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4.4 drip marketing layouts !! 🐉
like or reblog if you plan on using / saving 🫶
#genshin impact#genshin#genshin layout#genshin impact layout#genshin layouts#genshin impact layouts#genshin icons#genshin impact icons#cloud retainer#xianyun#cloud retainer layout#cloud retainer icon#xianyun layout#xianyun layouts#ga ming#ga ming genshin#gaming genshin#ga ming layout#gaming layouts#gaming layout#ga ming genshin impact#cloud retainer genshin#lantern rite#lantern rite layout#lantern rite layouts#lantern rite genshin#genshin lantern rite
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𐙚 ⵧ gaming layouts ☆ ⵧ rq by @apersonbutmad ! ♡ rb & cr to use ...⠀click me !
#🌊 𓂃 requests.pdf◞#🎀 𓂃 edits.png◞#🐚 𓂃 layouts.png◞#yip gaming#gaming genshin#ga ming#layouts#tumblr layouts#messy layouts#headers#icons#pfp icons#pfps#genshin#genshin impact#gi#red#blue#dash icons#custom icons#messy icons#theme pack#erm inspo : 4heavenli#<- amazing mutual go follow them rn /nf#im so awsum#hate how there were only a few gaming transparents#so proud of these tho#wait when's the last time i made genshin layouts#oh
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☆ ga-ming + xianyun + kirara icons!
f2u w/ credit, reblog appreciated! all transparents by me! see them plain under the cut
did these in celebration of pulling all of them in one session! i've always wanted kirara, i'm so happy she came home
#☆ ◟ my edits !#gaming genshin#ga ming#ga-ming#xianyun#cloud retainer#kirara#genshin impact#layouts#icons#avatars#pfps#profile pictures#tumblr icons#tumblr stuff#tumblr layouts#png#pngs
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ga ming ★🎸🎧⋆。 °⋆
requested @travellerflicker
#aesthetic#dividers#headers#png images#aesthetic pngs#png#genshin impact#soft pngs#genshin#ga ming#gaming genshin#genshin art#genshinimpact#genshin layouts#green headers#green aesthetic#red layouts#red headers#red divider
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got inspired by the trailer
<3 masterlist
pro gamer bf kinich who can’t even remember how he got recruited. his streams have the most basic layout. just a random box of his deadpan face at the side of the screen. not even saying shit 80% of the time and the only noises you’d hear from his live are the angry sounding clicking noise.
sightings of you at the background happen so often, fans make compilations and even post screenshots on twitter of you cuddling with a purring ajaw at your shared bed.
kinich, with his powerful resting bitch face, tolerates the loud cheers whenever he enters tourneys with his team. the only smiling face beside him is your supportive presence, along with mualani who excitedly invites everyone to a victory dinner.
during a bloodborne endurance stream, your bf who never struggles to keep his cool, was bursting with bubbling frustration which surprised his audience.
you, not knowing any better and assumed he wasn’t live, began consoling his hunched form while petting his hair. unaware to the speedy way his chat is spamming at the unexpected way kinich nuzzles into your stomach. some would even say he whined.
the team loves dragging his ass for that, they never fail to mention how soft he is whenever it comes to you.
during a backstage interview after another seasonal victory, he almost jumps on sethos who had the courage to tease and expose him to the interviewer. mualani starts recording the scene so that she could send it to you while xiao and ga-ming watch from the side, the youngest occasionally trying to mediate the situation.
you only found out about the whole ordeal through twitter, asking him about it while kinich grumbles into your shoulder.
sigh. monotone and deadpan streamer kinich w a feral fandom who eats up his interactions with his s/o
#genshin impact x reader#kinich#kinich x reader#genshin impact fluff#genshin fluff#genshin impact kinich
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𝐋𝐀𝐃𝐈𝐄𝐒, 𝐆𝐄𝐍𝐓𝐋𝐄𝐌𝐄𝐍 𝐀𝐍𝐃 𝐅𝐑𝐈𝐄𝐍𝐃𝐒 𝐅𝐑𝐎𝐌 𝐀𝐋𝐋 𝐎𝐕𝐄𝐑 𝐓𝐇𝐄 𝐂𝐎𝐒𝐌𝐎𝐒 … ☄︎ presenting # ILSTAR, a private and independent multi featuring canon and original hyv characters, primarily from honkai: star rail, as written by vos. rebooted in june 2024 and previously @ windforced. 21+ mutuals only and low - fluctuating activity. please read the rules on 𝐜𝐚𝐫𝐫𝐝 before following or interacting ! permanent interaction + plotting call here.
