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All the answers from the Spectrum AMA with Chris, Todd & Tony

https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/star-citizen-birthday-ama
Will update throughout the AMA
AMA started at 5pm UTC. It's now 6:15pm UTC and looks to have finished. I'll keep an eye on the thread and post more answers if any appear.
Q: What is preventing random FPS AI from appearing on planet/moon surfaces outside of missions or set locations? Is this planned to make the planetary surfaces feel less empty?
Todd: We need some Planetary Nav Mesh work done, we have a fair amount of it completed. Then once that is done we can start to implement it into missions or random encounters. When that is done AI will be able to transition from Ship to Surface smoothly. This will also open us for building creatures (space cow or larger animals) or boids (very small creatures..frogs, birds) to add extra life.
Q: So what's the deal with Theatres of War?
Todd: Currently being worked on and tested, ideally Sean and Rich will give an update to everyone once it is ready for everyone to play.
Q: Death of a Spaceman(https://robertsspaceindustries.com/comm-link/engineering/12879-Death-Of-A-Spaceman) was written way back in February 2013. Obviously, there have been some changes since then(e.g. landing zones were planned to have an in-engine cutscene v. now players pilot in manually which is way cooler in everyone's opinion). While this is probably currently undergoing a design rework, could you tell us what you know to be different now, and what some possible plans are? What's changed?
Chris: Later this month there is going to be a Calling All Devs episode on "Death of a Spaceman" with myself and Richard Tyer, Core Gameplay Director (which includes the Actor teams), where we'll go into the current plans, which you' start to see the results of mid next year as we begin to bring in Medical gameplay. So watch for that as we'll go into the current design which is ready for implementation.
Q: How do you envision NPC crew gameplay? From the small solo explorer in a MISC DUR with a couple of NPCs, to the Carrack or 890 Jump owner wanting to solo explore the universe with 5-6 NPCs, to the Javelin owner that may only have 20 reliable friends and need maybe 50 NPCs. We know it's still a few years away but it has shaped the thinking of us all as we build large fleets and think about how we'll structure our future org and solo gameplay. Todd Papy and Dan Trufin and Tony Zurovec have briefly touched on the subject over the past 3 years like it's pretty well thought out but we only get tiny snippets into something that is going to deeply shape the complexity and growth of the living universe. Like on a medium large ship like a Polaris, or Nautilus or 890J with a mid sized crew where we may only have one or two regular friends we play with daily (mostly reliably) but out on weeks long missions into the black without other friends being able to drop in and out. Would the owneemployer be the only one able to give them direction? Will we be able to assign players as team leaders to small groups of NPCs like engineering, bridge, turrets? Will other friends still be able to drop in and "take remote control" of some of the NPC crew to play with us? (sorry that could be interpreted as a separate question but ties into how we will play with friends and NPC crews)?
Todd: First steps are building out the player functionality to those roles (Captain, Engineer, etc) similar to pilots and turret gunners. We currently have some of those AI functions, like flying the ship, but we would still need to build the "glue" for AI, like what they do off duty. The capt/owner of the ship will need a way to set what roles he wants the NPCs to do. The Capt will also need a way to interface with the AI to tell them what they want them to do, like fly to a set location or attack a certain target. We are still planning to allow players to take remote control of the NPCs.
Q: What is the plan for computers and the blades? Currently we only know about using blades for turret automating and slaving, do you have any other ideas currently for what blades could be used for?
Todd: Here is some things that have been discussed that are being thought of for hardware (new blade) or software (loaded on computer or blade), these would be types of ideas that we would bring online over time:
  • Missile Defense System (Combat) - Automatically fires correct countermeasures to avoid being hit by missiles
  • Encryption/Decryption Blade (Data Runner) - Able to keep data encrypted to prevent theft and also provides the means to attempt to decrypt data.
  • Emissions Controller (Combat) - Allows the pilot to set strict limits on emission production, providing additional warnings and shutting down unnecessary systems automatically.
  • Offensive E-War Blade (Combat) - Enhances existing offensive e-war capability, could speed up or strengthen offensive programs/viruses or offer new ones to run.
