Monoslope truss plans

Detached Garage Door Header Length

2024.05.15 03:17 Thick_MacRunfast Detached Garage Door Header Length

I plan on building a detached garage this summer. 22Wx30D 2x4 wall construction with a 16' garage door on the gable end. 9/12 pitch Attic trusses will be used with 2x8 bottom chord and 2x6 top chord. I am located in CT
 Here's my problem. I had plans approved showing 3.5" x 9.25" LVL used for a header with 2 Jack studs on each side, so 16' 6" long. My local lumber yard only stocks 1.75x9.5 LVL. So I double up and add 1/4", no big deal I thought. I go to order all my lumber and the counter guy says the code changed and on detached garages the header might need to go the full width of the building, 22' and to check with the town. I check with the town and they don't give me a straight answer on the length on my headers and are requesting load calcs in the different header (forteweb calcs). Ok, so I go back to the lumber yard and request them but they run them as a roof drop beam 22' wide and say I need two 1.75x11-7/8 LVL headers. 
So, I have two questions. Has anyone heard of detached garage door headers having to run the full width of the building, on a gable wall?
Secondly, for anyone familiar with forte web, is roof: drop beam the correct member for this calc or is wall: header correct?
submitted by Thick_MacRunfast to Carpentry [link] [comments]


2024.05.15 03:16 Thick_MacRunfast Detached Garage Door Header Length

I plan on building a detached garage this summer. 22Wx30D 2x4 wall construction with a 16' garage door on the gable end. 9/12 pitch Attic trusses will be used with 2x8 bottom chord and 2x6 top chord. I am located in CT
 Here's my problem. I had plans approved showing 3.5" x 9.25" LVL used for a header with 2 Jack studs on each side, so 16' 6" long. My local lumber yard only stocks 1.75x9.5 LVL. So I double up and add 1/4", no big deal I thought. I go to order all my lumber and the counter guy says the code changed and on detached garages the header might need to go the full width of the building, 22' and to check with the town. I check with the town and they don't give me a straight answer on the length on my headers and are requesting load calcs in the different header (forteweb calcs). Ok, so I go back to the lumber yard and request them but they run them as a roof drop beam 22' wide and say I need two 1.75x11-7/8 LVL headers. 
So, I have two questions. Has anyone heard of detached garage door headers having to run the full width of the building, on a gable wall?
Secondly, for anyone familiar with forte web, is roof: drop beam the correct member for this calc or is wall: header correct?
submitted by Thick_MacRunfast to Construction [link] [comments]


2024.05.15 03:11 Thick_MacRunfast Detached Garage Door Header Length

I plan on building a detached garage this summer. 22Wx30D 2x4 wall construction with a 16' garage door on the gable end. 9/12 pitch Attic trusses will be used with 2x8 bottom chord and 2x6 top chord. I am located in CT
 Here's my problem. I had plans approved showing 3.5" x 9.25" LVL used for a header with 2 Jack studs on each side, so 16' 6" long. My local lumber yard only stocks 1.75x9.5 LVL. So I double up and add 1/4", no big deal I thought. I go to order all my lumber and the counter guy says the code changed and on detached garages the header might need to go the full width of the building, 22' and to check with the town. I check with the town and they don't give me a straight answer on the length on my headers and are requesting load calcs in the different header (forteweb calcs). Ok, so I go back to the lumber yard and request them but they run them as a roof drop beam 22' wide and say I need two 1.75x11-7/8 LVL headers. 
So, I have two questions. Has anyone heard of detached garage door headers having to run the full width of the building, on a gable wall?
Secondly, for anyone familiar with forte web, is roof: drop beam the correct member for this calc or is wall: header correct?
submitted by Thick_MacRunfast to Homebuilding [link] [comments]


2024.05.15 02:43 Clone2589 How many feet of fret wire do I need for 2 telecasters

I'm close to getting all the parts I need but I just need to get fret wire and truss rods from stewmac, my problem is I don't know how much fret wire I need to buy, I'm planning to get medium/high fret wire.
submitted by Clone2589 to Luthier [link] [comments]


2024.05.15 02:00 hefebellyaro How much weight can prefab trusses handle?

I want to start storing things in my garage attic and want to make sure I won't do damage to the structure, since I rent. The attic is built with those standard pre fab trusses that have those metal joiner things. The garage is 14' wide and 9'.ceiling. there is about 4' to the peak in the attic. I plan on putting a 3/4" 4x8 sheet of particle board down and storing about 300 lbs on it. Is this too much load for the trusses?
submitted by hefebellyaro to AskContractors [link] [comments]


2024.05.15 01:01 CPD0123 Snagged my 2nd (and dream) guitar over the weekend. 1993 Yamaha RGZ 112P

So it's a bit of a long story how I found this old bird. I also have the requisite poorly treated black 2003 Squier Strat, but have wanted a second guitar with a humbucker (and less buzz) for a while. I also have a vintage 80's or so strap on the Squier that I really love, but didn't want the buckle scuffing the finish anymore or to damage the strap needlessly. So I bought a new strap. Took it outside the shop, aaaaaand wasn't the right color. Whatever, I'll deal. Then get to thinking "man, that would look killer on a blue Yamaha." Even before I started last year, I wanted a Yamaha because my dad's guitar is one of their old classicals, and his stories of him playing Neil Young songs on the family road trip to the national parks when he was in high school, ca 1971, are a lot of what inspired me to start.
But I couldn't justify $200-300 for a guitar atm. It'd take me a long time to save that up. And finding one in blue like I want? P hard.
But I was at an indoor flea market, and this thing was sitting there for $125 at a guitar specific vendor. Well set up, absolutely beautiful finish, plugged it in, and I knew my poker face was blown and I wouldn't be able to haggle.
I threw the strap on it, and a matching scarf under the strings on the headstock, which I plan to swap for a shorter one if I can find one.
Now I'm not really sure what to do next. It has something like 12's on it atm. I personally like my Hybrid Slinky strings, but I don't really trust myself to do a setup when dropping it three string sizes. And idk if I should even use hybrids or use straight 9's or straight 10's, since I want this one to be more hot n heavy, but still be able to do bends like I do on my Squier. But the local shops are either $30+strings and tax to do a setup, or another shop (that's professional grade) is $45-strings and tax, and does stuff like polishing the frets. On one hand, I'm tempted to pay more for the better service, on the other I'd hate to spend half the price of the guitar on it. Or do it myself but likely get the truss tension wrong, but by then it's worth to get the $30 service. Ugh. Can't make up my mind lol
submitted by CPD0123 to Guitar [link] [comments]


2024.05.14 21:47 Unlikely_Candy_6250 [F4F] Princess makes you take her place at the ball (Script Offer) (Fantasy/Medieval) (Dominant speaker) (Shy listener) (Teasing) (Fdom) (Okay for monetization)

