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Akuyuu: Oretachi Akuyuu! Ah~ hitowaraide tsuna gushiawase no Recipe. Saito Jack saikoda! Akuyuu~ Gilbert: Yo yo toutayo? Biiru o nameyo Antonio: Naa naa donai? Yashirisiso moikerude Francis: Maa maa yappari. Wain ga ichiban Gilbert and Antonio: Yooi mo saiko. Francis: Hai hai sorechiya rikuei doucho Antonio: Tokoton amaino! Gilbert: Oresama sorenau! Akuyuu: Mukashini tabeta ono keekino. Ano aji ga wasurenainda~! Sannin~ Churemu~ Gakuen Hetalia! Akuyuu: Marukaite Chikyuu. Marukaite Chikyuu. Marukaite Chikyuu. Oretachi Akuyuu! Ah~ mitsukude de mieru subarashii sekai. Kekiro mi unna daisuki sa ITARIA~! Aa sekaijuu de tsude gushiawase no Recipe. Sannin yoreba saikyoda Akuyuu~! English: Gilbert: Hey hey, you two are you ready? Francis: Yes yes, please Antonio: Im good anytime Akuyuu: From the time we're friends long time ago. We are the Bad Friends! Gilbert: Draw a circle, that's the Earth Francis: Draw a circle, that's the Earth Antonio: Draw a circle, that's the Earth Akuyuu: We are the Bad Friends Trio Antonio: Draw a circle, it's tomato Francis: Stare at Onii-san Gilbert: Maybe an awesome guy Akuyuu: We are the Bad Friends! Ah~ What a wonderful world can be seen with 3 paintbrushes. Let's crush Austria! Bad Friends Trio~! Gilbert: This is the awesome me's first stage! Antonio: Eeeh. (LOL) Francis: After that, I treat you deliciously Francis: Draw a circle, that's the Earth Gilbert: Draw a circle, that's the Earth Antonio: Draw a circle, that's the Earth Akuyuu: We are the Bad Friends Francis: Draw a circle, it's Onii-san Antonio: The ever-surprising boss Gilbert: The arrogant cool guy Akuyuu: We are the Bad Friends! Ah~ The recipe of happines, that is tied by people's smiles. Site Jack is the greatest! Bad Friends Trio! Gilbert: Hey hey, how is it? Just drink some beer Antonio: Well well, what's the matter? Have some sherry too Francis: Sure sure, but wine is the best Gilbert and Antonio: The dish is best too. Francis: Yes yes, than make the request, please Antonio: Throughly Sweet thing Gilbert: Well me too Akuyuu: We cannot forget the taste of that cake we ate before. Three peoples~ Leading part~ the School of Hetalia! Akuyuu: Draw a circle, that's the Earth. Draw a circle, that's the Earth. Draw a circle, that's the Earth. We are the Bad Friends. Ah~ What a wonderful world can be seen with 3 paintbrushes. After all everyone is loved Italy! Ah~ The recipe of happines that ties all over the world. When we gather by three people, the strongest. 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The Gotek USB Floppy Emulator can replace different kind of floppy disk drive and allows you use USB stick memorys instead floppy disks. The Black version of Gotek is available. This floppy emulator is flashed with the last FlashFloppy firmware for Amiga/Atari/Amstrad/Acorn/IBM-PC, or the HxC firmware for Amiga, Amstrad CPC 6128, Atari ST, and Sinclair Spectrum +3. New version with two LEDs. A Green LED indicates disk access, and a red LED indicates disk changes. On the Amiga, the Atari ST, and the Amstrad CPC 6128, you can select the floppy image files through the comfortable. Download Floppy Emulator Software - best software for Windows. Floppy Emulator: Swap your legacy diskette drive for the new USB floppy drive! From now on use reliable. Once done the computer restart on the first image selected. In the actual version you can select up to 999 images on the 3 digits display. The package includes a Gotek USB floppy emulator drive (with the 34pin standar IDC floppy connector), and flashed with the last firmware from FlashFloppy or HxC. Note: USB stick memory is not included (available as option). Manual not included. For more information or a guide to use it, please visit the or the. External floppy drive adapter for Amiga computers (available as option). Add a second drive to your Amiga! Compatible with Gotek and HxC floppy drive emulators. External floppy drive adapter for Amiga computers. Suitable for GOTEK and HxC floppy drive emulators. Connect this interface between the rear external DB23 interface port of your Amiga and the GOTEK or the HxC floppy emulator. The unit will show on Workbench as a genuine DF1. Add a second drive to your Amiga. It does not need software! Provided with the power cord and the IDC34 data cable. Easy connection. Instructions do not included. 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Version File / Description Download V5 20120316 USB pen drive Software Pack Contents of the USB pen drive at delivery Included: Manual (EN/DE), Floppy Disk Emulator Configuration Tool, FEI-Tool, FEI-Tool-GUI (Requirements: Windows XP and.NET Framework 3.5), FEI-Tool Readme, Pre-Formatted DOS Floppy-Images 720kB and 1,44 MB 1.2 Floppy Emulator Image Tool (FEI-Tool) The feitool allows access to files in a Floppy Emulator Image (FEI) as created by the ipcas Floppy Emulator V3. Readme (PDF) included in the zip-file FEI-Tool for Windows FEI-Tool for MacOS X.dmg.zip FEI-Tool for Linux.zip 1.1 Readme for the Floppy Emulator Image Tool (FEI-Tool) 20110908 Pre-Formatted 720 kB DOS Floppy-Image 20110908 Pre-Formatted 1.44 MB DOS Floppy-Image 2.4 Floppy Disk Emulator Configuration V2.4 Windows configuration tool to for jumper-less parameterization (baud rate, pause times, bit rates and pin assignments.) 1 Configuration Tool - Sample parameter file FDE.par Sample file with default parameters for operating-system independent use. Bring new life to your old Apple computer! Floppy Emu is a specialized floppy and hard disk emulator for classic Apple computers. It uses a removable SD memory card and custom hardware to mimic an Apple floppy disk and drive, or an Apple hard drive. The Emu behaves exactly like a real disk drive, requiring no special software or drivers. Floppy Emu is perfect for booting your favorite games, transferring files from vintage to modern machines, and troubleshooting a computer without a working OS. Just plug in the Emu board, and you’ll be up and running in seconds. Other Purchasing Options Floppy Emu Model B, with Disk Extension Cable, $109 The naked Emu board and disk cable. Add your own accessories. Add to Cart Frosted Ice Acrylic Case for Floppy Emu, $18 A translucent acrylic enclosure to protect and showcase your Emu board. Case requires assembly, Floppy Emu sold separately Add to Cart Vintage Software Collection SD Card, $12 Get up and running quickly with this SD card preloaded with 350 MB of Mac, Apple II, and Lisa disk images. Includes Mac system versions 1 – 7.5.3, and classics like MacPaint and Hypercard; Apple II GS/OS, ProDOS, DOS3.3, Oregon Trail, and others; Lisa Office System, MacWorks, LisaCalc, and more. Add to Cart Apple Disk Drive A/B Switch and Cable, $16 For the Lisa or Macs without an external floppy port. Makes it possible to attach a Floppy Emu and a real floppy drive at the same time, and select between them with a switch. Includes a 3 foot 20-pin ribbon cable. Add to Cart Usage Demonstration Video. What would be an amazing (and probably easily-implementable) feature for this device would be Apple HD20 emulation. For those who aren’t aware, the HD20 was a hard drive that connected to the Mac Plus via the external floppy port. The Mac Plus was released with a draft SCSI implementation, and as a result it can sometimes be tricky to get SCSI drives to play nice with it– mine only likes one specific 40MB drive combined with one specific enclosure. The HD20 always works (slowly), but it’s rare, expensive, pushing 30 years old, and uses a hard drive with a completely proprietary interface (not SASI, SCSI, MFM/RLL, IDE, or anything else.) •. I would love to have this but getting it to fit my Powerbook Duo might be a problem. Duo never had internal floppy disk drive (take that iMac!!) and the external drive support is via dock that uses propriety 20-pin square connector. There are large dock that do have internal disk drive but they are often over $100 on eBay, untested, and the dock are known to have bad power supply so I’d have to pay more on repairs just to make it work for files. Anyone have any idea how or where could I get a cable that uses the square connector that was widely used in early Powerbooks? I just got my Floppy Emu and love it, my Macintosh Plus is alive again! I highly recommend if your thinking of buying the Floppy Emu to buy the one with the extension cable, It would be a pain to have to lean over the mac every time you want to insert a new disk. Steve, my Plus can only read the 400k and 800k.dsk images but I have an Apple HD20 (NOT SCSI) which is on my floppy drive port. So is there any chance of seeing a firmware update that would allow Floppy Emu to “mount” a 20mb.dsk? That would make it posable to run all my whole system off the FE and not need the noise Apple HD20 running! Anyways thanks for a great tool for bring life back to dusty old Macs! The