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Saturday, July 31, 2010
w a, Top Pictures This Week: Olivia Wilde, Leonardo DiCaprio, MaryElizabeth Winstead, and more...
Thursday, July 29, 2010
[Riverstream Rhapsody] I await your urgent communication.
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Posted By Andry Chang to Riverstream Rhapsody at 7/29/2010 04:34:00 PM
[FireHeart Saga] RPG Maker VX Storage and Bank System v1.2 byDeriru
RPG Maker VX. Credit Deriru if you use this system.
Visit the forum rpgmakervx.net for more updates and bug fixes.
Retrieved from:
http://www.rpgmakerid.com/rmvx-f22/askbank-event-t2154.htm#37186
Just copy-paste the script below in the game.
#===============================================================================
# Deriru's Simple Storage System v1.2
# by Deriru
#
# What does this do?:
# -It creates an storage system where you can store your items and gold, like
# in a warehouse.
#
# How to use:
# -Customize the script according to the options below.
# -Call the storage system with:
# $scene = Scene_StorageSystem.new
# -To unlock more spaces for your storage, use the following script:
# $game_system.unlock_storages(amount)
# Where amount is the max amount of slots that will be unlocked.
# -To make an item non-storable, insert the NonStorageTag(see SETUP OPTIONS
# BELOW), enclosed in [].
# Example: [NoStore]
# -To get the curreny name (for text display), add #{gVocab} inside.
# Example:
# Withdraw #{gVocab}
# If the currency name is Yen then the result would be: Withdraw Yen
# Version History:
# v1.0:
# -Initial Release
#
# Credits for this script:
# cmpsr2000 for his Shopoholic Script and the Storage_Slot class
#
# Please credit me if used. Enjoy!
#===============================================================================
# SETUP OPTIONS
#===============================================================================
# SlotsAmount: Maximum amounts of storage slots.
# InitialFree: Initial amount of unlocked storage slots.
# NonStorageTag: Tag used for items that cannot be stored to the warehouse.
# DepositText: Menu text for depositing items.
# WithdrawText: Menu text for withdrawing items.
# EmptyText: Text for empty slots.
# LockedText: Text for locked slots.
# AmountText: Text when inputting amount of items.
# The others are self explanatory when you read them by name. If you don't get
# it, please look at the demo.
#===============================================================================
# SETUP BEGIN
#===============================================================================
$data_system = load_data("Data/System.rvdata")# DON'T TOUCH THIS!!!
gVocab = Vocab::gold # DON'T TOUCH THIS TOO!
SlotsAmount = 30
InitialFree = 10
NonStorageTag = "NoStore"
DepositText = "Deposit Item"
WithdrawText = "Withdraw Item"
GoldDepositText = "Deposit #{gVocab}"
GoldWithdrawText = "Withdraw #{gVocab}"
GoldInParty = "Gold in party: "
GoldInWarehouse = "Gold in storage: "
EmptyText = "Empty"
LockedText = "Locked"
AmountText = "Amount:"
MenuDepositHelp = "Deposit items."
MenuWithdrawHelp = "Withdraw deposited items."
StorageSelectHelp = "Select storage slot."
InventorySelectHelp = "Choose the item to be deposited."
AmountSelectHelp = "Left(-1), Right(+1), Up(+10), Down(-10)"
GoldDepositHelp = "Deposit #{gVocab}."
GoldWithdrawHelp = "Withdraw #{gVocab}."
GoldAmountHelp = "Insert amount of #{gVocab}."
ExitHelp = "Exit warehouse."
#===============================================================================
# SETUP END [DO NOT TOUCH THE PARTS BELOW IF YOU DON'T KNOW WHAT YOU'RE DOING!]
#===============================================================================
#===============================================================================
# ItemStorageSlot: Basic Item Slot for Storage System (thanks to cmpsr2000!)
#===============================================================================
class ItemStorageSlot
attr_reader :locked
attr_reader :amount
attr_reader :item
def initialize
@item = nil
@amount = 0
@locked = true
end
def storeItem(item, amount)
$game_party.lose_item(item, amount)
@item = item
@amount = amount
end
def takeItem(amt)
$game_party.gain_item(@item, amt)
