text:
World of Warships - News and Information
Updates and PTS
Player Gatherings and Events
Community Programs Corner
General WoWs Discussion
Clan and Divisions Hub
Game Guides and Tutorials
Discussions about Warships
Player Modifications
Historical Discussions and Studies
Fórum Brasileiro
World of Warships Events
Clan Supertest Coordinator
Community Department
In AlfaTesters
Military Specialist
Monetization Specialist
Privateers
QA Users
Retired WoWS Community Contributors
Volunteer Moderator Coordinator
Volunteer Moderators
WG HQ Staff
WoWS Community Contributors
Mac version won't open due to program error?
icrystalaxy posted a topic in Support
It doesn't open past the launcher. Pressing play on the launcher simply results in that little window appearing. Please help, I just wanna try out the new CVs.
mac wrapper
How to Play CV Rework: My Compilation/Guide of What to Expect and How to Play
Pulicat posted a topic in General Game Discussion
How to Play CV Rework Changes: Table of Contents: 1. Introduction. The rework is truly upon us. With such a major change coming to the game, there are probably many people who aren't aware what can be done, how to even play, or even know it's happening. To this end, I have gone over what can be done in the rework a lot, testing ideas from people and even theory crafting my own. I have been the carrier and the ship trying to maximize the potential and exploit the game to a high level in these interactions. I don't have the patience of LWM to show you the tiny details, so instead I will focus on the overall effect of ships vs carrier, and the players behind them, while also discussing the best ways to combat from either side. Take note that I only spent my time in tier 8-10, against as many actual players I could find and I will be using video examples taken from my twitch to explain everything that I will be talking about here (there are vulgarities in the example videos, you have been warned). If you like the effort put into this, and want to see me in action, follow the channel here. https://www.twitch.tv/pulicat Also note that when I say Ships, I mean non-CV ships. 2. The Carrier Experience. In my time playing the CV's, I actually had a good time. The gameplay lines up much better with what it's like playing other classes, the controls and events are fluid, and the visuals are great especially with the new perspective. I've seen a lot of complaints from players saying it's boring, that all you do is just attack over and over the same way. Perhaps they are just people who only play the old carriers, but if they aren't they should take a second look. You control 1 thing, and use concealment, positioning and accuracy to attack the enemy and avoid damage in return, exactly like every other class. However, the difference is in how you attack. Ships in the game simply throw their shells and torps at each other and whittle down the only HP bar they have. Carriers fight in this way, but they are not fought in this way. The CVs have 3 separate HP bars, the one that's applied to their hull, their plane reserves, and their plane HP. The plane HP is what you fight to fend off an individual attack, and at most a squadron can use ½ or 2/3 of the maximum strikes before plane risk is too high. Every plane that escapes, no matter it's health, is a full HP plane later, which brings us to the second HP bar, the carriers reserves. This is probably the closest resemblance you can find to the HP of a normal ship going down over time. The more plane kills you can get, the more you are actually hurting the CV, but it's important to keep in mind that the CV is regenerating the reserve HP by about 1-2 planes per squadron for every attack it sends out. If the CV player is using all their squads, you will want at least 4-6 plane kills done to every squad in order to outpace the regeneration. That is what the actual hull HP of the carrier is doing, a floating factory that once you finally kill, you put it out of commission for good. This gives the CVs a big advantage against another ship. Overall, I think there will be a portion of players that enjoy the new carriers, like DD players as they play very similar now. Both quick and low alpha damage (so they say), weak against group focus. It makes a lot of sense that WG decided to branch the carrier tech tree off of Destroyers when you think about it like that. 3. The Carrier Balance, IJN vs USN. Feels mostly like brains vs brawn. IJN have less but stronger and faster torps, AP bombs and comparatively slow attack craft with less rockets. Their planes are weaker overall, and the AP bombs suffer to this. USN on the other hand focuses on saturating the target with more in their payload in exchange for less damage. Their attack craft are much faster but the bombers much slower, and all squads more durable. It's the much more DoT (damage over time) focused of the two, but there are methods for both nations to cripple opponents with DoTs. The Tier 10s are a different matter entirely however. Their deck armor makes it so that the only effective squad to 'cv snipe' them with is torpedo planes, which can be dodged. Here is an example of 2 tier 10 CV trying to snipe me from the start of the game. I am completely without allied support, fending for myself. After I take a big hit because I was just sitting still not caring, I start actively countering and they can never finish the job. I end up killing 50 planes. Example: Being CV sniped by 2 enemy carriers. Unfortunately, at other tiers, CV snipe is still possible, but at least unlikely. It'll take them some time since you are so far away, and your summon fighter and plane fighters make it so an enemy squad can only attack you once before being swarmed down, it's simply not a viable strategy to winning the game unless the kill is confirmed in 2-3 attacks. 4. Basic Carrier Gameplay. It's fairly straightforward in terms of controls. You can use WASD for movement, and mouse aiming for fine tuning. It will probably take some time to adjust to the mouse aiming, as you will find it doing it automatically while you're just looking around. If you use right click to lock your guns and look around playing a ship, this same thing works for planes. When attacking another class of ship, it's important to use the correct aircraft for the job. When attacking destroyers, Attack Planes have the easiest time. The damage may not always be great, but keep in mind they're not always going to be trying to dodge only you as you are keeping them spotted. Torpedo Bombers are good for dropping into smoke, but a moving DD will be a very tough target. Dive Bombers are the least useful, but that doesn't mean it's impossible to hit. When attacking cruisers, Attack Planes are once again your best choice. They are quick enough to take less damage within enemy AA auras, have reliable damage, and don't care too much about enemy angling. Dive Bombers can be a good choice as well, especially AP bombs. Stationary cruisers camping islands will be a prime target for DBs. Torpedo Bombers are least effective, as they are slow and dodgable for a cruiser. When attacking battleships, literally everything works. They are not maneuverable enough to dodge attacks well, and can be harassed effectively. 4-1. Starting an Attack Run and the Grey Marker. That grey marker is very important, far beyond just where the attack lines up. The grey marker represents the point at which your planes will achieve full accuracy with their aim during the attack run if you do not debuff the accuracy with moving. Example: Grey Marker Represents Full Aim Note where the grey marker is when I start the attack run, and you will see it lines up with where I get full aim. 4-2. Do Not Move When Starting an Attack Run. This is key. Get in as close as possible to your target with the grey marker lined up, make sure your mouse is centered on it and do not WASD or mouse move and you will achieve full aim in the shortest amount of time, leaving you less exposed in your limited attack run movement. If you happen to overshoot with the marker slightly, you can hold slow down (Skey) and this will not affect your aim negatively, but give you more time to aim. This does expose you to flak however. Example: Don't Move While Aiming Also, if there are a lot of ships with AA, it will affect your aim time. 4-3. Don't Be Greedy. Most people will probably learn over time, but if you go through with a strike and more than half your planes are yellow HP or less, just send them home. It's honestly not worth crippling your late game potential if you lose your planes by trying to turn around and get another strike. If you are squad shortening, you can always just launch the same squad and get back there. Your games are long in CVs, be patient and think of the long game. 4-4. Do not bother with pre-emptive on-summon fighter drops. They are better saved for BBs that have used DCP. Tell your BBs to either say they used DCP or use a quick command to ask for AA support. If you see bombers flying around, don't try to drop a fighter on them. It simply does not engage fast enough and will be wasted. They are also good for yourself in the late game, which may become very cv vs cv. The consumables will fill the gaps of the one for your CV. Example: Dropping fighters on enemy planes doesn't work. 4-5. Using Attack Runs Defensively. In certain situations, you may find use to use the attack run to lower your planes closer to the water. You can duck behind certain islands to avoid enemy AA guns, or even from being spotted entirely. It's important to note that currently you can't cancel an attack run in progress, but you aren't usually locked out of attacking again for very long. So it's possible to attack run to sneak in, exit attack run for your approach, and then start the actual attack run. This was requested to be added in by @MaliceA4Thought. 5. Advanced Carrier Techniques. This is the section I believe most people will be interested in. Over my time playing I tried existing strategies I heard of and even came up with a couple on my own that have potential to be really strong options. 5-1. Hakuryu Stealth Torping and Sequential Dropping. Everyone probably knows about this one by now. With the 8km torps and full conceal, you are able to drop torpedoes 7km away from a target, and turn away holding the S key to never be spotted by him. Though the torps are slow, people still land torpedoes with ships like the Sims or Black. This will be very potent against ships that like to hug islands, bow tanking or are otherwise relatively immobile. Sequential drops are very potent too, as the torps are extremely stealthy. Once you get good at aiming the lead and predicting opponent reaction, you will hit them. And with the spacing on the torps, you may be able to reapply flood after they DCPed one in the first wave, all without losing a single torp bomber. Examples: Stealth Torping. Sequential Dropping 5-2. Squad Shortening. This is one of mine, as far as I know nobody has tried this or talked about it at all. The idea is when you launch a fresh squadron, you immediately drop a payload to send the planes back home. This is best used in 2 situations. At the start of the game, you can shorten your attack plane scouts to half so it's easier to dodge in the long-range flak bubbles, and to make sure you can launch a full squad of the same type right behind landing the ones you're on. The applications are limited because, even though you are able to dodge flak easier, continuous AA damage will have less planes to work over. The effect of continuous is best explained in this thread here made by @Edgecaseand @GoldPile. You might be able to get more use out of Last Gasp this way too. 5-3. Forcing DCP. As we all know, a flood is usually an instant DCP for any ship that suffers one. Using the above trick to fly around with 2 torp strikes instead of 3 and having a full squad at home, you can try to dive through heavier AA to get one torp strike on a BB and fly away with Last Gasp. If you flood that BB, he's going to have to DCP it. Land the rest of your weakened torp planes and launch a full hp squad to do the same thing again. It is nearly impossible to stop a full HP squadron from coming in and attacking once, but it is very possible to stop a second strike from the same group. This method gets around that limitation, and can guarantee anywhere from 30-40s of uninterrupted flood damage, plus two torp plane strikes worth of damage on a BB. And that's assuming they're running premium DCP with max cooldown reduction. On top of that, you will barely lose any torp planes. Very viable but the window is short and you must be able to launch enough torp planes to field nearly 2 full squads at one time. Take care of your reserves. Example: DCP Forcing. I have taken the flooding mechanic changes into account for this technique, and have determined it will still be effective and potentially more. 5-4. Abusing Flak Spawns (Plinko Flak). Flak is the deadliest thing to you, obviously, and sometimes the flak walls spawn too long for you to go around. A lot of the time I see this complaint, the planes are flying right at their target, so the flak wall spawns between you and the target forcing you to fly around and mess up your attack run. One thing to note is that the flak spawns in front of you, not always between you and the target. This can be abused, and with the name Plinko you probably already understand. When approaching a target, use boost to go full speed at an angle to the target ship. When the inevitable flak wall spawns, release boost, turn to another angle and boost again as if you were just rolling off the wall to the side. You can adjust how you want to plinko the flak based on how your opponent is maneuvering against you, but it is an extremely reliable way to not only mitigate flak damage, but potentially remove it entirely, including defensive fire. Examples: Plinko ex.1 Plinko ex.2 Plinko ex.3 6. The Ship Experience. The workload here has gone up. Now everything you knew about the game must be considered with carriers. No longer will CVs appear once every 5 or 10 games. It will be common to see at least 1v1, and probably a lot of 2v2 coming right out of the patch, especially with a new carrier line coming out in 0.8.1. Unfortunately most of my experience fighting other ships with carriers around was against bots in PTS. Even with that limited experience, I don't think fighting carriers will be much different as it is with RTS CVs. It can be slightly satisfying when you see the big red damage numbers done to planes, but after a while it became a bit hollow. The CV is still just fighting against a mechanic, not against me directly. As much as I really wish for direct control over my AA so that it's really ME he is fighting, I think this would be too much for a good amount of players to handle without suffering. Now before you start saying that's crazy talk, people should either be able to handle it or be punished, I would agree with you IF there was skill based matchmaking. At least then, the players with lower capabilities would fight people of similar skill only, and what they would or wouldn't be able to do wouldn't be as unfair. I don't find it unreasonable to give some concessions to those players since they are forced to play against really good players. Back on topic to Automated AA however, having the entire interaction with another class be automated is fairly frustrating at times. I can think of a couple unobtrusive ways where a player can have more interaction with the aircraft, and that will be below where I suggest mechanic additions. Overall, carriers and ships interact the same way, it will just be much more frequent now since they will appear in more games. There will be some system shock at first, and I have no doubt that gameplay will settle and be balanced around it over time. Whether I want to be a ship in that gameplay however remains to be seen, and right now it's sitting at a no. 7. Defending Yourself from Airstrikes. Stay near ships with defensive fire if you don't have one, don't get engaged by planes when you can't maneuver much, and be very careful with your DCP. At the start of 0.8.0, a lot of players won't be experienced yet and you may not notice their effect all that much. They will probably lose a lot of planes doing things they shouldn't, and be out of reserves for late game. Don't let that fool you, good carriers will be deadly as ever, and nothing but the longest flak walls, highest continuous damage and most bizarre maneuvering will stop them. Using your defensive fire or catapult planes should not always be used just because you have them active. Saving them for more dangerous squad types, or protecting yourself from follow up attacks while your DCP is down would be better than trying to defensive fire rocket planes as soon as you see them. When Attack Planes are coming for you, their main goal is your soft spots. The biggest one being your superstructure. To describe how they launch rockets, I will use Shokaku as an example. They launch rockets within their elliptical as 2, and then 8, followed by the last 2 in a straight line. This means that broadsiding the incoming attack planes is exactly what they want you to do. Try to show the least amount of profile possible while still keeping them in your sector to fight against them the best. With Torpedo planes, the same can be applied. Show the least amount of profile as possible while maintaining your sector on them. You also want to try to turn towards them if you can, because this will reduce the amount of time the torpedoes are around you and reducing your movement options. If you turn away, it sets up potential for the enemy cv to cross drop you, since torpedoes move slower and they'll box you in longer. With Dive bombers, their preferred angle is with you pointing directly toward or away from them. At least the tech tree ones. Give them as much broadside as possible. 