☆ 𝐛𝐥𝐨𝐠𝐫𝐨𝐥𝐥 albedo @kridprinze , inspo @duskoath & @mskfool & @palamatum .
please note ! if you are a genshin impact solo muse, i kindly ask that you do not follow or interact with me first unless we are already friends / mutuals on any of my other blogs. you will be blocked if you neglect to follow this rule.
☆ 𝐢𝐧 𝐚𝐟𝐟𝐢𝐥𝐢𝐚𝐭𝐢𝐨𝐧 𝐰𝐢𝐭𝐡 @halovien / @oneireth .
✦ pinned layout inspired by @/girlfox. featured art.
001. interaction is mutuals only, and i'll only follow those who i can actually see myself writing with. this might also take a day or two, given that i want to read through your information properly first. my activity is not consistent, but i try to keep everyone updated and i'm almost always good to talk ooc.
002. i have condensed all except one of my muses onto this multi. you still find albedo at @kridprinze. i'm going to allow myself to focus in on whichever characters spark the most joy at any given time — this can mean my roster is changed often or i write replies etc for one / two muses more than others. for the sake of not losing steam, it's going to happen, so if this doesn't mesh well with you we might not be the best match.
✦ current primary muses: robin * , delorean * , caelus * , aventurine , & kazuha
also featuring: gorou, chiori, navia, lyney, bennett, yoimiya, luka, trialling serval & ga ming, and writing noè upon request / plotting .
003. this blog isn't spoiler free. i'm up to date with hsr and try my best to tag spoilers for up to two weeks following a new update — however this is my disclaimer to you if something slips. leaks discussion is always tagged. i haven't played a genpact aq since before 5.0 so if you're plotting with my genpact muses, don't expect me to have any clue of the current state of that game.
004. i love shipping!! but i'm being selective in partners and will only do so with those i feel i have a good ooc communication with. i'm sorry, but i'm over the pushiness and i won't pander to forced dynamics. it's just here for clarity. ships are exclusive, meaning i won't write romantic relationships between my muses and duplicates of others. this is open to discussion on a case by case basis, but i would appreciate reciprocation on that front.
✱ this is just here for ease of reading and to establish some basics, it's not my comprehensive rules. please find them on carrd when you have the time :)
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Liliths ( @lambfie ) archive and resource blog
request are not accepted on this blog
layout by eskeys
archive list of everything i have posted last updated 08/07/24
ga ming; layouts layouts
tori himemiya; icons
lingyang; layouts
kokoa; layouts
mikaela; layouts
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Crunchyroll Favorites 2018 Part Two: VIDEO GAMES!
Welcome back for Part Two of Crunchyroll Favorites 2018! Yesterday, we shared our favorite anime and manga of the past year, but this time, it's all about our favorite VIDEO GAMES!
I always like to start these end-of-year lists by saying something like "2018 was no 1998 (or 2005, or 2017)," but y'know what? 2018 was a very good year for video games, and I don't feel right saying otherwise. Games about dads, games about the dead, people still playing Overwatch and Breath of the Wild with plenty of gas left in the tank, we got a new Call of Duty and a new Assassin's Creed as expected, and I told an ungodly amount of people to buy Stardew Valley for their Switches.
The rules were simple: only games that were released (or received a re-release) in 2018, or had a major update or expansion. Now, let's get started!
Nate Ming
Dragon Ball FighterZ- What a world we live in where the purest, meanest fighting game to come out in 2018 is also its most beautiful. FighterZ is exacting and ruthless when it comes to advanced play, but is still accessible enough to let new players have a total blast. And for once, it's a Dragon Ball game that not only plays excellently, but is filled to the brim with callbacks to the manga, TV anime, and movies--what absolute perfection.
Yakuza 6: The Song of Life- The end of Kazuma Kiryu's long, violent road took us from the sleepy streets of a Hiroshima neighborhood back to the bustling Kamurocho. The Yakuza games are so perfect, and full of so much to do: recruiting for a gang, managing a baseball team, adopting kittens, lifting weights, babysitting, beating the crap out of people--this was the best way to say goodbye to the Dragon of Dojima, and a surprisingly thoughtful and emotionally smart look at masculinity, fatherhood, and legacy.