The princess really doesn't want to go the ball. Lucky for her she happens to have a maid to do it for her.
You can edit the script or make more parts to it if you want. You can paywall it but please send me a link if you do.
928 words.
Feedback is welcome.
Script
"Stop fidgeting so much, you're going to wrinkle my dress! Although I suppose it's more "your dress" for the night." *Giggles*
"Of course I'm sure about this. Sister dear insisted that I needed to attend her ball, well I told her that I had other arrangements. She thinks just because she's the Crown Princess she gets to boss me around? Well I'm not giving up on my plans that easily."
"Not when the gods have blessed me the perfect lookalike to take my place! I swear getting you as my maid was the best thing that could've happened to my social life."
"Need me to stand in the background and look pretty while everyone fauns over my sister? I'd rather stay in with a book and a nice cup of tea. Like that brew you made for me last week, what was it called again?"
"Right, right. Maybe you can brew me another pot before you go? Never mind, one spill and you'd stain the dress."
*Lacing the dress* "Speaking of, why do fancy dresses have to have so many laces to them. I swear they're a tighter fit than armor."
"Why yes I have worn armor before, remember the royal procession I had you sit in for me at last week?" *Giggles* "Don't look so scared, I promise I'm not running off to become a knight. I'd miss your company too much, my kitten."
*Giggles* "Keep blushing like that and I won't even need to apply any makeup."
*Finishes lacing* "There we are! Still fidgeting? What's the matter, kitten? It's not as though this is the first time we've done this."
"True, I suppose this is the first time you'll be attending an actual social event. Usually, I have you stand in for me at functions where I don't have to speak or interact with anyone for longer than a few seconds. Aww don't fret, I know you'll do perfectly."
"Just remember, all the second born princess is expected to do is stand around and smile. If anyone tries to talk to you, remember your pleasantries."
*Sarcastic* "So happy you could come! So happy to meet you! Pardon me but I must go freshen up!" "Trust me, it gets you through any dull conversation."
"Hmm, I see you're wearing your hair in curls now, good girl. That'll make it a lot easier for you to blend in. I just need to add a little eye paint and... Perfect!"
*Smugly* "I'm a good look for you, kitten."
"I promise it's like looking in a mirror, nobody will even notice. Besides I can't be the only one who's thought of this before, for all we know half the guests at that ball are going to be other servants in disguise." *Giggles*
"Even if you are caught everyone will just blame me. It's not like anyone's going to think you've got me trussed up in a closet somewhere, trying to take my place. Not with that adorable blush and stammer of yours! I promise, if they find out, just say I made you do it. It's not like it's far from the truth."
"If you really don't want to do it though, you know I'd suffer through the ball for you, kitten. Just say the word."
"That's my good girl. I guess that means it's time for the next step, your tiara!"
*Laughs* "You look so terrified! C'mon you've worn it before haven't you? I'll tell you what, give me a nice deep curtsy and I'll coronate you!"
"There we go, love that form. And now..." *Puts tiara on listener* "I crown thee queen of the maids!"
"Hey, it's a step up from the queen of kittens, isn't it? I swear you overcooked my scone on purpose for that."
Alright." *Sarcastically* "Your ladyship may rise."
*Sighs* "I don't know if I've ever told you this properly, but I really appreciate you doing this for me. I know it may seem a bit, irresponsible of me, but I do take my duties seriously. It's just that sometimes they can become a bit, suffocating."
"Instead of dancing, dining, and gossiping sometimes I need to read, learn, and explore the kingdom for myself without a whole parade of servants and bodyguards following me wherever I go. You really help me with that. I've learned more about the kingdom this past year than I have my entire life up till now!"
"Plus it's kind of nice to go to market without everyone staring me at me." *Teasing* "At least not for the reasons they normally do."
*Laughs* "Don't panic! I promise I've taken good care of your name and reputation." *Sheepish* "Although, um, you might want to apologize to the tailor the next time you talk to her."
"I'm sorry! But there was no way that was genuine elven silk, more like orcish leather."
"If it helps, I wouldn't mind if you "accidentally" spilled a little tea on my sister?"
"Oh and don't worry about those maids that've been giving you trouble." "What did I do?" *Giggles* "Why I told them the truth."
"Now they're petrified thinking that every time they see you, it might actually be me. They won't bother you ever again, not if they know what's good for them. I can't have anyone else push my kitten around, can I?"
"I should get ready so I can, ahem, "escort her highness to the ball." Then maybe I'll settle in with a book, or take another trip to the market, I could buy you something pretty?"
"Or... find you a new tailor." *Awkward laugh*
submitted by Unlikely_Candy_6250 to ASMRScriptHaven [link] [comments]


2024.05.14 17:54 hoggersbridge Engines of Arachnea: A Science Fantasy Epic (Chapter 16: The Leapers)

Link for all the chapters available here: Engines of Arachnea on Royal Road
He was back at Smiley’s taproom with a petite brunette dangling from his arm, the young signal operator whose acquaintance he’d made while assigned as a liaison officer with the Exploratory Corps. There he was, all big and stiff in his brand-new dress uniform, trying desperately to impress someone who was astronomically more attractive than him and making a priceless ass of himself.
“So,” she purred, eyeing him over the rim of her glass, “Tell me again about the surface. What’s it like wandering up there above all us wee mortals?”
“Erm,” Rene cleared his throat, feeling a hot flush creeping up his reddening neck, “It’s, uh, quite remarkable really. Simply fantastic.”
Having run out of things to say, Rene took a snootful of his drink in an attempt to sharpen his wits. It was so hard to focus with her hanging onto his every word like this.
“Ooh, you make it sound so exciting,” Deborah had tittered. Or was it Devorah? Her name had gotten lost in the fumes of fermented honeydew clouding up his brain. Perhaps another sip would jog his memory. Rene downed the horrid swill and coughed as it burned its way down his throat and up his nostrils.
“Would you look at the state of him!” someone guffawed, slapping Rene on the back, “Cool as cucumbers under fire when there’s a hundred dirty Amits breathing down our necks, but prop him up next to a lass and he goes completely to pieces.”
“Ah, piss off,” Rene said fondly. He turned to see Lethway sitting next to him flanked by two buxom blondes, an Amit axe buried deep in his neck.
“I’m only saying. You’ve got to keep your head on your shoulders, man,” Lethway said, as his own tumbled off sideways and hung on by a flap of gristle, “We’ve got a long night ahead of us with our fine lady friends here. It wouldn’t do for you to be sleeping on the job.’
“Why, Lethie my dearest. I’m sure Mr. Louvoture has the…stamina…to keep up,” the brunette said demurely, batting her eyelids at Rene, “Go on. You were telling me about how amazing it is up there.”
“Yes,” Rene puffed out his cheeks and marshalled his scattered thoughts, “It’s like this, see…how can I put it? Words can hardy do it justice.”
“Try me,” Deborah/Devorah said, tugging at his arm with her warm hands. The girl was practically throwing herself at him no matter how badly he was fumbling the ball. Rene my lad, if you don’t make it tonight you’re going to regret it for the rest of your life, Rene thought to himself.
“Alrighty then,” Rene said, deciding to risk everything by gaze deep into her eyes, which if the romance novels were to be believed, were windows into a woman’s soul. She had very pretty irises, all velvety and shining with something bordering on hero-worship.
“When you’re topside and the suns go down beyond the hills, and the clouds weep tears of crimson as the sky rolls over into a bowl of stars holding all the universe above you, it feels like…like…” Rene trailed off.
“What?” she whispered into the hush that had settled over the bar.
“Well, it feels a little like this,” Rene said softly, leaning in for a kiss. Her lips tasted his, the tip of her tongue quivering with longing. She drew him into her embrace, gripping him around the waist and pressing into him.
Awfully forward, these girls from Mound Sierra, Rene thought with some alarm. Not that he was complaining. They spent an eternity entwined like this, the whole taproom cheering and egging them on.
“Woof!” Rene broke away to catch his breath, “Is it me, or is it getting hard to breathe in here?”
“Shut up and kiss me again,” Devorah/Deborah said impatiently, wrapping a leg around his and holding him tight. Rene put a hand on her thigh and found that she was surprisingly hairy for a girl. Feeling a little repulsed at this he tried to peel himself away, but found that he couldn’t move any of his limbs.
“Mmph. Hmmgh!” he mumbled, his voice muffled by her insistent mouth. He cocked an eyebrow over her shoulder at Lethway, who’d just propped his head back up onto its stump.
“Cheers, big fellow!” Lethway tipped a glass in his direction and downed his glass in one gulp, the drink trickling out of him through a large bullet hole in his chest.
“I hate it when that happens,” Lethway said, staring sadly at it. He looked back up at Rene and said: “Oy! What did I tell you about falling asleep on the job. Isn’t it about time you got moving, trooper?”
“Not yet,” Devorah/Deborah sighed, kissing his neck, “First he has to tell me how much he likes my eyes. You do like my eyes, don’t you?”
“Why, of course darling—” Rene began. But then she pulled back to look him in face, and the words curdled and died on his lips.
Gone was the petite brunette in her oh-so-short skirt, replaced by a furry, many-eyed freak with quivering mouthparts. In an instant Smiley’s taproom was torn away to reveal the awful truth of his current circumstances: he was hanging upside down from a tree and caught in monster’s deadly embrace. He was trussed up by his legs which had gone completely numb, and his wrists were bound together by loops of silk that felt as strong as steel chains. Yelling incoherently, Rene started wriggling like a worm on a hook. The creature tightened its hold and pressed its fangs against his throat, delicately avoiding piercing the skin while looking at him through its row of eyes.
It was a warning. Rene wisely heeded it and stopped struggling. After a long moment the monster let him go, although they both continued to dangle upside down. Rene stared at its face in horrid fascination. He saw now that it had four eyes on its flat, squarish face, the centermost pair dwarfing the two ancillary ones on either side of them. In the place of a lower jaw it had four vertical mouthparts, the shorter ones in the middle tipped with curved fangs while the rest functioned like antennae, moving constantly with little taps and clicks, its grotesque head nodding along with them.
Rene thought the motion was reminiscent of a person’s lips as they mumbled, and he had a disturbing suspicion that the monster was trying to talk to him. The fact that he was still alive also lent credence to this theory. After all, if Amits were intelligent lifeforms, why couldn’t this one be as well? Hoping against hope, he stammered out:
“I—I don’t understand. I’m afraid I can’t speak your language. Haven’t got the equipment for it. See?”
Rene bared his teeth at it in a forced smile, tying show it what he meant. But the monster recoiled from him, pushing off the trunk behind him and leaping back some twenty meters away from him. It alighted on a tangle of creeper vines and hung there in all its awful majesty, eyeing Rene through its four unblinking orbs. It had ten appendages including its stubby antennae, each of them ending in a three-clawed hand. Its shoulder and thigh muscles were enormous, though its potbellied torso was as round as a wagon wheel, sporting a disgusting hump of flesh on its back. No doubt it contained even more musculature to support its powerful limbs, which at the moment were bunched up and ready to spring.
He had startled it, Rene realized. His own mouth was probably just as alien and repulsive to its sensibilities as its physiology was to him. Before he could derive some small satisfaction from that, more of the monsters emerged to join the first, darting out of the shadows with an unnatural, jittery motion. They moved in stops and starts, periods of immobility interrupted by burst of blinding speed, here one moment and gone the next.
“It shpeaksh…” Rene heard someone say in a voice somewhere between a dry croak and the gurgling of a water pipe. Rene looked around for the source of the voice and was shocked to find that it was issuing from the largest monster, the one reclining on the vines like some misshapen ape. He couldn’t believe his own ears. It was speaking Fleet cantish, mangling its way through the words somehow despite the total absence of a jawbone.
“Gallivant?” another queried with clearer pronunciation.
“No blade-wing, thish,” the leader clicked its palps thoughtfully, “Too shoft. Too schtupid. Came from the fire giant. Dropped a sheed pod, it did, like a tree in the wind. The sheed shpun a web and floated. Down, down, down.”
“Shoft like a grub,” agreed the smallest monster somewhat belatedly. A frothy substance with the consistency of saliva dripped from its fangs. It took a step towards Rene, stiffening all over. Before he could even blink it had launched itself through the air directly at him. In the same instant the leader also leapt, slamming bodily into its subordinate and throwing it to the ground.
“No,” the leader rasped, letting the other monster limp away having been suitably chastised, “Questions firshht. The fire giant. Are you itsh hatchling?”
It was staring at Rene when it said this. Rene thought quickly. It was a binary question and he felt that his life hung in the balance, the odds being even either way. Heads or tails? From what he’d heard it was clear that the only thing keeping him from lining the stomachs of these monsters was their abiding curiosity. They had witnessed the Divine Engine and his impromptu ejection from it, and they were under the impression that it had been a living thing and that he was its offspring. It followed that the best thing to do was to maintain their interest in him for as long as possible while he thought of an escape plan. Heads it was, then. Rene said:
“Yes. Yes, I am its ‘hatchling’.”
He glanced around until he found his sword where he had left it leaning against the buttress root, still in its sheathe next to the survival kit. If he could just reach down and grasp it in his hands…
“Good,” said the abomination, “And know you the secret of itsh power?”
“Of course,” Rene said, slowly and surreptitiously stretching out his arms, reaching for the sword hilt with all his might.
“Good, good,” the abomination crooned. There was a blur of motion and the leader materialized in front of him, their faces inches apart. It seized him by the hairs and yanked him close.
“Then I, too, will know its inner workingshh. Once I open your head and drink deep from your mind.”
Should have gone with tails, Rene thought as it lunged for him.
Link for all the chapters available here: Engines of Arachnea on Royal Road
submitted by hoggersbridge to HFY [link] [comments]