easiest way to get started is with the link in the printed instructions that come with the Floppy Emu. This has a dozen or so disk images, already in the right format. All the 400K and 800K images should work with the Plus, like Dark Castle and MacPaint and System 6. Stuff from Macintosh Garden can be harder. Often the files are.sit (StuffIt archive – similar to a zip file) or.sea (self-extracting archive, a program you have to run on a classic Mac). If you can find versions of the software you want in DiskCopy II format or raw image format, download those instead, as they’ll work directly with Floppy Emu and save you a LOT of work. If the software you want is only available as a.sit file, there are programs for OS X and Windows that will directly uncompress a.sit archive, but I haven’t yet found one that I like. If you can find a good one, you could simplify things a little. Steven Hirsch, do you have a recommendation? Otherwise to open a StuffIt archive, you’ll need a Mac emulator program like Mini vMac, a Mac ROM file, and a copy of the classic StuffIt program. There are several versions of the StuffIt program, which produce different version of.sit files. Newer versions of StuffIt can open older.sit files, but older StuffIts can’t open newer.sit files. The newest StuffIts won’t run on a Mac Plus, though, which can make things complicated. The basic method is to run an emulator like Mini vMac (my preference) or Basilisk II (if you need something newer), launch a copy of StuffIt, and use it to uncompress the.sit file. This will typically give you a DiskCopy II file, but it’s still inside the emulator. Use the Mini vMac plugins ImportFl and ExportFl () to move files between the emulator and the host computer. Also, as we know this also works with the Apple IIgs, as long as you install this into a 800k 3.5 external HD floppy drive. But wouldn’t it be cool is maybe someone could load up a boat load of images plug it into the back of a IIgs and Start Rocking in vintage App land, W/O needing the 800k floppy enclosure? I have some IIgs’s here. I really would like to send you a IIgs for free, so you can have it laying around maybe it will give you creative inspiration for future projects.? Here is a place with all the images. After all a IIgs will do just about everything including all the Apple II software as well. Hello, I’m just received my Floppy Emu. I went out to Best Buy and purchased a cheap 8 gb SanDisk Ultra (40mb/s). Brought it home, plugged it into my Mbpro Retina. Already pre-formatted FAT – so just copied some.dsk files to it and then put into my new Floppy Emu. 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Note that new touch features are optimized for use with Windows 8. • Outlook 2013 Internet functionality requires an Internet connection and either Internet Explorer 8 or Internet Explorer 9. • Instant Search functionality requires Windows Search 4.0. • Be sure to connect Outlook 2013 to the supported versions of Exchange: Exchange 2007, Exchange 2010, or Exchange Server 2013. Outlook 2013 is not supported on Exchange 2003. • Some features require Exchange Server 2013 and Lync Server 2013. • Office Communicator 2007 R2, Microsoft Lync 2010 and Lync 2013 are supported with Outlook 2013. Office Communicator 2005 and Office Communicator 2007 are not supported. • Certain inking features require Windows 7 or Windows 8. • Speech recognition functionality requires a close-talk microphone and audio output device. • Information Rights Management features require access to a computer that runs Windows Server 2003 with SP1, Windows Server 2008, Windows Server 2008 R2, or Windows Server 2012 and Windows Rights Management Services. • Dynamic calendars require server connectivity. • Certain advanced functionality requires connectivity to Exchange Server 2010 or Exchange Server 2007, SharePoint Server 2007, SharePoint Server 2010, or Windows Server 2003 with SP1 running Windows SharePoint Services. • Certain features require a Microsoft account. Communicate Exchange ActiveSync Support. Don't miss a single meeting, message, or contact. Now you can receive push-based email, appointments, and contacts from Outlook.com, and Hotmail - all conveniently delivered into your Outlook experience. Navigation Bar. Continue to enjoy the way the navigation bar speeds up communication. Use it to open your email, calendar, contacts, and tasks fast. Everything you need is there. Social Connectors. Stay in the know. Get the very latest updates automatically from people in the social networks you rely on most - LinkedIn, Facebook, and others. Manage Peeks. Take a peek at your schedule, an appointment, a task, or details about someone you're emailing - without having to rearrange windows or lose your train of thought. People Card. Integrate multiple contacts into a single view with all of that person's contact information (including social network updates) to identify people's social context more quickly and remove needless duplication. Share your calendar. 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For example, there is no support for side-by-side installations of Office 2010 32-bit with Office 2013 64-bit, or for Excel 2010 64-bit and Visio 2013 32-bit. Lync Server 2013 is available only in a 64-bit edition, which requires hardware and a 64-bit edition of the Windows Server operating system. A 32-bit edition of Lync Server 2013 is not available with this release. Browser Internet Explorer 8, 9, 10, or 11; Mozilla Firefox 10.x or a later version; Apple Safari 5; or Google Chrome 17.x..NET version 3.5, 4.0, or 4.5 Multi-touch A touch-enabled device is required to use any multi-touch functionality. But, all features and functionality are always available by using a keyboard, mouse, or other standard or accessible input device. Note that new touch features are optimized for use with Windows 8. Additional requirements and considerations Some functionality may vary, based on the system configuration. Some features may require additional or advanced hardware or server connectivity. Flat Rate Shipping £9.95 Delivery: 3-6 Business days Available to UK and Ireland residents only. *Signature will be required for release of shipment. Express Rate Shipping £19.95 Delivery: 2-3 Business Days Available to UK and Ireland residents only. *Signature will be required for release of shipment. Free Shipping For all orders totaling £99 and more. Delivery: 3-6 Business days Available to UK and Ireland residents only. *Signature will be required for release of shipment. Shipping Terms Depending on availability of product, we will do our best to make sure you will receive your orders as quickly as possible; however we do not want to guarantee a service we cannot provide, and therefore have provided just for one option at the moment. If you absolutely need your order and cannot wait, please contact us to find out how soon it can be delivered. If the shipping address is not the same as the billing address, then you must register the address with your card bank. Failure to do so could result in order delay or cancellation. This is to protect the cardholder. UKTechStore reserves the right to ship via alternate carriers (UPS, FedEx). Some packages will require a signature according to the driver's discretion. If part of your order has shipped, then there is no refund on the shipping cost for the order. Shipping deadline Orders received before 3:00 p.m. (GMT) Monday through Friday will normally be shipped that same day (payment permitting) on a best effort basis. Orders received after 3:00 p.m. (GMT) or on weekends or holidays will normally be shipped on the following business day. UKTechStore does not guarantee the delivery date or time on any shipments under any circumstances. There is a charge of 20.00 for any refused shipment. Please make sure the ship-to address is current and accurate. Refused shipments will result in a 15% restocking fee. Shipping Restrictions We do not ship to APO or PO Box addresses. We ship throughout the United Kingdom, Australia, Switzerland and certain EU countries. UPS and Fedex does not deliver on Saturdays & Sundays. Return Policy and Procedure UKTechStore 30 day limited warranty is a defective exchange policy that provides for replacement (at our sole discretion) of software that has been confirmed as defective by either the manufacture or UKTechStore. Due to licensing and copyright laws, we do not accept returns on software once a package has been opened. Defective software will be exchanged for the same title only according to UKTechStore limited 30 day warranty described above. Terms and conditions may vary by product or manufacture. UKTechStore will assist customers whenever possible in gaining satisfaction with product manufactures Products returned for exchange must be in new condition, original packaging and include all disks, registration cards, packing materials