![]() Also includes a port of FLIR's LeptonSDKEmb32OEM CCI to the Arduino platform. GetThermal supports all FLIR Lepton variants used with the USB PureThermal 1 or PureThermal 2 Smart I/O Modules, including the Radiometric Lepton 2.5 and 3.5 It also supports basic thermal data acquisition from FLIR Boson 320 and 640. When inspecting the shutter closely, it seemed that it was not completely closed, but rather 90. Both of them sometimes close the shutter for a long time, where they should be streaming data to a python program. My version uses the VSYNC output from the Lepton to synchronize the VoSPI transfer as an experiment to increase the reliability of syncing a user-space process to the Lepton video stream.Ĭontains the code I wrote initially for a test platform based on the PJRC Teensy 3.2 board to learn about the Lepton. FLIR Lepton Camera Module FLIR Lepton 2.5 Thermography has hundreds of applications. I also have problems with the shutter on a 2.5: I have two Lepton 2.5's running next to each other. ![]() This directory contains the code supporting the camera and the re-targeting of my Solar Pi Platter as a power-management and expansion board for the Pocketbeagle.Ĭontains a modified version of Damien Walsh's great leptonic program running on the Raspberry Pi. All you need to do to get this kit set up, simply attach the. The revolutionary Lepton was the first complete longwave infrared thermal camera small enough to be used in smartphones and other mobile devices. The radiometric design of this camera module captures accurate, calibrated, and noncontact temperature data in every pixel of each image for greater utilization in commercial applications. Input supply voltage (nominal) 2.8 V, 1.2 V, 2.5 V to 3.1 V IO. This kit includes a breakout as well as the Lepton 2.5 longwave infrared (LWIR) imager. The FLIR Lepton 3, FLIR's highest resolution LWIR micro thermal camera solution, delivers full 160 x 120 pixel thermal resolution, a 4x increase over earlier Lepton versions. Teledyne FLIR Lepton 2.5 LWIR Micro Thermal Camera Module offers a focal plane array of 80 x 60 active pixels, 17m pixel size, and <50mK thermal sensitivity. The pocketbeagle was used for the final design of a thermal imaging camera. uncooled FPA found in the Lepton 3.0 but now provides calibrated. When our team found out that we’d be testing a Long Wave Infrared (LWIR) camera, there were two words that we couldn’t stop saying: Predator Vision. However, the FLiR Lepton 2.5 with Radiometry should function the same. beagleboneĬode for the Beaglebone Black including my initial PRU-based VoSPI video pipleline and LCD display. FLIR Lepton Hookup Guide Introduction Note: This tutorial was originally written for the FLiR Lepton KIT-13233. ESP32Ĭontains code, design information and supporting applications for a pair of cameras based around the ESP32.Īs of Nov 6 2022, the ESP32 designs have been moved to their own respository tCam to make it easier for most people who are only interested in those files. The project process is documented at hackaday.io. This repository contains code, libraries and hardware I developed over the course of making a series of thermal imaging cameras based on the FLIR Lepton 3.5 camera or module on many different platforms.
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![]() Knock outs - Least effective to most effective feeds (Not sure if their is additional meat, maybe cured?) *Knocking out with hook arrows/Iron hook arrows *Soul Suppress stones ((for elemental list)) *First there seems to be 2 main-types of taming Warning: This is a Wip! However I hope everyone will find this useful! We're working on setting up an official support portal, but for now, if you come across any serious bugs, hacks, or exploits, please contact our Player Support team at: ![]() If you come across a bug or exploit that is detrimental to game balance or server health, then please report it directly to our support team. Advertising other games, hacks, exploits, or in-game services for profit are not allowed.ĭon’t Discuss Harmful Exploits: We’re working to make sure that Dark and Light is a fair and balanced experience for all of our players. On Advertising: We're allowing advertising for private servers for now, as long as it's not for profit, but that may change depending on the volume of ads we see. Minimize NSFW Content: We love fan-created content, but NSFW content should be tagged appropriately and kept to a minimum. Posting sketchy links that put other players’ privacy or safety at risk will result in a ban. There are plenty of places to discuss politics and religion, but this Subreddit isn't one of them.ĭon’t Post Harmful Files or Links: Offsite links are allowed, but only post links to sites you trust. Keep it (Dark and) Light: If it’s not about Dark and Light, it probably doesn’t belong here. Wizard’s First Rule: Be respectful of others. We encourage free discussion, however, to help stem the flood of darkness, there are a couple of guidelines we ask everyone to follow: This is a place for Archos's adventurers to discuss anything relating to Dark and Light, from gameplay discussion and feedback to fan art, and everything in-between. Please enjoy a brief respite from the hordes of dark creatures currently invading Archos. Don't forget to accept the EULA.Welcome to the Official Dark and Light Subreddit!
