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Directional boring

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A small directional boring unit in action
Directional boring, commonly called horizontal directional drilling or HDD, is a steerable trenchless method of installing underground pipes, conduits and cables in a shallow arc along a prescribed bore path by using a surface launched drilling rig, with minimal impact on the surrounding area. Directional boring is used when trenching or excavating is not practical. Directional boring minimizes environmental disruption. It is suitable for a variety of soil conditions and jobs including road, landscape and river crossings. Installation lengths up to 6,500 (2,000m) have been completed, and diameters up to 56" (1,200mm) have been installed in shorter runs. Pipes can be made of materials such as PVC, polyethylene, Ductile iron, and steel if the pipes can be pulled through the drilled hole.
Contents
1 Technique
2 Process
3 Locating and guidance
4 See also
5 External links
//
Technique
Directional boring is used for installing infrastructure such as telecommunications and power cable conduits, water lines, sewer lines, gas lines, oil lines, product pipelines and environmental remediation casings. It is used for crossing waterways, roadways, shore approaches, congested areas, environmentally sensitive areas, and areas where other methods are costlier. It is used instead of other techniques to provide less traffic disruption, lower cost, deeper and/or longer installation, no access pit, shorter completion times, directional capabilities, and environmental safety.
The technique has extensive use in urban areas for developing subsurface utilities as it helps in avoiding extensive open cut trenches. The use however necessitates that the operator must have the complete information about the existing utilities so that he can plan his whole alignment to avoid damaging those utilities. Since uncontrolled drilling can lead to such damages different agencies/government authorities owning the urban 'right-of-way' or the utilities have formed their rules for safe work execution. For standardization of the techniques different trenchless technology promoting organizations have developed guidelines for this technique.
Process

Starting pit with pilot hole and some drilling fluid in the pit
The method comprises a three stage process wherein first stage drills a pilot hole on the designed path and the second stage enlarges the hole by passing a larger cutting tool known as the back reamer. The third stage places the product or casing pipe in the enlarged hole. The directional control capabilities assist the rig operator in making necessary changes in the directions of the drilling head.
Horizontal directional drilling is done with the help of a viscous fluid known as drilling fluid. It is a mixture of water and, usually, bentonite or polymer continuously pumped to the cutting head or drill bit to facilitate the removal of cuttings, stabilize the bore hole, cool the cutting head, and lubricate the passage of the product pipe.
Locating and guidance

Empty conduits laid by directional boring
Location and guidance of the drilling is a very important part of the drilling operation, as the drilling head is under the ground while drilling and, in most cases, not visible from the ground surface. Uncontrolled or unguided drilling can lead to substantial destruction, which can be eliminated by properly locating and guiding the drill head.
There are two types of locating equipment for locating the bore head: the alk-over locating system or a 'wire-line' locating system. In both of the systems a sonde, or transmitter, behind the bore head registers angle, rotation, direction and temperature data. This information is encoded into an electro-magnetic signal and transmitted through the ground to the surface in a walk-over system. At the surface a receiver (usually a hand-held 'locator') is manually positioned over the sonde, the signal decoded and steering directions are relayed to the bore machine operator. In a wireline system, this information is transmitted through the cable fitted within the drill string. Both systems have their own merits and depending upon the site requirements a particular system is chosen.
See also
Ditch Witch
StraightLine HDD
Vermeer Company
TerraMacs
External links
http://www.dcddesign.com (HDD Swivels and Duct Pulling Tools)
http://www.straightlinehdd.com (HDD Tooling)
http://www.nodig-construction.com (Industry Website)
http://www.indstt.org/CoP_TT.htm
http://www.flowtekhdd.webs.com
http://www.baselineindustrialconstruction.com
http://www.radiushdd.com (rock bits and sonde housings)
Categories: Subterranea | Drilling technology | Trenchless technology
Hidden categories: Articles lacking sources from September 2007 | All...(and so on)

