Sprinklers rotating adjustment
Service forester
2024.05.13 22:31 lalesti Service forester
I have a 2018 forester, first owner, 45 000km (28k miles). Subaru recommend service at 100 000km/60 months whichever comes first (I am at 60 months). I know the CVT fluid replacement is important, but they ask 1400 Canadian $ +taxes (1610$). It seems expensive to me. What is your experience with the service schedule with Subaru? Should I do it or just do the cvt fluid replacement ? The maintenance of the tires/ brakes/ lights/ service battery /lubrification … it seems useless to me at 28k miles. What do you think? ——————————————————— Scheduled maintenance for 100,000 km / 60 Months Replace engine oil and filter Rotate tires Inspect tire condition and adjust all tire pressures including spare tire Remove, inspect and service front and rear brakes Inspect and adjust all fluid levels Inspect operation of all lights, wipers and washers Inspect and adjust drive belt tension if necessary Service battery Inspect axle boot condition Lubricate all latches, hinges and locks (hood, doors, fuel door and trunk lid) Inspect all steering and suspension components Inspect under body for damage Test coolant, inspect hoses and clamps Inspect engine & air cabin filters - replace if necessary Replace spark plugs Replace transmission and differential fluids Road test vehicle
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2024.05.13 22:17 True_Savage A bunch of Halo set concepts I cooked up
| So as some of you know, Mega has NOT been cooking with the Halo line. On top of poor distribution and weird design choices with many of their sets, they also are barely making any sets in general compared to previous years. Because of all of this, I decided to cook up my own year long line up for the Halo line in the form of a bunch of set concepts to do my best to do this line some justice. Especially since its been so long since I done a post like this. It will be split into 3 Waves as I think that would be the best way to release sets and I will go through them from least to most expensive in each wave. Btw Mega, I know yall browse the Reddit community sometimes. So if yall see this post, just relax and take notes. Wave 1 (January release) Halo Heroes Foehammer with a new CEA Pilot Helmet and a Magnum (4/21) Halo Infinite Master Chief with accurate armor, an HI Assault Rifle, and The Weapon (3/21) Silver and Red Elite Commando with a Beam Rifle (4/21) Halo Infinite Spartan with a new Battle Rifle (2/21) Halo Reach Spartan with a new Plasma Repeater (3/21) a H3 Brute Chieftain with colors based on the og Mega bloks one with a Gravity Hammer and Spiker (5/21) UNSC Special Forces $19.99 It includes a CQB Spartan with a black HI Assault Rifle, 2 ODSTs with slightly different armor, 1 with a Suppressed SMG and 1 with a Rocket Launcher, and 2 SPI Spartans, 1 with a new Battle Rifle, and 1 with a Suppressed SMG. You also get a crate of extra weapons and grenades, and the build is a some terrain with a flag. https://preview.redd.it/z5rbpldit70d1.png?width=1200&format=png&auto=webp&s=236955d3f4f268e6bf1c6a5ad27f96e12d38c732 Covenant Infiltration specialists $19.99 The set includes 2 Grunts, 1 with a Needler and 1 with a Plasma Pistol, a Jackal Sniper with a Carbine, a blueish grey Elite with an Energy Sword and Plasma Rifle, an Engineer, and the build is a UNSC ship control room and a Data core. https://preview.redd.it/hd19gzkpt70d1.png?width=951&format=png&auto=webp&s=1aa9b5a6d1a0e490bc5d2bec8bc8b89f298b93a6 Skirmish on Reach $29.99 The builds are a HR Mongoose and a Covenant Ghost similar to the Ghost of Requiem one except with a different flight stand, a different control deck, a better color scheme, and a new more accurate hood. They come with 2 HR Army Troopers, 1 with a black HI Assault Rifle, and 1 with a Rocket Launcher, a HR Spartan with a black DMR, 2 Grunt Minors, 1 with a Plasma Pistol and 1 with a Needler, a Grunt Major with a Plasma Pistol, an Elite Minor with a Plasma Rifle, and a dark magenta Elite Officer with a new Plasma Repeater. You also get a couple Grenades for both UNSC and the Covenant. https://preview.redd.it/jhg56vjxy70d1.png?width=1280&format=png&auto=webp&s=640b693b0d37e6a9a18af22d50aab1abc02c5154 ODST's Last Stand $39.99 The build is terrain with a destroyed tan Warthog that has a still functioning turret and it includes an ODST with a new Battle Rifle, 2 blue PROPERLY PAINTED Hunters, that have been retooled to allow for more posability, especially at the head, a Brute Captain with a Spiker, and a Grunt with a Plasma Pistol. There is enough pieces as well as some alternate pieces without battle damaged to allow you to be able to make a regular functioning version of this Warthog if you have a full one. https://preview.redd.it/ymltv5gpz70d1.png?width=894&format=png&auto=webp&s=4b15a368b7eeee9c341f0f7d13c45c9a618044f0 Banished Reaver $70 The Reaver features posable legs and cannons and includes Voridus and Pavium with their respective weapons, a Banished Brute with a Spiker and silver armor with dark red markings, and 2 HW2 Banished Grunts, 1 with a Plasma Pistol and 1 with a Needler. https://preview.redd.it/wlj94xr2080d1.png?width=2400&format=png&auto=webp&s=f7fa328488055c536e6121f567cdadf030640a94 Wave 2 (May release) Metropolitan Drop Zone $14.99 The set comes with a ODST with red markings, a Suppressed SMG, and an extra pair of helmets and shoulders, a Grunt with a Needler, a Brute Captain with a Spiker, and a Brute Minor with a translucent red Plasma Rifle, all in visor mode colors, and a battle damaged ODST Drop Pod. The build is a small crater build that the Drop Pod can sit in. https://preview.redd.it/6h95qv8y080d1.png?width=1280&format=png&auto=webp&s=97c42a983f51180b2b340f4292e7f91efd91d3c4 Jungle Engagement $14.99 The Set includes a og Drop Pod with mud splatter on it, a small bit of jungle terrain that the Drop Pod can rest in like it crashed into it, a ODST with green markings, a Suppressed SMG, and a Shotgun, an Elite Assault with a Plasma Rifle, and 2 Jackals with new larger Shields and Plasma Pistols. https://preview.redd.it/kulbyikk180d1.png?width=1000&format=png&auto=webp&s=68bd6916c7097f924fc44f7307495ffe9dcc260d Halo 3 Co-op multipack $24.99 The set includes a H3 Master Chief using the HH14 Chief green color and has a Assault Rifle, Thel Vadam with 2 Plasma Rifles, and N'tho 'Sraom and Usze 'Taham with Carbines. All have painted weapons and are done up in HH quality. The set is in the same style as the Osiris and Blue team sets from years back and like wise, has a buildable modular base with stands for the 4 characters as well as includes some extra weapons for all of them. https://preview.redd.it/nzm8q859280d1.png?width=512&format=png&auto=webp&s=1e0de2ef00972bc377ebcff5f557fee56634cec9 Jerome's Theseus Mantis $39.99 The Command Mantis is minifig scaled and features fuly posable arms and legs aswell includes Commander Jerome-092, complete with his modified backpack accessory, armor, and Hydra as well as includes a HH style stand. https://preview.redd.it/rlwlnes4380d1.png?width=1120&format=png&auto=webp&s=96a9514d24c6f1f14ff4a7f39a82d4cf15413ba4 Wave 3 (September release) Halo Heroes green Spartan Mk IV with a more accurate Mk IV chest piece, a flame prints on his helmet and shoulder and a flame thrower (3/21) cobalt and silver CQB Spartan with Shotgun and a green serina AI piece (3/21) Mirinda Keyes in her cadet uniform with an SMG (3/21) Zuka 'Zamamee with a Plasma Rifle and Energy Sword (5/21) Tom-B292 with a Battle Rifle with a HI AR ammo counter attached to it and a unhelmeted head (3/21) Orange and blue Elite Flight with 2 Needlers (4/21) Covenant Zealot Strike Team $19.99 The set includes a CEA Elite Zealot with an Energy Sword and 4 purple Spec Ops Grunts, 2 with Plasma Pistols, 1 with a Plasma Rifle, and 1 with a Needler, you also get a crate of extra weapons and grenades as well as a Forerunner sidebuild. https://preview.redd.it/wrop7qfn880d1.png?width=960&format=png&auto=webp&s=a7be48c89021398ee7b8cc25bd1a172328100dfd UNSC Rockethog $29.99 The Rockethog is based on the og 2011 one except it now has the newer wheel design, leaf springs, a detailed interior, a shorter back section, and all the details are printed instead of stickers. It includes a Army Trooper with a black HI Assault Rifle, a female Noble 6 with a fully upgraded Mk V(B) helmet and a black DMR, an Elite Officer with a new Plasma Repeater, and a Spec Ops Grunts with a purple Fuel Rod. https://preview.redd.it/vdln1fvu980d1.png?width=549&format=png&auto=webp&s=db847f9a2f3fdd9e9caa7adda7f842bc01c92326 Mac Cannon Defense $29.99 This figure pack includes a Security Spartan with a Shotgun, 2 Technicians with Magnums, a Marine with a UNSC Carbine, 2 white Elite Zealots, 1 with 2 Energy Swords and 1 with 2 Plasma Rifles, 2 white Spec Ops Grunts, 1 with a Plasma Rifle, and 1 with a Needler with a Plasma Grenade, and a couple crates, a fusion coil, and a couple small side builds. https://preview.redd.it/tor3l9ebb80d1.png?width=548&format=png&auto=webp&s=162caadec85500d6890c73b02fceee76e671aeee Covenant Spectre $39.99 The Spectre is a brand new design that can seat new art Elites and Brutes, is much larger, and has an accurate turret. It includes 2 Sentinels with Sentinel Beams, 2 H2A Spec Ops Elites, 1 with a Plasma Rifle and 1 with a Energy Sword, 2 Marine Combat Forms, 1 with a SMG, and 1 with a new Battle Rifle, a white armored Elite Combat Form with a Plasma Rifle, and a small side build with a crate and a small machine gun turret. https://preview.redd.it/kq36fu9yb80d1.png?width=1990&format=png&auto=webp&s=1f2cee479129ae5b06fb78fca831fff64a36e095 Covenant Wraith $59.99 The Wraith is a completely brand new design that's much larger, has a detailed interior that can sit newer figures, sturdier fins, a fully poseable plasma turret and a sturdier motar cannon. It includes a white Elite based on the one that came in the og 2010 Wraith, an Elite Minor with a Carbine, 2 Jackals with Plasma Pistols and new Larger shields, 1 in cyan and 1 in purple, and a Spartan with a new Battle Rifle, and a Frag Grenade. You also get extra armor for the Spartan, a Forerunner Structure side build, an Arctic Gauss Turret, and extra parts to make the Wraith look more like the HW one by having the plasma turret gunner sit inside the vehicle. https://preview.redd.it/clbbb2fuj80d1.png?width=1200&format=png&auto=webp&s=35ebe07cc755ef3a2c8292a6b318b024196b081d UNSC Fox Cannon $79.99 The Fox Cannon can seat 2 minifigures in the front cockpit with 1 being a driver and the other being a gunner, has a fully rotatable and adjustable cannon, has a removable section allowing you to see the engine, and an ammo storage area on the gun. The Cannon also uses new specialized pieces for the Barrel. It includes a H3 Marine with a black HI Assault Rifle, a silver CQB with a Shotgun, a Brute Chieftain with a Gravity Hammer, and 2 Jackals, 1 with a Plasma Pistol and 1 with a Needler, and both with new larger Shields. You also get swappable armor for the CQB. https://preview.redd.it/8wjvomg4w80d1.png?width=800&format=png&auto=webp&s=59d22b3c5eeab6b7004959934518e0448f26d2f3 Covenant Locust $89.99 The Locust is a brand new build thats way larger, has sturdy ball jointed legs, a swivable head with an opening maw, and the driver sits in the proper spot, it includes an Elite with an Energy Sword, 2 orange Spec Ops Grunts with Plasma Pistols, an turqoise Spartan with a new Battle Rifle, Katana, and Scabbard, an ODST Heavy Weapons Specialist with a Rocket Launcher, and a tan H3 Mongoose. https://preview.redd.it/j6s521lsz80d1.jpg?width=1935&format=pjpg&auto=webp&s=7e3ad9d7c85ea57ca62863083762bb51292b92ea UNSC Spirit of Fire $109.99 The set is similar to the Forward Unto Dawn set where its a miniscale build of the ship with a buildable display base and some figures, those being HW1 Captain Cutter, Professor Anders, and a light up Holotable with a new Serina ai piece. https://preview.redd.it/rkqrylduu80d1.png?width=1200&format=png&auto=webp&s=5148f92dfca385e9c8425cc9626541d646e8551f Covenant Phantom $199.99 The Phantom is a brand new design which is way larger, can seat 2 pilots in the front, has a couple small weapon racks on the inside with extra weapons, and a removable grav lift effect piece for the Troop bay. It includes a Elite Field Marshall with an Energy Sword and Fuel Rod, a white and bright blue Elite Flight with a Plasma Pistol, a Jackal Sniper with a Beam Rifle, 2 Grunt Ultras, 1 with a Plasma Pistol and 1 with a Plasma Rifle, and 2 unique looking HR Spartans, 1 with a black HI Assault Rifle and the other with a Spartan Laser. https://preview.redd.it/lacd03not80d1.jpg?width=2571&format=pjpg&auto=webp&s=d9992e01740c68d90947e26f3b6c39f8d8ea1cee Valhalla $349.99 This set is a Signature Series set based on the Valhalla Multiplayer map from Halo 3. The main build is one of the beam towers from the map and it includes 6 unique looking H3 Spartans with a huge selection of weapons for them to use, a H3 Banshee, and a H3 Mongoose. https://preview.redd.it/jwhei3l7n80d1.png?width=1600&format=png&auto=webp&s=e62028e1f3dadd84175294f9ed9525075b5de25e submitted by True_Savage to megaconstrux [link] [comments] |
2024.05.13 21:32 drawk314 need help overriding a program which stops advanced optimus from working
2024.05.13 21:30 drawk314 need help overriding a program which stops advanced optimus from working
2024.05.13 20:44 simononandon Vertical ebike storage options
Re: free standing vertical storage racks. There appear to be three "name" options & most other versions I've found are copies of these:
I ordered the Pro Bike Tool. It assembles easily & doesn't seem like much, but it held my 40lb Trek FX fairly well. I expected it to be less stable. The only issue is that it doesn't work with fenders and rack.
The fender issue is that the Trek uses full length mudguards that cover 1/2 the wheel circumference. What this means is that if your bike is rotated vertically to stand on the rear tire, when it reaches 90 degrees, the fendemudguard rests on the ground, not the tire. If the mudguard was a little shorter, you would be able to tilt it back a scooch further to rest like the bike should.
