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Insider: Two years after back surgery, Lovemark is on track and focusedJamie Lovemark is 14th on the Web.com Tour money list after winning the Midwest Classic.July 25, 2013
By Jeff Shain, PGATOUR.COM
The biggest obstacle wasn't from any physical setback, and Jamie Lovemark didn't sense any subconscious restraint to protect his mended lower back. Nor was he all that bitter about the way his PGA TOUR rookie season got wrecked.
But where did that annoying hook come from?
"I had about eight months off, so that's a lot of time off," Lovemark said. "I guess your body changes. I don't know why, but something changed big-time."
Fixing that flaw took far longer than recovering from the back surgery itself. Now nearly two years after going under the knife in his early 20s, Lovemark is back on the path so many had foreseen after he left USC early to turn pro.
Last week's victory at the Midwest Classic was his first since he led the Web.com Tour in earnings three years ago. He's now 14th on this year's money list, likely good enough to regain that PGA TOUR card but still not quite where he was before.
"I'm definitely looking forward to better things," said Lovemark, whose only top-10 finishes of 2013 have come in his past two starts. "There's still a lot of golf left this year. I want to win again; I want a lot of great finishes. I want a more thorough chance to prove myself to others."
Lovemark had pretty much proven himself at every level when he got his PGA TOUR promotion at the end of 2010. One of the nation's most highly sought junior golfers, he captured the NCAA individual title as a freshman in 2007. A few weeks later, he lost a Web.com Tour playoff in Minnesota to Chris Riley.
Leaving USC, Lovemark almost notched his first PGA TOUR win in just his fourth pro start, falling to Troy Matteson at the 2009 Frys.com Open in a playoff that also included Rickie Fowler. His one season on the Web.com Tour ended with earnings of $452,951, still No. 4 on the all-time list.
Even before affixing his name to that PGA TOUR card, though, problems were brewing.
A redeye flight to his South Florida home and long drive to Jacksonville left him in pain for the season's next-to-last event, and things never got better. Offseason rest provided no relief.
"From October until we started up in Hawaii, I couldn't really practice that much because it hurt so bad," he said. "As I started playing, it just got worse and worse and worse."
In nine rookie starts, Lovemark made two cuts. By the time he shot 80 in the opening round of the Shell Houston Open, he could hardly bend over. Three months of rest and rehabilitation offered no relief.
"We got another MRI, and it had gotten worse," Lovemark said. "That was a huge bummer.
"I was really looking forward to that first full year on tour, and that's not the way I drew it up. But I know all golfers get hurt; all athletes eventually get injured. It's just part of your life."
Surgery in August 2011 was followed by three more months of rehab, watching televised golf and strumming his guitar. "It's hard just sitting around," he said.
Lovemark played on a major medical extension through the first half of 2012, but made just six of 16 cuts. His only finish among the top 40 came at the Puerto Rico Open, where he tied for 20th after a third-round 68.
"I put a lot of pressure on myself to make the money," Lovemark said. "In a short year, there's such an emphasis to have a good finish every week.
"Each week that passes where you're not in the top 10, you're thinking, 'That's one tournament less. Now I have to play even better.' It's just hard."
And then there was the matter of the hook. Since his junior days, a controlled left-to-right fade had been central to Lovemark's success. At first he attributed the hook to rustiness, but it stubbornly persisted.
"It was hard to get the ball in play," Lovemark said. "The back had been fine for a while, but my swing – I was just getting too far underneath [my usual] plane. My misses when I went underneath were just horrific."
Last year, Lovemark hit the fairway just 51.8 percent of the time between the two tours. Working out a fix has been his No.1 priority since April, spending as much as eight hours a day on the range.
The breakthrough came at last month's Monday qualifier for the Greenbrier Classic, where Lovemark didn't survive a playoff after shooting 65. On the encouraging side, he didn't miss a fairway.
"That's when things started to turn around," he said.
An open week allowed Lovemark to fine-tune his fix. Arriving at the Utah Championship, he tied for seventh with three rounds of 67 or better. Then it was off to Los Angeles for two days with swing coach Chris Zambri – his college coach at USC – before heading to Kansas City.
"I flew in late Tuesday night, played the pro-am Wednesday and then just teed off," said Lovemark, who opened 67-68 before a Saturday 65 left him two shots behind Chesson Hadley.
A Sunday 66 made up the difference, with Lovemark sinking a 15-foot par to finish off a one-stroke triumph. "The first putt in my life to win a tournament," he said. "It was cool to have that chance. Now I'm 1-for-1."
And, perhaps, well on his way back to the promise of three years ago. Lovemark won't make any bold declaration, but he's hopeful.
"I guess we'll find out more this week," he said. "It feels good, I know that."

subset: commoncrawl


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|Posted on Feb 7, 2012 12:00am
ÂWhen Sophie offers the girls an opportunity to join her cleaning company part time, Max and Caroline jump at the chance to make more money for their cupcake business. But before they are allowed to work for one of Sophie's real clients, she tests their abilities by making them clean her apartment. Sophie is impressed by Max's skills, but believes that Caroline is holding her back. She tells Max that she is like a balloon tied to a rock â€" Caroline â€" who is keeping her from reaching her potential. Even though Caroline isn't very good at cleaning, Max realizes that they are both alternately rocks and balloons, helping each other though difficult times.


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Perhaps you are interested in preparing for a new career in one of the many fields of public affairs. Or perhaps you already work in an area of public affairs but wish to develop specific expertise and credentials that will advance your career.
A Cornell MPA will help you meet either goal. Along with gaining new knowledge and skills, you will add Cornell's powerful reputation to your personal strengths.
Our two-year MPA program offers you unusual flexibility in selecting your courses and experiences. It is designed to provide a solid foundation in fundamentals, special expertise in an area of your choosing, and the strong analytical and communication skills you will need as a professional in the public affairs arena.
At CIPA you will undertake substantive practical work including public engagement in the field, honing your professional abilities at the same time that you are gaining valuable experience. With this combination of course work and experience, you will leave CIPA well-prepared for the next phase of your career - and ready to compete as one of the best-of-the-best in the job market.
CIPA Informational Video - View the informational video for the Cornell Institute for Public Affairs by clicking the link to the left - hear from students, alumni and staff as they describe the impact, outreach and engagement CIPA brings to their lives - and the world!


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We've been talking about educating youth about adoption, caring for babies, and life in general. In the middle of the twentieth century, the majority of girls and young women who gave birth while unmarried placed their babies for adoption. Now, the figure is less than two percent in most areas. The director of our agency's adoption program told us that most of the birth mothers in their program were college-age. He said almost all of the high school students decided to parent their babies.
Yet, most social service workers agree that children of single teenage mothers are at higher risk for being abused and neglected. It is too easy for a teen to say, "I'll never do that!" After all, many of us still have a tendency to take on too much and not allow for fatigue and burnout. How much more so might teenagers who think they are invincible!
Adoption is often beneficial for birthmothers as well. Statistically, young women who place their children for adoption are much more likely to finish school, avoid going on welfare, and go on to successful employment than are teens who choose to parent their babies. Young mothers who place children for adoption are also less likely to become pregnant out of wedlock a second time.
So, why do so few teenage mothers place their babies for adoption?
Peer pressure is definitely a reason. From the days when having a baby out of wedlock was considered shameful, we have now gone the other direction. Many times, I hear people say, "How could she have given up her own child!" Girls and young women are made to feel that they are not good mothers, and indeed that they are something less than human, if they place a child for adoption.
Another reason is lack of information about adoption today, leading young birthmothers to wrong assumptions—that they will never know if their children are dead or alive, that their children will hate them for giving them up to adoption, etc.
I will address the need for teens to have direct education about adoption in the next blog.
Please see this related blog:
Can Education Influence Teen Pregnancy and Adoption?


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No, not a veiled threat.
This is pretty straight forward:
"In order to make the best use of our limited detention resources in the current fiscal climate and to manage our detention population under current congressionally mandated levels, ICE has directed field offices to review the detained population to ensure it is in line with available funding," said ICE spokeswoman Gillian Christensen. "As a result of this review, a number of detained aliens have been released around the country and placed on an appropriate, more cost-effective form of supervised release."
Christensen said ICE is continuing to prosecute their cases in immigration court and will seek their removal from the country.
"We're getting reports from multiple detention centers in Texas, Florida and New Orleans where detainees who are low priority are being released in mass without bond," Domenic Powell, a spokesman for the National Immigrant Youth Alliance, an immigration advocacy group, said Monday night.
The White House has warned of devastating across-the-board spending cuts scheduled to take place this week as part of a 2011 bipartisan deal to reduce the deficit by $1.2 trillion over the next decade. Janet Napolitano, head of the Department of Homeland Security, said Monday that the cuts would be "disruptive and destructive" to national security.
"Immigration and Customs Enforcement, also part of DHS, will be forced to reduce detention and removal and would not be able to maintain the 34,000 detention beds as required by Congress," she said. "It would also reduce our investigative activities in areas like human smuggling and commercial trade fraud."
Hat Tip: Jammie Wearing Fool via Ace of Spades


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Dairylea Cooperative's board of directors has voted to merge with Dairy Farmers of America (DFA).
Dairylea's members will be asked to vote on the proposal during a special meeting next February.
"It's a beneficial transaction for all concerned — a true win-win," Rick Smith, president and chief executive officer of Dairy Farmers of America, told the news media on Oct. 16.
"In many ways, a merger with DFA is simply a continuation of the working relationship that Dairylea has forged with DFA during the past 12 years," Smith said.
Working together, Dairylea and DFA have created efficiencies in milk assembly, transportation and marketing, as well as joint management of Farm Services and membership operations in the Northeast. These cost-efficiencies are expected to continue and grow following the merger.
Dairylea's farmer Board of Directors spent the past three years in a comprehensive examination of how to best position Dairylea's members for the future.


