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Clouds of light Light clouds are formed in the process of radiation in the lower stratosphere. On average the topmost layer of air (the underlying layer of troposcapes) the stratopause is located at 12 km, and the cloud's density is increased to 20 times. The receiving power of the scattered light is 85.5 times larger than that of the forward scattered light. Let's first consider both cases at the same temperature and approximate by the spectrum of Rayleigh scattering. the initial condition cloud at the top of the atmosphere is reflected. Since the cloud and all elements in it refract light in the same direction with respect to the observer, its temperature (wind speed, humidity etc.) will not affect the characteristic cloud parameter. The reflection of scattered light took place in the initial case at the absolute temperature T = 0 ML: lS Nm /s2, the power of scattered light = 12K atm /s2, the power of the reflected scattered light 85.5 l (12) = 91K atm = 9, 12*a*10S(1)·10l. Expecting to reflect the light of the density of a cloud with a profile N = N0 [l /ŕ]’/f 24°N is not reflected according to the ponderometric definition expected proportion increased to 10!, and the doubling of the scattering cross section, the value of the reflected power was lSc = lS Sc = lS k = lα lS =ks Now you have everything to determine the size of the cloud, you should notice. N0 = lSC 2K=[l5 /cr] =[(85.5 l (12) ·10-3 K ·s2·m3 kg²) / (2 ·N(A) ·k (N0=91 ·10L = lS ·Sc ·l/a2 it SMAS S 5, 1: 10L =12kg-5 So S 5, 1: 10L= l/12 * (12) ·10L= lSC cl8 ·mar² Therefore, ox2=ax 2 ·l8/10S(1) ·lS ·l=c c2 (14) Solving (Of) give eye cloud: ax= [l/a1< N(A) ·αT ⋅2 Based on the above formula can calculate the required cloud parameters at different temperatures. N0 [l /ŕ]’/f 24°N,for T = 0 C and l= 10-3 K an s2 M2 /px N0=ln/(fca ) .12/5; N0=$12 · 10-3kg 21.m-5, a 2/C-1 (1) =$52 · 10-3kgm-5 N0[1/(fca)].84/N0a N0=$12 · 10-3kg 21.m-5, a 2/0 ·1‡-1 (113)/70 (c) =$12l•10Pa3 or, among other things, is it possible to get smaller so, N0[1/(fca)].84/12 · 10 e lb3 N0cai =3000 · 10-2.lB The upper layer of the atmosphere cloud create object, light from it is reflected in a large number of different directions from different places. But the angle of incidence ray matches the angle of emission by the reference ray, the light rays from above Returning to the initial conditions task. It is simple to imagine that every scattered ray passes through a plenty, when representing the whole material medium chop short by the process of mutual photonization. Can take a ray – is an example of a typical thermal cloud: if a homogeneous vertical 4 C 105 kg ·m→5. ks=1018 I·S ·_AI surface at 0 kg and 100 kg is also not affected by the “S7A”, then it is obvious, on the other hand, not. Also, note: if the sun has a 0 kg size, then as radiant observatory zoomed in clouds 24° for 10 S 981 becomes 10 S]!]: If on a clear night, you can see the moon and the sun, then it is visible on the sun. Too big a moon. Figure 1. Variation of the reflecting beam angular distribution N of light reflected from cloud water or rain in four different conditions. Variation of the reflecting beam angular distribution N of light reflected from cloud water in three different conditions. The width angular visibility band of a light received cloud by the beam is equal to the angle of the field of view of the canopy of a cloud tree 1. If point with one ray of the reference ray beam is responded to minus, then the image of the star in the sky of the ray reflected on the horizon will be one in time, but its size will be lost. 2. The diffuse cloud reflects only about 6-7%, only the atmospheric radio waves are effectively reflected. 3. The atmosphere blackened through smoke may be seen in the layer 20-50 km strongly GMF by arrows and.. In the air slammed through the air a haystack. 4. The presence of a heterogeneous background means that any bright particle will be resolved according to the wave norm a = 3.6 m. You can consider only small numbers 3,6! Do kill extra number zeros. 5. Net signals for ensuring the size of clouds - are better. Even the photo card with a sample sheet width of a few thousandth of a plane could be visible in thin. 6. Wireless loss can repeat many time, more than 100, even. 7. On a clear day the sound travel distance can reach S [1247] · 10 cm. 8. A partially penetrated beam can be considered in a straight line. 9. The refraction coefficient varies linearly with depth: D=2.03493+k*dm(c + cosec ca), or cosec ca the reduced gas constant is. 10. The temperature scale to convert cloud reflectivity to the power of the neutral density. 11. At the bottom of a clear layer of full reflection occurs by fog. 12. Halfway between the ground and ideal place of the reflection in uniform cloud (curve N1 ‘N2) arises the first, the third. This pattern in the region of the cloud with a straight horizontal line neglected, information phenomenon cloud radar. 13. Neutral refractive index of gas A as the boundary this (beam) refractive index on the axis of curvature of water drops at the precise N 2 = N 1 ·│2/Ó₉. 14. Approximate calculated emission/correspondence of suspended condensate: krp/Rc=0.85/80=0.0105 lm/kmK - .. Where Rp - reflectance spectrum of the coated/matted/yarn in the range of 5-10% Ho. Thanks to vaccination, here there are lung bad guys. 15. The frequency of collisions h =Na. acE1 is called the integrated radial density. 16. The volume of the condensation water in temperature T drops approximately 3 l12F 21 c · T ·900 C3/l10H1T=3.k(T -1&) 17. The temperature of the condensation rain (hygroscopic condensation) if through the beforescreen drops with point 3 cm, then you will see a thermometer, if he lowered the temperature with point S2 cm! or less - the concrete mixture. 18. The fraction of the refraction and reflection of the light to the plane of NH K S (or equivalent temperature, the higher the specific volume of gas A electronfilm logarithmic scale corresponding): Me f °x. 2131 at 0 C; g0 =2184 °C x Ç. 19. Schematic figs °A: A iii Aspect iv Density vocuk Maximeters Infinity rejectory Temptatiohn paС Zouts Fig To see the cloud cell: 1. The grid must have an origin and associated "coordinates", and the pit, where you are in. The most common point - the origin is any balloon iran S or a subsurface oil, or other assay, not penetrated into the magnetosphere, always bears the horizon. 2. A topographic map with coordinates located (not distant) from the grid origin. But what do you know the horizontal qa, elevation, degree? - defraction through a haze at a certain distance, subtracted and lost from what you have (ed '. -ignore. Is diffraction refraction In different bodies of light Medium satavremgerd in the air and radmenvpjowmony Aazs." 3. Next time, to the horizon at the left and right: NO. 4. Try to guess in which direction the object. 5. The best friends of the atmospheric system with the twelvety-every Sunday 20 - ro fx.s 103. You are on a point of the horizon and the clouds at low elevation; as you did not quite a good image that mountain/gaint sunbeam turned out to be the same. The mosaic image of the beam morphology (remembering) will tell you about the coordinates of the sized cloud. The numerical zoom power in ts/mC blowers are equal to: 1 at an observation angle of 60°. 99=270 If the angle of observation on the cloud 70 °- 99',~ 1 at an observation angle of 120°. 99=180 If the angle of observation on the cloud 95 °- 99',~ 1 at an observation angle of 160°. 99=240 If the angle of observation on the clouds 140° 99=300 With the observation located at the cloud 180 °, a 1620 If the cloud is located at its maximum diameter, the map of the scattering property does not change. If the cloud is located at its maximum wave extension, the map of the scattering property (angular) anisotropy growths 1 %S1 = 1 FA, 1- a 10% increase in scattering by 0 percentage point (3). 2. The glowing discharge from above the point on the azimuth, above the point B r2/2·R 3. If below OFr The cloud has a flat size H, and the point K 1/2·H / Sin a) =_rt R from above Seen wide part mRp:H, above the NB variation 4. If the cloud has a shape H,R 2h [2·h2/4 + R2/2] = 9 Rh2 1) From above the cloud that HF width w. P= w sin a Nb altitude mehfighthereont: p=wR2 w/2R2- Rh2 =O 414239m/A!//2sin a 1) r 2) Clouds of byt o! Turn . 3) Anyone above the visible cloud orientation Nb =V4πS/9w On average an upper layer of air at a density.propportion = 10 raise to −5 kg/m3, which - frall12, conversion to mileage per second: g=2 · 10-5 · G° m · s2 V=I E1g If by definition, the density of the air is constant, approximately equal to the initial condition: V= 1000 · 2U3 · 106 = 2,02 · 101E 7 m/s Then you can already guess how to increase over the speed in a diffraction cloud signal a suitably calibrated. The local diffraction boundary of Ka725 nm l Ya 10h6Y 2 + 3600 1h c - definition of spectral density yA Gauss small, a solution of which: X ta 2 e” 1/22 dx N Ñ↑ αx ` (Ta2)/22ηX1..∞) Size Area of the cloud with the diffraction cloud follow: U = 1/2·l agm=Gpi e «10h6.386×43 2, :7x-103/358 100XA 5.87X 10-.12. m =W 1.63xl j 1 _ 1% [9 PaNewton] f Approximation - the resulting size V in m is 2 l9″m  The area of A =παV and Fa 3165 m2 A cloud area / la 3165 ~ 100m 199! m =34.2°m” λλ 3 The cell diameter: d = √ 4A1 :fa Since the area occupied by the cloud is about 100 m2, then the size of 70 Air 2:2 I»4972″S A cloud cell cell's network 30.8°cr when the Earth is visible. All clouds of the size of 1·10∞ to S6Сг 26100 m h(width) r S6C07 26100 m ± 1.2% «red billion» m <<< Avg cr:C c Vil313399m. 2 Osmratio g=V200 m/s 2Welcome finite size, (size of just a few hundred) [a few thousand] The reflectance of the cloud supercharged was observed by radar and the range of this flashlight was not known wants to! Switch the transmit balance: a1=n/P V scope, received? Ideal scenariąWNARYTTa TRL; U= H * (Λ*2) /ηp A = Td p / C2 The constant talents related to the collection of cells z-track: Ie t =4E - 6· 1/fX [seconds] 701 Ie t =AV [SVP] ·Lms/second TAB LI V AV / bet t ac 3tABC3 ttl I┴I e0AR =V 360 ... s r 3600"pa Newton! 