the perfect capstone for your career save. It can be soul crushingly hard, and as unforgiving as gravity. But it can also be an incredibly rewarding gameplay experience, bringing back that sense of wonder and accomplishment that many of us remember from our first Mun landing. If you want a parts pack where your idea of a colony is landing a single ship and call it a day, this is probably not the mod for you. If you want something that transforms your gameplay, and gives you unapologetically difficult goals where you have to juggle planning, logistics, and the harsh constraints imposed by space, then you will likely get as much enjoyment playing MKS as I have received building and designing it. Features MKS adds a rich array of new features to support the challenge of building interplanetary colonies, including: A huge assortment of parts suitable for surface and orbital bases and stations, drawing inspiration from real-world parts and concepts from Bigelow, NASA, and others. A clear progression of parts, from simple outposts and mobile bases to larger manufacturing complexes and permanent colonies. Extended ISRU operations with more resources and more complex harvesting, refining, manufacturing chains, and new mechanics. Discoverable resource lodes for more interactive resource harvesting and exploitation Customizable and field-configurable converters and harvesters to allow post-launch customization of your colony. Tools for handling large bases, such as ground tethering and automated resource transfers for disconnected bases Tools for building out your base In-Situ with harvested resources, whether it's by expanding and kitting out modules, or through in-situ construction via the bundled Ground Construction mod by @allista Parts and tools for contructing bases including weldable ports, magnetic couplers, and heavy construction equipment via the bundled Konstruction mod. Parts for mobile bases via the bundled Karibou Expedition Rover Expanded Kerbal traits and effects in support of Kolonization Comprehensive and seamless integration with USI Life Support, including life support, habitation, and homesickness. Kolony rewards, providing ever increasing efficiencies as well as tangible bonuses in career mode, as your Kerbals gain experience colonizing other planets and moons. The ability to support permanent colonies as well as ark-ships as your Kerbals expand their knowledge and become more experienced with off-world colonies. Part disassembly and recycling Wireless power transmission and Geothermal wells Equipment wear and tear along with manual and automated maintenance tools And much more! FAQ I hear MKS is really complicated - is that true? MKS has significant depth and breadth, but provided you don't try to do everything at once, you will find the learning curve can be pretty reasonable. Start with life support, and don't get fixated on trying to build everything at once. The patterns learned with a small base quickly scale for larger ones. What about documentation? Thanks to @dboi88, MKS enjoys full KSPedia documentation. There's also an excellent community maintained wiki available here. MKS Documentation even has its own development thread here. I can't seem to fit a 100% self sufficient base in a single launch - what am I doing wrong? Building a self sufficient colony is hard. Like... REALLY hard. It's going to take a lot of launches and a lot of work. The idea of MKS is that it is not about plunking down a base and being done. Rather, it's the journey to get to that point that is the fun bit. So yeah... you are going to need a few more rockets. I can't find a place to create my base that has all of the resources! Good. Now you get to enjoy some of the challenges that result from resource constraints. Do you ship things in? Do you set up multiple bases? Or use low-efficiency harvesting to get trace materials and salvage the rest from scrapped components? I feel overwhelmed... I try to make a base, and it seems I just need so many different parts! Start small. Start with just a habitation module or two and ship in supplies. Then add some agroponics and ship in fertilizer. Once you get those down pat, you are ready for more complex systems. I am still lost - where can I get help? Ask in this thread. A lot of the folks here have been using MKS in their games for years, and are a pretty friendly lot. This looks amazing, and I didn't have any plans for my weekend anyway - where do I get this stuff? Great question! Links are below Download Links Use any of the links below to download this mod, or pick it up via CKAN. Source Code and Change Log Donation Info! If you like what you see, and want to help out (or just buy me a beer!), please consider donating, either via PayPal or Patreon. License Information Configuration files and code are licensed under the GPL v3 license (see attached). Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely This mod redistributes Firespitter, which is covered under its own license. This mod redistributes ModuleManager, which is covered under its own license. This mod redistributes Ground Construction, which is covered under its own license. NOTICE: This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin.
[1.3] Alcubierre Warp Drive (Stand-alone)
RoverDude posted a topic in Add-on ReleasesAnimated warp effect: Inroducing a new, stand-alone Alcubierre drive for KSP! What does it do? The Alcubierre drive works by moving space around your ship, not through accelleration. In KSP we do this by changing your vessels position based on the engine throttle controls for the warp engine. Speeds of up to 16 times the speed of light are possible. How does it work? Use massive amounts of electric charge to create Exotic Matter. Point at your target. Use Exotic Matter and Xenon Gas (the latter is for the maneuver thrusters) to go straight to the target. Note that since your velocity does not change, only your location, you will have to compensate for any orbital speed differences. This can be excessive (15K+ DV) or, with proper planning, next to zero. To be clear. This is NOT just a fast, efficient engine. There is no acceleration (other than a tiny amount from the maneuver thrusters). It works through translating the ship's position (simulating how a real Alcubierre drive might work). What's the catch? How is this not OP? You will still need either very careful navigation or excessive DV changes to achieve orbit. Also, because of the destructive nature of the warp bubble, parts outside of it (both on your own ship and others) will be destroyed. Warp bubble collapses are also destructive, and maneuvering at excessive warp speeds can be very dangerous (everything from losing control through parts of your ship slipping outside of the bubble and exploding). What other mods do I need? None. Really. The only dependency is Regolith which is needed for it's converter (used to make Exotic Matter from EC). What other parts do I need to support this? Stock only. Really. Near Future Technologies reactors, or reactors from the USI mods will make some things easier, but you can get away with a completely stock warp ship with just the addition of this part. Can this support [mod X]? If you want integration with other mods, tell your favorite modders to ping me. I am very open to collaboration LICENSE: Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely DOWNLOAD HERE Source can be found here
parts [1.3] USI Exploration Pack - Small parts, big adventure! [v 0.6.0]
RoverDude posted a topic in Add-on ReleasesDownload via the USI Catalog Page This modpack is a repackaging of the PackRat Rover as well as new parts geared towards planetary exploration. Contents: The Pack-Rat Rover. A modular heavy-duty Rover for all of your planetary exploration needs. Easy to assemble Durable Balanced No twiddly surface attachment - everything snaps in place Integrated RTG and batteries Integrated headlights Glow-in-the-dark tape, for when you forget to turn the lights on... Handles like a dream - Munar speeds up to 20m/s Includes experiment storage lockers Includes a new science component (a data camera) Six customizable equipment slots (demo includes four science crates, a seat, and a data camera] Includes a Rover Delivery System - a cage framework with plenty of surface attachment space, and nodes for both the Rover and stack attachment in a 2.5m form factor (though a 3.75 fits the entire wheelbase of the Rover cleanly) Oh... And it can be completely assembled in the field using KAS... If you are assembling this as a sub-assembly in the VAB, start with the roll cage (it has a spare attachment node on top) If you are assembling this via KAS, start with the Front (and surface attach it to a pylon or something so your Rover does not fly away on minmus or something) The Advanced Extravehicular Suit (AES) What started out as a hardened EVA pod soon transformed into an assortment of small parts to extend it's functionality. Parts included: The AES Commad Pod - Tiny, with full glass IVA Micro SAS Micro RCS thrusters and mini tanks Micro decoupler (so handy!) Electric ducted fan motor (atmo only) - Nifty in that it ties to both the RCS and Engine systems FireSpitter and ModuleRCSFx are both required and included. Requires the Community Resource Pack (resources only, no ORS maps) as well as various USI DLLs (all included). Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely Additional Modules: This package redistributes FireSpitter This package redistribures Module Manager Download on GitHub: https://github.com/BobPalmer/ExplorationPack/releases Changelog: 0.2.5 - 2014.11.01 [LIST] [*]Reorganized folder structure to better support package managers [*]Included complete CRP [*]Replaced TGAs with PNGs [*]Increased maintenance pod range to 5m [*]Thanks to FrancoisH, fixed several broken welded parts [*]Thanks to Deadpan110 for surface attachable packrat wheels [*]Merged in the Safety Light, and made it KAS-attachable [*]Updated FireSpitter DLL [/LIST] 0.2.2 - 2014.10.07 [LIST] [*]KSP 0.25 Support [*]DRE/ATM support for the HERP command pod and jumpseat [*]Fixed typo in Jumpseat name/description [*]Minor update to HERP IVA [*]Added in HERP lights [*]New maintenance pod and various crates for resource transfer [*]Bundled KERT for EVA Transfer support [/LIST] 0.2.1 - 2014.09.28 [LIST] [*]Synced ORSX/CRP changes [*]Added the HERP command bubble and Jumpseat pods! [*]FAR/NEAR support [*]Engine tweaks for the ducted fan engines [*]DRE support [*]ATM support [*]Better packrat wheels! [*]FireSpitter Hover Mode! [*]Corrected model for ducted fan (transform issues) [*]Switched to latest USI DLLs [*]Switched to ORSX and new CRP [*]The PackRat has been adjusted again - be careful, old ones may have bees. [*]Updated RDS cage (3.75m) with matching fairings [*]Ducted fans have attachment nodes and should play symmetry better [/LIST] 0.1.3 - 2014.09.12 Bundled ORS 0.1.2 - 2014.09.12 [LIST] [*]Small update to the duct fan model - beware this may cause your ships to look weird as some transforms changed. [*]Slight boost to RCS power, texture size reduction, some model updates. [*]CRP Integration [*]USI Tools Refresh [*]Internals tweaks [*]Fixed bug where IVA caused a transparent pod [/LIST]
[1.3] USI Life Support [0.5.0]