@amount -= amt
if @amount <= 0
@item = nil
end
end
def lock
@locked = true
end
def unlock
@locked = false
end
end
#===============================================================================
# Game_System Modification: Adds the storage variables.
#===============================================================================
class Game_System
attr_accessor :storage
attr_accessor :stored_gold
alias :initialize_deriru initialize
def initialize
initialize_deriru
@stored_gold = Integer(0)
@storage = []
for i in 0..SlotsAmount - 1
@storage.push(ItemStorageSlot.new)
end
for i in 0..InitialFree - 1
@storage[i].unlock
end
end
def unlock_storages(max_amt)
for i in 0..max_amt - 1
$game_system.storage[i].unlock
end
end
def withdraw_money(amt)
$game_party.gain_gold(amt)
@stored_gold -= amt
@stored_gold = 9999999 if @stored_gold > 9999999
end
def store_money(amt)
$game_party.lose_gold(amt)
@stored_gold += amt
@stored_gold = 0 if @stored_gold < 0
end
end
#===============================================================================
# Window_Storage: For the Storage Window in the Storage Scene.
#===============================================================================
class Window_Storage < Window_Selectable
def initialize
super(0,56,544,360)
@column_max = 2
self.index = 0
update
refresh
end
def refresh
@data = []
@data = $game_system.storage
@item_max = @data.size
create_contents
for i in 0..@item_max - 1
draw_storage(i)
end
end
def draw_storage(index)
slot = @data[index]
disabled = @data[index].locked
rect = item_rect(index)
self.contents.clear_rect(rect)
unless disabled
unless slot.item == nil
draw_item(index)
else
self.contents.font.color.alpha = 255
self.contents.draw_text(rect.x,rect.y,rect.width,WLH,EmptyText)
end
else
self.contents.font.color.alpha = 128
self.contents.draw_text(rect.x,rect.y,rect.width,WLH,LockedText)
end
end
def draw_item(index)
rect = item_rect(index)
slot = @data[index]
if slot != nil
number = $game_system.storage[index].amount
rect.width -= 4
draw_item_name(slot.item, rect.x, rect.y, true)
self.contents.font.size = 12
self.contents.draw_text(rect.x + 12,rect.y + 12, 15, 15, number, 1)
self.contents.font.size = 20
rect.width += 4
end
end
end
#===============================================================================
# Window_ItemForStage: For the Item Window in the Storage Scene.
#===============================================================================
class Window_ItemForStorage < Window_Selectable
def initialize(x, y, width, height)
super(x, y, width, height)
@column_max = 2
self.index = 0
refresh
end
def item
return @data[self.index]
end
def include?(item)
return false if item == nil
return true
end
def enable?(item)
return false if item.note.include?("[#{NonStorageTag}]")
return true
end
def refresh
@data = []
for item in $game_party.items
next unless include?(item)
@data.push(item)
if item.is_a?(RPG::Item) and item.id == $game_party.last_item_id
self.index = @data.size - 1
end
end
@data.push(nil) if include?(nil)
@item_max = @data.size
create_contents
for i in 0...@item_max
draw_item(i)
end
end
def draw_item(index)
rect = item_rect(index)
self.contents.clear_rect(rect)
item = @data[index]
if item != nil
number = $game_party.item_number(item)
enabled = enable?(item)
rect.width -= 4
draw_item_name(item, rect.x, rect.y, enabled)
self.contents.font.size = 12
self.contents.draw_text(rect.x + 12,rect.y + 12, 15, 15, number, 1)
self.contents.font.size = 20
end
end
def update_help
@help_window.set_text(item == nil ? "" : item.description)
end
end
#===============================================================================
# Window_ItemNumInput: Item Number Input Window
#===============================================================================
class Window_ItemNumInput < Window_Base
attr_reader :qn
def initialize
@maxQn = 99
@qn = 1
super(200,60,100,100)
refresh
self.x = (Graphics.width - 100) / 2
self.y = (Graphics.height - 100) / 2
end
def refresh
self.contents.clear
self.contents.draw_text(0,0,self.width - 32,WLH,AmountText, 1)
self.contents.draw_text(0,WLH, self.width - 32, WLH, @qn.to_s, 1)
end
def set_max(number)
@maxQn = number
@maxQn = 99 if @maxQn > 99
@maxQn = 1 if @maxQn < 1
@qn = 1
