Welcome Guest
[Log In]
[Register]
| Welcome to Heroes Of Ardania V2. We hope you enjoy your visit. You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free. Join our community! If you're already a member please log in to your account to access all of our features: |
| Mess With The Ads; Let's see what ad we can turn up! | |
|---|---|
| Tweet Topic Started: Nov 29 2005, 04:21 AM (318 Views) | |
| Apple | Nov 29 2005, 04:21 AM Post #1 |
|
Guildmaster
|
Oni made an interesting observation in the other topic. Out of respect to C.S.Lewis, I decided not to kudos that topic and start a new one. See, the ads in the topic seem to be based on what keywords are found in the topic. So let's agree on a set of words to use and see what ads we get. Reminder: The posting of a word on its own in the topic is a Grey-side Super Posting Power... |
![]() |
|
| Dumble Dwarf | Nov 29 2005, 07:08 AM Post #2 |
|
Content Team Member
|
Hey Apple did you know that... Fungi exist primarily as filamentous dikaryotic organisms! As part of their life cycle, fungi produce spores. In this electron micrograph of a mushroom gill, the four spores produced by meiosis are carried on a clublike sporangium. From these spores, haploid hyphae grow and ramify, and may give rise to asexual sporangia, special hyphae which produce spores without meiosis. The sexual phase is begun when haploid hyphae from two different fungal organisms meet and fuse. When this occurs, the cytoplasm from the two cells fuses, but the nuclei remain separate and distinct. The single hypha produced by fusion typically has two nuclei per "cell", and is known as a dikaryon, meaning "two nuclei". The dikaryon may live and grow for years, and some are thought to be many centuries old. Eventually, the dikaryon forms sexual sporangia in which the nuclei fuse into one, which then undergoes meiosis to form haploid spores, and the cycle is repeated. Some fungi, especially the chytrids and zygomycetes, have a life cycle more like that found in many protists. The organism is haploid, and has no diploid phase, except for the sexual sporangium. A number of fungi have lost the capacity for sexual reproduction, and reproduce by asexual spores or by vegetative growth only. These fungi are referred to as Fungi Imperfecti, and include, among other members, the athlete's foot and the fungus in bleu cheese. Other fungi, such as the yeasts, primarily reproduce through asexual fission, or by fragmentation -- breaking apart, with each of the pieces growing into a new organism. Also... Fungi are heterotrophic! Fungi are not able to ingest their food like animals do, nor can they manufacture their own food the way plants do. Instead, fungi feed by absorption of nutrients from the environment around them. They accomplish this by growing through and within the substrate on which they are feeding. Numerous hyphae network through the wood, cheese, soil, or flesh from which they are growing. The hyphae secrete digestive enzymes which break down the substrate, making it easier for the fungus to absorb the nutrients which the substrate contains. This filamentous growth means that the fungus is in intimate contact with its surroundings; it has a very large surface area compared to its volume. While this makes diffusion of nutrients into the hyphae easier, it also makes the fungus susceptible to dessication and ion imbalance. But usually this is not a problem, since the fungus is growing within a moist substrate. Most fungi are saprophytes, feeding on dead or decaying material. This helps to remove leaf litter and other debris that would otherwise accumulate on the ground. Nutrients absorbed by the fungus then become available for other organisms which may eat fungi. A very few fungi actively capture prey, such as Arthrobotrys which snares nematodes on which it feeds. Many fungi are parastitic, feeding on living organisms without killing them. Ergot, corn smut, Dutch elm disease, and ringworm are all diseases caused by parasitic fungi. Mycorrhizae are a symbiotic relationship between fungi and plants. Most plants rely on a symbiotic fungus to aid them in acquiring water and nutrients from the soil. The specialized roots which the plants grow and the fungus which inhabits them are together known as mycorrhizae, or "fungal roots". The fungus, with its