YMMV. I'm happy to remove my fenders. Though it also means finding an alternate way to run the wires to the integrated tail light (since they run under the fender) or losing it completely.
However, in addition to the fender, the rack that is included with the Trek FX prevents you from being able to rotate the bike on its rear wheel for storage becasue the arc the rack makes when you put it on the stand interferes with the vertical arm that holds the seat post. Although I'm willing to get rid of the fenders, I don't really want to lose my rack just to be able to store my bike.
I haven't tried the other two. The Sttoraboks one looks kinda flimsy & has mixed reviews. They put nice casteron the bottom to aid in moving it around ocne the biek is on it. But the feet don't really seem wide enoughto create a stable base.
I'll probably try the BikeNook with the rack attachement, but I don't have a lot of faith. Although the BikeNook is mostly well reviewed, the few reviews that mention the rack attachement say it's pretty useless & doesn't work that well.
Would love to hear if others have had any reviews. I am pretty sure the Pro Bike Tool one I have would work fine with my bike with no rack on it. I may consider a small front rack since I really only use luggage for errands & not touring. I don't want a removable rack because I know that just means I'll never use it.
If I get any of the other ones liste, I'll add to this since it's pretty difficult to find anything but "OMG THIS IS THE BEST PURCHASE EVAH!" BS type reviews of these things.
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2024.05.13 20:43 yaboiaseed Object slipping off when distance gets larger in c++ physics engine
I'm trying to make a little physics engine in C++ with OpenGL. I'm trying to make collision logic using bounding boxes and it works for the most part. But only when their x and y positions are the same (at zero). If the distance between them gets any higher the rigidbody falls off. I've been trying to solve this for a while. But The collision works fine and detects when the objects are intersecting. Here's the collision logic:
// Check for collision only if the distance is less than a certain threshold if (CollisionDetector::detectCollisions(rigidbody, boxRigidbody)) { // Calculate collision normal float distance = glm::distance(rigidbody.getPosition(), boxRigidbody.getPosition()); std::cout << distance; // Calculate minimum penetration depth based on combined radius/bounding box half size float minimumPenetrationDepth = rigidbody.getMass() + boxRigidbody.getMass(); if (distance - minimumPenetrationDepth <= 0.01f) { glm::vec3 collisionNormal = glm::normalize(rigidbody.getPosition() - boxRigidbody.getPosition()); // Calculate relative velocity glm::vec3 relativeVelocity = rigidbody.getVelocity() - boxRigidbody.getVelocity(); float relativeVelocityNormal = glm::dot(relativeVelocity, collisionNormal); float restitution = 0.1f; // Adjust the coefficient as needed // Calculate impulse magnitude for normal direction float j = -(1 + restitution) * relativeVelocityNormal; j /= 1 / rigidbody.getMass() + 1 / boxRigidbody.getMass(); // Apply impulse for normal direction glm::vec3 impulse = j * collisionNormal; // Update velocities for normal direction rigidbody.setVelocity(rigidbody.getVelocity() + impulse / rigidbody.getMass()); boxRigidbody.setVelocity(boxRigidbody.getVelocity() - impulse / boxRigidbody.getMass()); // Resolve penetration (rigidbody.getMass() + boxRigidbody.getMass()); // Use combined mass for center of mass calculation const float percent = 0.2f; // Penetration percentage to correct const float slop = 0.1f; // Allowance to prevent jittering float penetrationDepth = distance - minimumPenetrationDepth; if (penetrationDepth > slop) { glm::vec3 correction = (penetrationDepth - slop) * collisionNormal; rigidbody.setPosition(rigidbody.getPosition() + 0.5f * correction); boxRigidbody.setPosition(boxRigidbody.getPosition() - 0.5f * correction); } // Calculate relative velocity in the direction of the tangent (friction) glm::vec3 relativeVelocityTangent = relativeVelocity - (glm::dot(relativeVelocity, collisionNormal) * collisionNormal); float relativeVelocityTangentMagnitude = glm::length(relativeVelocityTangent); // Calculate friction coefficient float frictionCoefficient = 0.2f; // Adjust as needed // Apply friction impulse if there's relative tangential velocity if (glm::length(relativeVelocityTangent) > 0.0f) { // Calculate impulse magnitude for friction float frictionImpulseMagnitude = frictionCoefficient * j; // Clamp friction impulse magnitude to prevent reversal of relative motion frictionImpulseMagnitude = std::min(frictionImpulseMagnitude, relativeVelocityTangentMagnitude); // Calculate friction impulse vector glm::vec3 frictionImpulse = glm::normalize(relativeVelocityTangent) * frictionImpulseMagnitude; // Apply friction impulse rigidbody.setVelocity(rigidbody.getVelocity() - frictionImpulse / rigidbody.getMass()); boxRigidbody.setVelocity(boxRigidbody.getVelocity() + frictionImpulse / rigidbody.getMass()); } // Calculate angular velocity change due to collision glm::vec3 rA = rigidbody.getPosition() - boxRigidbody.getPosition(); glm::vec3 rB = boxRigidbody.getPosition() - rigidbody.getPosition(); glm::vec3 angularVelocityChangeA = glm::cross(rA, impulse) / rigidbody.getMass(); glm::vec3 angularVelocityChangeB = glm::cross(rB, -impulse) / boxRigidbody.getMass(); // Apply angular velocity change rigidbody.setRotation(rigidbody.getRotation() + angularVelocityChangeA); boxRigidbody.setRotation(boxRigidbody.getRotation() + angularVelocityChangeB); } }
Here's the rigidbody script if you're wondering:
class Rigidbody { private: glm::vec3 position; glm::vec3 velocity; glm::vec3 acceleration; glm::vec3 force; float mass; glm::vec3 gravity; glm::vec3 rotation; // Bounding box dimensions glm::vec3 boundingBoxMin; glm::vec3 boundingBoxMax; glm::vec3 colliderRotation; public: Rigidbody(glm::vec3 initialPosition, float initialMass, glm::vec3 initialGravity, Model& model, glm::vec3 initialRotation) : position(initialPosition), mass(initialMass), velocity(glm::vec3(0.0f)), acceleration(glm::vec3(0.0f)), force(glm::vec3(0.0f)), gravity(initialGravity), rotation(initialRotation) { // Get bounding box from the model boundingBoxMax = model.GetMaxBoundingBox(); boundingBoxMin = model.GetMinBoundingBox(); // Calculate initial bounding box dimensions after considering rotation } void applyForce(glm::vec3 externalForce) { force += externalForce; } void update(float deltaTime) { force += mass * gravity; // Apply Newton's second law: F = ma acceleration = force / mass; // Update velocity velocity += acceleration * deltaTime; // Update position position += velocity * deltaTime; force = glm::vec3(0.0f); } //here would be all the getters and setters
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2024.05.13 20:42 AlfieUK4 [PC/XBOX/PS] Major Update 1.204 - Signal
Previous Update discussion All Update Threads New official Wiki at https://spaceengineers.wiki.gg/wiki/Space_Engineers_Wiki Hello, Engineers!
The new Signal update is here! “Signal” lays the foundation for a new era of Space Engineers. 2024 will be a year of exploration, battle, and survival. This update focuses on our framework for a new standard in player versus environment.
Signal adds new choices to your creative arsenal with new blocks, specifically created for this occasion. With this new set of blocks, your remote automation can act with an entirely new level of autonomy. Where the wildly popular “Automatons” update added remote mining operations, automated drones, welding assistants and so much more, “Signal” empowers these systems to communicate! Reactive updates, straight-to-chat, as well as complex systems communicating over multiple ships, stations, or any combination are now possible!
Get live chat updates from your remote satellite array, mining drone fleet, or automated defense sentinels in Signal!
Please join us in 2024 as we explore Space Engineers like never before. We can’t wait to see what you create!
Update 1.204 - Signal trailer (
https://www.youtube.com/watch?v=u4Me_6tcxLw)
Features - Scenario selection menu overhaul for Steam Version and XBOX/Microsoft Store
- New Red Ship Starting Scenario (Quick Start) / Quick Start button in Main Menu
- Death and Respawn improvements (A Reason for your death, Cryopod death message)
- Added reload bar for static weapons
- New NPC Grid Claiming
- Reputation System Rebalance
- Improving performance of NPC Grids
- Improvements to Cargo Ship flight paths
- Added warning notifications when grinding Components to Scrap
- Block info/stats improvements (charge efficiency, production blocks)
- Cargo Container Destruction improvements, Temporary Containers
- Disabled scrap item spawning from damaged blocks by default in new Worlds
- Non-unique items can be stacked in the inventory
- Adjustment to Tree collisions
- Lightning damage disabled by default for worlds
- Improvements to F1 help screen
- Npc changes, modding (possibility to spawn paired loot in container), Drone Spawning Improvements, New Loot Container Options
Added new Blocks - Base Game - Broadcast Controller (1 block, L + S grid)
- Action Relay (1 block, L + S grid)
- Additional Round Armor Panels (4 blocks, L grid + 4 blocks, S grid)
- Compact Antenna (1 block, L grid)
Added Content to existing DLCs: - Scaffolding (4 blocks, L grid) (added to Deco Pack 3 )
- 9 music note sheets, concert version of in-game soundtrack (added to Deluxe Edition)
Signal Pack - Truss Set (7 blocks, L grid + 2 blocks S grid)
- Truss Light - S + L grid
- Truss Pillar - S + L grid
- Truss Pillar Diagonal - L grid
- Truss Pillar Offset - L grid
- Truss Pillar T - L grid
- Truss Pillar X - L grid
- Truss Decoy - L grid
- Corridor Blocks (8 blocks, L grid)
- Corridor - L grid
- Corridor Corner - L grid
- Corridor Double Windowed Sides - L grid
- Corridor Light - L grid
- Corridor T Intersection - L grid
- Corridor Windowed Roof - L grid
- Corridor Windowed Side - L grid
- Corridor X Intersection - L grid
- Narrow Corridor (1 block, L grid)
- Narrow Corridor Stowage (1 block, L grid)
- Narrow Door (2 blocks, L grid)
- Inset Walls Set (6 blocks, L grid)
- Inset Wall - L grid
- Inset Wall Corner - L grid
- Inset Wall Corner Inv. - L grid
- Inset Wall Diagonal - L grid
- Inset Wall Light - L grid
- Inset Wall Pillar - L grid
- Decorative Console Blocks (5 blocks, L grid + 5 blocks, S grid)
- Console Module - S + L grid
- Console Module Buttons - S + L grid
- Console Module Corner - S + L grid
- Console Module Corner Inv. - S + L grid
- Console Module LCD - S + L grid
- Bay Windows Set (5 blocks, L grid + 4 blocks, S grid)
- Bay Window - S + L grid
- Bay Window Corner - S + L grid
- Bay Window Dome - S + L grid
- Bay Window End - S + L grid
- Bay Window Railing - L grid
- 9 Tracks added to Jukebox
- Approaching the Start [concert version]
- The Dust
- A New Dawn
- Liftoff [concert version]
- Uncharted Territory [concert version]
- Fight Like One [concert version]
- Warfare Trailer [live]
- Out of Early Access [live]
- We Are Engineers
Official Blueprints Fixes & Improvements - Changed ModAPI behavior for mechanical blocks to accept Attach/Detach only once per tick
- Fixed an issue where pixelated flickering would appear near large amount of light sources
- Fixed a crash when grinding down a parachute hatch at the moment of it being deployed
- Fixed an issue where clicking View (Camera block, etc...) when remotely connected to a grid beyond sync distance would kick you to spectator
- Fixed an issue where NPCs would fall through the planet upon death
- Changed Admin teleport behavior using Ctrl+Space when seated in a station. Character will be unseated and then teleported. Dynamic grid and character behavior unchanged
- Fixed an issue where "Target is out of range" would appear even to other players not currently trying to lock a target on DS
- Fixed an issue where trees would fly away after cutting them down
- Changed hand drill behavior so that at most 15 floating ore objects spawn from single voxel change, floating ores over this number are combined into bigger chunks
- Fixed an issue where the first world in the list would get published instead of the one selected by controller
- Fixed an issue where the deployed parachute would still slow the grid down even after the block was ground down into construction stage
- Fixed an issue where the AI Offensive block would get stuck in an unresponsive state while shooting
- Fixed an issue where a drone would forget "Flee to" GPS on DS
- Fixed an issue where a conveyor line to Hydrogen Tank would not get interrupted even when part of it was ground to construction stage
- Fixed an issue where a Hydrogen Tank would not fill up when the conveyor connection was built in Survival
- Fixed an issue where an alarm in Space Standoff would remain active with a dead enemy character in the area
- Fixed an issue where the removal of an item from Build Planner queue was prevented by the selection of an N/A blockvariant
- Fixed an issue where a Sensor block would fail to detect manually placed asteroids
- Fixed an issue where a Connector status would get desynchronized and appear unlocked for some and locked for others on DS
- Fixed an issue where copypasting Body location GPS would try converting the date and time into coordinates
- Fixed an issue where player would get kicked from DS after trying to weld projection too fast
- Fixed an issue where spherical safe zones would fail to identify what is and what isnt contained in the field
- Fixed an issue where ModAPI IMyTurretControlBlock.Target returned itself
- Fixed an issue where graphical artifacts appeared when weather was present due to precision loss
- Fixed an issue where safe zone would reject and continue rejecting a grid, accelerating it to max speed
- Fixed an issue where Idle movement would not work for Searchlight in MP
- Fixed a crash when attempting to crush a grid with another grid
- Fixed an issue where a turned off Sensor would still visualize the Show sensor field range
- Fixed an issue where a character would jump low and near in low artificial gravity
- Fixed an issue where the Day duration slider and description in Advanced world settings would break visually
- Fixed an issue where the info about Help keybinding would not change on the HUD when key was rebound
- Fixed an issue where NPCs would not be able to follow player onto a ramp of sufficient height and elevation
- Fixed an issue where NPCs would get stuck on steep surfaces or could not follow player near trees
- Changed NPC behavior when they cannot reach a target to wander around instead of stopping and waiting
- Fixed an issue where turning off Saberoids/Spiders on DS would not make them despawn
- Fixed an issue with Z-fighting on the small grid oxygen tank
- Fixed an issue where a copied Rocket turret in combat would continue actively shooting after pasting without having a target
- Fixed an issue where block's destroy particles would not scale with its dimensions
- Fixed Enable drones and Enable voxel hand toggles in Advanced World Settings not having a tooltip
- Fixed an issue where lootable NPCs would not be displaying their names when highlighted
- Fixed an issue where the muzzle flash particle would look as a 1 pixel wide line above the iron sights when in that mode by adding support for ironsight particle
- Fixed an issue where NPCs would stop their AI after reloading a save
- Fixed an issue where a ship would have trouble orientating itself along recorded path in gravity
- Fixed an issue where a server could start with a 3rd party generated or incorrect password salt causing connecting Clients to crash on join
- Fixed an issue where one of the Mission Briefing datapads in the Space Standoff would contain old version of the text
- Fixed an issue where the Space Credits icon would not be displayed in economy screens on PlayStation
- Fixed an issue where the direction of shooting would follow the decoupled crosshair in 3rd person and not the direction the character and weapon was facing on DS
- Fixed an issue with Z-fighting on the Inset Bed block
- Fixed an issue where all Barrel blocks would be under Block Weapons tab. Explosive Barrel moved under Warheads, others moved to Cargo section
- Fixed an issue where Assault turrets would continue to spin after being turned off during idle movement
- Fixed an issue where LCDs would be too bright, causing the text to be harder to read
- Fixed an issue where UI opacity could be set too low, preventing the player from seeing completely
- Fixed an issue where Willis Duct Light would have incorrect research dependency
- Fixed an issue where Small grid Railgun collision models would be too large
- Fixed an issue where ModAPI for IMyExhaust, IMyPowerProducer and IMyReactor interfaces would extend the in-game variants
- Fixed an issue where h2/o2 Generator would mirror incorrectly
- Fixed an issue where a newly added item to a Jukebox playlist would advance the Jukebox UI to the last song but still remain playing the current one
- Fixed an issue where Event Controller would forget assigned blocks on paste on DS
- Fixed an issue where ModSDK tools ModelViewer and BehaviorTree would produce an exception on startup
Support Site Fixes - Fixed a crash when deleting a cargo filled with non-stackable items
- Fixed a crash when splitting a grid with an LCD in a construction stage
- Fixed a crash when Event Controller was set up to attach/detach a mechanical block top part at the same time
- Fixed a crash when a Connector would try to repeatedly attach or detach while already attaching/detaching
- Fixed an issue where the upper parts of an o2/h2 Generator would not have mountpoints
- Fixed an issue where the collisions of small grid Autocannon and Assault cannon turrets would be too large
- Fixed an issue where the Custom Turret Controller would forget assigned weapons and settings after grid split/merge
- Fixed an issue where the Pirate Base on the Moon would spawn drones with Atmospheric thrusters
- Fixed an issue where an LCD with too long of a text would freeze or crash the game. Now text max 65k characters long. Title max 512 characters.
