Farming Simulator 19's tagline is "Farm Like Never Before". The agricultural simulation game from GIANTS Software boasts many new features and upgrades from its predecessor(s) in nearly all areas of the game: visual, gameplay, multiplayer, and overall immersion. So, do those changes all come together into a cohesive package? And is it truly "like never before"?
I must admit that in the midst of all the announcements about new features for the game I was slightly concerned that GIANTS had bitten off more than it could chew with its ambitions for Farming Simulator 19, even with the recent expansion of its offices and team. An overhaul of the game's graphics engine, the addition of new crops and management systems, horses, a dog, a revamped mission system, new ways to "build your own farm", and revolutionized multiplayer were all promised by GIANTS as upgrades to the existing systems in the game – but could they pull it all off? In a word, yes. While some minor bugs and issues do hold the game back slightly, in my opinion the suite of improvements serve to make this Farming Simulator game a cut above the rest in the series. Just how does it do that, you might ask? The answers lie below.
In terms of the sheer number of vehicles and tools in its garage of equipment, Farming Simulator 19 surpasses any of its predecessors, boasting more than 300 vehicles and machines from over 100 brands. Each of these is faithfully reproduced and true to its real-life counterpart, lending substantial realism to the game. As if this isn't enough, GIANTS has confirmed that mods will be present on all platforms, with GIANTS themselves indicating that they will be providing a map (Estancia Lapacho from Farming Simulator 17's Platinum Edition DLC) and the "Big Bud" tractors (from 17's Big Bud DLC) as mods at launch.
The biggest news in this department is, of course, the securing of John Deere as a licensed brand in Farming Simulator 19. Players have longed for the iconic green and yellow machinery from the world' largest manufacturer of agricultural equipment to be available in the base version of GIANTS' game for many years, and that day has finally come. It's fantastic to see John Deere on board, as all of the truly major equipment companies are now represented. While using one brand over another isn't particularly important to me, there's something to be said for having a wide variety of options (including the most popular ones), just as one would have when purchasing equipment in real life.
For the sake of clarity, I have been playing Farming Simulator 19 on PC, using a Logitech G29 steering wheel and pedals for the majority of the controls, with some use of my mouse and keyboard for certain functions. Despite a few minor hiccups in setting up my control scheme, I found the button mapping fairly easy. Some settings didn't save properly at first, however GIANTS has since provided an update to the game that has rectified this issue. In terms of optimization I found the game runs quite well on my PC, which has an i7-6700 3.4 GHz CPU, 16GB RAM, and a 4GB GTX 1050Ti SC. On the game's highest graphics preset, I was seeing frame rates anywhere between 45-60; turning the settings down from "very high" (there is no "ultra") to the next lower setting ("high"), I was able to achieve a steady 60 frames per second without any dips – and the visual quality is still excellent.
Farming Simulator 19 presents new options in terms of difficulty. Gone are the standard three options of Easy, Normal, and Hard that many will have grown accustomed to in previous games. We now have New Farmer, Farm-Manager, and Start from Scratch – I explained these in greater detail in my first look at Farming Simulator 19's gameplay. They still follow a trajectory of increasing the difficulty (by lowering prices paid for commodities, for example) but the biggest difference is what you own when you start out: two of the modes see you start without any land, buildings, or equipment. Your choice will also affect how much starting capital you have, and how much of that is a loan from the bank.
Once you've decided on a difficulty/mode and a map (your choice of two brand new maps: "Ravenport" and "Felsbrunn") to play on, the game prompts you to create your character. The character creation menu has been enhanced with more options than were seen in Farming Simulator 17, providing for a higher level of personalization (choose to rep a brand on your hat!). You see your character whenever you're in a tractor and not using the in-cab view (which happens a lot) so you'd better like the look of them!
With respect to the two new maps, there isn't a bad choice to be had. Both are nicely designed with a variety of sell-points for crops, points of interest to explore, and cleverly laid-out fields and forested areas. Each feels distinct, and gives the impression of being in the locale that GIANTS intended: Ravenport exudes the vibe of a west-coast/southern USA fusion, while Felsbrunn feels like a mix between an agricultural haven and a functioning port city. I had expected Ravenport in particular to have more wide-open spaces, and its roads feel much tighter than I would have liked – with some of the larger equipment I found it difficult to get around the map, though with some adaptation I was able to work around most issues. Overall, however, I like the look and feel of the maps and think they'll provide for some excellent replay value.
In terms of pure eye candy, the game looks incredible. The overhaul of GIANTS' graphics engine has undeniably enhanced the way that nearly everything looks. Of particular note are the vehicle models, which reflect light more realistically and really shine (pun intended). Some concessions have been made in certain areas in order to upgrade other things – for example, the distant landscape is slightly blurred, which I assume is to provide more processing power to the scenery that's closer to the player, including the machinery in the immediate vicinity. There is also a sort of circle around the player where outside a certain distance, the plants and other textures aren't fully rendered, leading to trees and other vegetation popping into the screen regularly (this was also the case in Farming Simulator 17, and is likely a limitation of the engine). This circle is more pronounced in Farming Simulator 19 due to the higher quality of the scenery that is fully rendered, and on lower graphics settings it does become quite noticeable due to the reduced draw distance and level of detail (LOD).
The soil and crop textures look slightly better than what we saw in 17, however I still go back and forth on whether they're a significant improvement. This depends somewhat on the type of field I'm looking at, as some textures look better than others. Overall, in spite of some concessions, the graphics are a marked improvement over the past versions of the game. I still find myself marveling at how gorgeous each tractor looks and the level of meticulous detail that GIANTS puts into each vehicle and equipment model, and from time to time the scenery also made me stop and stare. The clouds are particularly beautiful, and if you turn up the game speed you can watch them form and move across the sky in a sort of time-lapse.
The heads-up display has also been changed substantially. What was previously a series of black boxes that provided all the necessary information has been transformed into a sleek, modern-looking set of gauges and images with transparent backgrounds. The result is a much sleeker, less obtrusive HUD that really serves to show off even more of the game's beautiful visuals by taking up less of the screen. There were a few instances where the information was slightly difficult to see due to the colour of the background terrain at the time, however this occurrence was fairly rare and didn't take away from my experience.
This is but one of many "quality of life" improvements in the game. The in-game shop got a total revamp as well, and it now provides the ability to preview your equipment before you buy it. This allows players to check out the various wheel and colour options (or others, depending on the piece of equipment) before they spend their hard-earned money on something they might end up regretting later. The placeable workshop also provides this feature when customizing your equipment, so you'll never have to worry about buying an upgrade or colour change that you won't like. One additional very small, but very welcome change to the game's shop is that addition of text telling you which brand the colour you're choosing comes from, allowing for players to easily match their equipment to a specific colour scheme if desired. A minor hiccup saw me initially struggle to find some of the equipment due to the reorganization of the shop into some different categories than I was used to, however after spending a short time getting oriented and accustomed to the new layout, I was able to find everything I needed rather quickly.
These fairly significant changes are accompanied by what I have come to call the "immersion-enhancing" additions. The birds that land in the fields and fly away when you draw near in your tractor, the subtle noises of birds chirping and coyotes yipping while you walk from your tractor to combine, and the way that dust kicks up when you drive down a dirt path or harvest your crops are all small but effective ways of making you feel like you're really there. Other changes go even farther to make the game true-to-life: the engine speed of a tractor audibly changes when you turn on an implement (e.g., a seeder), just as a farmer would do in real life to ensure that the tool has sufficient power to operate before they start moving. Power-takeoffs (PTO – used for many implements to provide power from the tractor) are visibly attached to the tractor and spin when turned on, and hydraulic hoses now appear when you attach a tool as well. The knives (cutter bar) on combine headers are animated now. The roller/packer on the back of disc harrows continues to rotate after raising it off the ground. There are many other subtle animations such as these that contribute to the game feeling like you're really farming.