RoverDude posted a topic in Add-on ReleasesSo I have been considering over the past month or two the creation of a life support system tailored to fit in with the USI mods, and also bring together some the bits I like about other mods already on the market, and add a few of my own tweaks, etc. This is pretty much my interpretation of how, if I were to go buy Kerbal in a store, I would expect a stock-ish life support system to work. I've been playing with it and minus a few refinements am very happy with the result. With that, I am pleased to introduce USI Life Support. Basic overview stuff. Mechanics wise, it's pretty simple. Kerbals require supplies. Kerbals also require EC. these are both on the same timer, so I just check supplies for the status window. When Kerbals are done consuming supplies, leftovers, scraps, and 'anything else' is either tossed overboard, or (if storage is available) tossed into a 'mulcher'. The resulting organic slurry is called 'mulch' and can be used to feed greenhouses, etc. at the player's discretion (or in the case of MKS, converted into Organics at varying levels of efficiency). 15 days out, the visuals go yellow (sorry, no auto-warp-slowdown-thingie, use KAC). When supplies run out, things go into the red. If you leave them unsupplied for 15 days... well, they just say 'screw it', get grouchy, and quit. They are still in the pod. they still take up a seat. But they can't fly, can't EVA, and essentially do the Kerbal equivelant of spinning around in their office chairs, refusing to work, until resupplied. This is a design consideration in that all of us, at least once, has just flat out done goofed, and lost a whole colony of Kerbals via glich or other sadness. Yes, death/despawn will be an option. Not the default one tho. Mechanics wise, they are transformed into tourists, as they are essentially on a self-imposed vacation Once resupplied, they are happy as clams and will return to work. While on EVA, they will not quit. But if they are brought back aboard a ship and have been starved (and can't find a hot meal waiting) they will promptly go in strike, and begin their self imposed vacation immediately. Orange suited Kerbals (Jeb, Bill, Bob, and Val) are immune to the ill effects of life support. They will still consume supplies if given, but do not leave the job, because they are just that awesome. This always gives a player (especially a new one) an 'out' to test out a manned mission before actually committing your other kerbals, etc. to a horrible fate of snack deprivation. Yes, it's a bit more 'Kerbal' than TAC-LS, but also a lot more predictable and with harder consequences than 'Snacks'. It does, however, feel 'right' (at least to me) from a design standpoint. Parts wise: Three inline storage compartments. No extra recyclers needed. No resourced added to pods (the 15 day window covers all of the Kerbin SOI so no point). No random contracts. MKS/OKS Changes MKS wise, closed loop just got a lot harder/more interesting (depending on your point of view). The old C3 (now renamed to the Pioneer Module) will have a basic mulcher and greenhouse and can do recycling at 50% efficiency for up to four Kerbals. Kerbitats operate at 75% efficiency. Mk-IV modules (once released) will operate at 90% efficiency off-world, 100% efficiency on the surface (pulling in of local material is inferred, no extra drills required). Supplies come from organics. Organics come either from mulched supply waste, or from a combo of water/substrate. So surface bases are easier to get to self sufficiency - if they are on water/substrate deposits. Orbital will always be a pain - so you will need to fly up fresh organics or keep large stores. And since organics creation is not tied to the life support loop, building large surface farms is also pretty easy now. Dealing with hungry Kerbals So you can do some very interesting things. Run a command pod to dock reviving supplies/snacks to a starved out colony ship. Use one of your orange-suits to lead a mission and conserve supplies. Note that Kerbals are pretty damn aggressive about getting their snacks - the only way to lock them out of the biscuit tin is to click that little feed button by the resource on a part (same way we reserve some battery power for a probe). Note that a Kerbal about to starve (i.e. no supplies for 15 days) will in fact happily break open said biscuit tin. witty screen message included Design side note: So 'Mulch'. Waste was used, and too generic. And I wanted something that showed that the stuff was kinda useful, not edible, and felt more 'kerbal' (and less like poo!) if that makes sense. The idea of Kerbals tossing all of the spare bits and scraps into a contraption and getting out a semi-useful generic organic slurry had a certain appeal, hence the abstracted mulchers and mulch resource. The resource itself is just 'supplies' and has the visual representation of a translucent, semi-rounded green cube. What are they? Well... leave that to the imagination. But the labeling will read 'N.O.M.S. - (Nutritional Organic Meal Substitute)' on the tins LICENSE: Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely DOWNLOAD: Get it at the GitHub Repo! https://github.com/BobPalmer/USI-LS/releases
[1.3] Konstruction! Weldable ports, servos, cranes, and magnets! [0.1.3]
RoverDude posted a topic in Add-on ReleasesIntroducing Konstruction! Konstruction adds new parts and game mechanics to KSP centered around base and orbital construction! Features: Weldable, configurable construction ports, with auto-rotation and configurable parameters on the fly. Once connected, these can be removed, resulting in a permanent joint between the parent parts of the two ports. Design your assembly in the VAB, cut it up and add construction ports, reassemble in-situ. Great for large bases and stations, or building larger vessels in orbit! Konstruction also includes an array of parts that can be used to create forklifts, cranes, magnetic couplers, stabilizers, etc. - ideal for building vehicles to help with in-situ assembly. If Module Manager is installed (not included till an official 1.2 version drops), the claw will have a magnetic grappler added to it automatically. Lastly, Konstruction includes the absolutely adorable Akita Rover. Small enough to fit in a Karibou cargo bay, great as a little runabout for your base. And now the important bits! Download Links Use any of the links below to download this mod, or pick it up via CKAN. Source Code and Change Log Donation Info! If you like what you see, and want to help out (or just buy me a beer!), please consider donating, either via PayPal or Patreon. License Information Configuration files and code are licensed under the GPL v3 license (see attached). Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely
[1.2.2] [0.9.5] KPBS/MKS Integration Pack
DStaal posted a topic in Add-on DevelopmentOk, ages ago I wrote a simple set of MM patches to help integrate UKS with KPBS. Then it got noticed a bit, and a few of us made some big plans. Then 1.2.2 came out, USI updated everything, I couldn't run the latest versions, etc, etc, and it fell behind a bit. @TheRagingIrishman offered to take over the main effort, but stuff got put on hold until @RoverDude released his balance spreadsheet, which hasn't happened yet... So. I got a new computer for Christmas, and I'm interested in playing with both MKS and KPBS again. Nills277 isn't particularly interested in doing MKS integration himself (which is fine: if he doesn't play with it, it's a complicated thing to integrate correctly), and no one seems to be doing much with it, so I'm reviving my patch set. I've renamed it, in the hopes of eventually doing a 'real' release, and I spent some time today reorganizing and cleaning up. Current repositories: GitHub: https://github.com/DanStaal/KPBStoMKS GitLab: https://gitlab.com/DStaal/KPBStoMKS I like GitLab from what I've seen, but I know they aren't the big name (and aren't quite as stable), so I've got it on both. I may drop one or the other if keeping them in sync becomes to much of a hassle. Current Status: Current Release is 0.9.5, with logistics, power distribution, Ground Construction, and Kontainers support. https://github.com/DanStaal/KPBStoMKS/releases/tag/Release-0.9.5 Repository Structure: I'm trying to teach myself good Git usage using this as well, so I've got the repository structured for a 'Git-Flow' workflow. That means there are several branches: Release, where the main releases will be made to. If you just want to grab the last tested & stable version of the patches, go here. This still has the old version of the patchset. Development, where the main development occurs. Currently has most of the latest changes. Various 'feature' branches, which are focused development on specific features that may or may not be included in main development. At the moment there's really only one active 'feature' branch: MKS_Workshops. It's intended to house development for the big plans that got discussed ages ago, while the main development will be trying to get something that does basic integration. (There's also the old 'master' branch, which I may delete at some point.) Plans: Short-term: Next on our list is to get USI-LS support written up and functional. This will probably be two versions: A 'Basic' version for working with just USI-LS (which we'll be sending to Nils277) and a full MKS+USI-LS version which will stay in this pack. Check to see if Multi-Hub has a node at KPBS height, and if not add one. Long-term, I'd like to see support for the MKS industrial toolchain in the KPBS form-factor. We had an interesting idea of how to break that up back in the KPBS thread ages ago - I'll look up the links. It may not be possible with the current way MKS is structured, we'll need to take a new look at it. How You Can Help: I welcome discussion and PRs. If possible, please put the PRs on the correct branch - that's either 'Development', or a feature branch dedicated to the features you're working on. (At the moment that being the industrial toolchain workshops in the feature/MKS_Workshops' branch.) This should be fairly easy, as I've set up 'Development' as the default branch to look at. Also, while I can code fairly well, I have *no* modeling or texturing skills. I've tried. Really. I may try again in the future, but if you have some skills in either, they would be welcomed. Currently we could use: Textures for the tanks. (Small, medium, large) For any/all of the MKS resources. I can do without, or have a default, or just have a couple, but ideally we'd have all of them. License: MIT.
[1.3] Community Resource Pack
RoverDude posted a topic in Add-on ReleasesThe Community Resource Pack is a clearinghouse for common resource configurations as well as resource distribution configs for the stock resource system. It gives modders a toolkit of commonly used resources to play with, and helps us all work together in the same resource playground. The CRP has two goals: Goal 1: Establish a common set of planetary resources. To make this happen, CRP will include a consolidated list of distinct resource configurations designed to be used with the stock resource system. Examples include Water, Substrate, Uraninite, and others. Goal 2: Avoid surprising our users by stomping over resources. When mods both define the same resource, bad things can happen for the player. So the CRP pincludes a bunch of resources that modders have agreed to consolidate on. Including ones from Karbonite and MKS/OKS (of course), Universal Storage, KSPI-E, RealFuels, Near Future Technologies, and others. Additional mods are supported where we've decided not to break their stuff, even though they are not (yet) active participants in CRP (kinda like santa claus handing out gifts). Examples include EL (for RocketParts), and TAC-LS (for life support stuff). If this goal is achieved, even for the few dozen resources we already have listed, I'm be thrilled, since being nice is a lot more beneficial than randomly stomping on things. So if you're sold, head on down to the bottom of this post for links and goodness. If you are not sold, read on. "I am sad! you're trying to control my stuff!" Not really. I just don't want to break your stuff, and I hope you don't want to break mine. All of this is totally optional, if you don't wish to participate, then peace out and rock on. "There's no way this will ever work, people can't agree!" I dunno, I have enough already agreeing that I am pretty darn happy. Given the current level of adoption and cooperation, I think we've landed in an excellent place. "But I don't want you mixing space cows in my ultra-realistic electrolysis sim!" Then don't use space cows. But maybe someone wants to have a nuclear-powered space cow RTG or something. In which case, you probably don't want them breaking your electrolysis sim. "But... you can't mix space cows and Plutonium-239!" Sure you can. Maybe you don't want to in your mod, or in the mods you select for your own save game, but people are going to do all kinds of crazy stuff. And I expect you'd prefer it if your Plutonium-239 to not suddenly triple in mass mid-flight because SuPaKerBaL9000 modified the AAA_SpaceCows mod you downloaded for your kid's save to triple the mass of Plutonium-239. "What about disparities in resource density and atmospheric pressure, or gas compression?!" Here's reality. Most of us just want to play a game. Hence, CRP has no opinion on units, compression, cost, densities, etc. - that's up to the mod creators. And if something is good enough to be adopted by a couple of mods, then it's good enough to join the club. In the end, this is curated. But the only considerations on the table are ensuring stuff plays well in our space lego game together, not in nitpicking physics or chemistry, and most certainly not in dictating how stuff should be measured. "But what if I want my own resources?!" Go for it. CRP does not dictate what resources your mod has or how you use them, just that you don't create ones that conflict with ones already there in CRP. "But this is more work for me! I am sad!" Actually less. Just include a dependency like you would Firespitter or any other similar mod. Shop for resources. Done. But hey, if you'd rather have SuPaKerBal9000 wreck your mod, rock on. "I'm still sad! I won't use this!" Ok that's fine too - peace out "Ok I'm sold.. how do I use this thing in my mod?" Since CRP is based on the stock resource system, it's super lightweight! Include the CommunityResourcePack folder with your mod, and you're done. And please don't modify any of the configs you download either, as that kinda defeats the entire purpose, and is downright mean Lastly, don't supersede CRP resources with your own definitions for any of the included resources - that's almost as bad as modifying them. The whole point of the club is that we all play nice. If you want in the club, awesome! But please don't join the club just to trash the clubhouse Mods that bundle CRP MKS/OKS Near Future Technologies Karbonite Asteroid Recycling Technologies Freight Transportation Technologies NearFuels RealFuels KSPI-E DangIt! Mods that are CRP Compliant (Mods that are known to play well in the sandbox together) Universal Storage TAC Life Support Download Links Use any of the links below to download this mod, or pick it up via CKAN. Source Code and Change Log Donation Info! If you like what you see, and want to help out (or just buy me a beer!), please consider donating, either via PayPal or Patreon. License Information Umbra Space Industries, USI, CRP, and Community Resource Pack are (tm), and may not be used without permission. License for all configuration files is CC 4.0 BY SA NC NOTICE: This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin.