God of War- The other Dad Game this year was also a great ride, this time dealing with a regretful father who wants to make sure his child never ends up like him. This game really felt like a long holiday weekend with my own old man, making it equal parts endearing and infuriating.
Return of the Obra Dinn- A rich, multilayered mystery from the creator of the equally-slick Papers Please, there were no games in 2018 that took over my life like The Return of the Obra Dinn. I was taking notes, studying the ship's layout and crew's roles, and basically becoming the investigator character as I worked to find out what killed everyone aboard the H.M.S. Obra Dinn. What a ride.
Into the Breach- I'm kind of a perfectionist, which makes a game like Into the Breach so much more difficult for me to play. This is a game about either making hard turn-based giant mech-vs-kaiju choices and living with them, or constantly resetting the timeline to try and get things perfectly right this time around. Spoiler alert: you very rarely will.
Honorable Mentions: GRIS, Yakuza Kiwami 2, Mega Man 11
Cayla Coats
Hollow Knight (NS)- I’m a big fan of so-called “Metroidvania” action/adventure/platformer games, and Hollow Knight is the best I’ve played in a long time. The game feels wonderful to control, the player character and attacks both having a real sense of weight to them. Wrap it all up in some beautiful 2D sprite and background artwork as well as an ethereal and haunting soundtrack and you’ve got one great game and one happy Cayla.
Soulcalibur VI- I honestly haven’t played a Soul game since Soulcalibur II, and just happened to play this entry after my roommate bought it. And I love it. Every character is a joy to use, and offers the seemingly impossible mixture of accessibility and complexity. Also Voldo is still… Voldo, and that’s worth something, right?
Night in the Woods (NS)- I missed out on this indie gem when it first launched in 2017, but thanks to the surprising indie game oasis that is the Switch, I got to enjoy it early this year! Equal parts Animal Crossing, Gone Home, and Twin Peaks, this cute-but-creepy coming-of-age tale makes the best of its midwestern setting.
Super Smash Bros. Ultimate- I mean… it’s Smash. It still rules. There are approximately 3 billion really fun modes to try out and 9 billion characters to unlock. It’s just good. Go play it.
Nicole Mejias
Super Smash Bros. Ultimate- The amount of hype this game generated was one of an undying level. Was that hype warranted? Oh, hell YES! Super Smash Bros. Ultimate is an insanely fun game with unending hours of mayhem for you and your buddies! And most importantly, EVERYONE is there!
Yakuza Kiwami 2- I’ve been playing through every single Yakuza game available, and it’s been one gaming journey that I’m glad I took! The series really has it all: hot-blooded action, romance, heart-wrenching drama, and even comedy, which wasn’t something I was expecting at all. Some of the fights in this game had me on the edge of my seat and made me fall completely in love with the series. If you haven’t checked out the series yet, now’s the perfect time!
Battle Chef Brigade (NS)- Ever since I heard about this game, I’ve been itching to play it. A challenging puzzle game with some beat ‘em up elements? I’m ALL IN! Battle Chef Brigade did not disappoint; it’s such a charming game with a lively cast of characters and intriguing Iron Chef-like story! My only complaint is that it was over way too soon and it left me hungry for more.
Pokémon Let’s Go Pikachu/Eevee- Pokémon is pretty important to me; playing Pokémon Red as a kid helped me grasp the English language when I was still living in Puerto Rico. Pokémon Let’s Go Pikachu/Eevee is a passionate love letter to Pokémon Red/Blue/Yellow, and experiencing all the battles and events from those past games in this brand-new one was a delight! A must for Pokémon fans for sure!
Deltarune- Deltarune is probably one of the biggest surprises in 2018, with Toby Fox giving us the most delightful of treats on Halloween! It didn’t take long for me to be smitten with this new world with some familiar faces we all know and love. This time around, your choices don’t matter, but what will that mean for the next chapter? We’ll just have to wait and see.
Daniel Dockery
Dragon Ball FighterZ- Finally, Dragon Ball gets a fighting game that lives up to the franchise’s immense legacy. Not only is it fun, but it’s a huge “LOOK AT HOW AWESOME THIS IS!” love letter to the series as a whole.