  • Defensive E-War Blade (Combat) - Enhances existing defensive e-war capability, grants further protection and reduces potency of offensive programs.
  • Mining Blade (Mining) - Speeds up mining scans and provides additional information (pinpointing pockets of ore, mineral density etc.)
  • Salvage Database (Salvaging) - Speeds up scanning wrecks and provides additional information (pinpoints valuable ship items, shows materials contained within wrecks etc.)
  • Criminal Database (Bounty Hunter) - Provides a list of known criminals or unlawful activity and the ability to accept bounties to track them down and bring them to justice.
  • "Hit List" (Pirate) - Similar to the criminal database but to be used by criminals. Bad people can view and accept contracts to take care of people.
  • Enhanced Route Navigation (Trade / Exploration) - Essentially enhanced starmap/navigation options. Lets the pilot know how dangerous the route is that they are taking, enables them to pick routes based on speed, safety or avoiding certain areas.
  • Trade Database (Trade) - Allows traders to view buy/sell prices in different places in the universe while on the move, rather than having to be at a trade station.
  • Shield Management Blade (Combat) - Provides advanced shield control options to allow finer control.
  • Stellar Charting System (Exploration / General) - Makes it easier to discover jump points if/when they move elsewhere, possibly also makes jump travel easier.
  • Item Lock Blade (Combat) - Further enhances the targeting system to allow the pilot to lock onto specific parts of the ship, so they are able to take out individual systems.
  • Cargo Manifest Masker (Smuggling) - Disguises the items in your cargo manifest to allow you to hide contraband from initial ship scans.
  • Internal Security System (Larger ships) - Provides internal ship info, positions of lifeforms aboard the ship and the ability to lock/unlock individual doors.
  • Drone Management Blade (Larger ships) - Allows ships to control on-board drones
Q: what milestones is left to create dynamic missions?
Tony: One of the larger remaining issues relates to the fact that the current mission UI and associated logic aren’t able to deal with real-time parameters and need to be converted from Flash to Building Blocks. This is also related to why more Service Beacons haven’t been introduced, as UI development with the old system is far slower than with the new tech. Quantum is starting to inject some of its simulation data into the back-end services, which the Dynamic Mission Service requires to make these customized missions available, but the first stages involve only a few distinct types of scenarios. Dynamic Events, on the other hand, are routed through the same system and are a bit more mature, and the first demonstration of that tech was last Spring’s Fleet Week, which was activated for only a brief period of time and which existed across all servers. We’re already in the process of constructing more of these dynamic scenarios, some of which are far more sophisticated.
Q: Can we have an update on Quantum and Quantas?
Tony: We’ve spent a lot of time and effort optimizing the simulation and are now doing tests with as many as two million quanta, but it looks like we won’t need more than 100K per system to get the desired effects. We’ve started to connect some select bits of the simulated data to the backend services that feed the game servers, with things like fuel and repair prices, encounter types and frequencies, and Service Beacons first in line. This will have some dramatic effects on the gameplay experience as it’ll mean that previously disparate things like pirate activity, calls for help, and the price of repairs in an area will finally start to feel like they’re all connected.
Q: There are currently 95 systems, 324 planets, 74 moons, 50 space stations, and 76 asteroid formations in lore. In game and interact with one, we know another is pretty far along, and there should be 2-3 systems that have at least some progress based on progress we can see from Squadron trailers.
We have heard that tools can be developed to speed up the process, and you can look at the lore and see some systems are sigificantly easier to develop than others: Gurzil is just an asteroid field, Tanga is 3 hot planets and no landing zone, etc.
That all said it's still hundreds of planets, moons, asteroid belts, and hero zones that you have to go. Even working at pumping out 10 systems a year it'd take you 9 years from tomorrow to get that all out. So without commenting on tools, what realistically is your plan here?
Are you going to develop a large number of systems in tandem by blocking out the simple ones in mass? Are we going to have more dedicated teams working on systems to try and make them faster? Is there a Rate of systems/year at which you are aiming to add these systems or are you planning 1 large drop with many systems at some point? And, how do you make hero LZs faster, because that seems to be the Biggest spoiler here on the progress.
