recursal/Fanatic-Fandom huggingface dataset:
Dir2pia & Fortskin

**Fort Skin Description**

Fort Skin was a very large Stone Castle made by Chadkins and other newish players to server at the time.

**Notes of Interest**

A notable thing about Fortskin is that it contained a vault full to the brim of admin items, including but not limited to: Stacks upon Stacks of building materials, Chests full of Shulkers, Shulkers full Enchanted Golden Apples, Shulkers full of normal Elytras, Shulkers Full of efficiency 1000 Diamond Pickaxes, etc. This discovery was made by Tameranian who broke into the base after seeing a multitude of chests and Shulkers using Chest Esp(A common hack found on hacked clients used to see containers through walls). Tameranian saw the content of these containers and stole everything he possibly could fit into his inventory, Shulkers, and Ender Chest. An admin (most likely CoolSwagPenguin/Sonny)discoverd this and gave Tameranian a unlimited durability Elytra, an extremely good item, and a cookie after turning off hacks.

**Dir2pia**

A large and expansive territory filled with impressive dirt buildings, it was created by worldlyzebra and blummis after Dirtopia was damaged by the wrath of the moderators. The main Dir2pia structure is located right above Fortskin, a base made of stone.
Area 69

A peculiar location built by Sunnival meant to attract new players. It houses red "AREA 69" lettering above a thick forest prone to getting lit aflame by players. It has a McDonald's that appears to have had a murder happen in it apparently. There are also big colorful statues of creatures, such as a Minecraft Creeper shitting.
Subterranean Base

*This location's true name is unknown, so it was given this title by the wiki. If you know its original name, edit it in.*

A base built on a beach, it has a glass roof but the base itself is underground. Inside, there really isn't much, doesn't lead to anything either. It can be assumed it simply wasn't ever finished.
CWCville

**Description**

CWCville was a Town started by a handful of new players at the time. The 'leader' of CWCville was a man who scarily sounded a lot like Zach (Psychicpebbles). After members of the discord found out about this, they tricked newish players into believing that it was the real Zach, which made us giggle. CWCville surprisingly had a massive community despite it being so close to old spawn - the original spawn which was near the toilet - and the coords being public. Many players joined this town after joining the server, despite it being it nearly 20 thousand blocks away from new spawn, as well as old veteran players joining who have been playing since the server opened in mid Jan.

**The Fall**

CWCville is currently a ruin of its former glory. This most likely due to players Tameranian and aspamiyagi framing other players on blowing up Asap's tower. The reason they did this was because they enjoyed messing with specific players, they did not like these players and wanted them gone, and mostly because it was pretty funny. After framing the act of terrorism on these two innocent players, a day later they actually committed an act of terrorism and destroyed the whole town. This fall was eventually going to happen anyways as public coordinated for a very popular and populated town couldn't last any longer without being griefed. Revenge will be taken for his actions....
Hail Garf House

*This location's true name is unknown, so it was given this title by the wiki. If you know its original name, edit it in.*

Also known as Odd Safe Haven, it's a nice house on a stone island with two signs plastered onto it, one says "Hail Garf", the other says "blumis is gay". This was a strange house that was discovered near Old Spawn. It was found mid-grief, suggesting that the last time the chunk was loaded was during the server's initial hosting.
Brown Brick

This town, despite being one of the oldest settlements on the server, was only recently discovered. This place was once the home of Krabsy before he departed to join Freaktopia. At the base, there was a link to a private discord owned by the old inhabitants, it was incredible that after one whole year of inactivity, that small server was brought back into the limelight. A player known as bigdaddy2 is almost done building his map art by hand, will he finish before the server goes down?!
Kickassia

The last major base created before the server was indefinitely shut down. It was founded by fluff\_punkz, furry extraordinaire, along with his IRL best friend G\_Dogg, his then boyfriend at the time Khyrr, Denzyl, LuthrinAkaster, and Tithix. Initially starting as a joke between fluff\_punkz and G\_Dogg, the sheer amount of effort put into the construction of the 4th Wall, and its daringly close proximity to New Spawn spurred new activity on the server late in its life. This place welcomed visitors from all parts of the server, even being the first to have an embassy to the MFC. It also housed Pizza Hut 3, an estimated reconstruction of the ruined Pizza Hut 2 structure, a first responders memorial, Motifa Fried Chicken, and the signature Doug "The Nostalgia Critic" Walker effigy, as well as many Weedtown refugees that decided to make their homes in the area. Kickassia was an active community all the way to the moment Tomar shut down the server for a final time to reallocate for GTA5.

### Post-Oney Griefing and the Iron Liz Colony:

In the days following the initial shutdown of the server by Tomar and subsequent rehosting by coolswag, Kickassia was griefed. Many considered it only a matter of time until such a day would arrive, and the day finally came. However, Kickassia patriot Denzyl had founded the Iron Liz Colony, just weeks before the server's initial shutdown. fluff\_punkz, LuthrinAkaster, and Denzyl then moved all of their belongings from Kickassia to the colony through the use of the Nether Roof Transit System. This trio would then become its only residents, as interest in the server subsided soon after. fluff\_punkz would continue to play until June 28th, 2020, as he left for US Army Basic Training the next day. The coordinates to Iron Liz Colony are hidden for security.