2024.05.14 12:01 TwinkleNerd5000 Rapid self packaging and disassembling crane for optimal storage space

Rapid self packaging and disassembling crane for optimal storage space
Don’t worry, this is nearly certainly a planned demolition. I couldn’t find much about the original video however four simultaneous support failures in a truss structure like this is basically impossible. There are also piles of dirt underneath to protect the concrete pad and ropes everywhere to keep people out from the demo site.
submitted by TwinkleNerd5000 to doohickeycorporation [link] [comments]


2024.05.14 08:35 baikaldeep Islands (short story)

Nothing special, feel free to leave feedback.

A year before I left Boston, we went for dinner one night. It was after ultimate frisbee, and Boloco was the only place open. We were still riding high from the last time, when we'd gotten everyone to swim across the Charles. Some kids from MIT had been eating grapes as they walked across the bridge, and I'd convinced them to throw some to me to try to catch in my mouth. They missed a few times before throwing down the ziplock bag, and I was able to throw one to you, which you caught.
So this time, I'd joked we should climb the fence to the reservoir and see if we could eat burritos on our backs as we swam across, like otters. You liked something I'd said, so instead of rushing it with Boloco, we wandered the grocery aisles to savor the planning. In the end, you'd proposed making a little boat by turning the frisbee upside down and duct taping two water bottles beneath as pontoons. "We could make smores," you said leaning toward me. We bought a tiki torch that we sat in the middle and then piled the rest of the frisbee with marshmallows, graham crackers, and chocolate squares from Hershey bars. Before we left, you ran back to your car to get a sharpie. You wrote "S.S. More" on the side of one water bottle. I posed for a photo.
The platter was awkward, and we dropped a couple pieces of chocolate in the woods. But we got through the fence easily. We broke sticks for our marshmallows and you lit the torch with a lighter from your car. I remember there were these little fish that would nibble at our toes in the shallows. It was unpleasant, but it didn't quite hurt, more ticklish. I was a more confident swimmer, so I pulled the jump rope, swimming on my back, the other hand balancing my marshmallow over the carcinogenic flame.
At some point out on the water, the wind picked up and blew out the torch. We treaded water several minutes as you tried to get the lighter, wet from where you'd stuffed it into your underwear, to work. At the other side of the reservoir, we stood and those little fish nibbled at us, and you shook out the lighter hard, and lit the torch. We ate as much as we pleased, laughing the whole way back. You took a turn with the jump rope.
That summer we drove up and stayed at the cabin your great uncle owned in Maine. The cabin itself was a converted boat, where your uncle, a local politician from Florida, spent his summers with his obese wife. They were the legal guardians of your cousin, whose father disappeared again after relapsing. It was early autumn, and you'd said it was too cold to swim. But we'd go down and jump in the water with your aunt and uncle, who were convinced the cold was soothing to your aunt's gout. I taught the little boy to skip rocks, but I got him in trouble by talking in character as Scarlet O'Hara during a game of Clue, which he wouldn't stop imitating for the rest of the afternoon. His grandfather sent him outside until he stopped. When you and I went to look for him, he was trying to split logs with an axe in his flip flops. We told him not to do that because he could lose his toes, and I told him that voices were only funny for a short time.
You and I didn't sleep in the old boat cabin, which was expectedly small. Instead, we slept in an L in a 12'x12' shed with a light bulb, which hung on an extension cord from a truss. We talked until 3am or 4am, about everything, work, girls, childhood, and the things that we'd done that had finally dragged us into sobriety.
The next morning, I'd said I wanted to see if I could swim across Lewis Cove and back. As soon as I said it, you were in. You were so lean from running all the time, and before we even got past the boats and the lobster traps, you were struggling from the cold. I'd suggested going back or even climbing out on one of the docks holding traps, but you refused. In the middle, you were worried about making it across at all. I figured I could carry you, but without a float, I didn't think I could carry you very far. When we finally got to where we could stand, you got out and tried to warm up. I stayed in the water, swimming back out a little because for some reason I thought a lobster might pinch me. Eventually, I realized how violently you were shivering. So I got out too, and we decided to go find the road and try to hitchhike back.
It turned out to be one of the islands scattered along the coast of Maine. Luckily, the restaurant, the only thing on the island, hadn't yet closed for the year. The staff, who lived on the island in warm months, were shocked to see us on their day off. You asked if they were planning to take their boat across the water anytime soon. "If you're already making the trip, maybe we could carpool?" you suggested. Two of them gave us a lift in a little boat, making thinly veiled comments about the stupidity of summer people most of the way.
The next day, you slept for hours with a fever. Your aunt was angry that I'd been a bad influence. I went back out and tried to complete the round trip swim. I did it carefully, keeping my head out of the water most of the time and swimming a modified breaststroke. I thought maybe a fast pace would help keep my body temperature up. On the other side, I kicked off the rocks and swam back, and it was cold, but I was fine. Back at the cabin, you were awake and gave me a hug when I came in. We looked up the swimming route on your phone and saw that it was indeed an island, a mile and change round trip. That night we bought a few lobsters from some place along the road, which your uncle boiled in seawater.
A few weeks later, you'd tried to set me up with a girl you knew. You showed me a photo of her, a knockout blonde from Florida. You said you'd been telling her all about me and had sent her my website, and that she wanted to visit Boston and meet me. You told me what a good person she was. "She does little things you'd do, like whenever she has spare change, she goes and puts it in the coin return of vending machines so that it'll make someone's day." I asked why you weren't dating her, but you brushed me off. We started arguing somehow at Bukowski's, some comment I'd made because you'd said she routinely got favors from an infatuated ex. I'd told you it sounded like trouble, and that remembering that beauty is fleeting was why I hadn't slept my way through the ultimate frisbee club yet. We ended up finishing our White Trash Cheese Steaks in silence.
I left Boston with some girl the following summer. It fizzled in weeks, but it was years later that I realized how much you loved me. My ex-wife had been organizing photos, and had come across the picture you took of me holding the frisbee boat. She was always jealous of other women, and she asked who I was smiling at in the photo. "He was my friend."
submitted by baikaldeep to RSwritingclub [link] [comments]


2024.05.13 15:02 weiss27md Mold in attic affecting our health?

