1988 bayliner spec

Stock Car Extreme

2015.02.19 21:32 CRAZEDDUCKling Stock Car Extreme

Stock Car Extreme is a game developed by *Reiza Studios*, focused on the Brazilian Stock Car V8 championship. It also includes other formula, these include but are not limited to: * Formula Extreme (2014/15 Spec F1) * Formula V12 (1995 Spec F1) * Formula Classic (1988 Spec F1)
[link]


2024.05.13 23:08 Objective_Tie_7626 Generation Question

How big a hit would you take on your future house price to pass it on to your children?
My mum and dad had us (me and my twin brother) when they were 18 (1988) and bought a house for 20k. They sold that house for £49,500 and bought a bigger house for £64,000 when we were 10 years old which they still own and the house would be £200k plus at a conservative estimate now.
I've come back from Uni and ten years in England and bought a house for 300k plus as a straight swap for the spec we had in England (4 bed, two receptions and a garage) in a nice area of a city here.
Recently though we've had to refix our mortgage and thanks to that clown Liz Truss (the lady that opened up new pork markets in china) we're looking at paying £1600 a month now and the house has been valued £15k lower than what we paid for it after a survey was done just to fix a rate and the bank say not many would be able to pay that mortgage here.
This got me thinking about my daughter and what she'd be expected to pay when the time comes just to get on the market. I've no doubt a correction is needed in the market (it was the small print on the mortgage that got me, total amount payable for the 270k we were needing to borrow was 557k, which is scandalous when you think about it) but will our generation be the ones that make it happen?
I'm 35 and have lived through 2 serious recessions already but I pity the kids I see at 30 years plus still living with mum and dad and getting shit for buying a nice car or going on several holidays a year because they have literally given up on the dream of owning a home.
What policy could we adopt to give our kids a chance of being adults when they are in their 20s as I know wages will not improve to the level required and if we were to go into a serious level of negative equity it would just be the banks that would gain from it.
Thatchers buy your council house was a con as it's left affordable housing in tatters for the generations that followed. Nationalising a bank or housing developer wouldn't be a bad shout especially if house building is going to slow down. I've read that we'll be the richest generation ever after we inherit property from our boomer relatives but at what cost if our children are having to be heavily subsidised just to pay for heavily inflated housing?
Can't be just me thinking about this, is it?
submitted by Objective_Tie_7626 to northernireland [link] [comments]


2024.05.10 23:00 Ok-Spring6087 Looking for 1988 Land Cruiser Fork Sub-Assy, Clutch Release

Looking for 1988 Land Cruiser Fork Sub-Assy, Clutch Release
Hello,
I am currently active duty, stationed in rota Spain, and I came across a 1988 Toyota Land Cruiser, however it needs new fork for the clutch, is this part is no longer manufactured??
It’s euro spec, built in Portugal with Mercedes transmission.
Part: 3120460070
submitted by Ok-Spring6087 to Toyota [link] [comments]


2024.05.10 22:45 Ok-Spring6087 Looking for 1988 Land Cruiser Fork Sub-Assy, Clutch Release

Looking for 1988 Land Cruiser Fork Sub-Assy, Clutch Release
Hello,
I am currently active duty, stationed in rota Spain, and I came across a 1988 Toyota Land Cruiser, however it needs new fork for the clutch, this part is no longer manufactured. It’s euro spec, made in Portugal with a Mercedes transmission, I have been looking for months!!!
Part: 3120460070
submitted by Ok-Spring6087 to CarTalkUK [link] [comments]


2024.05.10 22:39 Ok-Spring6087 1988 Land Cruiser clutch fork

1988 Land Cruiser clutch fork
Hello,
I am currently active duty, stationed in rota Spain, and I came across a 1988 Toyota Land Cruiser (euro spec, made in Portugal with Mercedes transmission), however it needs new fork for the clutch, this part is no longer manufactured.
Part: 3120460070
submitted by Ok-Spring6087 to LandCruisers [link] [comments]


2024.05.04 06:49 monsieurash S4 running on E85

Hello,
I'm the new owner of a beautiful 928 S4 euro specs from 1988, the car is solid and run strong.
I was wondering if you guys have experimented or know someone who has used E85 (ethanol) with these cars. Maybe a mix 50/50. Gas is crazy expensive here in Europe & I want to use the car as my daily
Peace
submitted by monsieurash to Porsche928 [link] [comments]


2024.05.03 10:59 CapitalShooting Mossberg - A Century of Excellence

Mossberg - A Century of Excellence

In 1919, a visionary named Oscar Frederick Mossberg, along with his sons, Harold and Iver, set out on an ambitious journey to make firearms accessible to the working class. Their dream was simple but groundbreaking: to create firearms that were both durable and affordable. With decades of experience, innovative designs, and extensive knowledge of the industry, they founded O.F. Mossberg & Sons, Inc.


founders of mossberg firearms company shooting range budapest capital

The Birth of Mossberg

1919 Mossberg's legacy began in a humble loft on State Street in New Haven, Connecticut, where they started manufacturing the 4-shot, .22 caliber Brownie pistol. This marked the inception of a long line of dependable and innovative firearms bearing the Mossberg name.
1922 Mossberg introduced its first rifle, the MODEL K, a .22 hammerless pump repeater that had originally been designed by Arthur Savage but was improved and perfected by Mossberg.

Surviving the Great Depression

1930 Despite the challenges posed by the Great Depression, they continued to produce the 4-shot, .22 caliber Brownie pistol. Their commitment to creating reliable firearms persisted through difficult times.

Contribution to the War Effort

1940 During World War II, O.F. Mossberg and Sons secured a government contract to manufacture tolerance tooling gauges, components for .50-caliber machine guns, and parts for the British Lee-Enfield rifle.
1941 - 1943 They created the MODEL 42MB, a .22 training rifle designed to train British troops under the Lend-Lease Act. Over 45,000 units were produced.
1942 To encourage pre-draftees and junior shooters to engage in rifle training, Mossberg allocated its entire advertising budget. During this time, the company published hundreds of thousands of copies of the War-Department-endorsed Guidebook to Rifle Marksmanship.

Post-War Innovations of Mossberg

1947 They introduced the Model 183D bolt-action shotgun, which became their first repeating shotgun with an adjustable choke. This innovation set the stage for many future Mossberg shotguns.
1959 The Model 400, the first of the Palomino lever-action shotguns, was released by Mossberg. The Palomino line remained in production for over two decades.
1961 The company introduced the youth model, the 173Y, a .410 bolt-action shotgun with a smaller stock. This design allowed younger generations and smaller-statured shooters to participate in shooting activities.

The Mossberg 500 Era

1962 The iconic Model 500 was first produced in August. This pump-action shotgun gained legendary status for its reliability and durability, laying the foundation for numerous variants to come.
1979 The factory was awarded a government contract to produce the Model 500 as a combat-duty-rated pump shotgun, ultimately adopted by all branches of the United States Military.
1985 With the discontinuation of the Model 395, Mossberg ceased production of bolt-action shotguns.
1988 In collaboration with the Federal Cartridge Company, they introduced its first shotguns chambered for 3.5-inch waterfowl magnum loads.
1989 The factory led the way in firearm safety by including a safety cable lock with every new firearm. Developed by Alan Mossberg, this lock would later become the industry standard.

Expansion and Adaptation

1993 The brand broadened its range of customization options to give shooters more features, including camouflage and matte-finish barrels. Additional options such as barrel porting, Speed-Feed stocks, and new premium and field stocks were introduced.
1994 In another display of innovation, the company developed the Model 590 Mariner™ Line Launcher system for seafaring applications.
1996 Responding to hunter demand, Mossberg reintroduced a bolt-action shotgun, the Model 695, which was later named Shotgun of the Year. Viking stocks were first introduced in the same year.
1998 Mossberg introduced a new line of fiber-optic sights and a new .50-caliber muzzle-loading barrel. They also unveiled new Mossy Oak™ and Real Tree® Camo patterns.

Entering the new millennium

2000 They introduced the SSi-One line of single-shot, lever-action shotguns and rifles. This platform featured multiple interchangeable barrels in various calibers and gauges, allowing shooters to use one firearm for various needs.
2003 Mossberg contributed to firearm safety by releasing the innovative Loc Box safety system.
2005 Mossberg expanded its selection of firearms to the widest range since 1938. The lineup included new youth and centerfire models, the Mossberg International™ and Mossberg International Reserve series, and the all-day, all-terrain 535ATS.

Embracing new traditions

2006 Resumed in-house manufacturing of centerfire rifles, starting with the Model 100ATR. This reliable rifle came with various finishes and stock choices.
2008 The company reignited interest in traditional lever-action rifles with the Model 464. The Model 930SPX, named Gun of the Year, was also introduced. User-adjustable LBA and LPA triggers were added this year.
2010 The Model 500 series expanded to offer 41 different variations, enabling shooters, hunters, law enforcement, and military personnel to customize their firearms to precise specifications.