7-1 Beating CVs with the Numbers. What it comes down to now is minimizing the enemy CVs effect on you and the game as much as possible. Any amount of time waste and plane reserve hits you can cause to the enemy are victories. Even if they are small, they all add up, and wasting their time is good since they are focused on damage over time. Remember, even though there will be more players in carriers that you will see often, there will be a balance between good and bad ones, so it may not always be so bad fighting against a carrier. 7-2 DDs vs Carriers. Destroyers will still have to be careful early game, because attack planes can still hurt even if they don't delete you. Try to take a more cautious approach to caps, so as not to be spotted in the open by planes and be attacked by both them and enemy ships. Watch out for torpedo planes assisting in cross dropping your smoke. 7-3 Early Sector Switching. When under attack by a squadron, and you know they will pass over to your other side, try to learn the timing of your sector switch delay to line it up so it switches right when they pass over. This will maximize your sector, and there is no AA loss in switching. It will take some time to get it right, but every little bit will help. 7-4 The Downtier Experience. Be really careful when you are bottom tier against a CV as well. It's really hard to defend yourself alone against strong planes, almost to the point where it seems unfair. I hope WG puts more focus onto this area of balance. The downtier experience To judge whether or not you were successful in fighting off a plane attack, a good rule of thumb would be expecting 3 plane kills and upwards to even have a noticeable effect on his reserves per attack. If the enemy carrier is smart though, he will just land his planes before he loses too much. The best you can expect most of the time is to make sure you only get attacked once by the entire squadron, and try to mitigate the damage from that 1 attack as best you can. 8. Possible Mechanic Additions. One thing that is really strong right now is using the land command for your squadron right after an attack. Your planes disappear so quickly that the enemy can't really shoot you down. Something that would be good is adding a similar effect of strafing out of a fighter lock. Losing a plane doing so, or taking a lot of damage from AA if you use the land command inside short or medium range AA. This would at least give the ships more of a chance to destroy planes and some punishment or risk to pulling the land maneuver (flying high into the sky sharply) right over enemy AA. I also think that since fires on CV only last 5s, the DCP auto consumable should never activate for them. A player would never use it for that, even if they somehow happened to have 4 fires going, that would not come close to the damage of a normal fire on anything else. Even if there are players that would want the auto use to activate for a single fire, it would just do them more harm than good. In respect to the lack of interaction for ships in fighting aircraft, one thing that would be doable is re-implement ctrl-click aircraft, and have a delay of 3-4 seconds between each time you are able to click to add in a couple bonus ticks of continuous damage. Nothing that will disrupt the balance, but at least add some player action = impact. Another thing that could help with that would be to add a fourth attack mode, being AA. Picture the mode you get for torpedoes, a large cone representing the limits of your aim, and a smaller one showing you where you are aiming within that cone. The smaller cone would increase the damage for any aircraft that are inside it (above it), and the large aim limits would just be your AA auras. This would not only be a better and more interactive system than what I just mentioned above, but this would also be better than the sector system. The smaller aim cone could be 1/4 or even 1/6 of your AA aura, like a slice of pie. You could lock it in place with the key used to activate the sector system now, so you could do other things, or take direct control during an attack to maximize the damage you do to the planes. You yourself fighting a CV while it is attacking you. This isn't quite as far as real control over your AA, but it would line up well with existing gameplay and reduce the automated RNG of your AA that is your entire interaction with another class. By @NCC81701, Have you thought about viability to adding manual control to altitude and AA similar to subs? Say for High altitude drop is less accurate but takes less damage from Short/Mid AA but low altitude attack is more accurate but take more damage from Short/Mid AA. The player ship then have to judge/decide the altitude level of the large caliber AA/flack burst. if it's at the correct altitude it does bonus damage. Cooldown will be present for changing the altitude of both planes and large caliber AA of course. 9. General Thoughts. Overall, I enjoyed my experience playing CVs, the same cannot be said for playing ships against them however. I feel that the gameplay of WoWs is much more strategic and enjoyable without CVs in random battles, and a lot of that is lost with them. When CVs are around, they dominate the no-mans land, and nothing can really contest this. Even if the CV can no longer one shot you, it doesn't change the environment they cause. This will really be felt if WG puts in 2v2 CV matches. If WG happens to read this, I really think you should limit it to 1v1 for at least 0.8.0, and then evaluate the effect from live to consider if upping the amount for 0.8.1 is warranted. I know this will impact the amount of people trying to play CV in 0.8.0 and the queue times, but 2v2 would really put negative opinions in people's minds as they experience it as ships, no matter how balanced you might think it is. Being attacked by a carrier is not something people will enjoy, and doubling that occurrence is risky for tolerance. 10. Thank You. I hope this Guide/Opinion piece was useful to you. I put a lot of work into it over the course of the week, and tried to make it as unbiased and fair as possible. I ask that you share this with people in the game so they too can get a handle on this new gameplay, and if you have questions or want to counterpoint what I'm saying, I'm always glad to respond. You can either comment to this thread or talk to me in Twitch. Also, feel free to argue points made here or by other people commenting, but keep it civil so this thread remains unlocked and open for discussion. Special Thanks to: @HellaCopterRescue for putting up with my long rants and playing Devil's Advocate, along with helping me test things for video. This guide would not be what it is without his help. @Kousatsu for assistance behind the scenes ensuring this guide was well structured. @Carrier_Hornet for playing CV for me so I could play ships in PTS and guarantee carrier games. @Warlord78 and @Ponymagistrate for reviewing this guide among other things.
FPS drops
LowSpeed_US posted a topic in World of Warships Feedback and Bugs
To cut the the chase. FPS drops are significant when enemy planes are rendered around your ship. I've noticed 25-35+ FPS drops. This mostly occurs when there are more than 1 squadron around you (friendly or enemy). Pre- 0.8.0 patch this was bearable manageable, now it's giving me down to mid 20 FPS in peak moments in battles.
psa PSA: 0.8.0 AA Defense - how it works
iDuckman posted a topic in General Game Discussion
The wiki team has updated the AA Defense section of the Aerial Combat article. (Note: The other sections are still obsolete.) If you want to know how AA Defense works now, please read: http://wiki.wargaming.net/en/Ship:Aerial_Combat#Anti-Air_.28AA.29_Defense Hope this helps.
How WGs shortsightedness has damaged the game, and why it will never be fixed as long as carriers exist.
Noob666_ replied to Capt_Ozlaar's topic in General Game Discussion
All of you people probably are aware of the CV rework. If you are a new player and you want to play CVs (aircraft carriers.) Well, think again. In this topic, I'll tell you why CVs aren't just worth to play with. 1. How you execute a attack is rather poor. No matter how much planes are in your squadron, torpedo bombers for example will only have 2 planes that will actually attack while the original CV mechanic will have all the planes left in the squadron attack. How you attack is basically doing a manual drop with the old CVs except the "drop area" moves with the squadron, and in 3rd person instead of a birds eye view which somewhat makes executing a attack worse. 2. They whatsoever had to remove tier 5,7, and 9 carriers and it also messes up with the matchmaking. Right now, it's possible for a tier 4 CV to be in a tier 7 match where common sense tells you the poor tier 4 CVs planes would just get shredded. 3. The micromanaging I'd say is worse than the old CVs and I mean a lot worse. All CVs are 1-1-1 instead of other flight systems. If this isn't bad, you can only control one squadron, and controlling that one squadron does not let you control the CV itself without autopilot. If you played before 0.8.0 and you played CVs, you can tell striking a ship with only one squadron is stupid and either you don't do enough damage or that squadron will get shredded. 4. Sometimes, the point of playing CVs is to have fun shredding the opponent's planes with your fighters. Now with the rework, its a pain to have the air superiority. Yes, there is a consumable on strike aircraft but it only patrol a certain area and the fighters are consumables and only circle your ship. Thats all I have to say about the CV rework. If I missed anything, feel free to comment down. This is just my opinion and it's ok to have a different opinion than me.
0.8.0 - Right and Wrong
Kenjister posted a topic in General Game Discussion
So it's been three days, and I think we can all agree that 0.8.0 has been wildly contentious. I've been holding back my judgement till now so I could play a variety of classes, and I'll try to keep my feedback to objective comments. For full disclosure I'll throw out that I was also a fan of the reasoning behind the rework in the first place, and saw the necessity of the design decisions they took. I also played RTS CVs, though I was not a main by any means. What went wrong The AA. Not the numbers, I think we all knew they would be wildly off on release. The consistency is the problem. The "AA is OP!" thread right next to the "AA is worthless" threads right next to each other are a testament to the range of effectiveness AA can have. I think most of this because of the randomness behind the flak mechanic. Rewarding skilled dodging is important, but perhaps the rewards are a little too good against solo ships. How to fix: Move AA damage away from flak alpha, and increase it's consistency. How this happens doesn't matter so much. Right now too much relies on at least one solid hit if you want to down planes before they drop. The F-key. Press F to pay respects... or I guess not, because not many planes die unless you're slow on this button. The recall button is necessary, but the implementation of it goes against one of the best changes in the rework. The goal was to have CVs strike multiple times, so surface AA isn't useless if it can't stop the initial strike. But the current F key is so good the CV is only really forced to suffer losses on the initial approach. Any losses past that can be prevented by the CV, or are caused by the CV being greedy. It also means a CV can strike the blobbiest of AA blobs, and as long as they dodge flak in the 4-6 seconds it takes to line up a run they can avoid most plane losses. Having an ability this OP makes CVs extremely hard to balance later, and also connects to point 1. AA is horribly inconsistent when the CV never has to sit in the aura designed for consistent damage. How to fix: Put a long(er) delay on the time before planes become invulnerable. Plane HP may need to be buffed to compensate, but I believe that's a worthwhile trade off for being able to punish "suicidal" attack runs. The Vision Meta. I've mentioned this elsewhere, but the meta really feels like CBT and OBT where vision control wasn't a thing because CVs saw everything. Unfortunately since then, CVs sorta disappeared and DD became the kings of vision control. And that drove a TON of the game's balance decisions since then. IJN torp nerf? Without CVs to keep them track of them, low detection + insane alpha was too much. RADAR? Without CVs, larger ships couldn't proactively hunt DDs if the DD played smart. The list goes on. Now CVs are back, but all the tools WG gave cruisers to beat up DDs are still there. Now, the meta is back to the early days of the game. But even if it could be balanced, that's not the meta or the gameplay most DD drivers signed up for or enjoy. I believe that last point has been communicated quite well by a large number of DD mains. How to fix: Remove CV spotting for team. It's quite a simple fix actually. It doesn't remove the CVs power in any way, and also preserves the meta that most DD players know and love. Personally I'd go a step further and slash air detection of DDs by half. That way DDs could choose to be REALLY hard to strike if they're not already lit while not reducing the CV's power against a lit DD. I think these three points cover the three major complaints people have with the rework, or at least the ones I've seen. I left the UI issues off here, because I think everyone agrees with them, but if I'm not mistaken it's not the Dev team that can fix that. What went right The visuals. It almost feels like a cop-out saying it, but things do sure look pretty. The reduced alpha. As a CV I no longer feel really dirty when I strike a surface ship. Now some may put this as a negative, and say that even the best runs aren't rewarding. I feel there is a middle ground to be found, especially with AP bombs, but overall this feels like a much better direction for the game than "high reload + high alpha". The intensity. It may not be everyone's cup of tea, especially not many of the old guard CV players, but the new game play definitely is much more fast paced and hectic. Design wise, I think WG put together a class that will appeal to a type of player. In that aspect I think it was a success. It's not easy putting together (effectively) a new class! The WG response. No, seriously. I would really hate to be a WG employee having to browse through the forums and reddit right now. But here they are, acknowledging our complaints and sometimes offering their views. Like or hate the rework, you gotta give them props for that. They may not be able to say much but it is reassuring that they're taking this much more seriously than I've ever seen them before. So, what do you guys think of the suggested fixes? Step in the right direction? Completely wrong? Not enough?
cv rework
CVs need more work
Archimiedes posted a topic in PTS Feedback and Bug Reports