Todd: We are not ready to go full bore on all of the systems. We are building up the tools, knowledge, and people power to be able to deliver the systems quicker.
Can't talk about tools? That is what allows us to build faster and faster as they get refined! That is how we have adjusted building a moon in year to building one in 2 weeks. We have the same goals for Space stations.
A lot of time and work goes into building up the asset packs. Once we have the assets built we can put locations and planets together fairly quick. Putting gameplay hooks into the locations will take time to place and make locations feel special. Obviously the quality and detail level of the solar systems that were initially planned in the very beginning of crowd funding has drastically changed over production of SC. Once we realized the detail level that we could go into with the planets and the landing zones, we wanted to push the limit of fidelity. Comparing SC to the PrivateeFreelancer systems, you are getting exponential amount of gameplay and detail on each planet and moon.
We are trying to build up the team to deliver solar systems in one drop vs the iterative approach that we are currently doing in Stanton.
Q: Out of many gameplay loops such as mining, exploration, cargo hauling and bounty hunting. Which one of these is your favorite, and which one of these do you see to be most fleshed out in the upcoming future? As I've talked to some people, bounty hunting seems to be a joke around the Verse. As currently there isn't a way to utilize the cryopods for example. And catching individual bounties dead/alive is not a thing yet. Are these some of the things that are going to get ironed out once the core gameplay mechanics are finished, and then polish each individual "profession" as it's needed? And congratulations on Star Citizen birthday! This game could not be made possible without you!
Tony: I’m particularly interested in Bounty Hunting. Right now the missions in this area are predominantly geared towards going somewhere and fighting someone, whereas the major enhancements we’ve got planned will make the hunting aspect a much larger part of the challenge. This will be the first usage of the Virtual NPC tech that allows characters to go about their lives regardless of whether any players are in the vicinity, and a new UI will allow bounty hunters to register to receive select bits of information to help with pursuing their prey, like feedback from Comm Arrays, ATC controllers, and NPC informants.
Q: ...pyro?
Todd: Yes!
Q: SQ42 is currently 6 years behind its original delivery target. Over recent years there has been little communication on updated delivery targets for SQ42. The last information available was the estimated SQ42 beta in Q3 2020 on the now abandoned roadmap. That date has now passed and there has been no communication on whether SQ42 has entered beta. As it stands the community has completely divided opinions on the expected release date of SQ42 with opinions varying from that SQ42 is in beta currently to it being 5+ years away.*
You stated in the pledge (https://robertsspaceindustries.com/the-pledge): "We, the Developer, intend to treat you with the same respect we would give a publisher. You will receive regular updates about the progress of the game."
Given the massive uncertainty on the progress of SQ42 within the community, do you feel as though you have been meeting this objective?
Chris: Tomorrow we’ll be launching the inaugural episode of the “The Briefing Room” a show focused just on Squadron 42, which we are planning to do every quarter (3 months) until Squadron 42 releases, where we will address some of this.
We haven’t been happy with how effectively we’ve been showing progress on Squadron 42, as we felt the previous format didn’t do a good job of all in communicating just how much work is going on. The new roadmap format which we’ve been working towards and on since we announced we would be changing it up will do a much better job in show what people are working on at any given time as opposed to just focusing on deliverable features. I briefly discussed our thinking in https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/atmospheric-room-system-4-years-late3366441
Squadron 42 is a tricky project to communicate on as we really don’t want to give the experience and story away which can make updating on certain content or features challenging.
We DO give regular updates on Squadron 42, even though we haven’t updated the Squadron 42 Roadmap since the beginning of this year with the monthly reports. The most recent one was earlier this week https://mailchi.mp/cloudimperiumgames/squadron-42-update-143128. We also occasionally have content or feature updates on things that will be in Squadron, as we did with the new Vanduul ships in the Inside Star Citizen Episode: Enemy Mine
We also communicate way more than any other developer or publisher than I am aware of in terms of work and progress on Star Citizen, which is the game “The Pledge” was referring to; We have multiple video shows per week, lore updates, developers regularly engage in the forums, have a weekly newsletter and well as regular monthly reports.
