![]() ![]() Beyond you can see the moving blades and the first lever you used, so swim through the opening in the ceiling and climb out of the water at the end. Swim to the top to get some air, then through the door you just opened. Swim upwards to return back to the room with the three doorways. Swim down and pull the lever on the side of the pedestal to open a door in the room above. Swim forward to reach a room with the Water Crystal on a pedestal. Swim back down and get the Vector-R35 Clip from the entrance of the tunnel (if you did not get it while entering). When you reach the T-junction, turn right to surface and get some air. When you pass through the opening of the bars, you can avoid the next spikes if you swim to the top left. It is better if you swim close to the base of the spikes. Try to swim at the bottom left or right side of the tunnel. At least you have enough breath to make it across. There is also a current that takes Lara to the top of the tunnel and does not help you maneuver her. As you swim farther, you will see spikes coming from every side of the tunnel. Dive in the water and pass the opening through the bars. Tunnel with crossed spikes - Save your game here, because you may die in the next part. Swim through the opening of the bars and The spikes are coming from every side of the tunnel and Get the Large Health Pack at the bottom and swim through the opening of the bars at the back of the tunnel in order to surface and get airĪnd dive. Continue swimming forward and then down through another opening. Swim down and forward, and get the Large Health Pack you saw before behind the bars. ![]() The rightmost (as you face them), above the opening you swam through before, contains a Vector-R35 Clip, the middle one contains a Large Health Pack and the third one leads you to an opening in the floor. Pull the lever on the left to raise the water level in the room outside. Dive and swim through a small opening behind some plants (as shown in this screenshot). There are three doorways in this room but you cannot reach them. You will get it later, so ignore it for now. Then drop through the hole.Ĭircular room with water - If you examine the room, you will see a Large Health Pack behind the bars. If you did not get the Cartridges before, do it now. Climb out of the water and return to the first room. Exit and swim upwards through the opening you came from. Pull the lever to fill with water the area beneath the first room. You will probably pass through them easily, but if you are having troubles with them, swim between the two horizontal blades. Take a look around to spot the arched doorway with the moving blades blocking the entrance. When the knight passes in front you, equip the Shotgun shoot him a couple of times.įlooding the room below - Go to the second room and drop into the water. To do that, enter the second room and turn to face the doorway (as shown in this screenshot). ![]() However, you can force the knight fall through the hole and get rid of him once and for all. If you cannot get them now, you will have two more chnaces. To get them without injury, you need to stun the knight once at a time. There are two V-Packer Cartridges in the first room. Avoid the circular opening in the first room, because this is a long drop down and Lara will be killed. If you are hit by a fireball, you can either load your game or drop into the water in the second room. Room with circular opening in the floor - As soon as the level begins, proceed forward and to the either left or right to avoid the fireballs that the knight beyond throws through his sword. ![]() * You can force the knight fall through the hole, but since Lara does not actually kill him, we do not count him as a kill. Tomb Raider 6: The Angel Of Darkness Walkthrough & Game Guide The Angel of Darkness Walkthrough and Game Guide - Paris, Level 14: Neptune's Hall ![]()
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![]() ![]() Kazunori Yamauchi, CEO of Polyphony Digital and producer of the Gran Turismo series added: We have several exciting projects in the pipeline and I can’t wait to see how they perform in Gran Turismo.” Now we have joined forces with the shared goal to continue to merge virtual and real-world racing together. “For many years, Kazunori Yamauchi has pushed the limits on the software side and played a massive role in making sim racing popular. Thomas Jackermeier, CEO of Endor AG, parent company to Fanatec said: With the Gran Turismo franchise Polyphony Digital has engineered a world-renowned, finely tuned, and accessible game that everyone from casual to competitive drivers can enjoy. When Polyphony Digital released the first title in the Gran Turismo series in 1997, it redefined what was possible in racing games, and was critically acclaimed for its detailed graphics, vast number of licensed cars, and realistic driving physics. In 2001, Gran Turismo™ 3 pioneered the use of force-feedback on home consoles. Its partnerships with leading automotive manufacturers and world-famous racing series have helped to increase awareness of sim racing, making it an integral part of modern motorsport. Together they are developing new Gran Turismo®-licensed racing peripherals using advanced force-feedback technology, with the aim to reduce the distinction between sim racing and real-world racing.įounded in 1997, Fanatec introduced several significant innovations to sim racing over the years, including the incorporation of belt-drive technology in consumer-grade wheel bases, introducing load cell brake technology and contactless sensors to mass-market pedal sets, and launching the first ever direct-drive system for PlayStation®4. Landshut, Germany – 13.7.21 – Fanatec, the leading brand in sim racing hardware, has entered a partnership with Japan-based game studio Polyphony Digital. "Fanatec announces partnership with PlayStation Studios, Polyphony Digital We’ll monitor the usage carefully and expand the opening times in the near future, with the plan to offer technical support chat during weekends too. The chat is downloadable/printable, which can be helpful for in-depth technical support tips or product consultation.