and other accessories and be received within 30 days of the invoice date. We reserve the right to refuse for return or charge a restocking fee for damaged or incomplete returns. All returns require a Return Merchandise Authorization number. Please obtain a RMA number by sending an e-mail to In your e-mail please include your original order number, the title of the product you wish to return, the condition of the products you would like to send back and the reason for the return. Please DO NOT ship product back without an RMA number. We WILL NOT be responsible for product that is returned to us without an RMA number. For all returns shipping is pre-paid by the customer. If your return or exchange appears to be within our guidelines, we will then issue you an RMA number and ship-to address via e-mail within a week of your request. All RMA numbers must be clearly written on the outside of the package and must be returned to us within 15 days of the order date. Please note: issuance of an RMA number does not guarantee acceptance of your return or exchange. We cannot accept opened, non-defective merchandise for credit or exchange. OEM and DSP software cannot be returned. Products for return or exchange must be in new condition with all accessories, packing materials, disks, key codes, cards, manuals and any other materials included. Returns should be sent freight prepaid by ground service. We will only reimburse the freight charges if we deem that the return was caused by our error i.e. Incorrect product, defective product etc. All non-defective returns will incur a 15% restocking fee on the line item amount. Delivery Once your purchase is completed and has been verified by our team, we will email you all details pertaining to your order. Please allow up to 2-3 hours for processing of your order during regular business hours. Note that in certain cases processing can take up to 12 hours. For orders placed outside our business hours, you will receive your order details on the following business day. Please note that there will be no physical items shipped for all products marked Download. Returns All software products delivered electronically are final sale once the Product Activation Code has been delivered, except in the case of case of defective items. For more information please contact us at om. All hardware products are non-refundable once packing has been opened. For any defective components, please contact the Manufacturer directly regarding their Warranty on the item It is your responsibility to ensure that you have the computer knowledge to download and install a software program on your machine. All the software products offered as “Download” have very simple download and installation instructions, directly from the manufacturer. If you are having difficulty installing the software purchased, we will do everything in our power to troubleshoot with you in order to help you get started. If necessary, we will put you directly in contact with the manufacturer for further support. FOR FULL RETURNS POLICY, PLEASE CLICK We do not offer exchanges or give refunds for wrongful purchases as it is the buyers responsibility to check the system requirements of any product prior to purchase.*. I really do not know what has happened to my PC, I'm not noob to installing ADdesk programs, I installed and cracked ACAD and SketchBook Pro 2013 when I built this PC in Feb, now I have come to install 3DS Max and I cannot open the XFORCE keygen, neither the universal keygen or any of the specific keygens. I get 'Error: Access violation at 0x004708E2 (tried to write to 0x004708E2), program terminated.' I have my antivirus (AVG) disabled and I am running as administrator (though running normally gives the same error). Anyone know how to fix this? 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Any help on this one? I'm guessing it may be Windows DEP.not sure Any help would be great thanks!! I was always wondering what 'mem patch' does. Personally, I like to use keygen and hate to use patch as it may install malware, virus, and Trojan into your system. If there is no other choice, what I normally do is to install the software in a virtual OS then do the patch for the target file. After that, copy the patched file form the virtual machine and replace the one in the host OS. This way I don't have to worry about other 'shit' and it is much easier to check the virus for just the patched file than for the whole system. It works really well for most of the softwares I used. However, if I don't know what file/files the keygen patches then nothing ca do here. TypeEdit 2008 was once again developed with users’ constraints and demands in mind, so as to offer better functionalities to increase productivity and creativity in several dimensions. 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Since its introduction at the 2003 AES show, the Native Instruments Komplete bundle of virtual instruments and effects has grown to include most Native Instruments offerings, and the price has remained consistent. Komplete 4 contains all of the company's synths and effects except Massive, the latest in its product line. Of particular note, Akoustik Piano has been added to the bundle, along with major upgrades to three of Native Instruments' most appreciated synths: Absynth 4, Battery 3, and FM8. Intakt and Kompakt, which were part of the Komplete 3 bundle, are discontinued products and not part of Komplete 4. (For a closer look at the changes in Absynth 4 and Battery 3, see the online bonus material at.). The Komplete Care option available in previous years has been replaced by a generous upgrade program. Owners of Komplete 2 or 3 can upgrade to Komplete 4 for $339. Native Instruments Key Generator Copyright notice: Pirated Software Hurts Software Developers. Using Native Instruments Key Generator Free Download crack, warez, password, serial numbers, torrent, keygen, registration codes, key generators is illegal and your business could subject you to lawsuits and leave your operating systems. Free native instruments key generator downloads - Collection of native instruments key generator freeware, shareware download - Random key generator, RSA Key. That is an incredible bargain considering the addition of Akoustik Piano and the quality of the three upgraded synths. Owners of two or more of the synths (not effects) in Komplete 4 can purchase the full bundle for $1,149, or they can buy the bundle along with Kore, Native Instruments' hardware and software plug-in hosting environment, for $1,708. (You'll find a full review of Kore in the October 2006 issue of EM, available online at.). Elektrik Piano (reviewed in the December 2004 issue of EM) starts with samples from four classic electromechanical keyboards: the Fender Rhodes Mark I and Mark II, Wurlitzer 200A, and Hohner Clavinet. The user interface is minimalist and most closely resembles a Fender Rhodes. Four knobs on the left change function depending on the preset; for example, controlling an ADSR envelope for one preset and tremolo, chorus, and reverb for another. The sound is great and the standalone version is certainly gigworthy. From its inception in 2000, Native Instruments B4 was the preeminent organ emulation. B4 II added a bunch of new tonewheel sets, more speaker and amp setups, and improved MIDI playability. You'll especially appreciate it if you're an organist with back problems. (You can find a review in the July 2006 issue of EM.) Synth Zone Emulations of classic hardware synths are common these days, but Native Instruments was first with Pro-5, an emulation of the Sequential Circuits Prophet-5. That has evolved into the third-generation Pro-53, which, although enhanced with all the conveniences of software emulations, remains a reasonable facsimile of the original. (Its predecessor, Pro-52, was reviewed in the February 2001 issue of EM.) Among other things, you're not limited to the Prophet's arcane 8 × 8 preset scheme; you get full-featured plug-in host automation and MIDI remote control with prebuilt mappings for popular control surfaces; and you can import or create your own microtuning scales. You can even process external audio through the Pro-53 filter, amplifier, and effects sections. You might use that, for instance, to add the great Prophet filters after your favorite Yamaha DX7 patch in FM8 (see ). Native Instruments' next classic-hardware target was the DX7. FM7, released in 2001, was a faithful replication of the original. The new FM8 takes things several steps further with some important enhancements. An Easy Page gives quick access to essential operator parameters. Morph Square (also found on the Easy Page) lets you seamlessly morph between four presets using automation, MIDI, or the mouse. The new effects rack adds 11 effects. In addition to the original factory sounds, the library now includes FM7 Sounds Volumes 1 and 2 and