I don’t think the issue is whether we treat our community with respect, as that is core tenet of the entire company, or lack of communication; it’s different people want communication in different forms; some want in depth long talky videos, some want just the sizzle videos with pretty graphics. Some people want huge technical treatises on server meshing and others just want the ELI5 version and finally a lot of people just want to know when a feature or the game will be done.
And I think that’s the crux of the issue; it’s impossible to please all the people all the time, and with a project as complicated as Star Citizen or even Squadron 42 it’s impossible to have iron clad dates due to the huge amount of ongoing R&D.
So yes, I do feel like we have been meeting “The Pledge”.
Does that mean we can’t improve?
No, we can always improve, and if you follow CIG and Star Citizen close enough you will notice that we are always trying new things and tweaking existing processes both in our development approach and structure in how we communicate and share information with all of you. The new Roadmap will be part of this, as will the Briefing Room.
Q: Has there been any progress on the plans for data running and hacking? With the Mercury coming out and the Herald being all but forgotten it seems like at least a baseline commodity transport version of data running would be relatively easy and would add some new options.
Todd: It hasn't been forgotten, personally it is one of the professions I'm looking forward to the most, we just have some higher priority work that needs to be completed first. We are focused on delivering big physical cargo first.
Q: Last year at Citizen Con we saw NPC moving between physics grids and walking out of the Valkyrie. What is the current status of this? NPCs moving in and out of trains (which I guess is the same as the Valkyrie) would make cities feel much more alive in my opinion.
Todd: We currently have a few bugs that we need to work out, that will allow AI to path between ships, planetary surfaces, and man made locations.
Q: Are rivers planned? Thanks!
Todd: Yes
Q: What are the plans to make those systemic missions less repetitive and more engaging?
Todd: Doing what we call mission modifiers and leveraging our unique locations. Take a basic mission of delivering a cargo crate from an outpost to a space station. Add in one or multiple of these basic modifiers:
  • FPS AI that want that crate
  • Ship AI that want that crate
  • A cargo crate that is volatile
  • Pick up is in a hostile location
  • Drop off is in a hostile location
  • List can go on and on.
Q: Hello Chris, Todd, and Tony, I hope everyone is doing well and Happy Birthday Star Citizen! Are there plans to introduce regularandomized "world/universe" events? I understand we have festival related events in game such as Invictus and the IAE, however my question leans more on the action/adventure side of things. Some Examples of what I have in mind:
  1. A Vanduul incursion in Stanton that will spawn a UEE Navy fleet to engage them, and/or that players can join in to form local militia to counter.
  2. For less combat oriented example: Some unknown energy source is disrupting the Pyro Jump Point which is making travel dangerous or impossible, requiring explorers/scientists to find and contain the source.
  3. How about natural disasters? Volcanos, massive hurricanes, sever drought, disease, ect. which require shuttling refugees from the planet to safety using the Starliners or other transports or even medical gameplay.
These are just a few ideas that popped into my head to try to cater to multiple types of gameplay. I am curious if random events like this are planned and if so, if you don't mind sharing an example? Thanks for your time, and stay safe! P.S. I really appreciate the effort put in to make the "developepledger" relationship more transparent. Also for the next citizen con, any chance that it could be hosted in the US?
Tony: Yes, this is a major area of focus. We call these Dynamic Events and there are multiple ones already in progress, and the plan is to ramp up these efforts even more next year. Fleet Week was triggered via this system – a temporary event that was activated across all of the servers. Going forward, though, you’ll see a lot more sophistication in the events. Some of these will be triggered systemically and others will be activated by us manually. Most will allow for customization so the amount of variety with even a modest library of such scenarios will be pretty significant. The ultimate plan is to periodically break up the routine with distinct events that serve to draw a lot of players to a common cause, although they might not always be on the same side.
Q: Chris mentioned the Room System in another post. How in-depth are you looking to go with the management of pipes are resources throughout ships? And will that also apply to Stations and Outposts?
Todd: Pretty in-depth, where you would have to reroute power and/or physically replace an item to keep the ship up and running.
Yes, we are planning on doing the same for Stations and Outposts. Depending on the setup certain functionality might be accessible to the players and some might not be. For example, on a NPC ran major space station, the player probably wouldn't have access to turn off gravity or life support in the common play area.