end
def update
refresh
if Input.repeat?(Input::UP)
Sound.play_cursor
@qn += 10
@qn = @maxQn if @qn > @maxQn
elsif Input.repeat?(Input::DOWN)
Sound.play_cursor
@qn -= 10
@qn = 0 if @qn < 0
elsif Input.repeat?(Input::LEFT)
Sound.play_cursor
@qn -= 1
@qn = 0 if @qn < 0
elsif Input.repeat?(Input::RIGHT)
Sound.play_cursor
@qn += 1
@qn = @maxQn if @qn > @maxQn
end
end
end
#===============================================================================
# Window_HelpStorage: A modified version of Window_Help
#===============================================================================
class Window_HelpStorage < Window_Base
def initialize
super(0, 0, Graphics.width - 140, WLH + 32)
end
def set_text(text, align = 0)
if text != @text or align != @align
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, self.width - 40, WLH, text, align)
@text = text
@align = align
end
end
end
#===============================================================================
# Window_GoldAmt: Inputs the amount of gold
#===============================================================================
class Window_GoldAmt < Window_Command
attr_reader :value
attr_reader :commands
def initialize
super(176, ["0", "0", "0", "0", "0", "0", "0"], 7, 0, 0)
self.x = (Graphics.width / 2) - 88
self.y = (Graphics.height / 2) - 60
self.height = 60
@index = 6
end
def reset
for i in 0...@commands.size
@commands[i] = "0"
end
refresh
end
def update
super
value = @commands[@index].to_i
if Input.repeat?(Input::UP)
Sound.play_cursor
@commands[@index] = (value < 9 ? value+1 : 9).to_s
refresh
elsif Input.repeat?(Input::DOWN)
Sound.play_cursor
@commands[@index] = (value > 0 ? value-1 : 0).to_s
refresh
end
end
end
class Window_GoldOpposite < Window_Base
def initialize
super((Graphics.width / 2) - 100,(Graphics.height / 2), 200,60)
end
def refresh(i)
self.contents.clear
self.contents.draw_text(0,0,self.width - 32, self.height - 32, i == 2 ? GoldInParty + $game_party.gold.to_s : GoldInWarehouse + $game_system.stored_gold.to_s, 1)
end
end
#===============================================================================
# Scene_StorageSystem: The Storage System Scene itself! xD
#===============================================================================
class Scene_StorageSystem < Scene_Base
def initialize
@storage_slots = Window_Storage.new
@storage_slots.active = false
@current_inv = Window_ItemForStorage.new(0,56,544,360)
@current_inv.update
@current_inv.refresh
@current_inv.visible = false
@current_inv.active = false
@num_input = Window_ItemNumInput.new
@num_input.visible = false
@storage_help = Window_HelpStorage.new
@storage_menu = Window_Command.new(140,[DepositText,WithdrawText,GoldDepositText,GoldWithdrawText,"Exit"])
@storage_menu.height = 56
@storage_menu.x = @storage_help.width
@gold_amt = Window_GoldAmt.new
@gold_amt.visible = false
@gold_opp = Window_GoldOpposite.new
@gold_opp.visible = false
end
def start
create_menu_background
end
def terminate
@storage_slots.dispose
@storage_menu.dispose
@current_inv.dispose
@num_input.dispose
@storage_help.dispose
@gold_amt.dispose
@gold_opp.dispose
dispose_menu_background
end
def update
if @num_input.visible
num_input_input
elsif @gold_amt.visible
gold_amt_update
elsif @current_inv.active
current_inv_input
elsif @storage_slots.active
storage_slots_input
elsif @storage_menu.active
storage_menu_input
end
help_update
update_menu_background
end
def switch_store_inv(store_slots,inv_slots)
@storage_slots.active = store_slots
@storage_slots.visible = store_slots
@current_inv.active = inv_slots
@current_inv.visible = inv_slots
end
def storage_menu_input
@storage_menu.update
if Input.trigger?(Input::C)
if @storage_menu.index == 0 or @storage_menu.index == 1
Sound.play_decision
@storage_menu.active = false
@storage_slots.active = true
elsif @storage_menu.index == 2 or @storage_menu.index == 3
Sound.play_decision
@gold_opp.refresh(@storage_menu.index)
@gold_opp.visible = true
@gold_amt.visible = true
elsif @storage_menu.index == 4
Sound.play_cancel
$scene = Scene_Map.new
else
Sound.play_buzzer
end
elsif Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Map.new
end
end
def storage_slots_input
@storage_slots.update
if Input.trigger?(Input::C)
