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Life in space is not easy. It doesn't matter what your occupation is - sooner or later, someone will shoot at you (or you will shoot at someone else). Blundering headlong into a dangerous situation without preparation is a certain way to end up dead, or at the very least, as petfood in orbit around Isveve. This essay is designed to combine most of the hints and tips given to players on the [http://aegidian.org/bb/index.php Oolite Bulletin Board] over time. Hopefully some of this information is useful to you in your journeys across the Eight. There are some OXP tools and additions that can make combat easier. We'll look at some OXP solutions and options at the end. What follows just covers the core equipment and scenarios. [[File:Oolite-037.png|right|800px]] ==Starting out== The early game can be quite a daunting affair - you have a great ship in the Cobra Mark III, but it is woefully under-equipped at the beginning. Make sure you read [[Mr_Gimlet|Mr Gimlet's]] advice. The information it contains can help make your first decisions in the game to be wise ones. Other general advice and tactics for the start of the game: * Be careful of quick money. Some parcel and passenger contracts can seem like an easy way to make money fast, but check the route to the destination. Are there any dangerous systems you have to pass through? What type of parcel is being carried? Could it attract unwanted attention? * Look for "milk runs", two systems located close together that have opposite economies. A rich industrial next to a poor agricultural is the best combination, but anything close to this can be good. On the F6 Galactic chart, use the "?" key to change the colour coding for the planets. There are four different colour ranges the key press will cycle through: government, tech level, sun colour, and economic level. The economic colour range runs from a deep green to yellow. You can change from showing the planet name to some icons showing you tech level, government and economic level by pressing "i". Once you have purchased the [[Advanced_Navigational_Array|Advanced Navigational Array]] you can also see the route you are taking to your destination system, and by using the "^" key (shift+"6") you can cycle between showing the fastest route (which may have more jumps), to the shortest route (which may take longer to travel). * Remember to keep your cargo hold full (or at least as full as you can make it). While it can be tempting to buy a longed-for piece of kit as soon as you have the money for it, if you empty your bank balance and have nothing to buy new cargo with, you can be in a worse position than before. * It is highly recommended that the first thing you purchase are [[witch fuel injectors|injectors]] - they can get you out of lots of different types of trouble, so they are definitely worth the money. While it might seem odd to even suggest this, selling your pulse laser to fund the purchase of injectors can actually be of some benefit, but you need to change your mindset when you do - with no offensive weapons you ''must'' flee dangerous situations. But with injectors at least you can. * After injectors you have some options. Some commanders suggest an [[ECM]] system is the next best choice, to give you better defensive options. A beam laser will give you a much more formidable attack option, although there is value in mounting it in the aft position, so it can be more useful in defence. ==Combat tactics== Tactics for combat are tricky, as every player has different styles they prefer, and much of it depends on what equipment you have and the type of battles you're facing. To try to make this guide as useful as possible, we'll look at three different stages for the player: A beginner, who has almost no equipment; a player with some equipment, considered a medium-level player; and a player with a fully-kitted out ship. A Cobra Mark III will be assumed for most of this guide, but many of the tactics will be applicable to any combat ship. Trade-focused vessels (eg [[Boa_(Oolite)|Boa's]] and [[Anaconda_(Oolite)|Anaconda's]]) will be considered separately [[#Tactics for cargo ship|later in the document]]. Note: If you don't fancy your prospects in the standard [[Cobra_Mk.3_(Oolite)|Cobra Mark III]] (the default starting ship), you could trade it in for a smaller ship (say, a [[Cobra_Mk.1_(Oolite)|Cobra Mark I]]), which will give you a bunch of credits to get you some essential kit as early as possible. However, there are downsides to down-sizing: smaller energy banks, slower speeds, smaller cargo capacity, some limitations on equipment. Make sure you understand the specifications of the ship you switch to. ===Beginner tactics=== If all you have is a [[Pulse_Laser|pulse laser]], with no [[ECM]] or [[witch fuel injectors|injectors]], your options are limited. The first tactic is to [[#Escaping tactics|avoid combat wherever you can]]. This is a tactic, although it can seem counter-intuitive given you're in a space ship with lasers. But at this stage of the game, it's all about survival. The longer you survive, the more money you can earn, and the faster you can upgrade your ship. You might consider entering battle if there are just one or at most two opponents, and if you do, these things are worth remembering: * Don't go "head-to-head" with another ship. That is, fly directly towards them as they're flying directly towards you. Yes, it makes them much easier to line up, but other ships have a tendency to fire missiles at the last moment if they're being attacked, which gives you no chance to avoid them. * Playing chicken with ships the size of a 747 is not advisable. If you dodge the wrong way on the pass, you might end up with another ship buried in your cockpit. * Don't fly in a straight line - this makes you too easy a target for enemy ships. Move your ship around to make yourself a harder target. * Get in close. Shooting at long distance might seem like a good idea, but the down side is that it's much easier to miss your target. A pulse laser only has a range of 12.5km, so can't hit anything outside that distance. And every miss adds heat to your laser, with no gain at all. If your laser overheats, you become much less of a threat to your targets. So reduce the distance to your targets as fast as you can, and get onto the tail of ships. '''Use your throttle to reduce speed''' and stay inside the turn of enemies, which can give you more opportunities to hit them with your laser. * Make use of your missiles. The [[Missile|standard missiles]] can seem like a waste of money in the early game, but they can be useful for two things: (a) As a form of ECM. If an enemy ship fires a missile at you, fire one back at him. It's quite likely they will have an ECM system and they will use it to destroy your missile, and in doing so destroy the one coming at you. (b) Fire them in close. If you can get close in behind another ship, they won't be able to react in time to a missile fired at close range. * Keep some "pirate kibble" handy. Pirate's are desperate, and need all the funding they can get to keep their ships in space. They will demand cargo from you when they first start their attack. So, keep a few tons of food (the cheapest of all the commodities) on hand. When the demand is made, eject some of this food. The pirates will break off their attack to scoop the cargo, giving you time to get out of range. But when you eject the cargo, make sure you eject it in a direction away from the pirates. That will force them to travel further in order to scoop it, and every second they spend chasing is another moment you have to escape. The longer the better. * Try to keep all jumps short, to leave fuel in your tank. Even if you don't have injectors, having enough fuel to make an emergency jump to another system if things get out of hand can be life-saving. * As soon as you arrive in a new system, set a course to your next one. Do this before any action starts, so you can be ready with an emergency jump. * Make use of convoys. Quite often there will be other ships heading to the station from the witchpoint. Look in particular for large trading ships with escorts. Tag along with the group, even though the journey might be a bit on the slow side. If trouble starts, endeavour to put the traders between you and the pirates. In the event that a stray shot from the pirates hits one of the trader ships you'll get some very welcome allies in the battle. Following an Anaconda to the station might seem tedious, but it only takes a couple of runs to start gaining enough credits to equip your ship, after which you can switch to other tactics. ===Medium-level tactics=== You reach this stage when you have upgraded your laser to a beam or military level, and you have ECM's and [[witch fuel injectors]]. You may not yet have shield boosters or extra energy units. At this stage you could probably take on battles against 2 to 3 opponents, or even 4 if you're feeling confidant and your aim is good. * Most of the rules from the beginner apply here as well, and indeed apply to any player interested in combat. Don't go head-to-head, don't play chicken, get in close. The final tactic, of getting in close, is particularly important with the beam and military lasers. While they both have an increased range (15km for the [[Beam_Laser|beam laser]], and 30km for the [[Military_Laser|military]]), they also fire and heat up faster. Being able to fire fast is pointless if all your shots miss. So get in close, and make use of the increased rate of firing by hitting your targets with every bolt. * Avoid situations where there are opponents spread out across your scanner. It may seem counter-intuitive, but the closer your opponents are, the less likely you are to be hit. Once they're all close, the only thing you need to be concerned about is running into them. * Make use of the different zoom settings of your scanner. Use "z" and "Z" (shift-z) to adjust the zoom and make it easier to see where other ships are. * ECM-hardened missiles can be very useful as a tactic, as well as for their destructive force. Many opponents will have injectors (you might see them rushing ahead of their comrades when battles start), and will outrun even a close-fired missile. A standard missile will likely be ECMed before it gets too far, and you don't gain very much. An ECM-hardened missile, though, will force the opponent to flee much further, often completely off your scanner, which can help reduce the size of the opposing force and increase your chances of survival. Doing this before the battle is joined, before you've gotten in close, can be a good way of removing a target you think might be harder to kill (ships like an [[Asp_(Oolite)|Asp]] or a [[Fer-de-Lance_(Oolite)|Fer-de-Lance]]), allowing you to concentrate on the easier ships. * Try to target the weaker ships is a pirate group (eg [[Mamba_(Oolite)|Mambas]], [[Gecko_(Oolite)|Geckos]], [[Krait_(Oolite)|Kraits]]) before attempting the stronger ones (eg [[Asp_(Oolite)|Asps]] or [[Fer-de-Lance_(Oolite)|Fer-de-Lances]]). ===Fully equipped ship=== When you reach this stage, you can effectively go up against much larger groups. Experienced players have often fought alone against groups of 12 or more. You'll quite likely have a tail gun by this stage, and increased energy and shield strength. Some rules always apply: head-to-head is still never a good idea, and getting in close is the best way to deal with opponents. With a tail gun, though, especially if it's a military laser, you have the option of sniping - that is, of heading away from the opposing force and using the rear laser to pick-off targets. You need to have a good eye for long distance shooting, as your laser will heat up quickly. You can snipe with the front laser as well, but be careful of the golden rule - don't go head to head. If you plan on sniping with your front laser, bring your ship to a halt first, at the limit of the range of your laser, and snipe from there. The enemy ships will continue to fly towards you, but now the closing speed is halved, giving you more reaction time for when missiles are fired. As your targets get within range to use their own lasers, turn away and use injectors to get out of range, then stop at your laser range, rinse and repeat. Injectors are a great tool for combat, both in the pre-combat stage, where it allows