Q: Would you implement Pyro without server meshing?
Tony: Our current plan is to release both Pyro and the server mesh tech at the same time.
Q: Can you elaborate on the current thinking on how base building is supposed to work? I have a couple of specific concerns and would appreciate it if you could address them:
  1. The Pioneer requires a 6-acre (presumably flat and free of major obstructions) landing area to set down to do her job. With the planets we've seen, while they're vast, the spots that meet this requirement are few and far between.
  2. She also needs to sit on the location where she is to build a base, and with her size, this severely limits the density and arrangements of habs that you can put in a single area. This will make it difficult for an org to build together on a land claim, or an individual to have multiple habs on the same land claim.
If you don't mind a suggestion, a Parasite Craft that hangers in the assembly area of the Pioneer designed to transport modules from the Pioneer to the Building Site and install them would solve these. The Pioneer could land in proximity to the building site without needing to be On the building site. And... Every Pioneer needs a Mule! I bought the Pioneer within 10 minutes of its release. I'm a builder, that's what I enjoy in games, so I was hooked immediately. Thank you very much for your time and consideration.
Chris: We have some pretty exciting plans on the base building / player settlement front. One of the fall outs of iCache, which we’ve been working on for full persistence of state and location of all dynamic objects in the universe of Star Citizen, is that recording and restoring a building you’ve just constructed is really no different to remembering where you dropped your coffee cup on some distant planet, or which shelf you placed it on in your hab.
Basically, iCache will enable us to allow all of you to settle the stars!
When we first came up with the concept of player built outposts and land claims iCache hadn’t been technically designed, but now we have a system that will have a much higher degree of fidelity in remembering where each building or component is and what state it is in. So rather than just dropping down a singular Outpost, you’ll be able to place down various structures and connect them to things like power generators, turrets, resource collectors, hydroponic domes and so on.
In parallel with this we’ve been working on tools to build settlements or homestead both for our artists / designers (more of a RTS god like view) and players (a first person view).
With this we’ve been rethinking how the Pioneer will work to make her more flexible rather than just spitting out a pre-fabricated outpost we want her to me more of a mobile fabrication facility that would be near your building site. With a Pioneer you’ll be able build these structures without having to ship in the component parts as long as you have a supply of raw materials. You don’t need a Pioneer to build a homestead but if you want to build a decent settlement, or you want to build something relatively quickly as opposed to having to fly in prefabricated components from major landing zones you will want to have a Pioneer, or have a friend or someone that is willing to lend their services to you.
We’re very excited about the gameplay that all of this will provide and can’t wait to see what kind of player settlements sprout up over the huge amount of land area the game has. We will need iCache in and working well before we will see this in the game, so expect to see some updates on this later next year.
Q: I am apart of a very active and authentic piracy org, and we've been making piracy work in the game for a very long time, going back years. We have a very large library of videos that support this statement. That being said, we do not subscribe to the notion that 'piracy does not exist' in the current build(s) of Star Citizen. This has been the general consensus for many years, while we've been in the shadows proving them wrong.
Our main targets are cargo haulers, and now (with 3.11 and onward) ROC miners. We already have the tools and the means to seize someone's ship by force. I will provide a link below to one of our most recent videos doing that exact thing. We were able to take control of the ship, and hold it for ransom. We demanded a sum of money from the owner of the caterpillar, and once he paid, we delivered his ship to the nearest convenient port with his cargo intact. He was able to collect his ship, sell his cargo, and be on his way.
This method of piracy has proven to work time and time again, however unfortunately it requires the cooperation of the other party, which should not be the case in the long run. With the introduction of 3.11, we have turned our attention to ROC miners, as we have tested and concluded that we can remove gems from the cargo bay of the ROC, put it into a box, and sell it at an illegal trade port. In essence, we can sell stolen items from the ROC.
Now onto my question.... In 3.12, your plan is to introduce the push/pull mechanic for large objects, you have also mentioned introducing the tractor beam in the future. That being said, can these future mechanics be used to remove units of cargo off a ships? If so, that will significantly change the world of piracy in SC for the better. The ONE thing that we're missing is the ability to sell stolen cargo. Thank you for your attention.