### The Orbtopian Incident:

On January 22nd, 2021 when the server was brought back online for a limited time, a small group of new players colonized Wamfel's Orb Stop and named it Orbtopia. These new players seemed to have good intentions until several instances of griefing, and eventually managing to get Creative mode and attempting to spawn withers at New Spawn to grief the unprotected structures. They soon after lost their powers and fled. fluff\_punkz, at this point the last remaining Kickassian, with help from someone who chose to stay anonymous, griefed the orb and destroyed all of the God Items they had obtained, in the interest of preventing any further damage to historical structures. However on Jan. 25th, two angry former Orbtopians griefed old Kickassia, despite it being heavily griefed already and abandoned in favor of ILC. It is not known what will become of the Orbtopians but the ILC remains a small colony in an unknown location.
Orbtopia

A gigantic and ungodly blob of netherrack made with WorldEdit by an unknown moderator. One of the sides hosts a miniscule shop at ground level. During the 1 year celebration, the blob was conquered by a faction of new players referring themselves as "Orbtopians", and have named the giant blob "Orbtopia". It was griefed by fluff\_punkz and other anonymous members to get back at them for griefing their own neighbor and trying to screw with the already damaged New Spawn, they are figuring out a new place to move to.

The town and the orb has been completely erased. only a large crater is left
Wiki

The OneyPlays Minecraft server was created for a Minecraft letsplay on the OneyPlays youtube channel including the members: Chris O'neil, Zach Hadel, and Joshua Tomar. The first three episodes of the Minecraft letsplay involved the adventures of these three players and their task to create a toilet with a fully functional plumbing system. The server community began on the January sixteenth when during the fourth episode, Chris decided to post the server IP (Which at the time seemed like a good idea, but he would later find it to be one of the worst moves in his entire online career) to his twitter so his fans could join the server and he could interact with them.

Seeing as the player base had hit a lull for quite some time, the server was shut down after only a few months and the IP used for a GTA RP server. In months after the Minecraft server had shut down and everyone had seemingly moved on with their lives, some cringe ass nay-nay ass goobers thought it would be a GREAT idea to create a Wikipedia page to detail the "lore" of the server. The so-called "lore" put into this massive waste of time would consist of such tales as "Oney blew this up" or "Oney and co. were here once I think, not too sure though". Perhaps even something truly awe-inspiring as "Yeah I think my friend built this but he's since moved on from the server so can't really say". Truly captivating, I must admit.

Some say that to this day there are folk still lurking these hallowed pages, spending hour after hour scribing words upon words yet saying absolutely nothing. Checking the old world file, then desperately updating the long passed server's unofficial Wikipedia page. Maybe someday, their work will pay off. Today? No. Tomorrow? Don't bet on it.
Oney is gay Area

The area surrounding the large "Oney is gay" sign is filled with griefed player creations such as houses, art, bridges, foundations, farms and more. Apparently, it used to be a settlement for newcomers, but when Blummis found it he decided to grief it to teach new players not to build so close to spawn.
Browntown

A solo town founded by funnyweenie, most buildings are made of a variety of woods.

Also, she was once terrorized by marshdpotatoes, being forced to participate in one of his disturbing role play involving him getting smacked with a Minecraft stick repeatedly. She was paid less than a handful of diamonds for dealing with his freakish acts, he left her this signpost at the base. Historians suspect he still believes he is her boyfriend to this day.

Brown Town Currently only has 1 active resident, being funnyweenie.
Observation Periscope

The observation periscope is one of the two periscopes in the Type VII. It is located in the middle of the control room, right next to the ladder. The periscope can be raised and lowered by a lever to the right of the navigation chart. It can only be fully extended, or fully retracted. In it's retracted position it appears as a black column, going from the floor to the roof. When extended the eyepiece and handles for the periscope raise up from the floor, and the periscope can be used.

When extended the periscope can be used to observe above the surface while submerged at depths up to 12m. There are two zoom levels available, 1.5x and 6x. These can be selected using the mouse wheel. The periscope has a reticle identical to that of the attack periscope. The crosshairs in the center can be used in conjunction with the TDC to aim torpedoes, or to find the relative bearing of other vessels using the scale on the top of the view. On the left side and on the bottom of the reticle there are graduations in centiradians. The scale on the light can be used to estimate the range to other ships by measuring how many centiradians tall a ship appears in the periscope. Divide the height of the ship by the centiradians, and multiply by 4 if the periscope is zoomed in. This gives you the range to the ship in hectometers.

Because of it's larger head, the observation periscope is detectable by enemy vessels at longer ranges than the attack periscope.
Dwarf Bunker

A base that seemingly used to be hidden away inside a mountain but was since blasted away, leaving a huge window to the outside. It looks like some kind of stone grotto or tavern. It was created after 8 players or so including, poppysilver, Sunnival, leechlane and kaviar33 decided to go to somewhere new and build there for fun. The expedition didn't last all that long, also, some player torched the nearby forest.
Wolfpack Wiki

Wolfpack is a realistic, first person, co-op U-boat game where one or multiple crews of players man the stations of a highly detailed German type VII U-boat during the Second World War. The crew will encounter large randomized convoys of merchants escorted by destroyers, sloops, and corvettes. Their objective is to intercept and sink enemy ships and escape undetected.