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![]() The refrigerant then goes through the expansion valve (as before) and returns to the evaporator.Ĭhillers have several uses and are sometimes preferred over traditional split systems or package units because the water conducts heat better than air. Here, fans circulate outside air through the condenser, which absorbs heat from the refrigerant (again, the second law of thermodynamics dictates that hot moves to cold) before expelling this heat to the ambient air. The refrigerant moves through the compressor to raise the pressure and temperature, and then it reaches the condenser. Heat is transferred in the evaporator to the refrigerant, and the water runs through the primary supply to the cooled space. Like with water-cooled chillers, the process begins with the primary return bringing warm water to the chiller. After condensing, the refrigerant goes through an expansion valve to reduce pressure (and temperature) before returning to the evaporator, where the process begins again. The water is then pumped into a cooling tower to release the heat. Water-cooled chillers use water to surround the refrigerant pipes and draw in the heat (path shown in red). The low-pressure, high-temperature refrigerant moves from the evaporator to the motor-run compressor, which increases the pressure and temperature.Īfter that, the refrigerant enters the condenser. In the meantime, the heat absorbed by the refrigerant (path shown in green) in the evaporator needs to be transferred to allow the refrigerant to absorb more heat. The warmer water is then returned to the chiller to be cooled once again. A fan then forces the cooled air into the space via the ductwork. Because heat always moves from hot to cold as stated by the second law of thermodynamics, the chilled water absorbs the conditioned space’s ambient heat in the air handler. The now-chilled water is then sent to the water tank via the primary supply (shown in blue), where it is distributed to the various climate-controlled spaces by the water pump. The cooling process begins when water enters the evaporator from the primary return where heat is transferred from the water to the refrigerant. They work similarly throughout most of the process until the refrigerant reaches the condenser, and both are outlined in the following sections. There are two types of chillers: water-cooled and air-cooled. If you’re not familiar with this complicated cooling equipment and you’re working on a claim that includes one, you’ll want to know the basics.Ĭhillers transfer heat away from a space that requires climate control much like a traditional split system or package unit does, but they use water (or a water solution) to do so instead of air. These systems are often intricate and specialized based on the space or equipment they’re cooling, meaning they present their own challenges to insurance adjusters like you. ![]() When a damaged chiller claim lands on your desk, you need to be ready for the complexities that come with it. ![]() This standard command has a few shortcomings: it can only open one file at a time, it cannot open a document at a specific line and it cannot “stall” the shell until the file has been closed, which is useful e.g. will open the current folder in TextMate (as a scratch project). It can also perform an Open With… operation by use of the -a argument, e.g.: open -a TextMate. Mac OS X comes with an open shell command which can be used to simulate a double click from within Terminal. More details can be found in the TextMate Manual. Then add ~/bin to your path by adding the following line in your ~/.profile: export PATH=$HOME/bin:$PATH The easiest way to add it to your path is to create a symlink to it: ln -s /Applications/TextMate.app/Contents/Resources/mate ~/bin/mate It is located at /Applications/TextMate.app/Contents/Resources/mate. The Alphabet used in regex data Alphabet = A | B | C deriving (Show, Eq)įirsts re returns a list containing every symbol that occurs first in some string in the language for re.įor example, if re represents "A(C|B)|BC", then the strings in its language are AB, AC, and BC.Mate is actually a utility that comes with TextMate. ![]() Note that the type signature does not include Eq sym or Ord sym. Individual symbols may occur in any order, and may be duplicated any finite number of for every string in the language, its first symbol must occur in the list.every symbol in the list must be the first symbol in some string in the language.the list returned must be finite (even if the language is infinite!).The requirements your code must satisfy are: This means that your code will be unable to sort or remove duplicates from the list of symbols it returns. The project is simple, and it has to do with formula 1 statistics. ![]() Going from "option" to "option" in the UI you end up in an "endpoint" page where the user can see the statistics of his like. It's tree structure where every "option" is a separate view on my project. The user click "Race standings" to load a page. The user click a year on a form to see next page. The user click a race of that year then redirects to "race result" page. The logic for doing this is to create a nice