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SoulCalibur III
Voldo by Zandio
Version: 1.01 | Updated: 12/16/05 | Search Guide | Bookmark Guide
Interview with a madman
-an in-depth FAQ of Voldo (V 1.01)
Copyrighted by Hua Zheng (aka ZEN) 2005
Email: firstname.lastname@example.com
Table of Contents
I. FAQ History
A. Version History
B. Words from the Author
II. Origin of the Madman
III. Moves of the Madman
IV. Soul of the Madman
A. Think like a madman
B. Move like a madman
C. Fight like a madman
1. Pokes
2. Counters
3. Combos/Juggles
4. Wake Up Game
5. Break-ins
6. Defense
D. Pose (yes, pose) like a madman
V. Path of the Madman
VI. Credits and Thanks
I. FAQ History
A. Version History
-Version 1.01 December 16, 2005
Fixed minor Format errors, typos and some mis-spelled buttons.
-Version 1.0 December 14, 2005
Basic Guide complete, featuring the most updated combos and insights of
-Version 0.5 December 12, 2005
Started the FAQ.
B. Words from the Author
I have been a fan of fighting games since they first hit the arcades roughly
15 years ago, and I must've say that none of the series grabbed as much
attention from me as the Soul Calibur series. Soul Calibur III especially
intrigues me as it not only offered an array of smooth 3D interactions, but
also featured a balanced fighting system between two equally matched
I honestly pondered whether I should start this FAQ or not, as I know there a
lot of players who had just as much combat experience of the character as I
do (if not more so). But I could not hold back my excitement with this
newest version of the series (Soul Calibur 3) as Voldo has finally risen to
be a top tier contender! Thus I dedicate this FAQ to any Voldo fans or any
folks who would like to try him but had shunned away from him in the past due
to the complexity of his move list.
To make this FAQ easy to read, this FAQ will adopt the following popular
system to annotate his moves.
7 8 9 A = Horizontal Attack Button
4 N 6 B = Vertical Attack Button
1 2 3 K = Kick Button
G = Guard Button
(Mentally place your joystick over the Matrix above,
where N rest at the center of the Joystick.)
*For no particular reason, but all moves performed in this FAQ are done while
the player is facing right towards the enemy. Real game play may vary due to
the possible camera angle changes during the stage*
This FAQ will also use the following abbreviations to help experts and novice
player alike to speed read most of its paragraphs.
BT = Back Turned/Blind Stance
MC = Mantis Crawl
MC/H = Mantis Crawl (Head towards the opponent)
MC/F = Mantis Crawl (Feet towards the opponent)
DN = Knocked down
FD = Face Down and DN
FD/H = Face Down (Head towards the opponent)
FD/F = Face Down (Feet towards the opponent)
FU = Face Up and DN
FU/H = Face Up (Head towards the opponent)
FU/F = Face Up (Feet towards the opponent)
CR = Caliostro Rush
# A = Tap the A button
#[A] = Hold down the A button
, = Then (e.g. A, B means press B after A)
+ = And (e.g. A+B means hold down Both A and B buttons)
_ = Or (e.g. 11_77 means the move can be performed by either double
tapping on the 1 direction or on the 7 direction)
~ = Slide. Command must be inputted immediately after the first action.
(WC) = While Crouching, Hold down G then 1_2_3. (some moves also recover WC)
(WR) = While Rising, while at WC position, let the joystick return to N.
GI = Guard Impact
CH = Counter Hit
ST = StunGB = Guard Block
! = Unblockable
# = Author's Notes. Either insightful, or funny, or completely throws
you off on a tangent on the topic of your mental stability :)
e.g. #: The button A can be interchanged with any other button or directional
inputs. #
II. The Origin of the Madman
Well, Voldo is, Voldo. I will updated this area with more information from
either the game itself or other researches when I have more time on hand.
Name: Voldo
Age: 50
Sex: Male
Nationality: Italian (so one assumes)
Height: 6 Feet
Weight: 185 lbs
Eye Color: Unknown
#: I have always wondered why most Japanese games include HT/WT and even bust
sizes in a fighting game. It is not like this is the "SC3-Blind Date
Edition" #
Job: Former Assasin
Weapon: A pair of Katar
Style: Unknown (read my notes below if you are interested)
Personality: Quite, the really quite type... the kind that sits back in a
room and thinks of ways of how to mutilate your body.
Relative: Vercci (former Master)
#: Some tidbits about Voldo.
-His weapon were a pair of Katar, and according to the author's research,
it was used more as a ceremonial weapon than an actual weapon. And even
when it was used, it was more a defensive tool rather a dagger.
-His fighting style does not exist. I don't care what other die hard
Voldo fans may protest, but I could not find an actual account fighting
style that was even similar to his. It seems more like a mix with some
Middle Eastern fighting style, and some acrobatic moves, and finally some
good old drunken steps.
-I heard that the creator of Voldo was actually the head designer of SC
series. And the reason behind is to create a fighter that can function
as well while back turned in a 3D environment.
-Voldo is 50 and some odd years old. The old man must have done a lot of
Yoga to remain still that nimble and agile. #
III. The Moves of the Madman
I will eventually cover this section when I have more time at hands after the
holidays. Until then, I would honestly suggest spend some time in practice
mode with the madman to familiarize with his moves. Now, let's move on...
IV. The Soul of the Madman
Finally, we have arrived at the heart of this FAQ. It is here where novices
shall become experts, and experts become masters, and masters... in turn come
back and criticize how ridiculous my advice had been.
A. Think Like a Madman
Well, before you read any further, you must come on term with me on an
empirical fact about Voldo--he IS different. It is his difference that make
him such a difficult character to master and the same difference that make
him rises above others.
Always keep in mind that Voldo was a psychopathic assassin, and his moves
reflect just that. It is for that reason that you need to keep your opponent
constant guessing of your moves or what other tricks you may have in your
pocket. With that much said, most players would probably say that the safest
thing to do with Voldo is vary his move list and play a very dynamic game
with the opponent. Though that philosophy itself is very novel and sound at
a first glance, it will not win your many games as your opponents smarts
himself or against an expert. The reason is simple, most of Voldo's moves,
are, albeit dynamic and odd, they are not safe at all. A good player will
soon learn your recovery windows and punish you dearly for that (Setsuka
comes in mind for that).
I propose the following, instead of trying to fool your opponent by your
endless streams of moves, focus rather on the basic element of the game, and
defeat your foe both psychologically and physically through counter damages.
That way, not only will your fair well after your opponents have uncovered
holes in your moves, you will also do well against an expert of the game who
is often skilled in guard impact.
#: You probably realize by now that this FAQ's main purpose is for versus
play and though some of the tips and combos offered by it may be helpful
against a CPU opponent, most of time you will find yourself cursing in
frustration as the AI for some reason did not get baffled by your moves. #
Before we go on, let's cover Voldo's Pros and Cons in this version of Soul
Calibur and why I insist that he has Top Tier potential.
-Good reach. Though he has only a pair of Katar, Voldo's reach is amazing
with his basic A,A _ B,B attacks or 2K _ 3K kicks. His lunge moves have even
better coverage, though they tend to be a bit unsafe if blocked by opponent.
-Excellent Speed. It is Voldo's speed that shall amaze your opponent, and
how you abuse it even further earns you the many winning streaks that follow.
-Can guard while back turned. Back turned for Voldo is not a bad thing, in
fact, Voldo fights much better while his back is turned (we shall cover that
in the following passages)
-Can guard impact while back turned.
-Fantastic guessing games with your opponent.
-Fast Unblockables.
-NO JUST INPUT MOVES! NIL! NADA! Felis Namida for your fingers!
-Good Ring Out Potentials.
-He makes no sound. This IS very important in SC3. Most of characters make
their signature sound when they attack and in turn those served as warning
signs for your opponent. Voldo is mute, so your opponent has no choice but
to mentally guess what attacks are coming from you.
-Average Damage Dealt. Though Voldo can get some good damage with a couple
lucky counter hits, those are hard to set up and rather unreliable in the
heat of a battle.
-Extra Damage Taken. Since the game rewarded you with back guard and back GI,
the game left the fact that if you are attacked while BT, you will still take
the extra 50% damage on the first hit if you are hit.
-Low Combo Damage Yield. Most of Voldo's staple combos had been removed or
nullified from this version by changing the recovering position and the
timing of his two launchers (1K and 3B). A Voldo player can now no longer
bank on taking over 40% of their opponent's life off one juggle.
-Bad Priorities. Though some of Voldo's moves still retained their good CH
damage and ring out potentials, their priorities are horrid. (66B, 66A+B)
Any returning Voldo Vets had probably realized what I had stated now and knew
that he had improved drastically in his ability to survive from the last
version. However, his damage yield had reduced even further which makes him
that much trickier to use.
B. Move like a Madman
Voldo moves like no others. Those who consider Voldo has a short reach often
open their eyes in awe by how far the old man can cover in a brink of eye by
going into some funky stances. If done right, Voldo's movement in
combination with his attacks should become seamless, making it VERY difficult
for your opponent to read and thus creating windows of opportunity of attacks
for you.
With that much said, there are three main stances that Voldo often uses and
abuses. Whether of not a player can smoothly transition between one to the
other and taken full advantage of each stance's strength is the key between
an expert and a novice. I shall go over each stance in details as followed.
#: Very important note about this FAQ. I have always used buffering
techniques to initiate eight way run moves and thus all eight way run move
will be recorded as a double inputs on the direction. I shall explain the
buffering techniques in greater detail in the fighting section to those who
need a more detailed explanation. #
~Blind Stance~ (BT)
This is probably the one stance that you will spend a lot time fighting as
Voldo. The above are some popular moves the author frequent uses to switch
to blind stance from normal position; they are by no means exclusive. For
some reason, Voldo has increased his reach while his back is turned in this
version. And since you can still guard and GI as usual while back turned,
there is little reason why you should not remain in this stance. However,
there are few things to keep in mind about the blind stance.
-Extra damage taken. Though you can guard and GI, that does not remove the
extra 50% damage penalty for getting attacked from the back. Also keep in
mind that some stun moves result better combo potential when hit the back.
In this case, yours.
-Eight way run is disabled. No big deals really since your guard is disabled
while eight way running. However, this does make it a lot difficult for you
to dodge certain attacks.
-You can still jump while back turned, just hold down G then 7_8_9.
-If you successfully guard an attack while in BT, you will be turned to
normal stance.
~Caliostro Rush~ (CR)
This is my personal favorite stance due to the number of moves you can
perform while Voldo is crawling on the ground. Since the move itself is a
bit long, (at least 30 frames I think), you can execute your moves at any
point of the rush to mess with your opponent's GI timing. Plus CR offers a
good mix of high, mid, and low attacks that put safe distance between you and
the opponent if executed. Here are some pointers to better utilize your CR.
-Voldo dodges all high attacks while in CR, and some mid A moves as well.
Unfortunately listing them here would be very time consuming if not tiring on
my behalf, so I would leave that discovery for you to explore :)
-CR has no cancel (with one exception which is posted below). If you don't
execute a move, Voldo will SLOWLY get up at the end of the rush, and I do
mean slowly, so if you wish to delay the attack, count to yourself to ensure
you won't the command input.
-Though (WC)123 can initiate CR, you can cancel it by holding 1. The window
for CR is also a lot shorter than the actual CR. I know the game gave these
two moves two different names for a reason, but hey, they used to be the same
move and give almost similar results. Such were the reasons for my decision.
-The two throws from CR are great (236 A+G _ B+G), however, keep in mind that
Voldo jumps pretty far (about 3 paces) and if your opponent is near a ring
and dodges, you will find your self a long way from home...
-The two throws can be effectively used to go to the other two stances, BT
(A+G) or the MC (B+G). They can also be used to effectively jumping over
your opponent or dodge low attacks, just be aware of the ring edge.
~Mantis Crawl~ (MC)
This stance is a double edged sword for Voldo. Though he has a few solid
combos and ring out potential in this stance, Voldo can dodge only high
attacks and can not guard or GI. Unless you are planning on psyching your
opponent out or use this move in the middle of combo, avoid going into it.
Experts or even shmucks who had learnt your moves will punish you severely
for going into this stance needlessly.
-The 66K is a good move for catch folks off guard or hitting a downed
opponent. Keep in mind that you can ring yourself out with this move and if
they do block it, it is almost guaranteed that a WR move will hit you due to
the delay.
-The 8_2 can be used to avoid B attack, but try not rely on them as those
moves has very low priorities to dodge most of attacks.
-There are actually two other minor stances that you can perform with Voldo
while in the MC.
~Land Fish~
While hitting 8_2, hit A_B_K, Voldo will start swimming/attacking on the
ground. Keep in mind that these moves are very linear and Voldo can only
do three of them in a row. Also keep in mind that Voldo will swim in the
direction of his head, try not swim away when you meant attacking.
~Down~ (DN)
Well, this is not a stance exactly, but Voldo can go to either BT or MC
easily from this position and attack freely no matter if he is face up, or
face down, or feet away, or feet towards. Voldo in DN is more aggressive
than most characters, your opponent will think twice before launching an
Ukemi thoughtlessly.
C. Fight Like a Madman
Finally, the meat, the bones, the soul of this FAQ has unfolded before us.
It is from here, you shall follow the path of a serial killer and claim world
domination through silent assassination. Get it? Silent Assassination...
Never mind the bad pun, let us get up to speed in how to actually win with
Voldo once and for all.
$$$ Buffer Technique $$$
Now, if you are an expert of the game and knows all there is about buffering,
please skip to the next session and comment on the rest of my work. If not,
I believe the following passage would provide very helpful to your game play.
I have mentioned before that I do not use eight way run directions and
instead used double tapping motion for them. And the reason behind is
obvious-you can not buffer eight way run motion precisely if you do not
double tap them. Even though Buffering had existed as early as some of the
2D fighting games in the early ages, NAMCO had taken them to such an extend
and reward those who do well easier time at victories.
#: A technical note on buffering: Since each game second is 60 frames, and
most of pokes are 11~13 frames. If you can correctly buffer a motion or
buttons of a power move prior, it will make the power come out a lot faster
(not mentioning more stylish). #
For example, if you tap 11 while A is still been animated, by tapping B
right after the animation ends, Voldo will go directly into his Rat Chaser
move, which normally can only activate after holding 1 or 7 after initiate
eight way run.
Another type of buffering aside from directional input is button buffering.
These are lot simpler than directional buffering, since timing is less an
issue in these instances. All you have to do is holding down the first
button still after the command had been executed, and hit a second button,
the game will register it as a dual button input.
#: Do experience a bit with button buffering, some moves when buffered too
early. The computer will only register the input of the second button and
not the first button that had been held down. And holding down G while
hitting A_B to throw no longer work, as G supercedes any further command
input. #
A good usage of button buffering is abusing the [A+B] move. If you wish for
a low attack then let go the B button after Voldo goes into CR then tap K
and he will do the slide. Otherwise, holding the B and K will make Voldo
change into MC and will juggle any opponent that has been blocking low.
Keep in mind that I expect any of you who read further has a full
understanding of the buffering techniques, and will not mention it again as
I diagnosis further fighting strategies and techniques.
$$$End of Instruction$$$
1. Pokes
#: I must admit that I hate poking in a fighting game, it seems somewhat
unfitting to initiate a fight with a slap over the wrist instead of a full
round house over the face. But it is only a video game, and it only mimics
actually fighting and fighting style, so I shall cast my personal opinion
aside and use what ever is most useful within my arsenals. #
Voldo is an excellent poker. His speed is awesome and reaches fair.
Especially with an arsenal of variations behind his belt, you can just out
poke about anyone.
These should be your standard poke. They hit very fast and can catch
opponent who likes to sidestep off guard. The single A attack also buffer
really well with any eight way run motion, so you can create endless break in
patterns with careful usage. Be careful when you are faced against the Greek
sisters though, they tend to out A,A you in a pinch.
I almost always prefer the B,B version than the single B. Unlike the single
A, the single B has a bad delay and do not buffer that well. Most of
opponent will be able to see your power moves coming out, thus, punish you
heavily for them. B,B on the other hand, put opponent at a safe distance or