Each player mans a station in the U-boat, and the crew will need to cooperate in order to succeed in their mission. Unlike other submarine simulators, Wolfpack is designed for players to procedurally manage the submarine through direct, manual interaction with valves, levers, and instruments.

Each U-boat has up to five players: The captain, the helmsman, the dive officer, the radio man, and the navigator.

The radio man operates the hydrophone, radio, radio direction finder, and Enigma machine. The helmsman controls the U-boats heading and speed, and operates the torpedo data computer. The dive officer controls the depth using the dive planes, ballast and negative tanks and serves as a lookout and gunner for the deck gun and anti aircraft gun. The navigator calculates the position of the u-boat, and determines the best route to intercept enemy convoys. The captain is the commander of the U-boat, and leads the crew.

Wolfpack also features a single player mode where one captain can easily manage his U-boat solo. Plus, it is easy to start a mission solo and allow other players to join the battle in their own subs as part of a wolfpack. The captains can use the U-boat radio to communicate with each other just like the real U-boats did.

All stations and instruments in the U-boat are carefully modeled after original pictures and sources, and kept as realistic as possible without compromising usability. The game contains a fully operational torpedo data computer, manual navigation tools, and ship recognition manual.
Deck Gun 8.8 cm SK C/35

The deck gun is located on the forward deck. You can reach the forward deck by climbing down the right or left ladder from the bridge. Left click to equip it. Use the A and D keys, or the mouse to rotate left and right. Use the W and S keys, or the scroll wheel to set the target distance. Setting the target distance allows you to aim straight at the target and hit it without over or undershooting. It is strongly recommended that the captain with the use of Attack Pheriscope tells you the average distance (Hectometers) before opening fire.
Radio Direction Finder

The Radio Direction Finder (RDF for short) controls are located towards the rear port side of the radio room. There is a lever on the port side wall that can be used to raise and lower the RDF antenna, and on the table is a disk which can be used to turn the antenna. According to the developers of the game, the RDF is implemented, and functional. There are however no radio-transmissions being sent, and as such it has currently no use.
Navigation Chart

The navigation chart is located at the center port side of the control room. This station is very similar to the map, accessible using the m key, however offers some additional tools. Specifically it offers digital readouts of speed, heading and odometer readouts, as well as the ability to reset the odometer. They are located on the right end of the top bar. These values can also be read from the analog instruments on board, and are very useful to the navigator while navigating by dead reckoning.
Rudder Control

There are three stations on the boat from which the rudders can be controlled. One on the front port side of the bridge, one at the front port side of conning tower, and one at the front starboard side of the control room. All of them enable you to shift the rudder towards the left, right and center, using the 'a', 'd' and 'w' keys respectively. They also feature a rudder indicator gauge. When the needle is pointing straight up, the rudder is centered, while the red and green indicate port and starboard deflection respectively. The rudder control stations also feature a repeater for the gyro compass. This will show the true heading of the boat. It has two dials, one along the circumference, and one in the center. On the outer dial, each minor graduation represents one degree, and each major line represents 10 degrees. The central dial acts similar to the minute hand on a watch, it will turn once for every 10 degrees the heading changes. The graduations represent 0.1 degrees each, with the numbers denoting each whole degree. In the control room the speedometer, odometer and battery indicators are also visible.

During under water navigation it is good practice to call out when you start and finish your turns, and strive to start and stop the turn quickly and precisely. This makes the job much easier for the navigator, as they can better estimate the turning radius this way. If you use full rudder deflection while turning, you can use a simple rule of thumb to accurately stop the turn precisely every time. When running at high speeds on diesels, the boat will turn 3 degrees from you start to center the rudders till it settles out, on high speed with electrics, it will turn 2 degrees, and slow speeds it will turn 1 degree.
UZO

The UZO is located at the front center of the bridge. It is a fixed pair of binoculars with a single vertical line as a reticle and a relative bearing gauge at the top of the view. It has a magnification of 7x, and can be used to aim torpedoes in conjunction with the TDC or to gather the relative bearings of other vessels. In contrast to the periscopes, the UZO has no built in means of determining range.
Engine Order Telegraph

The engine order telegraph (EOT for short) is used to control the engines on the boat. There is two EOTs in the boat. One in the front port side of the conning tower and one in the front starboard side of the control room. There is one EOT for each side of the boat, as well as an alarm button, which will toggle the alarm bell on the boat. To select a setting on the EOT hover the mouse over the corresponding text, and left click. To change both EOTs at the same time you can hold shift in addition to left click.

It is important to note that the EOT is not a throttle, but rather a communication device that tells the virtual blokes in the machine room what you want them to do. This means the player need to monitor, and confirm that the requested action has actually taken place. For instance the EOT will become unresponsive for a while if the diesels are flooded, and commands may need to be reissued to take effect.

