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Last database update: 23 September at 19:28 - Around 220000 files indexed.

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Results for «maneuver»:


Total: 400 results - 0.069 seconds

2I18-IJAET0118674 v6 iss6 2335-2341 100%

which uses fuzzy logic systems (FLS), to track targets when they start to maneuver.

https://www.pdf-archive.com/2014/07/04/2i18-ijaet0118674-v6-iss6-2335-2341/

04/07/2014 www.pdf-archive.com

Wazza 96%

You may recover one maneuver by expending a full round action to recover it.

https://www.pdf-archive.com/2017/04/06/wazza/

06/04/2017 www.pdf-archive.com

the best ways to do1409 96%

Among the most natural feeling browsing manuevers is called a "Cutback", this surfing maneuver is usually one of the very first kinds of turns that internet users will find out since it is carried out on the wave face.

https://www.pdf-archive.com/2014/08/22/the-best-ways-to-do1409/

22/08/2014 www.pdf-archive.com

Keggy 95%

You may recover one maneuver by expending a full round action to recover it.

https://www.pdf-archive.com/2017/04/04/keggy/

04/04/2017 www.pdf-archive.com

Keggy (1) 94%

You may recover one maneuver by expending a full round action to recover it.

https://www.pdf-archive.com/2017/04/06/keggy-1/

06/04/2017 www.pdf-archive.com

Keggy2 93%

Special Attacks Interceptor ~ Maneuver Several powers gain the Network descriptor for you.

https://www.pdf-archive.com/2017/04/06/keggy2/

06/04/2017 www.pdf-archive.com

THE AALBORG MANEUVER (1) 92%

THE AALBORG MANEUVER Or – How European students can collect The Danish students' Grants without actually having a “real” job.

https://www.pdf-archive.com/2015/03/17/the-aalborg-maneuver-1/

17/03/2015 www.pdf-archive.com

Line of Light 90%

You pick one maneuver or stance to learn from the chosen discipline with each class level you gain.

https://www.pdf-archive.com/2015/04/25/line-of-light/

25/04/2015 www.pdf-archive.com

Divergent Paths - Fool's Errand 89%

If the character cannot make their additional unarmed strikes from a Fool’s Errand maneuver (such as if they used the steel-shattering fist maneuver with a ranged weapon against a target outside their reach), they may still initiate the maneuver without making these attacks.

https://www.pdf-archive.com/2017/05/12/divergent-paths-fool-s-errand/

12/05/2017 www.pdf-archive.com

Dental Braces in Chennai 85%

Dental braces are gadgets which might be placed on tooth to maneuver the enamel.

https://www.pdf-archive.com/2016/08/12/dental-braces-in-chennai/

12/08/2016 www.pdf-archive.com

HighRoadsofManeuver 84%

Dick, of the British Army's Soviet Studies Research Center, remarked, "The Soviets tactically fight only in order to operationally maneuver."

https://www.pdf-archive.com/2016/04/13/highroadsofmaneuver/

13/04/2016 www.pdf-archive.com

53856531-US-Army-Operations-Concept-2016-2028 83%

1) Army forces conduct combined arms maneuver to gain physical, temporal, and psychological advantages over enemy organizations.

https://www.pdf-archive.com/2017/02/07/53856531-us-army-operations-concept-2016-2028/

07/02/2017 www.pdf-archive.com

AndyKSP12 81%

The first thing I would do is look at are the difficulty options Squad added some interesting new  features to it.          You can ignore the Comm Network since you are using Remote Tech      In the advanced section once again you can ignore Comm Network.  I turned on Kerbals Level up immediately because I Like having them on long extended missions  making several stops so why wouldn’t they get experience in the field? I don’t like bringing them  back just to get them stars.    And “Kerbal G limits” is a very fun feature most tourist contracts will fail if the Kerbals pass out due  to G limits.  This option will spawn some tourist contracts where the Kerbals want to pass out adding a little more  thrill to their adventure  Most parts of your craft will explode if you exceed 50G when you turn on Part G force limits.      Speaking of contracts you will always get one explore “insert celestial Body” and if you accomplish  that you will get the next so you won’t have more than one of those contracts at any times.    Contract penalties are different now they come in 3 different stages. If you have not seen a contract  because of time warping or something like that you will not get penalized. If you have seen a contract  but not clicked on it you’ll get a small reputation penalty when the time expires and you didn’t take  it. If you click on a contract and read it you’ll get a bigger penalty if you let it expire without taking it.      Toggle option “Autohide Navball in Map View” is not accessible through the pause menu but from  the main settings menu.        Kerbnet is another big addition in 1.2 all probe cores have access to it but only if you have a  connection to the KSC. I hope this works with remote tech.  Some probe cores only show a height map of the celestial body they orbit others can show a height  map or a biome map which is very useful.  Here is a biome map around the south pole of the mun. You can manually refresh the map or you can  set an Autorefresh.    Probe cores can also scan for anomalies which are displayed by a question mark and you can set  waypoints which you can then target in the map view. Anomalies are usually Easter eggs sadly most  of them are just monoliths. One of my favorite Easter eggs is on Vall.    Different probe cores have different chances of detecting an anomaly. You can check the chances in  the part description.    The Narrowband scanner shows you the ore concentration through Kerbnet        Here is my custom hud next to the Navball. If you put down a maneuver it shows you the exact burn  time if you compare it to the stock burn time you’ll see a big difference since I had the engine thrust  limited on the previous burn. KER is always exact since it updates the burn time immediately after  you make changes to the thrust limiter and burn times work even across stages. Next I like the time  to maneuver burn because then I can burn when this number is at 0s. Maneuver Angle to prograde is  useful if you are using transfer window planner.     