[1.3] Freight Transport Technologies [v0.6.0]
RoverDude posted a topic in Add-on ReleasesDownload via the USI Catalog Page Introducing Freight Transportation Technologies! A series of modular parts for all of your hauling, mining, and exploration needs! Phase 1 introduces the 'Honeybadger' freighter - a 3.75m form factor craft ideal for mining operations or light hauling/tug duties. Usual deal, this is a pre-release, so there are still some minor texturing adjustments being made, as well as proper tech tree integration. And a video for those that have not yet seen it! Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely Download from GitHub: https://github.com/BobPalmer/FTT/releases This package redistributes FireSpitter This package redistribures Module Manager Changelog: 0.3.0 - 2014.12.16 [LIST] KSP 0.90 compatibility [*]Converted over to Regolith for all generators [*]Updated Honeybadger reactor - now larger and with radiators [*]Added Metal, Chemical, Polymer, and RocketParts Kontainers [*]Converted nukes to be LH2 only, and tweaked ISP/cost to be comparable to stock nukes [*]Adjusted LH2 volume in spherical tanks [*]Tweaked down the large toroidal SAS, made both StarLifter SAS modules scale linearly with stock [*]Tweaked the reactors - especially price - to be inline with NFT [*]CTT Integration [*]The Honeybadger parts are under Gigantic Rocketry [*]The StarLifter parts are under Colossal Rocketry [*]Nuclear engines are under High-Efficiency Nuclear Propulsion [*]Nuclear reactors are under Large-Scale Nuclear Power [*]All ducted fan engines are under Experimental Aircraft Engines [/LIST] 0.2.4 - 2014.11.01 [LIST] [*]Adjusted directory structure to help with package management [*]Converted TGA->PNG [*]Full CRP [*]ORSX/USI Tools Refresh [*]Adjusted cost for several modules [*]Added new 5x5 adapter (one 5m -> 4x5m) [*]New toroidal 5m SAS [*]Tweaked ISP of the nuclear engines [/LIST] 0.2.3 - 2014.10.17 [LIST] [*]Replaced TGA with PNG [*]Updated tech level of some HoneyBadger parts [*]Updated HoneyBadger descriptions [*]Introduced all parts for the StarLifter - a 0.25m freighter [*]Structural parts [*]5m Command Pod [*]2.5m and 3.75m nuclear engines [*]5m reactor [*]5m SAS [*]5m Karborundum and LiquidHydrogen tanks [*]10m LiquidHydrogen tank [*]Cargo racks and adapters [*]Larger Kontainers [/LIST] 0.2.2 - 2014.10.07 [LIST] [*]KSP 0.25 Support [*]Removed LqdHelium from reactor [*]ORSX/CRP/USI DLL refresh [/LIST] 0.2.1 - 2014.09.28 [LIST] [*]Removed RCS reference from the inline fan, fixed intake issue [*]USI/ORSX/CRP refreshes [*]Added new radial outrigger - no more weird fuel issues. The dual outrigger is now considered legacy [*]DRE support [*]ATM support [*]Ducted fan tweaks - note that the radial fans changed position so this will affect ships in flight! [*]Hover mode and an attachment node for the radial ducted fans! [*]Added FireSpitter version file [*]Fixed transform location issue with ducted fan engines [*]Switched to latest CRP/ORSX [*]Latest USI DLLs [/LIST] 0.1.3 - 2014.09.02 [LIST] [*]Multi-colored honeybadgers thanks to HostageTaker who gave us a bunch of new textures. You can color your ship in yellow, gray, orange, or brown. Note some bits have more than one coloration choice, and some are for contents only. [*]Engine tweaks - power requirements are up, props now spin in the right direction [*]Two new ducted fan engines - a radial one with similar characteristics as the inline one we already have, and it's new smaller cousin (smaller than FTT's, larger than Exp Pack's). These all have RCS capabilities, but these are not exactly nimble ships [*]Kontainers - Kerbal-style cargo containers for hauling around raw goods. They fit snugly inside of the bay of a Honeybadger, and are perfect for use with a KAS and IR crane [*]Added CRP integration for resources (config only not maps) [*]Updated to latest USI tool DLLs [/LIST] 0.1.2 - 2014.09.02 [LIST] [*]KSP-AVC integration [*]No longer dependent on Karbonite [*]Updated the propfan - better thrust, huge power consumption increase, slight gimbal, slight mass increase [*]CLS integration [*]Tech tree update [*]Updated engine cowling nodes to not include duplicates. Should not break stuff, but hilarity may ensue. [/LIST]
parts [1.3] Karbonite Plus (K+) - A Karbonite Expansion!
RoverDude posted a topic in Add-on ReleasesDownload via the USI Catalog Page LOTS OF STUFF CHANGED WITH 1.0 - DELETE YOUR OLD STUFF FIRST! Introducing Karbonite Plus (K+) - New resources and parts for Karbonite K+ adds new resource and gameplay elements as well as supporting parts to Karbonite. K+ requires Karbonite (not included) to use. Enhancements and Changes included in K+ New resource: Karborundum. Valuable and incredibly fuel efficient, but also very hard to get. It can be harvested on the surfaces of Eeloo and Eve, or by a solar collector within approximately 2000 meters of the sun's surface. Hats off to nli2work for his awesome rover-sized models, and for TMarkos for being awesome and collaborative! New parts: Tiny radial Karbonite/Karborundum drill. 0.625m form factor, can be node or surface attached. Also KAS-portable! Deployable Karborundum scanner (NOTE: Karborundum is only detectable on the surface, or at altitudes lower than approximately 500m over the terrain - so bring your Rovers and nape of the earth (NOE) flyers). New fuel tank - the Karry Kan - great for small quantities of Karbonite or LFO. Comes in two sizes - a surface-mountable single Kan, and a double-Kan (great for the Packrat Rover). Rover-sized generator, for powering your Karborundum operations on the fly. KASable, surface and stack attachable. New radial tanks to store Karborundum in three sizes - a Jumbo radial tank, an inline tank cluster, as well as a 0.625m mini tank. The mini tank is KAS-enabled. A Karborundum sample tank. Luxuriantly expensive, but saves you the trip to eeloo. Made for testing purposes. Warning: Will self-decouple and explode when empty! Hilarity may ensue. A new particle collector with slightly better range (at the cost of efficiency and energy use), allowing it to skim the sun's surface picking up stray Karborundum particles. The Karborundum Fusion Drive (in two sizes - 1.25m and 2.5m) Expensive, incredibly efficient, but require significant EC to operate, and runs on Karborundum. A small but adorable 0.625m Karbonite engine. This one has the added benefit of taking some of the vented exhaust and converting it into monopropellant for later use. Dev Note: The Karborundum engines are absolutely OP compared to stock engines (we're in KSPI territory with these), This is to balance the absurd difficulty in getting fuel for them. Tech tree wise, Karborundum-specific parts will be under Nuclear Propulsion. Karbonite bits will be under Fuel Systems. Demo of the Fusion Drive Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely Download on GitHub: https://github.com/BobPalmer/KarbonitePlus/releases Change Log: 0.3.0 - 2014.12.16 [LIST] [*]KSP 0.90 Compatability [*]Moved 0.625m Karbonite engine and Karbonite SRBs to the core Karbonite mod. [*]Moved the Karry Kans, mini drill and mini-generator to the core Karbonite mod. [*]Added MM config to add Karborundum back to mini drill for K+ [*]Swapped all generators and converters to Regolith [*]Removed the Liquid Hydrogen requirement from the torch drive, increased ISP, reduced thrust (so they are more... you know... torch drive like). [*]Added in CTT support. [*]All K+ harvesting parts are under Resource Exploitation. [*]Fusion drives are under Fusion Rockets. [*]Torch Drives are under Exotic Reactions. [/LIST] 0.2.3 - 2014.11.01 [LIST] [*]Moved K+ DLL and version file to better support package management [*]Replaced all PNGs with TGAs [*]Adjusted KAS containers to better manage state [*]Fixed name and attachment issues with RAT boosters [*]Fixed missing model part from inline Karborundum tank [*]Added two new torch drives in 3.75 and 5m form factors. Because Hohmann transfers are for sissies. [/LIST] 0.2.2 - 2014.10.07 [LIST] [*]KSP 0.25 Support [*]Added ability to shut off Karbonite SRBs [*]Corrected issue with node spacing for fusion drives [*]Updated ORSX/USI DLLs [/LIST] 0.2.1 - 2014.09.28 [LIST] [*]Updated USI Tools [*]Fixed bug where Karborundum could be seen from orbit (boo!) [*]Karborundum tank description now includes max capacity [*]Added four Karbonite based SRBs in 0.625 and 1.25m form factors. NOTE: While these are very powerful, they also become unstable as speed increases - beware! [*]Fixed issue with the radial drill not extracting [*]DRE Support [*]MFT support for Karborundum [*]Tweaks to the 0.625m engine [*]Switched from ORS -> ORSX [*]Fixed animation on fusion drive [/LIST] 0.1.2 - 2014.09.12 [LIST] [*]Maintenance release - version file, new DLLs with version checking, and a dummy DLL for folks to use with MM to determine if K+ is present (KarbPlus.dll) [*]Updated to latest USI components [/LIST] 0.1.1 - 2014.09.07 [LIST] [*]Added bottom nodes and fairings to all engines [*]Fixed cost issue with Karborundum tanks [/LIST]
[1.3] USI Core (Reactors and Kontainers)
RoverDude posted a topic in Add-on ReleasesThis is a bundled release of the USI nuclear reactors and the various kontanier types that are used accross many USI mods - tossing this out as a separate bundle by request (and to version this separately for ease of distribution) Uses KSP-AVC. Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely [Link removed by moderator, Kerbalstuff site dead and hijacked]
parts [1.2] 'Otter' Submersible (USI Submarine Parts) [0.2.0]
RoverDude posted a topic in Add-on ReleasesVery WIP! Introducing the 'Otter' submersible from USI! Pick it up on GitHub: https://github.com/BobPalmer/SubPack/releases Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely
parts [1.3] 'Project Orion' Nuclear Pulse Engine [0.3.0]
RoverDude posted a topic in Add-on ReleasesIncludes a 5m USAF Orion as well as a 5m Medusa variant. Note that this is a pre-release - you can pick it up here: https://github.com/BobPalmer/NuclearRockets Post bugs and whatnot Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely
[1.3] The Malemute Rover [0.2.0]
RoverDude posted a topic in Add-on ReleasesIntroducing the Malemute Rover! Based on the Mars rover from 'Last Days on Mars' (great rover, horrible movie), this pack includes parts for cargo, geo-science (no more awkward Narrow Band Scanners sticking out!), crew transport, and general shenanigans. Over a dozen parts with full IVA support. Interconnects with other USI bits and pieces, and can be configured both as a rover, and also a really sweet biome hopper or VTOL. Have fun! Download, Source, and Change Log! Donation Info! If you like what you see, and want to help out (or just buy me a beer!), please consider donating, either via PayPal or Patreon. License Information Configuration files and code are licensed under the GPL v3 license Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely This mod redistributes Firespitter, which is covered under its own license.
Umbra Space Industries Help
Tycoon posted a question in Technical Support (PC, modded installs)I want to download every Umbra Space industries mod as well as extra-planetary launchpads, but I need help. My biggest problem is that when I download all of the USI mods separately there are a lot of double files, so there are a ton of duplicated parts. Also, there are many parts where I can find the actual parts files when I look in the folder, but don't show up in the game. Is there a master file I can download that has all of these things? Like I just download a single thing and everything I need is there? Please help!
Help with USI LS
Woollt_Owl posted a topic in Add-on DiscussionsHi guys, was wondering if you could help I wanted a life support mod which kills kerbals... but also wanted kolinization (it looks amazing) I figured i would get USI ls and configure it to kill kerbals (setting the effect to 5 in config for both vet and non vet when running out of supplies, ec etc...) I did this because i read that USI kolinization no longer supports TAC or doesnt work as well and i don't mind having resources grouped as "supplies" instead of individual resources too much. Anyway after setting it all up and testing in both career and sandbox mode i found that after the 15 days of "starving" the kerbals become tourists and do not die. Ive checked the in game settings which shows it is selected to K.I.A for both vet and non-vet... any idea why this is happening... i just want my kerbals to die! Any help is much appreciated!