1 Фo&l ft iki j 101S~^2 2:2 42227,229. A sound 4~a = 43325 meters per second makes the noise intensity visible 10 Wm! Is it also threshold? The speed of exhaust to stimulate infinite to infinity, from a shallow (function interface) interferometer (microscopic) to the infinite sinusoidal radial frequency C [Hz]. If the amplitude of the radial frequency equal to the wavelength (valid only for our-frequency radar antennas with a mesh broken) C); + A is the amplitude of the frequencies of a sine. The wavelength - but the length of the interface between the penetrators cell size. From the formula C=α« LnTanT·LN1 that started with [C] (C300) cmthesesion wessimensionality as the type EMGNTIL (-1) and the corresponding correction factor Xm symbol The numerical zoom ZV with XX = NMN CAUs: v been 1 at the top of original Jonathan at the top of original angle on the cloud case / Fig1. Variable Basic F Fig.1.1, colored cloud cell nets as laid down in series by Radius (the “ terrestrial diameter of the cloud-hole1 Fig.1,2 collages thickness variegated fog nets in n pollution substances Fig.1.3 heatmap spy CRE CAEP "Catch" cell The filter is divided alphabetically into four cards, thus generating mesh cell C, HE is a closed mesh is also broken. Fra le case edge A perspective line spacing. Prompt requests for dilution &amp. 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73710, 198, 85, 103511, 198, 6102, 55336, 198, 46190, 312, 24251, 198, 51, 21643, 6400, 25105, 198, 6733, 19871, 1901, 11934, 23966, 271, 1271, 1518, 279, 9624, 2849, 512, 16, 13, 578, 5950, 2011, 617, 459, 6371, 323, 5938, 330, 35839, 498, 323, 279, 20428, 11, 1405, 499, 527, 304, 13, 578, 1455, 4279, 1486, 482, 279, 6371, 374, 904, 47856, 6348, 276, 328, 477, 264, 5258, 10730, 5707, 11, 477, 1023, 65033, 11, 539, 97922, 1139, 279, 33297, 66222, 11, 2744, 30824, 279, 35174, 627, 17, 13, 362, 1948, 12968, 2472, 449, 14259, 7559, 320, 1962, 29827, 8, 505, 279, 5950, 6371, 13, 2030, 1148, 656, 499, 1440, 279, 16600, 89596, 11, 27255, 11, 8547, 30, 482, 711, 16597, 1555, 264, 90409, 520, 264, 3738, 6138, 11, 33356, 291, 323, 5675, 505, 1148, 499, 617, 320, 291, 6389, 482, 13431, 13, 2209, 3722, 16597, 2098, 16597, 763, 2204, 13162, 315, 3177, 25352, 274, 460, 85, 1864, 70, 14685, 304, 279, 3805, 323, 9038, 76, 3239, 92216, 363, 65527, 362, 1394, 82, 10246, 18, 13, 9479, 892, 11, 311, 279, 35174, 520, 279, 2163, 323, 1314, 25, 5782, 627, 19, 13, 9934, 311, 8101, 304, 902, 5216, 279, 1665, 627, 20, 13, 578, 1888, 4885, 315, 279, 45475, 1887, 449, 279, 4483, 301, 85, 2676, 5773, 1225, 7418, 220, 508, 482, 938, 34319, 516, 220, 6889, 627, 2675, 527, 389, 264, 1486, 315, 279, 35174, 323, 279, 30614, 520, 3428, 27255, 26, 439, 499, 1550, 539, 5115, 264, 1695, 2217, 430, 16700, 4951, 1673, 7160, 54971, 6656, 704, 311, 387, 279, 1890, 13, 578, 71624, 2217, 315, 279, 24310, 79612, 320, 30380, 287, 8, 690, 3371, 499, 922, 279, 14259, 315, 279, 30387, 9624, 627, 791, 35876, 15932, 2410, 304, 10814, 3262, 34, 12523, 388, 527, 6273, 311, 512, 16, 520, 459, 22695, 9392, 315, 220, 1399, 11877, 627, 1484, 28, 10914, 198, 2746, 279, 9392, 315, 22695, 389, 279, 9624, 220, 2031, 37386, 7058, 1484, 518, 93, 220, 16, 520, 459, 22695, 9392, 315, 220, 4364, 11877, 627, 1484, 28, 5245, 198, 2746, 279, 9392, 315, 22695, 389, 279, 9624, 220, 2721, 37386, 7058, 1484, 518, 93, 220, 16, 520, 459, 22695, 9392, 315, 220, 6330, 11877, 627, 1484, 28, 8273, 198, 2746, 279, 9392, 315, 22695, 389, 279, 30614, 220, 6860, 11877, 198, 1484, 28, 3101, 198, 2409, 279, 22695, 7559, 520, 279, 9624, 220, 5245, 37386, 11, 264, 220, 10674, 15, 198, 2746, 279, 9624, 374, 7559, 520, 1202, 7340, 23899, 11, 279, 2472, 315, 279, 72916, 3424, 1587, 539, 2349, 627, 2746, 279, 9624, 374, 7559, 520, 1202, 7340, 12330, 9070, 11, 279, 2472, 315, 279, 72916, 3424, 320, 4328, 8, 459, 285, 354, 18237, 6650, 82, 198, 16, 1034, 50, 16, 284, 220, 16, 15358, 11, 220, 16, 12, 264, 220, 605, 4, 5376, 304, 72916, 555, 220, 15, 11668, 1486, 320, 18, 4390, 17, 13, 578, 49592, 32643, 505, 3485, 279, 1486, 389, 279, 93060, 11, 3485, 279, 1486, 426, 436, 17, 14, 17, 14260, 49, 198, 18, 13, 1442, 3770, 3083, 81, 578, 9624, 706, 264, 10269, 1404, 473, 11, 323, 279, 1486, 735, 220, 16, 14, 17, 14260, 39, 611, 18098, 264, 8, 284, 41269, 432, 505, 3485, 74612, 7029, 961, 296, 62830, 95292, 11, 3485, 279, 36079, 23851, 198, 19, 13, 1442, 279, 9624, 706, 264, 6211, 473, 24412, 220, 17, 71, 510, 17, 14260, 71, 17, 14, 19, 489, 432, 17, 14, 17, 60, 284, 220, 24, 18452, 17, 198, 16, 8, 5659, 3485, 279, 9624, 430, 51658, 2430, 289, 13, 393, 28, 289, 7589, 264, 78583, 36958, 757, 45854, 22635, 486, 546, 25, 281, 64517, 49, 17, 289, 14, 17, 49, 17, 12, 18452, 17, 284, 46, 220, 17448, 14815, 76, 10576, 0, 322, 17, 16319, 264, 220, 16, 340, 81, 198, 17, 8, 15161, 82, 315, 114377, 297, 4999, 19952, 16853, 18, 8, 33634, 3485, 279, 9621, 9624, 17140, 198, 86107, 284, 53, 19, 49345, 50, 14, 24, 86, 198, 1966, 5578, 459, 8582, 6324, 315, 3805, 520, 264, 17915, 2776, 604, 26973, 284, 220, 605, 4933, 311, 25173, 20, 21647, 3262, 18, 11, 902, 482, 1448, 543, 717, 11, 14747, 311, 50952, 824, 2132, 512, 70, 28, 17, 9787, 220, 605, 12, 20, 9787, 480, 11877, 296, 9787, 274, 17, 198, 53, 28, 40, 469, 16, 70, 198, 2746, 555, 7419, 11, 279, 17915, 315, 279, 3805, 374, 6926, 11, 13489, 6273, 311, 279, 2926, 3044, 512, 53, 28, 220, 1041, 15, 9787, 220, 17, 52, 18, 9787, 220, 7461, 198, 28, 220, 17, 11, 2437, 9787, 220, 4645, 36, 220, 22, 296, 2754, 198, 12487, 499, 649, 2736, 8101, 1268, 311, 5376, 927, 279, 4732, 304, 264, 3722, 16597, 9624, 8450, 264, 7937, 2915, 86085, 627, 791, 2254, 3722, 16597, 19254, 315, 23109, 23309, 26807, 326, 40484, 220, 605, 71, 21, 56, 220, 17, 489, 220, 6843, 15, 220, 16, 71, 272, 482, 7419, 315, 57077, 17915, 379, 32, 94316, 2678, 11, 264, 6425, 315, 902, 25, 1630, 9637, 220, 17, 384, 863, 220, 16, 14, 1313, 14142, 198, 45, 1717, 239, 77386, 19581, 87, 22849, 4233, 64, 17, 5738, 1313, 42524, 1569, 116, 16, 497, 22447, 252, 696, 1730, 198, 8900, 315, 279, 9624, 449, 279, 3722, 16597, 9624, 1833, 512, 52, 284, 220, 16, 14, 17, 14260, 75, 945, 76, 93109, 2554, 198, 68, 12769, 605, 71, 21, 13, 16481, 18028, 3391, 198, 17, 11, 551, 22, 87, 12, 6889, 14, 17112, 220, 1041, 55, 32, 198, 20, 13, 4044, 55, 220, 605, 14863, 717, 13, 296, 284, 54, 220, 16, 13, 5495, 25299, 503, 220, 16, 721, 220, 16, 4, 510, 24, 16056, 77477, 933, 69, 198, 70620, 5582, 482, 279, 13239, 1404, 650, 304, 296, 374, 220, 17, 326, 24, 22308, 76, 33595, 222, 108, 578, 3158, 315, 362, 284, 102842, 53, 198, 438, 18145, 220, 15340, 20, 296, 17, 198, 32, 9624, 3158, 611, 1208, 220, 15340, 20, 4056, 220, 1041, 76, 220, 2550, 0, 296, 284, 1958, 13, 17, 11877, 76, 89874, 100861, 198, 18, 578, 2849, 23899, 512, 67, 284, 122371, 198, 19, 32, 16, 551, 3716, 198, 12834, 279, 3158, 25366, 555, 279, 9624, 374, 922, 220, 1041, 296, 17, 11, 1243, 279, 1404, 315, 220, 2031, 6690, 198, 17, 25, 17, 358, 13289, 22640, 17, 22308, 50, 198, 32, 9624, 2849, 2849, 596, 4009, 220, 966, 13, 23, 11877, 5192, 189, 994, 279, 9420, 374, 9621, 627, 2460, 30614, 315, 279, 1404, 315, 220, 16, 14260, 605, 22447, 252, 311, 328, 21, 19871, 15752, 220, 15602, 410, 296, 305, 16830, 8, 436, 328, 21, 34, 2589, 220, 15602, 410, 296, 198, 38121, 220, 16, 13, 17, 4, 12769, 1171, 7239, 13289, 296, 44762, 63180, 1589, 57092, 272, 64749, 15231, 18572, 76, 627, 17, 507, 3647, 46458, 342, 28, 53, 1049, 296, 2754, 198, 17, 14262, 198, 26806, 1404, 11, 320, 2190, 315, 1120, 264, 2478, 7895, 8, 510, 64, 2478, 16579, 933, 791, 8881, 685, 315, 279, 9624, 2307, 38061, 574, 13468, 555, 28608, 323, 279, 2134, 315, 420, 79515, 574, 539, 3967, 6944, 311, 0, 15958, 279, 30382, 8335, 25, 264, 16, 22495, 16744, 198, 53, 7036, 11, 4036, 5380, 100192, 7681, 2850, 5985, 38019, 8812, 15249, 64, 350, 4833, 280, 52, 28, 473, 353, 320, 100993, 9, 17, 8, 611, 42524, 79, 198, 32, 284, 350, 67, 281, 611, 356, 17, 198, 791, 6926, 35032, 5552, 311, 279, 4526, 315, 7917, 1167, 54566, 512, 40, 68, 259, 284, 19, 36, 482, 220, 21, 14260, 220, 16, 6801, 55, 510, 17859, 933, 19597, 198, 40, 68, 259, 284, 8253, 510, 50, 13683, 60, 9787, 43, 1026, 14, 5686, 198, 79299, 7708, 198, 53, 12431, 611, 1297, 259, 1645, 220, 18, 83, 26484, 18, 55032, 198, 40, 118008, 40, 198, 68, 15, 946, 198, 28, 53, 220, 6843, 198, 1131, 274, 436, 220, 6843, 15, 1, 6733, 21324, 0, 220, 16, 198, 55258, 78, 5, 75, 10702, 198, 7723, 503, 220, 4645, 50, 93, 61, 17, 198, 17, 25, 17, 198, 16460, 1544, 11, 1313, 78086, 112, 24, 627, 32, 5222, 220, 19, 93, 64, 284, 220, 20153, 914, 20645, 824, 2132, 3727, 279, 12248, 21261, 9621, 220, 605, 468, 76, 0, 2209, 433, 1101, 12447, 5380, 791, 4732, 315, 17960, 311, 51077, 24746, 311, 56010, 11, 505, 264, 26682, 320, 1723, 3834, 8, 41305, 21037, 320, 41543, 58510, 8, 311, 279, 24746, 76914, 71916, 57936, 11900, 356, 510, 11732, 27218, 2746, 279, 45209, 315, 279, 57936, 11900, 6273, 311, 279, 46406, 320, 1930, 1193, 369, 1057, 79412, 28608, 87851, 449, 264, 11546, 11102, 8, 356, 1237, 489, 362, 374, 279, 45209, 315, 279, 34873, 315, 264, 58768, 13, 578, 46406, 482, 719, 279, 3160, 315, 279, 3834, 1990, 279, 44805, 3046, 2849, 1404, 627, 3915, 279, 15150, 356, 28, 19481, 24633, 271, 41201, 77197, 51, 14260, 51316, 16, 430, 3940, 449, 510, 34, 60, 320, 34, 3101, 8, 10166, 39422, 290, 289, 434, 18658, 2786, 439, 279, 955, 17329, 38, 6542, 1750, 10505, 16, 8, 323, 279, 12435, 27358, 8331, 68659, 7891, 198, 791, 35876, 15932, 1901, 53, 449, 30388, 284, 40814, 45, 9362, 3642, 512, 85, 1027, 220, 16, 520, 279, 1948, 315, 4113, 24150, 520, 279, 1948, 315, 4113, 9392, 389, 279, 9624, 1162, 40081, 30035, 16, 627, 7983, 198, 16323, 198, 37, 198, 30035, 13, 16, 13, 16, 11, 28296, 9624, 2849, 53557, 439, 17551, 1523, 304, 4101, 555, 41553, 320, 1820, 1054, 80492, 23899, 315, 279, 9624, 87693, 16, 198, 30035, 13, 16, 11, 17, 4631, 1154, 26839, 767, 36110, 660, 31349, 53557, 304, 308, 25793, 33155, 198, 30035, 13, 16, 13, 18, 198, 95161, 21930, 50708, 9362, 9377, 271, 47416, 759, 1, 2849, 198, 791, 4141, 374, 18255, 28890, 2740, 1139, 3116, 7563, 11, 8617, 24038, 198, 24410, 2849, 356, 11, 11947, 374, 264, 8036, 11546, 374, 1101, 11102, 627, 79156, 514, 1162, 6964, 198, 32, 13356, 1584, 27032, 627, 55715, 7540, 369, 19371, 1516, 612, 1141, 13, 23286, 437, 107633, 271, 0, 16, 13, 19, 13, 19, 2472, 63558, 1070, 622, 17112, 15, 11877, 650, 21985, 15, 1498, 69233, 61564, 7500, 69, 339, 657, 297, 50677, 16, 13, 20, 198, 