Turned down hud brightness knob at night-start. Known issue: ACM Panel SW Cool, Gun rate, Missile Prep and Missile Mode lights do not change intensity with ACM panel lighting intensity setting - WIP.įixes to internal and external lights - tweaked all lighting levels and emissive materials for new DCS lighting system. Minor tweaks to flaps overspeed/overG and flaps jamming.Īdjusted fine trim single step intensity (trim should be more precise now). Note: MAK-79 is still WIP and not visible atm. Tweaked canopy glass cockpit and exterior.įixed Jester infinite input loop during TWS-A.Īdded possibility to load 10 Mk20 Rockeyes. HSD, ECMD and TID brightness start with lower values when spawning at dusk or night.įixed Lantirn panel lights appearing without the Lantirn stick being visible. Tweaked value of remaining daylight required to spawn with cockpit lights on - will be generally later in the day now.įixed vertical panels not changing light intensity in sync with other panels.Ĭhanged red flood lights to dim per default when spawning at dusk or night. Laser Maverick does not see Laser spot on a building - fixed.įixed reverted trim descriptions for Yak-52 in localization (RU).Ĭomplete lighting overhaul and readjustment:įixed annunciator lights not being visible. Previously it was only working correctly when using clickable cockpit.Īdded default key combination for Trigger Safety Catch UNLOCK, Trigger Safety Catch LOCK, Stores Release Guard OPEN and Stores Release Guard CLOSE of front cockpit for both C-101EB and C-101CC.įixed C-101EB-Nevada-takeoff mission. Mirror toggles now correctly on/off with keyboard or joystick button when the option is set to OFF in the game UI.
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Many other Perl resources and general information about Perl at ActiveState is available here. The latest documentation for all ActiveState languages, including ActivePerl, is available at. Code collaboration for team development.Gulp, Grunt, Cordova/Phonegap integration.Multi-language syntax checking and highlighting.Integration with the ActiveState Platform.NEW Komodo IDE is now free to use with an ActiveState Platform account on any free or paid tier. Komodo IDE is ActiveState’s multi-language, cross-platform integrated developmentĮnvironment that features powerful editing and debugging support for Python. You must specify a unique installation directory manually. Other installers will not suggest a platform-specific default install directory. The Windows EXE installer will suggest the following default directories to keep them separate: Side-by-Side 圆4 and x86 Installation: On 64 bit operating systems which support 32 bit compatibility, both x86 and 圆4 versions of ActivePerl can be installed on the same system as long as they are installed in separate directories.In particular, do not attempt to use extensions built for an older series builds with ActivePerl 2800 series builds and vice versa. Binary Incompatibility: ActivePerl 2800 series builds (Perl 5.28) are not binary-compatible with the 2400 (Perl 5.24), and older series builds.The fourth number is the ActivePerl build number, which may be followed by a fifth number that specifies a modified build for ActivePerl Enterprise. Version Numbers: The first three numbers of an ActivePerl release correspond to the core Perl version.Complete documentation in HTML format at /activeperl/5.28/.Until ActiveState fully rolls out its new solution, you can (as always) use CPAN to install any additional modules you require into your ActivePerl runtime.įor more information, read the blog post. That doesn’t mean that you’re out in the cold when it comes to installing Perl modules. As a result, starting with ActivePerl 5.28, PPM modules are no longer available. While PPM has been included in all versions of ActivePerl up to and including version 5.26, the number of modules with which it worked has steadily declined. NOTE: PPM is being phased out as ActiveState moves forward with a new and improved solution for Perl package management across all platforms. A set of useful additional CPAN modules “out of the box”.If you need a supported 32-bit or another older/legacy version, you can access it through the ActiveState Platform by subscribing to the Team Tier, Business Tier, or Enterprise Tier.įor more information, see the ActivePerl download page. Latest Windows, Linux, and macOS 64-bit builds are available for free to the ActiveState Perl Dev Kit, ActiveState Tcl Dev Kit, ActivePerl. It provides a one-step installation of all essential Perl modules, and extensive documentation.ĪctivePerl is ActiveState’s quality-assured binary build of Perl. Visit our download pages to get the latest versions: Python Downloads. ActivePerl is ActiveState’s complete and ready-to-install distribution of Perl. This release corresponds to Perl version 5.28.1. Welcome, and thank you for using ActivePerl. dual-function quickening excellent and free tools that can move the data between your mobile phones. 