if $game_system.storage[@storage_slots.index].locked
Sound.play_buzzer
elsif @storage_menu.index == 1
unless $game_system.storage[@storage_slots.index].item == nil
# CRAPPY CALCULATION STARTZ! AAAAGH!
in_stock = $game_party.item_number($game_system.storage[@storage_slots.index].item)
item_possible = (in_stock + $game_system.storage[@storage_slots.index].amount)
if item_possible > 99
item_possible -= 99
elsif item_possible = 99
item_possible = $game_system.storage[@storage_slots.index].amount
else
item_possible = 99 - item_possible
end
# CRAPPY CALCULATION ENDZ! HURRAH!
if in_stock < 99
@num_input.set_max(item_possible)
@num_input.visible = true
@storage_slots.active = false
else
Sound.play_buzzer
end
else
Sound.play_buzzer
end
elsif @storage_menu.index == 0
if $game_system.storage[@storage_slots.index].item == nil
Sound.play_decision
switch_store_inv(false,true)
else
Sound.play_buzzer
end
end
elsif Input.trigger?(Input::B)
Sound.play_cancel
@storage_slots.active = false
@storage_menu.active = true
end
end
def current_inv_input
@current_inv.update
if Input.trigger?(Input::C)
if $game_system.storage[@storage_slots.index].item == nil && @current_inv.item != nil && !@current_inv.item.note.include?("[#{NonStorageTag}]")
@current_inv.active = false
@num_input.visible = true
@num_input.set_max($game_party.item_number(@current_inv.item))
else
Sound.play_buzzer
end
elsif Input.trigger?(Input::B)
Sound.play_cancel
switch_store_inv(true,false)
end
end
def num_input_input
@num_input.update
if Input.trigger?(Input::C)
if @storage_menu.index == 0
$game_system.storage[@storage_slots.index].storeItem(@current_inv.item,@num_input.qn)
elsif @storage_menu.index == 1
$game_system.storage[@storage_slots.index].takeItem(@num_input.qn)
end
switch_store_inv(true,false)
@storage_slots.index = 0
@storage_slots.refresh
@current_inv.refresh
@num_input.visible = false
elsif Input.trigger?(Input::B)
if @storage_menu.index == 0
@current_inv.active = true
elsif @storage_menu.index == 1
@storage_slots.active = true
end
@num_input.visible = false
end
end
def help_update
if @gold_amt.visible
@storage_help.set_text(GoldAmountHelp)
elsif @num_input.visible
@storage_help.set_text(AmountSelectHelp)
elsif @current_inv.active
@storage_help.set_text(InventorySelectHelp)
elsif @storage_slots.active
@storage_help.set_text(StorageSelectHelp)
elsif @storage_menu.active
case @storage_menu.index
when 0
@storage_help.set_text(MenuDepositHelp)
when 1
@storage_help.set_text(MenuWithdrawHelp)
when 2
@storage_help.set_text(GoldDepositHelp)
when 3
@storage_help.set_text(GoldWithdrawHelp)
when 4
@storage_help.set_text(ExitHelp)
end
end
end
def gold_amt_update
@gold_amt.update
@gold_opp.update
if Input.trigger?(Input::C)
money_inp = @gold_amt.commands.to_s.to_i
if @storage_menu.index == 2
unless money_inp + $game_system.stored_gold.to_i > 9999999 and money_inp < $game_party.gold
if money_inp <= $game_party.gold
Sound.play_decision
$game_system.store_money(money_inp)
@gold_amt.reset
@gold_amt.visible = false
@gold_opp.refresh(@storage_menu.index)
@gold_opp.visible = false
@storage_menu.active = true
else
Sound.play_buzzer
end
else
Sound.play_buzzer
end
elsif @storage_menu.index == 3
unless money_inp + $game_party.gold > 9999999
if money_inp <= $game_system.stored_gold
Sound.play_decision
$game_system.withdraw_money(money_inp)
@gold_amt.reset
@gold_amt.visible = false
@gold_opp.refresh(@storage_menu.index)
@gold_opp.visible = false
@storage_menu.active = true
else
Sound.play_buzzer
end
else
Sound.play_buzzer
end
end
elsif Input.trigger?(Input::B)
Sound.play_decision
@gold_amt.reset
@gold_amt.visible = false
@gold_opp.refresh(@storage_menu.index)
@gold_opp.visible = false
@storage_menu.active = true
end
end
end
/textarea
--
Posted By Andry Chang to FireHeart Saga at 7/29/2010 10:02:00 PM
[FireHeart Saga] Enter our Supernatural Romance Sweepstakes formovie tickets...