roughly 200 presets showing off the new FM8 features. Arpeggiator/step-sequencer hybrids are the current rage, but the FM8 version is particularly robust. As with any arpeggiator, the note pattern is based on the held notes, but the order in which they're played, the number of steps, which steps are accented and tied, and octave and semitone transposition are all set on a step-by-step basis. You can randomize any or all of these elements for a kaleidoscopic approach to pattern generation. Overreaktion The original version of Komplete included Reaktor Session, a player for instruments and effects (called Ensembles) created in Reaktor. All subsequent versions of Komplete contain the latest full version of Reaktor — currently Reaktor 5. This is a great thing if you want to create or modify Reaktor Ensembles. But even if you don't have the time or inclination to get under the hood with Reaktor, don't overlook it as an Ensemble player. The dozens of factory and thousands of user Ensembles arguably offer more novel sounds and unusual effects than everything else in Komplete 4 combined. The Reaktor Ensemble Massive (not to be confused with the new synth of the same name) is among my favorites (see Fig. It's a 6-track drum computer that uses granular resynthesis, among other techniques, to mangle each track's sampled source material. The GrainStates Ensemble from the Reaktor 4 library is another favorite. It also uses granular techniques, this time to create a kaleidoscope of evolving timbres. SpaceDrone is another ambience generator. It starts with 96 noise sources and then uses bandpass filters and panning to spread them across the frequency and stereo spectra. Combines those three instruments with compression and reverb effects Ensembles in a hands-free ambient collage. Making Kontakt Kontakt 2 is to sampling what Reaktor is to instrument and effects building. It's a full-featured, modular sampler that even has its own scripting language. Kontakt 2 (reviewed in the November 2005 issue of EM) can import presets from most hardware and software samplers and supports all popular audio-file formats. Kontakt 2's modularity sets it apart from other samplers. All Kontakt 2 instruments start with a Source module that you can configure for standard playback from RAM or streaming from disk, for granular resynthesis using one of three algorithms optimized for pitch-shifting or time-stretching, or for loop slicing and playback (think REX or Acid files). The Source module is followed by racks for insert and send effects into which you drag various DSP modules from the Kontakt 2 browser. The browser also has a tab from which you drag modulators such as LFOs and envelope generators to the knobs you want them to control. Kontakt 2 comes with a 15 GB library of multisampled instruments. That includes a special edition of Vienna Instruments from Vienna Symphonic Library, a variety of presets illustrating the Kontakt Script Processor (KSP), individual instrument collections, an assortment of presliced loops, and multitimbral setups containing several instruments mapped to different MIDI channels. The KSP presets are especially interesting. For instance, KSP Elektrik Guitar chooses samples from different guitar strings depending on context, which makes it possible to play much more realistic guitar parts from a keyboard. 3: Guitar Rig 2 reaches beyond mic-amp-cabinet simulation to include a wide variety of stompbox and studio effects. The Right Effect Three top-notch effects round out the Komplete 4 bundle. Guitar Rig 2 is much more than a mic-amp-cabinet simulator, though it offers a lot in that department: eight fully parameterized amp models. It comes with a bevy of effects covering distortion, modulation, EQ, compression, and reverb (see Fig. Two tape decks (one intended for playback and the other for overdubbing), together with a Loop Machine, provide all possible combinations of recording, overdubbing, and looping. All three modules allow you to save the recorded material to disk. The Crossfader splits the signal for separate processing of high and low frequency bands, whereas the Splitter enables separate processing of the left and right channels of a stereo signal where possible. (Some components are stereo; others, such as cabinets and amps, convert the signal to mono.) Modulators, which you can assign to any component parameter, include LFOs, envelope generators, step sequencers (both analog- and digital-style), and an envelope follower. (Guitar Rig 2 was reviewed in the June 2006 issue of EM. For nonguitar applications for Guitar Rig 2, check out “Making Tracks: Rigged Up” in the January 2007 issue.). The remaining two effects, Spektral Delay and Vokator, work in the frequency domain — they split the signal into frequency bands using a process called short-time Fourier transform (STFT), manipulate the frequency bands independently, and then convert the signal back to the time domain for playback. As the name implies, Spektral Delay applies a separate delay to each frequency band. In short, it's a feedback-delay line on steroids. The results tend to be otherworldly and digital, but you can tone them down a bit by using Spektral Delay's Dry/Wet control. (The dry signal is automatically delayed to compensate for the latency inherent in the STFT analysis-resynthesis process.) Each channel of the stereo signal is processed separately and allows predelay processing by enigmatically named effects such as Jelly Roll, Lime Twist, and Horse Tail. (Spektral Delay was reviewed in the December 2001 issue of EM.) Vokator, as you might guess, is a vocoder, but again STFT analysis is used to analyze the modulation and carrier signals (typically speech and tonal material, respectively) and then put the imprint of one on the other. Because of the symmetric nature of its processing, you can use either input as the carrier or the modulator, and Vokator simply labels them A and B. Either Vokator input can be taken from one side of a stereo-input signal or from an audio file, and the B input can come from a built-in morphing synthesizer or granular sample player. The output is a mix of A vocoded by B, B vocoded by A, and a direct mix of A and B. For input effects, you get dynamics, EQ, feedback delay, and the special effects found in Spektral Delay. (A review of Vokator appears in the November 2003 issue of EM.). Komplete Success Komplete 4 gives you a lot of bang for your synthesis buck. The bundle price represents a savings of roughly 60 percent. However, it's a savings only if you have use for many of the components. If you use virtual instruments in your music and are continually on the lookout for new sounds, it's a no-brainer — Komplete 4 has it all. If your music is more mainstream, and you're looking for usable keyboard instruments, it is still a great deal. For sampling and a wide variety of somewhat wacky instruments, the combination of Kontakt 2, Battery 3, and Reaktor 5 is almost the same price, so you might as well buy the full bundle. Len Sasso is an associate editor of EM. For an earful and free refreshments, visit his Web site. Click here for PRODUCT SUMMARY NATIVE INSTRUMENTS Komplete 4 virtual instruments and effects bundle $1,499 $1,149 (upgrade for owners of two or more included virtual instruments) $339 (upgrade for owners of Komplete 2 or 3) GUIDE TO EM METERS 5 = Amazing; as good as it gets with current technology 4 = Clearly above average; very desirable 3 = Good; meets expectations 2 = Somewhat disappointing but usable 1 = Unacceptably flawed FEATURES 5 EASE OF USE 3 QUALITY OF SOUNDS 5 VALUE 4 RATING PRODUCTS FROM 1 TO 5 PROS: Huge palette of top-quality sounds. Excellent integration of instruments and effects with Kore hosting environment (not included). Tremendous discount over combined individual prices. Generous upgrade path to future versions. CONS: Requires a fast CPU and lots of disk space. MANUFACTURER Native Instruments. Native instruments b4 2 keygen Native instruments b4 ii keygen.percussion, key click, drive, and vibrato are among the other features emulated.awesome keygens here. 