Monster Hunter World- I’ve been playing Monster Hunter since 3, and I must say that while I deeply enjoy the 3DS entries, it was nice to really feel the scale of these gargantuan beasties that I’m tracking down. Switch Axe 4 Lyfe.
Pokémon Let’s Go Pikachu/Eevee- Didn’t expect to like this game. Ended up loving this game. Tattoo Pikachu on my eyeballs, for I need to see nothing else.
That One Mission From Red Dead Redemption 2 You Know The One I’m Talking About- Walking up to a mansion with your crew to rescue a boy, fighting your way through it, and then burning the whole thing to the ground is a high moment in a game that could go from satisfying to “JUST EQUIP THE RIGHT GUN, ARTHUR, COME ON” in a heartbeat.
Luigi’s Mansion 3DS- My favorite Mario-related game that isn’t Kart or Smash Bros. came out on the 3DS. Clear the mansion of its ghosts for the sixth time in my life? Gladly, Professor E. Gadd.
Peter Fobian
God of War- An awesome reimagining of an old franchise, and one of my greatest hopes for ambitious narrative single player titles in the AAA industry. It absolutely deserved every award it got in the Game Awards. The story, characters, and world were all top-notch. The cinematics were fantastic and brutal. I can’t wait for the sequel.
Monster Hunter World- My first dip into the Monster Hunter franchise, this game probably had the biggest skill curve I’ve ever seen in cooperative gameplay, with mechanics stacked on mechanics that seemed to have no bottom. I got a lot of frustrating and satisfying hours out of this game, and I’m still not sure if I’ve discovered even half the things you can do in it.
Hitman 2- There were a lot of questions about the future of Hitman that were riding on this release, and I’m very happy to report that the newest title in the franchise is extremely good. This one got particularly creative, with some of the mission set-ups and conditions and each new map was excellent, even making American suburbia into an interesting mission area.
GRIS- I’m glad I was able to find time to play this final addition before years end because it definitely deserves a spot. Although I can’t really say GRIS is unique in being a atmospheric platformer focusing on depression/loss, it might be the best. The visuals and soundtrack were amazing, especially together. The environments and use of camera were also excellent. Also go play The Missing.
Dead Cells- I don’t think I’ll ever get tired of indie roguelike platformers and Dead Cells, as above with GRIS, may be one of the best of its genre. It’s got a cool aesthetic, some wicked gallows humor, and an unlocking system of items and powers that can result in the player having to formulate some absolutely ridiculous strategies from life to life.
Joseph Luster
Celeste- Playing Celeste reminded me of all the fun I had when Super Meat Boy first came out, but this time I actually cared about the characters and the journey. The narrative is woven into the action, as it should be in a video game, and it actually has something interesting to say. The way Celeste treats difficulty and accessibility will no doubt prove influential, as well. At its core, though, it’s simply an unbelievably tight platformer that provides ample challenges for players of all skill levels.
Ni no Kuni II- The sequel to Ni no Kuni isn’t actually all that much like Ni no Kuni. The battle system is completely different, the Pokémon-esque monster collecting is gone, and the story has been boiled down to the bare essence of Japanese RPG motivation. It’s almost embarrassingly earnest, but it’s also gorgeous, and combat is a joy for the full 30-hour run. There’s plenty to play around with after the credits roll, too, but I was mostly just proud of myself for actually having fun with and completing an RPG in 2018.
Bloodstained: Curse of the Moon- The award for “Game I Actually Bothered to Beat Multiple Times in 2018” definitely goes to this unassuming bite-sized prequel to Koji Igarashi’s upcoming Bloodstained. It’s so much more than just a downloadable “extra,” and in many ways it out-Castlevania IIIs the original Castlevania III. Play this game immediately if you haven’t, and take the time to get every ending for maximum satisfaction.
Dragon Ball FighterZ- I don’t really play fighting games anymore. I haven’t in years, despite trying to pick them back up seriously when Street Fighter V first came out. Not living with roommates anymore has a lot to do with it, but that enthusiasm roared back to life when Dragon Ball FighterZ arrived in jaw-dropping style. This is the essential anime fighter, and nothing made me and my friends cheer and shout at the screen more in 2018.