initiate a third DN attack off CH.
This is a fast poke, but the first hit has horrid reach and only hits high.
The second one will put you in BT with enough frames left over for GI
against possible counter from opponent. Keep in mind these move has a
horrible tracking radius, even worse than the standard B,B.
The first one is a mid hit that dodges high hit as well, the second hit is a
fast flip that will put you into MC, and the last hit is a fast hit to catch
your opponent with. Use it sparingly or you will find yourself getting DN
during the second hit all the time.
These moves won't hit an opponent that is 2A you, but it will hit most of
folks when they are using high pokes. Due to the animation of the move, you
can delay the input second hit and use it as a counter for someone who tries
to poke back at you after blocking the first hit.
The first hit is fast and it juggles. Incase you whiff the first one, input
the second one immediately to avoid been punished.
This move has good speed, but it has bad reach and can put you at a bad
situation if your opponent blocks it and then initiate a fast WR attack.
Unless you are desperately in need to 2A someone's poke pattern, even then I
would suggest use the following...
...instead. Good speed and good reach; this move has been Voldo's signature
poke since the Soul Edge days. The best part is that this move put enough
room between yourself and the opponent, so even if you both initiate a WR
move, it will be a trade off at its worst.
A very quick kick, kind of remind me of Yoshi's 3K from the Tekken series,
only it has a much better reach in SC3. This is a safe move.
A kick with a slight delay, vary this and the 2K can mess up your opponent's
timing for GI.
Ah, the ever trusted Mule Kick. Even though this move is Voldo's only
juggle starter now from the normal stance, it has lost some of its
priorities in this version. Still, you can safely dodge most of high A
attack with a 1K and watch them fly to the air while your back is turned.
This is a circular kick that will put Voldo in BT. It has good reach,
priority, and damage. Horrible delay if blocked, you can still safely GI any
incoming attacks though.
These two are golden. For some odd reason, their reach and speed are better
than then standard ones. The best part, this moves will put your opponent
and you at even frames even if both attacks are blocked, so you can continue
your rock, paper, scissors game with him/her for a bit longer.
This is a fast poke that hit low and put you back to the standard pose. Use
this for a quick turn around, or if you wish to add pressure with more of
your lunge moves from the standard position.
This is not a poke by definition, since it is actually a GB move with a
slightly longer execution. But it is a fast GB, at it will send your
opponent sailing across the ring on a clean hit. It is a pity that it only
hits high.
Even though these won't reward you a third hit off counter, their recovering
is slightly better, in which you can buffer some directional input after the
first B.
The first hit of the chain is worthless. Though it crumbles on CH, it has
no reach and is high, any high, mid poke will hit you out of it. The full
chain, however, offers two solid hit off CH. Still, it is best saving this
poke as a surprise move to throw off your opponent's timing.
This move looks like the standard 2B _ 2B,B. But it has a slightly
different property; it will pop your opponent up slight on hit, in other
words, if you hit them just once near the rim of the ring...
This is a fast low kick that will put you at great disadvantage if blocked.
Still, the speed of this move often catches your opponent off guard.
This kick has delay and great reach. You won't interrupt any pokes with
this move, but you sure can throw someone off if they are used to block or
GI your 2K move.
Though it looks like the standard mule kick, it actually has the same
property of the 1K on a CH. This simply means that you will juggle the
opponent slightly higher for a better damaged yielded combo.
2. Counters
Counter moves are what you use after GI, when your opponent whiff, or simply
used to put distance between yourself and the opponent. These moves are
often fast with good priorities, and a very BAD delay if used in close
quarter and blocked by your opponent.
The Demon Elbow. This has been another one of Voldo's signature moves. It,
however, no longer has the priority as it did in the previous version of the
game, if you try to trade off with your opponent's lunge move, you will more
than often find yourself face planted on the ground. The ring out potential
still exists, but lessened since the last version as well.
These are Voldo's standard lunge moves. If the kick is blocked, then Voldo
is at a safe distance, albeit turned 90 degrees. The second version of the
set offers slightly more damage, but will put you at total disadvantage if
blocked. Both moves can ring out somewhat when near the edge.
A solid move that will DN your opponent and put Voldo in BT.
A fast power move that sends your foe flying across the ring. It, however,
hits only high, so make sure you can hit them with this and punish them
dearly with it. It also becomes unblockable after Lv 3 Soul Charge.
This is your bread and butter move. It has great reach and dodges both high
and mid attacks. You can also perform this move from FD/F to surprise your
opponent. The ring out potential of this hit is also phenomenal.
Go, Voldo, Go! If your opponent whiffs from afar and has bad recovery, you
can almost catch them for sure with this move. I wouldn't suggest using this
as a move to close the gap as the recovery is pretty bad if blocked. (Unless
they are next to a wall)
3. Combos/Juggles
Unlike the other popular 3D series released by NAMCO-Tekken, SC3 does not
promote long, endless juggles. Especially with the engine of air control,
long chain of juggles seems not only improbable, but also impossible to
perform in the heat of a match. Instead, the game reward stun combos, ground
combos that take advantage of your opponent and catch them crumbling again
and again. Voldo, unfortunately, can't take advantage of these traits as
most of his crumbling moves will put him out of reach and his one CH stun
starter has horrid recovery if blocked at close or mid range.
The combos and juggles I offer here are thus tried and true combo by me; they
are often short, but as solid as they will come.
This combo will always hit, except that you have to learn the timing of 2B+K
a bit to ensure the third hit. If you hit the opponent too soon, the game
engine will register it as a juggle and not only can they do recovery roll,
they can always air control a bit. If you hit too late, then it will be an
Ukemi, and the opponent should be able to block as soon as they land. Wait
1/10 of second or so after 1K, then hit 2B+K. If you do it right, the game
will register it as a Ukemi even when the opponent is still in the air, you
will see it when you do it right as they will be rolling on the ground. Then
all you have to do is hit K to finish the combo. 2A+B won't work, but can be
used in case you failed this combo and wish to play a wake up game with them.
Do this fast. You literally have to register the 6A right after the 1K or
the combo will not link. It will send your opponent flying, but for some
reason it does not ring out at the range opposing to a clean 6A hit.
This does good damage and will ring out if close enough to the edge. I
personally prefer the first combo since it is rather safe, but if you wish to
take advantage of the ring, then be sure to use it. If you hit them to a
wall, use A+B instead, you will do so much damage, that they won't even know
what had hit them.
As silly and useless as this move may seem during normal game play, it
actually does roughly 35% of your opponent's life off a counter hit. Set up,
that's the hard part, my vote is on the soul charge, and then you still have
the hitting part to worry about...
This is the signature move that Voldo comes with the game. You can add a bit
spice to it by...
This quite overwhelming, you can also [A+B] instead of A+B for a guessing
game afterwards for another 100 or so damage.
Learn this one well, it will force your opponent to block high for awhile the
next time you go into CR. The trick is the timing of 7A+K, depend on where
you hit them in the fall, the camera will rotate differently and make the B
#: This is 7A+K not, 9A+K no matter what the camera angle may look like when
you hit them. It for some reasons turns and moves for a perfect follow up.#
Similar combo, different directions. Sometime the camera will shift a great
deal and force the B to miss. If you think you are going to whiff, either
press A+B or K for a safe get away.
Similar concept as the combos before, you have to wait just a bit after you
launch your opponent to get the perfect pounce. It also serves as a great
ring out if you wish to hit them early/later. The reason why it works so
well is that 7_8_9 A+K send opponent spinning and nullifies their ability to
air control. There is nothing prettier then hit them once in the air and
watch them spiral down to the bottom of the pit...
4. Wake Up Game (Previously written up as Ukemi Wrongly)
A wake up game is the art to pounce on your opponent while they get up.
Though Voldo has many options, only a few of them are actually safe. I would
suggest soul charges instead of a wake up game, you will do more damage in
the long run. But in case you insist, here are some useful ones...
There is almost no question as which one you should use as [A+B] offers so
much more choices as it put you in CR afterwards. I suppose A+B is viable is
your opponent hasn't tech rolled yet, but why the hell are you even bother
with Ukemi if you know he/she is going to roll away?
This is a fast move that will catch most folks. The problem comes when they
guard instead of rolling, you will suffer a lot of disadvantages if that
Fast Flip, you can also follow up with few more guesses while you are BT.
Use this when they are right next to you, I would suggest do all three hits or
face a really bad delay.
This is a very fast unblockable move, it will catch anyone who tries to get
up with G suffer a good deal. You can always hit A,A or let go the button at
anytime if you think your opponent is going to poke you.
Though this too is an unblockable move at close range, you better get ready
to poke once you finished picking them up from the floor.
This offers a very fast slide that will knock most of foes off their feet,
even though this move offers you NO advantage in frames when you hit.
If they are unfortunately enough to get up and blocked the wrong way, finish
it off with one of the combo listed above.
~ Any mid/low pokes listed above.
5. Break-ins
#: Break-ins are what I call routes of attacking. I am sure there is an
official slogan for it or a more educated word for it. But since this is my
FAQ, I am afraid you have to settle for Break-ins. :) #
I consider most players I face experts of the game when I play. Even when I
do play newbies, I still won't let my guard down. Though you can obtain
victories though odd moves and crazy combos, it is safer to assume that most
of player you face has the ability to guard most of your attacks then counter
or even worse, GI then attack. Thus, you need a plan when you attack to
ensure that no matter what kind of opponent you face, you will have a good
chance of pinning them down.
Listing different break-ins will be too time consuming if not pointless since
most of them varies from opponent to opponent and from matches to matches. I
will, however, give a few examples as what I meant by break-ins.
Often your A pokes end with A,A or A,B,A_[A]. So if your opponent is GI
happy or a turtle, he/she will either guard mid/high or GI the same region,
but if you buffer the Rat Chaser during A, it will come right after A, and
mess up their guard and GI.
~ (Whiff)A, B, A
When I play Voldo, I take advantage of his A,A and abuse them to no end. It
is when my opponent think that is my staple move, do I bring out his better
juggles and mid hits. Even though a whiff is often bad, but once you have
trained your opponent's eyes to react to A,A, when you do miss the first one,
they would either duck, low poke or try to counter attack. You can then
follow up with the build in combo above or the simple A,K and catch them in
their act. Also, whiffing intentionally can bait out even a GI expert's GI
Simple tactic is used here. Use the B to lock your opponent in mid guard
while buffering the 66 for the low attack and set up for a juggle. B,
however, can easily be GI since it is a mid attack.
6B pushes Voldo towards his opponent and it is often finished off with B for
a safe attack and transition to BT. If you buffer in the motion of the throw
during the first move, you can cut down the execution time of Bloody Drill
and catch your opponent "off guard" just as they rise up to guard the second
mid attack.
Same "Hit-Throw" technique as above. In order for you to get these kinds of
techniques work, you have to spam some safe pokes over and over again to
build habits into your opponent's reflexes.
This is a sample of customized combo built via the buffer system. It offers
a good high-low game plus a good recovery when blocked.
6. Defense
Defense, huh? I actually don't Guard that often with Voldo. Once I learned
my opponent's move I prefer interrupt their high horizontal pokes with 1K, or
1B, 2K. And counter their high/mid moves with my pokes. As far as mid/low
moves, I tend to use GI to pull them in then play a guessing game with the
wide array of high/low pokes and stances which Voldo possess.
In other words, the best defense is offense with Voldo. If you can pin your
opponent down with his pokes, and custom Break-ins, you should have little
difficulties winning your matches. GI will help your game, but is not a must
have when you play Voldo, it is there to switch the initiative between the
attacker and the defender. But if you know how to keep the pressures up,
then there should be little need for it, right?
D. Pose like a Madman
#: YES! Poses. You must think that I am out of my mind when I dedicated a
whole section of space to something as trivia as Voldo's poses. But hey,
look is half of the match, or was it "look is half of the catch"? #
By poses, I meant in really, movements and evasions. I do encourage you do
some useless stance changes or taunts when battling, it will often enrage
them and send them to a frenzy to attack you, in which, more power to you, if
you know how to evade them. Remember that a fight is as important
psychologically as it is physically.
~Super Freak~
While Voldo is in Super Freak, he dodges the first attack and side step a bit
as well. Try not use this move to an auto combo or you will find yourself
biting the latter half of the moves. The trick, however, is that the four
directional inputted Super Freak moves can be inputted during the regular one
and thus making dodging possible for Voldo. Plus, they will put you in
either the MS or CR stances.
~MC - Freak Roll Escape~
If you recall, I have said many times that MC is not safe; however, you can
always use the Freak Roll to get away, then set yourself up for another set
of attacks.
~Deadly Rose (Cancel)~
This is not a safe move for Voldo when performed regularly, however, if you
used it once or twice and let them know that you would be heavily penalized
if they block your move. You can use the cancel freely in close range and
change the initiative to your favor.
~The Mute's Dance~
Though there are two directional input there, I prefer the second one, just
incase I accidentally buffer in a sidestep in there. This is a very
interesting move. Voldo will step towards and spin twice. You can, however,
attack while he is spinning. So far, I am only able to buffer in single
directional command during the spins, no eight way run input yet. Depend on
which stage Voldo is in, you can get either his normal moves or BT moves.
~Taunt (Cancel)~
Voldo has one of most interesting taunt; the whole screen actually dims for
him when he goes into the pose. Keep in mind that you can press G to cancel
the taunt and then be able to have a normal match (from GI to attacking).
Anyhow, the idea behind the poses is to create a dynamic Voldo while when you
are not in the "zone" and makes your opponent unable to read you. The "zone"
is basically between your effective poking range to your [A+B] or (CR)A+K _
B+K moves.
V. Path of the Madman
When I have more time, I will add Voldo's path in the Tale of Souls to help
those who are interested. Until then, I would suggest the other sites on
GameFAQs for your aid.
VI. Credits and Thanks
I first thank NAMCO for creating a splendid game-Soul Calibur III.
I then thank GameFAQs for being the host of this FAQ.
I also thank my good Friend Paul, thanks for being such a good sport after
losing countless of battles to me :)
My last thanks are for readers like you, for putting up with my occasion
spelling/grammatical errors and odd sense of humor.
If you have any questions/comments/suggestions, feel free to email me at
May the Legend Never Dies
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text:
London, Oct 20(ANI): Former England captain Andrew Flintoff has tipped Kevin Pietersen to prove his doubters wrong during the Test series against India, and believes the South Africa born batsman would be at his best during their tour to the sub continental giants.
Pietersen, who was dropped in August for sending provocative texts to South Africa players, was added to the squad for the India tour after a successful reintegration process, and Flintoff believes it's good news for captain Alastair Cook.
"I think [captain] Alastair Cook might benefit from this," Flintoff told BBC Sport. "He might get KP at his best. When Kevin's got a point to prove he usually proves it with the bat," BBC quoted Flintoff, as saying.
"When people get on his case he comes out swinging and scores runs. We saw that when he came into the international game in South Africa and he just kept scoring hundreds. In his last innings, he got a hundred at Headingley and saved England," he added.
Flintoff also expects Pietersen's reintegration to be more difficult for certain teammates than it will be for the controversial batsman himself.
"I think Kev will be fine. It might be a bit more uncomfortable for some of the others who have not been too kind in books, in paper reports and in interviews," Flintoff said.
"Everyone's got an ego. Maybe there are a few clashing in that dressing-room at the minute and they just need to put them to one side and carry on. If Pietersen starts scoring runs and England win it will quickly be forgotten," he added. (ANI)