large surface area, is able to soak up water and nutrients over a large area and provide them to the plant. In return, the plant provides energy-rich sugars manufactured through photosynthesis. Examples of mycorrhizal fungi include truffles and Auricularia, the mushroom which flavors sweet-and-sour soup. In some cases, such as the vanilla orchid and many other orchids, the young plant cannot establish itself at all without the aid of its fungal partner. In liverworts, mosses, lycophytes, ferns, conifers, and flowering plants, fungi form a symbiotic relationship with the plant. Because mycorrhizal associations are found in so many plants, it is thought that they may have been an essential element in the transition of plants onto the land. So DD's word of the day is "Fungi" |
|
Our species needs, and deserves, a citizenry with minds wide awake and a basic understanding of how the world works. | |
![]() |
|
| Apple | Nov 29 2005, 07:34 AM Post #3 |
|
Guildmaster
|
You Ctrl+C, Ctrl+V that from somewhere, did you? And the ad we got was... something about making $1,000,000. Fungi must be a very rich business. |
![]() |
|
| Dumble Dwarf | Nov 29 2005, 07:48 AM Post #4 |
|
Content Team Member
|
But is it as rich as quartz? The mineral quartz forms in a variety of geologic environments. These include crystallization in magmatic rocks, particularly granites; authigenic crystals in sedimentary carbonate rocks; from hydrothermal fluids in veins filling fractures in various host-rock types; by the dissolving and reordering of silica in metamorphic rocks due to the agents of heat, pressure, or chemically active fluids; and as deposits from hot, warm, or cool water-based solutions in gas cavities, solution and breccia cavities, pockets, and even cave-sized voids in pre-existing rocks. Because quartz forms under so many conditions and is resistant to most of the forces of weathering, it is the second most common mineral in the earth's crust, feldspar being the most common. Let's discuss each one of these types of formation in some detail. Quartz that forms from the crystallization of magmatic rocks crystallizes from a melt that is rich in silica and water. The crystals usually do not express their own crystal form, but instead fill voids between other earlier-formed minerals. Sometimes they even encase other minerals as inclusions. The grain size is determined by the size of the void being filled and the supply of silica. Certain types of igneous rocks called pegmatites contain gigantic-sized crystals of various minerals, including quartz. However, very large crystals of quartz tend to be whitish to milky in color, due to the presence of minute fluid-filled cavities. These cavities disperse the light and reduce the transparency of the quartz. Authigenic crystals form after the deposition of the original sediment, and either before, during, or after the processes of compaction and lithification. Silica is dissolved and then reprecipitated, crystallizing as quartz during this process. Usually the crystals are free-floating in the matrix rock and never reach very large size. Some quartz crystals present in the matrix of dolostone or limestone formed in this manner. They may or may not contain adjacent minerals in the sedimentary rock, such as clay or feldspar. A type of doubly terminated quartz from south Texas called "Pecos diamonds" and reddish doubly terminated quartz from Spain both contain iron oxide inclusions from the original sedimentary host rock. Quartz deposits in sandstone units are often present on the crests of ridges where they help cement the sandstone fragments and make the entire unit more erosion resistant. Major faults are commonly filled by quartz veining, which may have been fractured many times during mountain building. The sandstone-hosted veins contain a lot of milky quartz, but usually have a higher percentage of rock crystal present. This is due to the nature of quartz crystallization and the geometry of the actual deposits themselves. When quartz begins crystallize, it must have a nucleation site. If one is already available, such as a fractured quartz grain on a sandstone face, then quartz crystal will start to grow. But since not all the grains will be oriented in the same direction, some of these early formed crystals begin to dissolve and