you to get in close faster, but also in escape, when things aren't going well, in getting you out of range faster. The key for injectors is fuel; no fuel means no injectors. Keep watch of your fuel use, and be careful when planning your jump routes. Wherever possible choose a route that will leave you with at least 1 or 2ly of fuel at your destination, particularly when your destination is a dangerous system. But also stay aware of your remaining fuel at all times - it can be disastrous to get into trouble in a battle, decide to turn and flee, and waste precious seconds hitting the injectors with no result. In that "Why aren't my injectors working?" moment you could find yourself floating free in space. {{:Combat Manoeuvers}} ==Tactics for cargo ships== For a combat player making the decision to switch to a non-combat-focused ship, the greatest difficulty you will face is your own instinct to fight every fight. Cargo ships are slow and very non-agile. They can sport some reasonable defences, but often the best tactic is to avoid combat wherever possible. Use the tools provided by the [[Advanced_Navigational_Array|Advanced Navigational Array]] to plot safer routes and avoid dangerous systems as much as you can. If you're starting the game in a bulk hauler, consider moving the standard-fitted front-mounted laser to the rear position. You might find this is a more advantageous position. Sometimes, though, you can't avoid dangerous systems, because that's often where the best profits can be found, and bulk haulers are looking for those big profits. Apart from using injectors and keeping some "pirate kibble" on hand (and on a big hauler, there should always be a bit of room for it), rear lasers and ECM-hardened missiles are your friends here. Turn away from any approaching pirate pack, and snipe them with your rear military laser. Your manoeuvrability is a bit restricted in a large ship, so this is your best chance of hitting anything. As they get in range, use injectors to get back out of range, or fire an ECM-hardened missile to make them run. ==Tactics for particular scenarios== * '''Piracy''': See this article for details on [[Dealing with piracy (Oolite)|dealing with piracy]]. * '''Thargoids''': See this article for details on [[Dealing with Thargoids|dealing with Thargoids]], but in short, target the motherships first and ignore the Thargons as much as possible. If you can disable and destroy the motherships, the Thargons will shut down anyway. * '''Assassins''': If you pursue a career as a courier or passenger ferry, you will more than likely experience the situation where you arrive at a witchpoint and are jumped on by one or more assassins. In this situation be careful: assassins have a "Clean" record - if you are also clean, and a police vessel sees you in a fight with an assassin, you might suddenly find you've got a bounty on your head and you're fighting the police as well. ==Who's Who== There are many different people in space, all doing different things. *'''Traders''': They have some guts to dare the dangerous business of galactic freight hauling. Yet, tend to cut and run at the first sign of trouble; few will stand their ground, and only when they have some backup, be it escorts, police, or hunters willing to cover their asses. *'''Escorts''': Paid mercenary pilots, hired to cover the big long-haul freighters. *'''Police''': Gatekeepers of law and order... Usually. Not so much in the anarchic frontiers though. *'''Couriers''': Freelance post runners, operating outside the regular postal services. Like traders will also break for it when shot at. *'''Hunters''': Ranging from paramilitary squadrons, to lone wolf vigilantes. Former traders perhaps, who made their bank grinding the long hauls, and now seek to inflict the same misery on pirates as pirates inflicted on them as traders. Usually fly very well kitted combat ships, and will be relentless in battle. *'''Pirates''': Whether natural psychopaths or too stupid to succeed at honest work, these are the scum of the universe who adopted a criminal lifestyle. Despite an outwardly bravado, many will scatter if they find themselves outclassed, thus why they tend to attack in packs, flying ships in varying states of repair. They will often move from their anarchies and such-like to raid neighbouring safer systems. *'''Assassins''': these don't back down, and a top-rated heavy assassin (they fly Asps) can be a challenge. *'''Aegis Raiders''': pirates or assassins who raid the station [[Aegis|aegis]] for prey. ==Escaping tactics== Running away can be the better part of valour during the early game. However, there are some things to remember even in this situation. * Don't fly straight. Flying in a straight line makes you a very predictable target. Without injectors to outrun other ships, you have to jink your ship around as much as you can. * Head towards safety. Even while you're bobbing and weaving to throw off the aim of the ships, you still have to maintain a general line of flight towards safety. Safety could mean a group of police ships, or a station. Don't discount hiding in a Rock Hermit either. If nothing else it gives you a break and lets you refuel (which, if you have fuel injectors, could be critical) and lets your shields and energy banks recharge. * If you have an aft laser, don't forget about it. Ships trying to line you up in their sights will often fly straight, making themselves much easier to target. A few hits with a laser may completely dissuade them from chasing you. ==Tactics for specific equipment== Note: See this document for a more detailed look at [[Laser_tactics|laser tactics]]. ===Pulse lasers=== With a range limited to 12.5km, these are a short range weapon. You have to get in close for these to have any impact at all. ===Beam lasers=== The range is slightly improved over a pulse laser, at 15km, and they fire much faster. But they also heat up faster. These are still considered a close-range weapon, and not suitable for longer range targets (except perhaps larger ships that are slower and therefore easier to target) ===Mining lasers=== These aren't usually considered a combat weapon, but if used carefully they can pack quite a wallop. Sometimes, though, you will find yourself in combat, so it's worth considering how these should be used. Because of the slow rate of fire, careful aiming is crucial. Mining lasers have the same range as a pulse laser (12.5km), so get in close before you fire. ===Military lasers=== These are perfect for sniping, because of their extreme range (30km). However, heat management is critical as these lasers get hot fast. They make good short range weapons, because of the power in each shot and how fast those shots can be delivered, but you will find you need to spend some time in dodge-mode while you wait for your lasers to cool enough to deliver the kill shot. ===Fuel Injectors=== Fuel Injectors are an essential part of any pilot's ideal ship configuration. They can be used in attack (to close the distance to approaching enemy ships) or in defence (in escaping overwhelming situations), but it should be noted that they are not a "get out of jail free" card. Firstly, they use fuel, and lots of it. Using injectors indiscriminately can leave a pilot short for essential jumps. But also, not all enemies can be escaped just by using injectors. Some pirates will chase players with their own injectors, and quite often their injector speed is greater than that of the player (eg an [[Asp_(Oolite)|Asp]]). Injectors alone cannot be the only weapon in a pilot's arsenal. That being said, even if the player is chased by a pirate with injectors, it can still be useful to employ the tactic in order to reduce the number of pirates being fought with. ===Missiles=== See this document for more details about [[Missile_tactics|tactics with missiles]], but in short: * [[Missile|Standard missiles]] should be shot at close range, and the less the target is moving the more likely it will arrive before it's hit by an ECM blast. * [[ECM_Hardened_Missile|ECM-hardened missiles]] can be shot at long range, and are useful for thinning out an attacking group. * [[Quirium_Cascade_Mine|Quirium Cascade Mines]] are truly a weapon of last resort. They are indiscriminate in their destructive power, and you will likely need injectors to escape the deadly wall of blue energy. However, they can be very effective in the right situations (eg against a large group of [[Thargoid_Warship_(Oolite)|Thargoids]]). Setting off a mine near a main station is not a good idea. Make note of the keys that control what missile/bomb will be fired next. The "y" key will cycle through your available missiles to let you select the next to be fired. If you carry a Quirium Cascade mine, this key can save you from an embarrassing (and potentially lethal) mistake. ===Incoming missiles and ECM=== When a missile is fired at you, hit the ECM system straight away and keep hitting it until the missile is destroyed. Even with ECM-hardened missiles, keep hitting the ECM, as there is still a chance the counter-measure will be effective. You can target the nearest incoming missile with one of your own by pressing T (shift-t). Using the ECM will use energy - lots of it, actually. In a ship like a Cobra Mark III you have quite a bit of energy to spare, but in smaller ships your energy reserves are limited. You may find your ECM won't fire because there is insufficient energy to run it. Keep an eye on your energy during battles to make sure you know if you need to run away from an incoming missile. If you don't have an ECM system, or the missile is resistant to the counter-measures, you may not be able to avoid the blast. In that case, turn your ship around and run away from the missile. If you have injectors, great! Use them to escape. If you don't have injectors, you can still survive the impact if you're travelling away from the missile when it hits you. This reduces the impact somewhat. A fully shielded ship should be able to withstand a missile in this way. ==OXP options== There are a lot of OXP options for making combat easier. However, please make sure you read all the information about these OXP's before you install them. There may be unexpected consequences from adding them. For instance, adding Missiles and Bombs also makes them available to NPC ships, meaning some of these items may be fired at you. This list is not to be considered as some form of recommendation, or even a complete list of OXP's designed to help with combat, but merely as a starting point for finding OXP additions that might be suitable in your play experience. The links will take you to the page that describes the equipment. Read this information carefully before installing the OXP. For a full list of OXP's you can visit [http://www.oolite.org/oxps/ oolite.org/oxps], which lists all OXP's that can be downloaded directly from within the game, or go to [[OXP_List|the OXP List]] which lists pretty much everything that's available. ===Targeting options=== * [[Guide to Accuracy OXPs]] ===Laser options=== * [[Laser Arrangement]] makes it much easier to switch lasers (''eg'' from your front mount to the aft mount) while docked. * [[Multiple Lasers]] mounts multiple lasers facing in the same direction enabling one to fire a broadside at the foe! * The [[Laser_Mount_Switching_System_OXP|Laser Mount Switching System]] can also help by allowing two lasers to be installed in one position and then switched in flight. * The [[Laser_Booster_OXP|Laser Booster]] can give your existing laser a boost, making it give more damage. * The [[Laser_Cooler|Laser Cooler]] can help bring the heat down on your laser quickly. * [[LaserCannons|Laser Cannons]], [[New lasers]], [[Gatling Laser]], [[Separated Lasers]] & [[Sniper Gun]] provide new laser options that increase your fire-power. ===Missile options=== * [[Missiles_and_Bombs|Missiles and Bombs]] and [[Armoury_OXP|Armoury]] provides more missile and bomb options for the player, which can sometimes particularly help with larger targets (like Thargoid motherships). Be aware, some of these missiles may be used against the player. * [http://aegidian.org/bb/viewtopic.php?f=4&t=18705 Missile beep] adds an audible notification that a missile is inbound. * [[I_Missile|I Missile]] is another missile option, with high speed and high impact. * [http://www.aegidian.org/bb/viewtopic.php?f=4&t=14420 Nexus Missiles] provide