Commande simple à passer, livraison dans les délais prévus, club dans l’état annoncé… Je commanderais à nouveau chez GB sans hésiter…
Commande simple à passer, livraison dans les délais prévus, club dans l’état annoncé… Je commanderais à nouveau chez GB sans hésiter…
At Where Smiles Grow Pediatric Dentistry, we strive for every patient family to have the best possible dental experience. Our office has a fun and comfortable atmosphere to help kids relax and enjoy their time with us!
Proud winners of the 2021 Times-Union’s “Best of the Capital Region” award for Best Dentist!
For more than 3 decades, we have specialized in the dental care of infants, children, and adolescents in New York’s Capital Region. We are honored to see families from all over the region. Such as Albany, Schenectady, Troy, Glenmont, Ravena, Coxsackie, Clifton Park, Valatie and beyond at our state-of-the-art offices in Latham, Delmar, and Schodack.
Where Smiles Grow is excited to offer our compassionate, innovative, and quality pediatric dental services in Schodack, NY! Our new location will offer the same outstanding pediatric dental services our patients have experienced for years, such as custom behavior guidance plans, cavity prevention, and high-quality dental treatment!
Where Smiles Grow in Schodack, NY is now scheduling appointments for September 2021! Give us a call at 518-785-3911 or request an appointment online today.
Regular dental checkups are important to ensure a lifetime of healthy teeth and gums for your child. It’s important to bring your child to the pediatric dentist before their first birthday or within six months of their first tooth erupting. At Where Smiles Grow Pediatric Dentistry, our pediatric dentists are here to provide infants, children, and adolescents with:
Our dentists are recipients of the Outstanding Providers Award from the Autism Society of the Greater Capital Region, and we’re the only pediatric dentist practice on the Albany Medical Center Cleft & Craniofacial Center team, which is the only accredited Cleft and Craniofacial team for 100 miles around. We have the experience needed to handle routine checkups and advanced cases alike.
Our team is comprised of a highly trained group of pediatric dentists, dental hygienists, dental assistants, and business specialists. We are completely committed to making sure all of our patients and their families feel right at home from the time they walk in the door at Where Smiles Grow Pediatric Dentistry!
To make an appointment with our pediatric dentists in Latham, Delmar, and Schodack, fill out our contact form or give us a call at 518-785-3911.
“Both of my children have gone there since they were babies. We LOVE the staff, and the service is amazing! They are supportive and encouraging and take care of the kids as if they were their own. I recommend this practice to ALL my friends!” – Bernadette B.
“My two children have always had a great experience every visit. The hygienists are friendly and knowledgeable. The kids love all the tricks they use to clean their teeth. The dentists are thorough and can explain the procedures and the work to both the kids and the parents in a way that everyone understands!” – Mary Beth M.
“My four kids have been going to Where Smiles Grow for 10+ years. Everybody is so friendly, we never have to wait, and my children have received top notch care. I could never have imagined my kids actually enjoying visits to the dentist but they really do.” – Michelle F.
Malgré cette orientation “tous publics”, on constate rapidement que cet épisode n’oublie pas les anciens, avec une difficulté nettement rehaussée, dans la lignée de la version PS3. Cela tient d’abord aux parcours, certes peu nombreux – six en tout -, mais incroyablement retors, comme si les développeurs avaient pris un malin plaisir à poser les bunkers et les obstacles aux pires endroits possibles. Même constat pour les greens aux dénivelés beaucoup plus marqués que par le passé. Le timing a lui aussi gagné en exigence : dès que l’on s’écarte un peu d’un Just Impact, avec la jolie note de musique correspondante, la trajectoire n’est plus assurée comme avant, au point de s’écarter dangereusement du résultat attendu.
Même les personnages débutants, censés compenser leur manque de puissance par une précision et une qualité d’impact au millipoil, sont soumis à cette dure réalité. Plus que jamais, il va falloir apprendre à jouer safe, et à tenir compte de la force du vent et des dénivelés pour ne pas finir au fond de la grille, une fois les niveaux de difficulté supérieurs débloqués. Dommage que la force du vent ne soit pas directement chiffrée (seul un point d’interrogation apparaît), ce qui oblige votre petit avatar à lancer des brins d’herbe (touche bas) pour éviter les mauvaises surprises. C’est un fait : Everybody’s Golf 6 est beaucoup plus exigeant que les dernières versions portables en date, et de fait un peu moins accessible. Pour retrouver des sensations – et une tolérance – plus proches des moutures PSP, rien n’empêche cependant de taquiner le mode Easy avant de lancer le parcours.