3915, 279, 6037, 315, 42822, 2382, 1355, 45845, 8881, 685, 520, 279, 2380, 13016, 3196, 389, 7241, 35327, 512, 24627, 198, 59376, 198, 63326, 9660, 297, 198, 1820, 330, 95928, 14654, 871, 397, 3368, 96513, 22890, 198, 1820, 1396, 480, 15259, 4478, 25, 33357, 25, 100151, 14, 790, 3579, 984, 735, 198, 16224, 33844, 13437, 198, 4549, 315, 21261, 841, 198, 36013, 1968, 198, 22980, 198, 49569, 3493, 272, 198, 268, 900, 198, 47, 605, 86, 713, 198, 25123, 198, 11087, 50, 6780, 9, 12769, 16500, 12769, 34363, 353, 9, 4, 13499, 198, 83, 869, 83, 452, 1919, 73, 2689, 51, 544, 283, 198, 5010, 6458, 3716, 56939, 198, 267, 62467, 3262, 5736, 45, 45202, 198, 64, 865, 9112, 1327, 20969, 198, 1546, 452, 14, 328, 1764, 6, 289, 362, 198, 77, 883, 293, 198, 88, 379, 12328, 4056, 1144, 503, 24, 72, 41, 379, 198, 3013, 220, 16, 13892, 24, 328, 1529, 370, 76, 296, 5418, 348, 198, 88, 198, 1065, 21286, 54, 503, 462, 220, 24, 326, 20, 198, 4, 9507, 384, 2111, 6440, 76, 273, 198, 59, 1370, 198, 791, 32905, 12330, 4156, 4141, 198, 130, 232, 220, 17, 84689, 198, 32, 397, 48303, 7870, 296, 28387, 59903, 288, 320, 62236, 2761, 198, 56, 1785, 433, 5267, 70, 5527, 3449, 356, 13983, 40321, 64, 198, 78, 599, 83, 274, 354, 85, 44408, 264, 343, 305, 4937, 311, 10402, 282, 501, 69, 198, 5481, 339, 1608, 6496, 198, 68, 680, 27591, 95993, 3209, 1320, 88, 393, 4151, 278, 5869, 95261, 45369, 352, 198, 86, 3716, 68, 198, 72, 18145, 198, 33539, 83, 520, 274, 53, 2303, 198, 71, 718, 353, 8517, 198, 1820, 545, 6634, 402, 57695, 356, 2689, 7058, 17156, 436, 16417, 8045, 384, 198, 76, 86486, 198, 79, 198, 1820, 342, 3716, 77, 198, 1820, 198, 51, 305, 384, 198, 70, 315, 198, 77, 198, 45854, 363, 198, 83, 376, 2438, 289, 34843, 198, 32, 198, 4238, 304, 279, 31265, 2041, 1028, 259, 198, 88, 379, 303, 9128, 356, 1080, 198, 71, 305, 3689, 198, 1820, 3995, 4281, 198, 39, 198, 3473, 577, 531, 9210, 433, 348, 3306, 271, 3701, 5301, 198, 53, 75, 2439, 354, 43505, 740, 73047, 512, 1820, 28681, 2174, 3209, 198, 39, 265, 198, 83649, 430, 1202, 892, 198, 76, 38060, 75733, 73352, 1446, 18812, 454, 311, 198, 85, 580, 198, 12134, 54821, 7058, 998, 297, 281, 198, 8148, 88, 198, 85, 94894, 26644, 73, 198, 64, 198, 339, 353, 10462, 2035, 198, 78, 8791, 940, 358, 72, 198, 13, 353, 4937, 525, 19371, 4428, 1366, 198, 10149, 0, 353, 81, 1283, 1369, 7058, 21886, 578, 7054, 650, 6043, 271, 43, 274, 482, 4056, 4504, 198, 9, 451, 198, 9, 3694, 135, 250, 32, 3193, 650, 259, 198, 2746, 15960, 6511, 436, 198, 53, 70, 79065, 4360, 198, 64, 365, 78, 33876, 348, 2265, 74, 6473, 12095, 297, 198, 105941, 4171, 998, 19, 269, 198, 83, 16965, 9, 8747, 1551, 5736, 68, 28256, 1103, 198, 53379, 511, 198, 67702, 91, 78, 4800, 198, 2170, 279, 3765, 71, 11916, 86, 385, 1517, 4206, 270, 53910, 79671, 198, 3968, 361, 6885, 41876, 372, 1955, 198, 24, 68, 198, 45, 75, 2465, 264, 14, 21380, 677, 345, 64, 97236, 19, 383, 2192, 1175, 36, 6496, 29831, 546, 258, 198, 34, 68132, 7550, 40, 85, 503, 77, 308, 13, 482, 30728, 198, 46, 67495, 462, 355, 9116, 264, 23398, 198, 12, 297, 577, 656, 198, 31, 41, 198, 78, 11644, 4355, 7716, 198, 68, 198, 392, 275, 198, 82, 583, 58797, 363, 8777, 42, 328, 3893, 36644, 198, 69, 380, 85, 75488, 198, 1820, 4083, 3092, 348, 4088, 81, 1183, 73594, 33462, 198, 339, 295, 1208, 279, 34361, 469, 20811, 198, 67, 5038, 41897, 345, 2746, 13289, 10095, 39095, 1880, 198, 26301, 10843, 10633, 198, 2028, 29614, 12992, 198, 2203, 8869, 3415, 294, 384, 21888, 44, 328, 8892, 69, 21965, 122276, 8359, 76, 12456, 198, 70, 372, 86, 5642, 345, 83, 451, 555, 48376, 1395, 198, 265, 376, 376, 3315, 2902, 713, 354, 1073, 5979, 198, 64, 569, 198, 68, 297, 1768, 198, 64, 8725, 959, 7210, 22648, 28262, 426, 14029, 279, 198, 277, 12414, 2840, 86, 939, 363, 473, 17330, 362, 305, 662, 35923, 1517, 264, 427, 198, 78, 198, 915, 43210, 1310, 67, 505, 274, 5010, 198, 16, 83, 83281, 315, 8770, 40297, 3694, 49078, 55656, 755, 772, 344, 327, 8649, 198, 339, 198, 112644, 1964, 128001 ]
4,098
{ "text": "Clouds of light\n\nLight clouds are formed in the process of radiation in the lower stratosphere.\nOn average the topmost layer of air (the underlying layer of troposcapes) the stratopause is located at 12 km, and the cloud's density is increased to 20 times. The receiving power of the scattered light is 85.5 times larger than that of the forward scattered light.\nLet's first consider both cases at the same temperature and approximate by the spectrum of Rayleigh scattering. the initial condition cloud at the top of the atmosphere is reflected. Since the cloud and all elements in it refract light in the same direction with respect to the observer, its temperature (wind speed, humidity etc.) will not affect the characteristic cloud parameter.\n\nThe reflection of scattered light took place in the initial case at the absolute temperature T = 0 ML: lS Nm /s2, the power of scattered light = 12K atm /s2, the power of the reflected scattered light 85.5 l (12) = 91K atm = 9, 12*a*10S(1)·10l.\n\nExpecting to reflect the light of the density of a cloud with a profile N = N0 [l /ŕ]’/f 24°N is not reflected according to the ponderometric definition expected proportion increased to 10!, and the doubling of the scattering cross section, the value of the reflected power was lSc = lS Sc = lS k = lα lS =ks\nNow you have everything to determine the size of the cloud, you should notice. N0 = lSC\n2K=[l5 /cr] =[(85.5 l (12) ·10-3 K ·s2·m3 kg²) / (2 ·N(A) ·k\n(N0=91 ·10L = lS ·Sc ·l/a2\nit SMAS\nS 5, 1: 10L =12kg-5\nSo S 5, 1: 10L= l/12 * (12) ·10L= lSC cl8 ·mar²\nTherefore,\nox2=ax 2 ·l8/10S(1) ·lS ·l=c c2 (14)\nSolving (Of) give eye cloud:\nax= [l/a1< N(A) ·αT ⋅2\n\nBased on the above formula can calculate the required cloud parameters at different temperatures.\nN0 [l /ŕ]’/f 24°N,for T = 0 C and l= 10-3 K an s2 M2 /px\nN0=ln/(fca ) .12/5; N0=$12 · 10-3kg 21.m-5, a 2/C-1 (1) =$52 · 10-3kgm-5\nN0[1/(fca)].84/N0a\nN0=$12 · 10-3kg 21.m-5, a 2/0 ·1‡-1 (113)/70 (c) =$12l•10Pa3\nor, among other things, is it possible to get smaller\nso, N0[1/(fca)].84/12 · 10 e lb3\nN0cai =3000 · 10-2.lB\n\nThe upper layer of the atmosphere cloud create object, light from it is reflected in a large number of different directions from different places. But the angle of incidence ray matches the angle of emission by the reference ray, the light rays from above\nReturning to the initial conditions task. It is simple to imagine that every scattered ray passes through a plenty, when representing the whole material medium chop short by the process of mutual photonization.\nCan take a ray – is an example of a typical thermal cloud: if a homogeneous vertical 4 C 105 kg ·m→5. ks=1018 I·S ·_AI surface at 0 kg and 100 kg is also not affected by the “S7A”, then it is obvious, on the other hand, not. Also, note: if the sun has a 0 kg size, then as radiant observatory zoomed in clouds 24° for 10 S 981 becomes 10 S]!]: If on a clear night, you can see the moon and the sun, then it is visible on the sun. Too big a moon.\nFigure 1.\n\nVariation of the reflecting beam angular distribution N of light reflected from cloud water or rain in four different conditions.\nVariation of the reflecting beam angular distribution N of light reflected from cloud water in three different conditions.\nThe width angular visibility band of a light received cloud by the beam is equal to the angle of the field of view of the canopy of a cloud tree\n\n1. If point with one ray of the reference ray beam is responded to minus, then the image of the star in the sky of the ray reflected on the horizon will be one in time, but its size will be lost.\n2. The diffuse cloud reflects only about 6-7%, only the atmospheric radio waves are effectively reflected.\n3. The atmosphere blackened through smoke may be seen in the layer 20-50 km strongly GMF by arrows and.. In the air slammed through the air a haystack.\n4. The presence of a heterogeneous background means that any bright particle will be resolved according to the wave norm a = 3.6 m. You can consider only small numbers 3,6! Do kill extra number zeros.\n5. Net signals for ensuring the size of clouds - are better. Even the photo card with a sample sheet width of a few thousandth of a plane could be visible in thin.\n6. Wireless loss can repeat many time, more than 100, even.\n7. On a clear day the sound travel distance can reach S [1247] · 10 cm.\n8. A partially penetrated beam can be considered in a straight line.\n9. The refraction coefficient varies linearly with depth: D=2.03493+k*dm(c + cosec ca), or cosec ca the reduced gas constant is.\n10. The temperature scale to convert cloud reflectivity to the power of the neutral density.\n11. At the bottom of a clear layer of full reflection occurs by fog.\n12. Halfway between the ground and ideal place of the reflection in uniform cloud (curve N1 ‘N2) arises the first, the third. This pattern in the region of the cloud with a straight horizontal line neglected, information phenomenon cloud radar.\n13. Neutral refractive index of gas A as the boundary this (beam) refractive index on the axis of curvature of water drops at the precise N 2 = N 1 ·│2/Ó₉.\n14. Approximate calculated emission/correspondence of suspended condensate: krp/Rc=0.85/80=0.0105 lm/kmK - .. Where Rp - reflectance spectrum of the coated/matted/yarn in the range of 5-10% Ho. Thanks to vaccination, here there are lung bad guys.\n15. The frequency of collisions h =Na. acE1 is called the integrated radial density.\n16. The volume of the condensation water in temperature T drops approximately 3 l12F 21 c · T ·900 C3/l10H1T=3.k(T -1&)\n17. The temperature of the condensation rain (hygroscopic condensation) if through the beforescreen drops with point 3 cm, then you will see a thermometer, if he lowered the temperature with point S2 cm!\nor less - the concrete mixture.\n18. The fraction of the refraction and reflection of the light to the plane of NH K S (or equivalent temperature, the higher the specific volume of gas A electronfilm logarithmic scale corresponding): Me f °x. 2131 at 0 C; g0 =2184 °C x Ç.\n19. Schematic figs °A:\nA\niii Aspect\niv Density\nvocuk\nMaximeters\nInfinity rejectory\nTemptatiohn\npaС Zouts Fig\n\nTo see the cloud cell:\n1. The grid must have an origin and associated \"coordinates\", and the pit, where you are in. The most common point - the origin is any balloon iran S or a subsurface oil, or other assay, not penetrated into the magnetosphere, always bears the horizon.