We moved into this new house 10 years ago. I started getting symptoms but I noticed them at work mostly. Sinus fullness and fatigue. I had sleep studies and many labs and nothing was ever found. I noticed humidity get above 60% sometimes. Symptoms kept progressing. I ended up finding mold in the HVAC about 5 years after my symptoms had first started. I had the HVAC system replaced but no improvement in symptoms. I got a variable communicating system installed. It helped a little more with the humidity but not as much as I would have hoped. I got sinus surgery in 2020 and 2021. It helped with the breathing but none of the other symptoms. I had a blower door test done and it was 2.59 ACH50 (523.96 CFM50 * 60 / 12150 ft3). I then found mold on about half the attic trusses. Mostly the ones on the top. I calculated the attic ventilation and it seems to have never been enough. It also has 3 small gable vents so not sure to calculate those for exhaust or intake. I added more intake soffits since those seemed to be the most undersized. I have not added more exhaust vents but I plan to soon. But I'm thinking adding more intake has pressurized the attic and pushing mold down into the house. Not sure if that is possible. I know usually the stack effect always flows up. There is a small in the attic that sometimes gets into the house. I never associated with mold but now I know it is. Smells like wet mulch. I'm thinking adding the more exhaust attic vents will help. I also plan to: 1) remove blown in insulation. 2) air seal the attic floor. 3) clean mold on trusses. 4) replace all HVAC ducts. 5) Add some more baffles. (some are missing) Attic floor is about 1,800 sqft. About 390 sqin NFA on exhaust (10 in cans x5) About 777 sqin NFA on intake (had 257 sqin before) Plus 3 small gable vents. Edit: This is in central Texas.
submitted by weiss27md to buildingscience [link] [comments]


2024.05.11 21:00 Seminoles1995 Deck with roof

Deck with roof
Back porch renovation
I am stumped. I have 6 months to knock out a kick ass back porch (til our first baby comes). After that we won’t be able to finish many projects. The house was in rough shape before so forgive the look. I’m desperate to get this thing going.
I am going to be doing a back patio out of wood. I am planning to build it the length of the shed. I am going to be moving the door to the door sized unpainted area so it’ll walk right out to the wood patio. I drew it up in the picture.
My biggest issue is the roof of the porch. I’d like to do a solid roof so we could sit out in the rain (we’re in Florida). However, I’m open to a pergola. My thoughts is to run the length of the lines in the picture with obviously 2 supporting 6x6 posts on the closer open section near the yard and 3 supporting 6x6 posts on the longer portion parallel. I’m planning on having the beam closer to the yard being the start of the slope and then sloping back. Florida code is 1/4” slope to-12”.
I am planning on having a ledger board along all points on the house and along the truss studs after I take off the fascia. The posts are going to be holding most of the weight of the beams. I didn’t draw them in the picture. Here are the measurements.
19’ from house to shed (larger) 16’ length of shed 10’ width of roof (2 1/2” slope on roof would be code) 15’ from house to shed (smaller)
Any help or opinions would be greatly appreciated.
submitted by Seminoles1995 to Decks [link] [comments]


2024.05.11 18:48 Seminoles1995 Back porch renovation

Back porch renovation
I am stumped. I have 6 months to knock out a kick ass back porch (til our first baby comes). After that we won’t be able to finish many projects. The house was in rough shape before so forgive the look. I’m desperate to get this thing going.
I am going to be doing a back patio out of wood. I am planning to build it the length of the shed. I am going to be moving the door to the door sized unpainted area so it’ll walk right out to the wood patio. I drew it up in the picture.
My biggest issue is the roof of the porch. I’d like to do a solid roof so we could sit out in the rain (we’re in Florida). However, I’m open to a pergola. My thoughts is to run the length of the lines in the picture with obviously 2 supporting 6x6 posts on the closer open section near the yard and 3 supporting 6x6 posts on the longer portion parallel. I’m planning on having the beam closer to the yard being the start of the slope and then sloping back. Florida code is 1/4” slope to-12”.
I am planning on having a ledger board along all points on the house and along the truss studs after I take off the fascia. The posts are going to be holding most of the weight of the beams. I didn’t draw them in the picture. Here are the measurements.
19’ from house to shed (larger) 16’ length of shed 10’ width of roof (2 1/2” slope on roof would be code) 15’ from house to shed (smaller)
Any help or opinions would be greatly appreciated.
submitted by Seminoles1995 to DIY [link] [comments]


2024.05.11 17:42 Decent-Ad-4889 Incredible framers

Incredible framers
I just wanted to share my gratitude towards my framers. The Framer is a good friend of my uncles and had a 2 week gap in their schedule as they're doing 2 houses per week stating next week. A group of 9 guys framed my 3500 sq ft plus almost 700 sq ft attached garage in just 5 work days. Not only were they fast, but they did a great job. They did extra blocking, installed tie downs I my garage and against a built up support that supports a big girder truss even though NY plans didn't call for tie downs. They even caulked the soffit and fascia that they installed. These guys framed the house as if it was theirs and the inspector was highly impressed and said it was framed way above code.
submitted by Decent-Ad-4889 to Homebuilding [link] [comments]


2024.05.09 00:37 WowzerforBowzer Ever had an inspector call an hour in, refund you in full, and say get an engineer

Hi everyone. I am under contract for a 1952 house, 1900 sf, has partially basement not included in the SF, and a “bonus room” on the main floor also not included in the SF.
I have friends 4 doors down, and we all know the neighborhood pretty well. It’s not a shock that some work needs to be done. In fact the realtor is also in the neighborhood. It’s a super close knit community.
We knew from disclosure and just looking that there exists a few problems. Fused breaker. The sewer inspection by plumber states huge bend in pipe causing 35’ of water before it hits sewer and root intrusion, chimney imminently going to collapse. Basement also leaks occasionally, but all of the houses do. Almost impossible to stop due to the stone foundation walls. None of the above concerns me as I have experience fixing things/know the costs from previous issues experienced.
What threw me for a loop is my inspector basically calling me to inform me he planned on refunding me due to an issue he stated would need to be inspected by a structural engineer. I knew this bonus room may be suspect, but to me, the support seems fine. Even a GC I went with before I put in my offer stated he thinks it is fine. But this inspector has me second guessing.
Basically this bonus room is on a 4” concrete slab on steel trusses put in granite walls on either end. The bonus room is 600sf. Possibly not included in the Sf because it’s most likely un-permitted, although it looks awesome and like good work. This room is built on top of this 40’ slab extension supported by trusses and it ends smack in the middle of it.
He said he would refund me, as he thinks it’s going to be a deal breaker / massive issue, and he didn’t want to continue without at least telling me. It’s why I actually used him, great reviews, incredibly honest.
Anyways, have a structural engineer coming for 500 who is also a city approved 3rd inspector.
Hoping he says it is all good, but still.
Always get an inspection and sewer scope.
submitted by WowzerforBowzer to FirstTimeHomeBuyer [link] [comments]


2024.05.08 19:28 LeifCarrotson Know any good local structural engineers? Any bad ones?

I'm trying to build a barn for which I need to submit plans to the township. I'd like to have an engineer look over my prints for structural approval and code compliance, and make sure I'm not missing anything before I pull a permit to build to those plans with the township. I understand this might cost a few hundred dollars, but that's worth it to me for a $30k structure.
I'll have stamped trusses from Menards/Midwest Manufacturing, normal 2x6 framed walls (not post frame), and a small open carport with simple rafters attached. The barn door is most of the width of the structure and may need some portal framing/shear wall engineering, that's what I really want someone else's eyes on. There are only exterior walls and one roof line, it's not a complicated structure.
All the engineering services I can find with my Google-fu are major civil firms that do big commercial projects. Maybe I'm wrong, but I suspect they can't open a project for less than $10k.
Does anybody know a licensed PE who checked on a crack in your foundation, consulted on your addition/deck/renovation project, or otherwise is willing to help with small residential jobs?
submitted by LeifCarrotson to grandrapids [link] [comments]


2024.05.07 18:58 TheBreakfastSkipper Steel trusses and roof

We're going to be building an ICF home, and I want to use no wood in the house, which means steel trusses. I'm building a simple 45 x 37 rectangle with a gable roof. I'm planning on using 40-foot steel trusses, which will give an 18-inch overhang.
I would assume these will be 2 ft centers, with perlins that run across the trusses to attach the metal roof panels. Planning on a 10 ft ceiling and will need to support the weight of the drywall from the bottom of the trusses. There will be no weight bearing walls inside the house, so it will all be supported by the perimeter walls. Hoping someone has experience here.
submitted by TheBreakfastSkipper to Homebuilding [link] [comments]


2024.05.07 12:29 _myst Making KSP1 into KSP2 with Mods: The Community Lifeboat Project