L’orientation compétition / jeu en ligne compte sans doute pour beaucoup dans ce regain de difficulté. Logique, après tout, de vouloir offrir une vraie marge de progression en distinguant les brutes des joueurs occasionnels. De ce côté, l’interface de Everybody’s Golf 6 est clairement pensée autour du online. Dès la page d’accueil, cet épisode propose plusieurs liens directs vers le site officiel, les salons en ligne, les tournois quotidiens, et, bien sûr, le PlayStation Store pour les éventuels contenus téléchargeables. C’est d’ailleurs par ce biais que l’on récupère le passe en ligne, nécessaire pour profiter du contenu – et limiter au passage le phénomène de l’occasion pour Sony. Les tournois quotidiens fonctionnent sur un principe d’upload de résultats, à raison de trois parcours par jour, deux de 9, un complet. Bonne idée, le jeu a le bon goût d’afficher un pourcentage du nombre de coups joués, tout en mettant à jour le classement après chaque trou, histoire de voir si votre eagle miraculeux vous fait grimper d’une centaine de places dans la hiérarchie. Le jeu sauvegardant en permanence, un tournoi déjà joué restera grisé jusqu’à la mise à jour du lendemain.
Les salons en ligne sont eux l’occasion de discuter avec les joueurs présents dans la room, en baladant le petit avatar customisé par vos soins dans cette petite salle de jeu. Les interactions possibles se limitent à gambader, taper dans un ballon, s’asseoir ou lancer quelques animations pré-enregistrées. Malheureusement le clavier virtuel masque tout l’écran, du moins au moment du test (ver. 1.03), ce qui complique forcément les discussions, malgré la présence d’un récap des logs. Aussi surprenant que cela puisse paraître, il faut réserver sa participation aux matchs en ligne : impossible pour le moment de créer une room privée pour confronter un ami qui vous aurait directement rejoint sur les serveurs, il faudra se retrouver en choisissant le même tournoi ; l’option jeu à distance est cependant prévue dans le courant de l’année.
Une liste des sessions apparaît alors, avec un horaire précis de début et de fin, et quelques indications sur les règles éventuelles (restrictions de persos, niveaux). Une fois la session réservée, le jeu décompte le temps restant jusqu’à la sonnette d’alarme et l’ouverture des hostilités. Une liste de joueurs s’affiche alors à l’écran (jusqu’à 30 en simultané pour un même parcours), même si chacun joue dans son coin avec une limite de temps. Là encore, il faudra attendre que tout le monde ait fini pour passer au trou suivant, avec quelques infos en temps réel sur les joueurs qui n’ont pas fini, et un bilan du trou joué (meilleur drive). C’est globalement bien fait, même si le processus est vite laborieux : sans mode spectateur, on passe le plus clair de son temps à attendre, que ce soit pour lancer la session ou jouer le trou suivant. Un peu pénible, d’autant plus qu’il est impossible de réserver plusieurs sessions à la fois pour limiter l’attente au prochain tour.
Pour ne pas devenir la risée des meilleurs joueurs, il faudra se résoudre à de longues sessions d’entraînement en solo. On retrouve cette progression typique de la série, qui permet de débloquer des tournois de plus en plus difficiles en faisant le plein de sous, afin de s’offrir de meilleurs clubs et des personnages évolués à des prix indécents. Comme dans les précédents volets de la série, le jeu récompense une utilisation régulière d’un même golfeur avec de nombreux bonus, comme un stock de tirs puissants, ou des variantes de tirs, pour réajuster la force du coup en dernière minute. La victoire en tournoi vous rapportera des étoiles, nécessaires pour débloquer le Versus de la ligue correspondante, sésame pour passer à la catégorie suivante. Évidemment, plus on tutoie l’élite, et plus les critères se durcissent, avec un nombre moyen de coups sous le par vraiment bas – d’où la difficulté rehaussée.