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Amiga games

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The Amiga 500 running Leander (1991)
Amiga games are computer games compatible with the Commodore Amiga.
The Amiga was an important platform for games in the late 1980s and early 1990s. Of all the 16-bit home computers, it was the one to gain the greatest success as a games machine due to its graphic and sound subsystems, which were widely considered to be far ahead of their time. A game made for the Amiga platform generally had much better sound and graphics than the same game running on an IBM PC, and it was also a more powerful machine than its nearest rival, the Atari ST.
Contents
1 History
1.1 MOD-based game music
1.2 Companies with Amiga roots
2 Games distributed with the Amiga
3 High Resolution, High Colour games
4 AmigaOS 4 games
5 Amiga game developers
6 See also
7 References
8 External links
//
History
From the Amiga's introduction in late 1985, through to the early 1990s, Amiga games were developed in parallel with the Atari ST as both machines utilized the Motorola 68000 CPU. The Atari ST was, by default the industry's primary focus for 16-bit games development because it initially had a larger user base than the Amiga. Additionally, developers found it easier to develop for, and it was easier to port from ST to Amiga than the other way. This was due in part to the ST's minimalist hardware design, which consisted of the 68000 CPU which controlled a bitmapped framebuffer chip called Shifter. The ST's graphics hardware was similar to previous computers, such as the Apple II or ZX Spectrum, which made the transition to 16-bit easier. In contrast, the Amiga uses 2 chips to form its graphics hardware, making it a more complex architecture than previous generation of computers. This made programming the Amiga a harder task in comparison to the conventional design of the ST.[citation needed]
A major proportion of games developed from 1985 to 1988 were written specifically for ST, then converted to the Amiga. As a result, many Amiga games of this period were, in most cases, identical to the ST version. These games were usually called "straight ports" and did not utilize Amiga specific features, such as the blitter and hardware sprites (useful for animations), copper (useful for raster effects) and superior color capabilities (the Amiga has larger color palette and can display more colors at the same time). Additionally, games that did not make use of the Amiga's hardware often ran slower on the Amiga because the ST's CPU was clocked slightly higher at 8MHz versus the Amiga's 7.09MHz. This went against the Amiga's design philosophy of using hardware acceleration to reduce the load on the CPU. The only major difference in these games were apparent in audio effects and in-game music. The Amiga used digitally sampled audio for realistic sound and music, while ST used a Programmable Sound Generator, which were used in older 8-bit computers.
The ST continued to be the dominant machine until the introduction of the Amiga 500 in early 1987. The Amiga 500 allowed the Amiga platform to compete with the ST on price, and with increased sales the gaming industry (mostly in Europe) gradually shifted its focus to the Amiga. By 1988, an increasing number of games were developed specifically for the Amiga. Games of this period began to show the Amiga's power, as programmers became more familiar with its architecture.
Games developed on the Amiga often had to be scaled back for the ST, due to the limitations of its graphics hardware, as such these games would often have fewer colors and less detailed background graphics which gave the Amiga a distinct advantage in head to head comparisons with the ST, reversing the previous trend. At this point in time, the Atari ST began its decline in the 16-bit games market. Atari responded by releasing the Atari STE in 1989, an "enhanced" version of the ST to match the specification of the Amiga 500 by adding a blitter, more colors and DMA driven digital audio. Unfortunately for the STE, the Amiga had already captured the market, and developers were reluctant to write software for the STE, preferring to stick with the larger established ST userbase.
Meanwhile, Commodore boosted sales of the Amiga in the UK by bundling A500s with a games package, the first being the "Batman Pack" in 1989. The Batman package was conceived by the Managing Director of Commodore UK, David Pleasance. Most bundles consisted of popular games of the time or games with some television or film licence. These packs helped the Amiga become the most popular 16-bit games computer in the UK.[citation needed]
At its zenith in the early 1990s, the Amiga continued to be the platform of choice of many games development companies. At that time many games were released first on the Amiga, before being converted to other formats.
MOD-based game music
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