- Fixed an issue where a CTC powered rocket launchers would not lead a target
- Fixed an issue where small grid Small Connector was able to connect from the sides
- Fixed an issue where an assigned toolbar action would work even through a physical connection like Landing gear instead of logical like Connector
- Fixed an issue where it was possible to receive an invite dialog from a multiplayer game other than SE, resulting in an error
- Fixed an issue where CTC selected weapons would not persist through save/restart on DS
- Fixed an issue where an AI offensive block with intercept would be prevented from retargetting by collision avoidance
- Fixed an issue where an AI recorder would not trigger setup actions at the waypoints
- Fixed an issue where the time to target lock was too long. When the target is a grid, the locking time is 5 seconds down from 10 seconds.
- Fixed an issue where purple texture would get used on voxels after changing graphics settings
- Fixed an issue where Alt+mouse camera control would not work when controlling CTC
- Fixed an issue where Preserve aspect ratio would not work on curved LCDs
- Fixed a crash when entering a cockpit with specific toolbar setup
- Fixed an issue where it was impossible to access interactive elements of other blocks obscured by the Holo LCD
- Fixed an issue where it would spawn players under the ground if the spawn point was embedded in voxel
- Fixed an issue where AI offensive block would lose assigned weapons on grid split
- Fixed a crash when a missile type projectile hit a door subpart while mid open/close
- Fixed an issue where the Flare launcher had an incorrect dummy
- Fixed an issue where the the Safezone would incorrectly determine if something was in or not
- Fixed an issue where a character in jetpack on a DS would start copying rotation of a nearby spinning grid
- Fixed an issue where the small grid Rocket turret would have a hole in its model
- Fixed an issue where the displayed mass of a grid would not update on change due to the calculation not taking multipliers into account
- Fixed an issue where the UV textures on the ladder block decals would not be correct
- Fixed an issue where small grid Landing gear collision models would be too large
- Fixed an issue in the Industrial cockpit model
- Fixed an issue where large grid Connector collision models would be too large
- Fixed an issue where small grid Ship drill collision models would be too large
- Fixed an issue where Oxygen farm collision models would be too large
- Fixed an issue where small grid Rotor collision models would be too large
- Fixed an issue where small grid Advanced Rotor collision models would be too large
- Fixed an issue where Ship Welder model would have a see-thru seam around the conveyor port
- Fixed an issue where {player_count} in server Motd would count NPCs as players
- Fixed an issue where the Medical room block had incorrect mounpoints
- Fixed an issue where the grid would explode after attaching it to a fallen tree with a Landing gear
- Fixed an issue where the large grid Ship welder was not able to touch the conveyor with its conveyor port
- Fixed an issue where the Oxygen farm model was not able to touch the conveyor with its conveyor port
- Fixed an issue where hydrogen would not flow through sorters in the opposite way
- Fixed an issue where the AI blocks would not calculate with the mass of subgrids as well
- Fixed an issue where NPCs would attack through closed doors
- Fixed an issue where a Beacon would interfere with Remote control and remote connection to a grid
- Fixed an issue where the base of a large grid Antenna was not centered
- Fixed an issue where Large oxygen tank conveyor port models would intersect with conveyor lines a bit
- Fixed an issue where large grid Large cargo container conveyor ports would not touch with other connected blocks
- Fixed an issue where the small grid Gyroscope would appear to levitate above the surface
- Fixed an issue where Jump drive had holes in its model
- Fixed an issue where smal grid Small cargo models would not visually connect
- Fixed an issue where Ion thruster models did not visually connect
- Fixed an issue where Atmospheric thruster model would have a gap in it
- Fixed an issue where Programmable block API for Laser antenna was not working
- Fixed an issue where the Offset door collision models would be too large
- Fixed an issue where filled gas Tanks would show damage effects after being ground below functional
- Fixed an issue where the Chat spam protection would time out even Admins
- Fixed an issue where the scrollable server Player list would not fit all players
- Fixed an issue where Aquarium bubbles would show and animate in projections
- Fixed an issue where Inset couch would mirror incorrectly
- Fixed an issue where the Sensor block would not be able to detect players laying in beds
- Fixed an issue where the small grid Beacon did not require radio components to be functional
- Fixed an issue where the Pillar model construction stages were rotated by 90 degrees
- Fixed an issue where the player would not be informed that they are unable to spawn outside of the world size limit
- Fixed an issue where Alt+MMB would allow for items to pass through sorters the wrong way
- Fixed an issue where Solar panels either worked when they shouldn't or did not work when they should
- Fixed an issue where left CTRL would get ignored for crouching in localised languages, right CTRL would always be ignored when key was bound to it
- Fixed an issue where small grid Blast door edge collision models would be too large
- Fixed an issue where AI blocks would be ignored in the power priority rankings and lose power
- Fixed an issue where a multiplayer lobby would fail to download specific mods
- Fixed an issue where control of a remote grid would not persist through save/restart of a server
- Fixed an issue where a Piston would not allow other Pistons being placed around it
- Fixed an issue where a Drone collision avoidance would try to avoid its own subgrids and refuse to fly to Waypoints
- Fixed an issue where there would be less planetary boulder spawning
- Fixed an issue where AI Offensive block would continue shooting even after target was destroyed
- Fixed an issue where it would not be possible to place a block onto the top part of a piston placed horizontally on a surface
- Fixed an issue where sounds would be almost inaudible in the right channel of a Stereo setup
- Fixed an issue where a leftover Debug Draw would appear when target pattern was set to hit and run on AI Offensive block
- Fixed an issue where AI recorder would name waypoints differently in the Detailinfo than in the Waypoints list
- Fixed an issue where Offensive word filter would try to protect player even in non-shareable areas of the UI
Hotfixes will be listed in a reply comment below: submitted by
AlfieUK4 to
spaceengineers [link] [comments]
2024.05.13 20:39 hideyour_self [WTS] [USA] 2x Modded VSF 124060 Submariner "No Date" NEW VS3230 MOVEMENT 🌶
Happy Monday! - I have two more of the brand new, latest and greatest modded VSF "no-dates" available for anyone who might have missed out on the last one I posed the other day. These are the latest version with the upgraded
VS3230 movement which has
NO GHOST DATE!!
As you all know, this is a top-tier, NWBIG piece with an amazing power reserve. This is the latest "Q66" batch! The watch will also come with a Rolex warranty card. These are both inspected, tested and ready to go! In addition to the modifications spec’d out below, all of my watches receive the following quality control:
1.) Line up the dial at 12 o'clock to the engraved Rolex coronet on the rehaut (best as possible) 2.) Thin crystal gasket (because it can be too tall) this allows the crystal to sit lower and bezel to rotate more freely on certain watches 3.) Reinstall/rotate crystal to line up the cyclops to the date window and LEC 4.) Grease all gaskets using Bergeon 7055 5.) Adjust bracelet to desired length and tighten all screws/clasp 6.) Remove any burrs from the stem to ensure tight/smooth operation 7.) Visually inspect movements, remove any foreign debris/dust and apply Möbius 9010 oil as needed 8.) Ultrasonically clean and lubricate entire bracelet and clasp mechanism to eliminate any squeaking
-VSF 124060 w/ VS3230 Movement -"Deep" Crystal -Polished Rehaut -Individual Bezel Scallop Polishing & Re-brush -Genuine Hytrel Ring (better bezel fit/action) -Edge Softening of Case/Bracelet/Clasp -Waterproof'd to 5ATM -Regulated Movement ALBUM Price = $925 + shipping (USPS: Priority $13/Express $30/Canada $40) I ship the same day and am based in Boston. I take all of my photos using an iPhone 15 Pro. I don’t use any filters, or effects and try to get various angles and lighting to most accurately depict the beauty of the watch. Many, many, many satisfied clients and references available.
———
Pricing is firm. I accept
ZELLE, WISE or BANK WIRE ONLY. If you tell me that you’re “taking it”, I will hold it for you for
15 MINUTES before it goes to the next in line.
I have sold a lot of watches prior on and have an extensive post history on .
Standard disclaimer: I will pack the watch very securely with lots of bubble wrap. Once the package leaves my possession, I will no longer be held responsible for
anything that might happen during the shipping and handling process. I also will not take the watch back if you decide you don’t like it, or that your significant other is angry at you (yes, this has happened before). I will however always do my best to ensure that you’re happy with your purchase.
submitted by
hideyour_self to
TheRepTimeBST [link] [comments]
2024.05.13 20:23 MegaWattPwr PAS Gives 100% or Nothing
| https://preview.redd.it/c96z2hpmr80d1.jpg?width=640&format=pjpg&auto=webp&s=61e451e57113303665cfd3da5354b3a967f436e9 I have a problem that I've not been able to solve; I hope someone can help figure this out. I got my wife an Extreme 36V 350W ebike, that she loves, except-- when I have PAS enabled, when she starts pedaling, even on level 1, the bike quickly accelerates to max speed. There's nothing in between. Once it engages, it may as well be a switch turned on with nothing in between. Even just with ghost pedaling slowly. The manufacturer never gave me a solution, other than sending me other controllers which did the same thing. They were especially helpful (sarcastic!) in that every controller they sent had different connectors and different colored wires than the original, with no explanation of what was what! I gave up and ordered a 36V controlleS866 matched set from Amazon, but I still have the same problem. I've studied the settings and watched You Tube videos, and tried to program the settings appropriately, but I still haven't been able to correct the issue. There seems to be no proportionality of the pedal cadence to the assist the PAS gives. It's all or nothing. My wife's a novice rider, and she can't handle the bike that way, and I don't like it either. Consequently, in the mean time, I have disabled PAS, and she gets assist using the throttle. Isn't there anything I can change so that the assist is in some way proportional to the speed of the pedal rotation? Here are the settings I've programmed with the S866: P01: 2 P02: 1 (miles) P03: 36V P04: 3 (Auto off, 3 min) P05: 1 (5 assist levels) P06: 26 (wheel diameter) P07: 80 P08: 100 (speed limit) P09: 0 (zero start enabled) P10: 2 (Throttle + Assist) P11: 5 (PAS Sensitivity) P12: 3 (PAS Start Intensity) P13: 8 (Number of PAS magnets) P14: 20 P15: 26 (undervoltage level) P16: 25 P17: 0 (cruise disabled) P18: 99 (speed ratio adjust) P19: 0 P20: 0 P21: 0 Thanks for any help! submitted by MegaWattPwr to ebikes [link] [comments] |
2024.05.13 19:40 TypewriterTypeWrote [SF] 'Diamonds' Part 2 (Part of the 'Human Nature' series)
PART 2
Max spent the evening jimmying the door back open. Then he set himself about seeing what kind of reactions he could get out of Ruth. So far it seemed only to be nature stuff, no politics or sports seemed to spark any interest. There had been a brief moment when he thought she started lighting up when he put the news on but, as it turned out pretty fast, she started to go still, the little stud bits stopped rotating and the ‘elements’, (as he remembered,) started to sink. Frightened, he quickly put on another documentary with an interesting narrator. She perked up again a short yet agonising minute later.
As a precaution he left the same channel on repeat so she could watch, and then he retreated quietly to his study so he could Google stuff like ‘artificial intelligence’ and ‘can water come alive’ and ‘alien machines’. Needles to say, he came away frustrated and no closer to understanding what the hell this thing was, though he did learn about some outlandish theories that the pyramids were built by aliens.
He peed, shoved a ham sandwich down his Gregory Peck, brushed his teeth and quickly shoved his joggers and a t-shirt on, dragged his bedding downstairs and onto the sofa. He adjusted the cushions across the room from the table and re-squared the carpet again.
At this moment, Scat, the long-haired tabby that he inherited from his mother, jumped arthritically onto the table. He stared with wide pupils at Ruth for a moment and snuggled himself down on the shiny table-top, as close to her as the bamboo plant would allow. He fell asleep almost instantly without his usual routine of ‘feed me, love me, now get the hell off me and let me sleep for 16 hours straight’.
“Right, Ruth,” he told the contraption, “I’m going to be sleeping here until... well, I’ll be sleeping here. If you don’t mind. If I snore, I would tell you to kick me but you don’t have legs now, do you? Maybe we’ll have to ask your maker, huh? When he comes back I’ll tell him you want to walk! Haha, he’ll think I’m a nutter. But I ‘spose talking to you I’d be a nutter by anyone’s standards, wouldn’t I?”
Ruth just stared at him.