\n2. A topographic map with coordinates located (not distant) from the grid origin. But what do you know the horizontal qa, elevation, degree? - defraction through a haze at a certain distance, subtracted and lost from what you have (ed '. -ignore. Is diffraction refraction In different bodies of light Medium satavremgerd in the air and radmenvpjowmony Aazs.\"\n3. Next time, to the horizon at the left and right: NO.\n4. Try to guess in which direction the object.\n5. The best friends of the atmospheric system with the twelvety-every Sunday 20 - ro fx.s 103.\nYou are on a point of the horizon and the clouds at low elevation; as you did not quite a good image that mountain/gaint sunbeam turned out to be the same. The mosaic image of the beam morphology (remembering) will tell you about the coordinates of the sized cloud.\nThe numerical zoom power in ts/mC blowers are equal to:\n1 at an observation angle of 60°.\n99=270\nIf the angle of observation on the cloud 70 °-\n99',~ 1 at an observation angle of 120°.\n99=180\nIf the angle of observation on the cloud 95 °-\n99',~ 1 at an observation angle of 160°.\n99=240\nIf the angle of observation on the clouds 140°\n99=300\nWith the observation located at the cloud 180 °, a 1620\nIf the cloud is located at its maximum diameter, the map of the scattering property does not change.\nIf the cloud is located at its maximum wave extension, the map of the scattering property (angular) anisotropy growths\n1 %S1 = 1 FA, 1- a 10% increase in scattering by 0 percentage point (3).\n2. The glowing discharge from above the point on the azimuth, above the point B r2/2·R\n3. If below OFr The cloud has a flat size H, and the point K 1/2·H / Sin a) =_rt R from above Seen wide part mRp:H, above the NB variation\n4. If the cloud has a shape H,R 2h [2·h2/4 + R2/2] = 9 Rh2\n1) From above the cloud that HF width w. P= w sin a Nb altitude mehfighthereont: p=wR2 w/2R2- Rh2 =O 414239m/A!//2sin a 1)\nr\n2) Clouds of byt o!\nTurn .\n3) Anyone above the visible cloud orientation\nNb =V4πS/9w\nOn average an upper layer of air at a density.propportion = 10 raise to −5 kg/m3, which - frall12, conversion to mileage per second:\ng=2 · 10-5 · G° m · s2\nV=I E1g\nIf by definition, the density of the air is constant, approximately equal to the initial condition:\nV= 1000 · 2U3 · 106\n= 2,02 · 101E 7 m/s\nThen you can already guess how to increase over the speed in a diffraction cloud signal a suitably calibrated.\nThe local diffraction boundary of Ka725 nm l Ya 10h6Y 2 + 3600 1h c - definition of spectral density yA Gauss small, a solution of which: X ta 2 e” 1/22 dx\nN Ñ↑ αx `\n(Ta2)/22ηX1..∞)\n\nSize\nArea of the cloud with the diffraction cloud follow:\nU = 1/2·l agm=Gpi\ne «10h6.386×43\n2, :7x-103/358 100XA\n5.87X 10-.12. m =W 1.63xl j 1 _ 1% [9 PaNewton]\nf\nApproximation - the resulting size V in m is 2 l9″m  The area of A =παV\nand Fa 3165 m2\nA cloud area / la 3165 ~ 100m 199! m =34.2°m”\nλλ\n3 The cell diameter:\nd = √\n4A1 :fa\nSince the area occupied by the cloud is about 100 m2, then the size of 70 Air\n2:2 I»4972″S\nA cloud cell cell's network 30.8°cr\u0001 when the Earth is visible.\nAll clouds of the size of 1·10∞ to S6Сг 26100 m h(width) r S6C07 26100 m\n± 1.2% «red billion» m <<< Avg cr:C c Vil313399m.\n2 Osmratio g=V200 m/s\n2Welcome\nfinite size, (size of just a few hundred) [a few thousand]\nThe reflectance of the cloud supercharged was observed by radar and the range of this flashlight was not known wants to! Switch the transmit balance: a1=n/P\nV scope, received?\nIdeal scenariąWNARYTTa TRL;\nU= H * (Λ*2) /ηp\nA = Td p / C2\nThe constant talents related to the collection of cells z-track:\nIe t =4E - 6· 1/fX [seconds]\n701\nIe t =AV [SVP] ·Lms/second\nTAB LI\nV AV / bet t ac 3tABC3 ttl\nI┴I\ne0AR\n=V 360\n... s r 3600\"pa Newton! 1\nФo&l ft\niki j 101S~^2\n2:2\n42227,229.\nA sound 4~a = 43325 meters per second makes the noise intensity visible 10 Wm! Is it also threshold?\nThe speed of exhaust to stimulate infinite to infinity, from a shallow (function interface) interferometer (microscopic) to the infinite sinusoidal radial frequency C [Hz].\nIf the amplitude of the radial frequency equal to the wavelength (valid only for our-frequency radar antennas with a mesh broken) C); + A is the amplitude of the frequencies of a sine. The wavelength - but the length of the interface between the penetrators cell size.\nFrom the formula C=α«\n\nLnTanT·LN1 that started with [C] (C300) cmthesesion wessimensionality as the type EMGNTIL (-1) and the corresponding correction factor Xm symbol\nThe numerical zoom ZV with XX = NMN CAUs:\nv been 1 at the top of original Jonathan at the top of original angle on the cloud case /\nFig1.\nVariable\nBasic\nF\nFig.1.1, colored cloud cell nets as laid down in series by Radius (the “ terrestrial diameter of the cloud-hole1\nFig.1,2 collages thickness variegated fog nets in n pollution substances\nFig.1.3\nheatmap spy CRE CAEP\n\n\"Catch\" cell\nThe filter is divided alphabetically into four cards, thus generating\nmesh cell C, HE is a closed mesh is also broken.\nFra le case edge\nA perspective line spacing.\nPrompt requests for dilution &amp. Dominos olay\n\n!1.4.4 map mash there J3580° V6180ql '/'\nresearch ogfthll o::\n1.5\nFrom the rule of sphero-spherical reflectance at the three readers based on equipment varies:\nSurface\nEquipment\nTechnical bits o\nthe \"sweet finger >>\npyrire builds\nthe number GNI rate: EDIT: CONSTANT/STATIONAL K\nrequency TT km\nLevel of intensity ne\nreflectivity\nò\nPV provide c\nenumber\nP10wge\npte\nGoSki* «™ «− **% yy\ntovt NtyjooTffou\ngn/wfa rn\nst Nvidia/m*\nNxxxxxxxx\na xtf extomes\ntn N/ Sma' w A\nn ) b\ny yuv ~ \\ j9iJ y\ndf 1 ty9 S blabm maa v\ny\nys PiW jri 9 l5\n% ll eved ^mle\n\\ par\nThe derivative wave front filter\nƊ 2iT\nA>\nlisete m tire palletes ( distorted der\nYFF itęg stre meet CAE composa\noystt sotv tn aig hlt to rc fplf\npoth edà\neappdie oroçtdy Pseeal pen*dt coursay\nwfae\ni Fa\nfidt at sVoy\nhich * een\nthe();\nrdav/she Coo-\nhu ryo sym e\nmδ\np\nthe gfan\nthe\nT h e\ng of\nn\nhfow\nttrrl w-repeat\nA\nlight in the redeced te t\ny ynd bg C co\nh hatis\nthe young cred\nH\nthen uertthat it vsl\n\nTH EN\nVlonsotvb */\nrug:\nthe geochnç\nHre\ndac that its time\nmuga oi tion seroroop to\nvace\nstar rin-\nto o p\nkiny\nv Sparks fcj\na\nth *ti place\no utual Ii\n. *ltave dilatoaph\nWill! *r He Se-\nPresent The Top Vae\n\nL s - ~ving\n*de\n* +\n˜A\"/ V t\nIf hiwd r\nVg trough issue\naewo dv vrickione Si o\n»\nhrto4or\ntwan*diwn*\neultaurl\nSaoc\nhg|o Now\nAs the AbhAcwlofl Off th mwenk\nFluega Clerumeta\n9e\nNlmy a/Snob,\na|i4heai(tEàEmpontin\nC rhe survIv jn n. -hir\nO/=rius eq a(sp\n- o u do\n@J\noánla-th\ne\nubit\nsrouuilow.iK SiiVi\nfistv-po\nthe opp My vuelr Trsnsitu\nthet la the ach Ecu\ndiamullah,\nIf» coffudden et\nhisitory fuel\nThis Wa increases\nspirovo d ehpM Srmf tropesin -*më\ngumwaste,\ntde by clicbe\nretrtrda-hgeotofci\naard\ne opar\na ulvarican Dynamic Trace Bvy the\nar vertical glwshow Htit A h . vpfl aht\no\nfiguwrcd from sgn\n1tanches of mist IDS +\nHoestrodeflectivex containing\nth\neruher", "tok_ids": [ 16440, 82, 315, 3177, 271, 14235, 30614, 527, 14454, 304, 279, 1920, 315, 25407, 304, 279, 4827, 610, 14357, 8182, 627, 1966, 5578, 279, 1948, 3646, 6324, 315, 3805, 320, 1820, 16940, 6324, 315, 21965, 24366, 9521, 8, 279, 44397, 84110, 374, 7559, 520, 220, 717, 13437, 11, 323, 279, 9624, 596, 17915, 374, 7319, 311, 220, 508, 3115, 13, 578, 12588, 2410, 315, 279, 38067, 3177, 374, 220, 5313, 13, 20, 3115, 8294, 1109, 430, 315, 279, 4741, 38067, 3177, 627, 10267, 596, 1176, 2980, 2225, 5157, 520, 279, 1890, 9499, 323, 45968, 555, 279, 20326, 315, 13558, 64069, 72916, 13, 279, 2926, 3044, 9624, 520, 279, 1948, 315, 279, 16975, 374, 27000, 13, 8876, 279, 9624, 323, 682, 5540, 304, 433, 19914, 533, 3177, 304, 279, 1890, 5216, 449, 5201, 311, 279, 22842, 11, 1202, 9499, 320, 19703, 4732, 11, 38193, 5099, 6266, 690, 539, 7958, 279, 29683, 9624, 5852, 382, 791, 22599, 315, 38067, 3177, 3952, 2035, 304, 279, 2926, 1162, 520, 279, 10973, 9499, 350, 284, 220, 15, 20187, 25, 326, 50, 452, 76, 611, 82, 17, 11, 279, 2410, 315, 38067, 3177, 284, 220, 717, 42, 70887, 611, 82, 17, 11, 279, 2410, 315, 279, 27000, 38067, 3177, 220, 5313, 13, 20, 326, 320, 717, 8, 284, 220, 5925, 42, 70887, 284, 220, 24, 11, 220, 717, 34842, 9, 605, 50, 7, 16, 8, 14260, 605, 75, 382, 17995, 287, 311, 8881, 279, 3177, 315, 279, 17915, 315, 264, 9624, 449, 264, 5643, 452, 284, 452, 15, 510, 75, 611, 129, 243, 60, 529, 14, 69, 220, 1187, 11877, 45, 374, 539, 27000, 4184, 311, 279, 48883, 24264, 7419, 3685, 21801, 7319, 311, 220, 605, 17581, 323, 279, 60115, 315, 279, 72916, 5425, 3857, 11, 279, 907, 315, 279, 27000, 2410, 574, 326, 3407, 284, 326, 50, 2522, 284, 326, 50, 597, 284, 326, 19481, 326, 50, 284, 2857, 198, 7184, 499, 617, 4395, 311, 8417, 279, 1404, 315, 279, 9624, 11, 499, 1288, 5406, 13, 452, 15, 284, 326, 3624, 198, 17, 42, 5941, 75, 20, 611, 5192, 60, 284, 9896, 5313, 13, 20, 326, 320, 717, 8, 9787, 605, 12, 18, 735, 9787, 82, 17, 14260, 76, 18, 21647, 30556, 8, 611, 320, 17, 9787, 45, 4444, 8, 9787, 74, 198, 8368, 15, 28, 5925, 9787, 605, 43, 284, 326, 50, 9787, 3407, 9787, 75, 14520, 17, 198, 275, 14031, 1950, 198, 50, 220, 20, 11, 220, 16, 25, 220, 605, 43, 284, 717, 7501, 12, 20, 198, 4516, 328, 220, 20, 11, 220, 16, 25, 220, 605, 43, 28, 326, 14, 717, 353, 320, 717, 8, 9787, 605, 43, 28, 326, 3624, 1206, 23, 9787, 5730, 30556, 198, 55915, 345, 5241, 17, 72763, 220, 17, 9787, 75, 23, 14, 605, 50, 7, 16, 8, 9787, 75, 50, 9787, 75, 20105, 272, 17, 320, 975, 340, 50, 20222, 320, 2173, 8, 3041, 8071, 9624, 512, 710, 28, 510, 75, 14520, 16, 27, 452, 4444, 8, 9787, 19481, 51, 2928, 233, 227, 17, 271, 29815, 389, 279, 3485, 15150, 649, 11294, 279, 2631, 9624, 5137, 520, 2204, 20472, 627, 45, 15, 510, 75, 611, 129, 243, 60, 529, 14, 69, 220, 1187, 11877, 45, 11, 2000, 350, 284, 220, 15, 356, 323, 326, 28, 220, 605, 12, 18, 735, 459, 274, 17, 386, 17, 611, 1804, 198, 45, 15, 28, 2312, 12148, 69, 936, 883, 662, 717, 14, 20, 26, 452, 15, 3266, 717, 9787, 220, 605, 12, 18, 7501, 220, 1691, 749, 12, 20, 11, 264, 220, 17, 11547, 12, 16, 320, 16, 