The EOT features 5 speeds forward, and 4 speeds in reverse. These speeds refer to a specific shaft RPM. there are different RPMs depending on whether electrics and diesels are used. The RPM can be fine tuned using the both engines 10 faster/slower on respectively the starboard/port side EOT. The Attention setting does nothing by it self, but is a convenient to use as an intermediate when an order needs to be repeated. This can be used for instance to repeat the 10 faster/slower command for even faster/slower speeds. The charge batteries setting must be ordered each time you switch to diesels, if you wish to charge the batteries. Charging the batteries has no ill effects in the game, so it is a good habit to always charge them when running on diesels.
Obtaining firing data

In order to accurately and reliably hit your target with torpedoes you will need to obtain firing data for them. For the torpedo data computer in the Type VII this means you need to obtain Angle on bow, speed, range and bearing. There are several methods of obtaining these values, all with their own strengths and weaknesses. Depending on how own ship and target is placed relative to each other some values are more important to get accurate than others. For instance when shooting at long range, range is less important than when shooting at short range. Also, when own ship is pointed at the target range is almost irrelevant, but when the target is to the side of own ship, range can be very important. Shooting from in front or behind the target, speed is less important, but AOB is more important, compared to shooting from abeam the target, where speed is very important, but AOB is slightly less important.

The predominant method used by U-boats during WWII is matching. It requires no math and no knowledge of the target in order to obtain good data, but it does take some time to ensure accurate results. Plotting is an other reliable but somewhat slow method, which can easily be used in conjunction with matching. This method does however require accurate ranging, which may require target data to be known. Last slow method is the 4-bearing method. This was not invented before after WWII, and as such is not historical for the Type VII. It's advantage is that it only needs accurate bearings and timing, however it is difficult to achieve accurate results with the tools available in the game.

There are a few quicker methods available as well. The Fixed wire method is possibly the the fastest way of obtaining target speed with reasonable accuracy, however it does require you to know the length of the target accurately, and you need to have a clear line of sight to the bow and stern of the target. When shooting at close range it is not critical to know the speed very accurately, and thus it might be sufficient to make an educated guess, which may or may not be faster. For AOB one has to rely on Visual AOB methods for quick measurements. These can be very accurate for AOB 0, 90 and 180, but in between accuracy is mostly only appropriate for short range shooting.
Dive Planes

The dive planes is the primary method of changing depth of the u-boat while submerged. The station is located at the front right of the control room. The station has a number of gauges. On top are the tachometers for the port and starboard engines. On the left is a big gauge for fine depth. This only measures up to 25m, where the needle stops. On the right is a similar gauge for coarse depth. The scale for this one stops at 200m, however the needle will continue past 200m to that ever depth the boat reaches. In the center there are two vertical columns. The red one is called the pappenberg indicator, and is useful for maintaining periscope depth, or other shallow depths. To the left it has a profile view representing the cross section of the u-boat. The long section at the top represents the attack periscope, bellow that the bridge, then the conning tower, and last the hull of the boat. The blue scale is an inclinometer. It shows the pitch of the boat. Last but not least are the indicators for the position of the dive planes.

The dive planes them selves are a pair of hydrofoils at the front and aft of the ship, and allows the crew to "fly" the u-boat through the water. The front planes has the largest effect on the u-boats depth, as the both push the boat up and down them selves, as well as pitch the boat in the same direction, essentially using the entire hull of the boat as a wing, as well as the thrust from the engines to push the boat up or down. The aft planes however act in the opposite direction to the pitch of the boat, and consequently are less effective at altering the depth of the boat. It is also important to note that the dive planes are only effective while the boat is moving, as they rely on the flow of water across them to create lift.
Morse Shorthand

Tactical codes:

EEEE (position grid optional) -> We are diving, enemy at (position optional)

EEST (U-Boat number) -> Status report needed for U-(number)

EEGG (U-Boat number) -> Status nominal for U-(Number)

EESS (position grid) -> We need help at (position)!

EEHS -> Conducting hydrophone sweep, standby for updates.

\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

Below is for enigma encryption, if desired.

\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

**WARNING: The encoded message was from a software simulation I had lying around, and may not translate 100% in-game**

This guide is to introduce a trick for fast communication in game.

To start, set your enigma to the rotor settings you wish, then type the last trigram for the final rotor positions.

For example:

IBB IFC -> RPI

Then type four A's in a row once you have put the first two trigrams in the message:

AAAA -> SIRE

This is our signal for the other operator to look up the codes at the beginning of this guide.

Then compose the message, say:

We are diving, enemy at AN4956.

To do so, look up the meaning of the message in the code section, which means we get the code EEEE.

The message now looks something like this:

IBB IFC <- (Sent as-is)

SIRE HIND HVSH LR <- (Encoded message from enigma machine)

Send the message now via radio.