Max felt a little uncomfortable again, now the windows were blacked out by the night and the only light that seemed to come from anywhere was the now-muted TV, the occasional passing car and Ruth. The only sounds came from a slightly squeaky nostril of a dead-to-the-world cat. That feeling of being watched had returned and somehow things seem more sinister in the dark, when it’s quiet, when nobody else is around, when everyone else is asleep…
He got up, turned all the lights on in the room.
Standing by the switch seemed ludicrous but he couldn’t help it. She was definitely watching. All the glitter was at his end of the tubes again, and it followed him as he sat down and pulled the duvet under his chin again.
“Well, night then… see you in the morning… sleep well…”
She didn’t answer.
Max woke up at some point after midnight. He had been having nightmares about being chased by something he couldn’t see, about some big raging ball of energy being just over his shoulder or in his periphery. He never caught sight of it but it touched him and he jolted awake.
Everything was exactly as it was before he fell asleep, except the TV had clicked into standby and was making a faint high-pitched squeal.
Should have got a new TV by now Max, he told himself.
The next morning Max woke sitting bolt upright, Ruth glittering her way towards Scat’s side and generally giving off the vibes she likes him. Th cat evidently heard Max move on the sofa, propped his ears up, yawned and stretched.
“NO, SCAT!” Max shouted and leapt towards the cat, just as he was doing his insanely stereotypical cat-like stretch where his chest goes down and his outstretched arms go forwards and butt goes backwards… right into Ruth.
“Don’t touch it, Scat!”
Oh, but he had. He set Ruth rocking slightly and Max could only stand and watch with his hands stuck to his head like he and his mates did when they were watching England trying to win the World Cup with penalties, painstakingly failing every single attempt.
I can’t touch it if it goes over it’s so screwed I’ve lost him the Nobel Prize this thing is alive does that mean I’m a murderer because of my cat what have I done what do I do fuck fuck fuck what can I do what can I
Ruth rocked her final rock and settled back onto the table without a final bounce-back. She sat as if she was glued to it now, never to be moved again.
Max sat and let out a relieved shuddering breath.
“Ohmygod. I thought you were a goner, Ruth! Bloody hell. Right,” Max stood up, pointed his irritated finger at Scat, “you, come here!” He grabbed the nonchalant son-of-a-gun from the table and promptly plonked him outside the kitchen door.
“You have no idea what you just did. None! I’d strangle you if I wouldn’t miss you, you know that?” he told Scat. In response, Scat rubbed himself over Max’s jogging bottoms and meowed for food.
“Fine. But you’re eating out here, you’re in the doghouse, mister,” he said, trying to maintain his anger despite his relief.
Max scooped out half a tin of the expensive stuff and mashed it in the bowl. Scat had a ear condition that his mother had been insistent was due to insufficient and inadequate food, hence this kitty being much much more of a kitty when he was inherited, though he turned out to be the right amount eventually. The problem was, because of her ridiculous and overly pompous pampering even by Max’s standards, this is all the damned creature would eat and he was getting skinny in his old age.
“You idiot,” he told Scat. “You could have scuppered us both, buddy, and we don’t even know what we got yet. When you’re done stuffing your face I’ll come let you in again, ok?” He stroked the full length of Scat’s back to the tip of his tail. “But stay off the damned table.”
Max wandered back into the front room to spend some more time with Ruth.
“So, Ruth, I was thinking, I know you like the nature documentaries and all, but the…”
Once again, as Max rounded the corner he stared at Ruth. She had changed shape. No longer was she a mass of glass tubes and glitter, she was an untamed riot of glass tubes and glitter which distended at the centre into that could only be described as a flat glass bubble with one tube going in and one going out on each side. Most of the glitter had formed clumps in the middle and was blobbing back and forth and looking like if Flubber mated with fairy dust and smoked weed while dancing the rumba.
“You gotta be kidding me!”
Max flopped down onto the sofa again, staring. It seemed to him he spent most of his life staring, these days. Staring at Ruth, staring at the TV, staring at the back of his eyelids, staring at Ruth some more…
Maybe that’s how flies feel, he thought, they don’t have eyelids. Must be horrible always having to stare around, not being able to control what you’re looking at. Annoying and stupid. Not like they understand what they see, anyways.
Max called in sick. Told them he’d be out for at least a fortnight.
He let Scat back in a few hours later, a Scat who ungratefully only ate half his food, altogether bypassed Max, shunned his table banishment and delicately placed himself next to Ruth again, immediately falling back asleep and making Max jealous.
It wasn’t until a few days later that Max realised he had no food in the house, except for one of Scat’s tins, and he absolutely was not going down that road. He had eaten cat food once as a dare while in college and he had thrown up for an hour solid. He made sure the first instalment went directly over his flatmate’s shoes. Serve him right for daring him in the first place.
Dare him to dare me anything again! Yeah!
Reluctantly it was time to go shopping. Instant noodles and trail mix could only sustain one’s life force for so long, and that ‘so long’ had come and gone.
Groceries unloaded, Max had a special little baggy of handmade organic treats in hand that he fully intended on unloading on Scat the second he got in (no, Max told himself, not to try and win my cat’s affections back from an inanimate object, that would be ridiculous.) Where was that cat, anyway?
He ambled into the front room, Ruth as solid and purposeful as always. Scat was where he had been, doing his best round rock impression on the table. He hadn’t been allowed on the table before Ruth arrived, (table-top fur floating into his breakfast eggs was not something Max would tolerate,) but now Max figured it was too late to break the habit. Perhaps once Ruth was given back to her rightful owner he would have to proverbially piss on the boundaries again, mark out what Scat was and was not allowed to do, and hope it worked. It probably wouldn’t. Dopey old thing.
And here was the dopey old thing, soft as ever, tucked up around that bamboo that was finally growing!
He poked Scat on his shoulder and wiggled the treat bag in front of his nose.
“Come on, up you get. Got summat tasty for ya!”
Scat didn’t move. He stroked him and gently called his name. Nothing. Ruth was glittering her way towards Scat again, fiercely and somehow tentatively, lovingly, bobbling around in the flat bubble. A sharp stab of fear thrilled through Max. He dropped the treats and picked the cat up but he flopped gently in his hands, tail limp and dangling.
“Scat! Scat, no! Come on, bud, wake up! Scat!” He started to sob, held him up to his face and cried into his fur. Max held him for what felt like hours, until finally he dug a hole in the middle of the lawn where he could see from most rooms, put him in a blanket-lined box three feet down, and planted the lucky bamboo on top of him.
submitted by
TypewriterTypeWrote to
u/TypewriterTypeWrote [link] [comments]
2024.05.13 19:28 HugHug003 How to move my camera to a different position/rotation but keep all the same movements.
I imported a camera from another blend file because I want its exact movements, however the camera does not start in the right position. If I rotate and reposition the camera only the first keyframe is correct and all the rest go back to the original rotations and positions.
I read that I can use the graph editor to achieve this however I'm running into problems.
My first step is that I was trying to rotate the camera on the Z axis exactly 180° and when I select all the points on the "Z Euler Rotation" and press "R" and then type 180. The math is incorrect. As in, my starting position was -407° I rotate by 180 and the end position is -296° not -277° like it's supposed to be.
My main problem is that when I import the camera it is facing the wrong direction in the scene so when I rotate and adjust the position of all the keyframes, it is moving in the wrong direction. I couldn't figure out how to really explain in writing so here's what I mean.
https://preview.redd.it/pw2af5kwa80d1.png?width=894&format=png&auto=webp&s=97a37c6aad397f63b9256e98c20d06f72631aeb5 Here's a video too that shows the movement it should be vs what it is after I adjust the graph.
As you can see the camera is moving left and then the next shot jumps diagonally to the stables in front of the camera. But when I adjust the position and rotation in the new scene to match it moves right and jumps the opposite direction. My brain just cannot think straight about how to achieve what I had in my original scene unless i edit every keyframe which I'd rather not do since its a long scene with many keyframes.
submitted by
HugHug003 to
blenderhelp [link] [comments]
2024.05.13 19:15 sitano16 Neuco Simonelli MDX grinder burr replace
Neuvo Simonelli MDXA burr replacement. I can't find any information how to. It looks like just pull the top collar & then the top burr holder, 3 screws hold the burr. But the bottom looks the same, 3 screws... is that it??? I've read not to move the adjuster knob, but no other information... I've done my Cunill All Metal, which was easy... and none of the shops near by have any info. Anyone actually done this??? ps is it 68mm (which rotation?)
submitted by
sitano16 to
espresso [link] [comments]
2024.05.13 19:07 guppyoblivio Irrigation!
| Installed my Rainbird system this weekend as I was putting my dahlia seedlings into the ground… I made some upgrades from last year with these new sprayers. I have 4, 4x8 beds connected as one system - so I can just turn it on, time it, and turn it off! Spray is all adjustable to be contained just to inside the beds. I’ve got combinations of these little sprinklers, misters, and drip irrigation that fairly well gets the water where it needs to go throughout the entirety of the beds. This is my first spring with it, I think I am going to have better germination success with the seeds I am direct seeding with this approach! I spent sooo much of my limited time at home watering by hand before and I think at times the ground got too dry for all the seeds to germinate properly. Last year was also a weed nightmare… so the landscaping fabric is also a new change 🙃 submitted by guppyoblivio to gardening [link] [comments] |
2024.05.13 18:35 WesleyTheDog Just switched to Klipper and need some help tweaking
| Hi all I finally made the jump to Klipper and am struggling. I've gotten my z offset to save and happy with my first layer. I've also adjust rotation distance of the extruder. However, my first two benchys were not great (see pic of one attached). The chimney breaks off at the base and it looks like maybe some under extrusion in the middle. Any recommendations? This was printed with normal CURA .2 layer settings. 200 degree hot end and 60 degree bed. PLA plus. Happy to post my config if they is helpful. Still building it. Started with the SKR Mini E3 v3 standard and have been adjusting as needed. I'm also fine if y'all are like, 'go back to Marlin' It was much easier for me but figured I owed Klipper a chance. submitted by WesleyTheDog to FixMyPrint [link] [comments] |
2024.05.13 18:28 Timely_Maybe_ The duality of Arctic Base
| Super Saiyan! Not Super I've learnt that the Super Gundam performs extremely well if its on Team A. The high platform to the right of Team A provides almost everything a support wants, the "steps" on either side of the platform allows us to adjust height and MS exposure allowing us to hit legs w/o exposing a lot of our suit. In addition to the cover and variable height, we can ascend to the highest level of the map and be safe from most MS. There is a lot of plays you can make with the structure. On the other hand, the platform to the right of Team B is absolute garbage. Provides little to no cover, if there is any cover its at a disadvantage since you have to hug walls and any other cover is extremely close to the center of the map which provides poor firing angles, MS is highly visible to rotating enemies and is just terrible for long range supports. Might as well add that these were back to back games(stomped in the latter game), I rarely play support so I never noticed what a massive difference which side you spawn on. Raids and generals typically NASCAR and engage as early as possible. In the latter game it didn't help how most friendly MS don't pay attention to transforming MS or my call for help, so I was pretty much stun-locked the entire game by the new I0 Gaplant and Anksha. submitted by Timely_Maybe_ to GBO2 [link] [comments] |
2024.05.13 18:25 Practical_Look937 If you hate dougdoug check out r/weloveougdoug the better streamer
RELEASE NOTES 1.35.21.0
If you are playing on PC, outdated packages in your community folder may have an unexpected impact on the title’s performance and behavior. If you suffer from stability issues or long loading times, move your community package(s) to another folder before relaunching the title. How to install a new update safely
NEW CONTENT/FEATURES Added flight plan assistance setting for ATC in the user experience assistance settings so that users can request the ATC to favor their flight plan or world map flight settings over the current conditions. This assistance is set to “Active” by default. Active: ATC will set the active runway and approach for the departure and arrival airport based on the users flight plan or settings in the world map. Deactivated: ATC will set the active runway and approach based on current conditions only. ATC now clears a step to the next altitude some time before arriving at the previously cleared altitude, rather than once arrived at the previously cleared altitude. (Next step is issued when at 2000FT from cleared altitude rather than 250FT from cleared altitude). ATC Vectoring bug fixes: Now assigning the correct clearance when the first two waypoints were one over the other, Now assigning a new vector & clearance every time the user asks the ATC for a new vector. Added completely new Cirrus SR22T G6 model with custom engine simulation, book-accurate performance, and extensive Perspective Plus NXi features.
GENERAL BUG FIXES Several crashes have been fixed across the title Fixed localization bugs Performance optimizations for long flights. Fixed ATC that was mixing voices in localized languages Automated Weather Report temperature reading updated
MARKETPLACE Fixed an issue where the Wishlist would not sort properly in the Marketplace
MENU Fixed freeze when opening the logbook
NAVIGATION/TRAFFIC Enhanced ATC phraseology. Some of the improvements include: The removal of the word ‘for’ in altitude change requests. Eliminating the requirement to include altimeter settings in takeoff clearances.
WEATHER Snow and ice coverage accuracy has been improved in live weather Fixed an issue where the wind from a malformed METAR was incorrectly read Fixed an issue where the sim occasionally retrieves obsolete weather data Improved transition during cloud coverage updates AND fixed an issue where clouds don’t load when starting a flight.
GLASS COCKPITS GARMIN G3000 / G5000 Fixed an issue where removing an airway entry leg from the flight plan could sometimes corrupt the flight plan.