their silica added to those that are oriented properly for the local conditions. In hydrothermal veins, quartz typically grows as elongate crystals normal (perpendicular) to the wall rock. The crystals are attached at the wall rock and grow inwards from both sides to the center of the fracture. When two fractures in the host rock intersect, an open pocket may be formed because there is more space for the fluids to pass and continue to supply the crystals with silica necessary for continued growth. In some simple undistorted veins, you may actually be able to tell which direction the fluids were flowing by the orientation of the majority of the quartz crystals on the wallrock face. The side of the crystal facing the flowing fluids grows at a more rapid pace than the faces on the downstream or eddy side. The dominant face on the termination usually faced into the current. The size of individual crystals in hydrothermal veins is dependent on a number of factors, including the size of the vein and subsequent pockets and the nature of growth conditions. At low grades of metamorphism, quartz is only slightly mobile unless the rocks are water-saturated. Then, along with water, silica is relatively mobile. In fact, metamorphism may be viewed as a dewatering process. At lower grades, water and silica are expelled while at higher metamorphic grades water-bearing minerals are dehydrated (like micas). At higher metamorphic grades, quartz not oriented properly to the pressure is dissolved and those grains with the correct orientation grow. Quartz augen or eyes form in this manner. In gneisses, quartz actually separates into bands which are seen as light-colored bands alternating with dark bands of mafic minerals. Much silica along with water is released during reactions that take place at the higher grades of metamorphism. Rarely are collectable crystals reported from metamorphic rocks, but they may be the source of many hydrothermal-appearing veins. So "quartz" is the word of tomorrow. |
|
Our species needs, and deserves, a citizenry with minds wide awake and a basic understanding of how the world works. | |
![]() |
|
| Apple | Nov 29 2005, 07:57 AM Post #5 |
|
Guildmaster
|
Oh my, oh my, oh my, Fungi did appear in the ads!! We have way too much time... |
![]() |
|
| Dumble Dwarf | Nov 29 2005, 08:08 AM Post #6 |
|
Content Team Member
|
What we need is a bot that will change text base on what ads show up. This will case another change in the ads which will cause the bot to change the text. It's kind of like the scene in T2 when the two cyborgs are on the phone talking to each other pretending to be human. "Hey Janelle, what's wrong with Wolfie? I can hear him barking? Is he alright?" "Wolfie's fine, honey. Wolfie's just fine. Where are you?" |
|
Our species needs, and deserves, a citizenry with minds wide awake and a basic understanding of how the world works. | |
![]() |
|
| Oni the Vengeful one | Nov 29 2005, 06:35 PM Post #7 |
|
Administrator
|
For some reason, we're now getting Candida ads-along with fungi! |
![]() I love deadlines! Especially the whooshing sound they make as they rush by... | |
![]() |
|
| Cooker the Mighty | Nov 29 2005, 06:41 PM Post #8 |
|
Guildmaster
|
It seemed the aids are only effect by the first post. In name of understanding i am trying something here, please don't scream ... Drizzt Do'Urden From Wikipedia, the free encyclopedia. (Redirected from Drizzt) Jump to: navigation, search Drizzt, from cover of R. A. Salvatore's novel the Two Swords, illustrated by Todd Lockwood.D&D Character Drizzt Do'Urden Universe Forgotten Realms Homeland Icewind Dale Gender Male Race Drow Elf Age around 70 Class Ranger Alignment Chaotic Good Drizzt Do'Urden is a fictional character in the Dungeons & Dragons-based Forgotten Realms setting. As a anti-stereotype drow, Drizzt has forsaken both the evil ways of his people and their home (in the Underdark). He is one of only a few drow known to live on the surface. Besides Elminster the Archmage, Drizzt is undoubtly the most well-known hero in the Forgotten Realms. Drizzt's story is told in the fantasy novels of R. A. Salvatore, including The Icewind Dale Trilogy, The Dark Elf Trilogy, the Legacy of the Drow series, the Paths of Darkness series, and The Hunter's Blades Trilogy, but he has also been featured