text:
HP OpenVMS Systemsask the wizard
The Question is:
Our build procedures for our product, which is mostly in C and Fortran, stores all object modules from compilation in libraries as input for linking. We are starting to use C++ too. C++ function names are longer than C function names because of name mangl ing. $ LIB/LIS/NAMES module.olb shows only max. the first 31 char of C++ mangled function names. Does the OpenVMS LIBRARY function fully support C++ object modules? Thank you.
The Answer is :
Please see the shareable image cookbook (referenced in the FAQ) and the Compaq C++ documentation around name mangling requirements for the details of this particular topic -- the OpenVMS Wizard prefers to avoid C++ name mangling and name decoration (qv: topic 4848) when that is possible.


text:
Subtotal: $28256.63
This E-book contains 26 projects and over 90 pages of innovative Melt & Pour soapmaking tutorials featured on the Soap Queen Blog in 2008 and 2009 all in one convenient file.
Take a trip down memory lane with Anne-Marie as you travel back through this collection of the melt & pour soap projects from the Soap Queen Blog. Featuring fun and innovative projects like the citrus slice soaps, fortune cookie soaps, stacked Christmas tree, and many more. Now you don't need to click back through endless posts to refer to these amazing projects, we've collected them for you here all in one place! Print the whole book, the pages you want, or just read from your computer screen - it's your choice!
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We're a friendly group who love social media. See you 'round the web!
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text:
Figure 1-8 shows the I/O status block
(IOSB) for ACP--QIO functions. Appendix A lists the status returns for these functions.
(The OpenVMS system messages documentation provides explanations and
suggested user actions for these returns.)
The file ACP returns a completion status in the
first longword of the IOSB. In an extend operation, the second longword
is used to return the number of blocks allocated to the file. If a
contiguous extend operation (FIB$V_ALCON) fails, the second longword
is used to return the size of the file after
Values returned in the IOSB are most useful during
operations in compatibility mode. When executing programs in the native
mode, use the values returned in FIB locations.
Figure 1-8 IOSB Contents — ACP-QIO Functions
If an extend operation (including CREATE) was
performed, IOSB+4 contains the number of blocks allocated, or the
largest available contiguous space if a contiguous extend operation
failed. If a truncate operation was performed, IOSB+4 contains the
number of blocks added to the file size to reach the next cluster