ĭuring the initial roll-out of this feature, the operating times for both customer service and technical support queries are Monday to Friday from 1:00 p.m. The new live chat feature-which works seamlessly with an upgraded chatbot-will allow you to access both customer service (order enquiries, general enquiries) and technical support (hardware/software enquiries, troubleshooting) more efficiently.įorwarding queries to other team members is now possible, meaning that you can switch topics and reach the correct department within the same conversation. Part of this evolution is to return to a live chat system that provides a better personal customer experience. We’ve been working hard behind the scenes to improve and expand our customer service and technical support departments. Here’s a video guide to help you get started: Please note that all the reviews out there were made with the old firmware/driver. Check the changelog included with the driver download for the full details. The driver user interface has been overhauled and is easier to use. ![]() The update applies some fixes and performance improvements, including a smoother overall feeling and optimisations to the damper effect. We’ve also continued to improve the performance of the CSL DD with firmware development, and there is a mandatory driver update that will give you a better experience with your new hardware: ensure that you download Fanatec Driver 409 (or newer) and use it to update the CSL DD firmware and all your connected devices: You’ll find your tracking number in the ‘Orders’ section of your account once it is processed. The first pre-order starts shipping from today. But we really appreciate our loyal customers, so we've invested extra money to ensure that you get your CSL DDs on time. I’m happy to tell you that the production batches for the first wave of pre-orders (existing customers) have been shipped by air, and they have arrived even earlier than expected.Īs you may know, there have been some challenging circumstances for all electronics manufacturing this year, with the semiconductor shortage and an ongoing shipping crisis having a global effect on production and availability. ![]() ![]() * Subject to change due to the usual quality assurance procedures of software development. You can see the discussion on this topic in the SOLIDWORKS Forums The change will include using “wireframe” icons for hidden state and improving the colouring of some of the current SOLIDWORKS 2016 icons so suppressed icons are more distinguishable (for example making the part, folder, and solid body icons blue instead of grey).Hide/Show/Suppress states in the Feature Manager Design Tree: We will address the issues regarding the Hide/Show/Suppress state distinction in the Feature Manager Design Tee by using a similar approach to SOLIDWORKS 2015.Background colour: As with the colour icons, there will be an option for a background colour that closely matches 2015.The icons representing the most frequent and visible modelling features (solids, surfaces, sheet metal, weldments) will be recoloured to match the 2015 colour scheme. Colour icons: An option will be added to provide more colourful icons, as so many of you are asking for.Other fixes: About 25 fixes for issues related to the user interface brightness settings, most about problems with the Dark theme.įor 2016 SP3, the development team are on track* for:.Mate icons: A fix for an issue where assembly mate icons are not greyed out when an assembly part is suppressed.Improved text contrast in the Feature Manager Design tree: This issue is related to text colour becoming grey instead of black when switching the Interface brightness setting.SOLIDWORKS 2016 SP2 features were locked down in December however among other things this release will include: The current plan published by Tom Spine who is Director of User Experience Design at SOLIDWORKS is: Year after year the development team have proven they are listening. Hide and Show – The icons have changed to an eyeball in both part and assemblies which also differs in appearance when hiding/ showing.Ĭustom Properties (left) and Options (right)Īlready the amount of feedback for these changes in 2016 has been great, while some like the new interface others wish for something more akin to the icons in 2015 and previous. ![]() We now see a very clear difference between the icons to edit and add sketches to prevent accidental selection: The most noticeable changes are shown below. While we can see a clear difference in the colour scheme and some of the icons have been revamped, you can also see that the icons are in the same position between versions meaning the same familiar mouse clicks. The icons seen in SOLIDWORKS 2015 have not seen a significant update since SOLIDWORKS 2004 so were overdue for modernisation: This did not work too well in 2015 but is much better supported by SOLIDWORKS 2016.īelow is an image at 100% scaling on a 4K screen (3840×2160) This allows SOLIDWORKS 2016 to support screen resolutions beyond regular “HD” (1920×1080), for instance 3K, 4K and 5K screens, or just help those users who prefer larger text/icons. The primary reason for changing the icons is to change from the image based pixel/image based icons in 2015 to vector based icons and text which scales as you change the windows text scaling settings.
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