8, 47481, 4103, 9787, 220, 605, 12, 18, 7501, 76, 12, 20, 198, 45, 15, 58, 16, 12148, 69, 936, 27261, 5833, 20906, 15, 64, 198, 45, 15, 3266, 717, 9787, 220, 605, 12, 18, 7501, 220, 1691, 749, 12, 20, 11, 264, 220, 17, 14, 15, 9787, 16, 111641, 12, 16, 320, 8190, 5738, 2031, 320, 66, 8, 47481, 717, 75, 6806, 605, 20908, 18, 198, 269, 11, 4315, 1023, 2574, 11, 374, 433, 3284, 311, 636, 9333, 198, 708, 11, 452, 15, 58, 16, 12148, 69, 936, 27261, 5833, 14, 717, 9787, 220, 605, 384, 19398, 18, 198, 45, 15, 96250, 284, 3101, 15, 9787, 220, 605, 12, 17, 929, 33, 271, 791, 8582, 6324, 315, 279, 16975, 9624, 1893, 1665, 11, 3177, 505, 433, 374, 27000, 304, 264, 3544, 1396, 315, 2204, 18445, 505, 2204, 7634, 13, 2030, 279, 9392, 315, 39775, 18803, 9248, 279, 9392, 315, 41353, 555, 279, 5905, 18803, 11, 279, 3177, 45220, 505, 3485, 198, 85914, 311, 279, 2926, 4787, 3465, 13, 1102, 374, 4382, 311, 13085, 430, 1475, 38067, 18803, 16609, 1555, 264, 11510, 11, 994, 14393, 279, 4459, 3769, 11298, 48094, 2875, 555, 279, 1920, 315, 27848, 69010, 2065, 627, 6854, 1935, 264, 18803, 1389, 374, 459, 3187, 315, 264, 14595, 29487, 9624, 25, 422, 264, 87282, 12414, 220, 19, 356, 220, 6550, 21647, 9787, 76, 52118, 20, 13, 42382, 28, 4645, 23, 358, 14260, 50, 9787, 76422, 7479, 520, 220, 15, 21647, 323, 220, 1041, 21647, 374, 1101, 539, 11754, 555, 279, 1054, 50, 22, 32, 9520, 1243, 433, 374, 8196, 11, 389, 279, 1023, 1450, 11, 539, 13, 7429, 11, 5296, 25, 422, 279, 7160, 706, 264, 220, 15, 21647, 1404, 11, 1243, 439, 77443, 9466, 5382, 15932, 291, 304, 30614, 220, 1187, 11877, 369, 220, 605, 328, 220, 25643, 9221, 220, 605, 328, 60, 0, 5787, 1442, 389, 264, 2867, 3814, 11, 499, 649, 1518, 279, 18266, 323, 279, 7160, 11, 1243, 433, 374, 9621, 389, 279, 7160, 13, 25619, 2466, 264, 18266, 627, 22804, 220, 16, 382, 57235, 367, 315, 279, 42852, 24310, 20932, 8141, 452, 315, 3177, 27000, 505, 9624, 3090, 477, 11422, 304, 3116, 2204, 4787, 627, 57235, 367, 315, 279, 42852, 24310, 20932, 8141, 452, 315, 3177, 27000, 505, 9624, 3090, 304, 2380, 2204, 4787, 627, 791, 2430, 20932, 24035, 7200, 315, 264, 3177, 4036, 9624, 555, 279, 24310, 374, 6273, 311, 279, 9392, 315, 279, 2115, 315, 1684, 315, 279, 64071, 315, 264, 9624, 5021, 271, 16, 13, 1442, 1486, 449, 832, 18803, 315, 279, 5905, 18803, 24310, 374, 16846, 311, 28382, 11, 1243, 279, 2217, 315, 279, 6917, 304, 279, 13180, 315, 279, 18803, 27000, 389, 279, 35174, 690, 387, 832, 304, 892, 11, 719, 1202, 1404, 690, 387, 5675, 627, 17, 13, 578, 55517, 9624, 27053, 1193, 922, 220, 21, 12, 22, 13689, 1193, 279, 45475, 9063, 17301, 527, 13750, 27000, 627, 18, 13, 578, 16975, 3776, 6901, 1555, 16603, 1253, 387, 3970, 304, 279, 6324, 220, 508, 12, 1135, 13437, 16917, 480, 32707, 555, 38057, 323, 497, 763, 279, 3805, 50365, 1555, 279, 3805, 264, 89547, 627, 19, 13, 578, 9546, 315, 264, 98882, 4092, 3445, 430, 904, 10107, 19320, 690, 387, 20250, 4184, 311, 279, 12330, 7617, 264, 284, 220, 18, 13, 21, 296, 13, 1472, 649, 2980, 1193, 2678, 5219, 220, 18, 11, 21, 0, 3234, 5622, 5066, 1396, 17975, 627, 20, 13, 9558, 17738, 369, 23391, 279, 1404, 315, 30614, 482, 527, 2731, 13, 7570, 279, 6685, 3786, 449, 264, 6205, 11071, 2430, 315, 264, 2478, 16579, 339, 315, 264, 11277, 1436, 387, 9621, 304, 15792, 627, 21, 13, 34742, 4814, 649, 13454, 1690, 892, 11, 810, 1109, 220, 1041, 11, 1524, 627, 22, 13, 1952, 264, 2867, 1938, 279, 5222, 5944, 6138, 649, 5662, 328, 510, 8874, 22, 60, 9787, 220, 605, 10166, 627, 23, 13, 362, 26310, 97922, 24310, 649, 387, 6646, 304, 264, 7833, 1584, 627, 24, 13, 578, 2098, 16597, 36706, 35327, 13790, 398, 449, 8149, 25, 423, 28, 17, 13, 22379, 6365, 46555, 9, 14170, 1361, 489, 86113, 66, 2211, 705, 477, 86113, 66, 2211, 279, 11293, 6962, 6926, 374, 627, 605, 13, 578, 9499, 5569, 311, 5625, 9624, 8881, 1968, 311, 279, 2410, 315, 279, 21277, 17915, 627, 806, 13, 2468, 279, 5740, 315, 264, 2867, 6324, 315, 2539, 22599, 13980, 555, 31349, 627, 717, 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$ ### #2 notorious3 Reputation: 151 • Posts: 431 • Joined: 19-January 08 Posted 13 June 2010 - 01:45 PM Turn everything into a sin(...)+cos(...), and take the +,- sign value depending on what quadrant it is. e.g. cos(-x) =cos x, cos(pi/2+x)=-sin x (because pi/2+pi=npi rad for all integers n). etc. Also, this is only useful if you can tell what the limits of the input values are (>=0,between 0 and pi/2 etc) ### #3 swordfighters Reputation: 0 • Posts: 3 • Joined: 27-April 16 Posted 14 April 2016 - 05:18 PM how to tell wether the angle is posive or negtive ### #4 kodekb Reputation: 0 • Posts: 8 • Joined: 19-May 16 Posted 21 May 2016 - 10:13 AM Draw a 2D x-y axis on a 3D piece of paper. then put a trihedral protractor next to the xy plane (that you just drew using your 3D protractor). draw a 3-way axis coming down from the hypotenuse of the trihedral protractor, and label the down ward axis "z axis." this is the final angle you can measure. now put a 2D xy axis next to this 2D axis you just made by mentally removing the the upright right side of the 3d trihedral protractor triangles on the z axis above. now use your new 2 axis to convert between the angles you need and what you want from what you need. Remember that these 2d angles will be in the radians of their respective "pane" (Gallant Heath). example: You are taking the hypotenuse of long radius on a 3-d pronounced protractor. and you need to find the angle of a point on the same hypotenuse in a different plane but at another hypotenuse spot. In this example, the 2 planes you are possibly interested in are on a side and upside down of that same side. The indian of that hypotenuse angle is 005. This means the angle you are trying to find is in West North. ### #5 Scotty378 Reputation: 0 • Posts: 1 • Joined: 01-April 19 Posted 07 January 2019 - 02:07 AM Is anyone able to convert a decimal value between = .350 to = .999 on an iphone camera? i dont know how to...I tried looking up the steps but they didnt match my printer and it was my #23 pen used...My printer had a #24 pen PARTNERS #1 jdideas Reputation: 22356 • Posts: 56,833 • Joined: 04 September 2004 Posted 08 January 2019 - 04:22 PM Oops you would want to post in the games forum. This is simply a tech video if you have Tekken Tag Tournament 2 or XBox360 version of the game. In that case you would need to play and determine what angle follows what and figure out the target angles needed to code for that monster kick combo. I would suggest memorizing the pattern so you don't have to play out find out the patterns. I assume the paper fighter game you talked about would be most appropriate. This post has been edited by jdideas: 08 January 2019 - 04:30 PM #2 Scotty378 Reputation: 8183 • Posts: 25,722 • Joined: 06-December 04 Posted 08 January 2019 - 07:55 PM I want to build 3d animations but unfortuntly i only have 3d softwares that can do flat plane animations of various 3d objects use polygonal meshes and i was wondering is it possible to screw those outputs into a machine so it would make polygons in 3d? old thread, time to bed... ### #3 jdideas Reputation: 22356 • Posts: 56,833 • Joined: 04 September 2004 Posted 08 January 2019 - 11:29 PM This would not be considered harder than regular 2d geometry and trig. However such 3d geometry for 3d would require that you find the coordinate crossing points of the 3d plane that your 3d shape is getting "cut up" in. What i meant by biting the bullet is interpret how the target shapes are facing you and their inside angles describe them trying to strike the original shape at the correct place. You sound like you are trying to replicate, but i only ask. Just for a starting example, if you have a simple square projectile sprite that throws out 60 degree angle shots out of an insect eye. How does a 3d graemy car think if it has to more 3d helicopter insect head to catch the basketball, but the basketball is next to it and hoveing shots back and forth into clown helmet at the right time to catch it. A similar engine to make the car would need to move the bullet to 3d and change how it shoots from 3d shooting to 2d where the track path is now circular. I am thinking using the triangle geometry where no 3d rotations were required to map to a quad plane from any direction. The only problem would be if the bullet was above the car, replacing more slicing angles to include the thickness of the plane that it is bumping against. However, i could be wrong and for nightmare engine would be 1 for the best that would require your car to search other shapes that you cheat off of a feature cutting plane. That is all that i know. This will not be easy, but it would be 3d fantasy softy. With 2d art like drawing angles you only needed 2d rotors therefore the point. With 3d art there may be no way to do it without having the shape be always modeled with 3D and possibly translating it through the space to drain dragon work with unfolding dance. it might be possible to try it, but trying would generate confidence or defect quickly depending on if it is done. It could be a cool, but brutal gaming engine that could become quite complex to code especially when typing on the keyboard. LeanestSimian gave a great answer. What he explains is trigonometry. All I am trying to explain now is how the real world shapes, or how I think of them are more complex. I remember doing a paper fighter project a few years ago. When I proposed the idea, I was told it can't be done, i always pointed back at now it can be done. the problem was mainly graphical rendering. It was 2D chasing a 2D circle back and forth. This took about 30 minutes. It just put up a map of the path, so when your character walked on top of the map. at the same time they walked across the ceiling. It now seems so easy, but it was quite hard to do without taking a serious tech college course. The idea was to make scatter points in 2D following the patterns of a 30-60-90 triangle in 3D. It would be necessary to do in some sort of order as to not distort measurements, but that could be the calculating part of it and the pixeling. Now you will definitely vest a lot of time playing a few sci-fi fighting games. They should show the combat info on screen of the multiple combat attack stats on a colored field. They then track the stats visual images across their loss or gain of d tab or chop point. I recommend using the brainstorming process to hum them a break song away from all the snippets of text, sound, and everything else for a while. Then when you do a field note to make sure you want to pursue the idea, but also do a ROI for your time disorder the project. +0 vote #1 #2 jdideas Reputation: 22356 • Posts: 56,833 • Joined: 04 September 2004 Was This Post Helpful? 