in some D&D-based computer role-playing games, including the Baldur's Gate Series and the more action-oriented Forgotten Realms: Demon Stone. Contents [hide] 1 Basics 1.1 Appearance 1.2 Personality 1.3 Magical Items 1.4 Weapons 1.5 Combat/Tactics 2 Biography 3 Literature 3.1 The Dark Elf Trilogy 3.1.1 Overview 3.1.2 Works included 3.2 The Icewind Dale Trilogy 3.2.1 Works included 3.3 Legacy of the Drow 3.3.1 Works included 3.4 Paths of Darkness 3.4.1 Works included 3.5 The Hunter's Blades Trilogy 3.5.1 Works included 4 Fan reactions 5 See also 5.1 Literature 5.2 Characters 6 External links [edit] Basics [edit] Appearance Drizzt Do'Urden is a dark elf, commonly known as drow. Drizzt stands at about 5′6″ and weighs about 130 pounds (59 kg). His handsome features are sharp and well proportioned; and like other drow, Drizzt's skin is black and his stark white hair is long, thick, and flowing. Perhaps Drizzt's most striking feature, though, are his eyes, which are a lavender hue (quite different from the drow race's typical red, even when he uses his infravision, which normally causes eyes to glow red) and seem to glow fiercely when he is angry or determined. He normally wears a fur-collared green forest cloak and high black boots, with a necklace attached to a white unicorn head, the symbol of his godess, Mielikki. This symbol was crafted for him by his good friend Regis. It has been more than 20 years since Drizzt first ventured into the surface world, but his vision, accustomed to the pitch-blacknes of the Underdark, has not completely adapted to the bright surface world. At present he is in the neighborhood of 70 years old, not even old enough to be considered an adult by elven standards. It is common knowledge that the average lifespan of a drow is not below 800 years, but accounting for displacement of the natural drow habitat, it is yet to be seen if his potential lifespan will be reached. [edit] Personality Outwardly calm and composed, Drizzt still has a burning rage within him, a legacy of the time he spent living in the wilds of the Underdark where he had to survive by skill alone. While he has mastered that side of his psyche—he refers to it as "the Hunter"—it can still surface when Drizzt is hard-pressed and under great emotional duress. The "Hunter" was a cold, passionless alternate personality that epitomized Drizzt's fighting capabilities. When not possessed by the "Hunter," Drizzt is cool-headed, a peacemaker, and is always willing to avoid a fight if he can (except with races such as orcs or goblins). When the situation calls for it, however, he can be incredibly daring, even reckless. In fact, several of his friends are convinced that someday the drow will leap into a situation that he wil not be able to get out of. He harbors a deep love for the surface world, and cherishes his place in it, though many are still prejudiced against him, for the drow are known to be cruel killers without mercy. [edit] Magical Items Drizzt's favourite weapon is the scimitar, and he carries twin swords, nicknamed Twinkle and Icingdeath, explained in the next section. He also carries a magical figurine which summons his black panther companion Guenhwyvar. Guenhwyvar used to be the possession of a cruel drow from Drizzt's homeland, but becuase she was mistreated, Drizzt killed her past owner and claimed her for himself. The drow wears a pair of bracers of the blinding strike (obtained from weapons master of the first house of Menzoberranzan who challenged and lost to Drizzt) around his ankles, making him incredibly quick on his feet. He chose to wear them on his legs instead of his arms because when the enchantment combined with his natural speed, his sword-swings became too fast for him to control and his feet could not keep up. Drizzt's attire is generally a cloth tunic, tough pants, and soft boots. For many years Drizzt wore an enchanted mithril chainshirt, but it was damaged recently and he now wears an adamantine chainshirt that can magically protect its wearer from all but the most lethal attacks. Spoiler warning: Plot and/or ending details follow. [edit] Weapons While at the training sessions in Melee-Magthere, Drizzt favored the using of scimitars. This did not change after his coming to the surface world. Drizzt was not above improvising in combat by