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Magelang – Purworejo Km 13.6 Magelang Kontak: Call (0293) 3194017 / 4 / 58 Bagi agan yang mau mencobanya gratis silahkan download software toko ansoft inventory gratis di download software toko dan stok barang versi berbagi di download software toko dan stok barang versi 5 di download software toko dan stok barang grosir eceran di download software apotek di download software toko dan stok barang versi multi gudang di download program kasir minimarket download program service handphone download software cuci mobil Silahkan dicoba juragan, pasti cocok. Hello,I will change this week from FS9 to FSX. Finally:)How about the traffic BGL files and AI-aircraft files that I during those years with FS9 had built u. Click to expand. The FS9 files are not overwritten. But, the FSX files are saved to the same folder. Note, however, that the file names for converted FSX files have '_FSX' appended and you have the option to have the FS9 files renamed with a '_FS9' suffix. Regarding folder selection, at the moment, no. But, in retrospect, I agree with you. You should have an opportunity to specify a different folder - and you will - in the next general release which is currently undergoing beta testing. Re the '@' symbol, in AIFP, an arrival time is always specified - either system calculated or by the user. While AIFP doen't allow entry of '@', I use it to specify whether the time is user specified or not. But, now that you bring it up, that 'flag' was needed back when I used the AIFPC compiler and was forced to use intermediary text files. I probably don't need it anywmore. Thanks for reminding me to look at it, George. Thanks Don, Is there a simple way to distinguish FS9 from FSX format files? I must have hundreds of FS9 traffic files and although I think I converted them all, I see no traffic in Traffic Toolbox/Explorer. Since my scenery drive is very large, AIFP fails with OOM when scanning for FS9 files. If there were a few bytes which were different I could write a program to find my FS9 flightplans via the active areas in the scenery.cfg. In fact I may have found a problem. I converted a batch of files and, as I said I saw no traffic. I then disassembled one of them with Peter van der Veen's AIFPC and recompiled it to FSX format and this works. The one converted by AI Flight Planner doesn't. I attach a zip containing the files. Vol2_FS9 is the original FS9 file, Vol2_FSX is from AI Flight Planner and Vol2_PVDV is from AIFPC. I would be grateful for your comments. Click to expand.The byte at offset 224 in the file header will be '3' for a FS9 traffic file and '5' for FSX. I haven't had a chance yet to look in detail at three traffic files you sent other than to confirm they all appear to be OK. Each contains a number of non-stock airports, hence the warning message. However, this shouldn't have affected the conversion since the positional data from the decompiled file will have been used. (With Version 1.6, AIFP will automatically retrieve the data from the decompiled file in all cases and use it if there's no corresponding airprot in AirportList.dat.) I'll take a closer look tonight ay why Peter's file worked and mine didn't. Incidentally, what was the criteria for that determination. No traffic at a particular airport, nothing in Traffic Toolbox Explorer,??? The OOM error suggests I'm not releasing file space after using it. I'll investigate that as well. Thanks for the reports. George I,too, write simple FPs just to get AI to my add on airports. When FSX came along, I wanted some way to write plans in FSX format so I wouldn't have to convert anything. A clean brake with FS9, you could say. I pretty well mastered Aisort, but it has limitations. AIFP is much easier to use and is fast. And will work in both FS9 and FSX. As you know, there is a learning curve with any new program, and I'm sure Don remembers my continuing struggles with AIFP. It works well, and the new version will be even better. The link to Mr. Stone's site mentions something interesting, namely about textures. I ran into the same problem with my own creations, e.g., any parts not assigned a texture will simply show up as black. Revamping my own (single) project for use in FSX has been a work-in-progress since FSX was released; although mine involves a thorough re-tweaking, I can not imagine having to modify a large number of projects to get them all to display properly, as had been mentioned in the above-noted link. That, plus the landing-light issue (which I am still stuggling to figure out), brings to mind 'if it ain't broke, don't fix it'. I am impressed with the features FSX has and the promise it offers, but it just seems overly complicated as to the changes that have been made that will need to be taken into consideration by developers. I can't help you with the SDK -- way too complicated for a simple mind like mine While you are waiting for someone who actually knows how to use the SDK to come along, you could always simply alias some of the default panels to your imported aircraft. Example: for the MD-11s or The DC-10s I use the default 737 0r 777 panels. Obviously for small GA aircraft you would be looking at the default Beech Baron -King Air etc. The beauty about this is that you don't have to mess with gauges. If the panel you've aliased doesn't work to your satisfaction, change the 'alias' to another 'alias'. I can't help you with the SDK -- way too complicated for a simple mind like mine While you are waiting for someone who actually knows how to use the SDK to come along, you could always simply alias some of the default panels to your imported aircraft. Example: for the MD-11s or The DC-10s I use the default 737 0r 777 panels. Obviously for small GA aircraft you would be looking at the default Beech Baron -King Air etc. The beauty about this is that you don't have to mess with gauges. If the panel you've aliased doesn't work to your satisfaction, change the 'alias' to another 'alias'. Yes, i'm doing exactly this, but unfortunetly (for me:D), i most enjoy flying on virtual cocpit. For example Posky A330. It is allready done with in version for FSX, with defalut panel on A321. So i downloaded VC model and gauges. After that i was playing for log time with panel.cfg and finaly i replaced all of these gauges with FSX defalut. But i can change only type of it, and A330 has very comlicated VC definition. So for example when i wand to change smth in autopilot, i must turn on main panel. After all it's still beter to fly on VC. If you want i can send you a screenshot. I'm not sure if I understand you or if I understand the connection/interaction between VC and 2D completely. I always thought that if you use a gauge or switch in a clickable VC it would relay the command to the 2D. So, if you use an fs9 VC, it wouldn't possibly be able to access a current (non-XML) gauge for FSX, considering that the VC is an integrated part of the model. But I'm willing to learn in case I've got it all wrong. Yes Torad, post a screenshot or two or three - might help us to see what you've come up with. Ever since finding out about MCX' new animation support, I was intrigued about what can be achieved with it. So I set out on the monumental task to convert as many of the aircraft models used in my AI traffic as possible. Because the models are rather simple and the economy of scale should, in theory, benefit performance at larger airports. Also, it provides a way to have DX10 compatible models without investing in a payware AI traffic product. So with the goal of getting a few more FPS at big airports, I set out. Loading the model into MCX is no problem, save for the very odd logging-related errors that can be easily dismissed (just click 'Continue') without hampering MCX' operation. Some animations will have to be manually assigned for FSX in the animation manager as MCX doesn't find them in a standard modeldef.xml (supplied by the FSX SDK). This isn't a huge drawback as I simply cloned and appropriately named the standard animations for these parts in the modeldef, so that MCX is able to automatically assign these animations upon exporting. I needed to make a choice though, since both propeller and fan animations are labeled 'engine' in MCX, so I elected to assign 'engine' to the default 'N1' animation for jets and do the prop animation assignment by hand. The 'select by name' and 'jump to animation list entry by keystroke' functions in MCX' animation manager makes this quite easy. Assigning 'unknown' animations in certain models was a bit harder, as they mostly use custom animation code that (so far) can't be read by MCX. But with the filtered display of model animations, selecting and assigning an appropriate default animation is fairly easy. Note: Even with an appropriately named modeldef entry, MCX does not automatically assign 'unknown' animations during export. The only thing I could not figure out were 'userdefined' animations, as they did not seem to be assigned to any animated parts in MCX. But that could just easily be blindness on my part or model-specific behaviour. Well, after assigning suitable animations, I've exported a renamed model (and changed the model.cfg accordingly) and checked its filesize of the resulting compiled file. To a big part, it always resulted in a model file a bit smaller than the FS9 one and occasionally in a file a bit larger than before. On two occasions, I got a free.fx file to boot. I don't know where it came from though. Anyway, working through 100+ model files and after five to six hours of work, I fired up FSX to check out the result. My first impression is, that so far and only at an airport, the models look