TLDR mod list from this post available HERE
NOTE-Spectra and related configs are not available with this modlist because they are incompatible with BlackRack's volumetric clouds. Download those separately through CKAN, they are not in this download.
Single-download modpack version of this list coming soon here: GITHUB .CKAN FILE DOWNLOAD
Hello everyone! This has taken me days to type, apologies for the wall of text.
With the coming demise of Intercept Games and their long-troubled and likely-shuttered development of Kerbal Space Program 2, a question I’m seeing come up more and more, and have also asked myself arises: “How do we turn KSP1 into the game that we all dreamed KSP2 would be, with mods?”. I believe I have an answer that will satisfy you. This IS in fact, achievable. While no modlist could ever match the dream we had/have for what KSP2 could have become, we can get fairly close with the tools we have presently available. KSP1 is a mature game with a thriving modding community. Many mods are cross-compatible and designed to work together despite independent creators, and we have a powerful mod manager in the form of CKAN that makes modding the game pretty easy. And new mods are actively being developed all the time. Given the tools avialable, I'd like to help you all create an aproximation of KSP2 in regular KSP, with mods, I call this list "The Community Lifeboat Project". My hope is that this will sate those of you, like me, who dreamed of a KSP2 that surpassed the original in every way, and still hope that we may someday see a version of a complete KSP2 in some form or another. For now, this is the best thing I can offer the community that has given me so much in its stead.
Who am I? Just another player, same as the rest of you. Someone who has at the time of writing, 1800 hours in KSP1, and about 300 hours in KSP2, and about 100 hours in modded KSP1, and many more planned. I pray to the Deep Space Kraken that my rockets will fly and that we someday get a fully-released and realized version of Kerbal Space Program 2. In the meantime, this what I’m playing in lieu of our long-awaited sequel.
Who am I not? I am not techy. I am not a modding guru. I am neither a customer service line, a mod author, nor a troubleshooter. I do not have the answers to any ensuing chaos or game corruption that may ensue from playing this modlist. This modlist is just me telling you all what I am playing with personally, right now. My best effort at Homebrew KSP2. Some mods may be redundant or break unexpectedly in the future, but I have had no major issues to date. However, again, I am not a modder or a game developer, I know about as much about modding KSP as you do, maybe less.
If you run into issues I probably can’t help you. You need to do the legwork yourself to learn how CKAN works and install these mods, and to troubleshoot anything that explodes.This is a curated recommendation list only, not a complete how-to guide. If some more experienced modders and players in the community want to review this list and comment below with improvements and revisions or point out redundancies, please do so. If someone wants to make this list into some sort of compiled modpack, easier to use than the current CKAN download, go for it. Also please comment if there are other mods that you all think might be a good fit here whenever they get released, or just other stuff the stockalike-ksp2-in-ksp1 community should be aware of.
Who is this mod for? This modlist is for anyone in the Kerbal Space Program community who wants to make use of it, but is primarily geared towards giving veteran players new mechanics and content to play with. This modlist actively makes the game more challenging with new gameloops and mechanics it does not trivialize the base game or make it easier to learn. Quite the opposite, in fact.
How many mods are in this list? 150, approximately, at time of writing. About 40 of those are configs/backend/compatibility patches so about 110 actual mods, with varying levels of impact on gameplay.
How are your load times? Startup takes me about 5 minutes, loading VAB/SPH takes a bit longer than stock KSP but everything runs surprisingly well. Your own mileage may vary but I wish you the very best.
Disclaimer: Many of the mods here are relatively old and no longer under development, their most-current versions are built for prior versions of Kerbal Space Program. CKAN will warn you of this on install. Play with them anyway, everything seems to mostly-work so far as I can tell. Further, some of the mods listed here will require other framework mods like Kopernicus to make them run. Make sure to get those, CKAN will tell you when you need something supplemental for the most part, but I cannot remember every necessary sub-mod and may have missed some here. I have listed these under the “Precursors” section. DO NOT download all of the "reccomended" mods that CKAN will ask if you want to grab alongside the reccomended ones. you will wind up with massive mod-bloat and I can't guaruntee that anything not already on this list will work correctly.
I will update this list periodically as more suitable mods come online, and am actively looking for more recommendations to add to this list. Check the changelog at the bottom of the OP for updates, download link will be updated periodically as well.
My rules are that these mods must:
1) Be “stockalike” and fit the aesthetic of the base game, I am not looking for a complete game overhaul like RSS or similar.
2) This modlist is designed to be BROADLY compatible and downloadable through CKAN. I am aware there are great mods that are either incompatible with some of the ones on here, or not available on CKAN. The goal of this list is broad accessibility through our existing tools. I will also try to link user-guides for the mods that require tutorials where available, some of these are quite large and I do not understand how to use them all myself. I will answer questions where possible but I have only started using this modlist relatively recently and am not intimately familiar with all of the new gameplay.
Again, if your Kerbals are dying because life support is failing for seemingly no reason, I cannot help you and my Kerbals are likely frozen corpses drifting through space as well. I'm no mod author and have no involvement with any development for any of the mods listed below. If the descriptions here aren’t enough, do some research, there’s probably more/better info out there other than what’s banging around in my head/copied from CKAN.
Mods, if possible can we pin some version of this list going forward for all the people asking how to make a "Homebrew KSP2"? I don't need personal credit, just the modlist is fine by me. This post helps to answer a pretty common question we've been getting in light of recent KSP2 development news, or lack therof.
Anyway, here we go:
Objective: Mod KSP1 into what KSP should have been, principally by:
1) Adding new places to visit in the Kerbol System,
2) Add new star systems and interstellar locations to visit
3) Give the player the ships and engines, and parts to get there
4) Give new parts to build with, with a stockalike vibe
5) Add mechanics like colonization and life support to balance ship construction and general gameplay
6) Increase depth of gameplay for veteran players.
7) Give more/better “campaign” missions to fill out the base game randomized contract system with a bit more purpose.
8) “The intent is to give players a sense of pride and accomplishment”
What does this list of mods add to my game?
This feature list is not all-inclusive, but primary added features include, in no particular order:
1) -Vastly improved graphics, ground cover, and the ability to paint your ships similar to how you do in KSP2
2) -New places to visit: Both the inner and outer Kerbol System have been modified with the addition of 34 NEW bodies to visit between new planets, their moons, asteroids, planetoids, and other Trans-Neidonian Objects. These are all based on real objects in our own Solar system or observed exoplanets. An interstellar mod (Kcalbeloh) adds 7 new star systems and a black hole accessible via wormhole for your intersterstellar gameplay needs, with an additional ~40 new bodies to explore. All of the stock planets are present, plus nearly 75 new ones.
3) -Expanding and improving the Campaign with more meaningful, focused, and varied Contracts apart from the randomized ones stock KSP gives you.
4) -New Game Mechanics including but not limited to:
-New and/or improved UI elements to assist with docking and landing
- Life Support and Cryosleep mechanics
- New engines, mainly from mods by Nertea, a prolific modder and KSP2 dev, including gas-core nuclear engines, new electric engines, cryogenic engines, plasma engines, nuclear pulse propulsion, fusion drives, torch drives, and antimatter engines. New 5m and 7m engines for massive rockets are also available.
- Colonization mechanics and associated management gameplay
- New resources, distribution, and utilization gameloops through colonies
- Vast amounts of new parts to build with that we were supposed to get with KSP2 including hab rings, new ship modules, laboratories, buildings for planetary base construction, etc.
- The ability to explore your ships in first person mode as if you were a Kerbal
- New ways to move resources between ships such as flexible piping rather than docking.
-Orbital construction and construction of craft at colonies, apart from the VAB & SPH, away from Kerbin.
-Harvesting resources from the atmospheres of planets and dust/gas clouds present in outer space.
-Building Custom Service modules with both stock and modded mechanics
-Logistics Systems related to colony activities for sharing resources between nearby installations and craft.
CAVEATS: I am sure I have missed some people’s favorite mods and am open to further additions to this list under the following conditions: All of the following mods and any future additions to this list MUST be available on CKAN, they MUST work with the most current version of KSP1, they MUST be mostly-compatible with each other as well as this list, and they MUST be freely available, not paywalled. The only exception I will allow is Blackrack’s volumetric clouds because he’s our community’s darling and we love his work.
I want this mod selection to be as accessible to the community as possible while providing as much content as possible. Pick and choose anything from this list or the entire thing to use yourself. I play with everything listed here, concurrently, but your performance may dictate the need to leave some of this stuff by the wayside. At a bare minimum, make sure you have the relevant “precursor” category mods so nothing else breaks. This list adds A TON of new and challenging gameplay sure to give even the most seasoned KSP veterans pause and I’m very much a beginner myself, it’s alot of new stuff to learn being thrown at you quickly. Pace yourselves lads!
Without further ado my, modlist, with a brief description of what everything does and broken down by category:
Myst’s “Community Lifeboat Project” Modlist:
Not Required, but highly reccomended:
- Blackrack’s Volumetric Clouds: This is the only paid mod on this list. I like it, other people like it, Blackrack did incredible work here for the community. Costs $5 on his Patreon, everything else on this list is free.
PRECURSORS/CONFIG STUFF TO MAKE OTHER MODS WORK: (33 mods)
- AT Utils: Common Library for a set of plugins made by Allista
- B9 Part Switch: A module which allows parts to switch objects, resources, nodes, attach points, temperature, add mass, cost, and more.
- Background Resources: REPOsoft Tech Background Resources Plugin
- Community Category Kit: Common Parts Categories for KSP mods
- Community Parts Titles: Rename parts for useful and consistent grouping/sorting in the VAB/SPH, Many mods are supported. This mod is intended for the English version of KSP.
- Community Parts Titles Extras: Categories: Highly-Recommended Extras for the Community Parts Titles. Create new categories or place parts in a more appropriate category.
- Community Parts Titles Extras: CCK- No Duplicates: See Above.
- Community Resource Pack- Common Resources for KSP mods.
- Community Terrain Texture Pack: High Quality textures for use by planet-creators, makes other stuff on this list work, probably.
- Contract Configurator: A config-file-based solution for creating new contracts. Makes added contract packs work.
- Cryo Tanks Core: Cryo Tanks standalone plugin, adds functionality to other mods, contains no parts and does nothing by itself.
- Custom Asteroids (Alternative OPM config): Replaces default Outer Planets Mod asteroid config and makes it work with Custom Asteroids mod further down this list.
- Custom Barn Kit: Small Plugin to change parameters related to career, science, and building upgrades when various features are unlocked.
- Custom Prelaunch Checks: C# API to write prelaunch checks that run when the VAB/SPH launch button is pressed. Makes other stuff work.
- Deployable Engines Plugin (Nertea Mod): Plugin to manage extending and retracting engine nozzles.
- DMModule Science Animate Generic: Replacement for Module Science Experiment and ModuleAnimateGeneric.
- Firespitter Core: Core Firespitter .dll. Makes something else work, don’t remember what.
- Global Construction Core: dependency for the Global Construction Mod
- Harmony 2: Library for patching, replacing, and decorating.NET and Mono methods during runtime (I have no idea what this does, other mods probably use it as a dependency)
- Kerbal Actuators: A plugin used to create VTOL engines and robotic parts. Makes other stuff work.
- Kopernicus Planetary System Modifier: REQUIRED for all other planet packs on this list
- Kopernicus Expansion Continue-er: Kopernicus Dev Tools and Footprints.
- Modular Flight Integrator: Modularly Integrates flight models or something idk.
- Module Manager: Modify KSP config files without conflict (ESSENTIAL).
- Rasterprop Monitor Core: plugin and props for IVA use.
- Shabby: Shader Asset bundle Loader for KSP
- Textures Unlimited: KSP Shader, texture and modeling utilities. Makes other stuff work.
- Toolbar: API for Third-party Plugins to provide toolbar buttons
Sub-mod: Toolbar Controller: Wrapper mod for Blizzy and stock toolbars.
- USI Tools: Libraries to make the USI mods work correctly. NEEDED.
- Vertex Mitchell/Netrevali Filtered Heightmap: Makes some of the other graphical stuff work correctly relating to planetary textures. Idk.
- Waterfall Core: Core Waterfall Plugin to drive upgraded fancy engine effects.
GRAPHICAL AND AUDIO IMPROVEMENTS (25 mods)
- Chatterer: Configurable audio that allows you to hear your Kerbals communicating over the radio with Mission Control, breathing on EVA, etc.
- ChattererExtended: Adds 625 new kerbalized chatter files for added variety
- Distant Object Enhancement: Lets you see other planets all the way back on Kerbin. Works with the modded planet packs on this list.
- Distant Object Enhancement /L default config: default planet colors.
- Environmental Visual Enhancements Redux: Version of EVE which significantly improve performance, used as a replacement for base EVE. Adds clouds, lighting, etc.
- Parallax: PBR tessellation shader for planetary textures,
- Parallax Stock Planet Textures: adds HD textures to the stock planets, highly reccomended.
- Parallax Stock Scatter Textures: adds HD textures to planetary scatters and ground cover.
- Planetshine: light from planets and moons can now reflect up and color your spacecraft, adding realism and immersion.
- Planetshine default config: Support config.
- Restock+: Community-built resleeve of stock part models and textures to make them look a bit nicer. Can be disorienting at first and isn’t quite as pretty as the KSP2 models, but its something. This mod may clash with Waterfall, I’ve had issues with offset engine plumes on some of my engines and suspect this mod is the culprit.
- Scatterer: Atmospheric Scattering Shaders