Iconoclasts- Like Dragon Ball FighterZ, Iconoclasts came early in the year and started 2018 out on a really strong note. This is probably the “smallest” a list has ever been for me in terms of the sheer scale of the games themselves, but titles like Iconoclasts just fired up my imagination more than the big AAA beasts. From the lush sprite-based visuals to the soundtrack and the excellent pacing, this one is going to stick in my mind for years to come.
Nick Creamer
Hollow Knight/Dead Cells- Though both of these were technically 2017 releases, their continuing developer support and my own delayed play schedule means I’m celebrating them now anyway. And they’re great! If you enjoy games like Metroid or Castlevania, you absolutely must pick up the richly atmospheric and remarkably vast Hollow Knight. If you want an experience like that in a more arcadey, roguelike package, Dead Cells cannot be missed. It’s nice to live in a golden age of challenging indie action games!
Celeste- Speaking of great indie titles, this year’s Celeste likely needs no introduction. Though it theoretically falls in the same punishing platformer space as something like Super Meat Boy, Celeste’s charming storytelling, neatly partitioned challenges, and robust assist features mean it’s a platforming experience that basically anyone could enjoy. Thoughtfully written and brilliantly designed, Celeste shouldn’t be missed by any platforming enthusiasts.
Super Smash Bros. Ultimate- I am perfectly comfortable admitting I’m one of those Smash fans who up until now, basically just stuck to Melee. The combat in Brawl and Smash 4 always just felt far too floaty for me, with both my character jumps and the impact of my hits making me feel like I was constantly wearing a big balloon suit. Ultimate counters that complaint with crisp, speedy combat harkening back to Melee’s rapid-fire exchanges, along with the most luxurious suite of characters and secondary modes Smash has ever seen. This truly feels like the definitive Smash experience.
Monster Hunter World- MHW was my first experience with the Monster Hunter franchise, and it was glorious. Well, it was eventually glorious--the first fifteen or so hours were an interminable learning process, while I figured out the game’s inscrutable controls and systems, ponderous movement, and extremely vague directions. But after that, hoo boy! Monster Hunter is essentially “Boss Rush: The Videogame,” complete with dozens of intimidating creatures who all demand their own hunting strategy. As an insatiable gobbler of challenging RPG-adjacent action games, I had great times hunting deadly beasts all through last winter.
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And that's a wrap for Part Two! Be sure to join us at the same time tomorrow for our third and final installment, focusing on the EVERYTHING ELSE of 2018--movies, TV, books, comics, food, life experiences, and more! If you're in the mood for more CR Favorites, here are the links to past years' features:
Crunchyroll Favorites 2017 Part One | Part Two | Part Three
Crunchyroll Favorites 2016 Part One | Part Two | Part Three
Crunchyroll Favorites 2015 Part One | Part Two | Part Three
Crunchyroll Favorites 2014 Part One | Part Two | Part Three
Crunchyroll Favorites 2013 Part One | Part Two | Part Three
Crunchyroll Favorites 2012 Part One | Part Two | Part Three
Crunchyroll News' Best of 2011 Part One | Part Two
What were your favorite video games of 2018? Remember, this is a FAVORITES list, not a BEST-OF list, so there are no wrong answers--sound off in the comments and share your favorites!
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Nate Ming is the Features Editor for Crunchyroll News and creator of the long-running Fanart Friday column. You can follow him on Twitter at @NateMing. His comic, Shaw City Strikers, launches January 15, 2019.
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A summary of the problems of easy error in electrical design
First, the high-voltage system plans audit plans common problems:
1. High-voltage wiring diagram is reasonable; whether the consent of the power supply bureau has been obtained.
2 with or without measuring dedicated cabinet.
3. Selection standard chart is correct.
4 relay protection is reasonable; set calculation and selectivity is correct.
5 into the line, the outlet, contact, voltage transformer, and measurement circuit connection is correct.
6. Secondary wiring diagram is correct, terminal wiring diagram is complete, into the line, contact with safety lock device.
7. High-voltage cable specifications are correct models; whether to consider the issue of thermal stability, with or without calculation.
8. High-voltage bus specifications model selection is correct; high-voltage electrical equipment selection and switchgear compliance.
9. Is the meter equipped, ammeter, current transformer and other specifications are correct?
10. Voltage transformers, circuit breakers and other specifications and high-voltage switchgear complete sets of compliance.