like before, which is good. One drawback, however, that became immediately apparent was due to MCX' lack of visibility tag support, prop planes will not display prop disks when engines are on. I've used 'prop_blurred' as an animation tag for the props, which at least gives me the impression of a moving prop. It's more of an inconsistent rotation animation, but it's better than nothing. As for model performance, I seem to have gained two FPS at LAX during rush hour operations, depending on the amount of planes in sight. To throw in a number, FPS were between 10 and 24 up from 9 to 20. At BOS, with naturally less amounts of traffic, FPS seemed to be higher on average, from 15 to 25, up from 12 to 20. It can be said that generally, full FSX native traffic is no silver bullet compared to FS9 traffic models, but in a low FPS environment, every frame per second counts. I have not tested LOD functionality so far, but since opening the converted models in MCX also includes the LOD files, I trust MCX' judgement for now. Switching to DX10, I found that all former FS9 models are now displaying in their fully textured glory. A note on the textures: Prior to running the model conversion, I've converted all my AI textures to DXT5 DDS textures. Since MCX exports with a -NOBMP or similar sounding flag, it might be that converting AI textures before or after doing the models is a necessity. By the way: Converting userspace aircraft, while a very tempting idea, is not feasible at the moment since MCX doesn't read all animations used in the model (yet). Conclusion: Although being a time-consuming and partially tedious process, converting AI models into FSX format might be worth it, as long visual performance is more important than eye candy. Especially the missing visibility tag support can be discouraging expecially when converting propeller planes. This is not the final verdict though, as I haven't tested the models enough. Personally though, I prefer performance over looks and as long as the models don't display any overly whacky behaviour, I will keep them. Should MCX' capabilities in terms of animations and visibility tags be extended in future versions, I am willing to do the whole process again as the result outweighs the effort required. As a final note, thanks to Arno for this nifty tool that basically gave me FSX native models without having to do them all from scratch. Nota bene: Publishing of models converted without the original creator's consent is strongly discouraged. You *will* get into trouble upon doing so! Do this for yourself and for yourself only! Here's a short overview of the pros and cons for those unwilling to read that much text: + FSX native models + DirectX 10 compatible + Basic animations are working + LODs (apparently) work + Very slight performance improvement at busy airports + Moderate effort required for conversion - Some animations can display buggily - No support for visibility conditions - No support for custom coded animations (- Possibly whacky lightmap behaviour) And, for good measure: Do not distribute converted models unless you have the original authors' consent! Hi all I've been experimenting with this as well, mainly for the potential VC swapping benefits. For me the biggest problem is animations with unrecognised names, could these be marked with an * or something? It would then be quite easy to manually reassign them. Or perhaps we could have an aliases file that we could easily edit ourselves. You will still need to edit the.xanim file but this may just be a case of changing the sign of variables to reverse the animation. Anyway its fantastic progress. I've found a model that can be easily converted, the AFS A350 demo. It's a simple model with simple animations. The VC is very straightforward to convert, just reassign the engine animations. The material of the windows and the panels then needs to be switched to default transparent. For the external model it's best to have the standard animations cloned. For this model you need spoilers, engines, thrust reversers, tyres and rudder. The flaps need to be reassigned to flap percent key. Don't forget to change the radius to a sensible number e.g. Seems to fly ok. Don't know if it would behave as AI. I think the reason this plane is so straightforward is because the control surface animations are linked to the stick. The Camsim A350 is much more difficult. With some models at least, once you've cloned all the common animations, the only problem that remains is the animation direction of the various control surfaces. For the YC-14,Gloster Javelin(Kazunori Ito) and TSR2 (Kazunori Ito) I reversed the scale of the rudder and 'right_ailer' then reassigned the nose gear steering back to 'rudder_key' (otherwise it turns the wrong way) to get a fully animated model. (I haven't tested these in fsx much) For something a bit more difficult I tried the BAe146-300QT V1.1 For the flaps I had to change the scale to +1 and the Bias to 0, then I had to resort to editing the.xanim file. The door was missing Keyframe time='0.000', so I just copied Keyframe time='20.000', inserted it and changed it to '0.000' (this problem doesn't show in MCX). For the roll spoilers that were functioning the wrong way round I just flipped the keyframes, reversing the scale doesn't work as they are 1-way only. Lastly, I couldn't figure out how to edit the c_wheel animation so it displayed correctly, so I just cheated and copied the relevant keyframes over from the default CRJ. The resulting nosegear is slightly off straight, but ok. You'll need a spoiler lever gauge, wing spoilers deploy at 90%. That just leaves the windscreen to fix, which I haven't done yet. It would be great to be able to make these changes within MCX but the.xanim file isn't difficult to deal with, unlike the.X file. The log file can be a useful indicator as it tends to stop abruptly (but not always) if it finds an animation it doesn't like. Don't forget to change the radius to a sensible number. An error occured during exporting the selected file Message: There are multiple root elements. Line 14625, position 2. Introduction to the Study of the Ten Sefirot KFS, page 373 155) Therefore we must ask, why then, did the Kabbalists obligate. Kabbalah Media is the official archive of the Bnei Baruch Kabbalah Education & Research Institute - - updated regularly with viewable and downloadable versions of the Daily Kabbalah Lesson with Kabbalist Dr. Michael Laitman in video and audio formats, as well as other Bnei Baruch Kabbalah lessons, lectures, TV programs, music, video clips, books and texts. The Kabbalah Media archive can be browsed by keyword or key-phrase searches, calendar, language, content type, media type and catalogs. Bookmark Kabbalah Media's main page in order to be able to quickly and easily access the latest Kabbalah materials of the current day. Copyright © 2003-2017 Bnei Baruch – Kabbalah L’Am Association, All rights reserved. Tikunei Zohar Translation Translation and Commentary by Mark Siet The Translator has provided his English translation at a discount from the Amazon Pricing There are two different publications - one is a soft cover for a price of $23.00 including shipping. This is a discount of approximately $6. Another publication is a PDF file that will be sent to you by email attachment. This cost is $10.00 • For the soft cover enter your mailing address in the note section. For the PDF file enter your email address in the note section. In the event you want to keep your email or mailing address concealed, you can send chanoch an email with the information and funds through a donation to yeshshem and i will arrange the copy and forward it to you. Chanoch's Commentary Almost every sentence in this translation / commentary requires a commentary to be understood fully by the beginning - intermediate - and even the advanced students of Kabbalah. This would require too much time and thus we will add many verbal comments in our recordings for this material. In time it is my intention to add additional written comments to this material. Please do not get frustrated but spend the time to understand through meditation and your intuition. Remember there are 70 explanations in the Torah and this - the Tikunei Zohar - is the soul of the soul of the Torah. It is important for the student of Kabbalah to realize that the Tanach the Talmud The Zohar and especially the Tikunei Zohar is written in a way that we jump from subject to subject. There is no logical progression from subject to subject. This is a technique that is utilized by the human mind that is usually not recognized. It is important for the student to realize this. We now start the translation / commentary The Tikunei Zohar is more than the 70 essays on the first word of the Torah - Beraisheet. Just as the whole is more than the sum of its parts. One must also realize that any teaching of Torah