parts [1.3] Asteroid Recycling Technologies [v0.9.0]
RoverDude posted a topic in Add-on ReleasesDownload via the USI Catalog Page Background: What's more awesome than asteroids? Asteroids you can put stuff in! Asteroid Recycling Technologies (ART) allows you to remove asteroid mass and attach multiple reconfigurable storage tanks to the asteroid's surface. ART is a collaboration between myself (plugin code, configs, and Unity), and WaRi (modeling and textures). How it works: First, Attach (via the same mechanism as the ARM Claw) a mass extractor to the surface of the asteroid. This device (aka the Jaw) uses a high powered laser to vaporize asteroid mass, transforming it into rock (a new resource) and prepare the interior space for use. Next, attach one of several reconfigurable storage tank hatches to the asteroid. Each of these contains a specific resource (LiquidFuel, Oxidizer, XenonGas and Karbonite are included, mod creators and players are encouraged to create more!). These begin with zero capacity, but can be inflated once attached to the asteroid and take advantage of the space created by the Jaw. Better yet, these storage tanks can be reconfigured on the fly based on your needs - need more Karbonite space and less XenonGas space? no problem - just compress and expand the different tanks. There's even an option to bleed off the contents if you need to make room for something else. What do I do with all of this rock?! You can bleed it off - just select 'Vent Rock' on your asteroid's right click menu to toss some out into space. Or, use one of our handy low-yeild extractors (ones for Karbonite, Minerals/Water, and Substrate/Ore come with the release) to transform rock into useable stuff. Example: Using the Jaw, a player can create available space of, say, 50,000 units. They could then attach tanks for Karbonite, Liquid Fuel, and Oxidizer, and distribute that 50K capacity among all three, and change it as needed (i.e. reduce Karbonite space and expand LFO space during conversion, etc.) There's some extra stuff too! Lastly, there are two new parts for other rocky goodness: a nifty mass driver engine that runs off of Rock, as well as an accompanying storage tank. These are similar to ion drives, but with much higher thrust at the expense of ISP (so they sit somewhere between the nuke and the ion drive). I'm still lost... can you make an awesome video or something? Ask and ye shall receive. License and stuff License is All Rights Reserved. But if you wish to use some code or a model, etc. toss me a line! In the event of my absence from the official KSP forums for 120 days or more, the license will revert to CC 4.0 BY SA NC. Uses the FireSpitter plugin by Snjo What's next: Habitable modules that let you turn your asteroid into an ant colony. More complex high-yield mining technologies, and integration with Freight Transportation Technologies (FTTP) ChangeLog 0.6.0 - 2014.12.16 [LIST] [*]KSP 0.90 Comatibility [*]Converted most parts to Regolith [*]Boosted Jaw efficiency by tenfold [*]Fuel hatches and the Jaw must be directly attached to an asteroid to function [*]Deprecated ORSX [*]Updated DLLs - including TEMPORARY FireSpitter patch for 0.90 [*]CTT Integration. Mass driver and rock tank are under Resource Utilization, with the balance of the parts under Off-World mining. [/LIST] 0.5.4 - 2014.11.01 [LIST] [*]Cleaned up resources [*]Moved out some dead code [*]Converted all TGAs to PNGs [*]Updated USI Tools/ORSX/ModuleManager [*]Moved to full version of CRP [*]Moved rock to the CRP as it will be multi-mod [*]Updated FireSpitter DLL [/LIST] 0.5.3 - 2014.10.10 Fixed name for Crew Hatch, added DRE config 0.5.2 - 2014.10.07 [LIST] [*]KSP 0.25 Compatability [*]Added the Crew Hatch! Latch on, stuff with Kerbals! (for phase 1, this will not take away from space - we assume they use existing caves). [*]Crew Hatch automatically expels Kerbals in the event of disconnection [*]CRP and USI DLL refresh [/LIST] 0.5.1 - 2014.09.28 [LIST] [*]ATM configs [*]DRE support [*]MFT support [*]Added FireSpitter version file [*]Updated to ORSX [*]Updated Module Manager [*]Updated USI Tools [*]Increased JAW laser strength and energy usage [*]Fuel hatches now have a top node so they can be stacked for delivery [*]Updated CRP resources [/LIST] 0.4.5 - 2014.09.12 [LIST] [*]Updated KSP-AVC info [*]Updated FireSpitter plugin [*]Updated USI DLLs [/LIST] 0.4.4 - 2014.09.02 [LIST] [*]Fixed resource issue that caused a Karbonite conflict with cost and flow type (yay for shooting myself in the foot) [*]Updated version info [*]Updated DLL dependencies [/LIST] 0.4.3 [LIST] [*]Updated USI_Converter [*]KSP AVC Support [*]Fixed missing transform on mass driver [/LIST] 0.4.2 [LIST] [*]Final configuration updates and licensing [/LIST] 0.4.0 RELEASE CANDIDATE [LIST] [*]Split parts into two packs - ART and ART_PartPack [*]RCS and 2.5m Mass Drivers are deprecated, RCS is coming back with a new model. [*]Hollowing potential jumped up to 75% of mass. [*]Simplified the converters at the expense of efficiency - now go straight from rock to resources. Ratio is approximately 1000:1 to account for conservation of mass (asteroids are fluffy), and to leave breathing room for mining specialization. [*]The probe now gives science. Analysis results are non-game impacting for now, but there to support the next expansion. [*]Some FX adjustments [/LIST] 0.4.0 RELEASE CANDIDATE [LIST] [*]Mass drivers in 1.25/2.5 form factors along with a high-thrust RCS version. Yes, you can fly asteroids around. No, they have no more gimbals. Oh.. and the fade of the emmissive is prettier. [*]The probe now requires direct activation to perform it's analysis. IT also shows analysis results (so does the asteroid). [*]Turns out asteroids are very fluffy... conversion rates and hollowed out volume adjusted accordingly. [*]A new part - Intermediary Separation Module - handles the separation of rock into the specialized types. It will attempt to do this when it sees you have a lot of rock. It also handles Rock=>RockDust conversion. [*]Fixed the whole 'probe zooming in the VAB' thing [*]Mass should now remain constant (until conversions start expelling waste). [/LIST]
[1.2.2] Firma 0.1.3
Sassenach posted a topic in Add-on ReleasesI've put together a selection of parts meant for the building of bases on foreign bodies. Designed to tesselate on a cubic grid and represent a more permanent foothold. No strict mod dependencies Configs provided for MKS, Near Future Electronics, Community Tech Tree, and Connected Living Space functionality. Benefits greatly from a means to build away from the KSC e.g. Ground Construction/Extraplanetary launchpads Heavy parts, may benefit from Ubiozur Welding for structural Integrity. Reasonably light weight otherwise, tried to keep computer resource usage to a minimum. Kottabos' Youtube Review: Pictures: Changelog Downloads: SpaceDock Github Dev Thread: This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. I'd like to thank dboi88 for answering some my questions when I was getting started.
I need one mod, but I can't find it. Can you help me? :)
Xene1042 posted a topic in Add-on DiscussionsHi everyone. I'm gathering mods for a cool project I'm working on but I have a small problem. I was looking for a mod that had airbags. I found one and later on figured out that it was now part of a pack by USI and @RoverDude . It's called USI survivability pack, and besides of airbags it addes other cool stuff: The problem is that the link it provides to download it does not work, it takes you nowhere: http://forum.kerbalspaceprogram.com/bobpalmer.github.io/UmbraSpaceIndustries The mod is not very famous and this is the only page I've found to download it. It's not in the USI page or anywhere else that I could find. I really really want it. I would really appreciate any help.
MKS Documentation Development
PocketBrotector posted a topic in Add-on DevelopmentPer suggestion by @dboi88, this will be a place to discuss development of KSPedia and wiki documentation for @RoverDude's MKS.
[1.1.3] MKS Lite - A lighter, friendlier colonization mod from USI [0.4.4]
RoverDude posted a topic in Add-on ReleasesMKS is a complex mod - it has a lot of resources, and a lot of moving parts. And while it's pretty awesome once it's up and running, it can also be intimidating to a newer player. So I've been carefully considering the best way to overcome this hurdle without sacrificing the spirit of the mod, and after a lot of discussion and feedback, have decided to build out a lighter, friendlier version of MKS. Thus, I am happy to introduce MKS-Lite! It will give you a taste of a lot of the MKS subsystems, but uses a much simpler resource set and more forgiving mechanics. The best part is that when you're ready to move onto the main MKS system and it's more involved processes, almost all of the knowledge you learn in MKS-L will transfer directly over. You can get a feel for the specifics over on the Wiki. You can grab a release over on GitHub here: https://github.com/BobPalmer/MKS-LITE/releases Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely note that this is currently in BETA, so while it is pretty stable, I still anticipate some bugs I am also especially looking for feedback on the documentation, since this is intended to be a much simpler version, and I need to make sure the docs work for newer players. Note: This is not really suitable for use with core UKS because of balance issues (in the next release, the full UKS mod will explicitly hide MKS-L if present). Enjoy!
Accurate Life support and USI Conversion Charts?
Vinhero100 posted a topic in Add-on DiscussionsAs you can see from the title, I have been looking for a conversion and life support chart, for ksp 1.2.2. I was wondering if anyone has stumbled by them and can send me a link to the web page. Thank You!
parts [1.3] Sounding Rockets! Start small. Dream big! [0.5.0]
RoverDude posted a topic in Add-on ReleasesI expect a lot of us will be starting new career saves after the release of 0.90. So in anticipation of that day, and because the idea of grinding science on the launchpad makes me sad, I give you Sounding Rockets! This mod adds a series of very simple 0.35m parts to the start node, including: Two SRB engines. One with high thrust, one with high efficiency. Neither have decouplers, but will instead automatically jettison when out of fuel (this is especially handy for the upper stage below your payload). A nosecone containing a basic parachute, gyro system, and control module. Note: These run off of StoredCharge not ElectricCharge, and by design cannot be recharged. You will have enough juice for a short mission, but don't expect to get to the Mun with it. Four new science experiments to serve as payloads for your sounding rocket. Note, that trying to stack more than one will likely exceed the parachute's capacity. Enjoy! Go forth and find bees, feedback rocks. Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely Pick it up on GitHub! https://github.com/BobPalmer/SoundingRockets/releases
Contract Pack: Sounding Rockets 1.2 - 8/24/16
inigma posted a topic in Add-on ReleasesContract Pack: Sounding Rockets 1.2 A simple contract pack developed by @inigma for USI Sounding Rockets by @RoverDude "Sometimes it's just the simple mods that fill a niche that are treasured the most..." - a KSP mod fan SpaceDock Download Description: A simple set of 6 altitude contracts requiring the use of USI Sounding Rockets. Perfect for any fledgling beginner space program. This Contract Pack is CCF Certified - guaranteed to work with any Community Career Framework based career games!
Coyote Space Industries - Dboi's Dev Thread
dboi88 posted a topic in Add-on DevelopmentDboi's Dev Thread This is where I will share updates of current development. As well as a cataloge of current and past projects. Cargo Freighter Licence- All Rights Reserved Reviews SketchFab Collection https://sketchfab.com/danielfay88 -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Cargo Freighter Original Concept Post
What's the Correct way to Install Umbra Space Industries Mods?
Space_Coyote posted a topic in Add-on DiscussionsOkay I have a question, and maybe the mod dev can answer this.. But everytime I use Umbra Space Industries Kolonization, Konstuction, and Life Support, I always seem to have issues. and it gets wrose when There's an Update for USI Tools I'm just wondering what is the correct way to install these m mods? I mean, what is the correct way to install these mods in Order? Should it be The Tools first, then the colornization then the Konstruction, or is there any particular order in General? Any insight would be helpful.. Space_Coyote