No images? Click HERE. |
|
|
7 Souls Mary expected her seventeenth birthday to be a blowout to remember. Instead, the day starts badly and gets worse. Mary just can't shake the feeling that someone is out to get her?and, as it turns out, she's right. Before the night is over, she's been killed in cold blood. Read more. Explore the world of 7 Souls at WhatIs7Souls.com Read Chapter 1
| |
Now in paperback! It doesn't take long for Cody Elliot to realize that his new high school is a little different. The other students are supernaturally strong, don?t like the sunlight, and are always placing orders at the local blood bank. When his new friend shows him his fangs, Cody doesn?t need any more clues—these kids are vampires! Read more Read Chapter 1: "Stuck in New Sodom"
| |
Ever since the floods came and washed the world away, survivors have been desperate to win a place on X-Isle, the island where life is rumored to be easier than on what's left of the mainland. Only young boys stand a chance of getting in, the smaller and lighter the better. Read more. Read more books by Steve Augarde
| |
Edge Chronicles: Clash of the Sky Galleons In the penultimate book in the Edge Chronicles series, Quint is traveling with his father, Wind Jackal, on a mission to track down and bring to justice Turbot Smeal, the man who started the fire that killed their family. Read Chapter 1. Also, be sure to visit EdgeChronicles.com to play the game! | |
Meet Lucy. She's a bit of an outsider, having grown up in the jungles of the Congo, and she's having some trouble adjusting to her new home in the Chicago suburbs. The culture shock alone is more than enough drama for a teenager, but there's another issue at hand: Lucy is part human, part ape. Entertainment Weekly gave Laurence Gonzales's Lucy an "A," calling it a "gripping sci-fi thriller." The Chicago Sun-Times says "Lucy is a great read." Want to get your hands on a copy? We are giving away 100 copies! Enter here and share your thoughts on the book on Lucy's Facebook page.
|
Copyright © 2010 Random House, Inc. All Rights Reserved. . |
--
Posted By Andry Chang to FireHeart Saga at 7/29/2010 09:44:00 PM
Wednesday, July 28, 2010
[VadisGames - Fully Loaded!] StarCraft II - Ghosts of the PastTrailer
This extended trailer was released as the final unlockable reward from Blizzard Entertainment's Join the Dominion! promotional site. As people took the Dominion army entrance exam, submitted propaganda in an art contest, and shared the site and content with their friends on Facebook, over 20 rewards were unlocked. View the unlocked rewards and the Join the Dominion! site at www.starcraft2.com/dominion/
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Posted By Andry Chang to VadisGames - Fully Loaded! at 7/28/2010 09:32:00 PM
[vadismart - the cybermall] Easy Strawberry Pudding recipe - Part 1
Part 2
Host Lekshmi Nair shows how to cook 'Strawberry Pudding' in this episode of 'Magic Oven'. http://www.istream.in/
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Posted By Andry Chang to vadismart - the cybermall at 7/28/2010 07:26:00 AM
[Riverstream Rhapsody] 'The Sorcerer's Apprentice' Trailer HD
For more info on 'The Sorcerer's Apprentice' visit: http://www.hollywood.com
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Posted By Andry Chang to Riverstream Rhapsody at 7/28/2010 07:24:00 AM
[Rosta Masta!] 1200PS Bugatti Veyron 16.4 Super Sport Topspeed:434kmh+
Had a model been especially popular or highly successful in races, Ettore Bugatti's customers often pushed the master to tease out of the engine a few horsepower more for their future car. Bugatti Automobiles SAS had been in a similar situation when their existing customers asked the company to not only design their second model optically differently but also to create a version with a sportier and more extreme driving experience. The result is a car with a uniquely high performance of 1.200 bhp (882 kW) offering experienced drivers a whole new dimension of excitement, with a maximum torque of 1.500 Newton metres and a limited top speed of 415 km/h (to protect the tyres).
The Super Sport is a consequent further development of the classic exclusive 1.001 bhp Bugatti Veyron 16.4, launched in 2005. This model offers a stunning set of specifications, such as the twin clutch gearbox with seven speeds, the extraordinarily precise driving performance in bends and excellent stability when braking and accelerating.