G1000 NXI Added support for hardware keyboard with new AS1000CONTROL_PAD H events. Fixed an issue where removing an airway entry leg from the flight plan could sometimes corrupt the flight plan. AP: Added support for LVL and TO/GA modes MFD: Added Page Menu popup for MFD’s Nearest Airports page. CAS: PFD Alerts softkey indicator now flashes color and changes to appropriate label with CAS messages CAS: Pressing PFD Alerts softkey now acknowledges CAS messages and cancels aural chimes CAS: Alerts now display in order of priority and time first seen SIM: Added support for knob-based XPDR code entry using H events. For aircraft developers: Made all methods in PFD and MFD plugins optional. Exported NavSystems’s class FrequencyItem and its props interface FrequencyItemProps. CAS messages may now be assigned associated Alerts messages via JS and/or plugin code Added support for control pad entry for Constraint Selector in the FPL dialog Added support for LVL and TO/GA autopilot modes Added support for control pad entry on several UI input components Added support for styling the Com selection based on the radio selected to transmit, and for both Nav and Com standby frequencies selected to edit WT21 For aircraft developers:
Added configurable side button support to the WT21
AIRCRAFT GENERAL Payload station weights that are set via SimConnect are now properly displayed in the Weight&Balance toolbar panel. Fixed – L-39 Pipsqueak – Unable to enter values by double-clicking on GNS screen Fixed – L-39 Sarance – Unable to enter values by double-clicking on GNS screen Contact Points compression under some kind of roof (bridge, cave, arch, etc.) was fixed Fixed – P-51D LadyB – Unable to enter values by double-clicking on GNS screen Aircraft Registration can no longer be lowercase Fixed – P-51D Miss America – Unable to enter values by double-clicking on GNS screen Fixed – P-51D Strega – Unable to enter values by double-clicking on GNS screen Fixed – T-6 Baby Boomer – Unable to enter values by double-clicking on GNS screen Improved aircraft simulation stability (few potential crashes were fixed) Fixed – T-6 Undecided – Unable to enter values by double-clicking on GNS screen Corrected an issue that could prevent cockpit interactions from working in some rare conditions Correct many false positive errors regarding InputEvents when loading AI planes Corrected an issue that would cause some P51 to lose power in reno races. Fixed an issue that could cause the state of Avionics circuit depend features to be toggle on and off when no MarkerBeacon circuit was present It is now possible to slow down the simulation speed to 1/8 and 1/16 of real time. EXTERNAL HUD Minimized HUD can now display more than 8 engines power values HELICOPTERS Anti-stall protection is now disabled for helicopters. AIRBUS 310-300 A310 Radio Stuck Broadcasting on KSNS ATIS After Departing KSFO. Vertical speed knob labeled as “altitude knob” in tooltip. AIRBUS A320NEO (V2) During testing of the A320neo, we encountered an application crash rate on console that is too high to pass certification. We need to address this issue before the A320 can ship. BELL 407 Rotor weight changes. Rotor brake force adjustments. Rotor blade dynamics adjustments. Throttle/governed RPM during startup and shutdown. Engine performance changes. Fuel management on the weight and balance settings. Performance data on the aircraft selection screen. Localization text changes. FADEC tooltip. Fuel Pressure gauge illumination. Cold and dark state changes. Checklist correction. Fixed checklist AutoStart. AutoStart sequence now works. BOEING 787-10 / BOEING 747-8I General performance optimizations for consoles and some hardware configurations W&B: An operational CG margin is considered now to avoid extreme CG values when loading the aircraft. SIM: ATC will now know about your planned cruise altitude and will assign you a flight level accordingly. CHECKLISTS: Fixed bug where checklists that only contain closed loop items would sometimes be skipped when entering the checklist page if all items are completed. [787] CHECKLISTS: Fixed flaps checklist items being completed before the flaps reached the selected position. [787] W&B: Corrected movement of the CG as fuel is burned by moving the tanks to the exact locations of those on the real plane. [787] EFB: Support clearing of the TOW field. [787] EFB: Cap the achievable MTOW at the certified limit of the plane. [787] EFB: Correct error message when current TOW exceeds the achievable MTOW. [787] EFB: Added Automatic brightness adjustment. [787] EFB: Fixed spelling errors. [747] SYSTEMS: Reserve fuel transfer will now not stop once started mid flight. CDU: Fix takeoff speeds being invalidated when opening TAKEOFF REF on the copilot side CESSNA CITATION CJ4 SIM: ATC will now know about your planned cruise altitude and will assign you a flight level accordingly CIRRUS SR22T G6 Completely brand-new art and model of the SR22T G6 GTS. Completely reworked flight model and performance featuring: CFD with book accurate performance and pilot tested handling. Modern propeller system. New turbo and fuel engine systems. Custom ECU, engine computer, and EGT/CHT simulation. Custom lean misfire, detonation, and engine failure simulations. Full Perspective Plus features implemented for G1000 NXi, including: Full-screen engine page with anti-ice status and fuel flow targets. Full-screen fuel management page. Weight and Balance page with graphical CG envelope. Trip planning page with automatic and manual modes. Massive suite of interactive checklists. MFD destination inf-box. PFD power gauge, GAGL indicator, GS and TAS. Frequency loading menus on airport and waypoint inf-pages. FIKI (Flight int-Known Icing) and TKS simulation. Stabilized approach system with PFD alerting and monitoring for: Bar-mismatch, crosswind, tailwind, flaps, lateral deviation, and vertical deviation (GS and GP). Updated EIS with custom reversionary mode version. Lean assist, fuel flow green band, and cyan fuel flow lean target indicators. Fully modeled GCU479 Garmin Control Unit keypad with all entry modes. Additional new autopilot mode support including LVL, TO, and GA. Large suite of accurate CAS messages including new G1000 NXi alerts acknowledgement and menu behavior. CURTISS JN-4 “JENNY” Fixed – [KO-KR] Some instruments in cockpit are not localized in Korean in Curtiss Jenny. Fixed – [Localization] Livery names are not localized in liveries page. Fixed – [pl-PL] Missing/untranslated words in checklist. Fixed – [TR-TR] Some instruments in cockpit are not localized in Turkish in Curtiss Jenny. DAHER TBM 930 Fixed broken autopilot panel backlighting. DOUGLAS DC-3 Fixed starting engine in Multiplayer causes other DC3 engines to animate starting Fixed overlapping words on the warning labels inside the cabin and on the rear cabin door. (Enhanced) Fixed Radio altimeter appearing off above 400ft. Classic 8-way Quick view controls fixed during flight. Fixed fuel pump does not indicate fuel flow from Cold/dark until after mesh switch is engaged. (Enhanced) Improved low resolution text in the Enhanced Edition cockpit. (Enhanced) Fixed missing panel texture for Beacon light. (Enhanced) Fixed HUD not correctly indicating state of flap. Fixed Decision height/Radar altitude setting knob setting does not match panel texture. Fixed fuel pump not indicating fuel flow from Cold/dark until after mesh switch is engaged. GRUMMAN G-21 GOOSE AI copilot completes checklist items for you in Evaluation mode. Attitude Indicator doesn’t provide pitch indications. Fuel drawn from wrong tank when starting Cold & Dark. Part of tooltip description for Magneto Cutoff not localized. Unable to toggle “taxi light” in cockpit–must use key binding. H-4 HERCULES “SPRUCE GOOSE” Camera Quick views fixed Engine 5-8 throttle fixed when using a gamepad ROBIN DR400 Fix Flaps looking misaligned with the wings in neutral position. RYAN NYP “SPIRIT OF ST. LOUIS” Camera Quick views fixed WRIGHT FLYER Camera Quick views fixed WORLD Used more realistic mapping of wave lengths onto RBG values for the ozone layer scattering and the sun color, resulting in more realistic colors of the sky and the lighting in the world.
TOP-GUN MAVERICK Fix for the aircraft carrier wake in Maverick landing challenge that was missing
PERIPHERALS Various peripheral fixes Pause mapping on the Occulus touch left controller switched from Y to Menu button Anti Ice and Aux Fuel Pump LEDs are now working properly with Bravo Throttle Quadrant
SDK Added new Coherent calls SET_CRUISE_ALTITUDE and GET_CRUISE_ALTITUDE to get/set the planned cruise altitude the in game ATC knows about. Fixed crash when “positive_g_limit_flaps_up” parameter is present in [AIRPLANE_GEOMETRY] section in flight_model.cfg, but one of the parameters: “positive_g_limit_flaps_down” or “negative_g_limit_flaps_up” or “negative_g_limit_flaps_down” is missing. See SDK for details. More parameters have been added to the “[VIEWS]” section of the “camera.cfg” file to control the behavior of the external camera (“external_camera_distance”, “external_camera_follows_heading”, “external_camera_follows_velocity”). See SDK for details. Several features have been added and bugs have been fixed for the skid-type landing gear, which can now be retractable. See SDK for details. Added “set_max_compression” and “spring_exponential_fix” parameters to the “[CONTACT_POINTS]” section of the “flight_model.cfg” file. See SDK for details. DEVMODE Debug old: option to disable 30Km mesh display limit “Exponential Constant” parameter is added to the Contact Point serialization (it was missed) Aircraft debug windows stability was improved Fixed context setting of Material Editor when opening Scenery Editor Added Interactive Points state initialization via .FLT files The “gear_locked_on_ground” parameter in the [CONTACT_POINTS] section of the “flight_model.cfg” file now works for SKI and SKID type retractable landing gear. Fixed random crash when exiting the game with DevMode open AssetReload: Reload gltf lod min size Fixed some scenery option not applied during multiple selection Add SpeakerFullName in DialogAction Improved linear memory size formatting in WASM Debug window SIMCONNECT SimConnect Input Events function can now be used while devmode is disabled SimConnect Input Events shouldn’t crash the sim after going back to main menu (or restarting a flight) Ident and region are now two separate fields while requesting Facilities New Data are available through NavData API (Pavement, Vasi, Approach Lights) SIMVARS Added simvars AIRCRAFT_AGL and AIRCRAFT_ALTITUDE_ABOVE_OBSTACLES Aircraft editor Added an option to delete a parameter from the cfg file, or to reset it to its default value Added rotation Gizmo Added new parameters Added expert Mode to the editor. Expert Mode eliminate all constraint on the editor regarding conditional fields, required parameters or array sizes. Only already existing parameters and modified parameters are saved. This mode allows for greater flexibility of the editor but require more knowledge on how to configure an aircraft. Made NdArrays more flexible, avoid writing too much data per line. Fixed ctrl+f focus that would not focus parameters properly Fixed unwanted or incorrect changes when saving a file in the editor VISUAL EFFECTS EDITOR Fixed visual effect instances not being properly stopped and restarted when the Visual Effects Editor is closed New fixed orientation feature New nodes: Abs, Sin, Cos WASM Fix clipping modes (intersect, complement and Xor) for GDI+ API Fix an error in the dependencies of the VFX Aircraft Sample (and rename the sample from “SampleWasmModule” to “VfxWasmModule”) Fix a bug in CommBus API that cause first registration of an event in Wasm to be ignored CommBus : When register an event in Wasm the triplet [eventName, callback, ctx] can be registered only one time per module CommBus : New function added in Wasm : fsCommBusUnregisterOneEvent CommBus : In JS a CommBusListener has been added
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2024.05.13 18:06 HenryOrlando2021 ZEST (Zocular Eyelid System Technology)…An Introduction
Zocular is a company started by an ophthalmologist that creates skin and dry eye products based on an okra complex named Zokrex. You can review the company’s website here:
https://zocular.myshopify.com/ The company also created a product for dry eye professionals to use with patients called ZEST which stands for Zocular Eyelid System Technology. Some of the content off the company website will give you an idea of their assertions about their ZEST product as follows:
With a simple in-office ZEST procedure using our ZocuKit pack, dry eye symptoms as measured by SPEED score can improve by at least 50%. Note: according to the American Academy of Ophthalmology: Standard Patient Evaluation of Eye Dryness Questionnaire (SPEED) = The SPEED questionnaire was designed by Korb and Blackie in order to quickly track the progression of dry eye symptoms over time. This questionnaire gives a score from 0 to 28 that is the result of 8 items that assess frequency and severity of symptoms.
Now, to be fair one needs to consider this SPEED score finding is a subjective measurement and only one tool. A more scientific approach would include objective tests that could include diagnostic tests such as meibography (imaging of Meibomian glands) and tear film analysis tests as well. Not just one tool. These objective tests can provide a more complete view of the gland's health and if ZEST really works well or not.
All Zocular products incorporate our patented Zokrex technology with activated okra polysaccharide complex and is the only other clinically proven system to demonstrate effectiveness against Demodex1. THE SOLUTION: Eyelid and skin hygiene are essential to solve the underlying inflammatory response. While there is a plethora of options for dry eye and skin care, there's only one option that was specifically developed by an ophthalmologist for his own dry eye problem. Zocular® products change the paradigm for managing eye and skin conditions by incorporating a patented activated okra complex called Zokrex™. Dry eye specialists throughout the world turn to Zocular for their toughest cases. Zocular has also developed an eyelid debridement procedure called ZEST that's performed in the doctor's office to provide immediate and dramatic improvement in dry eye symptoms within minutes. Visit Find Zocular Professional to find a dry eye specialist near you. OK, let us move on. ZEST treatment uses their proprietary product called Zokrex applied to the eyelids and eyelid margins to clean and gently exfoliates them. Using this method, by removing debris, bacterial biofilms, and dead skin cells, the ZEST procedure is designed to help the Meibomian glands to function better. ZEST is performed directly in a doctor’s office, typically by an eye care professional. The procedure is quick, often taking about 10 minutes.
While immediate improvements have been reported and can be dramatic for some, patients usually need follow-up ZEST treatments and/or other ongoing treatment strategies to maintain the benefits and manage dry eye symptoms long-term. The company recommends follow up treatments with ZEST every six months.
The ZEST procedure does involve a form of lid debridement similar to other methods like BlephEx or manual lid debridement, but it has its specific characteristics and tools which are less aggressive and gentler on the eyelid and eyelid margins. Thus less risk of damage to lid margin epithelial cells that could possibly allow more inflammation to occur, not less, along with more scarring of the Meibomian gland orifices and obstruction of them as well.
BlephEx: This method involves a mechanical handheld device equipped with a rotating sponge tip that the doctor uses to precisely exfoliate the eyelid margins. BlephEx directly targets the buildup of biofilm and bacterial debris along the eyelid and lash line, which are major contributors to eyelid inflammation (blepharitis) and dry eye symptoms.
Manual Lid Debridement: This traditional approach might involve the use of various tools like metal tools, swabs, or specialized brushes. The doctor manually scrubs or removes the scales, crusts, and debris from the eyelid margins. This method is very direct and can be adjusted based on the severity of lid debris and gland dysfunction.
All 3 of these procedures aim to improve eyelid hygiene and function, reduce bacterial load, and promote the healthy secretion of oils from the Meibomian glands. The choice of procedure typically depends on the specific needs of the patient, the severity of the symptoms, and the doctor's expertise. While ZEST offers a gentler alternative with the use of natural extracts, BlephEx provides a more mechanical cleaning, and manual debridement offers the most traditional approach.
The ZEST protocol uses specific tools designed to effectively clean and treat the eyelids. Here are the key components:
ZocuSwab or ZocuSponge: These are specialized applicators used to apply and work the Zokrex gel into a lather on the eyelids. They are designed to be gentle on the sensitive skin of the eyelids while effectively removing debris and biofilm.
Zokrex Gel: This is the main cleaning agent used in the ZEST treatment. It contains a refined extract of okra, which is known for its soothing and anti-inflammatory properties. The gel helps lift and clear oil, debris, and residue from the eyelid margins.
Saline Solution: After the Zokrex gel has been worked into a lather and used to cleanse the eyelids, it is typically rinsed off with a saline solution to ensure that no residue remains.
These ZEST tools work together with the intention to provide a thorough cleaning of the eyelids. The process is designed to be gentle to avoid irritation while being effective enough to provide at least some immediate relief and improvements in eye comfort.
Just so you know, the ZEST procedure has not been USA FDA approved because it does not involve drug or medical device components that require FDA approval and thus cannot be submitted for approval to the FDA.