various multi-warhead, semi-automatically-targeting, missiles. * If you're missing the Energy Bomb from the original Elite, you can add it back in with the [[Energy_Bomb|Energy Bomb OXP]]. ===Escort options=== * [[Hired_Guns_OXP|Hired Guns]] gives the player the opportunity to hire a pair of escorts for a single trip. * [[EscortDeck|Escort Deck]] allows the player to fly with several escort ships attached via an external deck, while [[Carriers]] lets you fly with a big ship, and then switch into one of your escort ships to perform defensive actions. The [[EscortPack|Escort Pack]] expands the types of ships that can be added to either of these options. * [[Fighters]] allows larger ships to launch small fighters to attack targets, and then the fighters can be scooped up afterwards. ===Energy options=== * [[Energy_Equipment_OXP|Energy Equipment]] can help quickly recharge a depleted energy bank. * [[Shield_Equalizer_%26_Capacitors_OXP|Shield Equalizer & Capacitors]] will equalise shields if one is higher than the other, as well as storing energy and passing it back into the shields when they are reduced. * [[ShieldCycler|Shield Cycler]] allows pilots to configure how shields are to be configured: all forward, all aft, or both. This can really help if your default method of dealing with enemy ships is to turn away and snipe with a tail laser. ===Other options=== * [[BroadcastComms_MFD|BroadcastComms MFD]] (Mulit-Function Display) gives you the chance to attempt to bribe an attacker with some credits. If the bribe fails, you can try offering them even more credits. * [[GalCop_Galactic_Registry|GalCop Galactic Registry]] can help you examine the make-up of the galaxy by highlighting specific elements of the sector (economies, techlevel, government, etc). * [[Fuel_Tank|Fuel Tank]] is a disposable, pylon-mounted accessory that allows for an additional 3ly of fuel to be carried, to top up fuel tanks when required. * [[Military_Fuel_Injectors_OXP|Military Fuel Injectors]] will reduce the fuel consumption of your fuel injectors. * [[Ship_Configuration|Ship Configuration]] has options for increasing the speed of fuel injectors, adding extra energy banks, increasing the base speed of your ship. However, this OXP also limits the amount of equipment that can be installed on your ship, so make sure you understand what the OXP will do by reading the documentation carefully. [[Category:Oolite]] ==Mechanical Tweaks== *You might find it helpful to reconfigure your keyboard. **[[Keyboard Cobra]] OXP retunes the navigation keys to be more precise helping accuracy with your laser. **TSOJ [http://aegidian.org/bb/viewtopic.php?p=270930#p270930 suggests] rebinding the navigation keys in a more easy-to-use manner **Linux keyboards (non-US) can be a major problem: see [http://www.aegidian.org/bb/viewtopic.php?f=3&t=20822 here]. *** Non-English Language Keyboards can be [http://www.aegidian.org/bb/viewtopic.php?f=8&t=20638 problematic]. *OR you could try using something other than just your keyboard! **Use your mouse! '''Shift-M''' (for roll on x-axis) & '''Shift-Control-M''' (for yaw on x-axis) toggle flight control for your mouse in full-screen playing mode. **Add a game controller! Look [[Dizzy's guide to Setting up Joystick Axis Profiles|here]] & also at [http://bb.aegidian.org/viewtopic.php?f=2&t=18855 this] discussion. **Or add a speedpad **Or add a joystick. Ideally one compatible with your computer! Tips [[Dizzy's guide to Setting up Joystick Axis Profiles|here]] **Or a joystick & throttle set (HOTAS: Hands-On Throttle And Stick). Tips [[Dizzy's guide to Setting up Joystick Axis Profiles|here]] **Or two joysticks (HOSAS: Hands-On Stick And Stick). Tips [[Dizzy's guide to Setting up Joystick Axis Profiles|here]] **Or even a [[Buttonboxes|Buttonbox]]! Different things work for different people. Some people swear by the keyboard. Other people swear ''at'' the keyboard! HOTAS & HOSAS are also superb for the immersion factor. If you are interested in the joystick route try searching for ''joystick'' or ''hotas'' in the bulletin board! '''Warning''': most models do not work fully with ''AppleMacs'' or ''Linux''. == Oolite combat vs Elite combat == ''Comments of Another_Commander, one of the Oolite Developers (see his combat style [https://www.youtube.com/watch?v=IHnjUjZVtgk here])'' The first thing one needs to do when starting fresh in Oolite is forget the combat play style of the old Elite 8-bit versions. Back in the old days, screen resolutions were much lower as you have correctly mentioned, frames per second were in the single digits for the fastest computers of the time, memory available for AI routines ''etc'' was much much lower and so on. This resulted in combat tactics that were fit for purpose for the available spec. An example of this is the '''fat pixel''' that represented any ship at large distances. Back then, the standard combat tactic I was using on the Spectrum was to shoot that fat pixel as much as I could before the ship it represented approached to a distance where the switch to proper vector graphics was made. Battles could finish in a few seconds like this before they even had a chance to properly start. And of course, it meant that I kept my ship moving steady forward while doing all this.<br/> The above example will not work in [[Oolite]]. Nowadays we have high resolution graphics and better artificial intelligence. There is no fat pixel anymore and ships are drawn as textured meshes regardless of distance, often with shaders running on top of them. So, there is no easy targeting at the start of combat and the AI is using predictive routines to try to judge where it should fire the next shot. Someone engaging in a fight while carrying the mindset of 8-bit computers will see the ''game over'' screen very quickly indeed.<br/> On top of this, there is one more detail that I need to bring to everyone's attention: Most of us (and, from what I understand reading your first post, you too) have memories of how Elite used to be when we had a fully equipped ship. I remember Elite being really easy once I had an iron-ass ready. I, just like you, was hunting Thargoids in witchspace for that extra bit of challenge and I still could eliminate hordes of them in one little single ship. That, looking back at it many years after, seems wrong, no? But the question here is, does anyone remember how it was when they were starting? Was it not hard back then? Did you not lose one battle after another? I remember I did, and I remember being frustrated. But the feeling of achievement when I won my first encounter against a pack of three using a pulse laser (even though I had to bring a half-destroyed ship to the station) was so intense that it made all worth it at the end. And the rewarding feeling of adding one more piece of equipment to the ship as I was progressing was enhanced by the fact that I knew that next time I was going to be in combat I would have slightly better odds. And because of this, I wanted to continue playing (you know, that "one more flight and I'm done" thing... ;-))<br/> We are trying to capture this in Oolite. Yes, it is very difficult. It used to be even more difficult in the previous version. We had players coming here to complain about it but, guess what, the very same players who persisted and did not give up told us a few months down the line that the game was perfectly balanced after all and we really did not have to do any changes (but we did, because v1.80 was really, seriously difficult). To be able to capture this, some base design decisions had to be made and they have been with us almost since the beginning.<br/> The philosophy here is two-fold: 1. The player ship is just another ship in the universe, no special treatment is reserved for it (the polar opposite of the 8-bit Elites) and 2. The player must be able to be challenged even at higher ranks, but still be able to survive at start up.<br/> The immediate implication of this is that there are no skill levels. The game will not give you easy opponents in the beginning and harder ones when you are rated Deadly. The universe will always be the same. Bad things may and will happen to the player regardless of rank. Battle against a small group of pirates when armed only with what our '''Advice For New Commanders document''', distributed with the game, refers to as "penlight", should not be easy. Sometimes the Brave Sir Robin tactic may be a really good option and part of the strategy of this game is exactly this kind of decision making, knowing when it's ok to flee and when it is worth facing the opposition. Getting surrounded by a wolfpack of 8 should be barely survivable even for an iron-ass Cobra.<br/> Having said that, I get the impression from your posts that you believe the enemies are unbeatable. They are not. You ''can'' win against them. NPCs do not have shields (one of the very few occasions where the player is given an advantage free of charge), only energy banks and those are exactly the same as yours. One of the things we did when we adjusted the balance for 1.82, was a survey amongst players. Part of the data collected was input from a few experienced players who started as brand fresh commanders at Lave when we asked for their help. And their input was that, with the balance changes in 1.82, it was definitely doable. Not easy, mind you, but doable. I expect that fresh players will obviously not find it doable immediately, but I believe that it is just a matter of persistence and developing some skill that was simply not applicable in the 8-bit versions, before they get to the level where they can make it. You already seem to be getting there; remember that ship that run away on injectors after having begged for mercy? You almost had him there and if he used injectors to flee, it was because he had already lost the battle. Without injectors, you would have finished it really soon.<br/> In any case, ships with injectors in the core game are mostly Asps, Kraits or Fer-de-Lances, so it was not exactly an easy-peasy fight you had there to begin with. So you are already progressing, but you seem to be quite unlucky too (bumping on tough opponents, having your Energy Unit being picked as the first equipment to be damaged in combat etc), but I am sure you are getting there.<br/> Some tips have already been given and there are other combat tactics that you can find out as you play the game too. For example, did you know that if you put your ship between the sun and your enemies, the sun glare will blind them and cause them to miss a lot? Also, fly unpredictably. The enemies are programmed to simulate human behaviour and they try to predict where you will go next based on your current heading and maneuvering. Surprise them. If you have one ship in your sights and another starts hitting you, do not be afraid to break lock on your current target and evade. Be on the move at all times. I'm sure you will find other tactics yourself if you don't give up. And yes, get a military laser, it makes life so much easier. And quirium bombs, they are good for cleaning up a mess, provided you can run fast. [http://aegidian.org/bb/viewtopic.php?p=239479#p239479 another_commander (2015)] == BB threads == *[http://aegidian.org/bb/viewtopic.php?f=2&t=495 Favourite Combat Tactics] 2005-16 *[http://www.aegidian.org/bb/viewtopic.php?f=2&t=7053 Stalemate frustration] 2009 *[http://aegidian.org/bb/viewtopic.php?f=2&t=6214 is there a such thing as evasive maneuvers?] 2009 *[http://www.aegidian.org/bb/viewtopic.php?f=2&t=8686 Combat] 2010 *[http://aegidian.org/bb/viewtopic.php?f=2&t=8189 Group dogfight tactics] 2010 *[http://www.aegidian.org/bb/viewtopic.php?f=6&t=8283 Player not the fastest ship...] 2010 - use of speed in combat *[http://aegidian.org/bb/viewtopic.php?p=257726#p257726 Any combat tips?] 2017 *[http://www.aegidian.org/bb/viewtopic.php?f=2&t=19285 Oolite tactics] 2018-18 Note that the NPC tactics changed in 2014 (v.1.80) and again in 2015 (v.1.82). == Other advice pages == *[[How do I ...]] dock / succeed in trading / win a fight / configure my controller/joystick ''etc'' *See also the '''OoliteRS''' (Reference Sheets) and '''AdviceforNewCommanders''' which came as .pdfs in your original game download. Probably worth printing out! [[Category:Help pages]]
Combat Manoeuvers (view source)
Return to Oolite Tactics.
Retrieved from "https://wiki.alioth.net/index.php/Oolite_Tactics"