text:
Add your name for an extra 3.90 euros
Type I Personalised stock
Estimated Delivery Time I 15 working days
Position IBag Logo Position - Front Panel (Embroidered)
Price I Included
Position IBag Initials Position - Front Panel (Embroidered)
Price I + €3.25 excl. tax
Please use the Initials field below.
View Size Guide - View Delivery Info - View Returns Policy


text:
Delicious, healthy, easy recipes!
Wash and drain lentils. Place in a saucepan.
Sauté onions lightly in butter. Add meat and sauté for about 15 minutes, then cover and cook on low heat until the meat releases its moisture and reabsorbs it and it becomes tender. Add tomato paste. Stir once, then add the meat mixture, carrots, salt and pepper to lentils. Add hot water. Cover. Cook over medium heat until lentils are tender, the liquid is mostly absorbed and yet some gravy is left.
Serve as a hot main course with salad.
8 servings


text:
Symphony on the Bay announces the 2016 Young Artists' Competition
Symphony on the Bay is excited to announce its 2016 competition for Young Artists. The annual competition is part of the Symphony's ongoing efforts to connect with and provide opportunities for young musicians in our community. The winners of the Young Artists' Competition are invited to perform with the orchestra during the upcoming season. The competition is open to orchestral instruments (woodwind, brass, percussion, and strings), harp, piano, and voice. The 2016 competition will select two outstanding competitors, one junior and one senior, to perform as soloists with the orchestra in a special concert presentation in late March or early April 2017
Contestants must submit an application form and fee along with a recording of themselves playing the selected music with piano accompaniment. The finalists and their accompanists will be invited to perform before a panel of judges on Saturday, October 29, 2016, in Burlington, Ontario. The application deadline is 5:00 pm on Friday, September 30, 2016. Please see the Young Artists' Competition page for more information.
Symphony on the Bay seeks candidates for the position of Manager, Orchestra Operations, for the 2016/2017 Season
Symphony on the Bay (SOTB) is currently in its 43nd season. The name of the orchestra reflects our connection to both the Hamilton and Burlington communities. SOTB is a community orchestra comprised of professional players, semi-professional and amateur players. We perform six concerts per year, mostly in the Burlington Performing Arts Centre. This schedule includes a four-concert subscription series, a concerto concert featuring local young artists and a Canada Day concert at the Burlington waterfront.
SOTB is governed by a Board of Directors and led by our Music Director, Claudio Vena. The Manager, Orchestra Operations reports to the Board and, as such, may be required to attend Board meetings when appropriate. We also have a librarian, personnel manager, equipment manager and several volunteer committees. Please visit www.symphonyonthebay.ca for more details.
The successful candidate will demonstrate skill and experience in the following areas:
• Contract Negotiations. Includes negotiation of fees for venues and performing guest artists for approval by the Board of Directors.
• Sales and Marketing. Includes production of web marketing, media communications, concert press releases and coordination of interviews with local media. Promoting sales, receiving and processing ticket orders in cooperation with the Burlington Performing Arts Centre and accounting for both. Recommending sales promotions to meet concert sales targets.
• Communications. Developing and maintaining personal relationships with Symphony on the Bay member, donors, subscribers and supporters. Developing and growing relationships with key community patrons and advocates. Designing and managing community outreach programs.
• Administration. Production of programs and brochures, including coordinating with graphic designers and printers.
Key Attributes and skills:
• Enthusiasm for the Arts
• Able to work to tight deadlines
• Flexible – able to adapt to changing priorities and available outside core business hours for rehearsals and performances
• Attention to detail
• Experience working with a volunteer Board of Directors
This is a contract position. The contract will run to coincide with the fiscal year of the Symphony ending July 31, 2017 with opportunity for annual renewal for subsequent years. Proposed start date to be August – negotiable at time of interview. Symphony on the Bay thanks all candidates for their application. Only applicants selected for an interview will be contacted.
Qualified individuals should submit a cover letter, resume, and list of references to SOTB's director of development, Milan Sanader, at email@example.com.
The deadline for applications is July 8, 2016.
Symphony on the Bay seeks applications for the Board of Directors
Symphony on the Bay (SOTB) is currently in its 42nd season. The name of the orchestra reflects our connection to both the Hamilton and Burlington communities. SOTB is a community orchestra comprised of professional players, semi-professional and amateur players. We perform six concerts per year, mostly in the Burlington Performing Arts Centre. This schedule includes a four-concert subscription series, a concerto concert featuring local young artists and a Canada Day concert at the Burlington waterfront.
Our growing and progressive Board of Directors has a few openings for additional members. We are particularly interested in individuals with the following skill sets or background:
- Legal (not-for-profit experience preferred)
- Marketing and social media skills
- Fund-raising
- Governance
- Leadership and project management
If you have a passion for supporting the arts in your community, please consider joining our dynamic Board. All those interested may apply to email@example.com.