UI so the user would like to spend time on the site and navigate through the pages. I POST data from my view's forms to a controller's function. This function fetch the data from the database using my models and the post parameters, do the logic and return('thatView', compact('array', 'array2', 'etc). php and javascript on the views manipulates the organized arrays fitting them into html. Arrays contains text data, for example array 1 could be the data of a race-result table. The way my project is structure is very amateur. No patterns, no architecture, no anything good. Using directly the raceresult domain on the browser will result error. I have been trying to download and run VSCode locally following: VScode Open Source, doing the mandatory steps and running it with the folling instructions: cd vscode How could i structure my project better? What patterns could i use? The needed parameters are missing as they cannot be set from the domain, it needs the previous page to post the data. Integrity sha512-4edKlcXNSKdC9mIQmQ9Wl25v0SF5DOK31JlvKHKHYV4co0V2MjI9pbDPdmogwbtiykz+kFV/cKnZH2TgssEasQ= I get this error regarding ripgrep download:ĭownloading ripgrep failed: Error: Command failed: powershell \"::SecurityProtocol = ::Tls12 Invoke-WebRequest -URI -UseBasicParsing -OutFile C:\x\x\x\Local\Temp\vscode-ripgrep-cache-1.12.1\ripgrep-v13.0.0-2-x86_64-pc-windows-msvc.zip -Headers -UserAgent vscode-ripgrep" TEXTMATE GLOBE USERS 2013 DOWNLOAD I have read some other answers but they all agree with a deprecated ripgrep version, it was issued and VSCode has already fix the issue, apparently none has published questions or issues since then. I have tried almost everything I could find but I am not able to resolve this error. This is the first time I'm installing flutter on the computer. ![]() The first project I try is giving me this error. I got flutter from their GitHub repo, master branch and I installed all the SDK tools from the AUR. I have installed the flutter and dart extensions in VS Code. I'm doing all this on a vanilla arch system. I have not done any changes to any part of the code and according to the information that people have asked for, these are the outputs of the commandsįlutter run -debug Using hardware rendering with device Android SDK built for x86. If you notice graphics artifacts, consider enabling software rendering with TEXTMATE GLOBE USERS 2013 ANDROID The key with dwarves is to not get into a "my line of guys bashes you, your line of guys bashes mine" fight.Įarly on, dwarves don't have much strength. Dwarves, like any bash team, thrive off of being even or up on players any removals you can get will help a bunch. Lastly, foul with your Zombies, when you can get decent gang fouls (2 or more assists). ![]() If they leave players out wide to guard against switching sides, that should give you a man advantage at the point of attack, letting you bash, and potentially surf your way through the defense. If the dwarves overcommit to one side, run to the other and set up a screen between the ball carrier and the dwarves. If you can't blitz with a wolf, target either a Troll-slayer or Runner with someone else. Blitz with a wolf every time you can, and keep them away from retaliation. On defense, look to get your Golems in from of the cage, to block it with their Stand Firm, and use their high strength to get a block or two to open things up for your other players to block. The champ ladder is a bit better, though IMO scheduled leagues are the way to go look into joining one like /r/REBBL, or the rookie league /r/REBBRL.Īs for your main question, Claw is the best answer as Necro, you're one of the only teams that start with Claw, and with your Flesh Golems, you actually out-strength them until they can get some Guard. I hate Cabalvision, for reasons like this (and the high number of concessions). The cabalvision league is like 90% dwarves and I'm tired of it. Read all of the related reddits at once = Other GW Gamesīringing back the Specialist Games vibe, slowly: Other Forums/Message Boards for Bloodbowl: Got mini's you don't play, want to swap for someone else's? Non-GW Mini's for a Unique look for your teams: ![]() Post your Teams! Your Stats! Your Horror Stories of the Game that Nuffle Ruled! Got a Club? LINK IT! Got a Tourney? LINK IT!Ĭomplete list of NAF Tournaments - Check back often!Ĭomplete list of FUMBBL Tournaments - Check back often! We Are Bloodbowl! The Night Goblins, the Orcs, The Elves! We BRING THE PAIN! Be it Electronic or Table-tonic! ![]() Here’s a video presentation I did which describes the setup quite nicely. ![]() In the beginning of the game there is no large central area. Will the 'world' be static as in all combat takes place in a central large area, or will it be broken down into regions? The only way we could add flying mounts to the game would be if we also added aerial combat to the game and as of now, we have no plans to do so. Mounts are on the table, but no decision has been made as of yet. Will there be mounts and mounted combat? Flying mounts possibly? Vehicles, ships etc? Luch-a-pult is confirmed! ? (Coming as the Luchorpan, a leprechaun like character.) but also except that we will have some very unique siege engines, too. Expect the fairly typical siege engines such as