has many different levels even when translated into one of those levels there are many other levels still concealed. Remember there is a danger to consider this current translation as complete in all of the meanings of all of the levels. As an example of what is being said above, the word Beraisheet is usually translated as 'In the Beginning'. This is an accurate translation but not the only possible accurate translation. It may also be translated - accurately - as 'In a beginning'. One can clearly see the difference between these two translation. It is important to remember when reading a translation one loses significant energy and especially an insight into what the author means or meant. These essays - all 70 as one unit - one essence - was written by Rabbi Shimon Bar Yochai. What was his purpose in writing these truths or in teaching these truths? I will leave this up to the reader to strive to search himself for the relationship between Rabbi Shimon as the author and the reader. Enjoy your search for Torah as your search for Truth. Foreword The Tikkunei HaZohar is part of a group of mystical writings grouped together under the general topic Zohar. It is an exposition via Kabbalah that studies the deep connection of Shekinah throughout the verses of Torah and the underlying themes of mystical thought. There are seventy Tiqun or sections each dealing with a variation of the word Bereishis and how it relates to just about everything in the Jewish thought of the times and also relating to that which is called the Oral Torah. Up until this moment there has never been an English commentary on Tikkunei HaZohar that has covered the entire range of topics. This is now a complete English commentary that with Hashem’s help will reach those true seekers of wisdom gathering those insights from Torah in the harvest of the mind that awakens to its fruit. The topics included in here concern the ritual, specific prayers, the elements, the Tree of Life, the Tree of the Knowledge of Good and Evil, cantillation trope, the specific vowels and their mystical meanings and a whole host of allegories that explain the mystical side of Jewish thought. Central to this thought is Shekinah, the Divine Presence, the bride of Ha Kodesh Barachu, Father, Mother, daughter and son all relationships on the Tree of Life are examined in great detail. My methodology for producing my commentary was to examine each paragraph and extract the meanings from there and then tie it into the whole picture as it went along. I have included the hebrew as well as the translation of certain sections to set the tone for the text as well as clarify in a broad sense the letter combinations that are referenced here. This information is made available during certain periods of time in order to raise the level of consciousness in order to bring about unity and peace. It is important that this English commentary be understood in the context of practical thought and the relationships that we have with the Creator and the created. It is in that spirit that my study commenced and continued for over two and a half years. While I was working on this commentary I realized that the essence of Kabbalah is to study Torah and bring forth the hidden mysteries that are available for those with eyes to see and ears to hear. The unifications that take place during the text guided me as true as a sextant and the North Star. As our sages used to say’ if it were only first this moment it would have been enough.’ chanoch's Commentary This forward was written by the translator. This last paragraph indicates that the translator is a kosher student of Kabbalah. This may have become true during the translation rather than before so we need to take his translations with skepticism. Even with our skepticism there can be truths learned from this translation. Good Luck in that effort. Www.benpadiah.com/:: View topic - sacred geometry » »:: Author Message benpadiah AHDVNHAY Joined: 09 Oct 2004 Posts: 2425 Location: phi^2/pi=e Posted: Mon May 22, 2006 2:35 am Post subject: sacred geometry The third step of twinning involves the 'law of three.' According to the 'law of three,' there are three physical 'dimensions' (or six directions: up, down, right, left, front, back). Under the law of three there are, therefore, patterns of three in nature, such as past, present, future creating spirals over time. Therefore, the perceptions we have of these patterns will also obey the 'law of three' (or six fundamental questions of reasoning: who, what, when, where, why and how). I describe more about the six fundamental questions of reasoning in my book the FSOM, so I will not go into them in greater detail here. I will talk, instead, more about the 'law of three.' Here are ten examples of 'triplicities' (objects obeying the 'law' of three), from some natural sciences, as listed in my TOD. Quote: Thelemic: light love life Hindu: sat (being) chit (mind) ananda (bliss) Hellenic Hebrew: tetragrammaton primamaton anaphaxaton Egyptian: kha ka/ba akh Hebrew: nefesh ruach neschema Buddhist: boar cock snake Hindu Gunas: tamas (stability) rajas (restlessness) satvas (orderliness) alchemical: salt sulphur mercury magical: chain scourge dagger masonic: jubela jubelo jubelum Here is how the 'law' of three relates to the rule of fours, such as the four elements, or the three spatial directions over time. According to the Zohar, for example, there are four kabbalistic 'worlds.' According to the reckoning of the elders in the Zohar, there must therefore be a 'law' of three in each of the four 'worlds.' And so they established judgment, balance, a pendulum and three supernals, three for each of the four, and thus, there were ten below three in one, and twelve altogether. This was pleasing to the elders because they saw that the 'three in one' of the supernal tenth was the Right Knowledge of the Pythagorean Triangle, whose ratio of lengths between its three points is 3:4:5, and whose calculation is a^2+b^2=c^2. This is a somewhat more scientific depiction of the essential topologies associated with the relative force-carrying particles for the four elemental forces of our local universe: More about this can be found on my site here: This was all according to the reasoning of the elders, that is the Safeds of Spain, butit was based on observations made by their ancestors, that is, to us, the ancients. Just as we now study their Zohar, the Sefardic Septamanians studied the apocryphal scriptures of the Hermetic Pythagoreans. So, Moses DeLeon came to the conclusion that the 'law of three' applied to the 'four worlds' because the Pythagorean theorem could be applied to all of nature. However, the four worlds themselves extend beyond only our local universe, which is simply the fourth comprised of nine subtended to the tenth comprised of three. This lowest, or material world, (Atzilut in the above diagram) was called Malkuth and was comprised of the four-elements as a shadow of the three dimensions of space and the fourth of linear time. This was hinted at in the knowledge of the ancients, who tell us that the law of seven derives from the law of three applied to the four worlds no less than does the formation of the twelve. The four worlds of Hebrew Kabbalah and the seven worlds of Hellenic Greek Hermeticism were combined as the seven planets and the twelve houses of the zodiac even long before the time of the ancients, the predecessors of our own elders in keeping with this tradtion. This is because 3+4=7 just as does 3x4=12. Therefore, we cannot necessarily say that the 'law of three' does indeed apply to itself to form the nine to which we can subtend the tenth of three, and thus by which form the three plus one of the four. We cannot, therefore, even determine the difference between the five physical sense and the sixth sense of the psyche if we cannot distinguish the difference between the six psychic questions and the six physical directions. So, what does this all have to do with 'twinning'? Has it not been said that, in order to 'self-deuplicate' we must go 'three deep'? What, then is the third step of the process of self-duplication? It is simply realising for yourself, as if in an epiphany from a point of view above, that you are 'twinned' with another, or with the idealogy of a group. To realise this, you must remember to 'count yourself.' When you 'look through the eyes of another' you see through two pairs of lenses. Do not forget to count that which is doing the 'looking' and 'seeing' itself. Now, the law of three, in itself, is quite simple. I have demonstrated how we cannot necessarily COMPOUND the law of three. That would be radioactive. That would be a pyramid scheme. No, we cannot multiply or double the 'law' of three in itself. We cannot COMPOUND it, we cannot SQUARE it, we cannot DUPLICATE the law itself. The law of three is the law of three in itself alone. There