Research study wise there is nothing I can find on ZEST other than a prospective study titled:
Meibomian Gland Dysfunction Management With ZEST Protocol See here:
https://classic.clinicaltrials.gov/ct2/show/study/NCT03968731 Information on this prospective study was last posted July 14, 2022 showing the study was completed on May 31, 2020. This means the last patient in the study was seen so the study to that point is finished. I cannot find that it has been published anywhere as yet. Thus the scientific research on ZEST is still none at this writing unless I just missed finding the study published somewhere.
Thus we patients have to rely on anecdotal evidence that comes from the company, observations, theories, testimonials and doctor opinions in coming to a decision.
Speaking of doctor’s opinions, this one on ZEST is pretty comprehensive by Dr. Leigh Plowman, an Optometrist in Australia, here:
https://digital.mivision.com.au/collections/mivision-zmxl/zest-for-biofilm-management-improving-dry-eye-symptoms-in-minut-zfoh I will see about a video for you next.
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2024.05.13 18:02 nukleabomb Forza Motorsport Update 8.0 Release Notes – May 13, 2024
Today’s update introduces new fixes and experience improvements to Forza Motorsport, including tweaks to how Safety Ratings are calculated in Featured Multiplayer, a gloss-matte slider in the Livery Editor, a new Tire Wear scale option for Free Play and Private Multiplayer, and changes to Drivatar AI braking behavior.
Update 8 is headlined by the Track Toys Tour alongside its Spotlight cars – three of which are either new or returning to Motorsport – that you can race in weekly events across Career, Multiplayer and Rivals. We’ve also added Mobil 1 track signage at Maple Valley, placed a barrier along the pit exit at Mid-Ohio Sports Car Course, and reset leaderboards for Le Mans layouts following changes made to the track in the previous update.
In addition, starting with Update 8, players with VIP Membership can look forward to an exclusive 15% discount on a car every week in the Showroom, which will now be available alongside the Spotlight cars and the month-long VIP discount car.
Below is a summary of new content and features, as well as items fixed or improved in Update 8:
Game Content, Features and Events [All Platforms]
Career Events - Featured Tour: Track Toys Tour (Available from May 15 5pm PT May 16 12am UTC – June 26 5pm PT June 27 12am UTC)
- Ginetta Juniors (Starts May 15 5pm PT May 16 12am UTC)
- Weekend Warriors (Starts May 22 5pm PT May 23 12am UTC)
- Kit Caterhams (Starts May 29 5pm PT May 30 12am UTC)
- Track Toys (Starts June 5 5pm PT June 6 12am UTC)
- Open Class Tour – 1960s Celebration (Available from May 15 5pm PT May 16 12am UTC – June 12 5pm PT June 13 12am UTC)
- D Class Series
- C Class Series
- B Class Series
- A Class Series
Reward Cars - Track Toys Tour: 2019 Porsche #70 Porsche Motorsport 935
- Open Class Tour: 2011 BMW 1 Series M Coupé
Spotlight Cars - 2019 Ginetta G40 Junior (May 15 5pm PT May 16 12am UTC – May 22 5pm PT May 23 12am UTC)
- 2015 Porsche Cayman GTS (May 22 5pm PT May 23 12am UTC – May 29 5pm PT May 30 12am UTC)
- 2013 Caterham Superlight R500 (May 29 5pm PT May 30 12am UTC – June 5 5pm PT June 12 12am UTC)
- 2019 Elemental RP1 (June 5 5pm PT June 6 12am UTC – June 12 5pm PT June 13 12am UTC)
VIP Discount Cars - 2014 BAC Mono (May 15 5pm PT May 16 12am UTC – June 12 5pm PT June 13 12am UTC)
- 2016 Lotus 3 Eleven (May 15 5pm PT May 16 12am UTC – May 22 5pm PT May 23 12am UTC)
- 1996 Porsche 996 GT1 (May 22 5pm PT May 23 12am UTC – May 29 5pm PT May 30 12am UTC)
- 1994 Mazda Miata (May 29 5pm PT May 30 12am UTC – June 5 5pm PT June 12 12am UTC)
- 2016 Brabham BT62 (June 5 5pm PT June 6 12am UTC – June 12 5pm PT June 13 12am UTC)
Multiplayer Events
Spec Series - Lotus 3-Eleven Spec Series (May 15 5pm PT May 16 12am UTC – May 22 5pm PT May 23 12am UTC)
- Early Factory Racecar Series (May 22 5pm PT May 23 12am UTC – May 29 5pm PT May 30 12am UTC)
- Mazda Miata Spec Series (May 29 5pm PT May 30 12am UTC – June 5 5pm PT June 12 12am UTC)
- Modern Factory Racecar Series (June 5 5pm PT June 6 12am UTC – June 12 5pm PT June 13 12am UTC)
Open Series - R Class Series and P Class Series (May 15 5pm PT May 16 12am UTC – May 22 5pm PT May 23 12am UTC)
- B Class Series and D Class Series (May 22 5pm PT May 23 12am UTC – May 29 5pm PT May 30 12am UTC)
- A Class Series and X Class Series (May 29 5pm PT May 30 12am UTC – June 5 5pm PT June 12 12am UTC)
- S Class Series and C Class Series (June 5 5pm PT June 6 12am UTC – June 12 5pm PT June 13 12am UTC)
Spotlight Series - 2019 Ginetta G40 Junior (May 15 5pm PT May 16 12am UTC – May 22 5pm PT May 23 12am UTC)
- 2015 Porsche Cayman GTS (May 22 5pm PT May 23 12am UTC – May 29 5pm PT May 30 12am UTC)
- 2013 Caterham Superlight R500 (May 29 5pm PT May 30 12am UTC – June 5 5pm PT June 12 12am UTC)
- 2019 Elemental RP1 (June 5 5pm PT June 6 12am UTC – June 12 5pm PT June 13 12am UTC)
Rivals Events - Spec Division: Forza Touring Cars – Virginia International Raceway Full Circuit (May 15 5pm PT May 16 12am UTC – June 12 5pm PT June 13 12am UTC)
- VIP: Mono a Mono – 2014 BAC Mono – Yas Marina South Circuit (May 15 5pm PT May 16 12am UTC – June 12 5pm PT June 13 12am UTC)
- Celebrate Senna’s Legacy with McLaren – 2018 McLaren Senna – Silverstone Grand Prix Circuit (May 29 5pm PT May 30 12am UTC – June 26 5pm PT June 27 12am UTC)
- Spotlight – 2019 Ginetta G40 Junior – Brands Hatch Indy Circuit (May 15 5pm PT May 16 12am UTC – May 22 5pm PT May 23 12am UTC)
- Spotlight – 2015 Porsche Cayman GTS – Mugello Club Circuit (May 22 5pm PT May 23 12am UTC – May 29 5pm PT May 30 12am UTC)
- Spotlight – 2013 Caterham Superlight R500 – Grand Oak Club Circuit (May 29 5pm PT May 30 12am UTC – June 5 5pm PT June 12 12am UTC)
- Spotlight – 2019 Elemental RP1 – Lime Rock Full Circuit (June 5 5pm PT June 6 12am UTC – June 12 5pm PT June 13 12am UTC)
Bug Fixes and Improvements
Stability [All Platforms] - Fixed a game crash caused by quickly and repeatedly changing the number of Drivatar AI opponents in Free Play event setup. [1717959]
- Fixed an issue that occurred when exiting out of pre-race in Free Play quickly after switching cars or modifying the event setup would cause a soft lock in the loading screen. [1732080]
- Fixed a stability issue when the player would exit to Event Menu while on track in during a Test Drive. [1751335]
- Fixed an issue in which disconnecting and reconnecting a controller would prevent the player from progressing to the game menu. [1734977]
PC - Improvements have been made to video memory usage on PC.
- Addressed an issue where the screen would flash white when players entered the My Cars menu. [1749202]
- Fixed an issue on Steam where you would repeatedly be shown the Self-Improvement achievement, even when you haven't unlocked it. [1738129]
- Fixed an issue on Steam where the Safety Star and Safety Superstar achievements would accumulate incorrect progress after a multiplayer race. [1738130]
- Fixed an issue where the player could not exit out of Career when hovering over event posters and pressing the right mouse button. [1717135]
- Fixed an issue where Exit Event messages could not be closed out using a Cancel Button (B Button/ESC Key/Right Mouse Click). [1717315]
- Selecting replays using the mouse no longer requires a double click. [1580893]
- We’ve made changes to how PC graphics settings are applied to ensure you are only prompted to restart the game when it is necessary. [1568770]
- Fixed an issue where the player is prompted to restart the game when only the ‘Show Framerate’ toggle has been modified. [1755225]
- Fixed a PC-specific issue where the game would crash when disconnecting a wheel and reconnecting with a controller in Featured Multiplayer. [1728706]
Gameplay [All Platforms] - Introduced a Tire Wear Scale option to Free Play and Private Multiplayer, allowing adjustments to the rate at which tires are worn. 1x is the default value. At 2x, tire wear will occur twice as fast. Values range from .5x to 10x. This setting is found in the Event Setup Rules tab and in the Fuel & Tire menu when on track.
- Migrated the Open Class Tour in Career from the Builders Cup tab to the Featured tab. The Open Class Tour will be found in the Featured tab going forward.
- Fixed an issue where lap times faster than 18 seconds on Eaglerock Oval in Rivals X Class Time Attack leaderboards were not being posted.
- Fixed the achievement “Leisure Cruise” so that it now correctly unlocks when the specified criteria to complete a single lap at Circuit de Spa-Francorchamps during sunset has been met. [1681510]
- Adjusted the rolling start in the Builders Cup Power Tour: Iconic Muscle event so that cars no longer collide before the 3-2-1. [1717346]
- Fixed an issue where players not using steering assists were given control of their car at the wrong time when exiting the pit. [1717893]
- Fixed a bug in Private Multiplayer lobbies where player cars would appear on the track instead of in the pits when the host changes the selected track and while one or more players are in the Post Race screen. [1729190]
- Fixed an issue in Private Multiplayer where timed races didn’t mark laps as dirty when driving off track. [1757780]
- In Featured Multiplayer, Telemetry now states the correct number of Qualifying Laps before Featured Race. [1733624]
- Fixed an issue where every Featured Multiplayer post-race transition would only ever show Laguna Seca art as the next track. Now, the player will see the correct track loading screens when continuing from one completed Featured Multiplayer race to the next event. [1653249]
- Fixed an issue where the "Not Connected" UI popup would repeatedly show during sign-in even after a connection was regained. [1746586]
- Fixed an issue in the Settings menu where resetting all options to default values did not apply to Audio Performance. [1731587]
Multiplayer – Matchmaking and Events [All Platforms] - We’ve updated Safety Ratings in Featured Multiplayer by increasing the number of previous races the Safety Rating uses to determine your rating from 10 to 20, and by making on-track collisions more impactful to Safety Rating. Changes will take effect after your first race in Update 8.
- In addition, we’ve improved the matchmaking algorithm to search for a narrower range of Safety Ratings compared to your own. For example, players with an 'S' Safety Rating should no longer be matched with players who have 'E' and 'D' Safety Ratings. Groups will be connected to matches based on the player with the lowest Safety Rating.
- We’ve updated Featured Multiplayer events to use consistent weather conditions and avoid unpredictable weather transitions mid-race. [1750733]
- Removed the 2020 KTM X-Bow GT2 and the 2020 Lamborghini Essenza SCV12 from the Forza GT Series and added them to the Modern Factory Racecar Series in Featured Multiplayer. [1753741]
- Added the 2019 Porsche #70 Porsche Motorsport 935 to the Forza GT Series in Featured Multiplayer.
- Developer’s Note: We’re currently working on recategorizing Forza GT racecars into separate spec divisions and expect to push these changes into the game this summer.
- Corrected an issue where the 1969 Lola #6 Sunoco T70 MkIIIB was eligible for the Vintage Le Mans Prototypes Series rather than the Prototype Group Racing Series. [1731588]
Car Balancing [All Platforms] - The following cars have been rebalanced in Featured Multiplayer Spec Series:
Featured Multiplayer Spec SeriesCar NameChange Summary Forza GT Series2019 Ginetta G55 GT4Engine torque: +25% Car Mass: +13.4% Front Downforce: -45% Rear Downforce: -45% Early Factory Racecar Series1997 McLaren F1 GTIncreased Power 10% Early Factory Racecar Series1997 Porsche 911 GT1 StrassenversionIncreased Power 13% Lowered weight/ballast 3% Early Factory Racecar Series1989 Ferrari F40 CompetizioneIncreased power 10% Weight decreased 2%
Drivatar AI [All Platforms] - Reduced unnecessary braking scenarios for Drivatar AI opponents. Examples of this include braking while attempting to pass, two cars wide in corners, at the apex of corners, and on straights.
Tracks [All Platforms] - Increased the track material luminance to be more physically correct, improving the overall contrast and color saturation of the track. This affects newly released tracks as well as future track updates.
- Maple Valley has been refreshed with “Mobil 1 Presents Maple Valley” race day branding, which includes new track signage featuring Mobil 1.
- Fixed multiple pop-in zones across the entire Maple Valley track.
- Fixed multiple pop-in zones across the entire Mid-Ohio track.
- Fixed numerous areas across Mid-Ohio where textures were displayed at low resolution or stretched.
- Placed a barrier along the pit exit at Mid-Ohio Sports Car Course. To accommodate this change, leaderboards for this track have been reset.
- Fixed a couple zones at Brands Hatch that were missing or displaying broken skids.
- We’ve reset leaderboards for Le Mans track layouts following the changes made to this track in Update 7.
Cars [All Platforms] - 2016 Ford Shelby GT350R: Fixed an issue where suspension couldn’t be tuned without the Drift Suspension upgrade. [1648500]
- 2013 McLaren P1: Fixed an issue where the aero wing wasn’t displaying its deployment animation when accelerating after braking for a turn. [1592856]
- 1992 Volkswagen Golf Gti 16v Mk2: Fixed an issue where the Analog speedometer did not match the telemetry. [1652263]
- Fixed an issue on select cars where the fog lights or reflectors would instead act as brake lights. This fix applies to the 1998 Toyota Supra RZ, 2003 Ford Focus RS and 1997 McLaren F1 GT. [1730279] [1731165]
Livery Editor [All Platforms] - Introduced a Vinyl Material tool to the Livery Editor which can be used to uniformly adjust all vinyl materials on a car from matte (non-reflective) to glossy (reflective). This includes a reset option to revert all vinyls to match car paint glossiness. Imported designs from Forza Horizon 5 using its similar feature will automatically inherit these values.