To add codes to this guide, DM me on discord @Aquila#2047
Matching

Matching was the primary method for gathering target data used by the U-boats during WWII, known as ausdampfen. The principle is very simple, once the target is spotted, you adjust your course and speed until the target remains at a constant bearing and constant distance. This is most easily done when roughly abeam the target, but can be done from any position. While at the side of the target, point a periscope, or the UZO at the target to be matched. Observe whether the target is moving forwards or backwards, and use the 10 faster/slower to fine adjust your speed. At the same time adjust your course until the target is neither growing or shrinking in the optics using the milliradian scale. Alternatively you can stay at the limit of visibility, and strive to keep the target at a constant level of "haziness". Historically the crew would have kept the mast tops just visible above the horizon, however wolfpack does not model the curvature of the earth, so this is not possible in game.

The longer time you spend finetuning your speed and course the more accurate it will be, though keep in mind that on hard difficulty the convoy will periodically change their speed and course, and thus your solution might be invalidated if you take too long. The speed and course of own ship should now match the target, and can therefore be transferred to the TDC. The speed can be read at the helm in the control room, or on the navigation chart. To set AOB point your selected targeting device at 0 degree relative bearing (straight ahead), and set the AOB dial to 180 degree. The AOB and speed should now be valid for all vessels traveling at the same course and speed as your target.
Bilge Pump

The bilge pump is located at the rear starboard side of the control room. It is operated by the use of a fist sized red lever right bellow the bilge and compressed air gauges. While submerged the boat will slowly take on water, the greater the depth the greater the rate. This has the same effect as adding ballast to the ballast tanks, the boat will get heavier, and start to descend if no measures are taken. Using the bilge pump will evacuate the unwanted water from the boat, but will also make the boat more detectible to vessels equipped with hydrophones. As such it should only be used when well outside of detection range, or when the enemy already has a fix on your location. It is also desirable to use the bilge pump at shallower depths, as the lower outside pressure allows it to evacuate the water faster.
Nathan Kress

Imię i nazwisko
 Data i miejsce urodzenia
 Współmałżonek
 Lata aktywności

**Nathan Kress** (ur. 18 listopada 1992 w Glendale) – amerykański aktor. Znany głównie z roli Fredwarda "Freddiego" Bensona z serialu Nickelodeon *iCarly*.

## Filmografia[edytuj | edytuj kod]

**Filmy i seriale**

* 2014: *Epicentrum* jako Trey
* 2013: *Sam i Cat* jako Fredward "Freddie" Benson
* 2011: *iCarly: Przyjęcie z Victoria znaczy zwycięstwo* jako Fredward "Freddie" Benson
* 2010: *True Jackson* jako Książę Gabriel
* 2010: *CSI: Kryminalne zagadki Las Vegas* jako Mason Ward
* 2008: *Gym Teacher: The Movie* jako Roland Waffle
* 2008: *iCarly leci do Japonii* jako Fredward "Freddie" Benson
* 2007-2013: *iCarly* jako Fredward "Freddie" Benson
* 2007: *Drake i Josh* jako Topliin
* 2007: *Nie ma to jak hotel* jako Jamie
* 2007: *Magnus, Inc.* jako Jacob
* 2007: *Bez śladu* jako Barry
* 2006: *Standoff* jako Matt
* 2006: *Projekt dziecko* jako młody Andrew
* 2005: *Dr House* jako Scott
* 2005: *Jimmy Kimmel Live*

**Dubbing**

* 2017: *Pinky Malinky* - JJ Jameson
* 2011: *Pingwiny z Madagaskaru* – Ronald
* 2005: *Kurczak Mały* – różne głosy
* 2005: *Szkoła Shuriken* – Eizan Kaburagi
* 1998: *Babe: Świnka w mieście* – Easy

## Nominacje i Nagrody[edytuj | edytuj kod]

* **2007: 168 Film Festival Jury Award: Najlepszy w krótkim filmie Honorable Mention: Albert: Bag: WYGRANA**

* 2008: Young Artist Award: Najlepszy występ w serialu telewizyjnym Wspieranie młodego aktora: Fredward "Freddie" Benson: iCarly: NOMINACJA

* **2009: Kids 'Choice Award: Favorite TV Show: Fredward "Freddie" Benson (dzielony z: Miranda Cosgrove , Jennette McCurdy , Jerry Trainor ): iCarly: WYGRANA**

* 2009: Young Artist Award: Wybitny aktor w serialu telewizyjnym (komediowym lub dramat) Leading Young Actor: Fredward "Freddie" Benson: iCarly: NOMINACJA

* 2009: Young Artist Award: Wybitni młodzi wykonawcy w serialu TV: Fredward "Freddie" Benson (dzielony z: Miranda Cosgrove, Jennette McCurdy, Noah Munck ): iCarly: NOMINACJA

* **2010: Kids 'Choice Award: Favorite TV Show: Fredward "Freddie" Benson (dzielony z: Miranda Cosgrove, Jennette McCurdy, Jerry Trainor)): iCarly: WYGRANA**

* 2010: Young Artist Award: Wybitny aktor w serialu telewizyjnym (komediowym lub dramat)

Wspieranie młodego aktora: Fredward "Freddie" Benson: iCarly: NOMINACJA

* 2010: Young Artist Award: Wybitni młodzi wykonawcy w serialu TV: Fredward "Freddie" Benson (dzielony z: Miranda Cosgrove, Jennette McCurdy, Noah Munck): iCarly: NOMINACJA