Another welcome addition is the ability to sleep through the night – assuming you've purchased yourself a farmhouse. Upon entering the house, with the press of a button you can choose to sleep for as little as 2 or as many as 11 hours (in one hour increments), speeding the game's time clock up to 5000X and zipping through the dark hours and back to the light. In previous games, working at night was quite difficult due to poor lighting, so it's great to have the option to skip it (though the improved lighting of Farming Simulator 19 makes it less necessary). This also contributes to additional realism, since skipping through time quickly at night means that you could slow the crop growth down (an in-game setting that can be changed) without feeling like you're significantly extending the amount of real-life time it takes to actually see those crops become ready for harvest.
The dashboard in each tractor lights up when the lights are turned on, and the info screen (in the tractors that have one) casts a soft glow of light onto the panel below it. Some of these screens even show the engine speed, ground speed, time of day, cruise control setting, and more information in real-time. When you're not in the first-person in-cab view, you can see your character bouncing up and down in the seat as you go over bumps due to the added seat suspension animation, and you can also see the driver pressing the gas and brake pedals and turning the steering wheel to correspond to your inputs. I even found myself admiring the look of the exhaust cloud coming from many of the tractors. Again, these are small – but noticeable – improvements that take the game a step above its predecessor in terms of realism.
One change that some might have been looking for in Farming Simulator 19 is the addition of manual transmissions, known to many in the Farming Simulator community simply as "gearboxes". GIANTS had previously indicated that they were working on incorporating the sounds of shifting gears into the game, however I didn't notice any of these sounds so this feature must have been scrapped before release, likely due to it either creating problems in other parts of the game, or simply not being up to GIANTS' internal standards.
Further changes to the game include the removal of daily maintenance costs for vehicles; these have been replaced by the addition of vehicle "wear and tear". Players will now have to take their machinery to the shop – or a placeable workshop should they buy one – to repair it when it starts to show its age. I haven't had any equipment age enough to see if for myself, but GIANTS has said that the vehicles will show signs of age such as scratches, and their engines will too, using up fuel more quickly as they get older. On a similar note, there is now a slight penalty for resetting one's vehicles to the shop (an option available in case you drive your tractor into a lake, for example): the vehicle that has been reset will have a nearly-empty fuel tank. This means that you likely won't want to reset a tractor just to pick up an implement from the shop anymore.
I did notice several minor glitches during my time with the game so far. The mirrors on vehicles (which are fully functioning the majority of the time) occasionally flicker between the mirrored image and a blank one if you turn the camera just so while in the in-cab view. There were also a couple of times where I was spraying a field and the sprayer boom passed directly over some birds without them reacting – however, this is understandable given the width of the sprayer boom (and I assume that the "contact" point for the birds is the main vehicle itself). Another small issue had me seeing grass coming through the bottom of some of the lower-riding vehicles (such as the John Deere Gator) when in the in-cab first person view. There were also some areas, particularly on the Ravenport map, where the amount of tree cover made it incredibly difficult to see where I was going. However, none of these minor issues are anything I would consider immersion-breaking, and I imagine some may be fixed by a patch at or shortly after release (plus I can fix the tree issue with a chainsaw!).
The gameplay of Farming Simulator will likely never diverge significantly from what it has established over the last 10 years: at its core, the gameplay is about driving a wide variety of agricultural machinery, and having a number of options with respect to what you're actually doing while you drive that machinery. Tilling the land, seeding your crops, fertilizing them, then harvesting and selling them has been at the core of the series since its inception – and why mess with success? What each iteration in the series has done is expand on the previous one, adding more activities to make it feel even more like you're really working on (and managing) a fully functional farm. Farming Simulator 19 does this yet again by adding in several new game mechanics that change how players need to think about approaching their farming activities.
There are two new crops in Farming Simulator 19: cotton and oats. While oats are quite similar to some of the other crops in the game (e.g., wheat, barley) and are grown, harvested, and transported using the same equipment, cotton presents an entirely new specialty crop in the game. Producing cotton requires a specialized harvester, as well as a specific type of trailer to transport the cotton modules (which look like large white bales) once they're unloaded from the harvester. This does provide a unique gameplay experience, as it adds a totally new sector for players to invest in, should they choose to do so. The equipment isn't cheap, so it takes a commitment to get into cotton, and it also requires space to store the cotton modules if you don't plan on selling them right away. You won't be able to lift them with a loader, and they can only be transported one or two at a time with the special trailers, so it will take planning to determine the best time and method of selling your harvests.
While Farming Simulator 17 introduced the requirement to fertilize your fields three times (as well as plowing them every third harvest) to reach maximum yields, Farming Simulator 19 tweaks this formula even further. Players now need to fertilize their fields only twice, and plow them every third harvest (though the plowing requirement can be turned off). However, you'll now also need to worry about the presence of weeds, as they will appear at some point after seeding your crops and need to be removed with either a mechanical weeder or a sprayer loaded with herbicide. If you don't take care of those pesky weeds before the crop is fully grown, you won't be able to get rid of them anymore and your crop's yield will be reduced. Also new is the requirement to spread lime on the fields periodically. So whereas in Farming Simulator 17 players only needed to concern themselves with fertilizing multiple times and plowing occasionally, in Farming Simulator 19 there are two additional tasks to add to the list.
Those two activities are common – dare I say integral – to most modern farming operations, and so their addition takes the Farming Simulator series yet another step in the direction of realism. That doesn't mean that the game is necessarily more difficult, but having more tasks requiring more equipment to reach maximum yields also means that it isn't necessarily a given that you'll be churning out high-yielding crops right out of the gate. On the harder difficulties, it may be too expensive to buy all of the necessary equipment at the beginning. This is a welcome change to me, since in previous games it felt relatively easy to follow the fertilizing and plowing requirements – now it takes more work, which in turn provides incentive to continue working towards being able to purchase that next piece of equipment on your list, whatever it might be.
These new gameplay elements also mean that there is a wider variety of equipment and more incentive to diversify the types of equipment that one uses on their farm. Needing to incorporate these additional management actions to my crop-growing "routine" led me to feel as though I needed to employ several different pieces of equipment to get a fully-yielding field, and I enjoyed being forced outside of my usual comfort zone. To go along with the addition of herbicide and lime to the game, another mechanic was added: the ability to unload the contents of a sprayer, solid fertilizer spreader, or seeder. When this is done, the material appears on the ground beside the tool being unloaded in the same form that it's bought from the shop – in big bags or containers on pallets, which can then be moved around and saved for later. This adds another element of management to the game, and allows the same equipment to be used for two different tasks – in Farming Simulator 17 the fertilizer spreaders and sprayers were both only capable of fertilizing fields, which meant there was hardly any need to buy both.
GIANTS has also added another way to tell the current state of your fields and what they might need. In previous games, the only way to know if your field needed plowing or fertilizing was to check the map in the menus and change the filters to show what you were looking for. In Farming Simulator 19, if you walk up to one of your fields a handy "Field Info" box pops up in the bottom right corner of the screen, telling you who owns the field, what's growing on it, the stage of growth it's in, how fertilized and how contaminated with weeds it is, and if it needs plowing or lime. This is a great way to see all of the pertinent information on a field at one time, helping you make better management decisions. The only thing I wish is that GIANTS had added the ability to bring that box up by clicking on a field in the map – this would allow for easier decision-making when buying lands, as well as provide another mechanism for more effective management. That being said, the map will still show you want you want to know by changing its filters, just as it's done in the past.
Speaking of buying land, this is yet another change to the game that mixes things up fairly significantly. Instead of buying individual fields, you now buy entire tracts of land, including any trees and open spaces on them. This means that you can't mow grass or cut trees anywhere you please anymore – you need to own the land if you want to modify it in any way. This means thinking more strategically about the areas you want to buy, particularly if you want to do any forestry or build structures. "Build structures?" you say? Yes, GIANTS has also greatly enhanced the way that placeable buildings work in Farming Simulator 19.