Pour être sûr que les joueurs y reviennent, chaque parcours dissimule également un objectif caché, seul moyen de débloquer une couronne en guise de récompense ; à la manière des étoiles, les couronnes permettront de débloquer d’autres Match Play encore plus vicelards. Bref, les joueurs qui souhaiteraient faire l’acquisition des innombrables bonus (costumes, BGM, illustrations, objets pour avatar) peuvent être rassurés : le challenge comme le contenu répondent présent. Et qui sait, avec le tout en ligne, peut-être bénéficierez-vous de promotions au fil de la saison, comme ce fut le cas pour le passage de la nouvelle année, avec des prix 33% moins chers.
Sur le plan technique enfin, Everybody’s Golf 6 ne réalise pas de miracle, se contentant de ce qu’il sait faire de mieux : des graphismes naïfs mais clean, même si tout cela manque encore un peu de contraste, avec une luminosité un brin surexposée. Les thèmes musicaux parfaitement oubliables s’inscrivent eux aussi dans la lignée de la série. Au-delà de l’aspect réseau particulièrement bien exploité, le jeu tire parti des fonctionnalités de la console, avec une intégration du tactile in-game pour naviguer facilement et afficher quelques infos une fois sur le parcours. Il est également possible de jongler avec les différentes caméras d’un simple glissé de doigt. Les fonctionnalités gyroscopiques de la console sont sollicitées pour doper l’effet des super tirs, à condition de secouer la machine dans le bon timing. Gadget, en effet. A noter enfin que Everybody’s Golf 6 fait partie de la longue liste des jeux Vita où la carte mémoire est un prérequis au lancement du jeu, avec 4 Mo d’installation. On ne sait jamais.
A voir également : notre test en vidéo
Flags of Our Foul-Ups is a side quest in Fallout: New Vegas.
Side Quest: Flags of Our Foul-Ups Talk to Sgt. McCredie. Talk to O’Hanrahan and follow his 60stoday.com to Mags and follow her 60stoday.com to Poindexter and follow his 60stoday.com to Razz and follow his advice. Talk to Mags, Poindexter and Razz and convince them to work together with speech checks for 60stoday.com the squad to the firing range and teach them, successful on a guns and explosive 60stoday.com to the two computer terminals and alter the squad’s records, the second terminal requiring a science 60stoday.com to Red Rock Canyon and talk to Jack, then bring the psycho package back to Razz. Reward: Varying XP depending on actionsNCR fame
Start the quest by talking to Sgt. McCredie.
Talk to O’Hanrahan about talking to the whole troop about improving teamwork and strengthening their relationships. The Courier will need to pass a Speech check of 40 to convince Poindexter, Mags and Razz. The Courier will gain experience for each party member that is convinced.
The Courier will receive 40 XP for each of the members convinced and then 200 XP once complete (Total XP = 320) and positive fame with the NCR. Additionally, the team looks to be working well together.
Use Mags’ advice and teach the squad. The player character will need a Guns skill of 45 and an Explosives skill of 45 to get the squad to pass the firing and grenade range. The player character will need to pass a Guns check of 25, 35 and 45 respectively for this choice. The player character will also need to pass an Explosives check of 25, 35 and 45 respectively.
The player character will receive 200 XP and additional (31+43+55)*2=258 XP (with 10% gain) while teaching the squad and positive fame with the NCR. Additionally, the team looks to be working well together.
Suggest to Poindexter that the system could be cheated. He’ll give the advice to hack the terminal in the House Lodge so that the squad doesn’t have to do any work.
There are two hackable computers. The one in the lobby requires no Science skill, but it must be accessed when nobody is looking. The other one needs a Science skill of 75 but can be accessed at any time.
NCR infamy will be increased and Karma will be lost when the player character alters the records, but upon completion of the quest, 200 XP and positive fame with NCR will be received.
Listen to Razz, who will have the squad take Psycho. The player character must talk to Jack in Red Rock Canyon to get a suspicious package.
Completing this quest gives 200 XP and positive fame with the NCR. Providing the misfits with drugs has no effect on Karma.
The following is based on Fallout: New Vegas cut content.
End of information based on Fallout: New Vegas cut content.