catapults, trebuchet, etc. Will there be siege engines/weapons as well? And if so, what kinds are envisioned? Wind already plays a factor through a spell component and we expect that other environmental effects, especially such as fog, will also come into play in the game. Will there be other environmental effects that affect gameplay? Such as intense wind or reduced visibility etc. I noticed that the engine incorporates day/night cycles. As far as upgrading it, there will be multiple ways to do so. As to how you will obtain it, all gear except that which is worn by new characters, will be crafted by players. Gear is always a factor in these types of games (otherwise why have it?), but we have said from the KS+ that we don’t want gear to play the same kind of role in our game that it has in most MMORPGs. Will gear play a major factor, and if so, how will it be obtained? Will there be the ability to customize/personalize and further upgrade via a rune/shard type of mechanism? Camelot Unchained is a usage-based game so if you want your skills to increase, all you need to do is use them. You will improve your skills and they will level up but not in the “Level 15 achieved. Not levels in terms of traditional leveling such as Dungeons and Dragons. Will characters obtain levels, and if so, what is the projected cap, and how will users attain those levels? The only instancing that we have said we are committed to might be with the starting cities (if performance is an issue) and with the new player training areas. Will there be any 'instancing' involved and if so, how will it be utilized?Īlmost none. As far as player cap, that is TBD but we expect our servers to handle more load than most other MMORPGs because of the lack of the kind of NPC traffic/CPU usage in Camelot Unchained. The core rendering and server engines were, and are, being written from scratch. At the present time, the major exceptions are Nvidia’s PhysX (server side), HBAO+ (client side) and Wwise (sound engine). The Banes and Boons system is going to be a major boost to character customization and will epitomize the concept of “Choices Matter” that has been at the heart of this game’s Foundational Principles.Īre you using a 'homegrown' solution or Middleware solution and what total number player cap are you looking to attain?Īlmost all the tech currently in Camelot Unchained is homegrown. Is there anything you are would like to highlight in the character creation system? Our focus is on delivering a game that handles large-scale battles, not large-scale boob sliders. So, players will be able to customize some aspects of their character’s appearance, but certainly not in the kind of quantity and quality of something like Black Desert. come at a cost, both in rendering time and studio development time and we are not willing, right now, to commit to that level of customization. There needs to be a certain amount of customization of appearance in Camelot Unchained™, but as I’ve said since even before the Kickstarter begun, we are not trying to surpass the kind of character customization seen in some MMORPGs such as City of Heroes. Will there be the ability to customize the look of the characters? IE: height, weight, hair color etc. Thus, as of now we don’t have any races that are gender-locked, but it remains a possibility. For example, the Valkyrie race was written as being a two sex race, but it is one that would be a fit as a female-only race if needed/desired. We’ve talked about the possibility of gender-locked races, but not gender-locked classes. Will there be both genders available for all races/classes? We were fortunate enough to reconnect with Mark for some nitty gritty detail on the upcoming MMORPG title, Camelot Unchained. This time we decided to get a little more into the technical aspects of what makes this game work. In our previous interview with Mark Jacobs, CEO & Founder of City State Entertainment, we looked at a broad perspective of gameplay. ![]() PREVIEWS Mark Jacobs Discusses The Nuts and Bolts of Camelot Unchained ![]() The default party, if chosen, consists of a male human fighter (neutral good), a female gnome thief (true neutral), a male elf mage (lawful evil), and a female half-elf cleric (neutral good). When forming a new party, the player creates four characters and chooses each character's race, gender, class, alignment, portrait, and name. ![]() At the start of the game, the player can choose to create a new party or use a default party. The player controls four characters initially, but this can be increased to a maximum of six characters by resurrecting skeletons found in the dungeon or by finding NPCs. ![]() The game does not provide maps of the levels, so players typically draw a map while playing or use an existing one from an outside resource. The game is a dungeon crawler using a first-person perspective in a three-dimensional environment, in a manner similar to the earlier PC game Dungeon Master. But i am still going to play it, after all it is a Eye of the Beholder game but i can understand why it stopped with this game. Then they sampled in music and made cheap jpg gifs in the games, just terrible. For bow (balistic skills) we have Rouge and Warrior.