I have cleared the cash

and no antivirus or firewall has it blocked

this is the only game I have that does this

literally, normal downloads for everything else including steam have no issues and go super fast

Was downloading yesterday with slow speed. VPNing to USA, disabling qos and adding text to the shortcut didnt help. Decided to leave it overnight. Once I closed most other programs(vpn, steam, ea app, gog, skype, telegram, discord, chrome) the speed went to its proper values and the download went smoothly afterwards.


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I have subscribed to a service that claims providing 100mbps. Speedtest shows between 80-90mbps, which is OK for me; however when I want to download a file in firefox which shows 1mbps, or steam which shows 10mbps. Why is that?

So as you can see, its mix of all these things and few more that determines your download speed or internet speed. And like I said, your internet speed is not the same as your bandwidth. You can easily find numerous articles and videos on the internet explaining the difference. But if you are getting that much speed on steam then you are getting good speed as per your bandwidth.

The models in Keyscape have been deeply multi-sampled and contain a large number of velocities and round robins. The samples are streamed from your drive while you play. If your system is not configured properly, streaming may not be fast enough and could produce audio glitches. Additionally, some Patches use CPU-intensive FX units which might result in CPU overload, also causing audio glitches.

With this option selected, the temperature and pressure of steam in the boiler is ready to pull the train.Uncheck this option for a more detailed behaviour in which the player has to raise the boiler pressure.

Laozi, the ancient Chinese philosopher in the fifth century BCE, has long noticed that water, although the softest and weakest material known in his time, is effectual in eroding hard substances1. Although Laozi used this attribute of water only as a metaphor to extol the virtues of humbleness, flexibility, and persistence, it was a physically nontrivial observation that dripping water drops, with zero shear modulus and readily deformable, can erode hard solid substrates with finite yield stresses (Fig. 1a, b)2. Beyond its philosophical meaning, erosion by drop impact is relevant for a wide range of natural, environmental, and engineering processes including soil erosion3,4,5,6,7, preservation of heritage sites8, wear of wind and steam turbine blades9, and cleaning and peening of solid materials (e.g. silicon wafers)10,11,12. While the impact damage on solid substrates caused by high-speed compressible liquid drops with the impact velocity on the order of a few hundred meters per second has been well explored13,14, our understanding of the impact erosion of low-speed incompressible drops relevant to most natural and engineering processes is still rudimentary. Why is low-speed drop impact erosive? What are the key dynamic features of drop impact that lead to its unexpected ability in erosion? The answer to these questions would provide not only the testimony to the wisdom of the ancient philosopher but also fundamental insights into the early-time dynamics of drop impact.

Fixed a bug that could cause high temporal sample counts to have their delta times clamped during Level Tick which created mismatches between calculated component velocities and render thread delta times.

Code was rewritten to use HLSL precise keywords in a number of places, including where World Position Offset is used. This fixes broken velocity vectors, and broken Editor outlines for a range of Materials.

Moved smoothed time step operations out of the solver of Chaos Cloth, leveraging the velocity scale to avoid cloth tugging issues. This also allows for more drastic change in time steps without causing the simulation to explode, as when using the slomo command for example.

Removed ensure in GetWorldVelocityAtPoint that required the object to be kinematic or dynamic. It is valid to request a velocity from a static object without firing an ensure - the velocity will always be zero in that case.

Default to writing velocity in base pass instead of in depth pass. This is because we do not currently support nanite WPO with depth pass velocity (work to fix this is ongoing). To avoid any confusion or problems for licensees who are trying out the new nanite WPO, we default to this setting that works everywhere.

The Sun's corona, or extended outer layer, is a region of plasma that is heated to over a megakelvin. As a result of thermal collisions, the particles within the inner corona have a range and distribution of speeds described by a Maxwellian distribution. The mean velocity of these particles is about 145 km/s, which is well below the solar escape velocity of 618 km/s. However, a few of the particles achieve energies sufficient to reach the terminal velocity of 400 km/s, which allows them to feed the solar wind. At the same temperature, electrons, due to their much smaller mass, reach escape velocity and build up an electric field that further accelerates ions away from the Sun.[27]

The solar wind "blows a bubble" in the interstellar medium (the rarefied hydrogen and helium gas that permeates the galaxy). The point where the solar wind's strength is no longer great enough to push back the interstellar medium is known as the heliopause and is often considered to be the outer border of the Solar System. The distance to the heliopause is not precisely known and probably depends on the current velocity of the solar wind and the local density of the interstellar medium, but it is far outside Pluto's orbit. Scientists hope to gain perspective on the heliopause from data acquired through the Interstellar Boundary Explorer (IBEX) mission, launched in October 2008. ff782bc1db

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