Continuous work in extreme performance ranges lead to constantly new conclusions, which enabled the engineers at Bugatti to develop the Veyron into a direction in which the driver can reach new dimensions. Every modification is designed to produce an even more powerful car for an agile ride. Four enlarged turbochargers and bigger intercoolers have been used to boost the power of the 16-cylinder engine, and the chassis has been extensively redesigned to maintain safety at extreme speed. Thanks to slightly raised main-spring travel, stronger stabilisers, and new shock absorbers with a complex architecture originally developed for racing cars. This gives noticeably more precise control of the wheels and the car as a whole. With lateral acceleration of up to 1.4 G and improved interaction between the tyres and the intelligent all-wheel drive system, the Super Sport offers perfect handling and even more powerful acceleration of 1.500 Newton metres on corner exits.
The body has been fine-tuned to improve aerodynamic efficiency and maintain perfect balance in every situation, while the new fibre structure of the all-carbon monocoque ensures maximum torsion rigidity and passive safety -- at reduced weight. The skin is made entirely of carbon-fibre composites, and the new Bugatti Veyron 16.4 Super Sport is available in 100 percent clear-lacquered exposed carbon on request.
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Posted By Andry Chang to Rosta Masta! at 7/28/2010 09:22:00 PM
[Rosta Masta!] Bugatti Veyron Super Sport Top speed 434 km/h
2011 New Bugatti Veyron Super Sport 1200hp W16 434km/h Has several details that Bugatti has included in its press release. Germany According to the newspaper, the Super Sport Veyron weighs 50 pounds less (1,840 kg), and maintains the 0-100 normal model (2.5 seconds), but its acceleration from 0 to 300 km / h down from 16.7 to 15 seconds. Original News: The rumor of the 1,200 hp Veyron exists, and Bugatti has confirmed as they could only do one house from its re stands for excess: with a new land speed record. The creature's name is Super Sport, and represents a new model within the narrow range of the manufacturer of Molsheim. The feat was achieved in the Volkswagen test track in EHRA-Lessien, in the presence of members of the German technical inspection agency TÃœV and a representative of Guinness Book of Records, which controlled the two trials conducted by the Bugatti for missile climb the highest speed ever achieved by a production car until 431.072 km / h. Average speed, because in his second sprint, the most fleeting of all the Veyron reached a peak of 434.211 km / h, well above the 425 expected by the Company officially. Until now, the speed record was held by the SSC Ultimate Aero TT, which in September 2007 achieved a speed of 412.28 km / h. Entering the details of the car itself, does not think for one second that this is a unique creation.
The Veyron Super Sport coupe will accompany the conventional and the Grand Sport, enjoying even a very short limited edition dedicated to the first five units, which by the way, have already been sold. Your name will be World Record Edition, and can be distinguished from the rest of the family for a color scheme like the record-breaking of the gallery, in bright orange and carbon fiber exposed. Like all the Veyron, the Super Sport uses a 8.0 L W16 engine, but to express its 1,200 hp Bugatti's engineers have taken drastic measures, replacing its four original turbos for larger ones and doing the same with intercoolers. The chassis has also been modified to not succumb to the effects of a huge torque Nm at 1500 reaches its climax.
This is how it is possible to find new anti-roll bars and reinforced shock absorbers, which will make it possible for progression to the 415 km / h is as safe and controllable as possible. Yes, you read right: the Veyron Super Sport is limited significantly below its potential, but that is because Bugatti wants to keep the tires in one piece and keep the same status to their beloved customers. These buyers can order their cars without paint, leaving bare his new body 100% carbon fiber.
Mansory People must be gnashing their teeth. With this model Bugatti Veyron will officially say goodbye. Adding all the variants, the company has delivered 271 of the 300 units will be produced. The last 30 will belong to the Super Sport version. Now, of course, we can only wait for its official debut to view in person and know all its technical details. Fortunately the time is much closer to what might expect: Bugatti Veyron will present the Super Sport in mid-August, within the famous Concours d'Elegance in Pebble Beach, where by the way, and presented the Grand Sport in 2008 .
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Posted By Andry Chang to Rosta Masta! at 7/28/2010 09:20:00 PM
[Rosta Masta!] Hummer H3 2010
The 2010 H3 SUV is a 4-door, 5-passenger luxury sport-utility.
Upon introduction, the Base is equipped with a standard 3.7-liter, I5, 239-horsepower engine that achieves 14-mpg in the city and 18-mpg on the highway. A 5-speed manual transmission with overdrive is standard, and a 4-speed automatic transmission with overdrive is optional. The Alpha is equipped with a standard 5.3-liter, V8, 300-horsepower, flexible fuel engine that achieves 13-mpg in the city and 16-mpg on the highway. A 4-speed automatic transmission with overdrive is standard.