Act 1Ain’t That a Kick in the Head · Back in the Saddle · By a Campfire on the Trail · They Went That-a-Way · Ring-a-Ding-Ding!Act 2Wild Card (Wild Card: Ace in the Hole, Change in Management, You and What Army?, Side Bets, Finishing Touches) · The House Always Wins (I, II, III, IV, V, VI, VII, VIII) · Render Unto Caesar · Et Tumor, Brute? · Things That Go Boom · Kings’ Gambit · For the Republic, Part 2 · You’ll Know It When It Happens/Arizona KillerAct 3No Gods, No Masters · All or Nothing · Veni, Vidi, Vici · Eureka!New California RepublicAnywhere I Wander · Back in Your Own Backyard · Bitter Springs Infirmary Blues · Boulder City Showdown · Can You Find it in Your Heart? · Climb Ev’ry Mountain · Don’t Tread on the Bear! · Emergency Radio · Eye for an Eye · Flags of Our Foul-Ups · Hard Luck Blues · I Don’t Hurt Anymore · I Put a Spell on You · Keep Your Eyes on the Prize · Medical Mystery · No, Not Much · Pressing Matters · Restoring Hope · Return to Sender · That Lucky Old Sun · The White Wash · There Stands the Grass · Three-Card Bounty · We Will All Go Together · You Can Depend on MeCaesar’s LegionBeware the Wrath of Caesar! · Caesar’s Favor · Caesar’s Foe · Caesar’s Hire · Cold, Cold Heart · I Hear You Knocking · The Finger of Suspicion · We Are LegionThe StripBeyond the Beef · Bye Bye Love · Classic Inspiration · How Little We Know · Pheeble Will · Talent Pool · The House Has Gone Bust! · The Moon Comes Over the TowerFreeside & Outer VegasBirds of a Feather · Bleed Me Dry · Debt Collector · G.I. Blues · High Times · Someone to Watch Over Me · The Coyotes · Wang Dang Atomic TangoBoomersAnt Misbehavin’ · Sunshine Boogie · Volare! · Young HeartsGreat KhansAba Daba Honeymoon · Cry Me a River · Don’t Make a Beggar of Me · Oh My PapaPowder GangBooted · I Fought the Law · Run Goodsprings Run · Why Can’t We Be Friends?Brotherhood of SteelEyesight to the Blind · Still in the Dark · Tend to Your BusinessOtherCome Fly With Me · Crazy, Crazy, Crazy · Ghost Town Gunfight · Guess Who I Saw Today · Left My Heart · My Kind of Town · The Legend of the Star and A Valuable Lesson · Unfriendly Persuasion · Wheel of FortuneCompanion questsED-E My Love · For Auld Lang Syne · Heartache by the Number · I Could Make You Care · I Forgot to Remember to Forget · Nothin’ But a Hound Dog · One for My BabyUnmarked questsA Bit of Slap and Tickle · A Final Plan for Esteban · Access Powers · All Fired Up! · An Ear to the Ground · Andy and Charlie · Arachnophobia · Arizona Scavenger · Barton the Fink · Bear Necessities · Big Winner (Atomic Wrangler, The Gomorrah, The Tops, Ultra-Luxe, Vikki & Vance) · Bounty Killer (I, II) · Brotherhood Bond (I, II) · Caching in at the Cove · Cajoling a Cudgel · Claws Mended · Claws Out · Dealing with Contreras · Defacing the Humble Stone · Democracy Inaction · Don’t Poke at the Bear! · Eddie’s Emissary · Exhumin’ Nature · Fight Night · Flogging a Dead Corpse · Friend of the Followers · Gland for Some Home Cooking · Harder, Better, Faster, Stronger · Hat’s Entertainment · Help for Halford · Hidden Valley computer virus · Highway to the Danger Zone (I, II) · Honorary Rocketeer · I Love Bananas · Iron and Stealing · Keith’s Caravan Charade · Laurifer Gladiator · Lenk’s Bad Debts · Lily and Leo · Long-Term Care · Malleable Mini Boomer Minds · Maud’s Muggers · Meeting an Equal · Missing a Few Missiles · Most Wanted · Not Worth a Hill of Corn and Beans · Old School Ghoul · A Pair of Dead Desperados (I, II) · Papers, Please · Pistol Packing · Playing on the Old Joana · Poor Meat Never Makes Good Soup · Powder to the People · Power to the People · Razzle Dazzle! · Reach for the Sky, Mister! · Rest and Resupply · Ringo’s Caravan Rules · Rotface’s Loose Lips · Saving (or Savaging) Sergeant Teddy · The Screams of Brahmin · Silus Treatment · Short-Term Treatment · Smooth-Talking Criminal · The Star Showdown · Strategic Nuclear Moose · Straus Calls · Strip Search · Suits You, Sarah · Tags of Our Fallen · A Team of Moronic Mercenaries · Thought for the Day · Tourist Traipse · Trudy’s Radio Repair · A Trusted Aide · Useless Baubles or Fancy