Tony: Allowing cargo to be manually extracted from ships is high on our list of priorities and will be possible via the tractor beam, but will also require some revisions to the cargo grid system to make it compatible with local storage and iCache.
Q: I think it was phrased in this way because "when" questions aren't allowed but the root concern is very clear as it is also laid out in the sentences leading up to the question at the very end of the comment. This question has been echoed throughout the community for months. He should have - in my opinion - finally addressed the question that stands behind those concerns. That would have been an easy way to finally get rid of those rumours. They stopped updating the chapter roadmap in Q3 2019. The feature roadmap at the end of Q1 2020. Over a year later the roadmap is nowhere to be seen. The regular updates they promised are nowhere to be seen. And the first episode of a quarterly show has taken over 5 months to produce. So no, nothing that he wrote did anything to address any of the concerns. It just feels like they keep on stalling and that does not inspire any confidence in the current management team at CIG.
Chris: "...finally a lot of people just want to know when a feature or the game will be done. And I think that’s the crux of the issue; it’s impossible to please all the people all the time, and with a project as complicated as Star Citizen or even Squadron 42 it’s impossible to have iron clad dates due to the huge amount of ongoing R&D." Emphasis mine.
I answered the question asked, just not the question YOU wanted answered You're not really asking about what is being worked on Squadron 42, you really just want to know when it will be done. The best answer for your question is Squadron 42 will be done when it is done, and will not be released just to make a date but instead once all the tech and content is finished, polished and it plays great. I am not willing to compromise making a game I believe in with all my heart and soul, and even though everyone (including me) wants Squadron 42 sooner than later, it would be doing a huge disservice to everyone working really hard on the project and all of you that are looking forward to it to deliver something that isn't great.
The new roadmap will show how we are doing towards that goal and as we get closer to the end it will be more accurate but it will never be a perfect crystal ball of the future as there is always a certain amount of unpredictability in game development, especially when the game is hugely ambitious and has a very high quality bar; Red Dead Redemption 2, Last of US 2 and now Cyberpunk have all taken a lot longer than originally communicated and those projects didn't even announce a release date until very deep into their production, when most of their tech had been resolved.
We still have a ways to go before we are in Beta, but everyone on Squadron 42 is working very hard to deliver something great.
submitted by StuartGT to starcitizen

I am a sex worker. This is the story of the Wormpocalypse.

I am a sex worker. Have been one for over ten years now.
And in those long years I've had sessions at a wide variety of places. In tiny rooms of dingy motels and in royal suites of luxury hotels, in wet backseats of cars that smell of cigarettes and stale body odour and on poolside lounge chairs in spacious mansions. Frankly, I've fucked in every place where two people can possibly get it on. In this city, that is.
But nothing, and I do mean nothing, beats the brothel, fondly known as the establishment. It might not have the comfort of a seven star hotel or the glittering view of Widow's point on Slouching Hill at the edge of the valley, but it more than makes up for it in terms of safety and familiarity. To be surrounded by men with guns who are paid to protect you, and by girls who know what it's like to be you really puts your heart at ease. Helps you prepare for the messed up shit your screwed up clients want you to do. And our Madame was the cherry on top. We were lucky to have someone like her who treated us well, maybe even respected us a little.
That's why it was such a great relief that the establishment opened back up three weeks after the abhorrent worm incident. Home visits were fine, but it was at the establishment that I performed my best. Even my clients could sense that. Some of them told me that the sessions felt a little off as I hadn't been fully into it. Broke their immersion, hurt the quality of the service. That really annoyed me, because I had only gotten as far as I had by giving my clients as authentic of an experience as they had imagined in their fantasies.
Really. It felt good to be back. Damp walls, cracked tiled floor, the sound of traffic rushing in through the windows, it all brought a smile to my face. With all the craziness of the past couple of weeks, it was a relief to be back to a relatively mundane routine.