Unlike a few other people on the forum I've seen so far, I'm enjoying the new CV gameplay...sort of...ok not really. I will say that I like the new controls. Being able to control a squadron and conduct attack runs is fun and much more interesting than previous CV gameplay. But that's where the good things end, from here its down hill. For starters, I wish that the controls where a little bit more free. Instead of only being able to control the planes left and right, I'd like to also be able to control the pitch of the planes. Something akin to the mouse controls of games like World of Warplanes or War Thunder (yes I said the word, you can kill me later) would be really cool to have for cv gameplay. That way theres a bit more margin for error when beginning an attack run, as you'd have more control on where you drop your ordinance rather than controlling it on one axis only. Second, CVs need to pack more of a punch. I recently played a game in the Ranger where I spent about half of the game trying to kill one Queen Elizebeth. I scored 5 bomb, 3 torp, and 15 rocket hits for about 45K damage, plus another 5 fires for 7K damage. Yet...the damn thing wouldn't die, which cost me the match. CV's can not carry teams, let alone get kills. I've only killed about 10 ships with the new CVs, all of which I had to kill steal because planes do so little damage. Rockets, while fired in large volleys, have basically no chance of fire. Bombs have a ridiculous chance of setting fires, yet so little actually land on target that this fact is basically negated. And torps, what the hell happened to the chance of flooding? I've had matches where I scored 10 torp hits yet only one flood. Plus they do pitiful damage compared to surface ships, they don't have the rate and saturation of fire. Sure the ranger's torps have about the same max damage as one AP shell from a Baltimore, but since you can only drop two torps at a time compared to a Baltimore's 9 shells, the torps will do significantly less damage. And thats not even taking into account A. the time it takes to swing your planes around for another run vs. the reload time of artillery, B. if the torps score a high or low damage roll, C. the torpedo damage reduction of anything other than a DD, and D. if your planes live long enough to make another run or be shot down by AA. Also, I think part of the problem with low damage turn outs, and this is pure speculation just fyi, but I think theres a bug with the damage control for bots in coop. I've noticed that they seem to be able to put out fires really quickly even after I set one less than 30 seconds ago. Third, AA is scary. The rework to the AA mechanic is interesting, like being able to focus AA power on one side of your ship to increase its affivness. However, there is a problem with this. Say two ships are sailing more or less down the middle of the map side by side, and the ship to port has its AA focus to port while the ship to starboard has its AA focused on its side. Affectively, they have become a no fly zone, completely immune to planes. Not sure how you overlooked that in testing but ok, I'll give you the benefit of the doubt WG. Although, I have to ask, what in the name of all that is holly happened to balance? I was in a match in my Ranger and I sent some bombers after an Akizuki with an AA rating of 46. The entire squadron was wiped out before I could start an attack run...by one Akizuki. Um, what? An entire squad of planes wiped out in less than 5 seconds, not exaggerating, by one Japanese DD. I'm sorry, I must have missed the memo that hell has frozen over. Not to mention, I was in a match in my Akizuki and I couldn't shoot down one catapult fighter for more than 3 minuets. Did you guys do something to the bot AI in coop? They seem considerably stronger now, like 'I'm losing matches more than usual' stronger. Anyway, I digress, if an Akizuki can destroy an entire squad no problem, just imagine what would happen if I sent them against, oh I don't know, ANYTHING OTHER THAN A DD? Lastly, this is more of a nitpick but I thought I should bring mention to this, did you hire caption obvious to make your UI. I can tell when my planes are being fired at by AA, I don't need an icon telling me that. Perhaps that icon can go off when I'm attacking a ship that has its AA focused to one side and Im in that zone, but I don't need be told that I'm being fired at when i can see the tracers and explosions around my planes, it's redundant. Next thing I know I need to be told that the sky is blue, human nature is strange, and EA is an evil company. To sum up this borderline essay of a feedback review, I think you're on the right track for fun CV gameplay, but I can't help but feel that it's more in of a beta state than fit for actual release. Its a start, but damn you need to buff CVs. I'm actually glad I used my free xp from the Hiryu to get the Fredric instead of the Shokaku.
0.8.0.0 Side Effects
JervisBay posted a topic in General Game Discussion
I wonder if WG are aware of two "side effects" of the update and, if so, whether they anticipated this happening or even planned for it. Side Effect #1. I only play PvE and have had 23 straight battles which resulted in only one instance of a CV sinking a ship. Some of those battles had two CVs on our team, some had only one, but in 23 sequential battles, even allowing for the fact that in one of those a CV claimed a sinking, all the CVs scores were at the bottom of the list. Side Effect #2. The large number of players who are saying that they are now playing PvE in preference to PvP, because of the changes. Oh...I should add that #2 has also been stated by players on the SEA server, where I also play.
0.8.0 0.8.0 - Cruiser Anti-Aircraft
WuYixiang posted a topic in General Game Discussion
After the first few 0.8.0 games left a horrible impression on me, I decided to bring out an old favorite of mine - Aoba - and see how her anti-aircraft fire fares against the new carriers. In this game, I spent much of the battle pushing alongside a Gneisenau, and for a time, I broke off to hunt a CV that got too close to our battle line. The imminent threat of a CA ganking a CV turned both carriers' squadrons on me, and I found that when used correctly, sector AA when paired with DefAA II and Fighter II really tears through strike aircraft, even for a nation with notoriously poor AA capabilities. It was also during this battle that my biggest sector AA gripe came up: I was forced to use the cumbersome sector UI to enhance and change sectors. Even though I survived to help capture the enemy base, I found the UI clunky and borderline unusable in the heat of battle. My suggestion is this: allow for a keybind to toggle sector AA from port to starboard (and vice versa) like 'P' turns AA on and off. That way, sector switching becomes a lot more fluid and doesn't cover the whole screen, allowing for more dynamic surface ship play. It's difficult to fire guns, drop torpedoes, and manage AA sectors all at the same time, and I think this QoL change would really benefit aggressive play like the match in question. Side note: For those wondering, my build for this game was as follows: Captain (14 points): Direction Center for Fighters, Last Stand, Basic Firing Training, Advanced Firing Training, Manual Fire Control for AA Armament Upgrades: Main Armaments Mod 1, Propulsion Mod 1, Aiming Systems Mod 1, Steering Gears Mod 2 Consumables: Damage Control Party II, Defensive AA Fire II, Fighter II Signal Flags: None
POLL: Do you love or hate the cv rework as it is right now.
Ducky_shot replied to Ducky_shot's topic in General Game Discussion
This is not an essay about the pros and cons of the rework itself but on the player base reaction to the rework. Let's not let this thread devolve into the pros and cons of the rework please. I've seen a wide range of emotion from players in the past day. We have people saying they are quitting and we see players telling them to give it more time and we have other players telling them good riddance and don't let the door hit you on the way out. The amount of players upset over the rework far outweighs the number from any other previous major change to the game. Think back to captain skill rework and RDF from 2 years ago or the removal of OWSF in 0.6.3. The fact we have a larger number of people saying they are disappointed with the rework and are quitting the game is extremely concerning. Yes, it's early into the new patch, but every single day that there are players not having fun is extremely dangerous for the game. If players are quitting the game, it casts doom and gloom on the whole community. Those players might have friends that are, in turn, less inclined to play the game if their friends are leaving, possibly leading to a domino effect on the player base. There is a pile of uncertainty in the player base right now. Even though a lot of players aren't just quitting outright, they just don't feel like playing right now. I see this in my clan mates and other div buddies that I have played the game with for years. and because of that, I'm less inclined to play the game and am less enthused about it. I might not care for the CV rework right now, but even going and playing ranked without CV's seems very unappealing. Why go play a game mode and grind out reward ships to play in the future when I don't have a clue whether this game is going to have the player base it used to in 3 months time. Why continue to grind at this game when I have no clue whether the players I enjoy divving with right now might just up and quit and not come back? I know that I feel this for sure. Even if I didn't enjoy it as much, but all my regular friends that play the game were super enthused and playing the game, I cannot see myself leaving for quite a while, but I'm not seeing that right now. The danger is that even though today the game still has the majority of the player base, the chance for the domino effect to lead to a mass exodus is very real. Even if the game balances itself out nicely in 2 or 3 patches, what effect will the painful process of the balancing lead to? How many players will have been lost along the way? So to those of you wanting to slam the doors on players who don't like the rework and want to quit the game, I would suggest you be careful what you wish for. Yes, it is early, but the longer this game is not fun for players that had fun before, the more dangerous it gets. The domino effect is real. The majority of you probably can't deny that you are apprehensive about what the CV rework might do to the community and the game itself. WG threw the dice on their player base and customers liking this rework and I'm hoping they were right, but scared that they are wrong.
HUGELY DISAPPOINTED WITH THIS UPDATE
Bananice posted a topic in General Game Discussion
I've been playing this game since it came out, and I've been loving most of the things that WG decides to do. UNTIL NOW. Like seriously, how is this fun to play or play against? When you get into a t10 room with almost guaranteed four cv, also almost guaranteed that those CVs will survive to the end with all their planes. And thanks to the new update, planes are so fast that they can spot you even before you turn on your computer. And why would I need concealment skill anymore? What's the [edited]point if I will be spotted by thousands of planes for 20 minutes? I have to say this is literally the worst version of WOWS I've ever played. Maybe some people really like it, idk, good for them? But before WG decides to do anything about this stupid new mechanism, I won't be playing it anymore. Just dealed 310k damage to win the game with my Reupublique several hours ago, and I cannot feel any positive emotion right now. Thank you WG, ABSOLUTELY PISSED.
Why the Carrier Rework will fail no matter what.
With the rework looming ever closer, I thought it would be fun to dash any hopes of the rework actually improving the game for whomever reads this. It's not because it doesn't address a few problems with the old, or because it introduces new problems that the old didn't have. It's because Carrier gameplay is the complete antithesis of how most ships work in the game, and no matter how you try to rework them it will never change. What makes them so unfit to be in a game based on ships in an era where their dominance was most prevalent? First lets discuss why the old CVs do not fit. As a note, this is mostly addressing random and ranked battles, and not the higher skill matches of clan battles/tournaments. In those, CVs are actually a good fit, even though it's only if every ship is either specialized for AA or suffering the consequences. Old CVs are an RTS without the busywork of base building etc. There is nothing inherently wrong with RTS gameplay, it can be very fun and it pushes your awareness and reflexes to the limit. However the RTS of CV is a complete failure in WoWs for 3 reasons. A highly reactive, awareness driven and reflexive gameplay does not mesh well with the slower, methodical and long term positional gameplay of the rest of the game. There is no skill based matchmaking (random/ranked) that is pivotal to RTS gameplay. This creates harsh games where one CV player is completely outclassed by another, and essentially locked down from having any real effect on the battle while the other goes on a rampage. The presence of a CV, and it's strength, reduces a lot of options other classes have, such as concealment, flanking, being aggressive etc. A CV usually forces a much more campy, reserved game along with the moans and groans of the players subject to it whether spoken or unspoken. And there really is no debate that old CV is a complete failure in the game. WG struggled trying to balance a class that was meant to have power based on it's real world era effect, but not so powerful that it ruined the experience for other players. Absolute fail on all fronts, from removed manual drops from low tier and stupidly strong high tier with strafes allowing good cvs to dominate weak ones, with some AP bombs that do well in defensive fire because F players. So, what will the rework change? Essentially 3 things. It removes most of the effect of cv vs cv, at least in terms of fighters. There is still some potential with cv sniping maybe. It reduces the awareness and reflexes needed to play, and it will increase the player count because it will be much easier, and it is. Unfortunately this is actually bad for the game because of aforementioned problems. You will still get that sinking feeling of seeing planes pop up on your viewfinder and know that there is absolutely nothing you can do to stop the first strike, and maybe not even 2. They will still force campy games simply because they exist, and low tier will still be hamstrung trash in how ineffectual you can be. And the best part is the more accessible gameplay will result in more games being subject to the forced campy playstyle by a ship with inexhaustible resources in which the only way to fight back is to hopefully not be the one he decides to pick on. Because make no mistake, if that CV wants you dead you are dead. With so many players jumping into their cvs in the hopes to cash in on the fxp when the patch hits, it's always amusing to see a normal player get picked on, deleted or just have their game experience ruined by that cv and to say "oh man I sure can't wait for the rework". Nothing is more sad than the naivete of that comment, because nothing will get better. Your experience in other ships will in fact worsen to the increased population, much like it is now before the patch hits. That is why the rework will fail, not because of the potential for players to enjoy the new gameplay of carriers, but because of the negative impact cvs will have on other ships, always, simply by existing in any form. They are a detriment to the balance of the 3 class triangle. This will be a dark and annoying quarter of 2019 for ships, born of WGs refusal to cut their losses and instead devote a year or more of resources to implement a new gameplay style that does not and can not address the fundamental problem that is a gameplay style of power with impunity results in bad experiences. I remember long ago when someone let us guess what the rework could possibly be, all the while getting a no/not even close to all our guesses. They weren't kidding, nobody could see this coming, because now instead of one cv in the game having the ability to hit whoever while he holds the other cvs hands behind his back, now both cvs are free of eachother and can lord over everything in a match. instead of a fighter counter, a damage race. No bad positioning mistakes to be had like with other classes, that have to take a lot of time to re position in hopes to be effective. Just turn a few times and drop away. Whats that, the last 2 strikes of your group got shot down? That's fine, just fire up another and be right back there within 30-40 seconds. Do yourself a favor. Take a break from WoWs. Find another game to idle your time with while WG tries desperately to rebalance new cv gameplay in a live server, and toss out all their old 'progress' of 3 years out the window. Or play cv yourself. YOU DO NOT want to be a ship in the rework, even with AA, because it probably wont stop you from being hit at least once, and if you're a DD just exit straight to port. Remember, after a cv strikes it has to turn around and wait for the timer to hit again. Thats about a time sink of 15-25 seconds. If you kill the rest of the planes after that first strike instead, that's still only 30-40 till the next full squad. Sure it will be a different type, but i'm sure it will be completely fine getting constantly harassed until you are dead with fires/floods etc. A rollercoaster of fun. Anyway, that was long winded, but the effect of this rework is important to talk about. I for one will spend my time playing another game or just playing CV, because at least if I am the CV I can't have my game ruined by one. See you at the apocalypse.
So the offical answer to, "Are we getting a general, non-CV Captain skills reset" is.... (and other 0.8.0 comments)
_RC1138 posted a topic in General Game Discussion
So are we getting a broad scope captain skills reset for all Captains? The answer is yes! https://worldofwarships.com/en/news/development/update-080-takeoff/#content Thank you WGing for throwing these dog's a bone. If you want to change the whole meta, fine, but at least let give us the TOOLS to adapt.