text:
BBC Radio Derby's Local Economy Debate
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Business leaders discuss: "The local economy - thrill ride or rollercoaster?" on BBC Radio Derby. Live from Derby's Silk Mill, the site of the world's first factory. The panel was chaired by Aleena Naylor. #BBCRadioDerby #Business #Economy #Recession #SilkMill
Mar 16, 2012, 08:58 AM


text: Doctoral Research Degrees In 'Doctoral-Research' Doctoral ResearchScholarshipsPriority AreasPhd ProfilesFind a PhD Back to 'Degrees and Courses' As a research student at Birmingham Business School you'll be working with internationally recognised academics, become fully involved with research topics and contribute to debate across the whole school. Research degree programmes Accounting PhD/MPhil/MSc (Research) Economics PhD Finance PhD/MPhil/MSc (Research) Management PhD/MPhil/MSc (Research) Marketing PhD/MPhil/MSc (Research) MSc by Research (Taxation) Social Research (Business) MA Studying a PhD at Birmingham Business School Why undertake a Doctoral Research degree at Birmingham Business School? Scholarships and bursaries The Business School and the University provide scholarships and bursaries for postgraduate research students. Priority research areas Each department within the Business School has its own priority research areas and specific projects; view all department priority research areas. Research with a global reach Find out all about the different areas of research undertaken by academics at Birmingham Business School and the global reach of our work. Midlands Graduate School ESRC Doctoral Training Partnership Established in 2016, The Midlands Graduate School is an accredited Economic and Social Research Council (ESRC) Doctoral Training Partnership, with the first intake of students to begin in October 2017. The DTP offers 17 different training pathways that span various social science disciplines; several postgraduate studentships will be awarded annually across the pathways and institutions; find out more. A research-led International Business School Our mission at Birmingham Business School is to be a research-led, multi-disciplinary, international business school. Promoting research at Business School Birmingham Business School academics promote their research in a number of ways including video interviews, downloadable podcasts and contributing to discussion papers. Find out more about research at Birmingham Business School