taking what weapons available to him at hand, but most of the time, he uses no weapon other than his two enchanted scimitars: Icingdeath and Twinkle. [edit] Combat/Tactics Drizzt fights in the two long-weapon style common among drow warriors. He was trained by his father, Zaknafein, the best weapons master in Menzoberranzan, who taught Drizzt the movements to transcend the basics of the drow martial art, to think creatively about any fight. His technique was more about training one's muscles to respond, quickly and in perfect harmony, to the calls of the mind, and more importantly, to the calls of the imagination. He taught that improvisation, not rote responses, separated a warrior from a weapons master. When the tides turned bad, or when facing opponents such as dragons or frost giants, he calls upon his innate drow abilities to conjure up a globe of impenetrable magical darkness that neither himself nor his opponent can see through. Depending ont he situation, Drizzt continues the fight from there. In most rare cases, Drizzt would go into a self-imposed trance (which he calls the Hunter) where, through pure instinct, he often gains the upper hand, parrying enemy blades and making attacks that find holes in his opponent's defences that they, not used to fighting blind cannot possibly see coming (the textual equivalent of the Blindfighting feat). Another tactic Drizzt uses to defeat enemies is through mixture of sheer skill and concentration. When chasing someone or unable to see his prey, Drizzt often calls upon his innate abilities to surround his target by faerie fire, purple flames that do not burn but can be seen, even if the target turns invisible, as demonstrated in The Halfling's Gem, on the boat with Captain Deudermont fighting the pirate Pinochet and his lackeys. Drizzt never takes potions and the like with him on adventures, preferring to rely on his own skills, equipment and friends (generally Bruenor, Cattie-Brie, Wulfgar, Regis and Guenhwyvar) to help him out if he gets into too much trouble. [edit] Biography Drizzt was taught the ways of the ranger from Montolio Debrouchee (Mooshie), a blind human, and Drizzt realized he had followed these ways all of his life. From this time on, he made his matron goddess Mielikki, Faerûnian goddess of the forest and of rangers. Thoughtful and sensitive to others, Drizzt holds himself to the highest ideals but does not expect the same of others. Ever alert for treachery and danger, he speaks little but is apt to be polite (if terse) in his dealings. A perfectionist who yearns to be accepted into places and groups and to make friends widely, Drizzt is haunted by the danger he brings to those he befriends thanks to the scrutiny of the clerics of Lolth and his other foes (notably the demon Errtu and the human assassin Artemis Entreri). Those he meets perceive him as having a grim manner. Early in his surface travels, Alustriel Silverhand welcomed him as warmly and personally as she does all in need, but dared not let him openly into Silverymoon at that time. His deeds have, very slowly, made Drizzt Do'Urden more welcome in the Sword Coast North. Twice in his life, Drizzt had regressed into a bestial and instinctive state of mind in which he was identified as the Hunter. The first time this happened was after Drizzt had fled from Menzoberranzan and was living in the wilds of the Underdark. The second time was during the war with King Obould Many Arrows and his horde of orcs. Drizzt had thought Bruenor dead, and wasn't certain if his other friends were alive. When Drizzt is the Hunter, he reaches his physical apex, his skills honed to their utmost peak. His scimitars are like extensions of his own arms, and his senses are heightened beyond their normal capacity. As a dark elf, Drizzt is innately able to summon globes of darkness at will in an area or attached to a target. Because he is a drow noble, he can also summon a harmless "faerie fire", which outlines a target, making it easier to spot. At one time, he had the ability to levitate, but the sunlight destroyed the magic of his House sigil which enabled this feat, and he gradually lost this ability. He can, however, still adjust his eyes to the infrared spectrum, allowing him to see in the dark. His agility and fighting prowess are legendary, and many