text:
BeautyPreneur is a unique opportunity for women leaders in the field of beauty who are already running a parlour and ready to include training as a service in there premise. It is a joint initiative by Godrej Consumer Products Limited and Dhriiti to support beauty parlour owners build and expand their businesses.
Thirty selected beauty entrepreneurs will receive incubation support to run beauty parlours cum training centers efficiently and effectively
The year long program support will include
• Intensive hand holding on managing the day to day to operations and planning for expansion.
• Advanced Beauty Skills and Entrepreneurship training
• Brand Association with Godrej and Dhriiti
• Certification from Godrej & Dhriiti
• Material & Curriculum support
There is no registration fee. However, the participants are required to cover their travel costs to attend the programme activities.
Application Process:
To apply, complete our online application at: https://goo.gl/He9HCv
For nomination form click: https://goo.gl/OekLCW


text:
We use cookies to distinguish you from other users and to provide you with a better experience on our websites. Close this message to accept cookies or find out how to manage your cookie settings.
To send content items to your account,
please confirm that you agree to abide by our usage policies.
If this is the first time you use this feature, you will be asked to authorise Cambridge Core to connect with your account.
Find out more about sending content to .
To send content to your Kindle, first ensure email@example.com
is added to your Approved Personal Document E-mail List under your Personal Document Settings
on the Manage Your Content and Devices page of your Amazon account. Then enter the 'name' part
of your Kindle email address below.
Find out more about sending to your Kindle.
Note you can select to send to either the @free.kindle.com or @kindle.com variations.
'@free.kindle.com' emails are free but can only be sent to your device when it is connected to wi-fi.
'@kindle.com' emails can be delivered even when you are not connected to wi-fi, but note that service fees apply.
Find out more about the Kindle Personal Document Service.
You can save your searches here and later view and run them again in "My saved searches".
Page 1 of 2
In March 1921 Lenin predicted, "If there is a harvest, everybody will hunger a little and the government will be saved. Otherwise, since we cannot take anything from people who do not have the means to satisfy their own hunger, the government will perish." By early summer, Russia was in the grip of one of the worst famines in its history. Lenin's gloomy forecast, however, was never put to the test. At almost the last moment, substantial help in the form of food, clothing, and medical supplies arrived from a most unexpected source —U.S. Secretary of Commerce Herbert Hoover.
Hoover undertook the relief of Soviet Russia not as an official representative of the United States government but as the head of a private agency —the American Relief Administration (A.R.A.).
Carbapenem-resistant Enterobacteriaceae (CRE) infections are increasing and are associated with considerable morbidity and mortality. Members of the Emerging Infections Network treating CRE encountered difficulties in obtaining laboratory results and struggled with limited treatment options. In addition, many treated patients experienced an alarming degree of drug toxicity from CRE therapies.
We used the Pediatric Health Information System database to assess the use of antibiotics reserved for the treatment of resistant Gram-negative infections in children from 2004 to 2014. Overall, use of these agents increased in children from 2004 to 2007 and subsequently decreased.
Infect Control Hosp Epidemiol 2016:37:967–970
Major depressive disorder (MDD) is a common and disabling condition with well-established heritability and environmental risk factors. Gene–environment interaction studies in MDD have typically investigated candidate genes, though the disorder is known to be highly polygenic. This study aims to test for interaction between polygenic risk and stressful life events (SLEs) or childhood trauma (CT) in the aetiology of MDD.
The RADIANT UK sample consists of 1605 MDD cases and 1064 controls with SLE data, and a subset of 240 cases and 272 controls with CT data. Polygenic risk scores (PRS) were constructed using results from a mega-analysis on MDD by the Psychiatric Genomics Consortium. PRS and environmental factors were tested for association with case/control status and for interaction between them.
PRS significantly predicted depression, explaining 1.1% of variance in phenotype (p = 1.9 × 10−6). SLEs and CT were also associated with MDD status (p = 2.19 × 10−4 and p = 5.12 × 10−20, respectively). No interactions were found between PRS and SLEs. Significant PRSxCT interactions were found (p = 0.002), but showed an inverse association with MDD status, as cases who experienced more severe CT tended to have a lower PRS than other cases or controls. This relationship between PRS and CT was not observed in independent replication samples.
CT is a strong risk factor for MDD but may have greater effect in individuals with lower genetic liability for the disorder. Including environmental risk along with genetics is important in studying the aetiology of MDD and PRS provide a useful approach to investigating gene–environment interactions in complex traits.
Depression is characterized by poor executive function, but – counterintuitively – in some studies, it has been associated with highly accurate performance on certain cognitively demanding tasks. The psychological mechanisms responsible for this paradoxical finding are unclear. To address this issue, we applied a drift diffusion model (DDM) to flanker task data from depressed and healthy adults participating in the multi-site Establishing Moderators and Biosignatures of Antidepressant Response for Clinical Care for Depression (EMBARC) study.
One hundred unmedicated, depressed adults and 40 healthy controls completed a flanker task. We investigated the effect of flanker interference on accuracy and response time, and used the DDM to examine group differences in three cognitive processes: prepotent response bias (tendency to respond to the distracting flankers), response inhibition (necessary to resist prepotency), and executive control (required for execution of correct response on incongruent trials).
Consistent with prior reports, depressed participants responded more slowly and accurately than controls on incongruent trials. The DDM indicated that although executive control was sluggish in depressed participants, this was more than offset by decreased prepotent response bias. Among the depressed participants, anhedonia was negatively correlated with a parameter indexing the speed of executive control (r = −0.28, p = 0.007).
Executive control was delayed in depression but this was counterbalanced by reduced prepotent response bias, demonstrating how participants with executive function deficits can nevertheless perform accurately in a cognitive control task. Drawing on data from neural network simulations, we speculate that these results may reflect tonically reduced striatal dopamine in depression.
This study investigates lifetime prevalence rates, demographic characteristics, childhood conduct disorder and adult antisocial features, suicide attempts, and cognitive impairment in individuals with obsessive-compulsive disorder (OCD) uncomplicated by or comorbid with any other psychiatric disorder. The data are from the NIMH Epidemiological Catchment Area (ECA) study, and the current analyses compared subjects with uncomplicated OCD (no history of any other lifetime psychiatric disorder) comorbid OCD (with any other lifetime disorder), other lifetime psychiatric disorders, and no lifetime psychiatric disorders across these variables. OCD in its uncomplicated and comorbid form had significantly higher rates of childhood conduct symptoms, adult antisocial personality disorder problems, and of suicide attempts than did no or other disorders. Comorbid OCD subjects had higher rates of mild cognitive impairment on the Mini-Mental Status Exam than did subjects with other disorders. These findings suggest that a subgroup of OCD patients may have impulsive features, including childhood conduct disorder symptoms and an increased rate of suicide attempts; wider clinical attention to these outcomes is needed.
Our knowledge of the prevalence and demographic and clinical characteristics of obsessive-compulsive disorder (OCD) has, until recently, been based almost exclusively on patient samples. The epidemiology of OCD was first described in a large United States household sample from the Epidemiologic Catchment Area (ECA) study. Since these original observations, the rates of OCD in household populations determined from diagnostic procedures similar to those used in the United States have been published from different parts of the world. Detailed comparisons of rates, sex ratios, age at onset, and demographic and clinical characteristics of OCD in these samples are now available.
This article reports on the cross-national epidemiology of OCD from seven international epidemiologic surveys, including the United States ECA study. Each survey used the Diagnostic Interview Schedule (DIS), a highly structured interview, developed for use in epidemiologic surveys, that yields Diagnostic and Statistical Manual of Mental Disorders, Third Edition (DSM-III) psychiatric diagnoses. All investigators provided the data from their study to be pooled at Columbia University, and the prevalence rates were standardized to the age and sex distribution of the five-site ECA household population so that more precise estimates and comparisons could be made.
The high rate of depression among children of depressed mothers is well known. Suggestions that improvement in maternal acute depression has a positive effect on the child have emerged. However, data on the mechanisms of change have been sparse. The aim was to understand how remission and relapse in the mother might explain the changes in the child's outcome.
Participants were 76 depressed mothers who entered into a medication clinical trial for depression and 135 of their eligible offspring ages 7–17 years. The mothers and children were assessed at baseline and periodically over 9 months by independent teams to understand the relationship between changes in children's symptoms and functioning and maternal remission or relapse. The main outcome measures were, for mothers, the Hamilton Depression Rating Scale (HAMD), the Social Adjustment Scale (SAS) and the Parental Bonding Instrument (PBI) and, for children, the Children's Depression Inventory (CDI), the Columbia Impairment Scale (CIS), the Multidimensional Anxiety Scale for Children (MASC) and the Children's Global Assessment Scale (CGAS).
Maternal remission was associated with a decrease in the child's depressive symptoms. The mother's subsequent relapse was associated with an increase in the child's symptoms over 9 months. The effect of maternal remission on the child's improvement was partially explained by an improvement in the mother's parenting, particularly the change in the mother's ability to listen and talk to her child, but also reflected in her improvement in parental bonding. These findings could not be explained by the child's treatment.
A depressed mother's remission is associated with her improvement in parenting and a decrease in her child's symptoms. Her relapse is associated with an increase in her child's symptoms.
Few studies have examined religiosity as a protective factor using a longitudinal design to predict resilience in persons at high risk for major depressive disorder (MDD).
High-risk offspring selected for having a depressed parent and control offspring of non-depressed parents were evaluated for psychiatric disorders in childhood/adolescence and at 10-year and 20-year follow-ups. Religious/spiritual importance, services attendance and negative life events (NLEs) were assessed at the 10-year follow-up. Models tested differences in relationships between religiosity/spirituality and subsequent disorders among offspring based on parent depression status, history of prior MDD and level of NLE exposure. Resilience was defined as lower odds for disorders with greater religiosity/spirituality in higher-risk versus lower-risk offspring.
Increased attendance was associated with significantly reduced odds for mood disorder (by 43%) and any psychiatric disorder (by 53%) in all offspring; however, odds were significantly lower in offspring of non-depressed parents than in offspring of depressed parents. In analyses confined to offspring of depressed parents, those with high and those with average/low NLE exposure were compared: increased attendance was associated with significantly reduced odds for MDD, mood disorder and any psychiatric disorder (by 76, 69 and 64% respectively) and increased importance was associated with significantly reduced odds for mood disorder (by 74%) only in offspring of depressed parents with high NLE exposure. Moreover, those associations differed significantly between offspring of depressed parents with high NLE exposure and offspring of depressed parents with average/low NLE exposure.
Greater religiosity may contribute to development of resilience in certain high-risk individuals.
This Editorial presents recent research on the transmission of depression across three generations and discusses the implications for improving detection, treatment and prevention and for identifying important subgroups for biological studies. It reports a case-control study of three generations at high or low risk for major depression. The first two generations were followed longitudinally for 20 years and were assessed blind to the clinical status of the other generations. Depression is highly familial across three generations. Over 60% of grandchildren (average age 12 yrs.) with two generations affected with depression already have some psychopathology. Anxiety disorders are usually the first presentation before puberty with an increase in depression in adolescents, especially among girls. New opportunities for early detection and treatment exist. Families with three generations affected with depression present a potentially important group for biological, genetic and neuroimaging studies.
Email your librarian or administrator to recommend adding this to your organisation's collection.
You can enter one or more administrator email addresses.