Are you interested in the beer, wine and spirits industry? In the age of craft beer and specialty drinks, the U.S. Bev X Conference has something for everyone. Whether you brew, buy or bottle beverages, this is one of the top trade shows to taste and promote products from all around the country. A major change that has been seen in the industry is related to the consumers concern and interest as to what goes into their favorite products, namely, alcoholic beverages. This has opened up the market to thousands of new opportunities, but has also made it that much more competitive. From February 16th through the 18th, 2016 the largest beverage show in the region will take place at the Marriott Wardman Hotel in Woodley Park, only one metro stop away from our Dupont Circle Bed and Breakfast.
Make sure you purchase your conference pass in advance, as the complete pass will go up by $100 if you decide to purchase it the day of. To get you excited about all the esteemed and involved speakers at the conference, here is a teaser video to set your expectations. Don't miss such a unique opportunity!


text:
January 24, 2023 Bácsi ÉvaLeave a Comment on California is still in shortage of eggs
After weeks of the U.S.'s deadliest bird flu outbreak ever, our reporter still found empty shelves in Los Angeles food stores.
"The reason for the shortage is that bird flu continues to ravage farmed bird populations across the U.S."
– reported the npr.org.
The bird flu has already killed more than 50 million birds nationally. The reason for the high number of bird death is also prevention, as humans kill birds to keep the virus from spreading further.
Scientists believe that the shortage of eggs will continue for another 2-3 months.
– Vida Virág –
New training at the Faculty of Agriculture in Debrecen
Electricity Market Design: Commission launches consultation on reform to support a clean and affordable energy transition
Payment by bank card at OTP stopped, and it was not possible to withdraw cash from the machines January 26, 2023
16-Year-Old Girl Stabbed Fellow Student in Debrecen January 26, 2023
The wholesale price of fuel is rising again January 26, 2023

