-Remastered ski jumper model-Additional outfit coloring options-Customizable ski jumper outfit/face/ski texturing-Option to choose between modern and classic sleeve cut-Option to design custom bib styles-Two alternative built-in bib styles-Option to save/load outfits-Option to choose different outfit for each team member-Rotate ski jumper freely in outfit selection-Option to define custom tree/building/audience areas in custom hills-Fixes to flickering & z-bias problems-Fixes to specular lighting-Other minor bug fixes
Deluxe Ski Jump 3 1.4 0. with KEY! PC
-Remastered original hills-Third party hills menu (download / update / delete hills)-Search filters for hills, ski jumpers, replays, etc.-Icons for hills with CPU player / online hill records support-Configurable number of prequalified entrants-Possibility for hill modellers to update visuals of ranked hills-Plenty of new options to customize landing hills-Lots of other minor improvements & bug fixes
-5 new hills-Knockout competition mode (online and offline)-Possibility to adjust all CPU ski jumpers' skills with a single slider-Bib numbers shown in the stats-Slightly improved lighting model-Minor bugs fixed
-7 new hills (one extra hill in the demo)-Online team cup mode-Easier landing-Jump statistics-Improved result lists in offline team cup-Real ranges in distance numbering-Adjust mouse sensivitity during the jump (Ctrl +/-)-Rejoin online lobby automatically-May leave the online game after any round without losing excess rating-Minor bugs fixed
-2 new hills (Oberstdorf HS213, Villach HS98)-Realistic range of lines in the landing hills-Downloadable replays in the online game-Limit the number of crash rule qualifiers in the online game (default 5)-Option to disable the chat-Option to show jump distances with half meter accuracy-Minor bugs fixed
e. A dart is placed in a dart gun and the springs are compressed. The trigger is pulled and the dart is projected towards a wall. The dart collides with the wall and sticks to it. Ignore the effect of friction and air resistance.
b. Part b is similar to part a with the exception that friction and air resistance are to be considered in part b. So the analysis involves a consideration of the Wnc term. The Wnc term is negative since friction and air resistance are forces which oppose the motion of an object. The result is that energy has been removed from the system and the final kinetic energy bar is less than the initial potential energy bar.
e. The dart is initially above the ground (the assumed zero-level) and finishes above the ground but a little lower than the initial height; thus, there is some PEg to begin with and a little less PEg in the final state. The springs are initially compressed, so there is some initial PEs. The wall does work upon the dart to stop it; this would be negative work since the force is exerted in a direction opposite the motion of the dart. Initially the dart is not moving; so there is no initial KE. And after hitting the wall, it is not moving as well.
By default (cycles=auto) DOSBox tries to detect whether a game needs to be run with as many instructions emulated per time interval as possible (cycles=max, sometimes this results in game working too fast or unstable), or whether to use fixed amount of cycles (cycles=3000, sometimes this results in game working too slow or too fast). But you can always manually force a different setting in the DOSBox's configuration file.
You can see how much free time your real CPU's cores have by looking at the Task Manager in Windows 2000/XP/Vista/7 and the System Monitor in Windows 95/98/ME. Once 100% of the power of your computer's real CPU's one core is used, there is no further way to speed up DOSBox (it will actually start to slow down), unless you reduce the load generated by the non-CPU parts of DOSBox. DOSBox can use only one core of your CPU, so If you have for example a CPU with 4 cores, DOSBox will not be able to use the power of three other cores.
You can also force the fast behavior by setting cycles=max in the DOSBox configuration file. The DOSBox window will display a line "Cpu Speed: max 100% cycles" at the top then. This time you won't have to care how much free time your real CPU's cores have, because DOSBox will always use 100% of your real CPU's one core. In this mode you can reduce the amount of your real CPU's core usage by CTRL-F11 or raise it with CTRL-F12.
It is best accompanied by cycles=max. But you may also try using it with high amounts of cycles (for example 20000 or more). Note that there might be games that work worse/crash with the dynamic core (so save your game often), or do not work at all!
VGA emulation is a demanding part of DOSBox in terms of actual CPU usage. Increase the number of frames skipped (in increments of one) by pressing CTRL-F8. Your CPU usage should decrease when using a fixed cycle setting, and you will be able to increase cycles with CTRL-F12. You can repeat this until the game runs fast enough for you. Please note that this is a trade-off: you lose in fluidity of video what you gain in speed. 2ff7e9595c
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