Continued milestones

2011 The iconic Model 500 celebrated its 50th anniversary with the release of the Model 500 Classic, the Model 500 Chainsaw, and a new Blackwater series. also introduced the AR-style 702 Tactical .22 rifle and the X-12 Less-Than-Lethal shotgun.
2012 They entered the modern sporting rifle market with the AR-style Mossberg MMR. This year also saw the debut of the MVP rifle line and the Flex™ Modular Platform. Flex allowed shooters to customize their firearms with easily interchangeable barrels and stocks.
2013 Mossberg introduced the Jerry Miculek JM Pro Series™ 930, a remarkable 3-gun shotgun that redefined what shooters could expect from a competition shotgun.

1930 Christmas mossberg firearms company shooting range budapest

Proudly American

2014 The company launched a line of mil-spec Model 500 shotguns, offering civilians the same features found on military versions. The Magpul series was introduced, along with five pistols in the 715 family.
2015 The Patriot rifle, featuring a redesigned bolt action, a box magazine, and multiple stock and barrel finishes, was introduced. The Patriot rifle became the foundation for the Night Train rifle package. New MVP models were introduced, along with the Blaze 47 line.
2017 Mossberg made waves in the firearms industry with the introduction of the revolutionary Mossberg 590 Shockwave. This ultra-portable shotgun provided a fully legal alternative to a short-barreled shotgun without the need for a federal tax stamp.

Mossberg's 100th anniversary

2019 The company celebrated a century of excellence in the firearms industry. Through all the years, the company has remained family-owned, family-operated, and fully dedicated to offering "more gun for the money" with the most innovative and reliable firearms on the market.
As a testament to Mossberg's commitment to firearms, they offer two Mossberg rifles in .308 Winchester caliber: the Mossberg MVP and the Mossberg Patriot LR Hunter. These rifles continue to uphold the Mossberg legacy of quality, innovation, and reliability.
Capital Shooting Range Armoury: Check our Mossberg rifles
Credit: www.mossberg.com
submitted by CapitalShooting to shootingrangebudapest [link] [comments]


2024.05.02 13:32 griffinrc KULR Technology Group, Inc. DD

KULR Technology Group, Inc. develops, manufactures and licenses next-generation carbon fiber thermal management technologies for batteries and electronic systems. Leveraging the company's roots in developing breakthrough cooling solutions for NASA deep space missions and backed by a strong intellectual property portfolio, KULR enables leading aerospace, electronics and electric vehicle manufacturers to make their products cooler, lighter and safer for the consumer.
Corporate presentation: https://www.kulrtechnology.com/wp-content/uploads/2023/09/KULR-August-2023-Investor-Slide-Deck.pdf
Products:
NEXT GENERATION BATTERY SAFETY BATTERY MANAGEMENT SYSTEM The CellCheck modular battery management system platform is KULR’s next generation battery safety technology for e-mobility, energy storage and fleet applications. It captures real time and lifetime battery intelligence, sensing adverse electrical, environmental, and physical events to analyze and control for maximum battery safety, reliability, and performance.
KULR’s SafeX product line, including SafeCASE and SafeSLEEVE, provides a comprehensive solution for the safe storage and transportation of batteries. These products incorporate KULR’s advanced patented Thermal Runaway Shield® (TRS) technology for efficient heat dissipation, which reduces the risks of battery overheating, self-ignition, and overpressure. Additionally, SafeCASE and SafeSLEEVE offer physical protection to batteries during transport, safeguarding against potential damage caused by shock or vibration, which can trigger internal damage and thermal event
THERMAL CAPACITOR
A CARBON FIBER INFUSED HEAT SINK UTILIZING PCM TO ABSORB OR PROVIDE HEAT A carbon fiber infused heat sink utilizing phase change materials (PCM) to absorb or provide heat. It successfully reduces system temperature excursions and extends both the life of key components in your product as well as overall operating times. Due to its low mass, it saves on weight and volume by reducing or even eliminating the need for active cooling.
HEAT SINK
KULR’s PCM heat sink technology is compact, reliable, and lightweight and has been utilized by leaders in the US aerospace and defense industries. It is inside NASA’s X-38 re-entry vehicle, LEO flight, Mercury Messenger satellite, and NICER telescope on the International Space Station. At current estimates the capacitor has cycled more than 10,000 times without breakage in various applications.
Data Sheet: https://www.kulrtechnology.com/wp-content/uploads/2023/03/TDS-Thermal-Capacitor-Mar-2023.pdf
THE KULR TEAM
MICHAEL MO CHIEF EXECUTIVE OFFICER Mr. Mo is a technology entrepreneur and successful investor with over 20 years of experience in technology management, product development, and marketing. From 2007 to 2015, Mr. Mo served as Senior Director of Business Development at Amlogic, Inc. Prior to Amlogic, he was co-founder and CEO of Sympeer Technology, a peer-to-peer network company. Mr. Mo received a Master’s degree in Electrical Engineering from UC Santa Barbara in 1995.
DR. WILLIAM WALKER CHIEF TECHNOLOGY OFFICER Dr. Walker has significant experience in professional and research-related activities focused on thermo-electrochemical testing and analysis of lithium-ion (Li-ion) battery assemblies and related thermal management products designed for space exploration applications. Prior to joining KULR, Dr. Walker was employed by the National Aeronautics and Space Administration (NASA) Johnson Space Center (JSC) where he focused on designing battery assemblies for human spaceflight applications capable of safely mitigating the effects of thermal runaway and preventing cell-to-cell propagation. Dr. Walker received his B.S. in Mechanical Engineering at West Texas A&M University (WTAMU) and Ph.D. in Materials Science and Engineering at the University of Houston (UH).
SHAWN CANTER CHIEF FINANCIAL OFFICER Mr. Canter is a seasoned corporate executive and board member with over 25 years of experience leading teams in hands-on roles in both institutional and early/growth stage companies bringing solutions to complex situations. He gained significant financial and transactional experience as an executive in M&A at Goldman Sachs and at Bank of America’s investment bank where he also served as COO of M&A. Most recently, Mr. Canter was a partner at Orange Capital Ventures. Mr. Canter earned a bachelor’s degree in economics and master’s degree in organizational studies from Stanford University as well as a JD and MBA from the University of Michigan.
TED KRUPP VICE PRESIDENT OF SALES AND MARKETING Mr. Krupp joins KULR with over 22 years of supplying MIL-SPEC computing solutions to U.S. military and intelligence system integrators. Prior to joining KULR, Mr. Krupp served as Vice President of Sales at San Diego based ZMicro, the preferred choice for rugged computing and visualization for deployed and mission critical applications. He expanded ZMicro’s involvement in several platforms, including special operations, ground vehicle systems, tactical datalinks, and next-generation ISR and eventually led ZMicro’s sales department as the company continued to grow in prominence across the Department of Defense and foreign military community. Mr. Krupp completed his undergraduate work in Information Systems at the University of Texas.
MICHAEL G. CARPENTER VICE PRESIDENT OF ENGINEERING Mr. Carpenter was former Director and Safety Officer of Energy Science Laboratories PCM Heatsink Group. He also served as Quality Manager and Facility Security Officer in the Defense Industrial Security Program from 1988 to 1995. Mr. Carpenter received a B.S. in Applied Mechanics from UC San Diego in 1983.
Recent News:
$KULR - Investing in the Evolution of Batteries- An Electrifying Journey
https://marketwirenews.com/news-releases/investing-in-the-evolution-of-batteries-an-electrify-7948456644348969.html
Financials:
$KILR Stock Price: $0.4689 Market Cap: $80.87 Mil 52-week Range: 0.10 - 1.10 Avg. Volume: 21,070,775
submitted by griffinrc to wallstreetbets2 [link] [comments]


2024.04.24 09:24 blankdudebb Please stop me from buying this ( asking for a friend)

Please stop me from buying this ( asking for a friend) submitted by blankdudebb to DubaiPetrolHeads [link] [comments]


2024.04.23 18:51 bartplauca Been daily driving a Minisforum UN1265 for 8 months (on Linux) - My thoughts/use case/experience, so far.