However, I should have crossed my fingers before counting my blessings. Too much crazy shit had happened in the past couple of weeks and I had been a little too enthusiastic in forgetting all about it. Serial killers in disappearing houses, gangrenous dicks shooting out worm riddled sperm, an invincible monster hunting a friend (who was still missing), I had made a conscious decision to shove it all in a dark corner of my mind. Why? I don't know. Maybe I was trying to protect myself. Felt that my sanity would start to fray like an old cotton rag if I let myself think too deeply about shit that was far out of my control. Maybe it all just terrified me. Like I said, I don't know. I'm not really good with all that introspection stuff. It was a mistake, of course. You can sweep shit under the rug all you like, doesn't mean it won't stink up your house.
And it did. Stink up my house in a major way, that is. Started the very night we moved back into the establishment. That night which marked the beginning of -
The Wormpocalypse.
*
It happened just after my third appointment that night. The wet smell of bodily fluids had started to replace the chemical stench of fumigation. I was glad the latter was dissipating as every little whiff was reminding me of that fucked up sight I had witnessed along with Victoria. That poor girl. I hadn't even seen her since the night her demon stalker shot up the Lebanese restaurant across the street. Where was she? I hoped she was safe.
As my client pulled his pants back up I decided to go out to the balcony for a smoke. I threw on my black robe, took the pack of cigarettes and lighter out of the bedside drawer and padded across the room towards the balcony. I'm using the term 'balcony' very loosely here. It was a cramped little extension of the fire escape that connected all the rooms on that floor. But there was enough space to stand there at least. Enough to lean against the metal railing and feel the wind on your face. The view wasn't all that shabby either. A commercial area was splayed out behind the establishment, some liquor shops, some restaurants, a pharmacy, a boutique and a salon.
I shivered as I stepped out on the balcony, popped a cigarette in my mouth and lit it. As I took a long drag on it, I noticed someone else out there, next to the door of the room to the left of mine.
It was Elise. Another girl working at the establishment.
The last time I had seen her was when I had accompanied her to the Madame's office after a portion of the roof above her room had collapsed on top of her. She had seemed dazed then, like what had happened just didn't register to her. I thought she was in shock. How was she doing now?
"Hey." I greeted, exhaling thick plumes of smoke.
She was naked, standing next to the door on the tips of her toes, like a ballerina. Her arms were high above her head, touching the ceiling.
"You really should put on some clothes, you know." I said. "Don't wanna catch a cold."
And that would certainly affect her earnings. Not enough perverts out there who get off to the taste of snot, I'm afraid. She didn't respond, just twirled, ever so slightly away from me.
"Elise." I said. "You okay?"
No response. Her fingers caressed the ceiling, drew circular patterns in the dust. Was she high?
"Elise." I repeated, louder this time.
She froze, as if she'd suddenly turned into a statue. She's obviously heard me, but wasn't responding. A cold breeze brushed my spine, making me shiver. I opened my mouth to call out to her again, but stopped myself. Because she moved.
She bent her head, moved it downwards. Slowly, almost cautiously until her chin rested on her chest. I saw that her mouth was open, locked in an 'O' shape. I could see her right eye from this angle. It was wide open, eyelids sliding back, almost sinking into the socket.
And then she swung her neck. Sharply, until her eyes were locked onto mine. I gasped. There was a worm, moving in her left eyeball. Long, fat - so fat it looked like it would pop right out. Slithered around her pupil like a snake circling a rock. The unnerving sight turned my stomach in knots.
"Holy shit."
She leaned forward. Just the upper body. Her arms were still fixed on the ceiling as she stayed on her tiptoes. The fact that she was maintaining balance in such an odd position was simply unbelievable. Her left arm left the ceiling, dropped down to her side lifelessly.
A hollow metallic thunk rang out as Elise fell forward, her head smashing into the metal railing of the fire escape as she crashed to the floor.
"Fuck!" I exclaimed. "Elise."
I dropped down to my knees and reached towards her. To try and help her up. I recoiled in shock as her body jerked and shifted on to her side, almost in a spastic motion. Left hand shot up and grabbed at the railing, then her right leg swung up and over her head, before looping around her left arm. She thrust her head into the gap between her thigh and calf. Her right arm blindly tried to grasp for something. What the fuck was she doing?