Trinkets? · We Must Stop Beating Like This · We Must Stop Meeting Like This · Wind-Brahmin Wrangler · You Gotta Break Out a Few Eggs · You Make Me Feel Like a WomanDead MoneySierra Madre Grand Opening! · Find Collars (8: “Dog”, 12: Christine, 14: Dean Domino) · Fires in the Sky · Strike Up the Band · Mixed Signals · Trigger the Gala Event · Put the Beast Down · Last Luxuries · Curtain Call at the Tampico · Heist of the Centuries · Big Winner, Sierra MadreHonest HeartsA Family Affair · Arrival at Zion · Bighorners of the Eastern Virgin · Chaos in Zion · Civilized Man’s Burden · Crush the White Legs · Deliverer of Sorrows · Departing Paradise · Flight from Zion · Gathering Storms · Gone Fishin’ · Happy Trails Expedition · Prisoners of War · Retake the Bridge · River Monsters · Rite of Passage · Roadside Attraction · Sanctity of the Dead · The Advance Scouts · The Treacherous Road · The Grand Staircase · Tourist TrapOld World BluesAll My Friends Have Off Switches · A Brain’s Best Friend · Coming Out of Her Shell · Field Research · He Came… And Went · Influencing People · Midnight Science Fiction Feature! · Old World Blues · On the Same Wavelength · Picking Your Brains · Project X-13 · Sonic Emitter Upgrade · Welcome to the Big Empty · What’s in a Name? · When Visitors Attack! · X-2: Strange Transmissions! · X-8 Data Retrieval Test · X-8: High School Horror! · X-13: Attack of the Infiltrator!Lonesome RoadThe Reunion · The Silo · The Job · The Launch · The Tunnelers · The Divide · The Courier · The End · The Apocalypse CharactersDoc Sawbones · Chief Hanlon · Sergeant McCredie · Mags · O’Hanrahan · Poindexter · RazzLocationsCamp Golf mess tent · Camp Golf tent · House Resort · Misfits’ tentQuestsSideFlags of Our Foul-Ups · No, Not Much · Return to Sender
Chunks are 16 × 16 × 256 segments of the Minecraft worlds.
Chunks are 16 blocks wide, 16 blocks long, and 256 blocks high, which is 65,536 blocks total. Chunks are generated around players when they first enter the world. As they wander around the world, new chunks are generated as needed. There are a possible fourteen trillion (14,062,500,000,000) real chunks that can be generated. There are 7.46*10244,700 possible chunks, excluding entities.
The exact number of generated chunks varies in single player mode, depending on view distance and movement. In multiplayer mode, a grid with a default inradius of 10 (for a total of 21×21 or 441) chunks is loaded around each player and sent to the player by default, although this can be configured to be between 3 and 15, usually only lowered with a poor connection home server. Chunks within the set range may have activity (mobs spawning, trees growing, water flowing, dropped items disappearing etc.), while chunks outside of this range are inactive, and are stored on the disk (this ‘store until needed’ memory management is commonly used with procedurally-generated terrain so that the players’ computers don’t have to track and update hundreds of plants and mobs simultaneously). Chunks will not save again if they were saved in the last 30 seconds.
Slimes can only spawn in specific chunks, determined by a calculation performed on the chunk coordinates. There are a number of utilities and mods which allow the player to tell which chunks they can spawn in; see here for details.
Minecraft’s renderer divides a world chunk into sixteen 16x16x16 render chunks, which are compiled OpenGL display lists, to speed up rendering significantly. They need to be rebuilt each time when blocks within these chunks are changed.
Chunks are generated with the help of the map seed, which means that the chunks are always the same if you would use the same seed again, so long as the map generator and version number remains the same.
The chunks in the area immediately surrounding the world spawn point are special chunks that are never unloaded from memory as long as at least one player is in the Overworld. This means that things like redstone mechanisms and mob farms will continue to operate even when all players are very far away.
The key F3+G can be used to display chunk boundaries.