* **2011: Kids 'Choice Award: Favorite TV Show: Fredward "Freddie" Benson (dzielony z: Miranda Cosgrove, Jennette McCurdy, Jerry Trainor, Noah Munck): iCarly: WYGRANA**

* 2012: Kids Choice Awards: Favorite TV Sidekick: Fredward "Freddie" Benson: iCarly: NOMINACJA
Trim Tank

The trim tank is located at the center starboard side of the control room. It has three gauges and two handwheels. The left most gauge shows the current amount of water in the trim tank. The center gauge is the coarse depth gauge, and shows water above keel, with each minor line representing 2m, intermediate lines 10m and major lines 20m. To the right is the fine depth gauge. This gauge makes one full revolution for every 10m, with each line representing 0.1m, intermediate lines 0.5m and major lines 1m. One can think of the fine gauge as the minute hand on a clock, while the coarse gauge is the hour hand. And thus these two gauges makes up the most accurate depth gauge on the boat.

The left hand wheel controls the flooding of the trim tank, and the right blows the trim tank. The wheels are moved by moving the mouse over the wheel, left clicking and moving the mouse left or right. It is important to make sure you have properly closed the valves when you are done, as they will stay in what ever state you leave them in.

The main purpose of the trim tank is to fine adjust the buoyancy of the boat so that it can maintain a close to neutral buoyancy. At the start of every session the boat will start with a randomized amount of water in the trim tank, as well as a randomized weight. In order to achieve neutral buoyancy the boat must be submerged to a depth of at least 12m and the dive planes set to a neutral angle. If the boat is ascending, the trim tank must be flooded more, if it is descending it must be blown. With a delicate touch on the controls and a bit of patience, one can achieve perfectly neutral buoyancy by observing the fine depth gauge, and make sure it remains stationary with both valves closed.

When firing torpedoes, the boat gets lighter, and more water has to be added to the trim tank for each torpedo in order to maintain neutral buoyancy.
Echo Ranger

The echo Ranger is located at the center Port side of the control room. It's purpose is to measure the depth under keel by acoustic means. It has a fine scale in the center ranging from 0 to 100m as well as a coarse scale along the circumference, ranging from 0 to 1000m. A Rotary switch to the bottom right allows the selection between high and low range. To make a measurement press the top right button. This will send an acoustic pulse from the bottom of the boat towards the seabed. As the pulse returns the needle on the active scale will move to the appropriate value. If the Measurement is outside the range of the scale the needle will do a full revolution.
Main Ballast tanks

The main ballast tanks are used to surface and submerge the boat. There are several controls for the main ballast tanks. At the forward and aft center of the control room are two large red hand-wheels. These are used to control the vents for the main ballast tanks, which when open, will flood the respective ballast tank, forward or aft. On the center starboard side of the control room is a single large red hand-wheel with five gauges above it. The central gauge shows the compressed air supply, while lower two show the amount of water in each of the trim tanks. The upper two are pressure gauges, a reading of 1 indicates that the ballast tank will be fully blown if the boat is brought to the surface. The hand-wheel is used to blow the tanks, and the main ballast tanks can be blown even with the vents open, however this is not recommended, as it is both slower, and requires a larger amount of compressed air, as the air will continuously be escaping the tanks. As with the negative tanks, the amount of compressed air required to blow the tanks increases with depth. Because of this it is recommended to use the dive planes to get to a shallow depth before blowing the tanks. Alternatively the tanks can be blown only partially. As the depth decreases, so does the pressure, and the air in the tanks will expand, gradually displacing more and more water as the boat ascends.

The tanks need only be blown to the 45m2 mark to reach depth awash (7.5m) at which point the bridge can be maned and the diesels and compressor can be started. Decks awash does however not offer many advantages in game, and was not used much, if at all historically due to instability.
ICarly (internetowe show)

*'iCarly'* ? była zarówno nazwą pokazu internetowego, jak i nazwą iCarly na Nickelodeon, w której występuje Miranda Cosgrove jako Carly Shay, Kayla Marie Lee jako Kayla Lee,
Jennette McCurdy jako Sam Puckett i Nathan Kress jako Freddie Benson.

## Nagrody

Program zdobył nagrodę w odcinku  iGo to Japan za najlepszą komedię internetową, która jest umieszczana na półce w ich studiu. Nagrody]].

## Konflikt z Nevel Papperman

Nevel Papperman zbyt wiele razy próbował zrujnować przedstawienie.

* iNevel
* iRue the Day
* iGive Away a Car
* IWant My Website Back
* iFight Shelby Marx

W odcinku  iChristmas Nevel nie próbowała zrujnować serialu, ale została przedstawiona w alternatywnej rzeczywistości Carly jako jej chłopak.

Nevel pojawił się w  iPity The Nevel, w którym gang iCarly pomaga Nevelowi po tym, jak otrzymał szeroko rozpowszechnioną nienawiść po filmie, na którym jest złośliwy dla małej dziewczynki.