text:
Recycling in the Tourism Industry Survey
Expand Messages
- Apologies for cross postingDear Tourism academics and practitioners:Would you please take five minutes to share your thoughts and insights on recycling in the tourism industry?If you know of anyone who would be interested filling out the survey, please forward this email to them.
The survey is available at: http://web.biz.uwa.edu.au/units/450504/survey.htmKind regardsJulieanne Harmerjulieanneharmer@...
How would you spend $50,000 to create a more sustainable environment in Australia? Go to Yahoo!7 Answers and share your idea.
Your message has been successfully submitted and would be delivered to recipients shortly.


text:
Fed Is Asked to Reconsider Blocking of Merger
A Montana bank whose merger application was turned down on community reinvestment grounds is asking the Federal Reserve Board to reconsider the decision.
Subscribe Now
Access to authoritative analysis and perspective and our data-driven report series.
14-Day Free Trial
No credit card required. Complete access to articles, breaking news and industry data.
Have an account? Sign In


text:
Beyonce continues her reign over all-things-pop-culture, this time in her first-ever collaboration with Pepsi from 180LA. The spot, which debuted globally today, features the world-renowned pop star in an all-out dance off against various iterations of her past self - from the black leotard-clad "Single Ladies" Beyonce to the hot-pants Beyonce of "Crazy in Love" to her "Bootylicious" alter-ego, until she defeats them all in a sequence that truly embodies the "Live For Now" campaign.
Account Manager: Frith Dabkowski
Film advertisment created by 180LA, United States for Pepsi, within the category: Non-Alcoholic Drinks.
Global CEO: Mike Allen
Executive Creative Director: William Gelner
Creative Directors: Matthew Woodhams-Roberts, Dave Horton
Creatives: Aramis Israel, Julia Tsao
Managing Partner / Executive Producer: Peter Cline
Senior Producer: Lorraine Kraus
Managing Partner / Chairman: Chris Mendola
Account Director: Lauren Lombardo
Director of Business Affairs: Loretta Zolliecoffer
Production Company: Believe Media
Director: Jake Nava
Executive Producers: Liz Silver, Luke Thornton, Gerard Cantor
Line Producer: Benedict Cooper
Editorial Editorial Company: Cut + Run
Editors: Joel Miller, Sean Stender, Steve Gandolfi, Julia Knight
Managing Director: Michelle Burke
Executive Producer: Carr Schilling
Transfer: The Mill
Colorists: Adam Scott, Shane Reed
Executive Producer: LaRue Anderson
Color Producer: Sarah Laborde
Special effects / VFX: Framestore
Creative Director: Aron Hjartarson
2D / Flame Lead: Alex Thomas
3D Lead: Ben West
Flame: Ben Cronin, Mark Beardall, Savneet Nagi, Jodi Tyne
CG / FX: Dean Grubb, Jon Balcome, Gary Laurie
Executive Producer: Kati Haberstock
Producers: Mary Nockles, Bethan Thomas
Mix: Eleven Sound
Mixer: Jeff Payne
Music: Beyonce, "Grown Woman"
Sound Design: Trinitite
Sound designer: Brian Emrich
Popular Reads
Clio Music
Case Study: The Story Behind Wrigley's "The Story of Sarah & Juan"Read More
Clio Awards
Inside Sesame Workshop's Global Effort To Make Childhood A Right, Not a PrivilegeRead More
Clio Awards
Without Commercials, There'd Be No Muppets: How Jim Henson Used Ads As A Creative LaboratoryRead More
Clio Awards
WeTransfer Studios x The Clio Awards: Dream WorkplaceRead More


text:
Expression of FGF4 mRNA is mediated by mating behaviours in mice
Correspondence to: Jihong Cui, Xingrong Yan, College of Life Science, Northwest University, Xi'an, Shaanxi Province, China.
E-mail: email@example.com; email@example.com
In mammals, breeding is preceded by species-specific mating behaviours. In this study, we investigated whether parthenogenetic embryo quality could be improved by mating behaviours in mice. To investigate this hypothesis, female mice were mated with vasectomized Kunming white male mice after superovulation. Oocytes were collected and counted at 16 h after superovulation. The oocytes were then artificially activated by medium containing 10 mM strontium chloride and 5 µg/ml cytochalasin B. Blastocysts were obtained by cultivating activated oocytes in vitro. Expression levels of reprogramming transcription factors (i.e. Oct4, Sox2, Klf4 and c-Myc) in oocytes, apoptosis-related genes (i.e. Bax, Bcl2 and c-Myc) in cumulus cells and pluripotency-related transcription factors (i.e. Oct4, Nanog and FGF4) in blastocysts were analysed in samples collected from mated and unmated mice. Additionally, developmental competence of parthenogenetic embryos was used to assess following fibroblast growth factor 4 (FGF4) treatment. The results showed that the formation rate of blastocysts in unmated mice was significantly higher than that in mated mice (p < 0.05). Embryo development was primarily blocked at the eight-cell stage in mated mice; however, the blastocyst formation rate did not differ significantly between groups after the addition of 25 ng/ml FGF4 to the medium at the four-cell stage (p > 0.05). Moreover, the expression of the reprogramming factor Sox2 was significantly different in oocytes collected from mated versus unmated mice. Taken together, our results demonstrated that mating behaviours influenced embryonic development in vitro by decreasing FGF4 expression. Copyright © 2012 John Wiley & Sons, Ltd.


text:
Home designs unique small house and concepts thinkter modern theme apartment exterior design ideas waplag awesome inc shutter. Nice pics of modern houses best and awesome ideas. Awesome modern luxury homes interior design toobe elegant warm marvellous tropical with beach houses geous.
Architecture definition stone exterior house. Modern architectural design house designs throughout osler with plan virtual reality is d charming home decor awesome interior free online. Houses with stone fresh design awesome models of simple elegant pool in backyard including living space terrace. Modern home interior bedroom design ideas.
With glamours fabric color cozy master excerpt awesome room ikea sets. Modern home designs rukle contemporary office with chandelier decor luxury design splendid desks san diego. Awesome white brown wood glass cool design modern house classic beige dark tropical minimalist outdoor bonfire pool lounge chairs. High roof housedesigns imanada awesome brown wood glass.


text: Southern Indiana Living is southern Indiana's locally owned, full color, bi-monthly lifestyle magazine. Our stories and photos are about showcasing the people and places in southern Indiana - written by local writers and photographers. Southern Indiana Living distributes free in high traffic areas as well as local hotels, visitor's centers, professional offices, YMCAs, libraries, salons, spas, service departments, waiting rooms all over southern Indiana.