Įye of the Beholder 3 sadly enugh seems as mentioned to try take the easy way out as very many other games did in 95 when CDROM started to come and bigger HD. And they could drop the Theif, they dont fit in and are not useful even if they did put up a few thief only locks in Eye of the Beholder 2, but that again is plain out stupid thing to do, they need to be useful as players in the game not only for opening a few doors with random loot. Only thing Eye of the Beholder 1 is missing is a nice Automap function that helps you see where you not have been, thinking of how much it is based on Key system this is really a obvious choice to put in. The game is also not to big, not to much noise that distract you from you goal (many later so called Open world games put to much into their game regarding "choices" and the end result is many very bad mini games that just distract you from the main Quest). This also helped me to understand that i am not tired of Games its just that the game they are making these days where they game always hold your hand so you dont die or get stuck and show you a cool video clip now and then regarding how a big and cool Hero you are, even if the game itself is faaar to easy.Īs D&D goes they manage to pull out useful spells for both Cleric and Mage(they dont spam you down with a lot of spells that is not even useful in the game like later D&D based games), its great handmade state of the art Pixel graphic that set you in the right mood (this style is actually back in new games now, not without reason), the sound effect and music are also great and to think this was on 3 floppy disk with 1.4 mb each. It still have the effect that i just need to check one more thing that result in me not going to bed when i suppose to. Eye of the Beholder 1 is a great game and the very reason i later became a gamer back in 91, and i still can see why because its still a great game. Some of the other levels weren't all that great. There's one level I really liked, but I won't say anything about it since it would involve spoilers. Tonnemaker: It's definitely not on par with the first two, but I still thought it was a decent play. Did someone manage to get this to work on a win10 operating system?. Last Question, in eye of the beholder 3 I can not load my characters from Eye of the Beholder 2, Im suppose to run CharCreate.exe (something like that, not at my pc now) but it fails. Good Pixel games are still popular today, but the game made on samples and bad real pictures\samples where really bad. Well Eye of the beholder 3 does not seem that good (only game I did not play back in the 90`s also), seems like many other they tried to start to use sample music and pictures because much more space was aviable to use later in the 90, lot of crappy game in that period. All Eye of the Beholder need to be perfect crawlers is Autmap function. To look at a ready made map from the Clue book ruins the experience because of Spoiler possibilities. I wonder if the Eye of the beholder series on GOG have a automap mod that I can install?, I am at Eye of the Beholder 3 now and my head hurth`S from remembering all the maps :). First of all I did not find any Forum for the Eye of the Beholder series, so if someone have a better place to put my question please give me suggestions. UL: 84 Mbps with core 1 at 35%, core 2 at 100%ĭL: 44 Mbps with core 1 at 30%, core 2 at 80% Connecting to PIA VPN servers on port 1198.ĬTF (Cut Through Forwarding NAT Acceleration)ĭL :74 Mbps with core 1 at 30%, core 2 at 85% ![]() Both routers running Asuswrt-Merlin 380.64 firmware. These are my speeds using the OpenVPN client on two different ASUS routers. Below is some reference information from some testing a while back (January 2017) on the speeds that I was seeing with my setup. Looks like you are doing good at 400 Mbps down. If you're suggesting I test with VPN with iPerf I have no idea where to even begin to do that, any guidance? Interval Transfer Bandwidth Jitter Lost/Total Datagrams I have already run iPerf on the pfSense box and LAN clients: Just wondering if anyone has any idea's here? I'm not a pro by any means when it comes to this stuff so any suggestions, tips, testing methodologies would be much appreciated. I've tried a few different PIA servers and the closest one is the fastest (as expected) The load average on PFSense is something around 0.23 when d/loading via OpenVPN and the processor usage rarely goes above 6% ![]() On VPN using DSLReports Speed test: 400-450Mbps down:40-42 up Not on VPN using DSLReports Speed test: 900-940Mbps down:40-42 up I've setup traffic to only go through that gateway as needed, etc. I've setup OpenVPN on PFsense using this doc from PIA: » www.privateinternetacces I have Suricata (IDS) and Squid (proxy) running on PFSense and done with tests with them on vs off and it makes no difference. ![]() I overkill built myself a PFsense box: i7 6700, 16GB RAM, server grade NIC cards, etc. Prior to this I was using an old merlin modified rt-68u that handled my 350Mbps connection just fine but once the "gigabit" (comcast docsis 3.1 1gig down/30mbps up) came the rt-68u just couldn't keep up. So "gigabit" internet finally came to my area and I hopped on that train. OK first, I know 400 down isn't slow but I'm wondering if the limitation is on my end or PIA's. |
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