- Shaddy: Collection of Shaders for Kerbal Space Program
- Simple Repaint: Allows you to choose colors for individual ship parts out of a pre-selected list of shades. Adds some badly-needed customizability to the base game.
- Singularity: Black Hole Shaders for KSP by the one-and only Blackrack. Needed for optimal looks for Kcalbeloh.
- Spectra: EVE configs for stock celestial bodies, also grab the self-explanatory sub mods below:
- Spectra EVE 64k Kerbin Clouds
- Spectra EVE Kerbin/Laythe Snow
- Spectra EVE Minmus Geysers
- Spectra Scatterer
- Spectra Scatterer for Minmus
- Spectra Scatterer: Jool Shine on Laythe
- Spectra Scatterer Vibrant Sunsets
- Staged Animation: Plays an animation when a part is staged.
- Stock Waterfall Effects: config to give Waterfall Effects to the Stock engines.
REPLACE WITH Waterfall: Restock and Restock Waterfall Expansion
Rocket Sound Enhancement-Overhauls engine noises
NEW PLACES/THINGS TO VISIT: (8 mods)
- Custom Asteroids (inner stock system data)- Adds asteroids inside the orbit of Jool
- Custom Asteroids (Kuiper Belt Analog for Outer Planets Mod)- Adds “Kentaurs” and trans-Neidonian (Neptunian) objects.
- Minor Planets Expanded: The lesser-known counterpart to the Outer Planets Mod. Stock KSP has planetary analogues for our Solar planets out to Jool, and Pluto. The acclaimed Outer Planets Mod has analogues for Saturn (Sarnus), Uranus (Urloom), and Neptune (Neidon). Minor Planets Expanded adds many additional objects and lesser-known worlds to the game alongside the previous, including analogues for Eros, Ceres, Orcus, Haumea, Makemake, Sedna. This mod also includes analogues for a number of real-life asteroids and comets present in our Solar System . Adds 15 new worlds to visit.
- Outer Planets Mod: Celebrated Mod that adds planetary Analogues for Saturn (Sarnus), Uranus (Urlum), and Neptune (Neidon), and Pluto (Plock), as well as some of their moons. Adds roughly a dozen new places to visit. Eeloo gets shifted to become a moon of Saturn to make room for the Pluto Analogue. The wormhole to the Kcalbeloh System can also be found in Sarnus orbit. Adds 15 new bodies to land on.
Outer Planets Mod: Parallax with Scatters: Adds the HD Parallax mod ground scatters to the outer planets, dramatically improving their visuals.
- Lt Duckweed’s QuackPack: Adds a slew of new planets, both terrestrial and gas giants, to the inner Kerbol System, inside the orbit of Moho. These are based on real-life exoplanets and are extremely difficult to reach and land on due to their hostile environments and include extreme temperatures, lava worlds, metallic atmospheres, etc. Adds 4 new places to visit.
- Kcalbeloh System: Interstellar planetary mod that adds several new star systems, each with their own planetary systems, orbiting a supermassive black hole. The Black Hole is accessible via a wormhole orbiting Jool. Assuming you have the Outer Planets mod installed and working, the wormhole will be orbiting Sarnus (Saturn equivilant) instead.
- Kcalbeloh System 8k Textures: See Above. For those of us who play in UHD.
CONTRACT PACKS TO IMPROVE THE STOCK CAMPAIGN: (8 mods)
- Contract Pack: Anomaly Surveyor: Contracts that guide you through exploring the stock game’s easter eggs, UFO’s, memorials, etc.
- Contract Pack: Bases and Stations Reborn: Space-station focused contract pack, replaces the base game’s “Build a Space Station” contracts
- Contract Pack: Clever Sats: Overhaul of stock satellite contracts
- Contract Pack: Exploration Plus: Overhaul of stock “Exploration” contracts
- Contract Pack: Field Research: Do more Science! Receive contracts for performing different experiments under a variety of conditions.
- Contract Pack: Kerbal Academy: Training your Kerbalnauts the sensible way.
- Contract Pack: Research Advancement Division: More Scientific Contracts, complimentary to the Field Research pack.
- Contract Pack: Tourism Expanded: 11 new contracts to send Kerbals across the Kerbol system
- Contract Pack: Tourism Plus: Better tourism! A richer tourism experience than stock. Take tourists to space and visit the stations you have created. Build new tourist attractions like the space casino megaproject. Includes 15 new contracts.
NEW GAME MECHANICS: (25 mods)
- BetterTimeWarpContinued: Improved Time Warping
- DeepFreeze continued: adds cryosleep and the ability to freeze and thaw Kerbals for long journeys. Compatible with USI life support featured further down
-GUIDE:
- Dynamic Battery Storage (Nertea Mod): mod intended to help vessel construction by providing electricity planning functions and solve problems related to power-flow. Pairs well with his other engine and advanced poweheat mods
-GUIDE:
- Extraplanetary LaunchPads: Adds ability to build craft in flight mode, including at orbital facilities and at bases on other planets.
-GUIDE:
- FreeIVA: Lets you explore the insides of your ships as well as EVA in First-Person mode from the point of view of your kerbals. Extremely immersive and usable with several of the parts mods by Nertea featured below. Adds a new tab of IVA-compatible pieces into the SPH/VAB.
Sub-mod: -Through the Eyes of a Kerbal: See the world through a first-person viewpoint. Needed for use with Free IVA.
- Global Construction: Lets you build vessels directly on other planets and in orbit around other planets.
-GUIDE:
  • HEAT CONTROL: New Categories of radiators to add to spacecraft, neccesary for some of his more advanced engine mods like Far Future technologies with big reactors and exhausts putting out monstrous amounts of heat.
    -GUIDE:
- Kerbal Attachment System: Adds new gameplay mechanics in the form of winches, struts, and pipes. Vessels can now be connected in EVA without docking them.
-GUIDE:
- Kerbal Inventory System: Adds new inventory system and EVA mechics and usables. This one works, but does have some odd behavior in-game with the native EVA/breaking ground stuff, I haven’t totally figured out using this one yet and have had some instances of odd item storage or kerbals not being able to grab parts they should, etc.
-GUIDE:
- Kerbal Joint Reinforcement Continued: Fixes issues with unstable joints and wobbliness.
- Kerbal Konstructs: Adds a slew of new buildings and launch sites
-GUIDE:
Submods:
- Off-shore Launch Platform: Designed to be used with Kerbal Konstrukts, lets you launch off an oil rig.
- Omega’s Stockalike Structures: ALPHA BUILD. Statics content pack for Kerbal Konstrukts.
- Konstruction: Weldable docking ports, cranes, magnets, other construction equipment.
- KSP Community Fixes: Fixes many stock KSP bugs and provides some Quality of Life and UI improvements
- Rational Resources: Resource Placement is no longer random but reflects composition templates. Promotes Cryofuels mods and planet pack/life support compatibility.
- Space Dust: Adds atmospheric and exo-atmospheric resource harvesting. Includes a new harvesting system, displays, resource distributions, and parts.
- Space Dust Unbound: Expands Space Dust resource harvesting abilities to other modded planets and systems like the Outer Planets Mod, Galaxies Unbound (not included on this list for now), and others.
- System Heat/associated sub-mods: By Nertea: revamps the core Heat system of Kerbal Space Program, many of his engine mods require use of this new system, or at least strongly benefit from it.
Sub-Mods:
- System Heat- Nuclear Engines Config
- System Heat- Nuclear Reactor Config
- System Heat- Resource Converter Config
- System Heat-Resource Harvester Config
-GUIDE:
- USI Kolonization Systems (MKS/OKS): Interlocking modules that bring planetary colonization gameplay. Expansive mod for building both terrestrial as well as orbital colonies and associated deep gameplay GUIDE
- USI Life Support: Advanced Life Support Mod, more advanced than Kerbal Snax or whatever its called but not as unforgiving as Kerbalism, I was going for a balance between accessibility and depth of gameplay with this one, plus it links seamlessly with the USI Kolonization mechanics. Hooks in seamlessly to kolonization mechanics. GUIDE
-Kerbal Inventory for All: Adds inventories to many 3rd part rocket parts and unifies inventories with Kerbal Inventory System.
-Stage Recovery: Staged rocket parts with parachutes attached can be recovered for spesos.
Persistent Thrust: Allows burns during timewarp.
SCANSat: Overhaul for scanning Technologies
RemoteTech: Adds in probe signal delay and a host of new mechanics.
Sub Mod: RemoteTech Stock Configs
NEW ENGINES AND OTHER PARTS: (33 mods)
- AlphaMensae’s Modular Launch Pads: Beyond Launch Clamps: Mix and match components to build all kinds of launch infrastructure.
- Cryo Tanks: (Nertea mod). Liquid Hydrogen fuel tanks and storage for most stock tank designs.
- Cryogenic Engines: (Nertea Mod). Provides new, high-efficiency engines in 1.25, 2.5, and 3.25 sizes that burn liquid hydrogen rather than normal “liquid fuel”
- Cryogenic Engines- Near Future Aeronautics- patch to convert relevant engines in near-future aeronautics to burn Liquid Hydrogen
- Far Future Technologies: (Nertea Mod) Adds theoretically possible engines we might have IRL within the next few hundred years powered by exotic forms of nuclear fusion, antimatter, torch drives, etc. Good for Outer Planets missions and interstellar stuff
-GUIDE:
- JX2Antenna: Adds a special 2.5m antenna with 1,000G transmisison power, important for hyper-range deep-space missions.
- Kerbal Atomics: Nertea Mod. Adds new anbd exciting nuclear engines to use in-game. Included in a slew of size classes and technology levels for greater access to nuclear engines at different stages of the game. Adds things like gas-core reactors, nuclear aerospike engines, multimode engines that switch or utilize both nuclear and conventional afterburning fuel.
-GUIDE:
Sub-mod- Kerbal Atomics Other Mod Support: Optional Patch to allow the KA nuclear thermal rockets to run on LH@ for additional performance.
- Kerbal Planetary Base Systems: Adds multiple parts for building better bases and colonies on planet surfaces such as Habs, Greenhouses, Laboratories, and more. This IS compatible with the life support mods featured above.
-GUIDE:
- Near-Future Aeronautics: Nertea Mod. Adds advanced aerospace parts including propellers, intakes, jet and multimode nuclear engines for massive spaceplanes.
-GUIDE:
- Near Future Construction: Nertea Mod. Structural components and truss segments for building deep space vessels and bases. These will look familiar to anyone who has played a bit of KSP2, Nertea was a prolific KSP1 modder and was hired by Intercept Games to bring his mods native functionality in KSP2.
- Near Future Electrical: Nertea Mod. Stockalike nuclear reactors, capacitors, and more batteries. Neccesary for many of his electrical engine mods.
- Near Future Electrical (Decaying RTG’s): Nertea Mod. Optional patch to make RTG output gradually decrease over time as they do in real life. This will force additional planning for long-range missions to the outer planets and interstellar locales.
- Near Future Electrical Core: Nertea Mod. Standalone sub-mod, needed to make Near Future Electrical work.
- Near Future Exploration: Nertea Mod. Expands probe selection, adds new cores, bus parts, minisatellite parts and a slew of new antennas.
- Near Future IVA Props: Nertea Mod. Prop pack to configure and acessorize IVA spaces on your ships.
- Near Future Launch Vehicles: Nertea Mod. Large launch vehicles including 5 and 7.5 meter engines for launching massive spacecraft and parts.
- Near Future Propulsion: Nertea Mod. Advanced electric engines and new fuel types, stockalike.
-GUIDE:
- Near Future Propulsion (Xenon Hall Effect Thruster): Nertea Mod. Converts NFP Argon thrusters to use stock Xenon fuel instead if desired.
- Near Future Solar: Nertea Mod. Adds new solar panels in lots of new sizes and shaped for utility and customizability.
- Near Future Solar Core: Nertea Mod. Support plugin for NFS.
- Near Future Spacecraft: Nertea Mod. New Command pods, control systems, and engines for crewed spacecraft. Some of the stuff here closely resembles some of the new pods we got in KSP2.
- Near Future Spacecraft-LFO Engines: Nertea Mod. Converts monopro orbital engines to use stock liquid fuel/oxidizer if desired.
- Project Orion Nuclear Pulse Engine: Adds a nuclear pulse engine powered by repeated nuclear device detonations, one of the many planned engines for KSP2 we may never get to see.
- Simple Adjustable Fairings: As described.
Sub-mod: Simple Adjustable Fairings-Plugin
- Stockalike Station Parts Expansion Redux: Nertea Mod. Adds tons of new station parts in a number of size classes, including some new components int he small-medium ranges.
Sub-Mod: Stockalike Station Parts Expanded Redux: Internal Spaces Nertea Mod, adds compatibility between SSER and FreeIVA so you can explore your stations from a first-person view.
- Universal Storage II Finalized: Modular Parts Mod that facilitates the building of custom service Modules, integrates well with life support mods.
- USI Asteroid Recycling Technologies: Can remove Asteroid Mass and attach storage tanks to its surface.
- USI Core: Kontainers, Reactors, and shared tools for the USI mods.
- USI Exploration Pack: Flat-packed rover and parts geared towards exploring planetary surfaces.
- USI Freight Transport Technologies: Modular Parts for hauling, mining, and space transportation needs.
META GAME AND UI STUFF: (10 mods)
- Astrogator: A space-navigational aid for Kerbal Space Program. Shows table of bodies reachable from current in-game location and the deltaV to reach them, can get perfect transfer windows and maneuver nodes for you.
- Better Burn Time: Extra automatic burn time indicators for suicide burns and target rendezvous.
- Better Early Tree: New Disposition of the beginning of the tech tree. Designed for an unmanned start and give stockalike vibe, Needs to be used alongside CTT
- Clickthrough Blocker: Helps eliminate the clickthrough problem with mods
- Community Tech Tree: Modding community-developed tech tree that reorganizes the base game tech tree and is compatible with the vast majority of mods on this list to balance the parts for the campaign. ESSENTIAL.
- Custom Asteroids: lets user control where asteroids appear.
- Docking Port Alignment Indicator: Self-Explanatory, Makes docking stuff easier.
- Hide Empty Tech Tree Nodes: Gets rid of tech tree nodes in the Community Tech Tree mods if you don’t have the mods installed, CTT is huge so this can help simplify it if you only have a few mods installed.
- ImprovedTechTree Placement: Tech Tree Mod that adds an additional engine-focused propulsion line. Grabbed on random impulse, no idea how this interacts, if at all, with other tech tree mods.
- Reviva: Dynamic Switching between multiple IVA’s in-editor and in-flight
- Speed Unit Annex: Adds speed units and some other helpful values to the Navball, depending on vessel type.
-Trajectories: Accounts for aerobraking to let you acurrately see where you are going to land
EasyVesselSwitch- Changes vessel switching to LeftAlt+M1 Click for easy switching
-ScienceAlertRealerted- Mod that provides notification when science is available
End of the List, for now.
Ad Aeternum Inanis
MOD TYPES THAT I AM ACTIVELY LOOKING FOR (please help):
  • A mod or combination of mods that gets KSP2’s soundtrack into KSP1 AND TRIGGERS TRACKS IN SIMILAR WAYS (i.e. not just a playlist, but performing in-game actions causes a given track to play, like going from Kerbin orbit to the Mun’s SOI, achieving low orbit and starting descent, etc. ) (possible solution now in the works thanks to u/ )
  • Some sort of part-welding or optimization mod to facilitate construction of much larger ships and stations and improve performance far past the current 250 part count beyond which stuff starts lagging and breaking.
  • Alternative/bettemore colonization mechanics mods for proper cities and landmark facilities and such.
  • More planet packs and places to visit, especially interstellar stuff.
  • Interstellar mods COMPATIBLE WITH EVERYTHING ELSE ON THIS LIST SO FAR.