As mentioned earlier, there are two difficulty levels that see you starting out with no land or buildings to your name. In order to grow your own crops, you need to buy your own land. If you want to store crops in a silo, you'll need to build one. The maps no longer feature set points to house each type of animal, but rather there are two different sizes of purchasable enclosures for each of them. This necessitates some forethought in terms of managing your finances as well as leaving available space on your property to build these structures. What is also allows for is total customization, since you can locate all of your animals close to each other if you'd like, or close to some other key point (such as your silage bunkers, which are also placeable). One thing this also does is make the game slightly more difficult in terms of being able to start caring for animals, since it adds an extra step – and cost.
The placeable system works fairly well, as GIANTS has added an "auto-leveling" ability to the terrain so that when placing a structure, the ground will automatically flatten in that area. This did come with some issues, however, as I struggled at times to find places to place my buildings that didn't result in at least a couple of the sides being surrounded by a steep – though short – hill. This meant that there was more than one occasion where I had difficulties in accessing my buildings – such as a horse paddock – with the equipment needed to care for those animals, since it almost felt like a raised platform of sorts. Understandably, the game can't allow a building to be built on an angle, and the auto-leveling on a slight slope results in one end of the structure to be raised above the ground. However, it would be great if there were a better way than the current system to visualize how the building will look once it has been placed. Alternatively, players will just have to be extremely careful in determining where to build their farm.
Players will indeed need to be careful when placing buildings, as one fairly significant gripe that I had with the placeable system was that of cost. The buildings themselves are priced reasonably, and don't present a large barrier to entry (e.g., for the various types of animals). However, if your location of choice requires some additional terrain modification, this is reflected in heightened "construction costs". For instance, at one point I constructed a large chicken coop, which is listed at $40,000 in the game's shop. After selecting a portion of an existing field that I owned (which looked quite flat, mind you), the fairly minor terrain modifications resulted in a total construction cost of over $133,000. At first I thought that there was no indication of the increased cost prior to placing the building, however I have since discovered that the help menu (which I had turned off) does in fact show the projected cost of terrain modifications. Regardless, these incredibly inflated costs could leave players frustrated with needing to spend much more of their money than intended on buildings, particularly if they don't know just how much until they buy (if they're like me and turned off the help menu). It also came to my attention that the buildings can be adjusted higher or lower before placing them in order to avoid the creation of hills and the associated costs, however this wasn't well explaiend.
There's definitely an argument to be made in favour of the construction costs: ground doesn't just magically move itself, after all, and if it's realism we're aiming for, there would certainly be a cost associated with this. However, in my opinion these costs should be significantly lower for the purposes of the game, and I feel that without clearer instructions around placing buildings and the total costs of doing so, this new feature may not be well-received.
There are two sizes of each animal enclosure available for purchase/placing, depending on how many you'd like to house. Animal care works the same way it did in Farming Simulator 17, with each enclosure requiring some, if not all, of a combination of feed, water, and straw. Most notable in the animal portion of the game is the addition of horses, which must be "trained" by riding them each in-game day in order to raise their grade (and thus their value). I was blown away by the animation of the horses, and I love that they offer something very different from what players are used to with respect to caring for (and profiting from) an animal in the game.
Logging hasn't changed significantly, with the exception of new equipment from Komatsu and MAN being added. The new Komatsu tree feller and forwarder work identically to the PONSSE machines from Farming Simulator 17 (which have returned to the lineup), but the MAN truck with an attached crane offers a new way to transport logs. The physics of logging seems largely the same as well, though I found that the logs didn't seem to bounce around as much as before (or maybe my loading skills have just improved!). There is also an optional "boom assist" that simplifies the controls of some of the more complex crane equipment somewhat, reducing the number of button combinations required to effectively operate them – this should be a welcome addition for novice players, as working the cranes could be daunting for those unfamiliar with them. Ultimately, the forestry side of the game still offers a nice change of pace from the typical farming activities, and the need to buy land in order to harvest the trees on it adds a bit of a fresh twist.
If you're looking for a way to make some extra cash in the game, the contracts system has also had an overhaul. You can now choose whether to use your own equipment while doing jobs such as seeding, fertilizing, or harvesting crops for other (non player-controlled) farmers around the map, or use equipment borrowed from the farmer for a reduced wage (which was the only option in Farming Simulator 17). The even bigger change here is the elimination of any time limit for completing the contracts, and it is a welcome one. Now if you engage in a long mission (some of the larger ones in Farming Simulator 17's base game were upwards of 2 or 3 hours) you'll no longer be stuck: you can leave the field to tend to your own farm, or even save and quit your game and return later, with no penalty.
This is much more realistic as well as more forgiving, as players can now more readily accept large jobs without giving up the opportunity to progress their own farms at the same time. You can even hire a worker to keep your contract work progressing if you need to go tend to other business on your farm, however if you use one to complete the entire task, you won't end up making any money. As another added bonus to the new contracts system, the "transport" type jobs – popular in Farming Simulator 15 but removed for Farming Simulator 17 – have returned, which provides some additional variety to the types of contracts available.
Also new in Farming Simulator 19 is the ability to undertake contracts in the game's multiplayer mode. This adds a new way for players to make money while others in their crew go about other farming tasks, which allows for greater diversity in how a group can approach their farm. However, this relatively significant change pales in comparison to the other enhancements offered to the multiplayer.
In past Farming Simulator games, one player controlled the "bank account" on a multiplayer server, doling out money to allow their friends to purchase new equipment or land (if they were feeling nice). Most of the time, this meant that players essentially worked for "free" when in a multiplayer server, simply working towards building up one set of equipment, land, animals, etc. However, these times are behind us now. Farming Simulator 19 introduces the ability for players to have entirely separate farms, with their own land, equipment, buildings, animals, and bank accounts. This allows for "competitive" farming if desired, as players can each start their own farm and see who can make the most cash in the shortest time.
This shift opens up a world of possibilities for those who like to play the game together. Want to start a farm together and build it up like you did in previous games? Go ahead. You'd rather specialize in cows, and your friend would like to build a farm across the map where they raise horses? Sure thing. Can another friend join and exclusively do custom baling – that is, simply buy haying and baling equipment and sell the bales to the other two players? You bet! You can add and remove players from separate farms at will, and a player doesn't have to "leave" their own farm and equipment behind to work on yours. You can grant them "contractor status", which means that they can 1use their own purchased equipment to conduct work on your fields – or use your equipment to help you complete a task, such as a particularly large harvest.
This is a massive change to how Farming Simulator's multiplayer mode functions. I was blown away by how seamlessly I was able to grant – and take away – contractor status and how the permissions of those I was playing with changed instantly. I took away contractor status while a friend was in the midst of fertilizing one of my fields, and it instantly told him that he no longer had access to that land. I'm incredibly excited by the possibilities of being able to specialize in certain areas and co-exist with other farms that may specialize in something entirely different, and the options that gives all of the players involved.
There are still a few issues with the multiplayer mode at this point – the synchronization of data between players when a new farmer joins the server still takes a short time, though I believe that GIANTS has reduced the length of the synchronization significantly (this may also be accredited to my server being 100/100 Mbits per second, so the synchronization time may differ on slower connections). I also experienced freezing the first couple of times that I attempted to create a server, however after being able to create farms and start playing with no issues, I didn't encounter any freezing when quitting the game and re-creating/joining it.
I'd be remiss not to mention that one major gripe that players have had with the game's multiplayer has been addressed in Farming Simulator 19. Players still need to have the same mods as the server host downloaded and installed on their machine in order to join the server, however they will now be shown a list of the required mods before joining – and the game even presents an option to go to GIANTS' ModHub to download what's missing. This should make it much easier to identify what you're missing and allow you to get past administrative details and into playing the game much more quickly.
There are so many new things in Farming Simulator 19, from big new features to small enhancements to subtle world-building. I was a big fan of both Farming Simulator 15 and 17 and felt they were fairly complete packages, and so I am astonished by the advancement that Farming Simulator 19 presents for the series. There are certainly some bugs that need to be rectified, and additional tweaks to the new systems could help improve the game even further. However, there is so much to love about this game and the dedication by GIANTS to continually improve it, despite the lack of any serious competition.