text:
ĀĀĀ Bigger Township was taken from Vernon Township in 1840, it was named for Samuel Bigger, who was Indiana's Governor from 1840-1843. Judge Bigger was a proponent of internal improvement and better schools, his views were appealing to many of the settlers who were coming to the area at the time.
ĀĀ The Township when it was originally formed included 30 square miles, bordered on the south by Jefferson County, east by Ripley County, west by Vernon Township and north by Campbell Township. In 1940 the Township decreased dramatically when the U.S. Government took land for Jefferson Proving Ground. The little town of Benville disappeared and many residients lost their homes and farms. In the early years the Township was covered by virgin timber especially the southwest section around Needmore.
ĀĀ Very early settlers arrived in the early 1800's while the Indians were still in the territory, James Needham built his cabin near where the Big and Little Graham Creeks come together. James Hughes settled a little past the forks of the Graham. William Callicott just a little west of what is now the Graham Baptist Church. By the time the Township was formed many people were already settled in the area.
ĀĀ The early settlers lived in fear of the Indians, the forest was home to wolves, panthers and bears. Game was plentiful and made putting meat on the table easier but wild animals often raided the livestock so a bounty was paid by the County for killing a wolf.
ĀĀ Some of the first landowners listed and recorded at the Jennings Courthouse were: William McClure-1816, John Hughes-1817, William Harbinson-1819, William Hiclkin-1819, John Hicklin-1821, James Spaulding -1822, James McGuire-1820/1822, Joel Linder-1824, Arariah Merrill-1824, Robert Torbett-1825, Robert Crouder-1826, Isom Boashear-1826, James Mitchell-1826, Noah Bland-1826, Samuel VanCleve-1826, Hugh Gordon-1826, William Utter-1827, William Thorn-1829, Benjamin Merrill-1829, Isaac Hughes-1832, Asa Jones-1832, Osborn Bland-1836, Samuel Stott-1836, John H. Johnson-1836, Joseph W. Smith-1837, Thomas Brown-1837, Thomas Ramsey-1839, John W. Smith-1839, Azariah Merrill-1839, Jacob Wildman-1848, James Cook-1848.
ĀĀ John Anderson Sr. purchased land in Section 28 in 1838, William Fawcett in Section 3. Thomas Egan built his cabin in about 1840, this cabin had a dirt floor with a stump in the middle of the room with boards nailed on top which was used as a table.
ĀĀ A John Dolan lived in the area and was an early owner of what is known as the Milhous farm, he sold it first to Samuel Shaw and was an advocate of religous freedom. In the years 1854-1857 Samuel Neill, George and Joseph Passmore, Charles Murphy, David Silver and many others moved to the area. The Quakers who moved into the area were an asset to the community being hard workers, religious and promoters of education. Probably the most famous of the Quaker families in Bigger township was the Joshua Milhous family. Joshua and Elizabeth Milhous moved to Bigger township in 1854 from Ohio, their farm was about three miles from the present Rush Branch Church. Mrs. Joshua (Elizabeth) Milhous was the Quaker minister of the Hopwell Friends Meeting, and also superintendent of the Friends Centennial Sabbath School, later known as the Harmony Hill Sunday School. Joshua Milhous died in 1892 and is buried in the Hopewell (Quaker) Cemetery. Joshua's son Frank Milhous who had continued the family nursery business after his fathers death moved to California in 1897, his daughter Hannah Milhous grew up in California and married, becoming the mother of Richard Milhous Nixon, the U.S. President.
ĀĀ Between 1858 & 1859, Thomas Conboy, Sr., Starkeys, Spencers and Mixes and other families from Switzerland County, Indiana came to the area.
ĀĀ The Madison paper printed as a bit of news in the winter of 1852-53 that Abe Partlow of Bigger Township killed 17 deer, wild game such as deer, wild turkeys, squirrel were very plentiful at the rime. Large Poplar, Oak and Beech grew in abundance.
ĀĀ Four of the most successful people in the area were John H. Cox who later moved to Sheridan Indiana, he gave his six sons $30,000.00 and ended up worth over $1,000,000.00. Jefferson Woolman worth $1,000,000.00 when he died after being injured in a train wreck on his way home from New York City. Frank Stratton, who gave a part of his wealth away. Anna Johnson who during WWI got to visit Egypt and Jerusalem and other cities.
"FORKS OF GRAHAM"Ā later known as San Jacinto--was always the largest village in Bigger Township, with a maximun population of 50 people. Storekeepers were: Eagan in 1855; Isadore Manowitch in 1860; Taylor Stribbling, Ben Cox, Albert Johnson, Will Holmes, Charley Holmes, Dick Brooks, Vernnon "Bud" Brooks and Sam Temple. There were once six doctors in the village. Dr. H.D. Walker, Dr. A.W. Newton, Dr. Jonathan Spencer, Dr. Morton Neill, Dr. Nathan Kendrick and the very popular Dr. William A. Wildman. In the old days the Justice of the Peace was called "Squire" these included: John Hayden, W.R. Hughes, W.D. Morris, J. Johnson and W.W. Anderson.
The following were Blacksmiths in the Township: Charles Goldsborough, Jim Craig, Ed Semon, Ben Hand, Joel Hogden, James Shuck, Arch McMillian,Walter Beach, James Alford Stewart and Charley Stewart.
The first saw and grist mill, was owned by Linsey Stanley. It was torn down in 1898 and the K of P Hall built where it once stood. Businesses were located on the lower floor of the K of P Hall, Hare and Custer had an implement store where they sold farm machinery, pleasure vehicles, and hardware. Mr. Hare's business outgrew the original building and he built the Hare building which was later called the Holmes building. His business then outgrew this building and he moved to Butlerville. Harold Sawyer had a garage there where he repaired autos. Charley Stewart refinished and repaired furniture in the building while his wife Tessie, ran the telephone exchange upstairs. The upstairs was made into an apartment where several people including the Stewarts, Lester Sullivans, Don Brooks and many others have called it home. Richard (Dick) and Barb Brooks were the first to operate a grocery store, followed by Vernon (Bud) and Dorothy Brooks and Sam and Shirley Temple. Maude Cole had a branch of the North Vernon Library in her home, anyone could get a library card and take their favorite book home to read. Later Sue Fields Holmes operated the library branch at her home. Lenore Holmes Austin had a milinary shop and "did" permanents at her parents home. A general store was located in a small frame building with a "lean to" attached which was used for the ware-room and owned by Taylor Stribbling. The Post Office was located in the corner of the store next to the window.On Saturday's Linsey Stanley's saw and grist mill ground corn for the full day, and the village was filled with pioneers who brought their grist, it was also on Saturday that the weekly mail came in on horseback from Dupont.
ĀLETTER TO THE EDITOR OF THE REPUBLICAN written Benville, Indiana, January 3, 1900.
I presume that a great many of the readers of your paper who do not know of Bigger township other than by name and therefore I believe a short write-up of its facilities and business will not be out of place at this time. Geographically, Bigger township is in the southeast corner of Jennings County; it is bounded on the east by Ripley County, on the south by Jefferson County, on the west by Vernon township on the north by Campbell township; it is six miles long (north and south), and five miles wide (east and west) contanng thirty square miles; is situated in town 6 north and ranges 9 and 10 east. It is crossed from northeast to southwest by Big Graham creek, which is joined from the east by Little Graham at San Jacinto, which is the voting place of the township. San Jacinto is beautifully located in the broad and fertile valleys of Graham creek and is surrounded by some of the finest farms in Jennings County. Its business interests are; Carson Bros., general store; Hare & Custer, dealers in farm machinery, pleasure vehicles, and hardware; James H. Shuck, horse shoeing and general blacksmithing; Gabe Peterman, dealer in timber; Dr. William A. Wildman, physician and surgeon. Here located are also Graham Baptist Church, Pleasant Valley Lodge No. 391 I.O.O.F., and Graham Valley Lodge No. 356 K. of P. It is also the home of Rev. Nelson Johnson, known to Baptist people all over Southeastern Indiana.Hyde P.O. is located two miles north of San Jacinto, in a rich farming district, and is surrounded by as comfortable homes and good farm buildings as may be found anywhere. Its business interests consist of: Thomas Conboy general store, and stock shipper; Arch McMillan, blacksmithing; E.T. Carson, dealer in timber, lumber and ties; McDowell & Farren threshing machine, corn shredder and sawmill; John M. Heid, sawmiller and manufacturer of the famous Heid Buckwheat Flour; Mix Bros., contractors and builders. Here is also located the Rush Branch M.E. Church. Benville is located on the county line, three miles east of Rush Branch (Hyde), and is surrounded by good farms and comfortable homes. E.H. Burton dispenses general merchandise and buys country produce; Ed Semon does general blacksmithing; Joseph Ralstin & Son are sawmillers and also operate a threshing machine, a corn shreder and a clover buller; U.E. Smith is a contractor and builder and also raises barns for other carpenters throughout the country. Bigger P.O. is three miles southeast of San Jacinto and is the home of many industrious farmers whose surroundings bespeak prosperity and happiness. John B. King is postmaster and general storekeeper; L.F. Giddings deals in timber; Robert Sullivan is agent for fertilizer; Benj. P.H. McIntire is thresherman and sawmiller. Our schools are second to none in the country; church and Sunday school facilities good, roads above the average, and when our 8.19 miles of pike now under contract are completed we will be able to travel in almost any kind of weather. With these surroundings and with the present prosperity, which we think will continue, we are a happy and contented people.
A SUBSCRIBER article was in the Republican-January 12, 1900
This information on Bigger Township has been gathered mostly from the book "Memories of Bigger Township" which is for sale at the Jennings County Historical Society and has many pictures of people and places in years gone by. I will do look ups in the book,Ā if your family is from the area this book would be a good one to purchase. Sheila Kell


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As a leading technology company, Apple often has free reign over all aspects of their product distribution, even parts of the production cycle they have no direct hand in. Ever notice that iPhones cost the same at Best Buy, Radio Shack and most other retailers? That's because those companies abide by Apple's uniform pricing standards.
However, that ability to set prices for retailers isn't a given in other countries. Case in point: Taiwan. On Dec. 24, Taiwan's Fair Trade Commission fined Apple 20 million New Taiwan dollars (U.S. $670,000) for interfering with mobile service providers and handset distributors' pricing.
According to The Wall Street Journal, the Taiwanese government found Apple violated Article 18 of Taiwan's Fair Trade Act by telling three of Taiwan's main service providers what price to sell iPhones. In addition, the governmental body accused Apple of asking the three companies to adjust usage rates.
In Taiwan, individual companies hold the right to price a product however it wishes after purchasing the product from a manufacturer. According to the commission, Apple held no right to try and influence pricing after it sold its iPhones to the distributors.
"Through the email correspondence between Apple and these three telecom companies we discovered the companies submit their pricing plans to Apple to be approved or confirmed before the products hit the market," the Commission said in a statement.
Apple is allowed to file an appeal with the Fair Trade Commission. However, if it does not comply with the order, Apple is subject to further fines of NT$50 million.
Attorneys for U.S.-based Apple must be racking up frequent flier miles given the wide variety of forums in which the company has recently faced regulatory or litigation action. A South Korean court ruled on Dec. 13 that Apple did not violate Samsung patents within the country, and the European Union has come close to a settlement with Samsung over allegations that the technology company used overly-litigious tactics against Apple and others to hold onto key patents.
Apple has been all over legal news recently, and InsideCounsel has had it covered:
Korean court sides with Apple over Samsung
iPhone supplier Foxconn misses labor targets
Apple, Samsung patent cases offer big payout for IP lawyers
Tech giants make appeal to reform government surveillance tactics


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Apple Breaks Below $500
Shares of Apple (NASDAQ: AAPL) dropped below $500 on Tuesday, falling nearly 2 percent to around $489.
There appeared to be no fundamental news to account for the drop in Apple. On Monday, The Wall Street Journal reported that the company had cut orders with its suppliers for the iPhone 5.
Several analysts, notably J.P. Morgan and UBS, defended Apple Monday, stating that the WSJ's report constituted old news.
Still, that defense failed to allay traders, who continued to sell the tech giant. The drop in Apple was large enough to pull down the Nasdaq, which underperformed the Dow Jones by about 0.30 percent in early trading Tuesday.
Facebook (NASDAQ: FB) will hold a special event later on Tuesday. It is unknown exactly what the company will announce, although some have speculated that the social networking giant could be planning to enter the smartphone business.
If Facebook produced its own phone, it could further pressure Apple, which has seen increasing competition from the likes of Samsung and Nokia (NYSE: NOK).
Shares of Apple traded near $489 on Tuesday.
Posted-In: News Wall Street Journal Hot Intraday Update Analyst Ratings Movers Tech Media Best of Benzinga
© 2017 Benzinga.com. Benzinga does not provide investment advice. All rights reserved.