Alternately, pressing the “F3” button opens the Debug screen which shows the player’s X, Y, and Z coordinates, in addition to the “c” variable. These coordinates will change as the player moves around. The player can know which chunk they are in by the variable “c” that is next to both “x” and “z” variables. The number in the brackets specifies how far the player is from the north-western corner of the chunk, so if the “c” beside X was 3(5), and the “c” beside Z was 2(4), then the player is on chunk (3, 2), and is on block (5, 4) from the north-western corner.
X and Z coordinates that are divisible by 16 represent the boundaries between chunks. EG: (96, -32) is a corner where four chunks meet. One of those chunks is between X coordinates 80 to 96 and Z coordinates -48 to -32. Another one is between X coordinates 96 to 112 and Z coordinates -32 to -16, and so on. When either X or Z crosses a multiple of 16, the player is moving across chunks.
Essentially, the player is in the top-left corner (north-western) of a chunk when both x and z coordinates are divisible by 16.
Additionally, the player can know which chunk he is on by this formula: The X of chunk will be Floor( X coordinate / 16 ) The Z of chunk will be Floor( Z coordinate / 16 ) Where Floor is the largest previous integer. E.g. Floor( 27.9561 ) is 27 In other words if X was 27, Z was -15 the chunk will be chunk ( Floor( 27 / 16 ), Floor( -15 / 16 ) ) which means the player is on chunk (1, -1) Also, The player can know how far he is from the north-western corner by this formula:(X or Z coordinate) AND 15
In Pocket Edition, when toggling fancy graphics, the world will render again, loading only the chunk the player is in for a split second. This method is useful for finding chunk boundaries as there will be a clear line visible in that split second.
J’ai reçu le driver emballé proprement rapidement avec clé de réglage. Son état général est non comme prevu. Je suis satisfait comme à l’habitude avec golfbidder
If Modesty Shorts involves a character wearing a skirt over shorts, then Tights Under Shorts involves a character wearing, well, tights under shorts. This is a great way to avoid too much fanservice with even the shorter shorts (including hot pants), though not as popular or traditional as Modesty Shorts, Skirt over Slacks, or Proper Tights with a Skirt. If flesh-colored tights are used, especially where censorship rules don’t allow bare legs (as was most notoriously the case with The Dukes of Hazzard), then it can be used as a method of Getting Crap Past the Radar. Under certain circumstances, the tights can serve to prevent visible leg injuries (like scraped skin or minor cuts) if their material is strong enough.
Don’t expect the shorts in question to be Modesty Shorts except on EXTREMELY rare occasions.
The setting is ominous: a dungeon, perhaps, or a dark wood. Not one where the wary or cowardly tread, that’s for sure. The heroes, (no idiots, they!) ready themselves for an enemy attack that could come at any moment. After all, there MUST be danger nearby… right? It seems safe for now, though… or is it?
Someone has to break the silence, and only one line will do: “It’s quiet… too quiet.”
This trope describes any moment in a narrative where the action has hit a low point when anyone who’s paying attention would notice that a Random Encounter could, or should, appear at any instant. Fairly often something will happen within a minute, which will lead another character to say “You Just Had to Say It”.
When you start to suspect something is about to happen because the narrative is too positive, rather than too uneventful, that’s a Hope Spot.
The Stock Phrase itself is long since discredited and made fun of so often it can now be considered a Dead Horse Trope. Exception is made if it is lampshaded by adding in a sign on WHAT is quiet, e.g. “Why have all the forest noises stopped?” the answer usually being “the Monster of the Week killed/drove away all the wildlife”. Compare We’re Being Watched.
Often happens when the Jungle Drums stop.
Compare Nothing Is Scarier and Absence of Evidence. For the background music going silent, see Sudden Soundtrack Stop. For when a person going quiet is a bad sign, see Lost Voice Plot, Dumb Struck, and Silence of Sadness.
At least partially Truth in Television; in forests and crowded cities, there’s always stuff making noise insects, birds, etc… unless they’re hiding from something.
Here is a compilation with a lot of examples.
We take a look at what Team USA will be wearing at Hazeltine after RLX Ralph Lauren unveiled their scripted Ryder Cup Outfits.
Fashion powerhouse Ralph Lauren will continue their relationship with team USA at the Ryder Cup, again providing the players and captains with a selection of scripted tournament apparel and ceremonial designer suits. Having first associated themselves with the US team under Tom Watson two years ago, the reception from both the players and the fans proved that the luxurious sports line, RLX by Ralph Lauren, was a fitting match for what the team required on the golf course. The team may not have emerged victorious that time, but they certainly went one-up on team Europe early in the style ranks.