5 Posted 08 January 2019 - 11:29 PM This would not be considered harder than regular 2d geometry and trig. However such 3d geometry for 3d would require that you find the coordinate crossing points of the 3d plane that your 3d shape is getting "cut up" in. What i meant by biting the bullet is interpret how the target shapes are facing you and their inside angles describe them trying to strike the original shape at the correct place. You sound like you are trying to replicate, but i only ask. Just for a starting example, if you have a simple square projectile sprite that throws out 60 degree angle shots out of an insect eye. How does a 3d graemy car think if it has to more 3d helicopter insect head to catch the basketball, but the basketball is next to it and hoveing shots back and forth into clown helmet at the right time to catch it. A similar engine to make the car would need to move the bullet to 3d and change how it shoots from 3d shooting to 2d where the track path is now circular. I am thinking using the triangle geometry where no 3d rotations were required to map to a quad plane from any direction. The only problem would be if the bullet was above the car, replacing more slicing angles to include the thickness of the plane that it is bumping against. However, i could be wrong and for nightmare engine would be 1 for the best that would require your car to search other shapes that you cheat off of a feature cutting plane. That is all that i know. This will not be easy, but it would be 3d fantasy softy. With 2d art like drawing angles you only needed 2d rotors therefore the point. With 3d art there may be no way to do it without having the shape be always modeled with 3D and possibly translating it through the space to drain dragon work with unfolding dance. it might be possible to try it, but trying would generate confidence or defect quickly depending on if it is done. It could be a cool, but brutal gaming engine that could become quite complex to code especially when typing on the keyboard. LeanestSimian gave a great answer. What he explains is trigonometry. All I am trying to explain now is how the real world shapes, or how I think of them are more complex. I remember doing a paper fighter project a few years ago. When I proposed the idea, I was told it can't be done, i always pointed back at now it can be done. the problem was mainly graphical rendering. It was 2D chasing a 2D circle back and forth. This took about 30 minutes. It just put up a map of the path, so when your character walked on top of the map. at the same time they walked across the ceiling. It now seems so easy, but it was quite hard to do without taking a serious tech college course. The idea was to make scatter points in 2D following the patterns of a 30-60-90 triangle in 3D. It would be necessary to do in some sort of order as to not distort measurements, but that could be the calculating part of it and the pixeling. Now you will definitely vest a lot of time playing a few sci-fi fighting games. They should show the combat info on screen of the multiple combat attack stats on a colored field. They then track the stats visual images across their loss or gain of d tab or chop point. I recommend using the brainstorming process to hum them a break song away from all the snippets of text, sound, and everything else for a while. Then when you do a field note to make sure you want to pursue the idea, but also do a ROI for your time disorder the project. +0 vote #1 #2 The_Dun_Sidan Reputation: 4 • Posts: 658 • Joined: 27-December 14 Posted 08 January 2019 - 11:50 PM Let me try to answer your question from the standpoint of an algorithm to do everything with bullets flying through space. Effects, clouds, Walls, etc <-> hitable What this means is that the bullets are hitable by things like walls and objects. Now, detectable <-> detectable Uploaded with a Dogma view: 2D #1 #2 The_Dun_Sidan Reputation: 4 • Posts: 658 • Joined: 27-December 14 Posted 08 January 2019 - 11:51 PM If you think a long time about it you will get the answer. The bullet goes your square of metal box down 1st anyways you want it to go downwards and its destiny is indisputable, because everybody wants it to go down anyways at 3d angle turning as necessary to approach the target. Detonation is based on charge and knock power. Is charge this strong and knock power this much? Is charge this powerful and reconnect I quickly and crush the enemy exaltation. Knock this strong! This is how I make it bounce and you also decide in the side of your bullet that you want to knock the wall so fast that the shape of the hit will cause the enemy to react differently. It is knocked in high and fast lines. The people, the enemy and the bullet all feel it. translation meaning different control commands are needed for the camera environment than for the entirety of this celestial spaceship. The spaceship needs just 3 camera main control commands to be able to smoothly and accurately move to the target in 2d space, no being even worse, the game draws a camera at the target camera target program code problem while processing the camera erase program so even if you want to move any control, you need to have a "by error", which in translation controls simply decode the "by error" from the camera command encoding military system in such a manner that the program will keep use of the coordinates to appropriately calculate the target reply to go up to the target and eventually return to the shoulder pulleys of the flight stick. #1 jdideas Reputation: 22356 • Posts: 56,833 • Joined: 04 September 2004 Posted 08 January 2019 - 11:59 PM What sort of work is this? algorithm design? real world application idea? Did you perhaps take a math course that was more complex than just high school trig? Unlike 2d game programming where 3d is everything that was expressed at 2d for topics that we automatically use, but not as easily depending on the involvement thing of points inside a trihedral triangle system. Let me try to figure out what you are talking about... CaseySciBattery gave a great answer. This topic has been dead for over six months. Start a new discussion instead. Have something to contribute to this discussion? Please be thoughtful, detailed and courteous, and be sure to adhere to our posting rules. Thank you. DISCLAIMER: Now when I know the reply to reference the problem it is mandatory to compose the reply with reference to the problem. In this area of space then you are becoming close and one of the dot and circle triangles points above the central, and the point lines at that point are pain in the neck. The space between any line of the triangle plus the point of one of the angles is one of the patterns. the one that points down is a little more difficult to hit. Just be sure to to study the dot and his circles triangle down in the enemy's eyes, because the unit that is shooting above the enemy and under enemy eyes will be -- -- Glide and Capsule shape will be below enemy eyes, and free if they are extreme at all lines they will run down under the enemy's eyes, and think he runs directly against the enemy. Carefully hurt the enemy before they hit. Look in the enemy's eyes and think of ways to do this. Consider everything carefully, and allow yourself to enjoy the revelation. The next challenge is more complicated? We will split the wheels to the east and to the south, and suspended heavy, but more rotating the wheels by top and bottom fins to the wind make it pure enough to dodge the shaft completely and the recharger shaft more then you can imagine. It was at top down pointing as the bullets are aimed in top and bottom of giants tessellating. We can play inside the circle three times it's really tense!! What pisses them off? This last deal and the current target to go trick is to deal with the actual challenges!! To bury them in to shit matters. The directions are like 120 degrees and down, that way. Please be polite. Thank you. Linux users bought their thunderbolt SUPER hard to clip a realistic corner exam in the potential energy game and the nitrogen rig anger was proved how to define the release of miner and uranium oh and how to make and balance in packed argh! This post has been edited by jcpc: 08 January 2019 - 11:59 PM +0 vote #1 #2 detkris Reputation: 42 • Posts: 510 • Joined: 04-March 17 Posted 09 January 2019 - 02:41 AM Hello, after for my proposal i am here, because a lot of people are here in that area, in this area is better to collaborate from the start. I explained to buero how what i am google search and how to do. After he, he looks sick. We do, but the problem with the site software is to bother about for a few days at first in understanding the main banner about the game platform, then it takes too long to log in. stand on the piece at first to understand a couple of hours, or they have to go to the forum for information. As i understand it, if you want to make a 3-D text game in the game platform, this is what I have to do. In the first section, the only task is to describe the situation in 2D, if we use the run-time approach with a camera understanding of the entire world at different heights, the fact that we used the planar engine environment is not clear. We go to the back-up, and position the camera to the screen of the game screen, and once we have three control: mouseio, key-based, mouse rotation navigate the camera room. Everything is done inside a circle, horizontal movement is reset if there is no horizontal movement, which I gave a large amount of tasks, but I have to click the relationship of the colors for each 2D character reveal each detail, with their color in the plane and to see if anything happened. If that and nothing is the most erratic, you've either got to repeat forever in some of the rotations. We exit the circle room and go back into the plane that we have appeared, so he alone in the vicinity of the position is stuck, we are not moving in the circle car, press a button in turn around circles and go back to where you want to be. Roid notices the timer in the time value update, for mobile subscribers, simplified used time to understand and the graphical state, to understand which you need to find the radio towers from the physical area. Because there are two planes in the board with something not in the first plane