Current Model: MINISFORUM UN1265 - Specs
Previous computer: Custom built gaming PC (2 yrs old) - Specs
Current OS: Debian 12.4 with KDE/Gnome mixed desktop
Added specs:
  • 32GB in DDR4 2667MHz
  • 1TB NVME SSD
PLEASE NOTE: I am not affiliated with Minisforum, at all. I bought this machine to replace my computer that died. I am extremely poor and on a fixed income due to a disability. I am doing this of my own volition.
INITIAL EXPERIENCE: Unboxing, set-up & hardware
I bought the barebones version (6 months ago) for $309 on Amazon. Price may have changed, since then.
My first thought, on unpacking the device: I was happy to see an adapter included to install a 2.5inch HD/SSD, if I needed it. I chose not to use it and installed my 1TB SSD that was originally in my custom PC, previously. Also found a small screwdriver for opening the case.
Machine is easy to open with 4 screws. inside are 1 NVME slot and the previously mentioned HD/SSD input, plus 2 SODIMM slots for DDR4 RAM. Installed the NVME drive and RAM, closed it up and powered it on. Machine uses a 45watt external PSU about 5"x1.5"x2". Note: Also has a Mediatek Wifi/Bluetooith card that can be easily replaced. I chose to leave it. (more on networking, later)
Machine booted up perfectly fine in about 2 minutes. I imagine the reason for that length of time is the installation of new RAM/HD/OS and Bios was updating. Same thing happens on any normal PC.
BIOS is a decently populated AMI variant. Was up to date, upon unboxing. (Have since had 3 updates)
side note: Great thing about a Linux kernel is that it contains all the drivers, unlike Windows with registry edits, drivers, proprietary software and more. Booting a Windows drive on this device that had previously been installed on another machine resulted in blue screen.
After getting the data I needed off the SSD, I reinstalled Debian 12. I have not had to reinstall an OS since that day. Nor have I chosen to use Windows, anymore, regularly-- except in a VM.
tl;dr - Easy to purchase and inexpensive. Simple to open and upgrade. Lots of upgrade options. Quick to boot.
PERFORMANCE: Daily use, gaming and web browsing
My "quick and dirty" daily use case is: Emails, check news on Chrome, watch videos on YouTube, Play some Minecraft/Steam games, Research and phone calls for my disability, Work From Home job doing data entry, Setting calendar appointments for my doctor visits, using Discord, occasional Photoshop use, experimentation with new apps, compiling new apps, listening to music, watching HD movies, & storing data locally.
For emails, web browsing, etc: Not one issue. Fast launching apps. No hiccups. No scrolling issues. No lock-ups-- unless I am over exerting the system, but the 3 times in 6 months I had a lock up it was my fault for either crashing the video driver or doing too much at once. (i.e. compiling an app, running 10 apps at the same time and then launching Minecraft)
For gaming with Steam/Minecraft: Absolutely impressed this thing can handle up to AA games. Minecraft can be played with mods and shaders using the on-board graphics. Steam games as intensive as Fallout NV, Dead Island, CS:GO, GTA5, andf others play great. I can get up to 60FPS. Have been unable to launch Cyberpunk, though. Once Steam/Proton allow it, I will test it, but every other game I have plays with zero issues and no less than 30FPS.
There's conflicting info, but this CPU is supposed to have IRIS graphics. Instead, it shows as UHD graphics. Minisforum own documentation said IRIS iirc, but Linux and Windows both see it as UHD. Still, it will do up to 120hz and games run great, so it might be a case of being an in-between chip.
Networking is incredible. With the 2.5gb/s ethernet I am getting amazing speeds. Have never once had local issues with download or streaming. Only issues were on the ISP's end or the site I was on. Wifi does well, too, but I prefer using a straight line-in approach. Faster and more secure, plus way better speeds.
POWER: Usage, reboots and affect on home
I have kept a close eye on the difference between this machine and the wattage my old one pulled. It's not even close. Even with Minecraft open and playing intensively, I have not seen a spike of more than 38 watts. GTA5 got me to 42 watts. On average, I see a 10-15 watt usage for my normal daily use.
My reboots have been sporadic. Maybe 2-3 times per month. The only reason I usually reboot is a new kernel drops. Recently, I've wanted to try kernel 6.8 to see if it finally correctly updates the graphics to IRIS instead of UHD. Still waiting for a official version.
BOTTOM LINE: My use case is not yours...or maybe it is?
I am an old gray beard. I've been using computers since the TRS-80 in 1978. Been online since the BBS days of 1988. Worked in IT, until a few years ago. Now, I am retired and disabled.
I don't need a system to play on, install 21398 different distros, etc. Yes, I compile new apps from time to time, but overall I am done with using a computer erratically like a knat on crack spinning up a thousand different schemes and ruining my system over and over again having to google a fix for my stupidity/breakage. Just install and move on. No need for playing 1337 h@x0r.
I was worried this machine would not have the power I was accustomed to. Boy, was I wrong. For my use-case-- it's perfect.
Put into a few words, it's:
Powerful. Simple. Attractive. Upgradable. Energy-saving. Inexpensive. Impressive.
Fully recommend it or any of their other non-celeron machines. (Seriously, who is buying a celeron in 2024? Do you like torture?)
All that said, I wish I could afford the new Minisforum MS-01 because it has 3 NVME slots and a PCI slot for a GPU. That would end up being my "forever computer". Would not need a new one again for ages. It looks absolutely baller for my needs.
Again, this is my personal opinion. I may have an unusual use-case. My experience might differ from yours if you are expecting a high-end machine. This is a machine that gets the job done. Period. It just works and stays out of your way. No nonsense. That is what I need. You might disagree. Fine.
Thanks and hope you enjoyed.
NOTE: May be edited for spelling, later.
submitted by bartplauca to MiniPCs [link] [comments]


2024.04.16 21:53 Cancel2020me Intonation adjust screw sheared

Intonation adjust screw sheared
I have a 1988 Korean made Aria TA 60. I need to source a gold replacement screw, not sure about specs, probably metric. Any advice? Don't want to swop out the next aged bridge.
submitted by Cancel2020me to Luthier [link] [comments]


2024.04.15 00:20 Typo_of_the_Dad The Early Evolution of Sound and Music in Video Games: 1971-1984

The Early Evolution of Sound and Music in Video Games: 1971-1984
This week, stay a while and listen to the tale of an important yet often overlooked and taken for granted aspect of video game history: Sound and Music. Much like in cinema, sound and music have always been essential parts of the gaming experience. Using them, developers aim to immerse players in the virtual worlds they create in various ways. For example, they can set the tone of a moment, segment or universe, convey a variety of emotions as well as crucial feedback for gameplay, and they can elevate the storytelling in video games.
In the early days of video games, sound was limited to simple beeps and white noise due to the technical constraints of the hardware. As technology advanced, developers began to experiment with incorporating more sophisticated sound effects and music into their games. In this article I'll have a look at the early history of these developments, up until around 1984. While part of the focus is on tech specs (such as number of audio channels, frequency range (pitch), timbre complexity, and higher audio quality), I'll also try to highlight some unusual examples as well as creative ones when it comes to using limited hardware, or picking up on (or creating) new genres for the time.
https://preview.redd.it/xdbxtoaiiiuc1.jpg?width=526&format=pjpg&auto=webp&s=5382331530a45a4f8a7757e527538d9d76e07e85
The first video game featuring sound is most likely Computer Space from 1971. Nowadays, developers can use audio recordings of anything, such as an orchestral piece, or a stock library of sound effect samples and put them in a game with relative ease for a decent audio experience. At this point in time, this was not the case at all, as even in general music production there was no sampling yet. There were no trackers for over a decade into the future, and no standardized hardware either. The sound system for Computer Space was designed by Ted Dabney, and surprisingly it's hard to find direct info on. It appears to be using analog circuitry, and you can read more about it as well as see a picture of it in this long "troubleshooting journey" article.
The game features a rotation sound, a player missile sound (these two seem to be square waves, making this a prototypical PSG sound chip), a player thrust sound, and two separate explosion sounds for when an enemy ship or the player ship blows up, which are rather satisfying all things considered! Note that while the educational FMV game Auto Test (Capitol Projector, 1954) does predate Computer Space for a game featuring sound (using an audio tape player), it is an electromechanical game. A year later, Pong (ARC, 1972) further popularized the use of sound effects in video games, featuring basic square waves at different pitches to accompany gameplay actions and events - hitting the ball, the ball bouncing on a wall, and missing the ball.
Jumping ahead to 1975, Gun Fight (ARC, Netlist Sound Device) finally introduced players to music in video games, with a single voice square wave jingle based on "The Funeral March" by Fryderyk Chopin. Great way to start the party. This probably also started a (relatively short-lived) period of relying on cover music in games, probably as a result of there not really being any dedicated music composers in video game development yet. Some early '80s games would also get away with covers or remixes of contemporary pop songs. The next year, Amazing Maze (ARC, 1976, Discrete Sound), would introduce continuous VGM (video game music) during gameplay. While the song/jingle is very short and simplistic, being made up of a single voice of staccato notes, this was another step towards proper music in games. Things will (mostly) only get better from here, and at a pretty fast pace.