- When removing a livery from a vehicle, the color will now be reset to the default manufacturer color instead of the color when the player purchases it. [1731939]
- Adjusted the arrangement of hint buttons in Livery Editor at the bottom of the screen. [1741965]
- Fixed an issue in the Livery Editor where the save popup would not be shown when exiting after flipping a decal or creating a mask from a layer. [1739245]
- The 'Find Designs' menu is now accessible for rental cars when players try to open it from 'Design & Paint Menu' and 'Livery Mode Select' scenes. [1643182]
- Fixed an issue where the game was creating empty base model liveries. Forza base liveries will no longer be created and stored unless it's the current livery in use. [1551365]
- Added iconography to layers in the Livery Editor. The player can now see icons to indicate if it's a mask layer or a locked layer. [1370431]
- The background values (position, scale, color, etc.) will not change when the player is navigating through the lighting options panel. [1734187]
- Fixed issues when flipping the rotation of vinyls in the Livery Editor. [1728080]
- Fixed an issue to prevent zooming of camera if the mouse is over Livery Color Selector in all color modes (Normal, Manufacturer, Special) for consistency. [1721951]
- Addressed an issue where player brake calipers were displaying the wrong color instead of the expected special colors. [1712512]
- Fixed an issue in the Design & Paint menu where non-block color vinyl shapes ignored mask effects. [1630741]
Accessibility [All Platforms] - Screen Narrator now properly narrates the “Place in Car Bay” scene. [1738094]
- Screen Narrator will now read associated credit bonuses as part of the option value names on Free Play Advanced options which affect credits earned during the event. This change also fixes the display of the bonus percentages for all players. [1721875]
- Fixed intermittent failures of Screen Narrator to read the tab names in the Builders Cup Series Selection scene. [1721928]
- Screen Narrator now fully supports the “Series Standings” leaderboard scene accessed from the Builders Cup Event Setup scene. [1721944], [1657223]
- Screen Narrator now correctly reads the Driving Assists modal popup for new players during the initial races of Career mode. [1738064]
- Screen Narrator will now always correctly read the Data Out IP Address and Port settings in the Gameplay & HUD settings menu. [1667393]
- Fixed an issue with Screen Narrator reading DLC pack descriptions twice in Purchase Options menu. [1746587]
- Added descriptive text for the SoundCloud Driver Suit. [1708217]
- The Tune Setups menu is now fully narrated. [1709554]
Localization [All Platforms] - Fixed an issue where several words were not translated when using [sv-SE] (Swedish-Sweden) language. [1589182]
- Fixed an issue causing hint button text to exceed the text boundaries in several languages. [1711597]
- Fixed a typo in Screen Narrator voiceovers in [pt-BR] (Portuguese-Brazil) when viewing car info panels. [1712323]
- Fixed an issue that caused text to overlap in the Fuel & Tire setup screen when text size is set to largest, and the language is set to [fi-FI] (Finnish-Finland). [1749301]
- Fixed an issue where the word “Pause” is not translated in [ja-JP] (Japanese-Japan). [1749465]
- Fixed an issue where the word “Hardcore” is not translated in several languages. [1749471]
- Fixed an incorrect character in [zh-TW] (Taiwanese Mandarin-Taiwan) that caused Fuel & Tire menu categories to be mistranslated. [1749479]
submitted by
nukleabomb to
forza [link] [comments]
2024.05.13 17:53 AnybodyAlert3403 Pika! Super Wallpaper v1.3.3 MOD APK (Premium Unlocked)
| https://preview.redd.it/9vtqhevwt70d1.png?width=512&format=png&auto=webp&s=7d7da49c559fea1e152aaaf4c9d2734373c68caa https://modyolo.co.in/pika-super-wallpape 👆👆👆👆Download Link👆👆👆👆 Also Join us on telegram https://t.me/official_modyolo Tired of static wallpaper? Pika! Super Wallpaper brings your home screen alive through interactive 3D animations, dynamic effects, and immersive themes. Read on to see how Pika delivers next-level visual impact. 3D INTERACTIVE WALLPAPERS At the core of Pika lies its collection of 3D interactive wallpapers with parallax motion and animations. As you tilt and move your device, scenery dynamically shifts in perspective as if peering through a window. Snowflakes drift down mountain peaks, sparks fly from drifting rockets, cherry blossom petals fall – the motion creates mesmerizing depth. It feels like the visuals extend beyond the screen. The 3D interaction makes static wallpaper feel flat. DYNAMIC LIVE WALLPAPERS In addition to 3D effects, many of Pika’s wallpapers incorporate real-time animated elements. Day transitions to night at your location’s actual times. Snow accumulates based on local weather. The current moon phase displays in night skies. Your calendar events overlay the wallpaper. The integration of live data makes the visuals feel vibrantly connected to your life. Glanceable info is seamlessly blended into the ambiance. THEMED COLLECTIONS Pika provides a vast library of wallpaper collections catering to any interest. Enjoy majestic fantasy realms, technological cityscapes, soothing natural scenery and more. Holiday packages deliver festive backdrops. Abstract wallpapers channel color and geometry. The diverse themes offer fresh perspectives whenever you feel like a change. There’s a tailored visual for every mood. PERSONALIZED CUSTOMIZATION Make Pika your own with tons of customization options. Adjust 3D angles and perspective to your liking. Set preferred times for day/night transitions. Enable interactive touch elements like rippling water upon swiping. In charging mode, summon fun celebratory animations at milestones. With robust configuration, you control the ambiance. SEAMLESS IMPLEMENTATION Despite the advanced technology, using Pika wallpapers is smooth and intuitive. Download collections that interest you. Browse wallpapers in-app and tap to preview. Choose favorites to auto-rotate. Pika handles transitioning visuals and animations seamlessly behind-the-scenes. You enjoy the spectacle without complications. Implementation is designed for ease. ENDLESS VISUAL DELIGHTS Whether you adore anime, nature, sci-fi or any theme, Pika! Super Wallpaper offers interactive 3D worlds tailored to your tastes. The motion, personalization and Attention to detail provide endless visual joy. Give your mobile screen first-class immersion and liveliness! Pika wallpapers feel like the future. submitted by AnybodyAlert3403 to Modifiedmods [link] [comments] |
2024.05.13 16:47 bernarbernuli [TOOL] All-in-One tool for Windows. Android TV Tools v3
| It's a tool for use with any Android TV device (Google TV, Nvidia Shield TV, Google Chromecast...). I have improved it keeping in mind the suggestions for new features and the bugs reported in the previous version, The post I have uploaded it days before in Chromecast because in this subreddit the post was automatically rejected (although I'm not encouraging piracy or anything like that) and recently they have given me a solution to upload it here, so excuse the duplicity of the post for those who are members of both subreddit. https://youtu.be/CyeFFECeo5Y?si=s7THRcYGLjxYIbvH What does it do? It is an All-in-One tool for Windows that makes it easy to do certain things with the TV device, such as: - Send files to the TV device, such as MP3, images, PDF, or download to PC files hosted on the TV device.
- Send texts from PC to TV device. [New]
- Install applications (Sideload).
- Install applications in bulk.
- Uninstall applications from the TV device.
- Enable/disable applications on the TV device.
- Package name and version recognition
- Remove bloatware with Universal Android Debloater.
- Help generate shortcuts (icons) for installed apps that do not appear in the launcher with this website
- Install Play Store shortcut to display in your launcher
- Extract all apps you have installed on the TV device and restore them in bulk when needed (Backup/Restore).
- List user apps that were installed only from Play Store (and also only outside play store). [New]
- Manage device permissions
- Grant write permissions on external USB
- List packages that have a certain permission available
- Repair NTP server to synchronize date and time correctly. [New]
- Apply Custom Settings on the TV device:
- Hide/Show developer options menu.
- Enable/disable GPS location
- Adjust screen timeout
- Remove advertisements
- Install alternative ad blocker (AdGuard for Android TV) [New]
- Rotate TV screen
- Enable/disable Ambient display
- Set the timeout to activate the Ambient Screen
- Set the timeout time to turn off the TV when idle
- Replace official Google launcher with an alternative launcher (Projectivy Launcher, FLauncher...)
- Install Google TV launcher for devices that don't have it
- Replace official YouTube with alternative ad-free YouTube (Stable or Beta) (SmartTube)
- Method to set any launcher as default
- Replace default screen saver (Aerial Views screensaver)
- Help customize remote control buttons (with Button Mapper)
- Install IP TV apps (Tivimate, kodi, TDTChannels...) [New]
- Add m3u lists with a URL or with a file in IP TV apps. [New]
- Automatically start any app (with Launch on Boot). [New]
- Install Google Play Store on devices that do not have it, e.g. devices of Chinese origin
- Install alternative shops such as Aurora Store and Aptoide TV
- Change screen density
- Change font size.
- Enter ADB commands via command line.
- Advanced reboot (Enter Recovery mode and developer mode).
- View and control the TV device from PC with ScrCpy.
- Take screenshots and send them directly to the PC.
- Record the TV device screen and send the video directly to the PC in MP4 format.
- Optimize the TV device:
- Increase the speed of animations.
- Improve performance.
- Enable the processing speed management system.
- Delete cache memory.
- Optimize performance.
- Close background apps
- Delete data and cache memory of apps
- Send from PC predefined or custom voice commands
- Shortcuts Settings screens
- Launch installed user applications
- Wake up the TV device
- Put the TV device to sleep (stand-by)
- Check for TV device updates
- Launch notification curtain
- View TV device information, such as serial number, build version, Android version, resolution, battery status...
- History of connected TV devices.
- Suggest the IP of the TV device if you don't know what it is
Changelog: - v3.0 (May 09, 2024) -
- Added alternative ad blocker (AdGuard for Android TV)
- Added option to install IP TV apps (Tivimate, kodi, TDTChannels...)
- Added option to add m3u lists with a URL or with a file in IP TV apps.
- Added option to repair NTP server (solution to sync date and time correctly)
- Added option to automatically launch any app.
- Added option to list uninstalled or hidden apps.
- Added option to list user apps that were installed only from Play Store (and also only outside play store).
- Added option to send texts from PC to TV device.
- Improved option to backup and restore apps (now allows to make several backups and restore the one you want).
- More improvements in the tool to backup and restore apps (now restores first the apps that were installed from play store)
- Improved information when connecting (now accurately informs the reason for not connecting)
- Improved and extended information in case of error installing or uninstalling apps on the device.
- Improved the option to block advertising.
- Improved SmartTube installation method.
- Improved Help option (when typing "help" when connecting) to fix various types of errors.
- Fixed error when recording screen.
- Fixed bug when downloading AptoideTV.
- Fixed "Findstr" bug in some users when connecting.
- Lots of aesthetic improvements.
Requirements - Windows O.S.
- Have the ADB drivers installed. Here is the link to download them. During installation, make sure to enable the "Add to System Path Environment" option. Here you have more information about ADB drivers. If you don't have ADB drivers installed, they are automatically downloaded and installed as soon as you open Android TV Tools.
- Connect the TV device to the same Wi-Fi network.
- On the TV device, go to Settings > system > About and tap "Build Number" several times until you see a message that says "you are now a developer". Then go to Settings > system > developer options and enable "USB debugging".
Considerations - The tool is available in English (EN) and Spanish (ES).
- Tested on Google TV with Chromecast, please give feedback on other TV devices.
- With Windows 10 and Windows 11 it is fully compatible and functional. Running the tool on Windows 7 or lower is partially functional, as there are some instructions that it does not interpret on older Windows.
- To find out the IP address of the TV device, just go to Settings > Networks and Internet > "Your Wi-Fi network". Under that option, you will see the IP. It is also in Settings > System > Status.
- You can use the tool in multitasking mode, i.e. you can for example backup TV device apps while you are applying custom configurations.
Use of Android TV Tools in offline environment If you are going to run the tool without an internet connection, download Aux Files for Android TV Tools.rar and unzip the file in the same folder as Android TV Tools vXX.exe, as the tool makes use of several auxiliary files such as: - cmdmax.exe (for resizing the tool's windows).
- ScrCpy (for viewing and controlling your TV device from your PC)
- Universal Android Debloater (to remove bloatware)
In addition, ADB drivers are included, so there is no need to install them to use Antroid TV Tools. Folder with Android TV Tools.exe + Aux Files Does Android TV Tools contain Malware? The tool is 100% clean and safe, of course it does not send any personal information to any remote server, however Antivirus software in recent times has become much more sensitive especially in the engines used in Virustotal.com so some Anti-Virus engines detect Android TV Tools as some kind of Malware I guess because it matches a certain pattern, logically to users of the tool this creates concern especially if it is detected by 39 of 72 engines as happened when launching Android TV Tools v2. The only solution is to contact each of the anti-virus companies via questionnaire or email so that they can reanalyze the file and normally in less than 48 hours you receive a response from the companies informing you that it is indeed a false positive and that they will update the engine. In the case of those 39 engines detecting some type of malware, and after countless emails they were reduced to 4 engines, I must say that these 4 Anti-Virus companies neither answer (neither for good nor for bad) nor update their engines correcting the false positive, these are DeepInstinct, Rising, SkyHigh and TrapMine. It's like hitting a wall, it's very frustrating. Please, if Android TV Tools is detected as malware/virus by your Anti-virus software or detected by VirusTotal.com engines inform me as soon as possible, I for my part commit myself to be aware of the analysis in VirusTotal.com to avoid alerts in Anti-virus engines. Here is a link to a contact directory of VirusTotal.com antivirus engines if anyone wants to collaborate and send emails to reanalyze the tool, I would appreciate it because this issue of false positives takes a lot of my time. - File : Android TV Tools V3_EN.exe
- Algorithm : MD5
- Hash : 1884D18FA16AB3DC46EB33599D76F2B7
- Web virustotal.com
Where to download? - Android TV Tools v3 - Aux Files for Android TV Tools (See " Use Android TV Tools in offline environment") Method - Download and unzip in a folder the file from the "Where to download" section.
- Make sure you meet all the points in the "requirements" section.
- Locate the IP address of the TV device, as explained in the "considerations" section.
- Run Android TV Tools and enter the IP address.
- A notification will probably appear on the TV device asking "Allow USB debugging?", select "Always allow from this computer" and re-enter the IP address in the tool.
- In the tool, choose a function to run and follow the instructions on the screen.
https://preview.redd.it/pqdwxvraf70d1.png?width=618&format=png&auto=webp&s=3ded50c1790fa4dee8be8526722e9d7dd96ead4a To-Do - Improve optimization tool with more optimization tasks (any suggestions from this thread for Samsung Galaxy devices or this thread for Pixel devices?).
- Porting code to Linux and Mac via Java or Python.
Android TV Tools Main menu Voice commands and more Replace launcher, youtube and more I share this tool for free, to code the tool as it is now having taken me quite some time, I just ask for some feedback for the one who download it and try it. If you are going to use it, please comment what you think or what bugs you see or what new features you suggest. Any opinion is interesting. submitted by bernarbernuli to AndroidTV [link] [comments] |
2024.05.13 16:41 wittgensteins-boat Options Questions Safe Haven Thread May 13-19 2024
For the options questions you wanted to ask, but were afraid to. There are no stupid questions. Fire away. This project succeeds via thoughtful sharing of knowledge. You, too, are invited to respond to these questions. This is a weekly rotation with past threads linked below.
