Sentences with phrase «change gears once»

Not exact matches

Once a company has scaled the steepest grades of the mountain and begun to need to accelerate on the flatter portion, that is when ironically the need for a «gear change» becomes apparent (often driven by investors).
My 2 cents: — LOVE Washable Wednesday — please don't change — one day for maternity clothes — definitely need at least once a week because although pregnancy is a short period it is a hard time for shopping for stylish work appropriate clothing — one day for nursing or pumping items — one day for baby or kid gear (strollers, lunch bags, great clothes for mini-corp * rettes — so hard to find stuff that's not pink / purple but still a bit girly — e.g. when Land's End finally brought in a girls version of their astronaut t - shirt.)
Once he's left the mark, it's on the gas, off the gas, gear change, manage the boost, and log each pass — nearly as distracting as trying to bathe a pair of felines simultaneously.
Once the car is moving, I have no trouble changing to any other gear.
But once the red LEDs atop the steering wheel become familiar (and you keep an ear open for the maximum tonal harmonics), well - timed taps of the tall carbon - fiber shift paddles make it easy to strategize gear changes.
Still, the very light action and fairly short throws help encourage extremely quick gear changes once the V - 8 has passed 8000 rpm.
Once the revs have reached 5000rpm in a higher gear, you might as well change up — especially on hills, as a climb up Arthurs Seat demonstrated during the drive program.
Once I learned how to use the manual gear selector option on the automatic transition, I was able to use the gear changes and subsequent increased torque to mitigate most of the issues with the engine.
Once you're off, though, the acceleration is massive; gear changes, even at full throttle, are barely perceptible, a testament to the additional tuning Bentley engineers did on the already - excellent ZF transmission.
Despite its M - branded short - throw manual shifter, the gear - change lag and associated rev drop lost us a couple of heartbeats» worth of forward thrust, but once the magnificent third gear engaged, the 135i found its groove again and we were at 100 mph as we crested the hill and entered the gentle sweeping turn 1.
Once under way, however, it ran strongly and silently, with little engine noise and with scarcely noticeable gear changes.
The transmission feels a bit ancient in this application, with slow gear changes and a desire to get going only once the pedal kisses the firewall.
During my laps with the sport program doing the shifting, the car mimicked my gear changes, although was smart enough not to hit the rev limit, which I did once or twice.
Though CVTs were once notorious for being a bit iffy, though, Subaru's system works rather well, with its smooth and fairly seamless operation being qualities we wouldn't associate with CVTs not so long ago — and, if you really need to feel like you're in control, models with the wheel - mounted gearshifting paddles allow you to simulate changing gear.
That doesn't change once you shift the Passat into gear and get under way.
Once you change, lock up your belongings, grab your snorkel gear and walk along the walkway to your chosen underground river, you will see something like this gorgeous river starting point.
Combat isn't the most challenging so it never feels like you actually need to upgrade your limited weapon selection, which is a shame given that going back to explore locations is based around getting Salvage and parts, but once again it lends a nice sensation of progression to the game, and the visual changes that come from building better versions of your gear and upgrading are nice to behold.
Once I switched gears to Forza Horizon 3, I could clearly hear the pop of my car's engine, as well as the subtle change in tire sounds when I went from driving on roads to cruising on the beach.
- the game's shading mechanism has changed, which allows for increased gear texture quality - all graphical aspects and programming mechanisms have been built up from scratch for this sequel - maximum resolution is 1080p in TV mode - a bigger focus for Nintendo was the 60 frames per second - occasionally the resolution will be scaled down when there is too much ink displaying on the screen - Nintendo reduced the CPU load and refined the way to use CPU power effectively to maintain 60 fps in all matches - weapons were tweaked to let players be more creative by thinking about unique weapon characteristics and their best uses - weapons are designed to be effective when they are used during the right occasion - Special weapons are stronger than the original ones when used in the right situation, but weaker otherwise - the damage and effect of slowing down your movement when you step in the opponent's ink are reduced from original - you can jump up in rank if you're good enough, but only up until S - you can't jump up from C, B or A to S + - when you win battles in Ranked mode, the Ranked meter fills and your rank goes up when its fully filled - when you lose a battle, the gauge does not decrease, but the meter starts to crack - once the meter reaches its limit, it breaks - when the meter breaks, you have to start over again from the beginning or from a lower rank - highest rank is still S +, but if you fill up the Ranked meter, you get numbers after the alphabet such as «S +1», «S +2» and so on - maximum number is «S +50», but this number will not be displayed to your opponent - you are the only one to see it, and you can check it on your own status screen - Ranked Power is calculated by an algorithm to measure how strong each player is with minuteness - this will determine if a player's rank is worthy of receiving a big jump (like from «C» to «A»)- Ranked Power has no relation to your splat rate, and is more tied into to how well you lead your team to victory - you won't drop off more than one rank even if you play poorly - stage rotation time was changed to two hours - this was done because the devs expected people to play for an hour or so, but they found people play much longer - with Salmon Run, Nintendo considered how to implement a co-op oriented mode in a player - versus - player type of game - the devs will monitor how users are playing this mode to see if there's some tweaks they can throw in - more Salmon Run maps will be added in the future, but Nintendo wouldn't comment on adding more enemy types to the mode - rewards are changed each time Salmon Run is played - you can obtain rewards when playing locally, but not gear - originally Nintendo had an idea for this mode, but had no background setting, enemy designs, etc. - Inoue suggested that it should be salmon - themed - when Nintendo hosted the Splatfest that pit Callie against Marie, the development of Splatoon 2 had started - the devs had already decided to have the result reflected in the sequel - they even had an idea to announce the Splatfest with a phrase «Your choice will change the next Splatoon» - the timing to announce a sequel wasn't right, so they decided against this - they eventually released a series of short stories about the Squid Sisters to show how the Splatfest affected the sequel's story - Nintendo wouldn't say if Marina is an Octoling, and noted that Inklings are not paying attention to this too much - Inklings don't care about appearances, as long as everyone is doing something fresh - the Squid Sisters had composers who produced their songs, but Off the Hook are composing their music by themselves - Pearl is genius artist, but she couldn't find a right partner because she's a bit too edgy - she eventually found Marina as a partner though, and their chemistry is sparkling right now - Nintendo is planning a year of content updates for Splatoon 2 - when finished, the quantity of stages will be more than the original - some of the additional stages are totally new and some will be arranged stages from the first game - not all original stages will return and they are choosing stages based on the potential for them to be improved - Brella is shotgun-esque weapon, so the ink hits your opponent more if you are closer - it can shield damage when you open it, but the amount of damage has a limit and once it reaches it, it breaks - you can shoot ink, but you can't use the shield feature when it breaks - the shield won't prevent your allies ink - there are more new weapon categories which haven't been revealed yet - there are no other ranked modes outside of the three current options - the future holds any sort of possibility, but the devs didn't get specific about adding more content like that - for the modes, they adjusted the rule designs so that players will experience the more interesting aspects
This will really change the way players go into raids, as there won't be a way to plan to spawn with certain gear and it could be that once in Guardians can't change their gear and weapons anyway.
Diverse media from Buzzfeed to the Guardian, and plenty of Canadian media too, switched gears to cover Watson's «game - changing» speech — proving once again that pop culture and mass media can lock gears seamlessly with the machines of major international organizations and crank up a story that the whole internet can get on board with.
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