https://www.pdf-archive.com/2016/11/12/andyksp12/

12/11/2016 www.pdf-archive.com

the incorrect baby pushchair may1616 81%

The strollers with repaired wheels look cheaper, so people are much more lured to save money with this, but they're tougher to maneuver compared to those with swivel tires.

https://www.pdf-archive.com/2013/10/27/the-incorrect-baby-pushchair-may1616/

27/10/2013 www.pdf-archive.com

the supreme way to1134 80%

A brand-new surfer can not simply use force on the in of track in addition to desire how the cutback completes itself, you have to that will eventually, usually within about one specific next, your maneuver will likely be completed and it'll ideal to exchange weight for the total opposite feature with the panel to obtain the real browse board once again all around similar towards the say face to assist you recover any sort of pace perhaps you have actually dropped performing the guide.

https://www.pdf-archive.com/2014/07/21/the-supreme-way-to1134/

21/07/2014 www.pdf-archive.com

Grog 80%

- Core Rulebook, p.32] Strength Surge:You add +5 on one Strength check or combat maneuver check, or to your Combat Maneuver Defense when an opponent attempts a maneuver against you.

https://www.pdf-archive.com/2016/10/13/grog/

13/10/2016 www.pdf-archive.com

CampaignBook-Screen 79%

+“Disable Sensor Net” @ Reshuffle 2) Nearest Enemy 4 2 Select Maneuver Increase your agility value by 1.

https://www.pdf-archive.com/2016/02/15/campaignbook-screen/

15/02/2016 www.pdf-archive.com

the best way to perform1679 78%

the best way to perform Essentially the most all-natural sensation cutback flip will be to travel over the wave face and initiate to be able to move weight back again along with onto your inside railroad, this transfer of fat will allow your own panel to begin calling on the water away and also absent, because you implement stress in this way the actual say electricity continue for you to test the limits making it possible for the particular surfer in order to maintane pace, power along with circulation over the cutback, once the suitable amount of fat has been used your table will certainly sense that it really is carrying out your turn for you personally and you may often require some form of leave way of your maneuver.

https://www.pdf-archive.com/2013/11/15/the-best-way-to-perform1679/

15/11/2013 www.pdf-archive.com

Mech 78%

https://www.pdf-archive.com/2016/12/18/mech/

18/12/2016 www.pdf-archive.com

moving house utah1021 76%

moving house utah Hiring an organization to maneuver you is something that you could be need to contemplate in case you've obtained sufficient money to do so, and might't afford the time to do it yourself, or its inconceivable for you to pack and move.

https://www.pdf-archive.com/2015/05/11/moving-house-utah1021/

11/05/2015 www.pdf-archive.com

GURPS Extras - Combat Maneuvers Cheat Sheet 76%

Maneuver (B363+) Aim Active Defense Any* Movement Description Step | None Aim a ranged weapon to get its Acc bonus (+1 for bracing, +1 for 2 turns, +2 for 3+ turns, the combined bonus from all targeting systems cannot exceed the weapon’s base Accuracy) | You get no step if your two-handed weapon is braced Cover DR Table (B559) All-Out Attack - Melee Material DR/Inch (2.5 cm) Determined None 1/2 forward +4 to hit Aluminum 20-30 Double None 1/2 forward 2 attacks on same foe with ready weapon (-4 to off-hand without Ambidexterity) Brick 5-8* Feint None 1/2 forward Make one feint and one attack on the same foe Concrete 6-12* Long None 1/2 forward Increase reach by 1 yard (Swing attacks at -2 dmg or -1 per die), may end in crouch (MA87) Glass 5-20† Strong None 1/2 forward +2 to damage (or +1 per damage die) Iron 40-60 All-Out Attack - Ranged (for optional ranged feints, see MA121) Sandbags 3 Determined None 1/2 forward +1 to hit Steel, mild 50-60 Suppression Fire None 1/2 forward RoF 5+ targets 2 yard zone - RoF 10+ suppress multiple, adjacent 2 yard zones with 5+ Shots/zone Steel, hard 60-70 All-Out Defense Stone 8-13* Increased Any Step (1/2) +2 to one Active Defense until next turn (Increased Dodge allows up to Half Move) Wood 0.5-1*/‡ Double Any Step Two different Defenses against one attack * Repeated damage to small Area Mental Defense Any Step +2 to all resistance rolls against magic, psi, and anything similar.

https://www.pdf-archive.com/2015/08/17/gurps-extras-combat-maneuvers-cheat-sheet/

17/08/2015 www.pdf-archive.com

Hero Lab - Monk - Abilities 76%

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls.

https://www.pdf-archive.com/2015/01/29/hero-lab-monk-abilities-1/

29/01/2015 www.pdf-archive.com

Maximus Falanfel 75%

Maneuvers Maneuver Phase Block ½ Brace 0 Disarm ½ Dodge ½ Grab ½ Grab By ½† Haymaker ½* Move By ½† Move Through ½† Multiple Attack 1 Set 1 Shove ½ Strike ½ Throw ½ Trip ½ Base DCV Base DMCV DCV +0 ½ +0 +3 -2 -4 -5 -2 -3 ½ +0 -1 +0 +0 -2 Effects Block, abort +2 OCV vs R.

https://www.pdf-archive.com/2016/11/01/maximus-falanfel/

01/11/2016 www.pdf-archive.com