text:
He got the blues
When B.B. King played, it was the cold hard truth — like hearing Martin Luther King speak.
Written by Sudipto Sanyal |
Updated: May 20, 2015 12:01:05 am
In this April 18, 2006 file photo, B.B. King plays during his 10,000th career performance in an appearance at his club in New York. (Source: AP)
The last time I saw B. B. King, his knees were hurtin'. Couldn't stand through a whole show no mo', he said. So he straddled Lucille between his arm and his thigh for two hours, caressed her, stroked and cajoled her. "First I sing and then Lucille sings," he once memorably said. And boy did she sing, this glossy black Gibson semi-acoustic named for a woman who started a bar fight that led to a fire which burned down a poor ol' bar in Twist, Arkansas (I know you never heard of Twist, Arkansas).
Lucille — or, rather, the Lucille I saw him play that night, one of a succession of Gibson guitars — was stolen a few months later, only to resurface a few months after that in a Las Vegas pawnshop. Lucille, after all, is immortal, her methods supernatural. "I can get a little Frank, Sammy, a little Ray Charles, a little Mahalia Jackson in there," talk-sings B.B. on the title track of his album Lucille. He could, too. "I spent hours every single day when I would get home from high school playing along to his records trying to sound like him," my friend Bryan told me. (Bryan the friend is a guitar cat who's been going to B.B. shows for so long that he remembers seeing him play half his shows standing up). "But none of us will ever be able to duplicate his tone, his choice of notes, his way of bending the strings." 'Twas ever thus.
The last time I saw B.B. King, he was wearing a shimmering golden tuxedo which, in comparison, made the spectacular Fox Theatre in Detroit, with its starburst and cartouches, its Moorish arches and vermilion columns, its Wurlitzer organ and plaster lions, look like an empty parking lot on a rainy day. B.B. always did like his suits, three-piece salmon suits with pink patterned shirts, plaid suits and chequered suits and suits in bright pastel shades with extravagant trim. Every time he moved, the gold glistened. And he moved a lot, doubled up in laughter, grinned and shook his head, stopped in the middle of songs to tell old-timey stories. Garrulous old man. Genial, graceful, and "always a sweetheart," as the guitarist Derek Trucks said of him.
The last time I saw B.B. King, he told a heck of a lot of stories. The blues might just be the most sophisticated and all-encompassing mode of storytelling in African-American culture, and B.B. played a lot of the blues (200 shows a year on average; 342 in 1956 alone). For Trucks, "When B.B. King played, it was just the cold hard truth — like hearing Martin Luther King speak." The blues are indeed a constant recording and performance of black history, and they bare all — Middle Passage desolation, slavery and racism, poverty and heartbreak, good women and bad moonshine (or bad women and good moonshine). They tell the story of the black man's path from slavery to citizenship, as LeRoi Jones once wrote. To hear B.B. sing it, "When I first got the blues, they brought me over on a ship/ Everybody wanna know why I sing the blues/ Well, I've been around a long time/ I've really paid my dues."
The blues speak simultaneously of the comic and tragic aspects of the human condition, and particularly of the shared black American condition. So wrote Ralph Ellison. Or, to put it as Billie Holiday put it, there's the happy blues and the sad blues. As for B.B. King, "singing the blues is like being black twice." This is music weighed down by the violence of centuries, yet it always pours forth intimately, ever "an autobiographical chronicle of personal catastrophe expressed lyrically", according to Ellison, an attempt to transcend a brutal experience by "squeezing from it a near-tragic, near-comic lyricism". An attempt heard so many times on so many B.B. King records, a guitar tone like ancient bells, both plaintive and bouncy, revelling in sex and booze while plunging into broken-hearted despair.
But dead men are heavier than broken hearts, as the feller said, and B.B. King was the heaviest of them all.
Sanyal is a Kolkata-based writer.
Sudipto SanyalSudipto Sanyal is a Kolkata-based writer and a columnist with The Indi... read more
The marvellous reality
The not so secret agent

