2015.02.19 21:32 CRAZEDDUCKling Stock Car Extreme
2024.05.13 23:08 Objective_Tie_7626 Generation Question
2024.05.10 23:00 Ok-Spring6087 Looking for 1988 Land Cruiser Fork Sub-Assy, Clutch Release
Hello, submitted by Ok-Spring6087 to Toyota [link] [comments] 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 |
2024.05.10 22:45 Ok-Spring6087 Looking for 1988 Land Cruiser Fork Sub-Assy, Clutch Release
Hello, submitted by Ok-Spring6087 to CarTalkUK [link] [comments] 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 |
2024.05.10 22:39 Ok-Spring6087 1988 Land Cruiser clutch fork
Hello, submitted by Ok-Spring6087 to LandCruisers [link] [comments] 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 |
2024.05.04 06:49 monsieurash S4 running on E85
2024.05.03 10:59 CapitalShooting 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 Mossberg1919 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 Depression1930 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 Effort1940 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 Mossberg1947 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 Era1962 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 Adaptation1993 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 millennium2000 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 traditions2006 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 milestones2011 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 American2014 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 anniversary2019 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 |
2024.05.02 13:32 griffinrc KULR Technology Group, Inc. DD
2024.04.24 09:24 blankdudebb Please stop me from buying this ( asking for a friend)
Im trembling submitted by blankdudebb to DubaiPetrolHeads [link] [comments] https://preview.redd.it/3mu58hrvpdwc1.png?width=1278&format=png&auto=webp&s=f752fdfb99b2f96120b0e7046ded07cd3e9cf8bd |
2024.04.23 18:51 bartplauca Been daily driving a Minisforum UN1265 for 8 months (on Linux) - My thoughts/use case/experience, so far.
2024.04.16 21:53 Cancel2020me 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
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. submitted by Typo_of_the_Dad to retrogaming [link] [comments] 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. https://preview.redd.it/4g2udem2miuc1.jpg?width=518&format=pjpg&auto=webp&s=6f166e2fcc64b9fafac438059dc6b5c45e40edf7 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. https://preview.redd.it/xci3td0wjiuc1.jpg?width=448&format=pjpg&auto=webp&s=c228959957e22a5a0237e5aa5f62bbc7b743bc5e 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). https://preview.redd.it/qe1l0lo6miuc1.png?width=336&format=png&auto=webp&s=6546c2dc9e85272cf451389d00078b9f66a25971 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. https://preview.redd.it/pct7ir0bmiuc1.jpg?width=422&format=pjpg&auto=webp&s=fbc27ad6bc4cd2b73f952e5aca966aa71a05c8fe 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! |
2024.04.12 21:37 missnikkie NEED ADVICE: Fuel Related? - 1988 Toyota pickup -4cyl EFI/22RE
2024.04.08 18:02 nukleabomb Forza Motorsport Update 7.0 Release Notes – April 8, 2024
2024.04.06 23:11 Annual-Counter-9779 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??? submitted by Annual-Counter-9779 to AMDHelp [link] [comments] 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 https://preview.redd.it/zzn1nfbgcxsc1.png?width=396&format=png&auto=webp&s=7635e8ef383a97c1871dabef7c6ab4b6b8f984a1 https://preview.redd.it/7gegcvagcxsc1.png?width=636&format=png&auto=webp&s=713316b29e231c1e4e8cbb97a3338642eb3aa8d4 https://preview.redd.it/k4ce0xagcxsc1.png?width=1028&format=png&auto=webp&s=8aafa10daf6bfde95cad6721b82bf2bcbb5c7596 https://preview.redd.it/wexod0my8zsc1.png?width=662&format=png&auto=webp&s=52cf72f7bc55b04d7e87645e180f4514056dfd9b https://preview.redd.it/7dpl5wagcxsc1.png?width=603&format=png&auto=webp&s=ea7b6188e46a27f6d95548ed7894cc59732d9712 |
2024.03.31 07:40 GoldenBeliever001 Hey I've posted this before but in case anyone is interested: My Master Omni Timeline List
2024.03.31 00:03 jaygord34 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
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. submitted by priangle to retrobattlestations [link] [comments] So this is my current build https://preview.redd.it/x04lxd499isc1.jpg?width=4032&format=pjpg&auto=webp&s=4d3be7902e554a4e301b466c91db4dac2edc517e
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:
my wish list / buy plan (from first to last):
Got myself some cheap retrospeakers - Altec Lansing ACS5: https://preview.redd.it/0hbvuuzq9isc1.jpg?width=4028&format=pjpg&auto=webp&s=1cc88b445319a0c3caa9a6dc8ed5accfa43f810d |
2024.03.21 07:41 neuroticseason First Server Build
2024.03.21 07:40 neuroticseason First Server Build
2024.03.21 07:37 neuroticseason First Server Build
2024.03.11 17:30 nukleabomb Forza Motorsport Update 6.0 Release Notes – March 11, 2024
2024.03.08 01:02 92BlueFox [1988 Lamborghini Countach LP5000QV] U.S. Spec. The first Countach I’d ever seen at the time.
submitted by 92BlueFox to spotted [link] [comments] |