MODS CURRENTLY UNDER CONSIDERATION TO ADD TO THIS PACK:

MODS THAT I AM NOT ADDING FOR THE FORSEEABLE FUTURE (and why):
  • Galaxies Unbound: Great mod, but suffered from some usability problems and has been removed from CKAN. I’ll add it back if it reappears.
  • Interstellar Extended: sadly not compatible with Nertea’s stuff
    -BlueDogDesignBureau:Way too many parts. Never again.
-Kerbalism: a bit more complicated than I'm looking to make the gameplay right now MKS/USI covers life support mechanics already
-Mechjeb: I believe in flying manually, download it separately if you need it
Other Useful Links Here:
(emptiness intensifies)
Changelog:
5/7/2024: -Updated OP with some new information, fixing formatiing
-Adding new sections on soundtrack upgrades and additional mods being evaluated for inclusion
Special thanks to the following people for their assistance and suggestions:
-Kemot221
-LadyRaineCloud
-PiBoy314
-mibsman
-j-steve
-Goufalite
5/12/2024:
Added current github download, includes additional mods:
-ScienceAlertRealerted
-RemoteTech
-Rocket Sound Enhancement
Persistent Thrust-REMOVED
5/14/2024
REMOVED Persistent Thrust Mod, was causing timewarp issues
Updated download, re-download/reinstall modpack to effect changes.
submitted by _myst to KerbalSpaceProgram [link] [comments]