redpajama_set_name: RedPajamaCommonCrawl


text:
INTERIORS: The Yeezus Tour
Courtesy of INTERIORS Journal
Written by INTERIORS Journal
https://www.archdaily.com/461103/interiors-the-yeezus-tour
Interiors is an online film and architecture journal, published by Mehruss Jon Ahi and Armen Karaoghlanian. Interiors runs an exclusive column for ArchDaily that analyzes and diagrams films in terms of space. Their Official Store will carry exclusive prints from these posts.
The Yeezus Tour, Kanye West's solo tour, which coincides with his sixth studio album, Yeezus, kicked off in Seattle, Washington on October 19, 2013 and ends in Toronto, Canada on December 23, 2013.
The show is theatrical, cinematic and operatic in its structure. It merges together all of Kanye West's interests in the the visual and performance arts, creating a powerful experience that transcends the concert format.
Kanye West is known for collaborating with artists from various mediums, including fashion designers, artists and architects. In 2007, he collaborated with contemporary Japanese artist Takashi Murakami, who designed the album artwork for his third studio album, Graduation. In 2008, the special edition vinyl of his fourth studio album, 808s & Heartbreak, was designed by New York artist KAWS. In 2010, contemporary visual artist George Condo designed the album artwork for his fifth studio album, My Beautiful Dark Twisted Fantasy. In 2011, fashion designer Riccardo Tisci designed the album artwork for his collaborative album with rapper Jay Z, Watch the Throne.
Kanye West first experimented with architecture and set design in 2008 with his critically acclaimed world tour, The Glow in the Dark Tour. In 2011, he collaborated with Es Devlin, award-winning stage and costume designer, on the stunning visual display and stage design for the Watch the Throne Tour. Kanye West and Es Devlin joined forces again in 2012 for three shows in Atlantic City.
In the summer of 2012, Kanye West launched his own design company, DONDA, which is focused on "content, product and experience." Virgil Abloh, who currently serves as the creative director of DONDA, has a background in architecture and has been the leader of its design. In May of 2012, DONDA produced a seven-screen pyramid-shaped pavilion at the Festival de Cannes, where his film, Cruel Summer, premiered. The project was designed by the New York branch of OMA, with project architect Oana Stanescu, in collaboration with DONDA and 2x4, Inc. Cruel Summer was filmed with a custom seven-camera rig in Qatar and was designed as a project that would immerse its audience in a cinematic space. In addition to this unique experience, Kanye West has recently been linked to architect David Benjamin, co-founder of the design and research studio, The Living, on a project that reimagines the movie theatre experience.
In his career, Kanye West has referenced architects including Le Corbusier, Antoni Gaudí and Rem Koolhaas – each of whom were accused during their careers for not following the conventional norms of architecture and design. These architects were revolutionary in the ways in which they were able to combine architecture with the fields of industrial design, sculpture and fashion, respectively. In an interview with The New York Times, he stated that the sound of his sixth studio album, Yeezus, was inspired by architecture. "You know, this one Corbusier lamp was like, my greatest inspiration". Le Corbusier, known for completely rejecting style in favor of minimalistic design, is today respected as one of the founders of modern architecture.
Kanye West's efforts in film and architecture have been faced with criticism due to his assumed lack of knowledge and experience. There have also been those who have applauded his efforts and have celebrated him for taking these fields in new directions within today's social consciousness. In the same way he was able to bring the worlds of high fashion into popular culture, he has been able to do the same for architecture and design. Kanye West has stated in many interviews that DONDA's ten-year plan includes designing amusement parks, churches and films that go along with the idea of intelligent design and creative experiences for the masses.
Kanye has said that the initial vision for The Yeezus Tour came from imagining the end of the world. The visuals of explosions, fire, mountains, masked beings, creatures and God all make their way into the experience of the show.
Vanessa Beecroft, known for her incredible performance art involving the female body, designed the scenography for the tour. West and Beecroft previously collaborated for an art installation for 808's & Heartbreak. Vanessa Beecroft was also the art director of Kanye West's 35-minute film, Runaway, in 2010.
In addition to the dance and film elements, The Yeezus Tour effectively combines elements of fashion. Fashion house Maison Martin Margiela and Kanye West worked together to curate the fashion pieces and outfits associated with The Yeezus Tour. Kanye West and Margiela went into their archives to obtain the spirit of the iconic fashion house. The wardrobe for The Yeezus Tour is composed of 10 couture pieces, 20 ready-to-wear pieces and an exclusive pair of sneakers, as well as several head-encasing masks. KANYE WEST also wore his Nike Air Yeezy 2 shoes, also known as the "Red Octobers", that he helped design, for the majority of his tour.Even the stage's catwalk, which Kanye West uses when he walks his Maison Martin Margiela pieces, resembles that of a fashion show.
The show features 12 female dancers, or "disciples," as many have called them, who play an integral role in the show. They wear skin-tight, see-through outfits made of nylon as well as masks that obscure their faces. They not only provide choreographed routines, but they physically interact with Kanye West during certain songs.
During his performance at the Barclay's Center In Brooklyn, New York, on November 19, 2013, Kanye West expressed that Alejandro Jodorowsky's film The Holy Mountain (1973) was an important touchstone for the design of the tour. The Holy Mountain is about a Christ-like figure who wanders through bizarre scenarios filled with religious imagery. The man meets a guide, as well as seven influential people, and all nine embark on a journey seeking "The Holy Mountain." There are various aspects of the show that are influenced from the film, including the stage, which includes a mountain, the choreographed installation of nude women, masks and inclusion of a holy figure. In the opening minutes of the film, a thief's face is covered in black flies, a visual reference for one of Maison Martin Margiela's masks, designed for the show.
The influence from The Holy Mountain, however, is more thematic than visual. The film, much like the show, is an experience and asserts its focus on a biblical redemption story; similarly, Kanye West's show is focused on a similar journey, one of self-realization and self-discovery, as evidenced through the five chapters of the show: Fighting, Rising, Falling, Searching and Finding. These chapters are used to separate the set list and also as a slight break for wardrobe changes.
The stage design for The Yeezus Tour features a mountain, which many have labeled Mount Yeezus, which is approximately 50-feet high. The mountain is connected to a catwalk, which is about 30-feet long. The catwalk extends from the center of the mountain onto a secondary sage or lower stage, which is approximately 35-feet long and in the shape of a triangle.
There is a circular LED screen, about 60-feet tall, above the mountain that is angled (about 30 degrees), providing fans a closer look of the show, along with two additional circular screens, about 10-15 feet wide, that are placed above the mountain and parallel with the stage. The large LED screen, along with the entire sound system, is held up with custom metalwork. The screen provides information about the chapter breaks, as well as stunning visuals and atmospheric displays of nature for certain songs, such as "Heartless", "Coldest Winter" and "Blood on the Leaves." There is a camera that is directly above the lower stage, which syncs to the circular screen to provide an overhead view of the choreography during certain songs.
The mountain and lower stage also include areas for small pyrotechnics and fire displays during some songs, such as "Blood on the Leaves" and "All of the Lights." The explosions take palce along the ramps in the front of the mountain. In some instances, images are projected onto the mountain from above as a way of changing its texture. In one particular instance, the mountain changes its appearance into a volcano. "Blood on the Leaves" transforms the stage into a pyrotechnic show. The fire bursts come from the mountain and explosions erupt from the lower stage. The mountain also splits in half in the middle of the show to allow a religious procession through and Jesus, himself.
The lower stage is capable of bouncing up and down as it's being jumped on. In addition, this lower stage was lifted above the ground (about 30 degrees) during "Can't Tell Me Nothing" and "Coldest Winter". The stage also houses a Microsoft Xbox Kinect sensor on the south corner. This sensor is used during the performance of "Black Skinhead," as motion capture is used on the screen behind him. In addition, spotlights directly above him and strategically placed around the arena direct more light onto him. In addition, his mirrored mask for "Stronger," complement the unique light effects because of the spotlight above him.
The majority of the show is performed on the lower stage. The fact that the stage can be bounced up and down and lifted adds a new dimension to the performance because the entire arena feels engaged. Kanye West further connected to the audience during "Runaway," one of his most heartfelt performances.
Kanye West performs only one song from behind the mountain ("Power") on an electronic lift that carries him up. Jesus also stands there at the end of the show before Kanye West walks off stage.
The Yeezus Tour was postponed for 18 days when one of the trucks holding part of the 60-foot LED screen was in a car wreck. The LED screen and metalwork were damaged beyond repair. The equipment had to be reconstructed in a short amount of time; as a result, several shows were postponed or completely cancelled because of routing logistics. The show, however, carried on and retained its artistic sensibilities, despite its challenges.
Interiors attended two shows of The Yeezus Tour, his second show (San Jose, California) on October 22, and his 24th show (Anaheim, California) on December 13, 2013. The set list and visual displays changed slightly, but the main framework stayed consistent.
The three main parts of the stage (mountain, catwalk, and lower stage) were all used during the concert and all were given the same amount of attention and focus. The drawings and graphical data were done by analyzing photographs and tour information, as well as using Kanye West's height of 5'8" as a scale factor.
The diagrams we designed for The Yeezus Tour emphasize specific moments of Kanye performing various songs. The mountain elevation diagram depicts his performance of "Power." The lower stage elevation diagram depicts his performance of "I Am a God." The full stage diagram depicts his performance of "Bound 2." These specific moments and songs are significant to the show itself. The Yeezus Tour will be remembered for its seamless balancing of all elements of the arts, while Kanye West himself will be known as the architect of this creative endeavor.
These diagrams, along with others, are available for purchase in our Official Store.
Architectural Drawings and Graphics were created by INTERIORS (www.INTJournal.com)
Outline Silhouettes of Kanye West were created by artist, MBROIDERED (www.mbroidered.com)
Interiors is an online journal, published on the 15th of each month, in which films are analyzed and diagrammed in terms of space. It is run by Mehruss Jon Ahi and Armen Karaoghlanian. Check out their Website, Issuu Site and Official Store and follow them on Facebook and Twitter.
INTERIORS Journal
NewsArticlesInteriorsKanye WestDONDAThe Yeezus Tour
Cite: INTERIORS Journal. "INTERIORS: The Yeezus Tour" 23 Dec 2013. ArchDaily. Accessed . <https://www.archdaily.com/461103/interiors-the-yeezus-tour> ISSN 0719-8884