## Cast

* Carly Shay (ona sama)
* Kayla Lee (sama)
* Sam Puckett (sama)
* Freddie Benson (on sam i producent techniczny)
* Gibby Gibson (on sam i sezon 4)
* Spencer Shay (on sam i zastępca)
* Cort (były stażysta)
* Ashley (były stażysta)
* Brad (obecny stażysta -  iOMG)
Hydrophone

The hydrophone is located at the forward port corner of the radio room. The hydrophone has a large dial at the center with a fixed black outer scale, and a white movable inner scale. The outer scale represents relative bearing, and the inner scale moves with the gyrocompass, representing the true bearing. The dial also has a long thin indicator needle, which shows the direction in which the hydrophone is pointed. This direction can be controlled by clicking and dragging a large handwheel bellow the dial. In addition the station has four control knobs. On the Port side is the high pass and low pass filters. The high pass filter will allow signals above the indicated frequency pass, while the low pass filter will allow frequencies bellow the indicated frequency to pass. These can be helpful in isolating certain sounds. On the Starboard Side is the gain and volume controls. These each control it's own amplifier. Adjusting the gain knob will adjust the pre amp gain, while the volume knob will adjust the headset volume.

A hydrophone is a special type of microphone specialized for use under water. This is useful for locating other seagoing vessels when a visual contact is not available, as sound can travel very long distances under water. In order to use the hydrophone the boat must first be submerged. By turning the handwheel you can change the direction in which the hydrophone is listening, and thus be able to deduce the bearing to other vessels. The hydrophone on the type VII is however not very directionally sensitive, that is it picks up sound from a fairly broad range of bearings. Where the sound is the strongest is where the hydrophone is pointed directly towards the target. due to the broad range of the hydrophone however it can be difficult to ascertain a precise bearing. A popular technique for getting more accurate bearings is to adjust the gain until the sound is just barely distorted when the hydrophone is directed towards the target. Identifying the bearings where the sound transitions from distorted to undistorted is much easier to accurately gauge than simply the loudest bearing. By fine adjusting the gain the distorted zone can be narrowed down to a very narrow band of only a few degrees, at which point it is fairly safe to assume your target is in the center of that zone. However with larger convoys there are usually several ships overlapping, and so picking out a single ship can be very difficult, if not impossible. Therefore It is not recommended to use the hydrophone for precision measurements such as acquiring target solutions.

The gain knob can also serve as a rough estimation as to the range to a target. By adjusting the gain until it barely starts clipping, as described above, one can read the gain level as an estimate for range. Note however that it is not a proportional relationship, and that a hydrophone contact which starts distorting at a gain level of 2 is at most a few hundred meters away, and the signal will fade away completely as a vessel passes overhead.
Autism Castle

An astoundingly huge and detailed castle that looks like something out of Dark Souls. It was built by a single player, although after a while he became upset at seeing other players with 10k tools that were generated by moderator minecraftin144p. He didn't know such tools existed and felt as if all of his hard work could have been made much easier if he had access to them. He abandoned the project and was hoping to destroy his castle to the ground, he couldn't bring himself to do it.
4-Bearing method

The 4-beraing method (also known as Speiss TMA), as the name suggests, is a method of acquiring firing data using only four bearings. It was developed after WWII in order for submarines to be able to target other submarines while both are fully submerged. In principle this method can be used in WP to gather firing data using only the hydrophone, however this is a slow and error prone process due to the difficulty in acquiring accurate bearings with the hydrophone, especially for larger convoys. Although it was developed for use with the hydrophone, it's also possible to use this method with visual bearings as well.

For this method to work your target has to travel on a steady course and speed during the entire data gathering process. It also does not work well if the bearing changes very slowly, such as when the target is moving straight away from, or towards you. There are many variations of the 4-bearing method, but the basic principle is that you gather 4 bearings at a fixed time interval. In it's simplest form you could just sit still in one spot for the first 3, then move to a different spot for the 4th. However it can also be done on the move. If the target is moving at a constant speed and course, then we know that it has to have traveled an equal distance between the first and second bearing, and the second and third bearing. Therefore we can use the map tools to draw a line from the midpoint, starting at some arbitrary point on bearing line two, and find a direction where the ends of the line is just touching both bearing lines one and three. Assuming we have done everything precisely and correctly, this line represents the course of the target. Using this information a "ghost bearing line" can be constructed. Extend the course line by the length between bearing lines one and two, or two and three (these should be the same). Trace a line from the end of this line to where you would have been at the fourth reading if you were to continue at the current course and speed. Change your course and/or speed before taking the fourth bearing. Where the fourth bearing line crosses the "ghost bearing line" should be the current location of the target. You can no move the course line so that it intersects their current location, and you can measure its distance traveled between measurements, from which their speed can be calculated.
Compressor

The compressor is used to replenish the compressed air supply of the boat while surfaced. The handle to turn the compressor on or off is located at the rear port side of the control room and takes the form of a fist sized red lever. There are two compressed air gauges in the control room. One next to the bilge level gauge on the starboard rear side of the control room as well as one on the main ballast tank station in the middle starboard side. The compressor will automatically turn it self off when the compressed air is filled to the top of the green line, which is the max safe pressure. It is not possible to over pressurize the tanks.