Some More Notable Retro Game Examples:
https://preview.redd.it/ux312hnmiiuc1.png?width=535&format=png&auto=webp&s=060ff996dc9dc9354bc584871a09222cdb6c42fb
First adaptive music (Space Invaders (ARC, 1978, analog circuitry+SN76477 (for SFX)), edited text from a previous article) - The first example of a smooth transition within an in-game music track based on player action can be found in this game. As the player destroys the alien ships, the descending four note bassline that makes up the music will gradually speed up while the movement of the enemies does as well. This contributes to an added sense of urgency and some would say is key to making the game an experience that people still remember to this day. The game uses discrete analog circuitry for its audio hardware. The music is made up of square waves passed through a lowpass filter, making them sound more like a sawtooth wave here.

https://preview.redd.it/9kjpgvppiiuc1.jpg?width=512&format=pjpg&auto=webp&s=2e247711cda860a1aeac7c7b8adebb53800793f3
Sampled SFX, voice samples and speech synthesis (Crazy Climber (ARC, 1980, AY-3-8910 & 4-Bit R-2R DAC), Berzerk (ARC, 1980, SSi TSI S14001A & Exidy SFX)) - These two were among the first video games to feature voice samples. Crazy Climber's samples are handled by the DAC chip and it features a variety of sounds: cartoony suction cup samples for when you're climbing, collision sounds, punching sounds, a funny "ouch!" scream when hit by enemies, "oh no!" if you fall down, an encouraging "go for it!" when reaching certain intervals, and an over the top "RIGHT ON!" when finishing a level. Voice sample quality seems roughly on par with the average NES game or a bit higher, but the suction cup and collision sounds stand out as surprisingly clear. Berzerk instead handles voices using basic speech synthesis - while it sounds like a more monotonous and choppy version of what Stephen Hawking used, these are some memorable lines ("Chicken, fight like a robot" is my fave) and the delivery does fit a robot rebellion nightmare scenario. In a way, it serves as a reminder that more advanced tech won't always lead to better results in terms of nailing a certain tone.
For home systems, Ghostbusters (C64, 1984, SID/Atari 8-bit, 1985, POKEY/NES, 1986, R2A03) is a good early example*. On the C64 it features a pretty solid chiptune rendition of the theme for the time, starting with a decent quality, if goofy voice sample of someone shouting the title and laughing. The music is polyphonic, meaning there are multiple notes or voices with separate melodic lines and/or rhythms, something that was first introduced by Hangman (TI-99/4A, 1979). What's also cool is that the player can actually trigger this sample at will while the song is playing at the title screen. In terms of music, the C64 and NES allowed for music more reminiscent of modern pop and therefore it was more recognizable as "proper" music to a wider audience, with enough channels and timbre variety to simulate a small band setup with bass, harmony, melody and drums, as well as more realistic sounding percussion using samples when cart sizes allowed for it. This without using expensive hardware. Sample playback actually shouldn't have been possible on the C64 SID chip, but was due to a bug - you can learn about this in detail from this video on the Modern Vintage Gamer YT channel.
*The first seems to be Castle Wolfenstein for the Apple II.

https://preview.redd.it/h9el3kztiiuc1.jpg?width=559&format=pjpg&auto=webp&s=0732cedf1c554ff7da5df5671e791a5087f2fab0
Reactor (ARC, 1982, Votrax SC-01) - While I don't know much about the full capabilities of this custom sound chip, the track used here during the instructions demo is something pretty special. A thick kick drum (probably made with a quick downward sweep of a pulse wave) and a gritty, saw-like bassline are combined to make a short and intense electro track which, while the intention was possibly to make it sound like Queen's We Will Rock You or something, ends up being reminiscent of much later bands such as Justice, MSTRKRFT and Daft Punk. Sadly, that's the one track in the game and David Thiel didn't really make anything like it afterwards (his work for M.A.C.H. 3 (ARC), Winter Games (A2GS etc.) and Duck Tales (AMI) is mainly orchestral and rock/pop-based, while the simple jingle from Mad Planets (ARC, 1983) might've been inspired by Pink Floyd's On The Run).

Gyruss (ARC, 1983, 5x (!) AY-8910 at 1.789 Mhz w/ DAC & "Discrete Sound")(based on Bach's Toccata and Fugue in D minor) - Probably the first chiptune soundtrack with both sampled percussion (snare and toms, handled by the DAC chip) and stereo mixing. While it is a remix of a classical piece split into three parts it is rather detailed and seems to make pretty good use of all the 5 AY chips used, featuring simulate echo and chorus effects as well as noise accompaniment to the sampled drums (which can be more clearly heard in the stage clear theme). The chorus is done by two channels playing the same thing but with one or both channels slightly detuned, and it sometimes produces a bit of a pulse width modulation (PWM) effect on some sustained notes, something the C64 is known for. The AY-8910 sound chip has the same capabilities as the later AY-3 chip, used in the MSX computer as well as in the PC-98 computer, both popular machines in Japan. It is very similar to the one used in the SMS and Mega Drive, but tuned lower. As for the SFX, most of those might be done by the "Discrete Sound" chip(s) considering their unusual timbres compared to what you'd generally hear from the AY chip. Based on a forum response about Donkey Kong's SFX and this game also being described as using "Discrete Sound" in MAME, they might've been using TTL circuits for these.

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Spy Hunter (ARC, 1983 or 1984, 2x AY-8910 & AD7533 DAC ("Cheap Squeak Deluxe board"))(Peter Gunn theme) - Here's another of those earlier games using a cover of an existing track, but what a fitting track and what a great rendition for the time! It's the full song, also including a pretty sweet new keyboard solo somewhat reminiscent of The Doors, and the sample-based instrumentation is a step up for chiptune soundtracks of the time. Only thing missing is a drum track. While this is also an early arcade cabinet to feature stereo sound, it's used for the SFX rather than the music and they are produced by the AY chips.

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Laserdisc sound (Interstellar Laser Fantasy (ARC, 1983), Dragon's Lair (ARC, 1983), etc.) - The laserdisc format meant a sudden and giant leap forward in terms of production, instrument quality and SFX quality, being almost on par with the CD Redbook audio introduced years later. The longest and most varied Laserdisc OST up to this point can be found in Interstellar Laser Fantasy, an FMV-based rail shooter. Stylistically it's also quite forward thinking for its time, featuring a number of ambient tracks (sometimes pure ambient noise), sweeping atmospheric synth parts and some semi-orchestral fanfares, while also having a distinctly game-like feel by incorporating "laser"/pitch sweep SFX and playful staccato notes into some tracks. Good stuff! Most of the SFX on the other hand are pretty standard 8-bit era chip-based ones played in real-time, probably through an AY-3 chip, while others are custom samples put on the laserdisc and trigger when the player reaches certain points of the game, like in a movie. From that same year, there's also the much more famous Dragon's Lair, which seems to feature the first orchestral (style) game OST besides some of the earlier tape-based music. It does sound mostly synth-based to me however, and there are no longer tracks without SFX or VA playing over them, on the same audio tracks as the music. Here it sounds like only the basic "confirmation beep" SFX is chip-based, playing whenever there's a QTE which is basically every three seconds in this game.

Ultima III (AII, Mockingboard AY-3-8910, 1983 or 1985 ver.?)("Lord British"="Rule, Britannia!"​) - Probably the first game soundtrack where the player can manually trigger most of its songs by moving back and forth between areas in-game, and its length and variety was unmatched at the time in terms of original chiptune-based VGM. The style is mostly appropriate to a medieval fantasy setting, featuring old european folk song pastiches (possibly covers since the Lord British track is one and again, it was pretty common at the time). Technically, it's pretty barebones and there's no percussion but we do get some effective use of echo in the mysterious Dungeons track. As for the SFX, it seems like some of the combat sounds are very crude samples, though I'm not sure how they are played. Perhaps using PWM on the internal speaker of the Apple II computer, as was sometimes done for later DOS games? You can find some good examples of this in Turbo Cup (1988), Aspar GP Master (1989), and (perhaps the best example music-wise) ​Pinball Fantasies (1992).

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Marble Madness (ARC, 1984, OPM/YM2151) - So here's the first use of FM synth in a chiptune-based game soundtrack*, one of the first chiptune-based game soundtracks in stereo and, arguably, the first ambient track in a chiptune-based game soundtrack (Level 1). It's also one of the earliest chiptune soundtracks to use vibrato. Pretty cool. The YM2151 chip is similar to the YM2612 chip used in the Mega Drive, except with 8 channels of 4-operator FM instead of 6, no DAC (a sample-based chip was instead often included separately in arcade games for added percussion, SFX or instruments) and a few effects being different, changing the timbre of some sounds. Stylistically this one is a little unusual in that it goes for more of a classical music or chamber music emulated sound in most tracks, which is reminiscent of a Warner Bros. cartoon but perhaps darker and weirder at times. The OST is also fairly long and with relatively long tracks for chiptunes at the time. On the downside the attempt at electric guitar in a couple of tracks is rather painful to listen to, and the FM percussion is a kinda weak but hey, it's literally the first attempt with this chip. The SFX soundscape is sometimes harsh, but generally pleasant, and surprisingly varied and expressive. I mentioned cartoons earlier and they have a similarly whimsical vibe to them, playing what sounds like birds tweeting as the player's ball falls to a lower platform and appears dizzy for a bit. Basic musical cues using bell- and brass-like instruments play when the player moves through or over certain terrain (the pop-up megaphones in Aerial might be the first jump scare in a game), and at one point a bell-like sound with heavy vibrato.
*Probably. Cycle Mahbou (ARC, OPN/YM2203) was actually released the same month but it's also a pretty weak example of FM sound even for the time, and uses a simpler sound chip. There's also Victorious Nine (PC-88, OPN), but I don't have a definitive source for its release date (it could be from 1985) and it's also a fairly weak example.