This is a pot lid by James Kent, England depicting Crossing The Brook from a painting by Turner made during the 1950s for a series in tribute to famous British artists in conjunction with a major exhibit at the Tate Britain in London, England.
Pot lids were originally made as the covers of jars or pots of various substances from salves to food stuffs and are widely collected.
This porcelain pot lid measures 4.25 inches in diameter.
This pot lid is in perfect condition with no chips or cracks. Very attractive and collectible!


text:
#Commuter Benefits | Money Savings
The time has finally come! Companies are returning to the office
After many starts and stops, companies are finally returning to the office across the United States. Both large and small companies, including some of the largest tech companies in the country, have announced days employees are due back after two years of working from home.
Despite companies calling employees back to the office, things will be different. Employees may not have to wear masks, but some require full vaccination. Some employees will be working under a hybrid setup, where they'll spend time working remotely and in the office. Other companies have closed the office and gone primarily remote.
With Covid-19 cases and hospitalizations declining and governments dropping or reducing Covid-related mandates, businesses now feel it is the time to bring workers back. There's also a rise in public confidence about going out again without fearing Covid.
Here is a look at the return-to-office period of the pandemic, featuring some of the largest tech companies in the U.S.
Big companies lead the return to the office
Microsoft is one of the major tech companies leading the way in calling employees back to work in Washington and the San Francisco Bay area. In late February, the company told its employees it would reopen its offices on February 28 because of the declining number of Covid-19 cases. Employees have 30 days to figure out their schedules, including working some of the time from a remote location for some employees.
Like many companies, Microsoft had set back-to-office days in the past but then had to change them based on Covid surges. The company feels comfortable with Covid data and how many people are vaccinated in the areas of those offices. Other offices will open based on location.
Other companies are getting ready to go back, too. Apple has asked employees to return to its offices on April 11. It had set a February 1 start date but later moved it. In fact, Apple had four dates postponed since the onset of the pandemic. Apple's return to office set up is that employees must work one day in the office per week at the beginning, but after three weeks, they'll be expected to add a second day per work. Finally, on May 23, employees will be working Mondays, Tuesdays, and Thursdays in the office.
Apple stores remained open during the pandemic, but it will start holding classes and workshops again. Corporate employees and store customers do not have to wear masks, while store employees will still have to wear masks in some store locations.
Apple, like many companies, had tried to set dates for employees to return to the office. However, Covid thwarted those plans. Now, like Microsoft, the company feels safe enough to call people back.
Google is planning to bring employees back on April 4. Like its fellow tech companies, it will have a hybrid setup for its employees. They'll be expected to work three days a week in the office. Employees must be fully vaccinated or be approved to come back if they are not. Fully vaccinated employees do not have to wear masks or get tested for Covid. The company is also reopening their cafes, restaurants, shuttles, and massage areas on its campus.
Google has offered to help employees with the transition, but the new changes at the company's headquarters won't affect everyone. About 14,000 employees are headed to new locations or will continue with full-time remote work. Google is also granting employees extensions if they are not ready to work at the office yet.
Twitter is bringing employees back beginning March 15 if the employee has not elected to work remotely. Twitter allowed all its employees to have the option of working from home forever. In July 2021, Twitter tried to open its New York City and San Francisco offices but had to close them due to Covid. Since November, the offices have been opened to allow some employees to come back and work.
Commuting back to the office
It might be hard to believe, but it's been two years since most people last worked in an office. Do you remember how you got there? If you plan to ride mass transit, take a rideshare, or driving your own car, you may be eligible for commuter benefits.
Commuter benefits allow employees to save money from their paychecks tax-free to pay for qualified commuting expenses. That lowers their taxable income, as they can spend up to $280 per month.
Businesses also save on payroll taxes. Companies save $40 per person per month with commuter benefits. If you own a business that has 50 employees enrolled in the program, it saves about $24,000 a year.
Commuter benefits is an excellent program if you want to deliver meaningful benefits to your employees. Book a meeting with us today, so we can help you get started.
5 micromobility trends to watch for in 2023
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Publish by in Category interiors at May 31st, 2018. Tagged with 10.5 medium firm gel memory foam mattress. 14 in medium firm memory foam mattress. best medium firm memory foam mattress. full medium firm memory foam mattress. medium firm memory foam mattress. medium firm memory foam mattress 72 x 75 x10. medium firm memory foam mattress too firm. medium firm memory foam mattress topper.
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Ahmed Naji is a journalist for the weekly literary review Akhbar Al-Adab. He is the author of two novels, Rogers and The Use of Life, and co-founder of the art research network MHWLN. On February 20, he was sentenced to two years in prison for "public indecency," for an extract of his second novel republished in Akhbar Al-Adab. He is the recipient of the 2016 PEN/Barbey Freedom to Write Award from PEN America.


At Salvo Technologies, we're aware that the most valuable part of our business is not flint glass and polymer or bricks and mortar but our people. We put our focus on fostering innovation through an empowered work force. If you're looking for a chance to put your skills and background to work on problems that will challenge you, excite you, and make you look forward to work every day, Salvo Technologies is the place for you.
A career with us presents you with the perfect balance between the professional and the personal. Crystalline sand beaches, world-class fishing and diving, elite professional sports teams - Seminole, Florida, location of our headquarters, has it all. Drive to the Florida Keys, visit the entertainment mecca of Orlando, or just relax on a deck overlooking the Gulf of Mexico before you return to the lab to resume work on cutting-edge technology.
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Thank you to everyone who brought their Xmas trees along to the recycling centre in Station Road for chipping.
Ben Jones' Company 'Wood Matters' organized the service with FoPL committee members to raise over £160 towards keeping our library open. It was a pleasure to welcome everyone with their trees on such a mild January morning.
Ben and his companion feed the trees into the chipper.
A trailer full of Christmas trees arrives for chipping!
Big bags ideal for bringing trees to the recycling centre.
Saying goodbye to the family tree.


Confederation Bridge is a spectacular Maritime Icon just waiting for you to experience. It's about 45 km 45-50 minutes from the Inn.
• Shuttle Service to Prince Edward Island run by Confederation Bridge Ltd.


Schmidt & Bender starts the hunting season with changes to their retailing ways. Instead of using a sole distributor, Germans decided to build a sales network consisting of individual, specialist stores located through Poland.
New sales philosophy is tightly connected with changes to private weapon ownership in Poland. These changes resulted in a rapid increase of weapon permits, thus a growing need for accessories, such as high quality optical sights. According to S&B representatives, more sales for civilian market are key subject for the company. The network of retail stores will bring better availability and service support which will result in S&B increased competitiveness.
Armed Forces orders are a different matter as Schmidt & Bender is the largest vendor of optical sights for Polish Army, Police and Boarder Patrol. Police Marksman II scope is the most popular choice for the repeating marksman rifles. German company is also interested in the contract between Zaklady Mechaniczne Tarnow and Inspektorat Uzbrojenia which concerns delivery of 657 of 7.62 mm BOR sniper rifles. Contract describes procurement of just the rifles, without any optical sights. In future, this will probably result in a new tender regarding purchase of additional scopes for these weapons. Seriousness of Schmidt & Bender plans concerning the Polish market is easily noticeable. Just recently Germans opened a new company office in Warsaw. S&B has also been present at the MSPO shows for quite a few consecutive years.


text:
Cylindropuntia molesta ist eine Pflanzenart aus der Gattung Cylindropuntia in der Familie der Kakteengewächse (Cactaceae). Das Artepitheton molesta bedeutet 'lästig'. Ein spanischer Trivialname ist "Agujilla".