During my time with Farming Simulator 19, one word has consistently risen to the forefront of my thoughts: immersion. Each of the enhancements that GIANTS has implemented bring the game closer to mimicking real life. If you're fixin' to feel like a farmer, this is the place to start. Don't let that scare you – it's still a simulation game. You won't be needing crop insurance or a veterinarian on speed dial, but what GIANTS has built with this game raises the bar for agricultural simulation games – or rather, simulation games in general. Farming Simulator 19 stands out as the best in the series, in spite of a slight misstep with the farm building and some other glitches, which will hopefully be rectified post-release. There have been many changes to the game, and ultimately I feel that not one of them is a step backward. With Farming Simulator 19, GIANTS has taken the series to the next level. I'll be farming these virtual fields for a long time to come!
If you're fixin' to feel like a farmer, Farming Simulator 19 is the place to start. What GIANTS Software has built with this game raises the bar not only for agricultural sims, but for simulation games in general.
The review copy of this game was a digital code provided by the developer.
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Barcadia's "lush" gameroom includes old-style arcade games like Ms. Pac Man. Ms. Pac Man!
An impressive rooftop offers a wraparound bar, views of downtown and a tasty menu, while downstairs has a dog-friendly outdoor area, massive flatscreens and stadium-style seating.
Our readers have strong ideas for where they'd like to enjoy a birthday party, and laughs elicited by the goofball comics of Four Day Weekend were at the top of their list.
Margaritas by the pitcher and enchiladas and fajitas on the shaded patio have been a Fort Worth birthday institution for years.
This retro bar is a great place to hang out. Ask the bartender to name a cocktail after you, and be sure to try the alcohol-absorbent artisan pizzas from a food truck that parks in back of The Usual.
The magazine's readers regularly gripe there aren't enough dog-friendly patios in the city. Here's one they like: the Woodshed allows dogs in the gravel area of the patio, which overlooks the Trinity Trail and Colonial Country Club across the water. And in case your pooch is overcome by the aromas, Woodshed offers a special menu for your dog.
One of the city's most relaxed bars and patios is also Fido-friendly.
Reader Pick: Acre Distilling Co.
Acre Distilling sits in downtown Fort Worth's old Keg Steakhouse space, in the middle of the historic Hell's Half Acre, known for its gambling, alcohol, lawlessness, and general carrying on. So, naturally, our readers singled this new bar and restaurant out as a great spot for a first date. Acre, named after the district, makes its own spirits, serves them up in cocktails at the bar, and sells them to take home. Alcohol not your taste? Acre also sells Avoca coffees, pastries in the morning, sandwiches at lunch, and flat bread pizzas and cheese boards in the evening.
Enjoy a glass of wine, or a flight, with a cheese board or food delivered from another restaurant. Hang out the entire evening, or take a stroll around the West 7th district.
This West Side art studio has a simple draw: get a little tipsy, get the creative going over wine and hors d'oeuvres, make a piece of art to go home.
Kent & Co. has Fort Worth's finest wine minds, according to Fort Worth, Texas magazine's readers. Pair that with the artisanal cheeses and other snacks and relax in Kent & Co.'s open-air conversation pits for a perfect evening out.
Whiskey & Rye's luxuriant environs, pool tables, multiple TV screens, and bar made this a top choice for Guy's Night Out.
The Live Oak, in the heart of West Magnolia, offers multiple experiences for music lovers: the Music Hall, with its state-of-the-art systems and full bar, that's a favorite of musicians and music lovers; adjacent 50s-era lounge; rooftop with full bar and dining that hosts free music most nights; and patios that also host live music.
This rustic Southside bar just off of the South Main Street regularly hosts bands. Can't find a seat inside the jammed bar? Sit outside on the covered patio. You can still hear the music.
This is a great under-the-radar spot for a quiet date, gathering of friends, or a glass before dinner at Bob's Steak & Chop House next door. Connected to Bob's, you can enjoy the ample Bob's wine list and strong appetizer menu.
Most recently a bookstore, this old space now houses Thompson's, a throw-back lounge offering craft cocktails and music.
This new offering from Kevin von Ehrenfried, who launched the Humperdinks brewpub in Arlington in 1995, is housed in a historic building rehabbed by the Near Southside developer Dak Hatfield. You can fill up your growler from Pouring Glory's immense lineup of craft beers. Want to try a sample before filling up? Pouring Glory offers small tasters for $3. To absorb the beer, Pouring Glory also offers a menu of sandwiches, salads, tacos, and shareables including the popular Brisket Home Slice Nacho, fresh-cut fries covered with melted cheddar jack cheese, chopped brisket, green onions, roasted jalapenos, and smoked bacon, with porter barbecue and sour cream sauce.
Fort Worth's big outdoor venue in the Clearfork development abuts the Trinity Trail and is next door to the Trailhead at Clearfork, home to Press Café, Mellow Johnny's bike shop, and Pedal Hard training center.
Rooftop dining and bar service, and nighttime views overlooking Sundance Square made Reata's rooftop bar an obvious choice among the magazine's readers for Best View in the city.
The Marquis' second-floor, wooden-floored ballroom and old-style spiral staircase offering ample opportunities for grand entry make this a popular site in Fort Worth for wedding receptions.
Another popular wedding reception pick, the Modern transforms its cavernous foyer into a grand ballroom flooded with natural light and overlooking Tadao Ando's magnificent reflecting pond. And then there are the food services provided by the acclaimed Café Modern.


Mom's lasagna. Homemade chocolate chip cookies straight from the oven. Steak sizzling on the grill. Roasted turkey and stuffing. Flame-broiled hamburgers. Good-quality dark chocolate.
Is your mouth watering at the very thought of some of these foods? Sorry to break it to you, but a recent study found that humans are not able to salivate at the thought of food.
"We are not like dogs -- in particular, we're not like Pavlov's dogs -- and don't have conditioned salivary reflexes," says lead author Guy Carpenter.
In the small study, published in the Journal of Texture Studies, British researchers tried to determine if a mouthwatering sensation exists in humans at the suggestion of food. They rounded up 5 healthy people and first showed them pictures of different foods -- from pizza and Thai curry to grilled chicken and baked pasta.
Using cotton pads inside the cheeks and suction devices under the tongue, scientists collected saliva samples from participants as they viewed this visual feast.
Looking at photographs, which simulates thinking about food in real life, didn't increase the amount of saliva flowing from any of the major salivary glands, before or after eating a meal. In other words, a "mouthwatering sensation" wasn't seen in the participants whether they were hungry or not.
Although food advertisers may want consumers to believe that pictures of food can have a mouthwatering influence, this study found it wasn't the case.
In another experiment, researchers observed how much moisture the mouth produced when volunteers could see and smell a bowl of hot noodles. And a third test, gathered saliva samples before, during, and after participants ate their lunch.
Smelling food's aromas increased saliva secretions more so than holding food or looking at pictures of it. But the largest quantities of spit flowed when participants actually tasted and chewed food.
"This study reinforces the idea that merely thinking of food doesn't cause a faster rate of saliva into the mouth," says Carpenter, a senior lecturer in oral and mucosal biology at King's College London Dental Institute.
Mouthwatering, he says, is not a true salivary reflex, meaning a stimuli that can increase saliva secretion for prolonged periods. Instead Carpenter proposes the mouthwatering sensation "is due to small squirts of saliva entering the mouth when facial muscles squeeze on dilated salivary ducts."
Carpenter says "to increase the anticipation and mouthwatering aspect" of a meal, "increase the smells."
Readers, tell us what are the food smells that always make your mouth water?


Colman Florist designs and delivers Funeral and Sympathy Flowers, including casket sprays, standing flower sprays, funeral wreaths, funeral hearts, and sympathy plants. Daily delivery to all funeral homes in Rock Island, IL and surrounding areas. Please call (309) 786-4433 for a more customized experience.