Ballblazer (C64/Atari 8-bit, 1984 or 1985?) - Several creative techniques are used for the music here: Bass+backbeat drum and chords combo, modulation, fleshed out "free jazz" solos, and a variety of instrument envelopes (settings that shape an instrument). Along with echo and slides. Apparently these solos are actually generated by the game itself as you play. I've read that they're also affected in some way by what you're doing in the game but this seems to be incorrect as the in-game music is just a separate drum track. The SFX design is sparse besides a pretty satisfying shot sound.

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Unintentionally funny and/or confusing samples (Alex Kidd: The Lost Stars (SMS, 1986), Double Dribble (ARC, 1987, YM2203 OPN & Sanyo VLM5030 & 3x RC filters), Ikari Warriors II: Victory Road (NES, 1988), Bad Dudes (ARC, 1988/NES, 1989), etc.) // (Stratovox/Speak & Rescue (ARC, 1980, AY-3-8910 & SN76477 & 8-Bit R-2R DAC), Ring King (NES, 1987), Blades of Steel (NES, 1988), Thunder Force II (MD, 1989), etc.) - Alright, let's finish this off with some examples of things not going quite as planned when it comes to sound design. Starting with the funny, the Sanyo VLM5030 chip in Double Dribble (ARC) was designed to mimic human speech. While the speech samples used here and there aren't *that* bad (though only slightly more human than the ones in Berzerk from 7 years earlier, and the title shoutout says "Dibble" instead of "Dribble"), the real attraction here is the US national anthem, sung by an obvious amateur and made to sound completely bizarre when run through the sound chip. Even funnier, the developers thought it was good enough to put in the game's idle demo, so that it would play over and over when the game wasn't being played. Next is Bad Dudes, with its unironic "I'm Bad" clip at the title screen. Converted to the NES sound chip, the sample quality then takes a nose dive.
As you might know, good quality samples in the early days would take up space that was often at a premium, and without good compression techniques or recording equipment available, the results were sometimes disastrous, making it almost impossible to make out what was being said. Or even worse, making the sound so grating that you wish you could just turn it off. In Stratovox (1980), what sounds like a non-English speaker seems to be delivering his lines on the cheapest mic available at the time. Considering the DAC supports twice the bit-depth of the one in Crazy Climber, it's kind of amazing how bad it sounds, but the developer apparently found it good enough to spam it during gameplay and then again during the score countdown, once for every bonus. In Ring King (NES ver.), while the voice samples are really muffled (except for at the start for some reason, where they seem to clip instead), we can at least easily tell from the visuals what they're trying to convey. And as you can hear from the example before it in the video, decent voice samples on the NES was a possibility even back in the day (there are also clips of the arcade version online for comparison - they sound alright there).

What are some of your favorite examples of music or sound design in retro games? Share your thoughts and memories!

submitted by Typo_of_the_Dad to retrogaming [link] [comments]


2024.04.12 21:37 missnikkie NEED ADVICE: Fuel Related? - 1988 Toyota pickup -4cyl EFI/22RE

I could use your collective brains and experiences with my 1988 Toyota pickup -4cyl EFI/22RE
Truck has been fine for a while. Easter Sunday, I grabbed some gas (mid-grade).
I leave the gas station, and not even 100 feet later, the car turns off.
We try to start it. It runs for a second, and then when you give it gas, it dies.
We replaced the following and calibrated to Toyota specs.
- fuel pump and filter
- ignition coil
- spark plugs (and calibrated)
- battery and terminals
- mass airflow sensor
We also checked the Fuel Pressure regulator & ECU.
With each new part replaced we turn it on, it runs and then dies when we step on the gas.
We sprayed some mist into the hose that connects to the engine, and it stays on when we press the gas pedal, but then when we stop spraying the mist, it dies.
It feels like we're so close. Like the answer is right under our nose!
Videos below are from the day it died, but it's responding the same even after replacing all of the above.
Any help is greatly appreciated.
Videos of my sweet baby truck fighting for her life.
submitted by missnikkie to ToyotaPickup [link] [comments]


2024.04.08 18:02 nukleabomb Forza Motorsport Update 7.0 Release Notes – April 8, 2024

Update 7 reduces the installation footprint of Forza Motorsport by around 15-20%, decreasing its file size by 25GB on Xbox Series XS and 29GB on PC. To accommodate this optimization, today’s update will be slightly larger than usual at 15GB.
Update 7 also introduces Brands Hatch and the Retro Racers Tour to the game alongside new experience improvements, including changes to Forza Race Regulations and Proximity Arrows, as well as fixes to Multiplayer, the Livery Editor, screen narration, and the Le Mans track.
A note on Forza Race Regulations: In update 6 we made two specific changes to the FRR model. The first change was to add more examples of sideswipe collisions to the model’s training data. The second was to reduce false negatives and ensure we assign penalties to players who should have received them but weren’t. This second change had the unintended consequence of also increasing false positives by a much larger margin than anticipated, meaning, it assigned penalties to players who should not have received them. In Update 7 we have adjusted the weighting so that we expect to see false positives reduce and added more examples of sideswipes to our training data to continue to adjust the model.
Update 7 will be live in the game for 5 weeks before Update 8 is released in mid-May.
Below is a summary of new content and features, as well as items fixed or improved in Update 7:
Version Number:

Game Content, Features and Events [All Platforms]

Track Addition
Career Events
Reward Cars
Spotlight Cars
Car Pass Cars
Note: Once these 3 cars are released, the Car Pass will be complete with all 30 vehicles.

Multiplayer Events

Spec Series
Open Series
Spotlight Series
Rivals Events

Bug Fixes and Improvements

Stability [All Platforms]
Graphics [All Platforms]
PC
Gameplay [All Platforms]
UI Content [All Platforms]
Drivatar AI [All Platforms]
Forza Race Regulations [All Platforms]
Tracks [All Platforms]
Cars [All Platforms]
Audio [All Platforms]
Audio [PC]
Cinematics [All Platforms]
Livery Editor [All Platforms]
Accessibility [All Platforms]
Accessories [All Platforms]
Localization [All Platforms]
submitted by nukleabomb to forza [link] [comments]


2024.04.06 23:11 Annual-Counter-9779 Rx580 bios Wild Goose Chase

Rx580 bios Wild Goose Chase
Edit: i had a photo wrongive also discovered from Red Bios Editor that subsystem id and such can be modified.. and doesnt matter???
Computer Type: Desktop
GPU: MSI RX 580 Armor OC
CPU: AMD FX-8350 8core 12thread
Motherboard: MSI 970 gaming ms7693
BIOS Version: american megatrend v22.4 12-21-2015
RAM: 32g Gskill 1600 cl10 ddr3
PSU: rosewill arc 650w bronze
Case: idfk ive tried finding on pcpartspicker but cant... generic black box
**Operating System & Version:**windows 10 home
**GPU Drivers:**31.0.21912.14 adrenalin 24.3.1
Chipset Drivers: 10.0.19041.3636
Background Applications: msi afterburner, fan control, riva statistics tuner
**Description of Original Problem:**ok this is my first time here so plz inform me where needed.im 90 percent sure this was an old mining card. i want to triple check everything before i try and flash it as ive heard many stories of bricking.ive checked gpuz and techpowerup, theres 4 listed for the msi armor oc 8g. only 3 of them support hynix chips. all 3 of them also match product and subsystem id's and clock speeds/timings edit: ive also learned that the 3 hynix supported files on Techpowerup are Hynix3 and this shows my chips as Hynix2...
HOWEVER
gpuz states that i have hynix h5gQ chips. all 3 of the verified bios files i see only have h5gC listed...
the only bios ive found on techpowerup that matches the hynix h5gQ that i have is an unverified bios with slightly different clocks.
is there a detail here that can overlap? is there a spec that is more important to match than another...no i do not have dual bios
ive spent time reading thru reddit and google and im doing my best to provide pics and info.
**Troubleshooting: edit: am i overthinking this and should just flash it? is it possible they only changed timings? is there some detail/buzzword ive missed in my research making me look like a fool? how deadly is the difference between hynix2 vs 3? if you can change subsystem id and such in RedBiosEditor then why does it matter? im sorry for all the questions but im failing to find answers to these... im entirely self taught so there could be a gap in my education
i have a new psu coming the 11th. evga 850plat p5
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submitted by Annual-Counter-9779 to AMDHelp [link] [comments]


2024.03.31 07:40 GoldenBeliever001 Hey I've posted this before but in case anyone is interested: My Master Omni Timeline List