Second, the low-voltage system plans the general picture:
1. The main switch and the distribution switch circuit breaker capacity can meet the requirements.
2 current transformer ratio is appropriate, and the ammeter, meter is with.
3. Low-voltage bus installation is reasonable, there is no problem entering the switchgear.
4 transformer capacity calculation is correct, the capacitance compensation is appropriate.
5. With the return circuit are calculated, the wire specifications models with or without error.
6. The choice of protection switch with the wire is correct, the selectivity between the upper and lower levels.
7. Protection and measurement to meet the regulatory requirements, and the provisions of the power sector.
Third, the accident power system plans plans common problems:
1. Whether the generator automatically start and automatically switch.
2 generator room layout meets the regulatory requirements.
3. Whether the exhaust ventilation equipment room, the installation of the tank how to deal with, whether to meet the requirements; whether the oil content meets the requirements of the local fire department; how to solve the depot.
4 substation fire alarm and how to solve the fire, with or without gas fire extinguishing facilities, whether to meet the regulatory requirements,
5. basement generator exhaust how to solve, can meet the exhaust, exhaust requirements.
6. Generator noise, vibration isolation how to solve, whether to take measures.
Fourth, the power system plans plans common problems:
1. The protection of the power system is correct, whether the wire specifications.
2. Each branch, each line (that is, from the distribution box to the distribution box section) of its wire size and diameter are marked clearly.
3. Large trunk small switch and trunk and then how to solve the problem.
4. Distribution box branch of the switch, fuse and other specifications are marked volume capacity clearly.
5. Distribution box branch outlet switch capacity is marked clearly.
6. Circuit number, pipeline specifications have been specified.
7. wire and diameter with the correct fit.
Five, lightning protection grounding design Description Related issues:
1. Lightning classification is correct, the drawings have no instructions.
2. What is the grounding resistance requirement?
3 material corrosion, galvanized whether the requirements, with or without instructions.
4 conductor (including steel) connection is welded, with or without instructions.
Six, lightning receptor design issues:
1. Lightning with the material, such as bar or flat steel specifications are appropriate.
2. The height of the lightning rod and the support installation is reliable.
3 lightning protection in the daughter wall, cornice, roof installation is reliable.
4 lightning over settlement, expansion joints and other practices are appropriate.
5 the use of steel roof truss and tin housing, etc. to do so is reliable.
6 above the roof of the metal parts, such as the hood, flagpole, antenna pole, pole, tank, cooling tower and lightning protection device made a reliable connection.
7. With the festival lantern parallel, the height of the lightning protection zone is higher than the festival lantern.
Seven, lead the normative approach:
1 lead the root number and distance to meet the regulatory requirements.
2. The use of vertical columns to do the main vertical bar under the lead, the steel connection meets the regulatory requirements, the welding length is required.
3. Ming-Fu cited line and other parallel metal pipes such as down pipes, air pipes, etc. have made a reliable connection.
4. Outfitted underline root wear protection.
5. Outreach or concealed downline made a broken clip, whether the impact of building appearance.
6. The use of post-made steel bar to make a test whether the test clip, the number of positions is reasonable.
7. Anti-lateral lightning has done cage lightning protection measures.
Eight, grounding device design and installation summary:
1. Grounding and then zero has been taken into account, into the line if there is repeated grounding.
2. Program-controlled telephones, program-controlled elevators, computer rooms, fire centers, control centers, audio centers, etc., whether an independent grounding system is required, whether the grounding resistance meets the requirements.
3. In the same electrical system is there zero then ground and the phenomenon of mixed.
4. Lighting, switching equipment, power equipment and other skin, the safety protection grounding is reliable, the ground connection meets the requirements.
5. All tubes, cabinets, boxes, boxes and other electrical equipment, metal enclosures have done a reliable grounding.Is there any anti-static measures?
6.Whether there is anti-static measure, whether reliable.
7. Artificial grounding materials and specifications to meet the requirements, anti-corrosion treatment is reliable.
8. Whether the number of artificial grounding meet the requirements of high resistivity soil how to deal with, is reliable.
9. Are there any natural grounding nearby, is fully utilized.
10. The use of the basis of the floor, beams and other ground when the main reinforcement are used in the welding.
11. Outside the cited steel elevation, the location is appropriate; whether the phenomenon through the waterproof layer, how to deal with, is reliable, with or without instructions.