redpajama_set_name: RedPajamaCommonCrawl


text:
LEPAA
The Buddy Holly Hall
The Buddy Holly Hall of Performing Arts and Sciences
The Buddy Holly Songwriters Retreat
Art at the Hall
The Bistro by MarketStreet
Ballet Lubbock
Broadway at The Buddy Holly Hall
Personal Seating License
Purchase Guitar Picks
Home / Education
Emphasis on Arts Education
Enhancing arts education is cornerstone to LEPAA's mission and outreach. Partnerships with local, state, international, private and public organizations will allow LEPAA to impact 100,400 students annually through programming at The Buddy Holly Hall. More than 80 percent of the 29,000 students in LISD are involved in performing arts; 72 percent of those students are economically disadvantaged.
The Lubbock Independent School District (LISD) Fine Arts programs will call The Buddy Holly Hall "home", hosting more than 24,000 Lubbock students K-12 enrolled in fine arts classes. The 425-seat theater at The Buddy Holly Hall will provide a unique setting for LISD student performances from elementary through high school levels, for UIL competitions and smaller theater productions. Having LISD as a cornerstone resident of The Buddy Holly Hall adds further tribute to the legacy of Buddy Holly who was a 1955 LISD graduate and member of the Lubbock High School choir.
Ballet Lubbock will be a cornerstone tenant at The Buddy Holly Hall, doubling their current studio space. Enrollment in the dance school has quintupled since 2015. A significant component of the Ballet's mission is to ensure that dance education opportunities are accessible to all students regardless of their socioeconomic status. Ballet Lubbock provides tremendous outreach to the underserved children in the community, offering free and subsidized dance classes in nine Lubbock elementary schools, at Lubbock Boys' and Girls' Club. Additionally, they offer more than $45,000 in tuition scholarship assistance each year. The school offers unique "Dance Abilities" classes for children with special needs. A partnership with Covenant Health, The Buddy Holly Hall and Ballet Lubbock will allow expansion of the "Tu Tu Tuesday" program, which brings dance to children who are in the hospital each week. After relocating to The Buddy Holly Hall, Ballet Lubbock will have the capacity to expand outreach services by 100 percent.
An ongoing collaboration of LEPAA and The Buddy Holly Educational Foundation promotes music education to youth, helping fulfill the dreams and wishes of Buddy and Maria Elena Holly and enabling the next generation of artists to flourish world-wide through songwriting, recording, entertaining, and more. A developing partnership/exchange program at The Buddy Holly Hall will expand opportunities for education and sustainable careers in performing arts industries across the U.S., U.K., Australia and Germany.
Impact of Arts Education
(Sources: Texas Cultural Trust, Americans for the Arts)
Students who complete more arts classes have up to 15% higher pass rates on standardized tests than students with fewer arts classes
At-risk high school students who complete more than one art class are half as likely to drop out
Texas students enrolled in fine arts classes have a 3.3% greater attendance rate than those not involved in the arts
Low income students who are highly engaged in the arts are twice as likely to graduate college as their peers
Students involved in the arts are four times more likely to be recognized for academic achievement
LEPAA Newsletter
Get LEPAA in your inbox. Stay up to date on the latest news and updates.
1500 Broadway Street, Suite 902
Lubbock, Texas 79401
info@lepaa.org Phone 806-747-3200
Follow us on social media or contact us online to keep in touch and find out more about LEPAA.
© 2021 LEPAA // Lubbock Entertainment and Performing Arts Association
The Spirit of Performance


text:
K. Jake Chakasim
Jake, a Cree scholar from the Mushkegowuk Territory (Northern Ontario) continues to establish an interdisciplinary approach to community design via Architecture, Engineering and Indigenous Planning Principles. He is currently a Doctoral Candidate with UBC's School of Community and Regional Planning, SCARP where he is formulating a practice-based research approach to community planning with a focus on Resilient Strategies conducive to First Nations urban and rural development.
Jake has worked for the Ontario Federation of Indigenous Friendship Centers as a Housing Policy Analyst, mandated to serve the provincial (urban) needs of Indigenous people. He also served as an Architecture-Engineering Technician for the Ontario First Nations Technical Corporation mandated by the Chiefs of Ontario (federal focused). From these positions he gained the perspective that reconciliation with Indigenous people can only be achieved if all levels of government are involved in coordinated, evidence-based actions to transform urban/ rural Indigenous services with appropriate infrastructure supports.
His research focuses on design as a critical aspect of planning 'with' indigenous communities, informed by indigenous knowledge - in - action and the 'lived experience'. Considered a phronetic approach to design-based research and education, Jake ascribes to a type of 'practical wisdom' thus ensuring the ways Indigenous people express themselves are not to be seen (or considered) as anecdotal evidence but worthy of critical design + planning discussion. He brings forward a cultural narrative about the way indigenous practitioners come to bare the historical injustices imposed upon indigenous communities and the sociological forces that continue to shape and often illdefine the working relationships with indigenous communities.
Jake is an active member of the RAIC Indigenous Task Force and is currently involved with the development of a National Architecture Policy for Canada that centralizes the valued inclusion of Canada's Indigenous peoples presence, livelihood and wellbeing across the built environment. He has spoken at conferences and community events nationally and internationally on Indigenous design. In 2008, Jake was a contributing artist to Canada's participation with the Venice Biennale via the exhibition, 41° to 66° Architecture in Canada: Region, Culture and Tectonics. And more recently, part of a team of Indigenous architects and designers responsible for UNCEDED, Canada's contribution to the 2018 Venice Biennele of Architecture.
2A Design Studio: Reflections on Communality


text:
Welcome to the official home of Cellele Music
Are you Cellele...?
We are delighted to announce that our new album is available now…
"American soil is again being invaded by a British group many just can't help but love in The Sandboys."
Mindy McCall
nodepression.com
Get the new album here…
"With The Sandboys you get an upbeat and quirky sort of toe-tapping love song melody machine."
Joseph Timmons
indiepulsemusic.com
Listen to our music here…
Wish for the best
http://www.thesandboys.com/wp-content/uploads/2014/05/wish_master_excerpt.mp3
Like I used to be
http://www.thesandboys.com/wp-content/uploads/2018/05/like_i_used_to_be_excerpt.mp3
The path of least resistance
http://www.thesandboys.com/wp-content/uploads/2018/08/path_excerpt.mp3
http://www.thesandboys.com/wp-content/uploads/2018/05/more_than_enough_excerpt.mp3
Come and see us play
Sunday January 27th
Wednesday February 20th
Saturday March 30th
The Surf Café
Palace Buildings, Grand Parade, Tynemouth NE30 4JH
Old Tom's at The Globe
11 Railway Street, Newcastle upon Tyne NE4 7AD
The Lounge at Petro's
Spa Well Road, Winlaton Mill, NE21 6RT
From 7:30pm
Mr Tigh's
Front Street, Bebside, Blyth NE24 4HW
To find out more about us, including upcoming releases and gigs, just drop us an email...