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See below for Google templates to have your students play Farkle. You can continue rolling the dice until you either Pass or Farkle. You cannot earn points by combining dice from different rolls. Scoring is based only on the dice in each roll. The play is passed back and forth as players attempt to gather point-scoring melds while evaluating if the risk of rolling a farkle and losing all unbanked points is worth the lure of getting just a few more points. If you roll and have no point scoring dice you Farkle and have a score of zero for the round. FARKLE is a push-your-luck game in which the objective is to be the first player to accumulate 10.000 points. 3 of a kind or a straight will earn you more points. A 1 is worth 100 points and a 5 is worth 50. The remaining dice may earn you additional points, but if you Farkle, you lose everything you earned during the round. In a nutshell, Farkle is a dice game with 10 rounds to score the most points. If you rolled at least one scoring die, you can bank your points and pass the dice to the next player, or risk the points you just earned during this round by putting some or all of the winning die (dice) aside and rolling the remaining dice. If none of your dice earned points, that's a Farkle! Since you earned no points, you pass the dice to the next player. Points are earned every time you roll a 1 or 5, three of a kind, three pairs, a six-dice straight (1,2,3,4,5,6), or two triplets. You can practice rolling dice on our Dice Roller page. If you choose to re-roll: Re-roll all the. (Refer to the scoring guide.) Now, you may choose to continue and re-roll the remaining dice, or you may choose to stop. When it's your turn, you roll all six dice at the same time. Play progresses in a clockwise order around the table. Each player takes turns rolling the dice. 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Users who are unable to see images depend on alternative text, often abbreviated as “alt text.” Alt text is a short description of the image, residing behind the scenes, where its purpose is to communicate the content of an image to people who can’t see it (for example, a person who is blind, using an audible screen reader or Braille device). The mobility capability for the Mk 19 Mod 3 when mounted on the HMMWV cold be balanced against the vehicle's vulnerability to detection, and destruction. Unless the Mk 19s were employed from defilade/fire from prepared dug-in firing positions, they were very vulnerable. The enemy was expected to attempt to locate and destroy these weapons early in his attack. It could be assigned a priority target or an FPF just like a 60mm mortar. In the defense, the Mk 19 Mod 3 could be effective in both the direct and indirect fire roles. When employed from the M3 tripod with the T&E mechanism, the gun was very accurate for an area type weapon. It might also support the isolation of the objective area by blocking likely avenues of approach with concentrated destructive fires. The weapon could also suppress/destroy enemy weapons and positions on the objective prior to the infantry assault. The Mk 19 Mod 3 could be employed from an overmatch position to provide responsive suppressive fires if enemy contact was made. In the offense, the Mk 19 Mod 3 could be employed similar to the 60mm mortar in the indirect fire role and similar to the TOW missile in the direct-fire role. The methods of controlling indirect fires is the same as the 60mm mortar: direct lay, direct alignment, or an observer to provide corrections and the use of the T&E mechanism to apply these corrections to the gun. The weapon can be employed in an indirect-fire role to engage targets from 800 meters out to the maximum effective range. Both rounds have a bursting radius of 15 meters and a flat trajectory out to 800 meters. An HE round is also available for engaging troops in the open or other soft targets. The standard round of ammunition is HEDP, which can defeat 50mm of rolled homogenous armor (RHA) or 16 inches of concrete. The AN/TVS-5 can be mounted on the weapon to provide effective night fires. The weight of this system precludes manpacking for other than short distances. A container of 48 rounds weighs 64 pounds. The weapon system (gun, tripod, and T&E mechanism) weighs about 120 pounds. The weapon has a sustained rate of fire of 40 rounds each minute and a rapid rate of fire of 60 rounds each minute. The Mk 19 Mod 3 was effective at 1,500 meters against point targets and out to 2,200 meters against area targets. The Mk 19 Mod 3 was also used in the Up-Gunned Weapons Station used on the LVTP7A1/AAVP7A1 and M1117 Armored Security Vehicle, as well as other vehicle pedestal and ring mounts. Associated components of the Mk 19 Mod 3 included: Mk 64 series cradle mount, M3 tripod, and the AN/TVS-5 Night Vision Sight. The M430 High-Explosive Dual-Purpose (HEDP) 40mm grenade will pierce armor up to 2 inches thick, and will produce fragments to kill personnel within 5 meters and wound personnel within 15 meters of the point of impact. The Mk 19 Mod 3 can fire a variety of 40x53mm grenades. The is crew transportable over short distances with limited amounts of ammunition. The Mk 19's firing rate is over 350 grenades per minute and it is effective to ranges of over 2200 meters. The Mk 19 Mod 3 grenade machine gun, also referred to as an automatic grenade launcher, is a 40x53mm self-powered, air-cooled, belt-fed using disintegrating metallic links, blowback operated, crew-served weapon. |
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