text:
Practice Buying Stocks
In this practice buying stocks worksheet, students utilize a chart to answer five comprehension questions about buying stocks and then participate in selling stocks.
32 Views 64 Downloads
Resource Details
Included Materials - Join to Access
- Answer Key
Lemonade Business Stock Market Intro
Students role play as business owners in order to learn about how certain aspects of business works. In this 3rd - 6th grade lesson plan, students experience creating and running their own business, including earning profits and...
3rd - 6th Social Studies & History
Smooth Sailing: Exploring Insurance and Estate Planning
While purchasing insurance and estate planning may seem like a rather irrelevant topic for high school students, introducing this concept now can help your learners develop a solid foundation of financial literacy that will support...
9th - 12th Math CCSS: Adaptable
Start Your Free Trial
Save time and discover engaging curriculum for your classroom. Reviewed and rated by trusted, credentialed teachers.Try It Free


text:
Wine Group quietly shifts operations to Livermore
The exceptionally private Wine Group, one of the largest and most secretive wine producers in the country, has expanded its East Bay operations and moved its marketing unit from San Francisco to Livermore. That leaves it with just a skeleton crew at its worldwide headquarters.
David Kent, the Wine Group's CEO, and an unknown number of sales and marketing personnel now primarily work at the company's Concannon Vineyard production facility, now being expanded and upgraded, although Kent also maintains a low-profile office at 315 Montgomery St. in San Francisco.
The Livermore facility combines the Wine Group's Concannon winery and related bottling operations and offices for Kent and Wine Group sales and marketing executives. The company's presence in San Francisco has been downsized to just a handful of employees, according to informed sources, and its former headquarters office at 240 Stockton St. is closed.
The company is adding a 45,000-square-foot production facility in Livermore to the original Concannon Vineyard winery, first built in 1883. Spokeswoman Patricia Schneider said the new facility should be completed in time to handle the 2008 fall harvest. Wine consultant Eileen Fredrikson, of Woodside's Gomberg, Fredrikson & Associates, who has worked with the Wine Group, saw the expanded Livermore facility prior to its completion last fall and described it as "exactly in keeping with their profile ... attractive, but with maximum emphasis on efficiency."
The expanded site will produce only Concannon wines but bottle as many as 800,000 cases of wine annually, including wines for sister wineries in the Santa Cruz and San Luis Obispo areas, along with private label brands for select retailers, according to Concannon estate manager Jim Ryan.
Previously, at best, the facility bottled 800 cases a day; with the new equipment, it can bottle 12 cases per minute.
The Wine Group produced an estimated 42 million cases in 2006, according to Wine Business Monthly's most recent list of the 30 largest wine producers in the United States, trailing only E&J Gallo and Constellation Brands. Following its $134 million February acquisition of the Almaden and Inglenook wine labels from Constellation Brands, the company said it is now California's second-largest wine producer. Those two brands added 10 million cases per year of production, Kent said in a statement at the time.
The Wine Group was founded in 1981 through a management buyout of the wine assets of Coca Cola Bottling Co. of New York. It produces flagship brands such as Franzia, Big House, Glen Ellen, Corbett Canyon, Foxhorn, Fish Eye and Mogen David, and through its Underdog Marketing group, sells a handful of niche brands.
Despite the changes, "San Francisco remains the headquarters location as it has been since 1981," spokeswoman Schneider said in a June 3 email, adding: "The Wine Group is a very private company and does not release information on numbers of employees." (It also doesn't maintain a corporate web site, although it does have brand-related sites.)
In keeping with the company's intensely private personality, the Montgomery Street office space isn't listed by name on the building lobby's roster of tenants, and there isn't a sign identifying the company outside its ninth floor offices.
email@example.com / (415) 288-4946


text:
Shah Rukh Khan
No Record Found.
He is handsome and super talented too. TV's hosting sensation and a big hit among his fans and followers, Manish Paul's hard work was once again appreciated at 16th Indian Television Awards 2016 in Mumbai last night. The actor won the 'Sultan Of Stage' and 'Best Host' award at the event and shared his gratitude on Insta.
TV anchor-actor Maniesh Paul took some time from his hectic schedule and is on a short break. The anchor-actor recently flew to Bangkok with his famil...


text:
OWNERS of properties on part of Morecambe promenade have been asked to clean up their act as part of the ongoing regeneration of Morecambe.
Seafront properties between Green Street and Euston Road were advised by Lancaster City Council that assessments would be carried out and relevant owners have been issued with a schedule of works.
Much of the work required involves general maintenance such as repainting fascias, removing vegetation and debris, and repairing and repainting gutters and downpipes.
Member of Morecambe and District Chamber of Trade, Paul Hart, said: "We're all for it. The council have our support and we're really pleased because it's been a major problem."
See The Visitor (08-11-11) for full story.


text:
World, meet the vaguely-named new shooter (kind-of-sort-of) from publisher 2K and Borderlands creator Gearbox Software, Battleborn. Battleborn, meet your nomenclature-cynical readership.
What's in a name? To be fair not much when it comes to this sort of thing. It's the alliterative front, the epitome of anodyne label, the rolls-off-the-tongue-like-a-sugar-pellet fishhook you quickly forget once you're playing the thing. So let's forgive Gearbox its lapse in titular creativity and focus on what they're promising Battleborn is and might do.
For starters, and I apologize if this makes you want to close you browser's view tab, it's a MOBA, or multiplayer online battle arena, which is the somewhat superfluous cool-kids way of referring to a real-time strategy game with action-angled house rules.
Gearbox calls it a "hero-shooter," and that's the twist: that it's a cooperative shooter which Gearbox boldly proclaims will offer "an experience unlike anything you've played before." Given the track record for such multiple-times-daily claims, I highly doubt that, but there you have it.
Here's the narrative summary, which could really be any narrative summary:
Set in a distant future, the only hope for the last star in a dying universe is a new breed of warriors who must put aside their differences to drive back an unstoppable menace. Players choose from a myriad of powerful heroes and fight together alongside their friends in a narrative-driven co-operative campaign, or battle against them in fast-paced competitive multiplayer matches.
If you want a smidgen more, Game Informer has the exclusive reveal, else there's some stylish prancing and leaping around to think deeply about in the reveal trailer above.


text:
Elena Miro is the only ready-to-wear brand for the Curvy. This project has engaged us in creatively, technically and strategically in defining a new standard in the construction process of a digital project of integration. Pode se dizer que, aquele que reserva alguns minutos para contemplar esse expoente de cor, luz e encanto, mergulha mais fundo na natureza da ess''ncia de Deus. In any case, the current V-MODA model seems built to take the punishment.
Also in the D & G line is underwear, fragrances, jewelry, corrective eyewear, beachwear and a limited additional Motorola RAZR mobile phone. On Thursday March 6th from noon to 7pm, Moda Man in Larimer Square will be hosting a spring menswear trunk show. fare qualsiasi cosa per avere in esso a qualsiasi prezzo che possono gestire. This famous store in Tokyo consists one of the smartest boutique logo designs.
Smaller brother to the 55, the 45 is as spacious and flexible. ğrenci sayısının 12 olduğu Genel İngilizce Programları. Rusli for the New York Times Deal - Book "Fashion Web Start-Up Raises $36 Million. Her clothes appeal to women of all ages; more skin for the younger more daring set, yet with the softness (and a slip) suitable for society matrons as well.
Well, not literally, but in the broke-college-student sense of the phrase. Gamers wanting more cushion for their ears are likely to want to change the default pads for the heftier XL ones, and are just as likely to have trouble doing it. Debes seguir tus sentimientos siempre, porque tu solo sabes lo que es bueno para ti. Now they are selling more than 10 brands of apparels and foot wears.
During the course you'll realize your own project about a fashion house, from the styling concept up to the realization of the fashion show and media campaign, the last day students will present their work to the teacher and school's management. They protect your eyes from harmful rays of sun and provide clarity in. precisa trabalhar tornando-se o tipo de devedor que as estatisticas t. As a fashion forward plus size woman, you are probably already wondering what to wear for the Spring.
Knee-length straps are also used in formal events wherein the dresses are just knee-length as this can emphasize the whole outfit. At 19 he graduated from senior high school of classical studies and enrolled in university to study art and technology in the new faculty of DAMS. The diamonds were hand placed in the stainless steel revolving bezel. Com isso veio tamb''m a compreens''o de que em tempos modernos, as pessoas precisam e querem buscar Deus de forma livre, sem dogmas ou paradigmas religiosos, o que chamamos de Universalismo, que quer dizer:.
kamagra bez recepty


text:
Why Some Businesses Select Non-Recourse Factoring
Factoring is a way for businesses to improve their cash flow without taking out a bank loan. An alternative lender purchases the business accounts receivable invoices at a certain percentage of the face value. The fees for the process are taken out of the total amount collected from the invoices. The percentage paid depends on the type of transaction selected for factoring. Businesses that select recourse factoring will get a higher percentage of the invoices, which translates to lower transaction fees. The payment is higher because the business agrees to take some of the risk involved when customers do not pay the invoices in full.
In those cases, the invoice is sent back to the business by the lender for purposes of collection. The business assumes the time and costs associated with calling the customer for payment, or utilizing a collection agency to secure payment. Some businesses, especially small ones, select non-recourse factoring to avoid dealing with the time and costs of collections. The cost of allocating a staff person to follow up with the non-paying customer, tracking down payments, or hiring a collection agency can be expensive. It is often easier and cheaper to have the lender assume all that risk and responsibility. That choice does come at some cost.
Non-recourse factoring incurs higher fees, since the lender is taking all the risk. The difference here is reflected in the percentage of the invoice paid. Typically the difference between recourse and non-recourse factoring is one to five percent. That can add up to a substantial amount of money, depending on the total of invoices factored. Business owners should compare the costs of possible collection efforts with the total cost of factoring fees for non-recourse transactions before arriving at a decision. If customers are known for full payment in a timely manner, the risks are low that an invoice will go unpaid. Non-recourse factoring is wise when the customers are new to the business, the business has no real support staff positions, or several projects are scheduled at one time. A busy schedule leaves no time to deal with unpaid invoices. Keep in mind that lenders often offer both types of factoring, so business owners can alter agreements as needs and circumstances change.


text:
Nicola Sturgeon - another treacherous queen of Scots - has miscalculated
I used to have a lot of time for Nicola Sturgeon. You might disagree with her about the Union, but she was undeniably a brilliant politician. The love-child of a Bay City Roller and a Shetland Pony, what Sturgeon lacked in charm she made up for in cunning and strength. While Labour at Westminster made itself progressively more unelectable, Sturgeon's victorious SNP rolled out Socialism in Scotland, and – how clever is this? - got evil Tory taxpayers down South to pay for it.
It takes some nerve to offer free university education to Scots and to young people from every single country in the EU, except England, Wales and Northern Ireland. Particularly when such largesse is only possible because Scots get £1600 more per head than the English. "I know, we'll discriminate against you Sassenachs using your own money!"
As I say, it was hard not to have a sneaking admiration for the canny Sturgeon....
Start a 30-day free trial for unlimited access to Premium articles
- Unlimited access to Premium articles
- Subscriber-only events and experiences
- Cancel any time
Free for 30 days
then only £2 per week
Save 25% with an annual subscription
Just £75 per year