I've started to write a few blog posts in the last couple of weeks, but each time I've got halfway through, read what I'd written and scrapped it. All that I saw a depressing list of whinges on the screen in front of me.
The thing is though, I don't want to start the new year by complaining. I want to look forward to the challenges and achievements of the coming year with excitement and positivity.
If I'm honest, December was tough, it left me feeling tired, ragged and in need of a break. I was close to burning out. My days were long as I struggled to balance family life, quilting commitments, pattern designing commitments and visitors.
When we went on holiday in the beginning of January, I did a minimal amount of knitting and spent the rest of my time reading. Unusually, I didn't do any designing while I was away and I didn't come home brimming with inspiration for new quilt patterns.
It took most of the holiday for me to unwind and I think that a bit of stress lingered on. Once back home, I put the finishing touches on the In Flight Quilt-Along and suddenly a weight fell off my shoulders. I hadn't realised just how much it had been weighing me down.
A significant part of what made December so difficult was the discovery that the new EU VAT rules would apply to little old me all the way across the world in New Zealand. I was just beginning to think that maybe I could turn this quilting lark into a career when WHAM the EU dealt their blow. The pragmatic part of me believed that the closure of my Craftsy and Etsy stores would only be a temporary thing (and it does look as if solutions are being sought from several angles), but that still didn't make it any harder to deal with.
But I don't want December to over-shadow the fact that 2014 was an amazing year. If I compare my quilting dreams now with those of this time last year- there is no comparison! They are so much more ambitious, and I have a good deal more confidence that they are achievable.I'm not yet ready to reveal most of my plans, but I will at least tell you about one of them.
About halfway through last year, I made a decision that after Christmas I would start saving my pattern profits to buy a new sewing machine. At the time, I assumed that this would mean no buying fabric for at least 6 months. It blows me away to admit that thanks to my monster pattern sale and the In Flight Quilt-Along, I am now within touching distance of reaching my target. Each time that somebody new buys a pattern, I let out a cry of excitement as I know that my first goal of the year is one step closer to being achieved. It makes me excited to think about the other things that 2015 may bring.
Its still school holidays over here and I am enjoying the slower pace of life and the fact that I am getting to spend some quality time with my children. I have decided to allow myself to relax for a bit longer, until the children return to school. That said, design ideas are beginning to pop into my head and I'm beginning to feel the urge to get back behind the sewing machine and sew sew sew.
A few days ago, inspiration for new designs was running a bit low and I was thinking that I would be doing a fair bit of soul searching, deciding what pattern to design next and how I wanted my style to develop. The moment that I stopped stressing, a new idea came. As usual, I'm going to play it by ear and see where my designs take me- its the best way to work!
The beginnings of a new design- words still to be chosen.
How about you guys? How is the new year treating you? Have you started on the In Flight QAL yet? Are you having any problems? I'm loving seeing finished blocks appearing on instagram!
I hope this is a wonderful year for you and that you enjoy the holidays with your kids as much as possible. I am loving your patterns and hope to start my in flight work soon.
Take care and keep making your wonderful patterns. I made the ballet slippers for my grand-daughter and she loves it and it looks great on her bedroom wall. I just got the bundle for the bird quilt and it looks like it will be lots of fun. I love your creative patterns and always look forward to what you are doing next. Good thoughts your way.
Some how I have missed your last few posts? Not sure why, but was sad to read this one and realised so many other people apart from has feeling similar to you. Hang in there, things will improve and clearly so many LOVE your designs. Fun, funky innovative and very achievable. Hoping you get your new machine soon, what brand do you have your eye on?


text:
Xiaomi Rolling Out New Update To Fix Mi 4i Issues
By David Steele May 26, 2015, 5:31am
The Xiaomi Mi 4i is a smartphone with an overheating problem. In a recent statement on Facebook, Xiaomi's Hugh Barra wrote, "We've heard from some Mi 4i users that their devices can get warm under more strenuous conditions such as complex 3D gaming for extended periods of time. To address these concerns, we've optimized our thermal control algorithms to better regulate the temperature. The new thermal controls adjust frequency, voltage and the number of cores in use depending on the chipset temperature."
The Mi 4i is based around a Qualcomm Snapdragon 615 processor, which is a mid-range Qualcomm System-on-Chip (SoC) in a similar vein to the Snapdragon 810, only somewhat watered down. The 615 contains eight application processor cores; there's a quad core, 1.1 GHz, ARM Cortex-A53 processor for the lightweight processor tasks paired up with a quad core, 1.7 GHz, ARM Cortex-A57 processor for the heavy lifting. This chipset is paired up with 2 GB of RAM, a 5.0-inch, 1080p resolution display and a 13MP rear camera.
Unfortunately, the Mi 4i does appear to have something of a heat issue and Xiaomi originally released a software update, taking the device to v6.5.4.0, designed to rectify this. Unfortunately, the update perhaps caused more issues than it solved! Following the update to v6.5.4.0, customers reported data connection instability, significantly reduced battery life and issues with the camera. Xiaomi suspended the update to v6.5.4.0 and have now replaced this with v6.5.4.5, which should solve both the original overheating issues and the newly introduced problems.
The changelist for v6.5.4.5 includes references to reducing internal temperatures, as Hugh said, plus out bug fixes including a resolution for poor speaker quality when the device volume is set low and a fix for some earphones not being recognized by the device. Other fixes include solving the problem whereby the Mi 4i would not make a call with one SIM card installed into a dual SIM design. There were also problems with application names and images not matching up in the Android Lollipop task switcher view.
It's never a good thing when a device suffers from problems but encouraging when a manufacturer releases an update... but somewhat frustrating when the update causes more issues! However, Xiaomi have responded quickly to customer complaints and let's hope that the replacement fix does indeed solve the device overheating, speaker, earphone and other faults in the Mi 4i.
Source: Android OS India
Android NewsXiaomi NewsAndroid Phones
David Steele
Senior Staff Writer
I grew up with 8-bit computers and moved into PDAs in my professional life, using a number of devices from early Windows CE clamshells and later. Today, my main devices are a Nexus 5X, a Sony Xperia Z Tablet and a coffee cup.


MFC Investment Center was founded with the goal of assisting our clients in every aspect of their financial lives. We've provided the most personal service available, thus earning a reputation for continually seeking excellence in our industry. We strive to help create financial stability and security for each of our clients.
Our company is based on the principle that education and understanding of your current financial situation is vital to successfully make prudent decisions concerning your future financial condition. If you have any questions about your current financial situation or wish to schedule an appointment, send us an email or give us a call at (248) 457-3700.


Keen to invest in your own sporting gun but not sure where to start? Auctioneer and Sotheby's consultant Gavin Gardiner reveals the five key things that you should consider before buying one.
The barrel configuration of a sporting shotgun can be more important than you imagine. Most guns were built along traditional lines with one barrel side by side with the other, and until the 1980s this was by far the most popular configuration. The rise in popularity of clay pigeon shooting, where this barrel configuration had been most popular, and a new generation of inexpensive guns of overseas manufacture changed the market forever. If you are going to be shooting mainly clay pigeons, then a modern over-and-under gun by a maker such as Browning or Beretta is likely to be your first choice. If, however, most of your shooting is going to be game shooting, then the traditional side-by-side shotgun still has strong advantages.
This is a description of the action type, and ultimately complexity of the mechanism. The boxlock was introduced in the 1870s and offered many advantages over the sidelock that it sought to replace. It was far easier and cheaper to manufacture, with fewer working parts, and offered greater reliability and simpler maintenance as a result. The sidelock is a more complex mechanism that ultimately descends from earlier generations of gun where the mechanism was contained on detachable 'locks'. The sidelock has the advantage of producing a more graceful and elegant gun. The boxlock is relatively inexpensive in comparison but can suffer from plainer and less-refined qualities.
The stock of all sporting guns will be made from walnut, a wood that has many qualities that make it eminently suitable for gun stocks. It is a very stable wood that is sufficiently hard to be long lasting, light in weight, fine grained, and easy to work with hand tools, and also – in the best varieties – can possess an attractiveness of figure and grain that is very appealing to the eye. Most side-by-side guns will have a straight hand, while most over-and-under guns will have a pistol grip. It is important to try both and see what you feel most comfortable with.
Most side-by-side game guns will have double. The front trigger fires the right barrel and the back trigger fires the left – you will move your trigger finger from the front to the back trigger as you mount the gun for the second shot. This combination gives you 100% reliability. Simple is often best. Most over-and-under guns will have a single trigger, that is just one trigger that you will pull to fire the first barrel, and then pull again to fire the second barrel.
Generally speaking, the most popular length for a pair of barrels is between 28 and 30 inches. This length gives the best compromise and all-round handling in the majority of situations. Short barrels (25 to 27 inches) will give you a faster-moving gun that will allow you to respond very quickly to fast-crossing birds but may hinder your shooting at overhead targets. Long barrels (over 30 inches) can have the opposite effect. My advice is to stick to a standard length and practice, because essentially it makes little or no difference for the majority of shots. At the end of the day, have a good look at everything, ask questions and listen to advice. The very best way to see and handle a lot of classic sporting guns in one place is it to attend the viewing day of a sporting gun auction. You will be able to handle and compare guns of all qualities and price ranges and really get a feel for what you get for your money.