12. Whether the gate with pressure equalization or insulation measures.
13. Grounding buried depth meets the regulatory requirements.
Nine, lighting plan examination plan common problems:
1 power supply direction, the location is reasonable, the number of phases is appropriate, whether the figure has been marked.
2. Whether there is a main switch into the line, circuit number and wire specifications are marked.
3. Whether the height of overhead line can meet the standard requirements, whether the power and lighting are separately installed.
4. The location of the distribution box is appropriate, whether it is properly installed with concealed, leaving the location and size of the request has been made.
5. Each phase load is balanced, single capacity is appropriate, the number of each lamp cap meets the regulatory requirements.
6 branch length is appropriate, the voltage drop can meet the specifications, with or without calculation.
7. The number of wires is wrong, the number of wires and diameter with the reasonable.
8. The laying of the pipeline is reasonable, bright wiring and dark wiring is consistent with the structure.
9. Accident lighting to meet the requirements, how to solve the power, lamp line, switch line whether there is any omission.
10. Local lighting installation height, the use of voltage, wire cross-section, etc. is reasonable.
11. Lamp specifications, installation, installation height and the number of bulbs are clearly marked.
12. Non-standard lamp installation details are complete, there are decoration requirements have been specified lamps.
13. The choice of illumination is appropriate, with or without calculation, whether to meet the requirements.
Ten, lighting system plans plans common problems:
1. Distribution box model, number, code, capacity is marked clearly.
2. Distribution box incoming cable number, code, section, diameter, whether marked clearly.
3. From the distribution box to the distribution box section of the cable or wire specifications, diameter has been marked.
4. Distribution box branch circuit switch (or breaker) wire diameter is marked clearly.
5 large cross-section cable and DE6 type switch how to solve the wiring.
6. At all levels of switch selectivity and how to meet the requirements.
Eleven, accident lighting diagram common problems:
1. Accident lighting power supply is reliable, automatic switching device is at the end.
2. Corridor and evacuation port with evacuation signs light.
3 evacuation lamp location and installation height is appropriate.
4 built-in battery-type lighting its illumination to meet the requirements.
Twelve lighting control system plan common problems:
1. The location of the lighting switch is appropriate, turn on the lights, turn off the lights is convenient.
2. Corridor, staircase is double control switch, the number of control lines is wrong.
3. Lighting control is decentralized or centralized control, is reasonable.
4 with or without dimming and light requirements, control schematic is reasonable.
Thirteen, the fire equipment did not use a separate power supply circuit design common problems:
1. All kinds of fan name confusion, mixed circuit;
2. Control room and weak center together, the power also used;
3. The roof fire regulator pump lighting Box;
4. will drain ladder pit drainage pump connected to the living pump power distribution box;
5. Eliminate pump drainage pump connected to non-fire power;
6. The small capacity exhaust fan connected to smoke control Fan on the distribution box (not to benefit small but not, not to the disadvantage of small);
7. The fire alarm power supply near the lighting box
This article comes from: http://www.relay-protector.com/technical/840.html.Please refer to the source!
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A view from the fairway on Antrim Dells twelfth.
Antrim Dells Golf Course Review
Antrim Dells Golf Course Grade: A Teacher’s Comments: Friendly, well-kept and pretty.
Antrim Dells is a very pleasant and well-kept course located in Atwood, Michigan between Charlevoix and Traverse City. A Jerry Matthews design dating to 1971, the course now is part of the A-Ga-Ming Casino collection of courses, which also includes the Sundance and Torch courses. Antrim Dells can legitimately claim to be a “chamionship course,” having hosted the Michigan Amateur.
A view form the clubhouse at Antrim Dells, with Grand Traverse Bay in the background.
Antrim Dells consists of two largely distinct nines, which are separated by a ridge occupied by the clubhouse. From that ridge, you have a spectacular view of Grand Traverse Bay, off Lake Michigan. After your round, get a meal in the restaurant, relax and take in the view.
The front nine is a relatively open parklands layout, with just a few trees here and there separating holes. This nine is also relatively flat, with the exception of a steep downhill shot from the ridge on the first, and a steep shot back uphill on the approach on nine.
The back nine, on the other hand, tightens up and plays through forested terrain. The terrain is rolling, but was steep only in two spots: the downhill shot on ten, and climbing back up to the clubhouse ridge. I particularly liked the stretch from thirteen to sixteen, which is comprised of two par fours sandwiched between two threes.