This is a list of what I personally collect/intend on collecting and they are dated to either the first issue or earliest plot point when possible, everything in bold is what I have currently. I just made this for fun, helps motivate to fill it to the point of collecting all of my main series one day:
SILVER AGE:
Fantastic 4 by Lee/Kirby Vol 1 - Nov 1961
Amazing Spider-Man by Lee/Ditko Vol 1 - Mar 1963
The X-Men by Lee/Kirby/Thomas Vol 1 - Sept 1963
Fantastic 4 by Lee/Kirby Vol 2 - Oct 1964
Untold Tales of Spider-Man by Busiek - Sept 1995
Amazing Spider-Man by Lee/Romita Vol 2 - Aug 1966
The X-Men by Thomas/Adams/Roth/Heck Vol 2 - May 1967
Amazing Spider-Man by Lee/Romita/Kane Vol 3 - Jan 1969
Classic X-Men by Lee/Ditko/Thomas - April 1970
BRONZE AGE:
Amazing Spider-Man by Conway/Kane/Andru Vol 4 - Feb 1972
X-Men: The Hidden Years by Byrne - Dec 1999
Thanos: Infinity Origins by Starlin - Feb 1973
Amazing Spider-Man Wein/Andru Vol 5 - Apr 1975
Uncanny X-Men by Claremont/Cockrum Vol 1 - Aug 1975
Spectacular Spider-Man by Mantlo/Buscema Vol 1 - Dec 1976
Amazing Spider-Man by Wolfman/O'Neil Vol 6 - Jun 1978
Daredevil by Miller - May 1979
Uncanny X-Men by Claremont/Cockrum Vol 2 - Apr 1980
Spider-Man by Stern - June 1980
Spectacular Spider-Man by Mantlo Vol 2 - June 1980
Dazzler by Defalco - Mar 1981
Uncanny X-Men by Claremont/Cockrum/Wiacek Vol 3 - Feb 1982
Marvel Super Hero: Contest of Champions - June 1982
SECRET WARS:
The New Mutants by Claremont/Buscema/Sienkiewicz Vol 1 - Mar 1983
Spectacular Spider-Man by Mantlo Vol 3 - July 1983
Uncanny X-Men by Claremont/Smith/Wiacek/Romita Vol 4 - Dec 1983
Marvel Super Heroes: Secret Wars by ShooteZeck - May 1984
Black Costume Saga by DeFalco - May 1984
CLASSIC X-MEN EVENT ERA:
Amazing Spider-Man by DeFalco - May 1985
Uncanny X-Men by Claremont Vol 5 - June 1985
Secret Wars II by ShooteMilgrom - July 1985
The New Mutants by Claremont/ Vol 2 - Jan 1986
X-Factor by / Vol 1 - Feb 1986
Spectacular Spider-Man by / Vol 4 - Sept 1986
X-Men: Mutant Massacre by Claremont/Romita - Oct 1986
X-Men: Fall of the Mutants by Claremont/Silvestri - Aug 1987
The New Mutants by Simonson/Blevins/Liefeld Vol 3 - Sept 1987
Amazing Spider-Man by Michelinie & Mcfarlane - Jan 1988
Evolutionary War by Various - Apr 1988
X-Men: Inferno Prologue by Claremont/Silvestri/Leonardi - Apr 1988
X-Factor by / Vol 2 - Apr 1988
Excalibur by Claremont/Davis/Various Vol 1 - Oct 1988
Wolverine by Claremont/MilleBuscema Vol 1 - Nov 1988
X-Men: Inferno by Claremont/Silvestri - Dec 1988
INFINITY GAUNTLET ERA:
X-Men by Claremont/Jim Lee Vol 1 - May 1989
Spectacular Spider-Man by / Vol 5 - June 1989
Marc Spector: Moon Knight by Dixon Vol 1 - June 1989
Atlantis Attacks! By Various - Aug 1989
Wolverine Vol 2 by Claremont/David/Goodwin/Duffy - Sept 1989
Acts of Vengeance by Various - Dec 1989
Acts of Vengeance Crossovers by Various - Dec 1989
Spider-Man by Mcfarlane - Aug 1990 (before bc Spider-Man 1990 coverage)
Amazing Spider-Man by Michelinie & Larsen - Feb 1990
Infinity Gauntlet by / - Feb 1990
LEGACY OF X/VENOM ERA:
The New Mutants by / Vol 4 - Feb 1990
Ghost Rider by Velez Vol 1 - May 1990
Wolverine Vol 3 by / - Sept 1990
X-Tinction Agenda by Claremont/Lee - Nov 1990
X-Men by Claremont/Jim Lee Vol 2 - Feb 1991
Deadpool: Beginnings by / - Feb 1991
Excalibur Vol 2 by / - Mar 1991
Spec Spider-Man by DeMatteis Vol 1 - July 1991
X-Force by / Vol 1 - Aug 1991
Amazing Spider-Man by Michelinie & Bagley Vol 1 - Sept 1991
Marc Spector: Moon Knight by Dixon Vol 2 - Jan 1992
Infinity War by / - June 1992
Wolverine Vol 4 by / - Sept 1992
X-Men: The Animated Series by / - Nov 1992
Venomnibus by / Vol 1 - Feb 1993
Deadpool & X-Force by / Vol 2 - Feb 1993
Amazing Spider-Man by Michelinie & Bagley Vol 2 - Apr 1993
Infinity Crusade by / - June 1993
Excalibur by / vol 3 - Aug 1993
X-Men 2099 by Moore/Lim - Oct 1993
Daredevil by Miller Companion - Oct 1993
Wolverine by / Vol 5 - Dec 1993
Cable & X-Force by / Vol 3 - Mar 1994
Spider-Man vs Venom by McFarlane
CLONE SAGA/AGE OF APOCALYPSE/ONSLAUGHT ERA:
Amazing Spider-Man: Clone Saga by / Vol 1 - Oct 1994
Age of Apocalypse by / - Jan 1995
Age of Apocalypse Companion by / - Jan 1995
Road to Onslaught by / - Feb 1995
Amazing Spider-Man: Clone Saga by / Vol 2 - June 1995
New X-Force by / Vol 4 - July 1995
Venomnibus by / Vol 2 - Aug 1995
Captain America by Waid - Oct 1995
Spider-Man 2099 by David Vol 1 - Nov 1995
Amazing Spider-Man: Ben Reilly by / Vol 1 - Jan 1996
Amazing Spider-Man: Ben Reilly by / Vol 2 - May 1996
X-Men/Avengers: Onslaught by / - Oct 1996
REDO ERA:
Heroes Reborn by / - Nov 1996
Spec Spider-Man by DeMatteis Vol 2 - Dec 1996
Deadpool by Kelly - Jan 1997
Amazing Spider-Man: The Final Chapter by / - Jan 1997
Heroes Reborn: The Return by / - Dec 1997
EARLY MODERN:
Avengers by Busiek/Perez Vol 1 - Feb 1998
Marvel Knights by Joe Quesada - Nov 1998
Black Panther by Priest Vol 1- Nov 1998
Amazing Spider-Man by Byrne/Mackie Vol 1 - Jan 1999
X-Men vs Apocalypse: The Twelve by / - Aug 1999
Venomnibus by / Vol 3 - Sept 1999
Deadpool Classic by Various - Nov 1999
Avengers by Busiek/Perez Vol 2 - Jan 2000
Punisher by Ennis - Apr 2000
X-Men: Revolution by Claremont/ - May 2000
Amazing Spider-Man by Byrne/Mackie Vol 2 - July 2000
MODERN:
Daredevil By Bendis Vol 1 - May 2001
Amazing Spider-Man by Straczynski Vol 1 - June 2001
New X-Men by Morrison - July 2001
X-Statix by Milligan/Allred - July 2001
X-Treme X-Men by Claremont/Larroca Vol 1 - July 2001
Black Panther by Priest Vol 2 - Sept 2001
Jessica Jones: Alias MAX by Bendis/Gaydos - Nov 2001
Marvel: The End by Various - Aug 2002
Fantastic 4 by Waid/Wieringo - Oct 2002
Weapon X: The Return by Tieri - Nov 2002
Punisher MAX by Ennis Vol 1 - June 2003
X-Treme X-Men by Claremont/Larroca Vol 2 - July 2003
Deadpool & Cable by Nicienza/Slott - May 2004
Astonishing X-Men by Whedon - July 2004
Daredevil by Bendis Vol 2 - Aug 2004
EVENT ERA I: AVENGERS DISASSEMBLED
New Avengers by Bendis Vol 1 - Sept 2004