is no law of four, no law of ten, no law of twelve, thirty-six, sixty-four or seventy-two for the law of three. There is only the law of the three for the law of three. From this third point of view, there is only that which is beneath and within itself. There is only the law of three in itself. There is something interesting about the law of three: all the attributes so far discussed can be applied to triangles. The triangle itself is inherently six: three angles and three lengths. This holds true even on a curved surface, such as a sphere, where the angles can each be 90 degrees (forming 1/4 of the hemisphere). Here we see the 3 and the 4 of the ancients again, resembling the (3+2)x(4+2)=3x(3x4) of the five by six zodiacal dekans. Here are the four basic fundamental types of triangles: The equilateral trinagle's base angle is 60 degrees. The right triangle's non-right angles are both 45 degrees. The Pythagorean triangle's base angle is 30 degrees. The base angle of the isoceles triangle is twenty. Here are some special cases of these types of triangles where certain angles and certain lengths combine to form certain theorems. Now, let's consider the special cases whose equations are really restatements of one another, or rather, are the same. Even though the ratios of lengths and angles are drastically different, we see equation H also applies to diagram E, that equation E also applies to diagram B, that equation I also applies to diagram H and vice versa, that the equation E holds true for the special case (3,3,9) of diagram G, etc. Let's consider a couple 'special cases' in particular: diagrams A and F. We can see that equations A and F are interchangeable, and that the equation for A is actually the same as a^2+b^2=c^2, the Pythagorean theorem describing the base thirty Pythagorean triangle. Also notice the equations H and I are interchangeable between the diagrams H and I, and are a means of 'factoring out' the squares of the Pythagorean theorem. All of these being triangles, and all applying to the 'law of three' all these different ratios represent different patterns of harmonic vibrational frequencies that occur not only within and through the realm of the mind (brain-waves) but also permeate and fill in the realm of matter. In other words, the 'third step' of twinning involves mind over matter. The first step is telepathy. The second step mind-control. The third step is telekinesis. I'll come back to that in a moment. Because all of these triangles have three angles and three lengths, any pair of three attributes can be assigned to any of these diagrams at once. For example: consider the special cases H and I. Now apply Kthr to the great angle, Chkmh to the mdeian angle, and Bnh to the least angle. Then define the seven subtended sefirot as length of the hypotenuse seven. Between Bnh and Kthr there are four (YHVH), but between Chkmh and Kthr there are only three (YHV). Again, three plus four is seven and three times four is twelve. Let's consider two special cases more. Many of you are familiar with the saying 'to square the circle' or 'square circles.' This saying dates back to antiquity, and the measurements of Pythagoras and his contemporary geometres. Although little of this material is available to us nowadays, more of it was available to the elders before its confiscation or destruction in the interim since then. Consider this 'alchemical' depiction of the 'philosopher's stone' as a geomtric depiction of the 'squared circle.' The saying 'to square the circle' actually dates back to the ancient reckoning of pi as a ratio between a circles circumference and its area. Pi, estimated by the ancients as approximately 22/7, is determined by comparing the radius of a circle and the square of the transcendental number, Pi. To determine the area of the circle relative to the area of the square, you have to 'square the circle.' This is done, basically, like the following: You can see many of the 'special cases' of triangles involved in this diagram. This diagram basically depicts three areas: A) the greater square, B) the lesser square, C) the area is the same for both the middle square and the circle. Further examination of the difference in degrees yields the origin for the difference between the 360 degree circle and the 365.25 day year. The primary components of the 'squared circle' are the 3,4,5 Pythagorean triangle and the 45/45/90 degree right triangle. Although neither of these are 'special' in this case, nonetheless we can see many, now familiar, triangles hidden within. Of course, it is also common knowledge that if you graph the squares formed by these two types of triangle: the 3,4,5 Pythagorean and the 45/45/90 degree equilateral against one another, then you will form the phi/pi spiral. However more on this matter need not be said now. So, after all this, what does it mean to 'self-duplicate' or to 'twin'? It means to go 'three deep.' This means that, through learning to see through another (telepathy), to speak through another (mind-control), and finally by applying (teleknises) the law of threes (triangles) to physical objects (vibrational ratios) we can learn mind over matter. -ben _________________ benpadiah AHDVNHAY Joined: 09 Oct 2004 Posts: 2425 Location: phi^2/pi=e Posted: Mon May 22, 2006 1:31 pm Post subject: More about squaring the circle: Here is the crux of the Pythagorean Triangle, conjoined at the measurement of the 'Golden Mean' with a right equilateral triangle. The non-right angle measures are 45/45 and 30/60, such that between the 'upper' and 'lower' triangles there is a measure of fifteen degrees difference. In the above diagram all the units numbered 'one' are the same measure. There are two ways to apply the 'Golden Mean' of the Pythagorean triangle to determining the area of a circle. One is to measure the radius of the circle as the base, longer, horizontal leg of the triangle. The other is to measure the radius of the circle as the hypotenuse of the Pythagorean triangle. Although these are both essentially the same model, you can see that, applying the former method (radius=base leg) to the basic theorem, you will be measuring a smaller amount of space than if you measure by applying the latter method (radius=hypotenuse). Therefore notice that the use of the 'Golden Ratio' harmonic number sequence of 3:4:5 yields base 6,7,8 square circle areas. The second type of 'Golden Ratio' application of the Pythagorean triangle has already been shown (at the end of my last post, above). It is the same as the one I now give here (below) in that the radius is five in both. Here we can see that, by measuring the circle's radius as the hypotenuse of the 'Golden Ratio' Pythagorean triangle, we can yield the larger areas of the base 8,10,12 squared circles. Therefore, these are the two ways to yield a 'square circle' from applying the Pythagorean triangle with its 'Golden Ratio' of 3:4:5 to split the fifteen degree angle difference between 45/45 fractal expansion (base twelve hypotenuse) and the 30/60 gnomonic expansion (base ten hypotenuse). These lengths for the hypotenuse/radius of the square/circle are derived by continuing to follow the gnomonic and fractal expansion rates up to base 12,13,16 areas. Here are all the fundamental measures for the Pythagroean square/circle formula for any figure up to circle radius eight. All of this is quite a bit more useful than you might at first think of it. Consider that, using this method, you can find the area of the earth. Consider the following chart, incorporating actual distances and degrees relative to our little blue jewel. The red line indicates the tilt of earth's rotational axis from perpendicularity to the ecliptic plane of the rest of the objects in our solar system. The green line represents the precession of the gravitational, geographical pole. The blue lines represent the current variable offset, 11.5 degrees, between the geographic and the electromagnetic poles. -ben _________________ benpadiah AHDVNHAY Joined: 09 Oct 2004 Posts: 2425 Location: phi^2/pi=e Posted: Tue Jun 06, 2006 6:08 pm Post subject: Here is a depiction of some of the smaller applicable scales of squared circle, particularly those from the two square (with area four) through the eight cube (area sixty-four). Note the special cases applied at certain points of intersection between the squared circles. As you can see, by attaching an arc from each 'special case' in point in the above diagram (depicting the very small square circle areas), one forms two spirals, one spiral arm whose angle of inclination (36 degrees) is determined by the angle of the Pythagorean triangle (let this spiral be called PHI), and one spiral arm whose angle of inclination (45 degrees) is determined by the other angle, of the 'equiangular' triangle (let this second spiral be called PI). |
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