have described his movements as too fast to follow with the eye, drow or human. Drizzt Do'Urden means dreamer who walks in the dark. [edit] Literature The cover of The Thousand Orcs, featuring Drizzt.Listed in the chronological order of the events in the books. [edit] The Dark Elf Trilogy [edit] Overview The trilogy was a prequel to the very successful Icewind Dale Trilogy. Oddly enough, Drizzt Do'Urden was originally written as supporting character in the Icewind Dale Series. However the author soon realized how powerful the character was, and he soon became the main character. [edit] Works included The trilogy consists of: Homeland (1990) - Homeland follows the story of Drizzt from around the time and cicumstances of his birth and his upbringing amongst the drow (dark elves). Exile (1990) - Exile tells the story of Drizzt outside of the Drow Cities in the open Underdark. Sojourn (1991) - Sojurn is the story of Drizzt coming onto the surface of the world, how he became a ranger and ultimately ended up at Icewind Dale. Dark Elf Trilogy series listing at the Internet Speculative Fiction Database [edit] The Icewind Dale Trilogy [edit] Works included The Crystal Shard (1988) — This book tells the story of the battle between the Ten Towns (located in Icewind Dale) and Akar Kessel, a mage aided by the crystal shard. It also explains how Drizzt, Bruenor, Cattie-Brie, and Regis met Wulfgar. Streams of Silver (1989) — Tells the story of the journey that Drizzt, Bruenor, Regis, and Wulfgar set upon to search for Mithral Hall, Bruenor's boyhood home. This is the first novel in which Artemis Entreri appears. The Halfling's Gem (1990) — This is the story of Wulfgar and Drizzt's journey to rescue Regis, who was captured by the hired assasin Artemis Entreri. Entreri's employer was Pasha Pook, a very powerful Pasha in Calimport (the capital of the empire of Calimshan), who wants revenge for an enchanted ruby that Regis stole. Icewind Dale Trilogy series listing at the Internet Speculative Fiction Database [edit] Legacy of the Drow The Legacy of the Drow is the third series about the character Drizzt Do'Urden. [edit] Works included The Legacy (1992) Starless Night (1993) Siege of Darkness (1994) Passage to Dawn (1996) Legacy of the Drow series listing at the Internet Speculative Fiction Database [edit] Paths of Darkness Paths of Darkness is the fourth series about the character Drizzt Do'Urden. [edit] Works included The Silent Blade (1998) The Spine of the World (1999) Servant of the Shard (2000)* Sea of Swords (2001) *Servant of the Shard (2000) has been removed from this series and placed within the Sellswords series, which follows Jarlaxle and Artemis Entreri. Paths of Darkness series listing at the Internet Speculative Fiction Database [edit] The Hunter's Blades Trilogy [edit] Works included The Thousand Orcs (2002) The Lone Drow (2003) The Two Swords (2004) Hunter's Blades Trilogy series listing at the Internet Speculative Fiction Database [edit] Fan reactions Novels with Drizzt as the title character tend to sell extremely well in comparison to other Forgotten Realms-line books, often breaking into the New York Times bestseller lists when first released and often out selling non-Drizzt related first-release products even in the back list version. While perhaps controversial among some Forgotten Realms fans, Drizzt is certainly one of the better-known faces (if not the best-known face) from the Forgotten Realms, and books featuring him are among the most popular of the Dungeons and Dragons inspired fiction. His popularity reaches beyond the gaming community, appealing to a wide range of fantasy and science fiction fans. It should be noted that among a small group of fans of the Forgotten Realms setting, Drizzt Do'Urden is considered to be a trite character and unrealistic to the setting. Many also mistakenly take umbrage at R.A. Salvatore's changing of the canon of the Forgotten Realms setting in his Drizzt novels (as, according to Ed Greenwood, creator of the Forgotten Realms, anything published is considered canon). This problem often occurs because much of what has been changed has changed after the original publication dates of Salvatore's novels. Many people do not realize that when Salvatore joined "Forgotten Realms" only one other novel and very few game