X-Factor by David Vol 2 - Nov 2004
Wolverine by Millar - Dec 2004
Captain America by Brubaker Vol 1 - Jan 2005
Amazing Spider-Man by Straczynski Vol 2 - Feb 2005
Young Avengers by Heinberg - Apr 2005
House of M by Bendis - Aug 2005
House of M Companion by Bendis - Aug 2005
Decimation by Bendis - Dec 2005
Civil War by / - Aug 2005
Civil War Companion by / - Aug 2005
Planet Hulk by Pak/Way - Jan 2006
Road to War of Kings - Feb 2006
Daredevil by Brubaker Vol 1 - Apr 2006
Punisher MAX by Ennis Vol 2 - May 2006
Annihilation by / - May 2006
Thor by Straczynski/Gillen - May 2006
Moon Knight by Huston/Benson - June 2006
War of Kings by / - Sept 2006
EVENT ERA II: IT CAME FROM SPACE
Immortal Iron Fist by BrubakeFraction/Aja - Jan 2007
Captain America: The Death of Captain America by Brubaker Vol 2 - Apr 2007
World War Hulk by / - July 2007
New Avengers: Secret Invasion by Bendis Vol 2 - Aug 2007
Annihilation Conquest by / - Aug 2007
Wolverine by Aaron - Oct 2007
Amazing Spider-Man: Brand New Day Vol 1 by Slott - Feb 2008
Deadpool by Way Vol 1 - Mar 2008
Ghost Rider by Aaron - Apr 2008
Daredevil by Brubaker Vol 2 - May 2008
Thor by Fraction - June 2008
Captain America Lives! by Brubaker Vol 3 - Dec 2008
Punisher by Remender - Mar 2009
Amazing Spider-Man: Brand New Day Vol 2 by Slott - Mar 2009
X-Factor by David Vol 3 - Apr 2009
EVENT ERA III: HICKMAN/AvX
Secret Warriors by Hickman - Apr 2009
Fantastic 4 by Hickman Vol 1 - May 2009
Deadpool & Co by GhiscleLiefeld - June 2009
Deadpool Minibus by / Vol 0 - June 2009
Shadowland by / - Nov 2009
Punisher MAX by Aaron - Jan 2010
War of Kings: Aftermath - Realm of Kings by / - Jan 2010
Amazing Spider-Man: Brand New Day by Slott Vol 3 - Jan 2010
Captain America: The Trial of Captain America by Brubaker Vol 4 - Feb 2010
X-23 by Liu - Nov 2010 (keep)
Wolverine Goes to Hell by Aaron - July 2010
Deadpool by Way Vol 2 - Nov 2010
Uncanny X-Force by Remender - Dec 2010
Carnage by Various - Dec 2010
Amazing Spider-Man by Slott Vol 1 - Jan 2011
Loki: Journey Into Mystery by Gillen - June 2011
Daredevil by Waid Vol 1 - Sept 2011
Captain America: Return of the Winter Soldier by Brubaker Vol 5 - Sept 2011
Wolverine & The X-Men by Aaron - Dec 2011
Fantastic 4 by Hickman Vol 2 - Jan 2012
Amazing Spider-Man by Slott Vol 2 Mar 2012
X-Factor by David Vol 4 - May 2012
Avengers vs X-Men by / - May 2012
2012: SCHISM/SECRET WARS ERA
Guardians of the Galaxy Bendis Vol 1 - May 2012
Hawkeye by Aja/Fraction - Oct 2012
Deadpool Minibus by / Vol 1 - Oct 2012
Uncanny Avengers by Remender - Dec 2012
Thor by Aaron Vol 1 - Dec 2012
The Superior Spider-Man Vol 1 - Jan 2013
Captain America by Remender - Jan 2013
Deadpool by Duggan/Posehn - Jan 2013
X-Men Legacy: Legion by Spurrier - Jan 2013
Avengers by Hickman Vol 1 - Feb 2013
Age of Ultron by Bendis HC - May 2013
Death of Wolverine by / - May 2013
Superior Foes of Spider-Man by SpenceLieber - Sept 2013
Daredevil by Waid Vol 2 - Sept 2013
Avengers by Hickman Vol 2 - Feb 2014
Loki: God of Stories by Ewing/Garbett - Apr 2014
Silver Surfer by Slott/Allred - May 2014
Amazing Spider-Man by Slott Vol 3 - June 2014
Thanos: The Infinity Saga by Starlin/Lim - July 2014
Deadpool Minibus by / Vol 2 - Sept 2014
Spider-Man 2099 by David Vol 2 - Sept 2014
Amazing Spider-Man: Spider-Verse/Spider-Geddon by Slott - Sept 2014
Spider-Gwen by / - Nov 2014
Secret Wars by Hickman - Nov 2014
Secret Wars: Battleworld by Hickman Vol 1 - July 2015
Secret Wars: Battleworld by Hickman Vol 2 - July 2015
Secret Wars: Battleworld by Hickman Vol 3 - July 2015
2015: ALL-NEW ALL-DIFFERENT
Deadpool Minibus by / Vol 3 - Aug 2015
Amazing Spider-Man by Slott/Ross Vol 4 - Dec 2015
Captain America by Spencer Vol 1 - Dec 2015
Guardians of the Galaxy by Bendis Vol 2 - Dec 2015
All-New Wolverine by Taylor - Jan 2016
Daredevil by Soule - Feb 2016
Spider-Man/Deadpool by Thompson -Mar 2016
Miles Morales: Spider-Man Vol 2 - Apr 2016
Gwenpool by Hastings - June 2016
Black Panther by Coates - June 2016
Thor by Aaron Vol 2 - Jan 2017
Captain America by Spencer Vol 2 - Mar 2017
Guardians of the Galaxy by Duggan - July 2017
Infinity Wars by Duggan HC
Spider-Man by Zdarsky - Aug 2017
2018: FRESH START
Venom by Cates - May 2018
Immortal Hulk by Ewing - Aug 2018
Amazing Spider-Man by Spencer Vol 1 - Sept 2018
Marvel Cosmic Universe by Cates - Dec 2018
Spider-Gwen: Ghost Spider by / - Dec 2018
Miles Morales: Spider-Man by Ahmed - Feb 2019
Superior Spider-Man by / Vol 2 - Feb 2019
Guardians of the Galaxy by Cates/Ewing - Mar 2019
Daredevil by Zdarsky Vol 1 - Apr 2019
The War of the Realms by Aaron - June 2019
Savage Avengers by Duggan - July 2019
Absolute Carnage by Cates - Sept 2019
Dawn of X by Various Vol 1 - Sept 2019
Thor by Cates - Mar 2020
Avengers/Fantastic 4: Empyre by / - May 2020
Amazing Spider-Man Spencer Vol 2 - Sept 2020
King in Black by Cates - Feb 2021
Daredevil by Zdarsky Vol 2 - Aug 2021
Moon Knight by MacKay - Sep 2021
Amazing Spider-Man Beyond by Wells/Various - Dec 2021
Devils Reign by Zdarsky - Feb 2022
Amazing Spider-Man by Wells/Romita Jr. - June 2022
A.X.E: Judgment Day by / - Sept 2022
Guardians of the Galaxy by Kelly/Walker - June 2023
ULTIMATE UNIVERSE:
Ultimate Spider-Man by Bendis Vol 1 - Oct 2000
Ultimate X-Men by MillaKubert Vol 1 - Feb 2001
Ultimates by MillaHitch - Mar 2002
Ultimate Spider-Man by Bendis Vol 2 - July 2003
Ultimate X-Men Vol 2 by MillaKubert - Aug 2003
Ultimate Fantastic 4 by Millar Vol 1 - Feb 2004
Ultimate Spider-Man by Bendis Vol 3 - Apr 2005
Marvel Zombies - Sept 2005
Ultimate Fantastic 4 by Millar Vol 2 - Oct 2006
Ultimate X-Men by MillaKubert Vol 3 - Dec 2006
Ultimate Spider-Man by Bendis Vol 4 - Oct 2007
Marvel Zombies Returns by Various - Sept 2009
Ultimate Comics: Avengers by Millar - Oct 2009
Ultimates by Hickman - Dec 2010
Ultimate Spider-Man by Bendis Vol 5 - Jan 2011
Miles Morales: Spider-Man Vol 1 - Nov 2011
submitted by GoldenBeliever001 to OmnibusCollectors [link] [comments]