A Kel-Tec PF-9 9mm pistol, the same model used by George Zimmerman in the shooting of Florida teen Trayvon Martin.
As the controversy surrounding the shooting death of Trayvon Martin continues, relatively little has come out about the weapon in question. Even less is known about how it was used and at what point George Zimmerman decided to fire it.
According to a Orlando Sentinel report on Monday, police said a single shot was fired as Martin pounded on Zimmerman while the two were fighting, and the bullet hit Martin in the chest. According to a police report, Zimmerman said he had shot Martin and was still armed. An officer found his weapon, a black Kel-Tec PF-9 9mm semi-automatic pistol, in a holster placed on his waistband. As Zimmerman was taken for questioning, the gun was taken from him and placed in police evidence. Demonstrators have demanded that Zimmerman's gun license be revoked, but state statutes prohibit revealing the status of his permit.
The weapon, manufactured by Cocoa, Fla.-based Kel-Tec CNC, is a well-known device and not uncommon for police and private ownership, according to Tom Gresham, host of Gun Talk, a Sirius XM radio show. "The particular model is a popular one for concealed carry," he says. "It's a simple firearm, there is nothing unusual about it. This would be a gun any police officer would carry for personal protection." A concealed carry permit allows a person to carry a gun or other weapon in a covered manner, either on his person or elsewhere, like in his glove compartment.
It weighs about 12 oz. unloaded, has a five-pound trigger pull and has an automatic hammer block safety, which prevents it from firing when dropped. It is also "double-action only," which means the trigger must be pulled fully in order to fire. In his ownership of the weapon, Zimmerman is not unlike millions of other licensed gun owners.
But when it comes to exactly why Trayvon Martin was killed, and whether Zimmerman firing the weapon was justified, the case enters a cloudy area. "It seems pretty clear to me that 'Stand Your Ground' is irrelevant in this case," Gresham says. "People call my show and ask all the time, 'What should I do?' If you are in fear of your life or great bodily harm, you are in most states justified" in using deadly force.
Meanwhile, acting Sanford Police Chief Darren Scott announced an internal investigation into how Zimmerman's statement to police was leaked to the Sentinel. The same leak also revealed that Martin had been suspended from school for possession of an empty marijuana baggie. His family's attorney, Benjamin Crump, has said the expulsion is irrelevant to the case."Whatever Trayvon Martin was suspended for had absolutely no bearing on what happened the night of February 26th," he said.


text:
Climate Consensus - the 97%
Climate science denial
Study: Katharine Hayhoe is successfully convincing doubtful evangelicals about climate change
A new study finds that a lecture from evangelical climate scientist Katharine Hayhoe successfully educates evangelical college students, validating the "trusted sources" approach
Dana Nuccitelli
Mon 28 Aug 2017 06.00 EDT Last modified on Wed 14 Feb 2018 11.57 EST
Katharine Hayhoe speaks about climate change to students and faculty at Wayland Baptist University on November 9, 2011, in Plainview, Texas. Photograph: Chicago Tribune/MCT via Getty Images
Approximately one-quarter of Americans identify as evangelical Christians, and that group also tends to be more resistant to the reality of human-caused global warming. As a new paper by Brian Webb and Doug Hayhoe notes:
a 2008 study found that just 44% of evangelicals believed global warming to be caused mostly by human activities, compared to 64% of nonevangelicals (Smith and Leiserowitz, 2013) while, a 2011 survey found that only 27% of white evangelicals believed there to be a scientific consensus on climate change, compared to 40% of the American public (Public Religion Research Institute, 2011).
These findings appear to stem from two primary factors. First, evangelicals tend to be socially and politically conservative, and climate change is among the many issues that have become politically polarized in America. Second, there is sometimes a perceived conflict between science and religion, as Christians distrust what they perceive as scientists' "moral agenda" on issues like evolution, stem cell research, and climate change. As Webb and Hayhoe describe it:
theological conservatism, scientific skepticism, political affiliation, and sociocultural influences have reinforced one another to instill climate skepticism into the evangelical tribe mentality, thus creating a formidable barrier to climate education efforts.
Evangelical climate leaders
There are also evangelicals who have tried to convince their peer group about the reality of human-caused climate change and our moral obligation to address it. These include the Evangelical Environmental Network, the Evangelical Climate Initiative, the Young Evangelicals for Climate Action, and evangelical climate scientists like Sir John Houghton and Doug Hayhoe's daughter Katharine Hayhoe (one of TIME magazine's 100 most influential people). However, a majority of evangelicals continue to reject the reality of human-caused climate change, and there hasn't been research quantifying the effectiveness of these evangelical climate leadership efforts.
Brian Webb and Doug Hayhoe's study did just that by testing the effectiveness of a climate lecture delivered by Katharine Hayhoe to undergraduate students at the predominantly evangelical Houghton College in New York. Approximately half of the participants self-identified as conservatives and Republicans, 28% as liberals and Democrats, and the remainder as neither liberal nor conservative. 63% of the participants identified as evangelicals (most of the rest were of other Christian denominations).
Katharine Hayhoe's lecture presented climate science information through the lens of an evangelical tradition. In addition to presenting scientific evidence, it included an introduction about the difference between faith and science (faith is based on things that are spiritually discerned, whereas science is based on observation). About six minutes of the 33- to 53-minute lectures were devoted to theology-based ethics.
Hayhoe lecture's effectiveness
The participants filled out a survey before and after the lecture, detailing their acceptance that global warming is happening, its cause, whether there's a scientific consensus, how high of a priority they consider it, how worried they are about it, and how much it will harm various groups. The results showed an increase in pro-climate beliefs for every single question after listening to Katharine Hayhoe's lecture.
Acceptance that global warming is happening increased for 48% of participants, and that humans are causing it for 39%. Awareness of the expert scientific consensus increased among 27% of participants. 52% were more worried about climate change after watching the lecture, and 67% increased their responses about how much harm climate change will do. 55% of participants viewed addressing climate change a higher priority after attending Katharine Hayhoe's lecture. For most of the remaining participants, there was no change in responses to these questions.
By testing three different lecture approaches, Webb and Hayhoe also concluded that the lecture was equally effective when presented in person or as a recorded video, and that adding material about common climate misconceptions didn't make the lecture any more effective.
Facts matter – especially when they come from trusted sources
There's been some debate among social scientists about how much facts matter in today's politically polarized society. Some have warned about the "smart idiots" effect, in which people who are more knowledgeable are often less persuadable, essentially because they have more tools with which to reject information they find inconvenient. However, other research has shown that climate-specific knowledge does increase peoples' acceptance of human-caused global warming. The question then becomes how to arm people with that climate-specific knowledge.
One thing most social scientists agree on is that people are more open to information when it comes from "trusted sources" – people with whom they have shared values. For evangelicals, Katharine Hayhoe is a perfect example, and this study confirms that her lectures are effective at informing evangelical college students about climate change.
Other climate scientists can follow Hayhoe's successful example by identifying groups whose membership is predominantly skeptical about human-caused global warming, with whom the individual scientist shares a commonality that will make him or her a trusted source of information. This could consist of religious beliefs, political leanings, or other shared values. This study has shown that the trusted source approach is an effective one at breaking through individuals' resistance to the realities of human-caused climate change.
Climate change (Environment)
Climate change (Science)

redpajama_set_name: RedPajamaCommonCrawl


text:
financial facelift
Have these 36 year olds saved enough to achieve financial independence?
Dianne Maley
This article was published more than 1 year ago. Some information may no longer be current.
Galit Rodan/The Globe and Mail
With substantial savings and investments for their age, Joan and James's aspirations are catching FIRE – the acronym for the "financial independence, retire early" movement inspiring high-earning young people and defined by frugality and extreme savings.
"My partner and I are both 36 and live in Toronto," Joan writes in an e-mail. They pay a little more than $2,000 a month in rent and have no immediate plans to buy a house or condo. They have no debt and no plans for children, Joan adds.
James earns up to $200,000 a year, depending on bonuses and stock options. Joan makes $45,000 a year.