Beschreibung
Cylindropuntia molesta wächst strauchig mit offener und gelegentlich basaler Verzweigung oder baumförmig und erreicht Wuchshöhen von 1,5 bis 2,5 Meter. Auf den fest angehefteten grünen oder etwas glauken, aufsteigenden, zylindrischen, 5 bis 40 Zentimeter langen und 1,2 bis 2,5 Zentimeter im Durchmesser messenden Triebabschnitten befinden sich große breite Höcker. Die breit elliptischen gelblich bewollten Areolen tragen 1 bis 2,5 Millimeter lange gelblich braune Glochiden. Die ein bis fünf rötlichen Hauptdornen besitzen eine gelbliche Spitze und werden im Alter etwas purpurfarben bis schwarz. Sie sind 1 bis 3 Zentimeter lang. Die zwei bis sieben feineren sekundären Dornen erreichen Längen von 0,5 bis 1,2 Zentimeter.

Die bronzepurpurfarbenen Blüten weisen Durchmesser von 3 bis 5 Zentimeter auf. Die breit verkehrt eiförmigen, deutlich gewarzten Früchte sind fleischig und bedornt. Sie sind 2,5 bis 3,5 Zentimeter lang.

Verbreitung, Systematik und Gefährdung
Cylindropuntia molesta ist in den mexikanischen Bundesstaaten Baja California und Baja California Sur verbreitet.

Die Erstbeschreibung als Opuntia molesta von Townshend Stith Brandegee wurde 1889 veröffentlicht. Frederik Marcus Knuth stellte die Art 1936 in die Gattung Cylindropuntia.

Es werden folgende Unterarten unterschieden:
 Cylindropuntia molesta subsp. molesta
 Cylindropuntia molesta subsp. clavellina

In der Roten Liste gefährdeter Arten der IUCN wird die Art als "", d. h. als nicht gefährdet geführt. Die Entwicklung der Populationen wird als stabil angesehen.

Nachweise

Literatur

Einzelnachweise

Weblinks

Cylindropuntia (Kakteen)
Molesta

redpajama_set_name: RedPajamaWikipedia


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An interview with Windsor Festival celebrity judge Rankin
An interview with fashion photographer Rankin, judge at Windsor Festival Schools' Programme
By Mattie Lacey-Davidson
Last week we announced the world renowned fashion photographer Rankin as one of the celebrity judges for this year's Windsor Festival Schools' Programme and found out about what he's looking for.
We were lucky enough to squeeze a few answers out of the photographer during his busy schedule as we enter fashion's most fierce and furious season.
As a judge of this competition's art section, what influences your decisions?
"Everything and anything. I am looking for someone with a good eye and an interesting outlook on the world. Whether it's funny or sad or lighthearted or profound, it's all about having an opinion."
How did you become involved with judging this year's Windsor Festival School Competition?
"I was asked by a friend of a friend and was delighted to help out where I could. I'm all for the freeing of creativity for school kids and doing what I can to help them further their ideas and talent."
Who or what had the most influence on your creative style as a youngster?
"All the greats of photography. The list is endless but includes Bailey, Avedon, Eggleston, Teller, Knight, Newton, Blumenfeld, McCullin and Penn. I just love photography."
What is your favourite aspect of being a creative entrepreneur?
"The people. I have about 60 creative people working with me in my London studio and they make me look forward to shooting every day. I love being around that, and around these people expressing themselves. I never forget what a real privilege that is."
What inspires your creativity – is it the visual aspect or its social/commercial message?
"Sometimes it's one, sometimes the other. I genuinely believe in the power of photography to question and change the world. But that doesn't mean you can't have fun or make something beautiful while you're at it."
How long do you stick with an idea before giving up?
"When I come across a creative idea I process it very quickly and I have a team of people who also process things very quickly. We'll create an idea from anywhere on Monday and shoot it by Tuesday. That's the beauty of our set-up."
What have been some of your failures, in photography or film, and what have you learned from them?
"Some ideas work, some ideas fail. That's the game we play. But they'd be absolutely nothing unless you take the risk. If something fails, you take it on the chin and try harder the next time. That's life. If you've got the work ethic and the determination, you'll be fine."
What creative advice has been most important to your success?
"I worked out pretty early on that, as a professional photographer, people are commissioning you to have an opinion; they aren't paying you to do as you're told. It singles you out to develop the idea that is brought to you and keep an open dialogue with the person paying you for your expertise."
With the progression of digital technology and the ease of its use for youngsters, do you agree or disagree with the following statements in relation to the process of creativity: a) Technology expands the 'spark of imagination' or b) technology dampens the 'spark of imagination'?
"Technology 100 per cent sparks the imagination. It gives you so much freedom to get better by just looking at what you're doing as you're doing it. I love that photography has gone from this passive medium to something inclusive and collaborative. With digital, you can work as part of a team. You can look at it on a screen so everyone can feel part of the process and enhance the image you're creating. Photography is all about collaboration."
What creative advice could you provide the Windsor school children who have entered?
"Look at the world with an honest pair of eyes. But, most importantly, have an opinion. Be honest, be frank, be candid, be rude, be funny, be silly, be provocative. But be something. Give a view of the world through the eyes of an individual."
Judges for the creative competition for 14 to 17-year-olds include royal fashion designer and broadcaster David Emanuel, most famous for designing Princess Diana's wedding dress, who will be judging the arts category alongside Rankin, photographer Gill Aspel and The Gallery at ice director Micky Middleton. Composer and conductor Carl Davis will be judging the music composition category alongside music education consultant and choral director Gillian Dibden and Richard Pinel, assistant director of music at St George's Chapel, Windsor Castle.
Judging the creative writing will be children's book editor Julia Eccleshare, former Man Booker Prize judge Alastair Niven and president of Windsor Festival and poet, The Reverend Canon John White.
We will be announcing the winners this afternoon.
Details email helen@martindenny.co.uk or visit windsorfestival.com
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The extensive Arabesque collection now includes Lyra. Named after a constellation, Lyra (like the rest of Arabesque) are hand-hammered nickel-plated brass pendant lights are made in traditional methods by artisans. Available in two designs of blossom or pin.