2024.03.31 00:03 jaygord34 The '88 Hogans are ready

The '88 Hogans are ready
Added a set of 1988 Hogan Edge irons last Sunday. They are now ready to play. Yesterday I stripped the old grips and tape, cut them to my length, put on new grips and adjusted the lie angles to my spec. Gonna try to get out and play them tomorrow.
submitted by jaygord34 to golf [link] [comments]


2024.03.29 12:17 priangle IBM PC 330 Retrostation - showcase, build log, questions

IBM PC 330 Retrostation - showcase, build log, questions
Hi everyone! I've recently became a father and my long awaited dream of building a retro pc corner became more relevant - i want to play videogames of my childhood with my son. Not sure if he would dig it or not, but i decided to give it a shot 😁 The prices on retro hardware seem to be rising constantly, so i decided to begin this quest.
So this is my current build
https://preview.redd.it/x04lxd499isc1.jpg?width=4032&format=pjpg&auto=webp&s=4d3be7902e554a4e301b466c91db4dac2edc517e
  • The base is IBM Personal Computer 330, model 6577 (last variation of 330 series)
  • CPU has been upgraded to Pentium 200 MMX (ceramic one)
  • 144mb memory
  • Integrated GPU - s3 trio 64v+ , 1mb + 1mb upgrade
  • GPU accelerator is 3dfx Voodoo 1 4mb by Diamond Monster 3D
  • The monitor is Sun GDM-5510
  • The Keyboard - IBM Model M, dated 1988.
  • Altec Lancing ACS5 speakers
  • Seller also included the Sound Blaster Live! 5.1 PCI audio interface, but warned me that he could'n make it to work in both Windows ME (currently installed) and Windows XP. It worked in Windows 98 though, but showed multiple problems in DOS games.
I am planning to install Windows 98 SE.
Games i would like to play: Full Throttle, Loom, The Dig, (and other LucasArts adventure games), Space Quest 6, Warcraft 2, Z (by Bitmap Brothers), MDK, Dungeon Keeper, Fallout 1&2
So my current questions are these:
  1. Did i "hit the spot" in terms of the specs? Wont the Pentium 200 MMX be too fast for some of these games? Or i could manually slow it down in the BIOS settings? ✅ answered
  2. In order to have the midi sound and compatibility with DOS, i have to buy an ISA audio card. What are the cheaper options that will work with Roland MT-32?
  3. Is there any point in using Compact Flash drive instead on traditional hdd - will it give any performance and reliability benefits? ✅ answered - YES. What kind of Compact Flash drive would you recommend? There's so many of them! I'm considering SanDisk ExtremePro (32 GB, W 160/150) - will it work with my system?
Thanks in advance!
my wish list / buy plan (from first to last):
  • Cheap retrospeakers
  • Roland MT-32 emulator (m32pi) + Raspberry Pi 3
  • Compact Flash drive + CF to IDE adapter (considering the StarTech 35BAYCF2IDE)
  • Some temporary ISA sound card to use with MT-32 until i get my hands on Orpheus II
  • IK Multimedia iLoud Micro Monitor White - speakers
  • 🙌🏼Orpheus II🙌🏼 - holy grail item
  • Original Roland MT-32 (optional, just for the aesthetics of the device)
update 04.01.2024:
Got myself some cheap retrospeakers - Altec Lansing ACS5:
https://preview.redd.it/0hbvuuzq9isc1.jpg?width=4028&format=pjpg&auto=webp&s=1cc88b445319a0c3caa9a6dc8ed5accfa43f810d
submitted by priangle to retrobattlestations [link] [comments]


2024.03.21 07:41 neuroticseason First Server Build

Hey there, just have a few general questions regarding Omada switches/controllers/APs.
So first thing is that this is a two-story brick house that was built in 1988, approximately 400m2 with a granny-flat. The total land size is approximately 1550m2.
I currently have the ER706W (AX3000) which I am using in stand-alone mode for now for Wi-Fi, IPCams/NVR, Hue Bridge and LAN as I'm still finishing up my cable run to the back room we have adjacent to the garage.
Switch: What sort of switch should a hobbyist (for now) like myself be looking at for a home set-up? We have 8 people on the property and I want to make sure that we have a system that ensures a smooth experience for link speeds/LAN/POE/controller access/seamless roaming/storage. I live in Perth, AU and use *1000/50* HFC (Hybrid Fibre Coaxial) - a mix of copper and fibre. Though Perth is behind the rest of the country (Australia as a whole is a laugh if we're comparing the rest of the world, I know) I would like the have a "future proof" set-up as I don't always live in this state and I am still learning about Omada's settings have to offer.
I want to know if I should get a switch with any of the following:
What else should I be aware of? Not sure if a 2.5GB switch is worth it or if it is as we only get "1gb" (800mbps in reality) residential here.
Controller: Would the OC200 be the choice for a home network? Not sure if the OC300 has POE or not... The OC400 has the hardware specs I like but it's obviously over-kill.
EAPS: The house is double-story, made from brick at 400m2. I would rather less AP's around the place, but what would you recommend for a house/properly like this?
WiFi6 is fine for now. I've installed a few RG45 keystones through out the ground story. Yet to run one the up second story. I'm sure have two AP's connected via LAN/Switch down stairs will be enough for any future AP's using mesh.
I appreciate those of you who have taken the time to read this. Cheers!
submitted by neuroticseason to homelab [link] [comments]


2024.03.21 07:40 neuroticseason First Server Build

Hey there, just have a few general questions regarding Omada switches/controllers/APs.
So first thing is that this is a two-story brick house that was built in 1988, approximately 400m2 with a granny-flat. The total land size is approximately 1550m2.
I currently have the ER706W (AX3000) which I am using in stand-alone mode for now for Wi-Fi, IPCams/NVR, Hue Bridge and LAN as I'm still finishing up my cable run to the back room we have adjacent to the garage.
Switch: What sort of switch should a hobbyist (for now) like myself be looking at for a home set-up? We have 8 people on the property and I want to make sure that we have a system that ensures a smooth experience for link speeds/LAN/POE/controller access/seamless roaming/storage. I live in Perth, AU and use *1000/50* HFC (Hybrid Fibre Coaxial) - a mix of copper and fibre. Though Perth is behind the rest of the country (Australia as a whole is a laugh if we're comparing the rest of the world, I know) I would like the have a "future proof" set-up as I don't always live in this state and I am still learning about Omada's settings have to offer.
I want to know if I should get a switch with any of the following:
What else should I be aware of? Not sure if a 2.5GB switch is worth it or if it is as we only get "1gb" (800mbps in reality) residential here.
Controller: Would the OC200 be the choice for a home network? Not sure if the OC300 has POE or not... The OC400 has the hardware specs I like but it's obviously over-kill.
EAPS: The house is double-story, made from brick at 400m2. I would rather less AP's around the place, but what would you recommend for a house/properly like this?
WiFi6 is fine for now. I've installed a few RG45 keystones through out the ground story. Yet to run one the up second story. I'm sure have two AP's connected via LAN/Switch down stairs will be enough for any future AP's using mesh.
I appreciate those of you who have taken the time to read this. Cheers!
submitted by neuroticseason to HomeNetworking [link] [comments]


2024.03.21 07:37 neuroticseason First Server Build

Hey there, just have a few general questions regarding Omada switches/controllers/APs.
So first thing is that this is a two-story brick house that was built in 1988, approximately 400m2 with a granny-flat. The total land size is approximately 1550m2.
I currently have the ER706W (AX3000) which I am using in stand-alone mode for now for Wi-Fi, IPCams/NVR, Hue Bridge and LAN as I'm still finishing up my cable run to the back room we have adjacent to the garage.
Switch: What sort of switch should a hobbyist (for now) like myself be looking at for a home set-up? We have 8 people on the property and I want to make sure that we have a system that ensures a smooth experience for link speeds/LAN/POE/controller access/seamless roaming/storage. I live in Perth, AU and use *1000/50* HFC (Hybrid Fibre Coaxial) - a mix of copper and fibre. Though Perth is behind the rest of the country (Australia as a whole is a laugh if we're comparing the rest of the world, I know) I would like the have a "future proof" set-up as I don't always live in this state and I am still learning about Omada's settings have to offer.
I want to know if I should get a switch with any of the following:
What else should I be aware of? Not sure if a 2.5GB switch is worth it or if it is as we only get "1gb" (800mbps in reality) residential here.

Controller: Would the OC200 be the choice for a home network? Not sure if the OC300 has POE or not... The OC400 has the hardware specs I like but it's obviously over-kill.
EAPS: The house is double-story, made from brick at 400m2. I would rather less AP's around the place, but what would you recommend for a house/properly like this?
WiFi6 is fine for now. I've installed a few RG45 keystones through out the ground story. Yet to run one the up second story. I'm sure have two AP's connected via LAN/Switch down stairs will be enough for any future AP's using mesh.

I appreciate those of you who have taken the time to read this. Cheers!
Edit: 1. I should have named the title "First Home-Network Build"
  1. I was meant to say I want a 6GHz AP for the upcoming 'Brooklin' Xbox & PS5 Pro refresh later this year.
submitted by neuroticseason to TPLink_Omada [link] [comments]


2024.03.11 17:30 nukleabomb Forza Motorsport Update 6.0 Release Notes – March 11, 2024

From: https://support.forzamotorsport.net/hc/en-us/articles/27283008634515-Forza-Motorsport-Update-6-0-Release-Notes-March-11-2024
In the latest update, we have made significant changes to Car Progression to give you the freedom to equip the parts you want to install on your car regardless of Car Level.
Following the addition of Daytona to our track list in Update 4, we’ve heard your feedback and have changed the pit lane exit to address track-rejoin collisions and more closely reflect the track as it is used in real life events.
This update will also include additional lighting options for the livery editor, and numerous fixes and experience improvements to the overall stability of the game.
Below is a summary of new content and features, and items fixed or improved in Update 6.

New Content, Features and Events [All Platforms]

Car Progression Changes
Homespace
New Career Events
Reward Cars
Spotlight Cars
Car Pass Cars

New Multiplayer Events

Spec Series
Open Series
Spotlight Series
New Rivals Events

Bug Fixes and Improvements

The team is constantly hard at work on bugs, some of which are not immediately visible to players but are critical for game stability for all players.
Stability [All Platforms]
PC
AI [All Platforms]
Forza Race Regulations [All Platforms]
Cars [All Platforms]
Tracks [All Platforms]
Gameplay [All Platforms]
Livery Editor [All Platforms]
Photo Mode & Customization [All Platforms]
Accessibility [All Platforms]
Wheels [All Platforms]
Rendering [All Platforms]
submitted by nukleabomb to forza [link] [comments]


2024.03.08 01:02 92BlueFox [1988 Lamborghini Countach LP5000QV] U.S. Spec. The first Countach I’d ever seen at the time.

[1988 Lamborghini Countach LP5000QV] U.S. Spec. The first Countach I’d ever seen at the time. submitted by 92BlueFox to spotted [link] [comments]


http://rodzice.org/