In spite of Antrim Dells’ championship pedigree, neither nine is going to beat up the bogey golfer. I ran into a bit of trouble on seventeen when I lost a ball in the woods, but otherwise, I was satisfied with my workman like effort.
From the back tees, Antrim Dells stretches to 6,606 yards and plays to a 72.1/125. The middle tees are in at 6, 198 and play to a 66.8/120. It is a very playable course, and I think that a bogey golfer could generally handle either of the regular tee settings.
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The fourth at Antrim Dells is a 370 yard par 4.
A view from the fairway of Antrim Dells’ fourth.
My favorite hole on the front nine was the par 4 fourth. Measuring 370 yards from the tips, the hole plays slightly upill, then turns left back down to the green. A large tree on the left prevents players from cutting the inside corner. The fairway and rough slopes from right to left, bringing wide tee shots back to the center. The slightly elevated green is protected by bunkers to the left and right.
The thirteenth at Antrim Dells is a 170 yard par 3.
On the back nine, I liked the par three thirteenth. While I don’t normally single out par threes, I thought this one was visually very pleasing. With the water in front, the strip of fairway rising to the elevated green and the trees framing the sides and rear, I found it quite memorable
Conditions on the day I played were superb — among the best I found in the summer of 2017.
Worth of special mention is the attention I received from the course’s co-owner and manager, David Hill. When I made the turn on ten, he noticed that I was backed up behind a couple of groups and waiting quit a long time (I didn’t realize he was the co-owner until I talked to him after the round). Hill had me hop on his cart (I was walking, naturally), and drove me over to the twelfth, where I was able to get ahead of the crowd. I played through to 18, then went back and played ten and eleven. As I was there incognito and playing on my own dime, I wasn’t receiving any special treatment as The GolfBlogger. I was just a guy whose round he wanted to make more enjoyable.
Kudos.
Antrim Dells is a little out of the way — south of the cluster of courses near Charlevoix and Petosky, and north of Traverse City. There are a lot of interesting and quirky art shops, country stores, resale shops and fruit stands along Highway 31, though, so you could make a nice day of it. Head out to Antrim Dells … play some golf … have a meal and do a little shopping on the way back in the direction from whence you came.
The Antrim Dells Golf Course Review was first published on GolfBlogger.Com on September 6, 2017, based on a round played in August 2017.
A photo tour of Antrim Dells follows:
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The first at Antrim Dells is a 511 yard par 5.
A view from the fairway on Atrim Dells’ first.
Antrim Dells’ second is a 461 yard par 4.
The third at Antrim Dells is a 204 yard par 4.
The fourth at Antrim Dells is a 370 yard par 4.
A view from the fairway of Antrim Dells’ fourth.
Antrim Dells’ fifth is a 149 yard par 3.
The sixth at Antrim Dells is a 499 yard par 5.
The seventh is a 379 yard par 4.
The seventh at Antrim Dells is a 400 yard par 4.
A view of the green on Antrim Dells’ eighth
The ninth at Antrim Dells is a 397 yard par 4.
A view from behind the green on Antrim Dells’ ninth.
The tenth at Antrim Dells is a 402 yard par 4.
The eleventh at Antrim Dells is a 368 yard par 4.
The twelfth at Antrim Dells is a 543 yard par 5.
A view from the fairway on Antrim Dells twelfth.
The thirteenth at Antrim Dells is a 170 yard par 3.
The fourteenth at Antrim Dells is a 312 yard par 4.
The fifteenth at Antrim Dells is a 392 yard par 4.
A view of the fifteenth at Antrim Dells from behind the green.
The sixteenth at Antrim Dells is a 192 yard par 3.
The seventeenth at Antrim Dells is a 491 yard par 5.
Eighteen at Antrim Dells is a 376 yard par 4.
A view form the clubhouse at Antrim Dells, with Grand Traverse Bay in the background.
Antrim Dells Golf Course Review Antrim Dells Golf Course Review Antrim Dells Golf Course Grade: A Teacher's Comments: Friendly, well-kept and pretty.
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☆ venti tumblr layouts!
day 3 of @luvistrz's event ! " a character who made you get interested in the series/games " f2u w/ credit, reblog appreciated!
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