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Monday January 16 2017. I climb into my car and drive against the chaos that is homecoming traffic, heading to Spanish class in Sea Point. School has just reopened after Christmas break. It's the end of yet another glorious Cape Town summer day and holiday makers and residents alike, people the promenade in droves, determined to enjoy the last glow of sunlight as night beckons.
I have known for some time that there are hawks on the meadow. Some days I would hear a distinct cry from the tree tops and occasionally, be blessed with a rare glimpse. A solitary raptor returning from the hunt. The sudden, silent spreading of wings in hasty ascent as I turned a corner between the trees.
What Remains?
Stepping into the memory garden
I chanced upon a woman.
A woman? No!
Rather a girl.
I have been thinking about regrets; that often maligned emotion. In our 21st century media-driven obsession with projecting perfect, happy, successful, invulnerable lives, we often equate admitting regret with acknowledging failure and appearing weak.
Stronger or Bitter?
I drove home from the appointment shell-shocked. At 46, I had just been told that I should never run again! It turned out that the back pain that had grown from a niggle to a whining complaint over the past twelve months was my spine letting me know that it had been invaded. Arthritis – advanced enough to be visible on a normal x-ray, – had taken up residence in my lower lumbar vertebrae (along with its companion – Spondylosis).


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Expired Travel Deal
This travel deal at Inn at Laguna Beach is no longer available. Please take a look at other deals in Orange County.
Create your own unique art piece in one session. Create personal painting, ceramic art, or jewelry as a memento of your travels to Laguna Beach. Classes are taught by professional art instructors at Sawdust Art Festival that will bring out your inner artist!
Package includes:
- 1 Nights Stay
- Art Classes admission for two at Sawdust Art Festival
- Welcome Amenity
- Guaranteed 2:00pm late check out
Rates from $319 per night
Deal Expires
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Travel Dates
- August 28, 2013 to December 31, 2013
Promo Code
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Must use promo code when booking and rates are based on double occupancy. Reservations can be made online or by calling. Rate is per night, based on availability, and does not include parking fee or taxes. Consult the concierge desk for class schedules and reservations. Classes are based on availability. Starting rate applies to Village Room, one king bed. Not valid with other discounts, existing reservations or group business. Reservations must be made at least 24 hours in advance.
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Rated 5 / 5 stars
i loved that!! lmfao i cant stop laughing! get me one of those sexy hats =P
i lovved the ending make another one :D:D:D:D
Rated 0 / 5 stars
It wasent making fun of that show but its mean to do stuff with cus words and stuff i used to like that show anyways!
Rated 5 / 5 stars
this is the ultimate movie
who ever woulda thought pooh bear and satan go together so well. this flash is hilaruious(i dont know how to spell that word)just make more flashes like this and u will get more good marks. =P
Rated 5 / 5 stars
I want a sexy hat
That was amazing. I almost threw-up laughing so hard XD That was great.....it never gets old, I watch it everyday XD Great Job.
Rated 5 / 5 stars
Me and my friend watched this and laughed our asses off! 5 stars for four star. My favorite part was "What the fuck Eeoyre?! You clumsy piece of shit! Get the fuck out of my way!" It just never gets old. "You look like you just came out of my ass, what the fuck is wrong with you eeyore!" Winnie the pooh cussing is just classic!


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By putting its beloved characters into ridiculous and needlessly extended situations, the second season of "Heroes" fell victim to the dreaded sophomore slump. Oh, it was still enjoyable, but compared to the excellence of its premiere year, it disappointed.
Dimension-jumping Hiro trapped in samurai land? Illegal alien siblings who annoy more than the Wonder Twins? That whiny little girl who can pinpoint anyone's whereabouts? WTF? At least the cheerleader story went well, and found a firecracker in Kristen Bell.
But DVD has a way of turning sour into sweet. "Heroes: Season 2″ is easier to digest when consumed as a whole, taking its 11 episodes (spread across four discs) as one epic movie, rather than extended over seven-day lags, which only amplifies any frustration over pacing.
The extras are what make this set shine. "Untold Stories" kind of amounts to a bonus episode, comprised of scenes from storylines that had to be abandoned when the writers' strike cut the season short. (Perhaps that was for the best, considering the fans' outcries.) For another look at what was not to be, there's an alternate ending that goes on for nearly 20 minutes, presenting a much grimmer outlook.
There's also the usual smattering of deleted scenes and episode commentaries, but don't bother with the season three preview. It's a puff piece. We need only be concerned with holding them to their word that they'll taking "Heroes" back to where it belongs: TV greatness.
"Rod Lott


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Dark romance recomendations(13 Posts)
CoteDAzur Thu 20-Dec-12 13:46:31
lolajane2009 Thu 20-Dec-12 09:51:11
KelleStarOfWonder Wed 19-Dec-12 17:01:12
tiggy114 Mon 17-Dec-12 16:53:29
TakeMyEyesButNotTheMulledWine Mon 17-Dec-12 16:02:10
tiggy114 Mon 17-Dec-12 08:26:30
gokhuvegeta Mon 17-Dec-12 01:37:12
lunchbox Sun 16-Dec-12 21:09:32
TakeMyEyesButNotTheMulledWine Sun 16-Dec-12 21:03:07
tiggy114 Sun 16-Dec-12 19:43:23
Bonnefoi Sun 16-Dec-12 18:44:24
tiggy114 Sun 16-Dec-12 18:27:32
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text: 23:34 Teletubbies Numbers 7 - HD Video Please Skip To 5:00 < Back To Launcher Retrieved from "http://fanontubbies.wikia.com/wiki/KidsNumbers_7?oldid=6759" Ad blocker interference detected! Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers Wikia is not accessible if you've made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected. Categories: KidsNumbers Games


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If you want to grab a copy of the non-existent game "Gods & Heroes: Rome Rising," your best bet is to pre-order from EBgames, because it's been put on "indefinite hold"—aka canceled—by the publisher and we're not sure how else you'd get a copy. Obviously EBgames does, because they're still taking orders as of 3:18pm EST, October 16th.
what else is new
EBgames Taking Permanent Pre-Orders For Canceled Game
By October 16, 2007