"We have about $1-million invested in exchange-traded funds, with an additional $100,000 in savings accounts," Joan writes. "We put aside $6,500 a month toward further investments and retirement savings," she adds.
They are wondering whether they could retire and perhaps work part-time at age 45 or even sooner. "We do enjoy dining out, going on vacation a few times a year, and just generally not having to feel concerned about making good-quality purchases when we want to," Joan writes. They want to maintain their lifestyle.
Their one big concern is "unfortunate medical circumstances" later in life that would require one or both of them to go into a retirement home or assisted-living community, Joan adds. "Will we have enough financial security to be able to afford a really nice place?" she asks.
We asked Warren MacKenzie, head of financial planning at Optimize Wealth Management in Toronto, to look at Joan and James's situation.
What the expert says
Proponents of the FIRE philosophy focus more on financial independence than completely retiring from any kind of work, Mr. MacKenzie says. If they simply retired, they would risk being bored, which can ruin retirement and relationships. Instead, many look for more fulfilling work, taking part-time jobs and doing volunteer work. Joan and James, for example, are passionate about animal welfare and the environment.
Ideally, they could earn enough to cover most of their living costs at least until they began collecting Canada Pension Plan and Old Age Security benefits.
But suppose they never worked for money again. FIRE believers have a rule of thumb that says for a 30-year retirement, people should have capital equal to 25 times their annual spending, Mr. MacKenzie says. "Given that Joan and James's desired level of spending is $80,000 a year, that would mean they would need investments of about $2-million. If they retire from their jobs at age 45, they could have a 50-year retirement, the planner says, "so by this rule of thumb, they would need more."
However, they may do some part-time work, and eventually they'll receive OAS and CPP benefits, the planner notes. "Since the $80,000 spending target includes about $30,000 for travel and other non-essential expenses, they could retire by age 42 if they were willing to cut their discretionary spending if necessary," he says.
This assumes that while they are still working, they continue to save more than $70,000 a year and earn an average real rate of return of 2 per cent on their investments – that is, a 4 per cent nominal return after fees minus 2-per-cent inflation. "Mind you, a lot can happen in six years, so their plan would need to be regularly updated to see if they're still on track," he says. Preserving the purchasing power of their savings would be critical.
With no children to look after them in their old age, Joan and James wonder whether they would have enough to cover the cost of long-term care if needed, the planner notes. They estimate the cost could be as much as $8,000 a month, in today's dollars, for each of them. "If they are worried about health care and the possibility of needing nursing-home care, they might want to get some quotes for critical illness insurance and consider a long-term health care insurance policy."
Next, the planner looks at the couple's investments. "Everyone who would like early retirement needs a proper 'goals-based' financial plan," Mr. MacKenzie says. In order to maintain their financial security, here are some changes they should consider.
First, lower their risk. "They are taking much more risk than is necessary to achieve their goals," he says. They are do-it-yourself investors and almost 90 per cent of the portfolio is in equity exchange-traded funds. "They should have a much larger allocation to cash and fixed income so that they would have some 'dry powder' to buy more equities during the next big drop in the stock market."
The high allocation to stocks is not too big a problem as long as they are still working and saving more than $70,000 a year, the planner says. "They can always delay retirement if their investment portfolio drops in value by 50 per cent."
But if the stock market plunges after they have retired, "then they would have to significantly cut back on their spending in order to avoid running out of money in their old age." Given today's economic uncertainty, most retirees and those nearing retirement should be in defensive investments, Mr. MacKenzie adds.
Given the couple's long time horizon, and with no need for a high level of liquidity, he suggests they add some alternative investments such as private equity and private debt funds to their holdings. "An allocation to these investments would be expected to reduce volatility and slightly increase returns." The couple should make sure they understand whatever risks might be involved in these securities as well as costs that are not readily apparent.
To minimize income taxes in retirement, both parties ideally should have equal income. One way to achieve this would be for James to immediately begin paying all the expenses, allowing Joan to save all of her income between now and retirement. "If they don't do this, in retirement James will have higher investment income and will be in a higher tax bracket," Mr. MacKenzie says.
In their early retirement years, their only income will be from investments and they'll be in a low tax bracket. They could each withdraw enough from their registered retirement savings plan (RRSP) or registered retirement income fund (RRIF) to bring their income up to $47,740, the top of the lowest tax bracket.
James should set up a spousal RRSP for Joan and make his RRSP contributions to Joan's spousal plan until their RRSPs are equal in size, the planner says. As well, they should continue to contribute the maximum to their tax-free savings accounts (TFSAs) each year.
The people: James and Joan, both 36
The problem: Have they saved enough to achieve financial independence?
The plan: Be prepared to work part-time once they have left their current jobs as well as cut spending if necessary. Lower their investment risk to match their goals. Strive to split income in retirement.
The payoff: A better appreciation of what financial independence really means.
Monthly net income (variable): $14,250
Assets: Her bank accounts $30,000; his bank accounts $70,000; joint non-registered account $530,000; her TFSA $100,000; his TFSA $100,000; her RRSP $105,000; his RRSP $320,000. Total: $1.26-million
Monthly outlays: Rent, including utilities $2,150; home insurance $25; garden $10; transportation $350; groceries $575; clothing $150; gifts $120; charity $420; vacation, travel $1,100; other discretionary $750; personal care $160; club memberships $80; dining out, entertainment $480; pets $550; sports, hobbies $300; subscriptions $75; prescriptions $45; vitamins, supplements $75; phones, internet $95; RRSPs $3,000; TFSAs $1,000. Total: $11,510. Surplus of $2,740 goes to additional investments, retirement savings.
Liabilities: None
Want a free financial facelift? E-mail finfacelift@gmail.com.
Some details may be changed to protect the privacy of the persons profiled.
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Can Ned and Nancy meet their retirement spending target without having to downsize?
Can Beatrice, 91, afford to stay in her home indefinitely?
How can debt-laden Pauline and Perry prioritize paying off family loans?


The 5-Step Render Workflow® is an educational format which allows teachers and users to structure their work with V-Ray in 5 precise steps.
The method, devised by Ciro Sannino, has been developed and shared with instructors from different backgrounds scattered in various parts of the world.
The 5SRW certification will certify that a student has strong photography and V-Ray knowledge and is able to apply the 5 steps method. In order to obtain this certification the user must demonstrate knowledge of the standards of the 5srw process for the production of a photorealistic rendering. The 5SRW exam is divided into two phases: a first phase in which the candidate must answer multiple-choice questions, and a practical second phase in which the candidate will receive scenes to develop using the 5SRW process.
The schematic and academic approach is perfect to be taught in universities.


Companies in a variety of industries have to make certain their marketing strategies are updated, this really is to make sure that they're rivaling everybody within their industry because there are techniques that you are passing up on. Internet marketing including internet search engine optimization (Search engine optimization) have grown to be popular available on the market because it is an inexpensive marketing strategies that may really repay for an organization that's searching to improve their presence online.
With customers performing searches online via search engines like google for example Google every single day the opportunity to get the company seen and recognised on the internet is something which shouldn't be passed up. More than a billion searches are conducted on the internet every single day which is an extraordinary figure. There are lots of methods for giving your organization an online business without costing a lot of money as numerous information mill still feeling the pinch in the economy downturn. There are lots of agencies available which have leaped around the internet marketing bandwagon so if you choose to play one to improve your web presence you will want to make certain that they'll support their claims with relevant experience that will offer real recent results for your organization.
You will find constant alterations in the internet search engine industry because the various search engines are earning changes for their algorithms from time to time. What this means is you will require an Search engine optimization company which has their finger around the pulse whatsoever occasions and can provide you with the most recent techniques. There are lots of Search engine optimization blogs that you'll be in a position to read and discover the most recent changes like the Panda Update, Google Shopping and native Search. Although read what they are, you'll depend in your agency so that you can know very well what these updates mean for your business and steps to make the many of these.