Misty Fiords National Monument, covering just over 2 million acres within Tongass National Forest in the panhandle of Southeast Alaska, was granted national monument status in Dec. 1978. Glaciers carved deep gouges in the granite mountains creating deep fjords where steep rock walls rise 2,000–3,000 feet above sea level, and the water depth is over 1,000 feet straight down from the rock faces in many places.
There are numerous bays, coves, and inlets that provide safe anchorage, most offering stupendous views to boot. Marine life and other wildlife abounds in the area, and it is common to see whales, porpoises, sea lions, deer, bears, otters, mink, eagles, and sea birds of all types.
I have been cruising Southeast Alaska for 30-plus years in various vessels and have made numerous trips back into this area. My wife Lisa had only recently moved to the area from Las Vegas, and I was eager to show her what Misty Fiords had to offer.
We planned a six day, five night, close-to-home cruise to the Misty Fiords National Monument during late May and early June. The weather and associated sea conditions in this area can be dangerous, but at this time of year you can expect the highest probability of extended periods of good weather.
The cruising ground is most easily accessed from our hometown of Ketchikan, Alaska, (population approximately 14,000), but can also be reached from other Southeast Alaska communities. It is a popular destination for many of the cruise ship passengers that visit Ketchikan. There are numerous flight-seeing tours and day trips by boat in the summer, however, the savvy cruiser can easily avoid the tourists and enjoy the wilderness splendor offered in the area.
For anyone who is considering cruising in the Misty Fiords area, I strongly recommend Exploring Southeast Alaska (Dixon Entrance to Skagway), by Don Douglass and Reanne Hemingway-Douglass. This guidebook tells you about every nook and cranny in the area and is an invaluable asset.
Our vessel for this voyage was the M/V Faraway, a 2008 Mainship 34 trawler. I took possession of her in Vancouver, B.C., and ran her approximately 700 miles up to Ketchikan as her maiden voyage. She is a good vessel for a couple that plans to spend anywhere from a day to several weeks aboard in relative comfort.
The weather in Southeast Alaska in late May and June allows you to run almost all night (without radar), if you want to, in good weather. The long daylight hours allow plenty of time to put in the miles, stop for pictures, yet still find a good place to anchor for the night and enjoy a pleasant evening aboard.
We pulled out about 2:45 p.m. in sunny weather with light northwest winds—perfect for running from the flybridge. Because of the extra-wide beam of this boat and the flybridge extension, the flybridge area is very roomy, a wonderful place to be in good weather. As we approached Mountain Point, barely a few miles from town, we saw a pod of killer whales. We got a few pictures as they streamed past us.
This was a derby weekend in Ketchikan. Each year beginning on Memorial Day weekend, the local King Salmon Derby is held, with significant prizes to be had. Many boats were out fishing that day, and since the weather was so nice, many of them planned to stay the night out. As a result, our first two potential overnight spots were too crowded for us, so we moved on in search of more solitude.
Our first night was spent in Alava Bay, on the west shore of Revillagigedo Island, in Behm Canal. It's only 26 miles from our homeport, but with our two stops in other locations, our relatively late start, and our stop to watch the whales, we were running out of daylight. Alava Bay has a U.S. Forest Service cabin and a mooring buoy, and I was hoping to get the buoy. Alas, the mooring buoy was taken, and we were out of daylight, so I anchored nearby for the night.
In the morning of day two, the weather was calm and beautiful. After breakfast I was preparing to get under way when the vessel that was on the mooring buoy left. We made the snap decision to stay another night in this location. As soon as the mooring buoy was free we moved over and tied on. Mooring buoy etiquette in this area is important. Several years ago one man was killed and another seriously injured when they tied onto another vessel that was already tied to the mooring buoy. The owners of the first vessel opened fire from shore on the other boat, with deadly results.
Shortly after dinner the weather started to kick up. The mooring buoy is not fully protected so we started to roll. Fortunately it was close to bedtime, so my wife, who has not yet earned her sea legs, took a Dramamine and slept like a baby.
On day three the swells had subsided and the skies were overcast with only light winds. We made a short excursion into Smeaton Bay, but in the interest of time and fuel we did not go all the way back.
We made the obligatory circle around New Eddystone Rock, a pillar of basalt approximately 230 feet high that rose from a volcanic vent in the floor of Behm Canal sometime in the last 5 million years. The rock is named after a lighthouse in the south of England that was originally built of wood, but kept getting destroyed by high seas. Eventually the lighthouse was rebuilt out of rock, hence the resemblance to the basalt column. It is indeed an impressive sight.
Our home for this night would be the small cove in front of the Forest Service cabin at Winstanley Island. There is a mooring buoy there, however, if it is taken, there is ample swinging room for several large boats to anchor in the protected area. Access to the cabin and mooring buoy is via Shoalwater Pass. You must pay close attention to the tides and the draft of your vessel to get through there at low water; it can be impassable for larger vessels. We were fortunate enough to get the buoy for the night. There were people in the cabin, but it appeared they had been dropped off by plane or boat, as they only had small inflatable kayaks on the beach. The mooring buoys in most locations are first-come, first-served, and do not necessarily go with the cabins. This anchorage is bulletproof in any weather and makes for a comfortable place to spend an evening or even a few days.
I put the raft in and baited our two crab pots. A couple of Dungeness crabs would make a great addition to our meals. I motored quite a distance from the mooring buoy to set the pots, but they came up empty the next day when I pulled them. The people from the cabin paddled out in their kayaks and pulled their pots, which were within spitting distance of our boat; they got a respectable haul.
We went to shore and had a nice beach walk. Manners in this part of the world dictate that you greet the people in the cabin, but try not to intrude on their outdoor experience any more than necessary.
The following day was still calm and beautiful with just a touch of light rain. We motored out through Shoalwater Pass and into the main part of western Behm Canal. There can be good halibut fishing in this area, so we tried a few places, but were unsuccessful. Fortunately, our freezer held the results of previous fishing trips, and each evening we dined on salmon, halibut, shrimp, and other goodies from the sea.
We entered Rudyerd Bay, which, after New Eddystone Rock, is one of the primo areas in this region. Within its steep walls are several large coves, such as Punchbowl Cove, where the effects of the glaciers are easily seen and stunningly beautiful. There are numerous steep granite cliffs and dozens of threadlike waterfalls streaking down thousands of feet into the fjords. It is a photographer's heaven.
After taking our time exploring Rudyerd Bay, we motored out and headed across Behm Canal for Manzanita Bay. The weather was gorgeous, the water was flat calm, the boat was performing well, the food was good, the company extraordinary, and we were heading to yet another beautiful anchorage for the night. It doesn't get any better.
One of the things I enjoy most about cruising is what I call "cabin time." The main cabin on Faraway is small by most passagemaker standards, yet it is perfect for two people, and has all the comforts of home. We spent the evening looking at our photos. We have a TV and DVD player, but in the summer with so many daylight hours and so many other interesting things to do, they rarely get used. In the winter, when cabin time increases due to short daylight hours, they get more use.
Day five was special. With a -4.3 tide in the morning, we woke early for our low-tide beach walk. We shot some good pictures of a deer that was also out for a walk, and a black bear that was foraging in the grass. I was concerned about our freshwater supply, so I had taken some water jugs to shore, which I filled up from a fast-moving creek.
We pulled anchor and moved on up the canal and into Walker Cove. Walker Cove goes deep into the fjords, and is high walled and rocky all the way in. Once you get back to the head of the bay it changes to a large, green grassy area, where there is a mooring buoy. We lingered in the area for some time, hoping to see some bears. No luck today, so we headed back out of the bay.
We had logged about 100 miles to this point, and my original plan had been to completely encircle Revillagigedo Island, by way of Behm Canal. It is about 128 miles around the island by the most direct route. Though we had plenty of fuel to complete the circle, we made the decision to go back the way we had come. Once you leave Walker Cove there is a fairly long stretch of relative nothingness as you move up to the northernmost point on the island.
I was heading for a small local anchorage known as Ice House Cove, so named because in years past there used to be an ice house in there. It is a great little spot, protected in any weather. However, since it is such a good anchorage and close to Ketchikan, it is used heavily by local fishing boats. Although small, there is a Forest Service mooring and I had high hopes to get the buoy. But as we approached I could see the mast and trolling poles of a fishing boat on the buoy. I stopped and drifted as I mulled over what to do. I really did not want to head for home, but I was tired from a long day at the helm. As if on cue, the troller pulled away from the mooring buoy and left the cove. We moved in, grateful for a secure place to enjoy our last night out.
It was a quiet night on the mooring buoy, and Lisa was happy to see there was indeed phosphorescence in the water here. A few fishing boats moved in and anchored just after dark. They were early birds though, and by the time we arose in the morning, they were gone and we hadn't even heard them leave.
Now raining, we dressed in rain gear to go hiking, but the woods in this area are almost always wet anyway. We took the raft to shore and started up the Forest Service trail. We had a good, albeit short, hike through the rain forest and after yet another good lunch aboard, we headed for home. I stopped by the fuel dock on the way in and took on about 80 gallons of diesel. Total mileage for the trip was a little over 160nm.
Misty Fiords is a "must see" for any cruising vessel passing through the Ketchikan area via the Inside Passage. You can take a week (or more) to do it, or do it in just a few days, but you really must do it. Bring your camera, your rain gear, and enjoy.


Let's Dance festival Prague 2011 1st place solo raqs sharki professional!
Zaghareet took part in this prestigeous festival in Prague. In the competition organised by Centrum Tance she took first place in the category solo Raqs sharki professional! She performed on the Gala show featuring stars like Nour and Yasser, Wael Mansour and Sunny Singh.


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Mercedes S-Class S300 BlueTEC on sale
New Mercedes S300 BlueTEC is most economical S-Class on sale
by Russell Campbell
Mercedes has bolstered its luxurious Mercedes S-Class saloon range with the launch of the Mercedes S300 BlueTec HYBRID, which can manage a scarcely believable 64mpg and emissions of 115g/km for road tax of just £30 annually. The luxurious Mercedes S600 and the Mercedes S65, performance variant, have also joined the line-up.
The S-Class is currently outselling the competition worldwide – including cars such as the Audi A8, Jaguar XJ, and BMW 7 Series – and the new models are set to keep that trend going.
The most popular model will doubtless be the Mercedes S300 BlueTEC HYBRID, which costs from £72,260 and boasts a 64mpg economy figure that beats even small city cars like the Volkswagen up! (it gets 63mpg). The impressive numbers come thanks to the use of a 2.2-litre diesel engine supported by a small electric motor, which means it can move on electric power alone, or use its electric motor in tandem with the conventional engine for better acceleration. When not powering the car, the electric motor can also regenerate energy under braking. Despite its impressive frugality, the S300 BlueTec still has a combined output of 228bhp.
The new Mercedes S-Class S600 (£139,960) will become the luxury flagship of the range thanks to a whisper-quiet, 385bhp engine, as well as clever equipment such as LED headlights, Mercedes' Magic Body Control, which makes the suspension extremely comfortable, and the Driving Assistance Package that include a raft of safety features. The Mercedes S65 AMG (£179,960), meanwhile, will be the fastest S-Class, with a 6.0-litre engine that produces 621bhp and gets the saloon from 0-62mph in just 4.3 seconds.
All the new models come in long-wheelbase, AMG-Line specifications only and are available to order now, with the first cars expected for delivery in April. For all the latest reviews on the S-Class, and the rest of the Mercedes range, head to the Carbuyer Mercedes reviews page.
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