The 2010 H3 SUV is a carryover from 2009.
Source: http://autos.yahoo.com/2010_hummer_h3_suv/
Specifications
Source: http://www.leftlanenews.com/hummer-h3.html
Vehicle
* EPA Greenhouse Gas Score
3
* Rear Door Type
Swing gate
*
Engine
* Engine Order Code
LLR
* Engine Type
Gas 5
* Displacement
3.7L/223
* Fuel System
MFI
* SAE Net Horsepower @ RPM
239 @ 5800
* SAE Net Torque @ RPM
241 @ 4600
* Engine Oil Cooler
- TBD -
*
Transmission
* Drivetrain
4-Wheel Drive
* Trans Order Code
MA5
* Trans Order Code
M30
* Trans Type
5
* Trans Type
4
* Trans Description Cont.
Manual w/OD
* Trans Description Cont.
Automatic w/OD
* First Gear Ratio (:1)
3.75
* First Gear Ratio (:1)
3.06
* Second Gear Ratio (:1)
2.20
* Second Gear Ratio (:1)
1.63
* Third Gear Ratio (:1)
1.00
* Third Gear Ratio (:1)
1.37
* Fourth Gear Ratio (:1)
1.00
* Fourth Gear Ratio (:1)
0.70
* Fifth Gear Ratio (:1)
0.73
* Reverse Ratio (:1)
3.67
* Reverse Ratio (:1)
2.29
* Clutch Size (in)
- TBD -
* Transfer Case Model
- TBD -
* Transfer Case Gear Ratio (:1), High
1.00
* Transfer Case Gear Ratio (:1), Low
2.64
*
Mileage
* Fuel Economy Est-Combined (MPG)
16
* EPA Fuel Economy Est - City (MPG)
14
* EPA Fuel Economy Est - Hwy (MPG)
18
*
Electrical
* Cold Cranking Amps @ 0° F (Primary)
590
* Maximum Alternator Capacity (amps)
125
* Maximum Alternator Watts
- TBD -
*
Cooling System
* Total Cooling System Capacity (qts)
- TBD -
*
Weight Information
* Gross Axle Wt Rating - Front (lbs)
3050
* Gross Axle Wt Rating - Rear (lbs)
3200
* Curb Weight - Front (lbs)
2348
* Curb Weight - Rear (lbs)
2348
* Gross Vehicle Weight Rating Cap (lbs)
6001
* Gross Combined Wt Rating (lbs)
- TBD -
*
Trailering
* Dead Weight Hitch - Max Trailer Wt. (lbs)
4500
* Dead Weight Hitch - Max Tongue Wt. (lbs)
450
* Wt Distributing Hitch - Max Trailer Wt. (lbs)
4500
* Wt Distributing Hitch - Max Tongue Wt. (lbs)
450
* Fifth Wheel Hitch - Max Trailer Wt. (lbs)
- TBD -
* Fifth Wheel Hitch - Max Tongue Wt. (lbs)
- TBD -
*
Suspension
* Suspension Type - Front
Independent
* Suspension Type - Rear
Semi-floating
* Spring Capacity - Front (lbs)
3050
* Spring Capacity - Rear (lbs)
3200
* Axle Type - Front
Independent
* Axle Type - Rear
Semi-floating
* Axle Capacity - Front (lbs)
3050
* Axle Capacity - Rear (lbs)
3250
* Axle Ratio (:1) - Front
4.56
* Axle Ratio (:1) - Rear
4.56
* Shock Absorber Diameter - Front (mm)
46
* Shock Absorber Diameter - Rear (mm)
46
* Stabilizer Bar Diameter - Front (in)
1.41
* Stabilizer Bar Diameter - Rear (in)
0.98
*
Brakes
* Brake Type
Pwr
* Brake ABS System
4-Wheel
* Disc - Front (Yes or )
Yes
* Disc - Rear (Yes or )
Yes
* Front Brake Rotor Diam x Thickness (in)
12.4 x 1.1
* Rear Brake Rotor Diam x Thickness (in)
12.3 x 0.5
*
Tires
* Front Tire Order Code
QAX
* Rear Tire Order Code
QAX
* Spare Tire Order Code
- TBD -
* Front Tire Size
P265/75R16
* Rear Tire Size
P265/75R16
* Spare Tire Size
- TBD -
* Front Tire Capacity (lbs)
2130
* Front Tire Capacity (lbs)
2194
* Rear Tire Capacity (lbs)
2194
* Rear Tire Capacity (lbs)
2130