products were actually published. Salvatore created Menzoberranzan and the whole of drow society with the creation of Drizzt Do'Urden. Prior to Salvatore's novels there was only three modules and a single paragraph concerning drow found in the Fiend Folio. [edit] See also [edit] Literature The Dark Elf Trilogy The Icewind Dale Trilogy Legacy of the Drow Paths of Darkness The Hunter's Blades Trilogy [edit] Characters Artemis Entreri Guenhwyvar (cat) [edit] External links Reliks Swords and Collectibles The swords of Drizzt Do'Urden Forgotten Realms series listing at the Internet Speculative Fiction Database Lavender Eyes The Largest Drizzt fansite! Retrieved from "http://en.wikipedia.org/wiki/Drizzt_Do%27Urden" Categories: Fictional elves | Forgotten Realms characters ViewsArticleDiscussionEdit this pageHistory Personal toolsSign in / create account Navigation Main PageCommunity PortalCurrent eventsRecent changesRandom articleHelpContact usDonations Search Toolbox What links here Related changes Upload file Special pages Printable version Permanent link Cite this article In other languages Deutsch Español Français Italiano 中文 This page was last modified 19:21, 27 November 2005. All text is available under the terms of the GNU Free Documentation License (see Copyrights for details). Privacy policy About Wikipedia Disclaimers |
|
Our minds will be the blades drawn against the darkness! - Melle, Daughter of the North Wind. Wings of Darkness | |
![]() |
|
| Twice-Blessed Monk | Nov 29 2005, 06:41 PM Post #9 |
|
Content Team Leader/forum mod
|
Okay let me try, Gravity Probe-B Well first the name of the mission is indicative to the effect in question, first the study of gravity and two magnetism, as the magnetic vector is usually symbolically represent by B. In short the mission is to measure a composite effect known as gravito-magnetism, frame dragging, and after the theorist whom predicted them it is also known as the Lense-Thirring Effect. Lots of names and confusing terms, but gravito-magnetism is apt named for the cause of the Lense-Thirring effect, and the consequence of the effect would be the generation of framed dragged inertial frames. A simple illustration of this effect would be to stir a viscous fluid such as syrup as you stir the molecular bonds near the stirring region gets dragged along. To avoid a lot of circular logic involving Mach's principle let introduce some mathematical language, in the case of the Earth alone the amount of implied inertial resistance applied to a body on its surface is wdrag~(Mearth/Rearth)~(0.44 cm/6 x 108 cm)~ 5 x 10-14 radians/sec in short the inertial resistance required by Earth's gravitational disturbance is at such a small magnitude that it will go unnoticed unless one speaks of subatomic scales with particles traveling at a low velocity. To translate the above equation it simply suggested that inertial forces on the ground must counter act the spacetime distortion formed by the Earth's gravitational field, of course Mach's principle incorporates the gravitational field of the entire universe making it a much more complicated problem to deal with. Essentially what we get from the previous discussion is that effects at great distances can have an impact on short scales as well, giving a distorted view of the frames in question, and this is the odd concept which gravitomagnetism brings to light! |
|
Anyone can take a sword out of a stone, but it takes a King, to put a sword into a stone! There was a time when the below was important news....... Important recent game changes players should know about: -both XP and Death Penalty have been completely revamped -Several items like Holy Water are now stackable. -Goblin Territory has been added to the game. -We are now at version 1.5.0 Beta. | |
![]() |
|
| Cooker the Mighty | Nov 29 2005, 06:49 PM Post #10 |
|
Guildmaster
|
"Wolfie's fine, honey. Wolfie's just fine. Where are you?" Perhaps ? |
|
Our minds will be the blades drawn against the darkness! - Melle, Daughter of the North Wind. Wings of Darkness | |
![]() |
|
| 1 user reading this topic (1 Guest and 0 Anonymous) | |
| « Previous Topic · The Tavern · Next Topic » |
| Track Topic · E-mail Topic |
5:43 PM Jul 13
|
Themed by tiptopolive of IDS.
Hosted for free by ZetaBoards · Privacy Policy








5:43 PM Jul 13