BEFORE POSTING, PLEASE REVIEW THE BELOW LIST OF FREQUENT ANSWERS. .
..
Don't exercise your (long) options for stock! Exercising throws away extrinsic value that selling retrieves. Simply sell your (long) options, to close the position, to harvest value, for a gain or loss. Your break-even is the cost of your option when you are selling. If exercising (a call), your breakeven is the strike price plus the debit cost to enter the position. Further reading: Monday School: Exercise and Expiration are not what you think they are.
Also, generally, do not take an option to expiration, for similar reasons as above.
Key informational links • Options FAQ / Wiki: Frequent Answers to Questions • Options Toolbox Links / Wiki • Options Glossary • List of Recommended Options Books • Introduction to Options (The Options Playbook) • The complete options side-bar informational links (made visible for mobile app users.) • Characteristics and Risks of Standardized Options (Options Clearing Corporation) • Binary options and Fraud (Securities Exchange Commission) .
Getting started in options • Calls and puts, long and short, an introduction (Redtexture) • Options Trading Introduction for Beginners (Investing Fuse) • Options Basics (begals) • Exercise & Assignment - A Guide (ScottishTrader) • Why Options Are Rarely Exercised - Chris Butler - Project Option (18 minutes) • I just made (or lost) $___. Should I close the trade? (Redtexture) • Disclose option position details, for a useful response • OptionAlpha Trading and Options Handbook • Options Trading Concepts -- Mike & His White Board (TastyTrade)(about 120 10-minute episodes) • Am I a Pattern Day Trader? Know the Day-Trading Margin Requirements (FINRA) • How To Avoid Becoming a Pattern Day Trader (Founders Guide)
Introductory Trading Commentary • Monday School Introductory trade planning advice (PapaCharlie9) Strike Price • Options Basics: How to Pick the Right Strike Price (Elvis Picardo - Investopedia) • High Probability Options Trading Defined (Kirk DuPlessis, Option Alpha) Breakeven • Your break-even (at expiration) isn't as important as you think it is (PapaCharlie9) Expiration • Options Expiration & Assignment (Option Alpha) • Expiration times and dates (Investopedia) Greeks • Options Pricing & The Greeks (Option Alpha) (30 minutes) • Options Greeks (captut) Trading and Strategy • Fishing for a price: price discovery and orders • Common mistakes and useful advice for new options traders (wiki) • Common Intra-Day Stock Market Patterns - (Cory Mitchell - The Balance) • The three best options strategies for earnings reports (Option Alpha)
Managing Trades • Managing long calls - a summary (Redtexture) • The diagonal call calendar spread, misnamed as the "poor man's covered call" (Redtexture) • Selected Option Positions and Trade Management (Wiki)
Why did my options lose value when the stock price moved favorably? • Options extrinsic and intrinsic value, an introduction (Redtexture)
Trade planning, risk reduction, trade size, probability and luck • Exit-first trade planning, and a risk-reduction checklist (Redtexture) • Monday School: A trade plan is more important than you think it is (PapaCharlie9) • Applying Expected Value Concepts to Option Investing (Select Options) • Risk Management, or How to Not Lose Your House (boii0708) (March 6 2021) • Trade Checklists and Guides (Option Alpha) • Planning for trades to fail. (John Carter) (at 90 seconds) • Poker Wisdom for Option Traders: The Evils of Results-Oriented Thinking (PapaCharlie9)
Minimizing Bid-Ask Spreads (high-volume options are best) • Price discovery for wide bid-ask spreads (Redtexture) • List of option activity by underlying (Market Chameleon)
Closing out a trade • Most options positions are closed before expiration (Options Playbook) • Risk to reward ratios change: a reason for early exit (Redtexture) • Guide: When to Exit Various Positions • Close positions before expiration: TSLA decline after market close (PapaCharlie9) (September 11, 2020) • 5 Tips For Exiting Trades (OptionStalker) • Why stop loss option orders are a bad idea
Options exchange operations and processes • Options Adjustments for Mergers, Stock Splits and Special dividends; Options Expiration creation; Strike Price creation; Trading Halts and Market Closings; Options Listing requirements; Collateral Rules; List of Options Exchanges; Market Makers • Options that trade until 4:15 PM (US Eastern) / 3:15 PM (US Central) -- (Tastyworks)
Brokers • USA Options Brokers (wiki) • An incomplete list of international brokers trading USA (and European) options
Miscellaneous: Volatility, Options Option Chains & Data, Economic Calendars, Futures Options • Graph of the VIX: S&P 500 volatility index (StockCharts) • Graph of VX Futures Term Structure (Trading Volatility) • A selected list of option chain & option data websites • Options on Futures (CME Group) • Selected calendars of economic reports and events
Previous weeks' Option Questions Safe Haven threads.
submitted by
wittgensteins-boat to
options [link] [comments]
2024.05.13 16:24 MiraMattie [2][3][4] Stochastic Sunday #17 - 2024-05-12
Good job Pissman for the second 25k of the series, in California!
I've gotta start getting these done while it's actually Sunday, but I had a bad day yesterday.
Introduction
The Stochastic maps are large randomly-generated maps that use population data to place locations where people live. Generally, locations will be in populated areas, though rural areas with even a few structures nearby appear as well. I made these maps because most maps tend to focus on rural locations and meta-learnable locations, but I generally find urban areas more interesting to roam around. And while World is much more urban than it used to be, its distribution is perplexingly strange. I hope other people find them interesting as well.
I welcome any feedback about maps to include, mode + time settings, standings, summary statistics of interest and how they're displayed - whatever. Particularly, with the rotating country maps, please feel welcome to suggest any country you would like to see added to the list.
Challenges
Map | Mode | Challenge Link |
A Stochastic Populated World | Moving 3 Minutes | Challenge Link |
An Equitable Stochastic Populated World | No Move / Pan / Zoom 1:15 | Challenge Link |
A Skewed Stochastic Populated World | No Move / Pan / Zoom 1:15 | Challenge Link |
A Stochastic Populated United States | No Move 2 Minutes | Challenge Link |
A Stochastic Populated Latin America | Moving 1 Minute | Challenge Link |
Standings
The top 5 players on each game are awarded series points: 5 points to 1st place, through 1 point for 5th place. Ties are broken by the sum of scores from all games played. (I might not stick with this standing scheme.)
Last Week
Stochastic Sunday #16 - 2024-05-05 User | A Stochastic Populated World | An Equitable Stochastic Populated World | A Skewed Stochastic Populated World | A Stochastic Populated California | A Stochastic Populated Europe | Total |
pissman | 22,630 | 20,890 | 11,935 | 🤩 25,000 GG! | 18,176 | 98,631 |
Guybrush Threepwood | 22,298 | 16,744 | 16,516 | 17,593 | 20,296 | 93,447 |
CherrieAnnie | 22,627 | 16,194 | 11,652 | 20,043 | 20,651 | 91,167 |
MiraMatt | 23,912 | 14,862 | 16,659 | 20,077 | 15,188 | 90,698 |
Erwan C | 22,318 | 15,122 | 9,363 | 21,529 | 21,119 | 89,451 |
Wadim | 24,689 | 13,098 | 13,683 | 18,541 | 19,081 | 89,092 |
Cdt Lamberty | 24,748 | 13,102 | 8,078 | 21,919 | 18,817 | 86,664 |
The Gothfather | 17,495 | 17,200 | 9,817 | 17,818 | 16,955 | 79,285 |
Gronoob | 17,444 | 20,946 | 7,201 | 14,655 | 17,518 | 77,764 |
Brigitta Horváth | 18,666 | 14,254 | 14,172 | 11,959 | 18,700 | 77,751 |
DashOneTwelve | 18,901 | 16,808 | 4,478 | 20,137 | 15,293 | 75,617 |
Ruben van Cleef | 18,460 | 15,618 | 6,954 | 15,473 | 15,302 | 71,807 |
László Horváth | 22,321 | 11,710 | 7,087 | 12,565 | 17,548 | 71,231 |
Jens_K | 19,617 | 14,604 | 8,543 | 8,358 | 19,772 | 70,894 |
antarcticmatt | 19,662 | 14,740 | 8,369 | 8,599 | 17,334 | 68,704 |
randomboi160 | 21,126 | 14,770 | 4,285 | 3,761 | 11,215 | 55,157 |
Shanckhow | --- | 12,435 | --- | 18,222 | 20,692 | 51,349 |
riri22 | --- | 15,519 | 15,637 | --- | 18,617 | 49,773 |
zoidbergeo | 24,747 | --- | --- | --- | 19,984 | 44,731 |
Gui2353 | 20,134 | 10,622 | 8,634 | --- | --- | 39,390 |
コブトリンゲン | 20,632 | --- | --- | --- | 17,641 | 38,273 |
EnchantingGulf158 | 13,472 | 7,282 | 215 | --- | 15,668 | 36,637 |
Drew | 16,490 | 16,299 | --- | --- | --- | 32,789 |
Nicholas Erwin | 13,272 | 14,684 | --- | --- | --- | 27,956 |
Mclapham | --- | --- | --- | 24,822 | --- | 24,822 |
Daniblonds | --- | --- | --- | --- | 21,389 | 21,389 |
Maxim LOst | 20,223 | --- | --- | --- | --- | 20,223 |
Fæsk | --- | --- | --- | --- | 18,402 | 18,402 |
redbot | 12,235 | --- | --- | --- | --- | 12,235 |
Average score per round
Round difficulty, based on the average score compared to all rounds in the series so far, regardless of map and type:
- A Stochastic Populated World - M 240s
- ID: ⭐️⭐️⭐️⬜️⬜️⬜️⬜️⬜️⬜️⬜️ - Avg: 3,911 (927.9 km); Best: 1.9 km
- ES: ⭐️⭐️⬜️⬜️⬜️⬜️⬜️⬜️⬜️⬜️ - Avg: 4,499 (154.8 km); Best: 2.4 km
- AR: ⭐️⭐️⭐️⭐️⭐️⬜️⬜️⬜️⬜️⬜️ - Avg: 3,245 (852.8 km); Best: 3.5 km
- TR: ⭐️⬜️⬜️⬜️⬜️⬜️⬜️⬜️⬜️⬜️ - Avg: 4,566 (135.1 km); Best: 9 m - GG pissman!
- IT: ⭐️⭐️⭐️⭐️⬜️⬜️⬜️⬜️⬜️⬜️ - Avg: 3,701 (937.9 km); Best: 139.0 m
- An Equitable Stochastic Populated World - NMPZ 90s
- DE: ⭐️⭐️⭐️⬜️⬜️⬜️⬜️⬜️⬜️⬜️ - Avg: 3,892 (380.4 km); Best: 88.5 km
- LK: ⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️ - Avg: 1,461 (3,402.4 km); Best: 28.3 km
- GR: ⭐️⭐️⭐️⭐️⭐️⭐️⭐️⬜️⬜️⬜️ - Avg: 2,741 (1,019.3 km); Best: 201.3 km
- BE: ⭐️⭐️⭐️⭐️⬜️⬜️⬜️⬜️⬜️⬜️ - Avg: 3,708 (484.3 km); Best: 1.3 km
- LT: ⭐️⭐️⭐️⭐️⭐️⭐️⬜️⬜️⬜️⬜️ - Avg: 3,086 (1,515.2 km); Best: 22.0 km
- A Skewed Stochastic Populated World - NMPZ 90s
- IN: ⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️⬜️ - Avg: 1,753 (3,511.3 km); Best: 295.3 km
- MX: ⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️⬜️ - Avg: 1,846 (3,627.4 km); Best: 435.7 km
- MY: ⭐️⭐️⭐️⭐️⭐️⬜️⬜️⬜️⬜️⬜️ - Avg: 3,499 (1,421.2 km); Best: 13.2 km
- EC: ⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️⬜️ - Avg: 1,762 (4,442.9 km); Best: 39.1 km
- BD: ⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️ - Avg: 786 (4,307.4 km); Best: 371.8 km
- A Stochastic Populated California - M 240s
- US: ⭐️⭐️⭐️⭐️⬜️⬜️⬜️⬜️⬜️⬜️ - Avg: 3,780 (114.7 km); Best: 3 m - GG CherrieAnnie!
- US: ⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️⬜️⬜️ - Avg: 2,216 (260.9 km); Best: 4 m - GG Mclapham!
- US: ⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️⬜️⬜️ - Avg: 2,379 (290.3 km); Best: 2 m - GG CherrieAnnie!
- US: ⭐️⭐️⬜️⬜️⬜️⬜️⬜️⬜️⬜️⬜️ - Avg: 4,237 (61.8 km); Best: 1 m - GG Mclapham!
- US: ⭐️⭐️⭐️⬜️⬜️⬜️⬜️⬜️⬜️⬜️ - Avg: 4,114 (61.3 km); Best: 5 m - GG CherrieAnnie!
- A Stochastic Populated Europe - NM 90s
- NL: ⭐️⬜️⬜️⬜️⬜️⬜️⬜️⬜️⬜️⬜️ - Avg: 4,585 (55.0 km); Best: 19.5 km
- DE: ⭐️⭐️⭐️⭐️⬜️⬜️⬜️⬜️⬜️⬜️ - Avg: 3,648 (208.7 km); Best: 703.7 m
- DE: ⭐️⭐️⭐️⭐️⬜️⬜️⬜️⬜️⬜️⬜️ - Avg: 3,703 (211.5 km); Best: 547.3 m
- CZ: ⭐️⭐️⭐️⭐️⬜️⬜️⬜️⬜️⬜️⬜️ - Avg: 3,657 (233.4 km); Best: 2.4 km
- IT: ⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️⬜️⬜️ - Avg: 2,466 (521.5 km); Best: 3.2 km
More Information
Map descriptions
A Stochastic Populated World: This map uses unadjusted population data, to give every person on earth an equal chance of appearing in the game, if there is Streetview coverage where they live.
An Equitable Stochastic Populated World: This map uses an adjusted population designed to increase the variety of locations that appear, while still favoring more populous countries and more populated areas.
A Skewed Stochastic Populated World: A stochastic homage to the famous
A Skewed World, this map turns the camera to the side of the road, hiding the more widely known street-based clues.
A Stochastic Populated United States: A map of the United States, including territories (American Samoa, Guam, Mariana, Puerto Rico, and the Virgin Islands
A Stochastic Populated Latin America: This map includes all Spanish- and Portuguese-speaking countries and territories with official coverage in the Americas, including Curacao and Puerto Rico
submitted by
MiraMattie to
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