* Spare Tire Capacity (lbs)
- TBD -
* Revolutions/Mile @ 45 mph - Front
- TBD -
* Revolutions/Mile @ 45 mph - Rear
- TBD -
* Revolutions/Mile @ 45 mph - Spare
- TBD -
*
Wheels
* Front Wheel Size (in)
16 x 7.5
* Rear Wheel Size (in)
16 x 7.5
* Spare Wheel Size (in)
- TBD -
* Front Wheel Material
Aluminum
* Rear Wheel Material
Aluminum
* Spare Wheel Material
- TBD -
*
Steering
* Steering Type
Pwr rack and pinion
* Steering Ratio (:1), On Center
- TBD -
* Steering Ratio (:1), At Lock
3.25
* Turning Diameter - Curb to Curb (ft)
37.4
* Turning Diameter - Wall to Wall (ft)
- TBD -
*
Frame
* Frame Type
- TBD -
*
Fuel Tank
* Fuel Tank Capacity, Approx (gal)
23
* Fuel Tank Location
- TBD -
*
Doors
*
Exterior Dimensions
* Wheelbase (in)
111.9
* Length, Overall w/rear bumper (in)
187.5
* Width, Max w/o mirrors (in)
85.0
* Height, Overall (in)
73.2
* Overhang, Front (in)
- TBD -
* Overhang, Rear w/bumper (in)
- TBD -
* Ground to Top of Load Floor (in)
- TBD -
* Ground Clearance, Front (in)
9.7
* Ground Clearance, Rear (in)
9.7
* Rear Door Opening Height (in)
- TBD -
* Rear Door Opening Width (in)
- TBD -
* Step Up Height - Front (in)
- TBD -
* Step Up Height - Side (in)
- TBD -
*
Cargo Area Dimensions
* Cargo Area Length @ Floor to Console (in)
- TBD -
* Cargo Area Length @ Floor to Seat 1 (in)
- TBD -
* Cargo Area Length @ Floor to Seat 2 (in)
32
* Cargo Area Length @ Floor to Seat 3 (in)
- TBD -
* Cargo Area Length @ Floor to Seat 4 (in)
- TBD -
* Cargo Area Width @ Beltline (in)
- TBD -
* Cargo Box Width @ Wheelhousings (in)
42.1
* Cargo Box (Area) Height (in)
37.0
* Cargo Volume to Seat 1 (ft³)
55.7
* Cargo Volume to Seat 2 (ft³)
29.5
* Cargo Volume to Seat 3 (ft³)
- TBD -
* Cargo Volume to Seat 4 (ft³)
- TBD -
*
Interior Dimensions
* Passenger Capacity
5
* Front Head Room (in)
40.7
* Front Head Room (in)
- TBD -
* Front Leg Room (in)
41.9
* Front Shoulder Room (in)
54.4
* Front Hip Room (in)
53.8
* Second Head Room (in)
- TBD -
* Second Head Room (in)
39.8
* Second Leg Room (in)
36.1
* Second Shoulder Room (in)
53.5
* Second Hip Room (in)
48.1
*
Summary
* Vehicle Name
H3 SUV
* Body Style
4 Door SUV
* Body Code
111.9" WB
*
--
Posted By Andry Chang to Rosta Masta! at 7/28/2010 09:08:00 PM
Tuesday, July 27, 2010
[GetAmped Fansite - KICK ASS Inc.] Lady Gaga
Lady Gaga, the most prominent pop-rock star today is rockin' the world with her hit (songs):
- Just Dance
- Bad Romance
- Telephone & Video Phone
- Beware of her Poker Face!
- Papparazzi
and more unique music, a new way to sing the pops!
Her favourite weapon is: the Disco Stick!
Skin by vadis (K.A.I)
Hehe, been trying to make KICK ASS Inc. an online version of Madame Tussaud Museum, with many portrayals of celebrities playable in Getamped/Splash Fighters game!
Click the link below images to download:
Lady Gaga Version 3
ladygaga3.skin
Lady Gaga Version 1
ladygaga.skin
Lady Gaga Party Dress (Secret Agent)
--
Posted By Andry Chang to GetAmped Fansite - KICK ASS Inc. at 7/27/2010 06:58:00 PM
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