Although it is good practice to top off the compressed air supply while not engaged in combat, it is often not necessary to refill the tanks, as the boat is able to operate with compressed air levels almost completely depleted. The downside of low compressed air reserves is that blowing the ballast tanks takes longer than necessary.
Spitfire

The Supermarine Spitfire is a single-seat fighter aircraft.

#### Distinguishing Feathures

Low-wing monoplane with full dihedral and characteristic elliptically curved wing outline. Radiator intake off-set on underside of wing. Single inline engine with large pointed spinner and long narrow fuselage. Stabilizer and elevator are set high on fuselage, with elliptical curved outline and cut-out in trailing edge. The finn and rudder are small and rounded.

https://sketchfab.com/3d-models/spitfire-9279eb3b240344ebb76e72b0dbe4d570/embed?autostart=1&autospin=1 https://sketchfab.com/3d-models/spitfire-9279eb3b240344ebb76e72b0dbe4d570/embed?autostart=1&autospin=1
Attack Periscope

The attack periscope is one of the two periscopes in the Type VII. It is located in the rear of the conning tower. The periscope can be raised and lowered by pressing W or S. It can only be extended to any height within it's range.

When extended the periscope can be used to observe above the surface while submerged at depths up to 14m. There are two zoom levels available, 1.5x and 6x. These can be selected using the mouse wheel. The periscope has a reticle identical to that of the observation periscope. The crosshairs in the center can be used in conjunction with the TDC to aim torpedoes, or to find the relative bearing of other vessels using the scale on the top of the view. The attack periscope also has a scale on the bottom which reads the true bearing. On the left side and on the bottom of the reticle there are graduations in centiradians. The scale on the left can be used to estimate the range to other ships by measuring how many centiradians tall a ship appears in the periscope. Divide the height of the ship by the centiradians, and multiply by 4 if the periscope is zoomed in. This gives you the range to the ship in hectometers.

Because of it's smaller head, the attack periscope is detectable by enemy vessels at shorter ranges than the observation periscope.
Fixed wire method

The fixed wire method is possibly the fastest way to accurately determining the speed of a target. In order to get an accurate result with the fixed wire method, it is necessary to know the length of the target accurately, and thus the target must first be identified. Once a ship has been identified own ship must either be stopped, or the bow must be pointed straight towards or away from the target, and an observation device such as a periscope or the UZO, with the central line just in front of the target. Keep a steady course, and do not move the observation device. Once the bow of the target crosses the line, start a stopwatch and stop it once the aft of the ship clears the line. Use the obtained information in the following formula to obtain the speed in knots.

L
e
n
g
t
h
∗
1
,
94

t
i
m
e

=
s
p
e
e
d

{\displaystyle \frac{Length\*1,94}{time}=speed}

It can be advantageous to measure the speed several times and use the average for a more accurate reading. Also note that, although theoretically possible, it is difficult to get an accurate reading at AOB far away from 90 degrees. The main reason being that it becomes difficult to tell where the forwards most and aft most point of the ship is, as they may be obscured due to the width of the ship. To a lesser extent the much slower motion across the wire makes it harder to accurately start and stop the stopwatch at the right time.

If you are sailing at a near parallel course to the target it is possible to use this method without stopping own ship. One simply adds own speed to the measured speed of the target. Note that if own ship speed is higher than the target, the target will appear to move backwards across the line. Measured speed must then be counted as negative to account for this.
Negative Tank

The Negative tank controls are located at the center starboard side of the control room. The station has two gauges, one for the volume of water in the negative tank, and one for the compressed air reserves. It also has two hand-wheels, one for blowing the tank, and an other for flooding. The primary purpose of the negative tank is to help the boat submerge faster. It is good practice to keep the negative tank flooded while on the surface, so the boat can dive quickly and on short notice. The negative tank should however be blown shortly after the boat has submerged, as otherwise the boat will keep diving, and the deeper the depth the more air is required to fully blow the tank. It is important to make sure the flood valve is closed before you try to blow the tank, otherwise you will just be wasting compressed air to no effect.
Wiki Ben 10: Omni-Throwback

BEN 10

SOBRE

Ben 10: Omni-Throwback é uma fanfic sobre a série Ben 10, da Cartoon Network. O propósito da fanfic é reimaginar a história original, consertando alguns retcons, plot holes e adicionando algumas coisas novas. Também queremos ter bastante interatividade com os leitores, por meio de concursos de criação de aliens ou personagens para aparecer na fanfic. Essa Fandom ainda está sendo construída, então faltam muitas coisas.
Characters

## Character generation

Each character can be hired in the Guild for a set amount. The price of the first character is 100 gold, and the price of each additional character is constantly rising. We get the characters at random, but the first character is always Eddie or Hoshi or Mona. And the second is always Noel or Kazuki.
Fashion House

level 3

## Description

The Fashion House provides a wide range of patterns for dressing up your characters. You can also participate in fashion contests. The building is not available at the beginning of the game, but can be built on a mission received during the game, once the right amount of raw materials has been collected.