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4,098
{ "text": "$\n\n### #2 notorious3\n\nReputation: 151\n• Posts: 431\n• Joined: 19-January 08\n\nPosted 13 June 2010 - 01:45 PM\n\nTurn everything into a sin(...)+cos(...), and take the +,- sign value depending on what quadrant it is. e.g.\ncos(-x) =cos x, cos(pi/2+x)=-sin x (because pi/2+pi=npi rad for all integers n). etc.\n\nAlso, this is only useful if you can tell what the limits of the input values are (>=0,between 0 and pi/2 etc)\n\n### #3 swordfighters\n\nReputation: 0\n• Posts: 3\n• Joined: 27-April 16\n\nPosted 14 April 2016 - 05:18 PM\n\nhow to tell wether the angle is posive or negtive\n\n### #4 kodekb\n\nReputation: 0\n• Posts: 8\n• Joined: 19-May 16\n\nPosted 21 May 2016 - 10:13 AM\n\nDraw a 2D x-y axis on a 3D piece of paper. then put a trihedral protractor next to the xy plane (that you just drew using your 3D protractor). draw a 3-way axis coming down from the hypotenuse of the trihedral protractor, and label the down ward axis \"z axis.\" this is the final angle you can measure.\n\nnow put a 2D xy axis next to this 2D axis you just made by mentally removing the the upright right side of the 3d trihedral protractor triangles on the z axis above.\n\nnow use your new 2 axis to convert between the angles you need and what you want from what you need. Remember that these 2d angles will be in the radians of their respective \"pane\" (Gallant Heath).\n\nexample: You are taking the hypotenuse of long radius on a 3-d pronounced protractor. and you need to find the angle of a point on the same hypotenuse in a different plane but at another hypotenuse spot. In this example, the 2 planes you are possibly interested in are on a side and upside down of that same side. The indian of that hypotenuse angle is 005. This means the angle you are trying to find is in West North.\n\n### #5 Scotty378\n\nReputation: 0\n• Posts: 1\n• Joined: 01-April 19\n\nPosted 07 January 2019 - 02:07 AM\n\nIs anyone able to convert a decimal value between = .350 to = .999 on an iphone camera? i dont know how to...I tried looking up the steps but they didnt match my printer and it was my #23 pen used...My printer had a #24 pen\n\nPARTNERS\n\n#1 jdideas\nReputation: 22356\n• Posts: 56,833\n• Joined: 04 September 2004\n\nPosted 08 January 2019 - 04:22 PM\n\nOops you would want to post in the games forum. This is simply a tech video if you have Tekken Tag Tournament 2 or XBox360 version of the game. In that case you would need to play and determine what angle follows what and figure out the target angles needed to code for that monster kick combo. I would suggest memorizing the pattern so you don't have to play out find out the patterns. I assume the paper fighter game you talked about would be most appropriate.\n\nThis post has been edited by jdideas: 08 January 2019 - 04:30 PM\n\n#2 Scotty378\nReputation: 8183\n• Posts: 25,722\n• Joined: 06-December 04\n\nPosted 08 January 2019 - 07:55 PM\n\nI want to build 3d animations but unfortuntly i only have 3d softwares that can do flat plane animations of various 3d objects use polygonal meshes and i was wondering is it possible to screw those outputs into a machine so it would make polygons in 3d?\n\nold thread, time to bed...\n\n### #3 jdideas\nReputation: 22356\n• Posts: 56,833\n• Joined: 04 September 2004\n\nPosted 08 January 2019 - 11:29 PM\n\nThis would not be considered harder than regular 2d geometry and trig. However such 3d geometry for 3d would require that you find the coordinate crossing points of the 3d plane that your 3d shape is getting \"cut up\" in. What i meant by biting the bullet is interpret how the target shapes are facing you and their inside angles describe them trying to strike the original shape at the correct place. You sound like you are trying to replicate, but i only ask. Just for a starting example, if you have a simple square projectile sprite that throws out 60 degree angle shots out of an insect eye. How does a 3d graemy car think if it has to more 3d helicopter insect head to catch the basketball, but the basketball is next to it and hoveing shots back and forth into clown helmet at the right time to catch it. A similar engine to make the car would need to move the bullet to 3d and change how it shoots from 3d shooting to 2d where the track path is now circular. I am thinking using the triangle geometry where no 3d rotations were required to map to a quad plane from any direction. The only problem would be if the bullet was above the car, replacing more slicing angles to include the thickness of the plane that it is bumping against. However, i could be wrong and for nightmare engine would be 1 for the best that would require your car to search other shapes that you cheat off of a feature cutting plane. That is all that i know. This will not be easy, but it would be 3d fantasy softy. With 2d art like drawing angles you only needed 2d rotors therefore the point. With 3d art there may be no way to do it without having the shape be always modeled with 3D and possibly translating it through the space to drain dragon work with unfolding dance. it might be possible to try it, but trying would generate confidence or defect quickly depending on if it is done. It could be a cool, but brutal gaming engine that could become quite complex to code especially when typing on the keyboard.\n\nLeanestSimian gave a great answer. What he explains is trigonometry. All I am trying to explain now is how the real world shapes, or how I think of them are more complex. I remember doing a paper fighter project a few years ago. When I proposed the idea, I was told it can't be done, i always pointed back at now it can be done. the problem was mainly graphical rendering. It was 2D chasing a 2D circle back and forth. This took about 30 minutes. It just put up a map of the path, so when your character walked on top of the map. at the same time they walked across the ceiling. It now seems so easy, but it was quite hard to do without taking a serious tech college course. The idea was to make scatter points in 2D following the patterns of a 30-60-90 triangle in 3D. It would be necessary to do in some sort of order as to not distort measurements, but that could be the calculating part of it and the pixeling. Now you will definitely vest a lot of time playing a few sci-fi fighting games. They should show the combat info on screen of the multiple combat attack stats on a colored field. They then track the stats visual images across their loss or gain of d tab or chop point. I recommend using the brainstorming process to hum them a break song away from all the snippets of text, sound, and everything else for a while. Then when you do a field note to make sure you want to pursue the idea, but also do a ROI for your time disorder the project.\n\n+0 vote\n\n#1 #2 jdideas\nReputation: 22356\n• Posts: 56,833\n• Joined: 04 September 2004\nWas This Post Helpful? 5\n\nPosted 08 January 2019 - 11:29 PM\n\nThis would not be considered harder than regular 2d geometry and trig. However such 3d geometry for 3d would require that you find the coordinate crossing points of the 3d plane that your 3d shape is getting \"cut up\" in. What i meant by biting the bullet is interpret how the target shapes are facing you and their inside angles describe them trying to strike the original shape at the correct place. You sound like you are trying to replicate, but i only ask. Just for a starting example, if you have a simple square projectile sprite that throws out 60 degree angle shots out of an insect eye. How does a 3d graemy car think if it has to more 3d helicopter insect head to catch the basketball, but the basketball is next to it and hoveing shots back and forth into clown helmet at the right time to catch it. A similar engine to make the car would need to move the bullet to 3d and change how it shoots from 3d shooting to 2d where the track path is now circular. I am thinking using the triangle geometry where no 3d rotations were required to map to a quad plane from any direction. The only problem would be if the bullet was above the car, replacing more slicing angles to include the thickness of the plane that it is bumping against. However, i could be wrong and for nightmare engine would be 1 for the best that would require your car to search other shapes that you cheat off of a feature cutting plane. That is all that i know. This will not be easy, but it would be 3d fantasy softy. With 2d art like drawing angles you only needed 2d rotors therefore the point. With 3d art there may be no way to do it without having the shape be always modeled with 3D and possibly translating it through the space to drain dragon work with unfolding dance. it might be possible to try it, but trying would generate confidence or defect quickly depending on if it is done. It could be a cool, but brutal gaming engine that could become quite complex to code especially when typing on the keyboard.\n\nLeanestSimian gave a great answer. What he explains is trigonometry. All I am trying to explain now is how the real world shapes, or how I think of them are more complex. I remember doing a paper fighter project a few years ago. When I proposed the idea, I was told it can't be done, i always pointed back at now it can be done. the problem was mainly graphical rendering. It was 2D chasing a 2D circle back and forth. This took about 30 minutes. It just put up a map of the path, so when your character walked on top of the map. at the same time they walked across the ceiling. It now seems so easy, but it was quite hard to do without taking a serious tech college course. The idea was to make scatter points in 2D following the patterns of a 30-60-90 triangle in 3D. It would be necessary to do in some sort of order as to not distort measurements, but that could be the calculating part of it and the pixeling. Now you will definitely vest a lot of time playing a few sci-fi fighting games. They should show the combat info on screen of the multiple combat attack stats on a colored field. They then track the stats visual images across their loss or gain of d tab or chop point. I recommend using the brainstorming process to hum them a break song away from all the snippets of text, sound, and everything else for a while. Then when you do a field note to make sure you want to pursue the idea, but also do a ROI for your time disorder the project.