As may be expected, the US colours of red white and blue dominate the colour palette and, as may be expected by existing fans of the RLX brand, strong stripes and colour blocking is featured throughout the practice and tournament day outfits. As far as performance is concerned, the technical fabrics which are used throughout the RLX Ralph Lauren line are certain to meet the demands and expectations of such a high profile event in the state of Minnesota. Each style is ergonomically designed with the modern, athletic golfer in mind; minimal swing restriction and supreme levels of comfort are almost guaranteed with every RLX golf garment.
The practice days will see some classic designs from RLX with engineered stripe detailing, vibrant colours off-set with white and navy tones along with flattering fits provided by the “airflow” shirt styles. Expect to see these looks on the three practice days preceding the 2016 Ryder Cup.
Team USA probably start with our most favourite look from the entire week. It’s a strong combination of red, navy and white with the subtle pinstripe pants offering a classical yet contemporary look with a tailored aesthetic. The sweater features team USA branding and a single contrast stripe at the right sleeve with three stars at the cuff, whilst the RLX outerwear option is the iconic Quilted CoolWool jacket which also made an appearance two years ago; the red panel detail brings this style to life and is one of the most comfortable and stylish garments in golf outerwear today.
Bold stripes dominate the look for Saturday with a fresh pair of white RLX Range pants as the most obvious match for such a statement shirt. A Thermocool Button zip will be the mid-layer option and incorporates USA16 branding at the sleeve – matched with the dual stripe tab at the rear of the neck.
A sharp looking navy and white combination will feature on Singles Sunday at Hazeltine with the option of a matching crew neck sweater – a similar style of which will be arriving in Spring 2017. Team USA branding features heavily once again, as it does on the reverse of the belt buckles and inner waistband of the team’s pants; it’s all about the attention to detail with RLX Ralph Lauren.
These outfits will be on sale in the USA in a very select number of locations, whilst a percentage of the sales will also go towards the PGA of America’s 41 Sections in a bid to grow and teach the game of golf. PGA REACH will also receive a portion, a scheme which is intent on improving the lives of veterans, youth and diverse populations through golf.
Sometimes you need to jack your golf cart up to complete some work.
There is a right way and many wrong ways to get this project done.
In our guide, we will help you learn how to jack a golf cart up the proper way.
Follow these steps carefully to make sure that you don’t put yourself or your golf cart in danger.
If you don’t feel comfortable doing this project yourself, then it is best to ask a golf cart professional.
To jack up a golf cart, there are a few supplies that you are going to need.
You want to make sure that you have everything in place before you start so that you don’t have to leave the golf cart unattended once you begin the process.
You will need . . .
When you have gathered all of your supplies, the next few steps are going to be safety-related.
You will first have to put the cart in the park.
Make sure that you hear the parking brake fully engaged.
If the wheels are not locked before you start the process, you can risk injury to yourself and damage to your golf cart.
There is no reason to have your golf cart powered up when you are jacking it up.
Turn the key to the off position and take the key out.
When you are finished, you can put the key back in place.
If you are going to be working on the front part of your golf cart, you want to chock the rear wheels.
If you need to buy chocks, there are many options available in rubber and other materials.
You can also use a block of wood if you already have one around the shop.
If you skip this step, there is a high probability that the cart will start to roll when you start jacking it up.
If you are going to be working on the back end of your golf cart, you need to chock the front wheels.
Make sure you put chocks in front of both of the tires so that you are not putting too much pressure on the one tire.
Once you have the last few safety steps in place, you need to locate the frame rail under the golf cart.
You want to make sure you use this frame rail because using another area on the bottom of the cart could result in damage.
The frame rail is sturdy enough to handle the weight and the pressure that you are going to be applying.
Next, you are going to slide your lift in under the cart, so you can start raising it.
The cart needs to be a few inches off the ground before you are going to be able to slide the jack in place.
When you first start lifting the golf cart, you want to do it very slowly.
Make sure that the cart is not moving at all, and it is staying firmly in place.
Slowly lift the cart high enough that you can put a jack stand in place under the cart.
Now that the cart is lifted off the ground, you can put your jack stand in place.
When you put the jack stand in place, make sure to do it quickly and safely.
There is no reason for you to put your body underneath the golf cart.
Simply reach in, setup the jack stand, and then move back away.