Strategy depends upon the organization and industry that you're in and that's why experience of your field is essential to possess because they can comprehend the market and know the easiest method to start your strategy. Request rankings along with other achievements that they're going to have experienced previously which should demonstrate that there's likely to potential there. Be cautious when selecting the best company for your requirements and make certain that you're obtaining the complete package.


The DragRacingOnline.com AA Funny Car Challenge returns for its eighth season after a one-year hiatus.
The DragRacingOnline.com AA/FC Challenge series strictly adheres to the NHRA Heritage safety rules and most of their other rules. The only exception has been that DRO uses a go/no-go gauge to verify the fuel pumps legality.
Today DRO AA/FC Series administrator, Jeff Burk, announced that effective at the Sept. 8-9 DRO AA/FC Challenge at the Funny Car Nationals at U.S. 131 Motorsports Park in Martin, MI, the 44amp magneto will be legal.
"I decided to make this change for the following reasons.," explained Burk. "First the old style points mags have problems when in RPM ranges above 9000 engine rpm. NHRA Heritage rule makers recognized that issue when Top Fuel cars originally limited to a points mag had major engine problems traced to the points mag at engine RPM above 9000 rpm. They made the 44-amp mags legal and saved the class.
"Second," Burk continued, "today 9500-10,300 shift points for AA/FC teams aren't uncommon and now the Funny Car teams are having the same issues that the Top Fuel racers were having.
No crank trigger devices and no use of MSD "Grid"
NHRA Hot Rod Heritage Series rules apply except that the fuel pump does NOT have to be certified and flowed by K.J. Crawford. It MUST be an approved part number.
The Challenge is an open eight-car or six-car qualified field. The NHRA Sportsman ladder is used (1 vs. 5, 2 vs. 6, etc.) In a six-car field, the quickest first-round loser comes back.
In qualifying, racers with highest number of points get first choice of when they will run.
NHRA Heritage rear-tire rules apply.
NHRA safety rules apply. Front carbon fiber brakes not required unless car goes faster than 250 mph. If your car goes faster than 250 mph you will be allowed to finish the event with steel brakes, but carbon fiber brakes must be installed before competing in the next DRO event.
One points-type magneto with a single coil. NO dual coils are allowed.
6:71 supercharger, maximum of 18.9 percent overdrive allowed.
Single 21-gpm fuel pump. Must have NHRA-approved parts number per Heritage rules.
Break rule: From the semifinals on you must start the car, stage and take the green light in order to earn that rounds money. Break in qualifying and the alternate goes in and you get first round loser points and money.
Winner and runner-up at each event must allow their fuel pumps to be disassembled and checked with a Go/No-Go gauge by Series Administrator, Jeff Burk, or Race Director, Jok Nicholson, in order to receive DRO series points and prize money for that round.
No entry fee. Driver plus five crew members are admitted free. Additional family or crew will be charged regular track admission price.
Thirty (30) points will be awarded for setting a speed or ET record. ET must be backed up at event by second run within one percent to qualify as a new record. NHRA rules will apply for setting a record. Only one speed or ET record can be set per event.
A couple more racers have added their cars to the list for the DRO AA/FC Challenge on July 14-15 at Cedar Falls, Iowa.
The "Iowa Punisher" of Anthony Bronge and "Down-Under Thunder" driven by Bazz Young will be among the cars vying to knock San Antonio winner, Paul Romine, out of the points lead in the second event of the season.
Vic Tiffin in "Gold Digger" and Kevin Lennon are also expected to attend.
The nitro cars will be running on the quarter mile at Cedar Falls Motorsports Park under the lights with qualifying set for 7 and 9 p.m. on Friday and elimination rounds on Saturday at 6, 8, and 10 p.m.


Robin Atkin Downes and more return.
Grasshopper Manufacture has announce the Season Pass content and voice cast for Travis Strikes Again: No More Heroes.
■ Introducing the TSA Voice Cast!
Developed by Dr. Juvenile, the Death Drive Mk-II has six games contained on "Death Balls". It's said that collecting all six and then beating each game allows the player to have one wish granted. Travis and Badman team up to seek out the Death Balls in order to bring Bad Girl back to life.


29/07/2013 · Yes you can be able to set the phone number through iMessage via your ipad2,So here is the process for your issue : 1.If you are updated your software with the IOS 6 version then you must update the applications and settings as well.... To set up iMessage on your iPad, you'll need an Apple ID. Setting It Up Open your iPad's Settings app, tap "Messages" and sign in with your Apple ID and password.
This is because there is no iPhone with a phone number. In case you have an iPhone, you can add that phone number here as well. But, you must be signed in with the same Apple ID on both the devices. 6. The email address (or addresses) you have selected here will be used by the others to communicate with you via iMessage You have now successfully set up iMessage on Mac without iPhone or any how to start win 7 in safe mode Check if you set up sending and receiving iMessages messages by selecting Settings> Messaging and check if iMessage is enabled. Also, check that your phone is set up correctly to receive iMessages: go to Settings> Messaging again and check the addresses and mobile phone numbers listed in the Send and receive options.
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IPad Mini IMessage Set Up / Activation?
How to set up and activate iMessage for iPhone and iPad iMessage lets you send and receive SMS-like text messages, and MMS-style multimedia messages just like a phone through your iCloud account. Instead of a just a phone number, however, it can use your email address, and it only works with other iPads, iPhones, and Macs.
With iMessage to iMessage, you can send a free SMS, Animoji, Memoji and message effects with Wifi connectivity without any carrier charge and is super easy and fast. Along with that, you might be getting issues on Facetime as well while activating on iPhone or iPad.


Eastbourne Borough rounded off their pre-season programme with a comfortable 4-1 win over near neighbours Lewes on Saturday – and manager Jamie Howell can now set his sights on a flying start to the National south campaign when Braintree Town visit the Lane next weekend.
"We have six useful pre-season games behind us, with steady progress throughout. I have narrowed down my squad and we are developing a shape and style of play. Lewes was a very good test and we came through pleasingly.
Howell fielded a line-up which will probably be close to his starting eleven against Braintree. With three strikers – Pinney, Taylor and Odubade – on the field from the start, and the likes of Sergio Torres and Gavin McCallum just behind them, the Sports took the game to Lewes, and only a couple of splendid saves by Chris Winterton kept the first half-hour goalless. Then Nat Pinney, tripped in the box, converted the penalty himself for 1-0.
Torres and his team-mates needed to ride out some feisty challenges and tackling by the Rooks, but they were still creating the better chances, and two minutes after half-time Matt Drage – a powerful influence in midfield – doubled the lead, striding forward from midfield and striking a low shot from just outside the penalty area. Then sweet movement up front saw Odubadi smash home a third goal from Will Hendon's cross, and young substitute Harry Ransom notched the fourth with a triumphant strike off the underside of the bar.
Rooks pounced on a defensive slip for a consolation goal, but this was still a convincing display and a satisfactory month's work for Howell, who has reshaped and rebranded the Borough side. While not quite the finished product yet, there are plenty of reasons for optimism as the National South campaign opens.
Borough: Vose; Hendon, Khinda-John, Simpemba, Redwood; McCallum, Torres, Drage; Odubade, Pinney, Taylor. Subs used: Worrall, Ransom, Street, Crittenden, Horlock, Lovett.


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Home News Agriculture Agri-tech can turn African Savannah into global food basket – African Development...
Agri-tech can turn African Savannah into global food basket – African Development Bank
The African Development Bank has determined that the African Savannah can support the production of maize, soybean, and livestock, and transform the continent into a net exporter of these commodities.
Wildebeest on the Masai Mara, Kenya. Photo © Andrew Watt
The African Development Bank is championing a new regional and global effort to transform the African Savannah from a "Sleeping Giant" to the cradle of the continent's green revolution.