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THT Awards
Welcome to the awards.
All stats are for the period of Monday, May 31 through Sunday, June 6. All season stats are through the 6th. For award definitions, see this year's primer.
Programming note
I should mention two things here. One, as you probably noticed, we were off last week for Memorial Day. Two, I had originally intended to announce season leaders in hitting categories this week, but due to computer issues will have to wait a week. I am writing this on my wife's laptop, which is not set up with my usual resources. I hope things will be closer to normal next week and I will be able to get that out, followed by the pitching season leaders the following week.
This week's proof that assigning wins and losses to a pitcher is an archaic* practice that must stop
*Hat tip to Mark W.
Good luck division
Kevin Correia got the victory despite getting shelled for six runs in as many innings. Hisanori Takahashi and Raul Valdes got shelled even harder, combining for 10 Padres runs in a game inwhich the Dads tallied 18, enabling Correia to get a cheap win.
In Correia's other start of the week, he was abused by the Phillies for five runs in an inning and two thirds but was bailed out by the San Diego bats and escaped with a no-decision.
Scott Feldman was knocked around for five runs in eight frames, punctuated by a pair of home runs by Paul Konerko. Because of the utter destruction of Gavin Floyd by the Arlington bats, Feldman got an ugly win.
C.J. Wilson was the benefactor when the Rangers roughed up Wade Davis. Wilson was less effective than Feldman, yielding five runs in five innings.
Bad luck division
When John Ely and Dan Haren combined for 15 frames of scoreless baseball, neither of them got credit for the win because the only run of the game was scored off Juan Gutierrez, long after either of the starters was in the game.
Edwin Jackson pitched what would have been a complete game shutout of the Dodgers, but the Phoenix bats gave him no help and the Dodgers won the 1-0 game in the 13th inning.
Ross Ohlendorf and Randy Wells combined for one run allowed in 12 innings. Wells was in position for the win but fell victim to James Russell's first career blown save.
Cliff Lee came into the game with a 3.22 ERA. He lowered it by 21 points and still walked away with nothing to show for it.
Jason Hammel and Barry Zito were involved in a pitchers duel and walked away with no-decisions.
Francisco Liriano's brilliant 10-strikeout, one-run effort was wiped out when Jesse Crain blew the save. But at least he wasn't Luke Hochevar, who on the same day got the loss for a similar performance against Detroit.
In an example of good luck and bad luck all in he same game, by way of a Kevin Gregg implosion, Brian Tallet's five scoreless innings and Jeff Niemann's five-run, six-and-two-thirds disaster were simultaneously deemed irrelevant as far as the wins and losses were concerned.
I haven't said many nice things about Kyle Kendrick, but I will say that he pitched a nice game against the Braves and he deserved better than a no-decision.
Vulture Award
Enerio Del Rosario's first career win was also his first blown save.
Matt Lindstrom also collected a win and a blown save in the same game. His came when Matt Capps followed Lindstrom's failure with his own.
Hong-Chih Kuo got a win and a blown save in the same game against the Braves. And Francisco Cordero did the same against the gentlemen from the District of Columbia. And finally, Brian Wilson against Pittsburgh.
Vin Mazzaro stepped in and relieved the injured Brett Anderson against Boston, giving the Athletics three and a third innings. They weren't particularly great innings, as he allowed three runs on nine hits in his time on the mound. But because he was the first reliever in, he was in position to take advantage of Kurt Suzuki's destruction of Tim Wakefield.
Wes Littleton Award
We should probably just make an exception to the save rule. If you give up a two-run shot to Willie Bloomquist, you don't get credit for a save.
Please hold the applause
Darren O'Day was lousy. He gave up a single and a stolen base to the second batter he faced. He allowed the third to drive the first in. Then he walked Juan Pierre before getting pulled for Chris Ray, who walked in a second run charged to O'Day. They each were credited with a hold.
Any sufficiently advanced defense is indistinguishable from pitching
Jake Westbrook and Jeremy Bonderman combined for an in-game ERA of 2.30 while fanning two of the 64 batters they faced.
Luis Atilano struck out one of the 29 Astros he faced and still got knicked for only five hits on balls in play.
Brandon Morrow faced 23 over the course of seven innings, struck out one and allowed one run on three hits
Jamie Moyer struck out one of the 34 Padres he faced and allowed only two runs in a complete game victory in front of the home crowd.
On Jim Joyce and Armando Galarraga
It is easy to bash Jim Joyce. In fact it would be apt to do so. When somebody is horribly wrong and it harms somebody else who had done nothing to deserve it, calling that person out on it is what you do. And as a society we are very good at doing that. We're actually so good we sometimes make convincing condemnations of people who weren't wrong.
The flip side is that it is also common for the person being called out to verbally dance around and evade responsibility. It has become something of an art form in this PR-dominated world. We have developed non-apology apologies. We have developed elaborate techniques to explain how the mistake happened and to mitigate by way of explaining that conditions made it a difficult call in real time. Things happen fast, you have to watch three things at the same time. You get your view blocked and see something that wasn't there.
It is annoying, but I'm not here to throw stones at those who do so. It is common because it is a basic human instinct. We all do it at times. It is easy, especially when you have a job that makes your successes something that fades from memory within moments and your failures something that lasts for days, months, or even years.* We all do it because we don't want to admit to ourselves that we screwed up. We want our errors to be defensible in the eyes of people we respect. We want to salvage as much respect for ourselves as possible. We say what we want to be true. We obfuscate. We use terms like The Fog of War.
*I don't remember hearing any apologies for the phantom call on Marcus Camby.
But Jim Joyce did not do that. He did not succumb to that particular human instinct. He was as hard on himself as any of us were on him. He came out and just said that he cost Galarraga a perfect game and that he felt like dirt for doing so and he had no explanation for how it happened. He screwed up and he made no bones about it. And for that, I have more respect for Joyce now than I did before he screwed up the call.
We all make mistakes, regularly. It takes a big man to admit it in front of the world and to not make any excuses. I realize this is a little like congratulating somebody for not cheating on his wife, but the force with which he expressed his disgust and remorse is something that stuck with me.
With that out of the way, let's just make the statement that it is really remarkable that we are one bad call away from having two perfect games between editions of the awards. And this would have been the third in a month. It would have been the second of the three that would have been pulled off by a pitcher that the majority of casual fans were unfamiliar with (for good reason). I'm not smart enough to offer an explanation for that.
Joe Carter Award
Carl Crawford produced eight RBI and only seven total bases. He also walked only once in 29 plate appearances for a .143/.172/.250 line.
Sanchez Award
Austin Jackson hit a very empty .300 this week with no walks and only three doubles to boost his slugging percentage in 30 at-bats. With only 15 walks and one home run in 228 at-bats this season, this is not a new thing. If his strikeout rate of one quarter of his plate appearances costs him enough batting average to get him down around .280, he could start looking pretty ordinary.
Jackson's teammate Brandon Inge hit .304/.333/.304 in 23 at-bats.
Adam Dunn had a strange week, overcoming 13 strikeouts to bat .276, but he walked twice and failed to hit a homer, leading to a very un-Dunn .276/.323/.379.
Unlike Dunn, we're used to Scott Podsednik hitting .269/.296/.269.
Harmon Killebrew Award
Ian Stewart had a short week, with only 17 at-bats. And in those 17, he only collected only three hits. But with three walks and a home run, he posted a perfectly respectable .214/.353/.429 line.
Steve Balboni Award
Derrek Lee fanned nine times in 16 at-bats, which pretty much killed any chance of him having a reasonably productive week. He posted a harmless .188/.278/.250 line.
Three true outcomes
Paul Konerko went yard three times, walked five times, and struck out three times in 21 plate appearances.
David Ortiz went one-six-six in 25 plate appearances.
The anti-TTO
Pedro Feliz did not homer or strike out and walked only once in 27 plate appearances.
This week's MVP
AL: Kevin Youkilis produced 12 hits in six games. Half of those went for extra bases. He also chipped in a couple of walks in 29 plate appearances for a .462/.517/.846 line.
NL: Chris Coghlan filled every statistical category, throwing out 10 singles, four doubles, one triple, one home run, one steal and two walks in 32 plate appearances.
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Yes indeed, two in one day. I just couldn't help myself.
Suprima Farms Organic Sweet Apple Cider.
Oh my heavens. One sip is like biting into a delicious Annapolis Valley apple… and not just any old Annapolis Valley apple, but an organic one. This stuff is totally awesome and totally non-alcoholic. There is no way I can truly let you know how delicious this is. Coming to the hostel? Coming to Lunenburg at all? You have to come on a Thursday and go to the Farmers' Market and try some of this juice. It's like heaven in a glass .. if you apples, that is. I guess if you don't like delicious apples then it would as terribly far removed from heaven as you could possibly get….. because this cider has the taste of some seriously delicious apples.


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This property has been removed by the agent. It may be sold or temporarily removed from the market
4 bedroom detached house for saleChapmans Close, Melbourn, Nr Royston, Herts
Offers in Region of £425,000
Property Description
Key features
- Mature residential area away from main roads
- Family home of generous proportions
- Upgraded kitchen and bathrooms
- High quality flooring throughout
- Lovely garden, ideal for a growing family
- Easy access to A10, M11 and mainline train station
Full description
A beautifully presented and extended family home with good quality fittings and fine attention to detail. Benefiting from a generous garden, the property is ideal for a family wanting easy access to schools and Melbourn's many local facilities.
In brief, the accommodation comprises a stylish entrance hall with turn staircase to the first floor, useful cloaks cupboard and bathroom off, generous sitting room with open fireplace (presently sealed), attractive bay window and views of the garden, a dining/family room and inner hallway/study area. The fabulous kitchen/breakfast room has a comprehensive range of wall and base units, a breakfast bar, integrated appliances including fridge freezer, dishwasher, electric cooker and gas hob (via bottled gas) and French doors to the garden. Just off the kitchen/breakfast room is a handy utility room.
To the first floor there is a generous landing, 4 bedrooms (all of which have fitted wardrobes), an en-suite shower room to the master bedroom, and a family shower room.
Outside, to the front of the property there is a parking area and access at the side to the tandem garage and workshop. To the rear, the garden which is a particular feature, is accessed via the kitchen/breakfast room and laid mainly to lawn with a large terrace, pond, summerhouse (with connected power and lighting), mature trees including plum and apple, and wonderful views of the church.
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Disclaimer - Property reference S17060. The information displayed about this property comprises a property advertisement. Rightmove.co.uk makes no warranty as to the accuracy or completeness of the advertisement or any linked or associated information, and Rightmove has no control over the content. This property advertisement does not constitute property particulars. The information is provided and maintained by Tucker Gardner, Great Shelford. Please contact the selling agent or developer directly to obtain any information which may be available under the terms of The Energy Performance of Buildings (Certificates and Inspections) (England and Wales) Regulations 2007 or the Home Report if in relation to a residential property in Scotland.
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text:
Abd. Malik, Adi Maimun and Jameei, Saeed and Priyanto, A. and Sidik, N. A. C. (2010) Influence of twin hull geometry on aerodynamics characteristics of WIG Catamaran duing ground effect. In: WSEAS, Application of Computer engineering, 23-25 March. 2010, Pulau Pinang.
Full text not available from this repository.
In this paper, the influence of hull shape and ground effect on the aerodynamic characters from WIG Catamaran with wing of NACA 6409 section was numerically studied. The simulation of WIG Catamaran was performed by Three Dimensional (3D) Computational Fluid Dynamic (CFD). Lift coefficient and lift to drag ratio were determined on variation of angle of attacks and two ground clearances (h/c=0.4 and infinity). The k-? SST turbulent model was used in CFD model. In order to validate the numerical results, the CFD simulations of wing of NACA 6409 section (wing only) were compared with experimental data published by previous researcher. Next, the CFD simulations were perform on wing with hulls of WIG Catamaran during ground effect h/c=0.4 and h/c=infinity. The results of the CFD simulation indicate a reduction on lift to drag ratio which is caused by hull shape of WIG Catamaran, as well as there are enhancement on lift coefficient and lift to drag ratio when flying in proximity to the ground (water surface).
|Item Type:
|Conference or Workshop Item (Paper)
|Uncontrolled Keywords:
|NACA 6409, Computational Fluid Dynamic (CFD)
|T Technology > TJ Mechanical engineering and machinery
|Mechanical Engineering
|ID Code:
|Deposited By:
|Mrs Liza Porijo
|Deposited On:
|27 Sep 2012 03:14
|Last Modified:
|27 Sep 2012 03:14
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