Make sure the jack stand is set to the height that you want the golf cart to stay above the ground.
If you are doing something like changing a tire out on the cart, you only need to leave the cart lifted a few inches.
Jacking the cart higher than necessary is not going to do the golf cart any good.
If there were some type of accident, the damage would be much more significant.
Now that your jack stand is in place, you can slowly lower the lift.
When you lower the lift, it will transfer the weight of the back (or front) end up the cart onto the jack.
If you do this quickly and something was not in place properly, you will end up dropping the entire cart.
It would be best if you lowered the cart onto the jack slowly.
Check to make sure that nothing has shifted or moved while you completed this process.
If everything seems stable and in place, you can remove the lift, and the golf cart will be resting on the jack.
When the golf cart is on a jack, make sure that you don’t add any extra weight to the cart.
In other words, make sure that nobody leans on or tries to sit in the golf cart while it is above the ground.
It is best to work with the tires and wheels when the cart is lifted and save the work under the golf cart for the professionals.
If you were replacing a tire or all the tires on your cart, you would likely need to adjust the jack and move it to other areas.
Although you can raise the entire cart at one time, you would need four jack stands, and it just really does not make sense to do it this way.
You can work on one tire at a time and move the jack accordingly.
Always remember that each time you lift and lower the golf cart, you need to do it slowly.
Think about the weight transfer that will occur and the fact that you need to let that happen slowly to avoid damage.
When you are finished with all of the work on your cart, you will use your lift to help you remove the jack and lower the cart.
When your cart is sitting on the ground again, you can remove the chocks that you had in place and power your cart back up.
The most common reason to jack up a golf cart is to replace a tire on the cart.
Golf cart tires need to be replaced relatively often.
You cannot replace a golf cart tire unless you can jack up a golf cart.
Some local shops will replace golf cart tires for you, but the process is not all that hard.
If you have a jack and lift, you can do this project in your garage and save quite a bit of money.
We covered some of the most important safety steps when jacking up a golf cart in our initial step by step guide.
You need to take into consideration that a golf cart on a jack is not going to be nearly as stable as it is when it is on the ground.
Don’t let children or pets play around the cart when you have it jacked up.
Another essential thing to remember and consider is where you place the jack.
If you don’t put the jack on a sturdy part of the golf cart that can handle it, you could cause some significant damage to your cart.
Before you start this process, research the golf cart type that you have and see what the undercarriage looks like.
Make sure that you have a safe place you can put the jack that will be sturdy while you work on the cart.
If you are changing the tires on the cart, you may notice that the cart will rock or move a little while on the jack.
This is not ideal, but as long as you don’t see the cart slipping at all off the jack, then it should be safe.
Try to always keep the cart at the minimum height needed to complete the task at hand.
There is no reason to raise it more than necessary.
We certainly don’t recommend leaving a golf cart jacked up for long periods, but it is not bad for a cart to be jacked up.
Just as your car gest jacked up when you bring it to the mechanic, sometimes there is work that needs to be done to a cart that requires this to happen.
As long as you follow the correct procedures and complete every step with caution, you should have no trouble.
When you start lifting and lowering too fast or install the jack in the wrong place, this is where you will run into issues.
If you have never seen a lifted golf cart, it is essentially a golf cart that is lifted off the ground, so it has better clearance when you are driving it.
Lifted golf carts are great for off-roading or for people that just like a higher ride.
Some people do a lot of riding on roads, and they like the lifted carts because they feel it makes them closer to the size of the cars around them.
Lifting a golf cart requires a lift kit and special tires for your golf cart.
Some people refer to this cart as being jacked up, but this is called lifted.
Jacking up a golf cart refers to raising it off the ground so that there is room to work on the golf cart.
Although these two terms get mixed up at times, the two processes are quite different.
Learning how to jack up a golf cart the right way could help save you a lot of money.
Golf carts are not all that difficult to work on, but of course, bringing them to a local golf cart repair shop is going to add up.
If you already own a jack and a lift for your car, you are that much closer to getting this job done with ease.
The most important thing to remember when working on your golf cart is safety.
Make sure that the parking brake is engaged, and you have the chocks in place before you start on any of the other steps.
This is a standard procedure, and if you go to a local golf cart shop, you will notice that all of the carts being worked on are secured like this.
It may take an extra minute or two, but it is certainly worth it in the long run if you avoid injury and damage to your golf cart.