Open Pit Mining Equipment, Open Pit Mining Equipment Suppliers .Open Pit Mining Equipment, Wholesale Various High Quality Open Pit Mining Equipment Products from Global Open Pit Mining Equipment Suppliers and Open Pit Mining Equipment Factory,Importer,Exporter at Alibaba.used open pit coal mining equipment for sale,Equipment used for open pit miningNov 13, 2016 . Now chatting: .leawaysschool/solution Contact Us: .leawaysschool canada open pit mining equipment sale ore equipment used in.
Apr 11, 2017 . In 1924 the first installation of standard-gage electric locomotives in open-pit ore mining in this country was made at the Wabigon mine, Buhl, Minn. . Based upon a recent investigation of truck vs. rail haulage in bituminous-coal mines, Toenges and Jones conclude that with equipment in its present stage of.
MACHINES USED IN OPEN-PIT MINING: D8-D11 Dozers; 980-993 Wheel Loaders; Articulated Trucks; 773-793 Trucks; 329-390 Excavators; 14-16 Motorgraders; Drills (Rotary and Track); Hydraulic Mining Shovels; Draglines; Rope Shovels.
Global Surface Mining Equipment Market Size, Analysis and .
Apr 11, 2016 . The surface mining equipment market can be segmented based on the type such as open-pit mining, strip mining, mountaintop removal, highwall mining and dredging. Highwall surface mining equipment enables coal mining from underneath the final highwall. Open-pit surface mining equipment is used for.
Dec 21, 2015 . The material is then conveyed to a central conveying system which will take it directly to the surface or via a skip and hoist system. Blasting equipment is used for both underground and open pit mining operations and is known to be one of the most hazardous aspects of the job. For mining operations to be.
equipment selected. Moreover, equipment selection directly affects the pit design and production planning. In open pit mining, equipment selection is made ... used. At this point, the first consideration has to be given to the minimum separation thickness and the separation accuracy of the machines/equipment being.
The current US and international coal industry is in dire straits, battered by politicians and stock markets. The coal . Unlike some hard-rock mining and processing equipment that has some alternate use, coal mining and processing equipment is very . used in other large open pit hard rock mines and aggregate operations.
Coal is mined using giant machines to remove the coal from the ground. There are two basic . than 1,000 feet. Miners use heavy machinery to cut out the coal and rely on conveyor systems to transport the coal to the surface. . the United States. Open-pit mining is sometimes used in thick shallow-lying western coal seams.
the upper layer of the earth, from surface mines (Fricke, 2006) . This ore can include metals such as iron, copper, coal and gold. There are several methods of surface mining, including open-pit, stripping, dredging and mountain-top removal. This paper focuses on open-pit surface mining, which involves removing ore from a.
38 best Open pit mining images on Pinterest | Heavy equipment .
Bear Run Coal Mine, located in Sullivan County, Indiana, US, commenced production in May 2010. Owned by Peabody Energy (Peabody), the mine was developed at an estimated cost of $400m. The mine supplies coal to two Midwestern electricity generators. The supply contract for which will last 17 years. Bear Run is the.
Surface topography controls which of the surface mining methods—contour mining, area strip mining, or open-pit mining—is employed (see Figure 4.3). These differ principally . Cancel. conventional room and pillar method, several pieces of equipment are used in sequence at a working face to extract the coal. These unit.
TAKRAF is one of the world's leading suppliers in the fields of mining and handling of coal, ore and other minerals, as well as removal, transport and dumping of overburden. Our machines and systems have proved to be reliable in mining hard minerals, even under extreme operating conditions. Open Cast Mining.
consider underground mining practice for sustainable mining while meeting environmental concerns. © 2015 The . arises from the fact that it supplies basic and strategic raw materials for the country's industrial and .. Land disturbance that covers change of land use and land forms, visual impact of an open pit or waste.
Apr 1, 2014 . In Palaran coal is extracted in open-pit mining method. The mine is situated almost in the Equator, approximately in 70 km. The climate is tropical. The temperature is about +30°С all year around. BELAZ – 75473 mining dump trucks are used for transportation of overburden. On February 15, 2014 four.
Jan 2, 2013 . Much coal today is extracted in gaping open pit mines where gargantuan equipment—largely unmanned and automated—claws away at coal seams 24 . Free miners also sometimes sell coal to power plants, and Daniels said that forest coal is sought after because it has a relatively high energy content.
Surface Mining Equipment Market - Drivers and Forecasts by .
Nov 12, 2017 . The research study covers the present scenario and growth prospects of the global surface mining equipment market for 2017-2021. Surface mining equipment is used for surface mining activities, such as strip mining, mountaintop mining, and open-pit mining. In 2012-2015, the global surface mining.
The storage or disposal of any matter or materials extracted or disturbed as the result of a surface coal mining operation or operations or used in the mining operation or for the refinement or .. Fire-fighting equipment; duties in case of fire; fire precaution in transportation of mining equipment; fire prevention generally.


text:
Portugal's Reign of Terror
Most educated people are familiar with the Reign of Terror that accompanied the French Revolution. I was not aware that a similar tragedy had previously taken place in Portugal.
The events unfolded in the aftermath of the tragedies (earthquakes, tsunamis, great fire) of 1755. In the social turmoil that followed, several shots were fired into a carriage, wounding the king. Pombal, the Secretary of State, rounded up "several of the most powerful and prominent nobles in Portugal. All were interrogated and many were tortured." They were then tried, and executed on a platform in Belem before thousands of spectators.
"The Marchioness of Tavora was the first that was brought upon the scaffold, where she was beheaded at one stroke… [three noblemen and three servants] were strangled at a stake, and afterwards their limbs broken with an iron instrument. The Marquis of Tavora and the Duke of Aveiro [illustration] had their limbs broken alive… The body and limbs of each of the criminals, after they were executed, were thrown upon a wheel… But when Antonio Alvares Ferreira was brought to the stake, whose sentence was to be burnt alive, the other bodies were exposed to his view. The combustible matter which had been laid under the scaffolding was set fire to, [and] the whole machine with the bodies was consumed to ashes, and then thrown into the sea."
Unlike the French Revolution which lasted 11 months, the turmoil in Portugal continued for 18 years, from 1759-1777.
Quoted text (p. 351) from This Gulf of Fire: The Destruction of Lisbon, or Apocalypse in the Age of Science and Reason, by Mark Molesky. Illustration via Wikiwand.
Jono February 10, 2016 at 10:43 AM
That would have been a good time to leave Portugal.
bulletholes February 15, 2016 at 11:03 AM
Haha, it even gets mention in Voltaire's Canduide.
http://candide.nypl.org/text/chapter-6
Water fountain for draft horses
A message for those who have difficulty posting co...
Trdelníks explained
Repeat after me: "wet wipes are NOT flushable"
This man is glad he wore underpants today
Grammar is still important IRL
Roads to Rome
First Wisconsin butterfly sighting this year
A three-year old girl delivers a baby lamb
Crossing the uncanny valley
Phantom Corsair (1938)
Dunwich is Britain's Atlantis
Minnesotans love hockey
Kudos to the Prime Minister of India
Voter turnout trends
Incoming !
"Do you mind if I smoke?"
"Best Visual Effects" Oscar winners
All swastikas are not created equal - updated
Webbed fingers as swimming aids
A "regumming factory"
Minnesota tries to safeguard the money of vulnerab...
Red kidney bean poisoning
Amblypygi
This is a "Caroline cart"
This woman saves children
Hillary Clinton at Donald Trump's wedding
The destruction of Lisbon, 1755
Well, that settles that
James Garfield - president for only 200 days
Aprication
I know what you meant to say, but...
Baby monitors can be hacked
"Never have I seen a more beautifully kept toilet....
If I had shoes like this...
"What are the chances?"
"Catching Kayla"
Girl with a pearl headdress
How some birds locate seed caches
"Ghastly facadism" decried


In order that you can concentrate calmly and completely on your own tasks, we provide you with a competent and comprehensive 24-hour service for our own and other systems. We will also be very pleased to use our expertise in the heating and refrigeration sectors to provide you with knowledgeable advice.
Our service technicians are ready to help you round the clock for fault rectification on all types of heat pump and cooling system. Just call and our specialists will be on their way.
We would be pleased to provide you with competent advice when you renew your existing system, e.g.
Take advantage of our specialist expertise and experience in heating and cooling. Our experts will be pleased to advise you. We look forward to your call.


December 20th. I hope that's a sick joke.
Think you've got a few pricing errors in the descriptions- no cost on the boost, but the $60 boost cost is listed in the Digital Deluxe paragraph, when that should be $70.
Is the Deluxe Edition mount and pet available instantly in your mailbox when you buy? Or do you have to wait for the expansion to release?
On, or before, 12\/20\/2014. Let's hope it's before.
Should you dump your inventory (including old bags) in the bank so it's not wiped?
"The digital preorder costs $50, $70 for the Digital Deluxe and comes with a free level 90 boost which can be used as soon as WoD is purchased."
The boost is yours no matter which edition you get.
The free level 90 is included in the game regardless of way of buying. If you buy the box from a shop next to you you will still get the free 90. It's included in normal and collector's\/deluxe editions.
So much for their claims of an accelerated release schedule in the future.
Edit: Then again, the page at www.worldofwarcraft.com says "Fall 2014" so I guess they're just saying "before the end of Fall" with that date.
Even September is still too long, though.
Patch 4.3 (Dragon Soul) - Mists: 301 days.
Patch 3.3.5 (Ruby Sanctum) - Cata: 168 days.
Patch 3.3 (Icecrown) - Cata: 364 days.
Patch 2.4 (Sunwell) - Wrath: 233 days.
Patch 1.11 (Naxx) - BC: 210 days.


text:
Tethys Petroleum Lists on London Stock Exchange
GRAND CAYMAN, CAYMAN ISLANDS, Jul 25, 2011 (MARKETWIRE via COMTEX) --
Tethys Petroleum Limited ("Tethys Petroleum" or the "Company") (TSX: TPL)(LSE: TPL) announces that its entire issued ordinary share capital has been admitted to the standard category of the Official List of the Financial Services Authority and have commenced trading on the main market of the London Stock Exchange under the ticker symbol "TPL". Depository interests, representing Tethys Petroleum ordinary shares, have been admitted to CREST. Shareholders wishing to trade securities in the Company electronically on the London Stock Exchange can trade depository interests representing Tethys Petroleum ordinary shares in CREST.
The primary listing for the ordinary shares of the Company will continue to be the Toronto Stock Exchange in Canada and the Company will continue to retain its secondary listing on the Kazakhstan Stock Exchange.
The Company is not raising any funds or issuing any new shares in connection with its listing in London and, accordingly, the interests of existing shareholders of the Company will not be diluted as a result of Admission. There will remain 260,629,769 ordinary shares of the Company in issue.
Dr David Robson, Chairman, President and Chief Executive Officer of Tethys Petroleum commented: "Our listing on the main LSE exchange represents a further major stage in the development of our company and will, we believe draw attention to our progress to UK and international investors."
Tracey Pierce, Director of Equity Primary Markets at London Stock Exchange Group, said: "We are delighted to welcome Tethys to the London Stock Exchange's Main Market today. This listing will give the company exposure to the world's most international market and to an unrivalled source of liquidity and new investors. Tethys' admission to the Exchange reinforces London's attractiveness to companies which have global reach and ambitions."
Tethys is focused on oil and gas exploration and production activities in Central Asia with activities currently in the Republics of Tajikistan, Kazakhstan and Uzbekistan. This highly prolific oil and gas area is rapidly developing and Tethys believes that significant potential exists in both exploration and in discovered deposits.
This announcement does not constitute an offer or invitation to any person to subscribe for or purchase any securities in the Company or any other entity.
This announcement constitutes an advertisement within the meaning of the Prospectus Rules of the Financial Services Authority, is not a prospectus and has been prepared solely in connection with Admission. Investors should not acquire ordinary shares in the Company except on the basis of information contained in the Prospectus published by the Company in connection with Admission. The Prospectus has been submitted to the National Storage Mechanism and will be available for inspection at http://www.hemscott.com/nsm.do. A copy of the prospectus is also available on SEDAR at http://www.sedar.com and on Tethys Petroleum's Website at http://www.tethyspetroleum.com.
Contacts: Tethys Petroleum Limited Sabin Rossi Vice President Investor Relations +1 416 572 2065 +1 416 572 2201 (FAX) info@tethyspetroleum.com Tethys Petroleum Limited TD Canada Trust Tower 161 Bay Street, 27th Floor Toronto M5J 2S1, Canada www.tethyspetroleum.com Mobile site: http://m.tethyspetroleum.com In London: Veronica Zhuvaghena Vice President Corporate Communications +44 207 821 6128 +44 207 821 0612 (FAX) In Asia-Pacific: Quam IR Anita Wan, Associate Director + (852) 2217-2999 + (852) 2217-2999 (FAX) Anita.wan@quamgroup.com
SOURCE: Tethys Petroleum Limited
mailto:info@tethyspetroleum.com http://www.tethyspetroleum.com http://m.tethyspetroleum.com mailto:Anita.wan@quamgroup.com


To top up the scent of your sleep pillow, add 6-10 drops of this oil to the Pot Pouri filling and gently rub it through.
To top up the scent of your sleep pillow, add 6-10 drops of this oil to the Pot Pouri filling and gently rub it through. The oil can also be used in an electric oil burner or difuser to set a calming atmosphere at home or at work.