It was almost as if she couldn't control her body.
Good god. Was it because of the worm? Was she losing control over her own muscles because of it? Was she - and I shuddered at the thought - going to suffer the safe fate as the man with the explosive penis? I could hear her breathing. It was sharp, shallow, raspy. Sounded like a dozen holes had been punched through her lungs.
"Elise. C'mon, let's get you out of this mess."
She answered by further tightening her limbs around herself. She was tying herself into knots. Literally. I moved once again to wrap my arms around her. It made her snarl. I jumped back. A horrific thought crossed my mind. I imagined her sinking her teeth into my arm, the worm leaving her body, travelling into mine and conquering my brain. It scared me so much I contemplated not helping her at all.
"…Easy. I'm not going to hurt you."
Then, with frighteningly herculean strength, she hoisted herself up until she was sitting on top of the rusted metal railing, which groaned and swayed under her weight. Her head was still locked inside her leg, slightly tilted as she stared off into the distance with eyes that just refused to blink.
"Elise." I said. "You need to move away from the railing. You are going to fall off."
Could she even hear me? Or understand what I was saying? Fuck. But was she even conscious?
Her body juddered as if a current ran through her. The railing creaked dangerously.
"Elise!" I yelled as she leaned to her left and fell. And immediately landed with a wet smack. We were only two floors up, but that fall wasn't good. It sounded horrible. I took a quick step towards the railing, bent my neck and looked down, biting back a scream at what I saw on the asphalt down there.
The way her body was bent. It was all wrong. Terribly so. Elbows smashed, kneecaps turned to goo, bones from spinal cord jutting out of her neck. And the worms. I had been wrong. There wasn't just one worm in her body. There were hundreds of them, and they poured out of the newly smashed holes in broken body, crawling over bones and flesh and writhing and slithering on the ground. The sight made bile rise up in my throat.
A crowd quickly gathered up around her. Surprised, scared at the grotesque corpse.
A corpse that suddenly came to life.
It was beyond the realms of possibility, but Elise moved. Her limbs flailed around, sprayed blood and gore on those who had surrounded her body as she then scuttled away in odd jerking motions like some crab like monster. The crowd erupted in a cacophony of screams and moved away from her.
Heart pounding in my chest, I ran back inside. Quickly fumbled for my phone in the drawer and dialled Lil Pimp's number after bringing my hands under control. After telling him what I had just seen I ran down to Madame's office to for the same.
*
We searched all night. We didn't find her. Didn't find her for 11 days, in fact. 11 days we waited in tense silence, doing our jobs half heartedly wondering if someone else would be infected by those disgusting worms again. I was suspected the most, considering the fact that I had the closest contact with Elise. Well, me and Victoria. But she was missing too. And that only made everyone even more suspicious of me. Even a visit from a doctor familiar with the sketchy part of the city didn't help.
Fuck, with how strange things were happening around me, I was starting to get suspicious of myself.
I spoke to Lil Pimp and told him that if he were to find where either Elise or Victoria were, to tell me about it as soon as he could. Which he did, and the ensuing conversation took the madness to a completely new level.
"Hello. Natasha. It's me."
"Hey." I replied, tensed, wondering what he was going to tell me.
"So I found Elise."
"Oh. That's great!"
"Yep. Tracked her down to an abandoned warehouse. She's... I don't think she's doing all that well."
"What do you mean?"
Pause.
"Yeah. You'll see it for yourself when you get here. But that's not the important part. See, I found someone else here too. Someone who was waiting for me outside the warehouse."
I felt a lump in my throat. "Who? Victoria?"
He sounded tense. Afraid even. "No, but close. It's the guy in the trench coat. The one who shot up the restaurant that you and Victoria were at."
"What the fuck's he doing there?"
"I don't know. It feels all connected, doesn't it? But he wouldn't tell me."
"Wait." I said. "You actually talked to him?"
"Yeah, yeah. I know. Reckless, right? To be fair the bastard came up on me before I could try killing him once again. Said that he just wanted to talk. To you... About Victoria. And Elise."
The Beginning
M || T
submitted by Mandahrk to nosleep

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