"This sleeping giant needs to wake up," the Bank's Vice-President for Agriculture, Human and Social Development, Jennifer Blanke, told an audience at a 2018 World Food Prize side event in Des Moines, Iowa last week. Blanke described Africa's nearly 400 million hectares of Savannah zones as "the world's largest agricultural frontier," and if a small fraction of that cultivatable land – some 16 million hectares – is transformed, it could well set Africa up to decrease dependence on food imports, feed itself and contribute to feeding the world.
Africa is host to 60% of the world's uncultivated arable land, but currently spends an estimated US$35 billion per year on importing food. This figure is projected to shoot up to US$110 billion by 2025. Africa is importing what it should actually be producing: 22 million metric tons of maize, two million metric tons of soybean, one million metric tons of broiler meat and 10 million metric tons of milk product each year. This situation is made worse when African countries export raw goods outside the continent to be processed into consumer products imported back into Africa for purchase. In essence, Africa is exporting jobs outside the continent, and contributing to Africa's poverty challenges.
The African Development Bank has determined that the African Savannah can support the production of maize, soybean, and livestock, and transform the continent into a net exporter of these commodities. Only ten percent of the African Savannah is under cultivation – better utilized, small sections of Africa's grasslands could provide direct jobs for tens of millions of young people and indirect jobs for many more.
Blanke, who spoke on behalf of African Development Bank President Akinwumi Adesina, noted that all of Africa's Savannah is more than twice as large as Brazil's "Cerrados" that launched that country's farming economy success. She said transforming a small part of Africa's mixed woodland grasslands, in a smart and sustainable way, can produce enough to supply all the continent's maize, soybean, and livestock requirements.
Brazil transformed its tropical Cerrados into a US$54 billion food industry within two decades through skillful development of production technologies for new crop and livestock varieties; innovative soil and crop management programs adapted to the tropics; wide-scale dissemination of new agricultural technologies; low interest loans, and ambitious rural development programs.
The Bank's Technologies for African Agricultural Transformation for the Savannahs (TAAT-S) initiative seeks to transform 16 million Ha out of Africa's 400 million Ha of Savannah into an agribusiness hive for the production of maize, soybean, and livestock. That is just about four percent of the continent's mixed woodland and grassland areas. If African countries can harness the available technologies with the right policies, they will rapidly raise agricultural productivity and incomes for farmers, as well as assure lower food prices for consumers.
Vice President Blanke led a Bank delegation selling the merits of its TAAT-S initiative at the World Food Prize gathering. The Bank's TAAT-S session discussed training, innovation, entrepreneurship, and policy support for transformation of African Savannahs.
To ensure effective implementation, the Bank has looked to Brazil's agri-business success story to engage with organizations with proven track record in tropical and conservation agriculture. These include the Brazilian Research Corporation and the Agricultural Corporation of Brazil, the Argentine Association of Zero-tillage, and the Argentine Agricultural Research Institute – all part of a systematic effort at technology introduction and adaptation.
TAAT-S was launched in October 2017 in Ghana and has since been operating in Zambia, Guinea and Gabon. The Bank expects to launch TAAT-S in Uganda, Kenya, Democratic Republic of Congo, Central African Republic, and Mozambique next year.
When TAAT-S is fully implemented, Africa can expect to double its maize production from a current 50 million metric tons per annum to 100 million metric tons, to triple soybean production from less than three million metric tons to nine million metric tons, and to double livestock production from 8.5 million metric tons to 16 million metric tons by 2025.
The TAAT-S session was part of Borlaug Dialogue International Symposium, held in conjunction with the World Food Prize Laureate Ceremony. The US$250,000 World Food Prize recognizes accomplishments of individuals who have advanced human development by improving the quality, quantity, or availability of food in the world. African Development Bank President Adesina is the 2017 World Food Prize laureate.
African Agricultural Transformation for the Savannahs (TAAT-S)
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Post from the Mississippi
Experiencing history in a canoe
Cultural Studies International
Thomas Turnbull from the Max Planck Institute for the History of Science in Berlin is involved in the project "Mississippi. An Anthropocene River". As part of this venture, Turnbull paddled down a stretch of the Mississippi. He talks about a river that epitomizes the changes that humans have made to natural systems
Mississippi. An Anthropocene River explores the vast region encompassed by the world's fourth largest river. The project's aim is to make this landscape legible as a critical zone of habitation and long term human-environment interaction.
© Max Planck Institute for the History of Science
As a historian, I'm more at home in the archives than in a canoe. A research expedition that offered the opportunity to experience a river up close therefore seemed like quite an adventure. The Mississippi project investigated whether this river could be used to illustrate the Anthropocene, a proposed geological epoch dominated by humanity. The three-month journey along the river from Minnesota to the Gulf of Mexico was a fundamental part of this project. I joined the expedition for a week, traveling from Cairo, Illinois, to New Madrid, Missouri, in the company of other researchers, artists and students from Augsburg University in Minneapolis who were spending the fall semester on and near the river. The impressions I gained on the canoe trip provide an important part of my research, in which I am investigating the history of technical change in the Mississippi Valley. During this trip, I experienced at first hand the positive and negative consequences of past technical intervention in the river's course – the dam and levee system. The dam systems and levees were largely built in the 1930s to make the Mississippi easily navigable and help keep it in its channel. This system kept floods at bay and made it possible to use the river as a nonstop transport route for bulk cargo. Nowadays, however, we know that this construction critically undermined the dynamics of the river system and gave rise to new flood risks.
My starting point was Cairo, a small town on which the deindustrialization of previous decades has clearly left its mark. Nevertheless, the river still strongly resembles an industrial waterway. Tugboats transport cargo day and night, ranging from maize and soybeans to spare parts for oil refineries. Despite their leisurely pace, the tugboats create huge waves and their rattling drowns out the rustling of the nearby trees. Behind the wall of hickory trees and cypresses on the bank, agricultural machinery harvests vast quantities of soybeans, the hoplike scent of which occasionally wafted in our direction. Yet there were hardly ever any people to be seen. It was almost surreal. Day after day, we paddled down the steadily flowing Mississippi – a never-ending conveyor belt of water and sediment. It was much quieter and wilder than I had expected. We camped on sandbanks and tiny islands in the river. The nights were pitch black, illuminated only by the stars, our campfire and the lights shining from tugboats. The crews were no doubt puzzled by the fact that we spent the night on these narrow sandbanks – and sometimes even sang accompanied by a guitar. During the expedition, one of our guides found a tree trunk covered in oyster mushrooms. We watched Asian carp leap out of the brownish water and listened to the birds twittering in the trees. Often, the only signs of human habitation were the garbage of civilization that had washed up onto the banks. We even found a large plastic Star Wars spaceship, half embedded in the mud. Thanks to my experiences on the canoe expedition, I can now think in much more concrete terms about the environmental history of the Mississippi valley and its role in the Anthropocene era – for example about how flood control, industrial agriculture, the transport of fertilizers and power generation are linked by this body of water.
Thomas Turnbull (33)
studied history at King's College London. He worked for organizations including an environmental think tank and a project for the preservation of endangered languages. Afterwards, he studied at the School of Geography and Environment, University of Oxford. In 2017, Turnbull was awarded a doctorate for his thesis on "Energy Resource Conservation in Britain and America, 1865 – 1981". From 2018 to 2020, he was working as a guest scientist at the Max Planck Institute for the History of Science. The Mississippi project and other planned activities are all in keeping with his research interests, which lie between the history of science and historical geography.
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A bean plant displaying phototropism.
Tropisms, also known as tropic responses, movements of plants in response to external directional stimuli.
If a plant its laid on its side, the stem will soon start to bend upward again. This movement (geotropism) is a response to the force of gravity. The stem is said to be negatively geotropic. Roots are generally positive geotropic and grown downward. Phototropisms are bending movements in response to the direction of illumination. Stems are generally positively phototropic (bend toward the light). Most roots are negatively phototropic, although some appear unaffected by light. Some roots exhibit positive hydrotropism: they bend toward moisture. This response is more powerful than the response to gravity; roots can be deflected from their downward course if the plants are watered only on one side.
Tropisms are controlled by differences in concentration of growth hormones. See also auxins.