Despite there was no violation of the international law, Japanese authorities were "analyzing motives" of the Chinese side sending jets to the region, the Kyodo news agency reported quoting the minister.
China's H-6 medium-range bombers flew between the islands of Okinawa and Miyakojima and approached the Kii peninsula in the south of of Honshu. This was the first time they followed that route, according to Onodera.
Japanese fighter jets were scrambled to intercept the planes although they did not intrude into the Japanese airspace. Tokyo's response was handed over diplomatic channels and there was no official note of protest.
The relations between China and Japan have cooled down recenty over competing claims to the maritime borders that both countries have in the East China Sea.
The islands, called Senkaku by Japan and Diaoyu by China, are at the center of the heated dispute between Tokyo and Beijing. The United States that was in control of the Senakau Islands after the World War II, handed over the chain of eight islets to Japan in 1972. But Beijing argued they had been marked as Chinese territory on maps dating back to 1783.
Tokyo has been actively boosting its defense spending amid tensions with neighbors. The Japanese Defense Ministry announced the development of advanced radar system capable of tackling advanced stealth fighters, currently being developed by Russia and China. It is also going to deploy land-based Aegis Ashore defense system and increasing the number of Aegis-equipped destroyers in its border areas.


text:
Beltre homers twice in Rangers' 6-2 win over Rays
ST. PETERSBURG, Fla. (AP) — Cole Hamels flirted with a no-hitter until the sixth inning Friday night, but Adrian Beltre upstaged him in the Texas Rangers' 6-2 victory over the Tampa Bay Rays.
Beltre had four hits, including leading off consecutive innings with home runs that gave him 434 for his career, moving him into a tie with Juan Gonzalez and Andruw Jones for 45th place all-time.
"That's who he is, that's what he means to us," Texas manager Jeff Banister said. "He's obviously a future Hall of Famer ... and we've seen this type of performance before."
Several of those efforts have come against the Rays. Beltre has homered in four of his last five games against Tampa Bay, and he hit three homers at Tropicana Filed in Game 4 of the 2011 ALDS. Beltre's 20th and 21st home runs of the season Friday night marked the 30th multi-homer game of his career.
But Hamels was the story until Beltre's power surge. Hamels had retired 15 straight, striking out seven, when Corey Dickerson singled with two outs in the sixth for Tampa Bay's first hit.
"I saw the big zero on the scoreboard and for some reason, I thought he was going to get it today," said Elvis Andrus, who scored from first on Ian Desmond's single in the fifth. "(Hamels) was in command of everything from the first pitch of the game, and when he gets that way it's a lot of fun to watch."
Hamels (13-4) gave up one run and three hits, including Steve Souza Jr.'s home run, while striking out 10 in 7 1/3 innings.
Mitch Moreland's 21st home run broke a scoreless tie in the fifth.
Beltre led off a three-run sixth off Tampa Bay starter Matt Andriese with the first of his two homers. The Rangers tacked on two more runs in the inning, taking a 5-0 lead when reliever Ryan Garton walked Jurickson Profar with the bases loaded.
Beltre's second homer came off Garton in the seventh.
Andriese (6-5) lost his third straight start, giving up five runs and seven hits in 5 1/3 innings.
The Rangers have won four straight and 10 of 13.
The loss ended the Rays' four-game winning streak.
"We got out-pitched, we got out-hit, out-defended," Rays manager Kevin Cash said. "They didn't make any mental mistakes, we made a handful. So a pretty disappointing effort."
FOND MEMORY FOR HAMELS
Hamels' only other start at Tropicana Field was for the Philadelphia Phillies in Game 1 of the 2008 World Series, of which he was named the MVP.
"It was a sellout, a pretty important game," he recalled. "So I had to kind of get to that mindset where you're hearing about 50,000 bells, as opposed to the 10 or 11 that were here." (The announced attendance Friday night was 15,109).
WHO'S LEFT?
The Rays had three left fielders in the game before they got their first hit.
Mikie Mahtook started the game in left, but moved to center field after the second inning when Kevin Kiermaier left with tightness in his left hip.
Nick Franklin, who replaced Mahtook in left, was replaced by Dickerson in the fifth, leaving backup catcher Luke Maile as the only healthy position player on the Rays' bench.
Franklin was placed on the 7-day concussion DL.
Rangers: RHP Colby Lewis (right lat strain) threw 42 pitches over two innings in a simulated game. Banister said pitching in a rehab game Wednesday is "part of the plan" for Lewis, who last pitched on June 21.
Rays: SS Matt Duffy, who left Wednesday's game after three innings due to left Achilles soreness, played. ... 2B Logan Forsythe (back spasms) remains out of the lineup but doesn't expect to go on the DL.
RHP A.J. Griffin (5-2) pitches for Texas on Saturday night against Rays RHP Jake Odorizzi. Griffin has a 6.69 ERA in his last seven starts, but the Rangers are 4-1 in his last five. In six starts since the All-Star break, Odorizzi is 4-0 with a 1.66 ERA.
Uber driver arrested for allegedly raping passenger on ride home in Fontana
Funeral held for 1-year-old murdered in South Dallas


text:
« Daily exercise to get you pumped up.
Facebook's soon to be billionaires »
Insight from Amazon's first employee.
Seventeen years ago, Shel Kaphan was No. 1. You can find the full interview at Geekwire.com.
Let's start with some things you may not know about Amazon.
Jeff Bezos projections were no where near the scale of Amazon today. Not surprising.
Started out of a home office.
Original possible names were Cadabra and Relentless. Names don't make companies great. Companies make names great.
Early controversies: "One of the early controversies about the company is that we were claiming that we had a million titles. Well, we did have a million titles. We didn't have a million books, but we had a million titles in the sense that we could order them." Marketing is important. Image is important. I believe customers are more understanding when you're an impressive company and you screw up. Popularity helps.
Why Amazon is so successful:
Timing (can also be considered luck)
Jeff Bezos (Leadership)
You've heard it in comedy and it rings true. "Timing is everything." Amazon could not have happened five years later. Although, there is no doubt that Jeff Bezos would still be successful. He's a rare bread of visionary and business person. "….he (Jeff Bezos) saw those opportunities and seized them. I am not sure just anybody else would."
Focus: "Jeff had made an impression on me as a really intelligent and focused person." How do stay focused? You walk away from things that get you unfocused. The scale of the websites out there that do something cool and will never make a dollar. They're not geared towards the market. Amazon made a huge industry bigger and more efficient. Bezos was focused and opportunistic. Those are two states that are hard to balance.
Execution: Shel says, "I remember there was a day when Jeff's face was on the front page of The Wall Street Journal in their little portrait engraved style, and we got really slammed right after that and managed to survive that." They got an opportunity and they hit a home run. They went "viral" before it was en vogue.
Talent: You need a pool of talent to create a game changing business. Ask any military general. You can't win a war without good soldiers. Good people have a synergistic effect. Serendipitous things also happen that lead to success.
What impresses me about Amazon is that they could have settled many times as a book seller or some niche. They just did not stop. You have to give a lot of credit to Jeff Bezos as a leader. I would love to write a book about the big decisions and how he made them. For someone with his success, he's managed to keep a low profile.
Faith is a word that is a little bit misunderstood. People tend to associate it specifically with religion and that's not correct (although understandable). Jeff Bezos believed in himself and his idea. No one would have ever predicted this companies meteoric rise. "I think from having come from the big money world of Wall Street, and also the big ego world of Wall Street, just to be able to see a huge opportunity and go after it was part of his frame of reference."
Finally, don't let faith turn into foolishness.
Making decisions right
God Bless Conway Twitty
Advertising on social networks
Bin Laden's son writes memoir


text:
Q: Apache with PHP FPM and requests spikes, how to set optimal configuration? I was lucky enough that my website went viral, and the server of course wasn't ready for it.
Unfortunately my setup is quite bad, a single server with Apache, PHP (Laravel), Mongodb and redis.
The backend (laravel) mostly serve a REST API. I currently have 1000+ concurrent users trying to use the website, and everything loads really slowly.
MongoDB seems to be working fine, since I can access it through terminal and queries are resolved immediately. What worries me is the Apache/PHP FPM configuration.
My server: 8 core, 16GB RAM
I tried to play with PHP FPM configurations but didn't improve by much. For now I have it on static with 300 max_children.
On Apache I'm using MPM event with this config:
<IfModule mpm_event_module>
ServerLimit 40
    StartServers             2
    MinSpareThreads      50
    MaxSpareThreads      100
    ThreadLimit          64
    ThreadsPerChild      50
    MaxRequestWorkers     1000
    MaxConnectionsPerChild   0
</IfModule>

Using top I have this, which seems fine to me:

Anyone can point me in the right direction?

redpajama_set_name: RedPajamaStackExchange