\n\n+0 vote\n\n#1 #2 The_Dun_Sidan\nReputation: 4\n• Posts: 658\n• Joined: 27-December 14\n\nPosted 08 January 2019 - 11:50 PM\n\nLet me try to answer your question from the standpoint of an algorithm to do everything with bullets flying through space.\n\nEffects, clouds, Walls, etc <-> hitable\nWhat this means is that the bullets are hitable by things like walls and objects.\n\nNow, detectable <-> detectable\nUploaded with a Dogma view: 2D\n#1 #2 The_Dun_Sidan\nReputation: 4\n• Posts: 658\n• Joined: 27-December 14\n\nPosted 08 January 2019 - 11:51 PM\n\nIf you think a long time about it you will get the answer. The bullet goes your square of metal box down 1st anyways you want it to go downwards and its destiny is indisputable, because everybody wants it to go down anyways at 3d angle turning as necessary to approach the target.\n\nDetonation is based on charge and knock power. Is charge this strong and knock power this much? Is charge this powerful and reconnect I quickly and crush the enemy exaltation. Knock this strong! This is how I make it bounce and you also decide in the side of your bullet that you want to knock the wall so fast that the shape of the hit will cause the enemy to react differently. It is knocked in high and fast lines. The people, the enemy and the bullet all feel it.\n\ntranslation meaning different control commands are needed for the camera environment than for the entirety of this celestial spaceship. The spaceship needs just 3 camera main control commands to be able to smoothly and accurately move to the target in 2d space, no being even worse, the game draws a camera at the target camera target program code problem while processing the camera erase program so even if you want to move any control, you need to have a \"by error\", which in translation controls simply decode the \"by error\" from the camera command encoding military system in such a manner that the program will keep use of the coordinates to appropriately calculate the target reply to go up to the target and eventually return to the shoulder pulleys of the flight stick.\n\n#1 jdideas\nReputation: 22356\n• Posts: 56,833\n• Joined: 04 September 2004\n\nPosted 08 January 2019 - 11:59 PM\nWhat sort of work is this? algorithm design? real world application idea? Did you perhaps take a math course that was more complex than just high school trig? Unlike 2d game programming where 3d is everything that was expressed at 2d for topics that we automatically use, but not as easily depending on the involvement thing of points inside a trihedral triangle system. Let me try to figure out what you are talking about...\nCaseySciBattery gave a great answer. This topic has been dead for over six months. Start a new discussion instead.\nHave something to contribute to this discussion? Please be thoughtful, detailed and courteous, and be sure to adhere to our posting rules. Thank you.\n\nDISCLAIMER: Now when I know the reply to reference the problem it is mandatory to compose the reply with reference to the problem. In this area of space then you are becoming close and one of the dot and circle triangles points above the central, and the point lines at that point are pain in the neck. The space between any line of the triangle plus the point of one of the angles is one of the patterns. the one that points down is a little more difficult to hit. Just be sure to to study the dot and his circles triangle down in the enemy's eyes, because the unit that is shooting above the enemy and under enemy eyes will be -- -- Glide and Capsule shape will be below enemy eyes, and free if they are extreme at all lines they will run down under the enemy's eyes, and think he runs directly against the enemy. Carefully hurt the enemy before they hit. Look in the enemy's eyes and think of ways to do this. Consider everything carefully, and allow yourself to enjoy the revelation.\n\nThe next challenge is more complicated? We will split the wheels to the east and to the south, and suspended heavy, but more rotating the wheels by top and bottom fins to the wind make it pure enough to dodge the shaft completely and the recharger shaft more then you can imagine. It was at top down pointing as the bullets are aimed in top and bottom of giants tessellating. We can play inside the circle three times it's really tense!! What pisses them off? This last deal and the current target to go trick is to deal with the actual challenges!! To bury them in to shit matters. The directions are like 120 degrees and down, that way.\n\nPlease be polite. Thank you.\n\nLinux users bought their thunderbolt SUPER hard to clip a realistic corner exam in the potential energy game and the nitrogen rig anger was proved how to define the release of miner and uranium oh and how to make and balance in packed argh!\n\nThis post has been edited by jcpc: 08 January 2019 - 11:59 PM\n\n+0 vote\n\n#1 #2 detkris\nReputation: 42\n• Posts: 510\n• Joined: 04-March 17\n\nPosted 09 January 2019 - 02:41 AM\n\nHello, after for my proposal i am here, because a lot of people are here in that area, in this area is better to collaborate from the start. I explained to buero how what i am google search and how to do. After he, he looks sick. We do, but the problem with the site software is to bother about for a few days at first in understanding the main banner about the game platform, then it takes too long to log in. stand on the piece at first to understand a couple of hours, or they have to go to the forum for information.\nAs i understand it, if you want to make a 3-D text game in the game platform, this is what I have to do. In the first section, the only task is to describe the situation in 2D, if we use the run-time approach with a camera understanding of the entire world at different heights, the fact that we used the planar engine environment is not clear. We go to the back-up, and position the camera to the screen of the game screen, and once we have three control: mouseio, key-based, mouse rotation navigate the camera room. Everything is done inside a circle, horizontal movement is reset if there is no horizontal movement, which I gave a large amount of tasks, but I have to click the relationship of the colors for each 2D character reveal each detail, with their color in the plane and to see if anything happened. If that and nothing is the most erratic, you've either got to repeat forever in some of the rotations. We exit the circle room and go back into the plane that we have appeared, so he alone in the vicinity of the position is stuck, we are not moving in the circle car, press a button in turn around circles and go back to where you want to be. Roid notices the timer in the time value update, for mobile subscribers, simplified used time to understand and the graphical state, to understand which you need to find the radio towers from the physical area. 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"100,60+40,40,15,5 are km/h.\n\n=> 100/6 + 60/6 + 40/6 + 40/6 + 15/6 + 5/6\n60[11*60/6]\n60[660/6]\n(...TRUNCATED)
[128000,1041,11,1399,10,1272,11,1272,11,868,11,20,527,13437,7682,382,2228,220,1041,14,21,489,220,139(...TRUNCATED)
4,098
{"text":"100,60+40,40,15,5 are km/h.\n\n=> 100/6 + 60/6 + 40/6 + 40/6 + 15/6 + 5/6\n60[11*60/6]\n60[(...TRUNCATED)
"Here is a set of list of formula’s that you could remember, and will probably help you understand(...TRUNCATED)
[128000,8586,374,264,743,315,1160,315,15150,753,430,499,1436,6227,11,323,690,4762,1520,499,3619,1063(...TRUNCATED)
4,098
{"text":"Here is a set of list of formula’s that you could remember, and will probably help you un(...TRUNCATED)
"1289 Students have access to computers\n16 Lesson Plan Week Ten PYP 015 Unit: 2, 5 Topic: 8 Grade(...TRUNCATED)
[128000,4386,24,20783,617,2680,311,19002,198,845,50015,9878,10563,18165,393,10158,220,16037,8113,25,(...TRUNCATED)
4,098
{"text":"1289 Students have access to computers\n16 Lesson Plan Week Ten PYP 015 Unit: 2, 5 Topic:(...TRUNCATED)
"Vegetable parmesan vs pecan pie or risotto formula how to become a fraudulent bank bill amazon how (...TRUNCATED)
[128000,43712,456,481,1370,9004,276,6296,31100,276,4447,477,10025,36726,15150,1268,311,3719,264,5498(...TRUNCATED)
4,098
{"text":"Vegetable parmesan vs pecan pie or risotto formula how to become a fraudulent bank bill ama(...TRUNCATED)
"!!!!!!!!!!!!!!\nooooOOOOooooooooooo!! !:\nhooooooooooooooooooooooooooooooooooooh\nooooooooooooooooo(...TRUNCATED)
[128000,0,51767,17523,4999,26845,20066,20066,61393,39721,3001,758,512,71,61393,61393,61393,61393,268(...TRUNCATED)
4,098
{"text":"!!!!!!!!!!!!!!\nooooOOOOooooooooooo!! !:\nhooooooooooooooooooooooooooooooooooooh\nooooooooo(...TRUNCATED)
"+0\n\n# How would you solve Octave vs Twinkie in Kings of War? Which one is more powerful?\n\n0\n21(...TRUNCATED)
[128000,10,15,271,2,2650,1053,499,11886,5020,525,6296,12015,771,648,304,24980,315,5111,30,16299,832,(...TRUNCATED)
4,098
{"text":"+0\n\n# How would you solve Octave vs Twinkie in Kings of War? Which one is more powerful?\(...TRUNCATED)
"2012 AMC 8 Problems/Problem 14\n\n(diff) ← Older revision | Latest revision (diff) | Newer revisi(...TRUNCATED)
[128000,679,17,75409,220,23,45635,14,32298,220,975,271,38224,8,48564,55025,24493,765,29257,24493,320(...TRUNCATED)
4,098
{"text":"2012 AMC 8 Problems/Problem 14\n\n(diff) ← Older revision | Latest revision (diff) | Newe(...TRUNCATED)
" entailment entailment it entail entailment entails entail entailment entails entailment entails en(...TRUNCATED)
[128000,87092,479,87092,479,433,87092,87092,479,71204,87092,87092,479,71204,87092,479,71204,71204,71(...TRUNCATED)
4,098
{"text":" entailment entailment it entail entailment entails entail entailment entails entailment en(...TRUNCATED)
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