2024.05.07 10:03 Professional_Pear637 Roof Framing Tips and Tricks

Roof Framing Tips and Tricks
Topic of the day:
Roof Framing: 🪚 🔨 🏗️
Roof framing can be one of the most challenging and confusing parts of building a house, but careful planning and basic carpentry techniques are all it takes to frame even the most complicated roofs. To help you through the process we’ve compiled some of our favorite 1 sentence tips from the Fine Homebuilding archives to help you complete a textbook, code-complaint roof every time. (If you would like to learn more then simply google the sentence and the first article should be it)
Perfect Roof Rafters Focus your efforts on the pattern rafter, and the rest of the roof falls into place easily.
Laying Out a Common Rafter For simple gable or shed roofs, you need to learn this basic building block of roof framing.
Framing a Roof Valley Do the math on a calculator so that you can concentrate on what's important: getting the rafters right.
Framing Tricky Truss Roofs When building houses with trusses made for hips and valleys, careful planning and job-site organization are key to an efficient installation.
Roof-Framing Design How to handle framing a roof that may be "more complicated than it has to be."
Hip-Roof Framing Made Easier Measure from the rafter's bottom edge for exact layout.
Roof Framing with Engineered LumberTips from a custom framer make the engineered-lumber learning curve easier to negotiate.
The Rafter You’re After: Using SketchUp to Draw Roof Framing You can use SketchUp to draw roof framing and practice your approach before you're on the job site.
A No-Math Approach to Valley Plates Whether you're tying in new gable dormers or adding a chimney cricket during roof framing, giving the valley jacks a place to land is an easy task with these step-by-step instructions.
Framing a Dramatic Dormer If doghouse dormers or shed dormers aren't dressy enough, A-dormers can add an exciting design note, and they're easier to seal against the elements.
Rolling Roof Trusses Factory-made trusses save time and give you a roof engineered for strength and stability.
submitted by Professional_Pear637 to Construction [link] [comments]


2024.05.06 15:49 UrbanwoodworkingChi Oversized Floor Unit Concerns With Variable Speed Pump

Oversized Floor Unit Concerns With Variable Speed Pump
Following up on a previous post regarding conversion of a 3 season farm house in Northern WI to a 4 seasons residence.
Site Conditions: 120yo 3 season farmhouse in Northern Wi. Two story building 1,300sf home. 900sf first floor, 400sf second floor / staircase. Zone 5a / 5b in Northern Wi. Spray foaming the exterior walls and roof with closed cell. 2x4 walls and 2x4 roof trusses. Spray foam contractor is recommending 3" of foam @ walls and roof. New Marvin fiberglass windows and doors as well. Plans attached as well as photos of proposed location of units. The roof will be insulated as a "hot roof" and plan to be changed in 3-5 years when we install a new metal roofing system that would incorporate soffit vents and baffles. Black roof which does receive heavy all day sun exposure. The second floor bakes all summer.
Project Goals: Condition the entire house and each bedroom when doors are closed. First floor scope seems to work well (though open to feedback). Goal is to operate heating + cooling entirely on electric heat pump & supplemental baseboard heating (No LP). Our goal is to have each room conditioned via a highwall or floor unit.
Concern / Questions: I need advice on how to best approach the second floor bedrooms. The bedroom ceilings do not allow for high wall units. The smallest floor unit offered is 9,000 btu which is massively oversized for the +/- 300sf bedrooms. Installer says that due to the variable speed drive that there is not a concern that these units would short cycle or work inefficiently. Is this correct? Other than cost, what are the downsides / potential issues of installing such an oversized unit in each of these bedrooms? Is there another approach that might be suggested for such an odd sized 2nd floor? Does this community feel good about the MIDEA & CARRIER Products? Do they produce nice "cold climate" pumps?
Current Proposal:
1 Highwall unit in the living room to service living room, & kitchen as well as to passively heat / cool the front porch (please note that the front porch is not YET insulated.. though the devising wall between the porch and living room with the pocket doors will be. We will gut the front porch and insulate down the road.
1 High wall unit in each of the first floor bedrooms
1 Floor unit in each of the second floor bedrooms (not sure if there is one sized to not short cycle with how small those bedrooms are) though maybe short cycling isn't an issue if it's a variable speed pump?
(5) units total
(2) pumps outside
MIDEA38MGHBQ48EA3(1) MIDEADHMAHBQ06XA3- Excel Series- Ductless Mini-Split- Indoor Unit(1) MIDEADHMAHBQ06XA3- Excel Series- Ductless Mini-Split- Indoor Unit(1) MIDEADHMAHBQ18XA3- Excel Series- Ductless Mini-Split- Indoor Unit(2) Carrier40MBFAQ12XA3-Performance-Single Stage-Floor Console
https://preview.redd.it/ignk2r1vbtyc1.jpg?width=6083&format=pjpg&auto=webp&s=68b89f80a3986cab05c4a4d1ed53969fa5c933ef
https://preview.redd.it/cef5jv8wbtyc1.png?width=4032&format=png&auto=webp&s=293f5a28dd17cc7d56db4ec3b52c3e58d909cbc3
https://preview.redd.it/y1ftms8wbtyc1.png?width=4032&format=png&auto=webp&s=ff28ae611ad51d33cc9392eb1fc3de20427ff2c1
submitted by UrbanwoodworkingChi to heatpumps [link] [comments]


2024.05.06 14:52 CarlsonNYs First draft of DWV plan

First draft of DWV plan
https://preview.redd.it/9veq4m21o9zc1.png?width=2530&format=png&auto=webp&s=e7193f9d03c97e20c94d83747851a4020c9db471
I am in New York state. I'm working on my DWV plan and would really appreciate some feedback from the community. I've included a draft where the vent pipes are highlighted in purple. I am sure this is flawed but I figure it's a good enough start and helpful visual to help me design a good plan.
My goal is to minimize the number of vent stacks penetrating the roof, but I'm unsure if my current layout works. The roof is constructed using attic trusses. Here's my question:
Is it possible to combine all the vent branches into a single stack like I've shown in the drawing?
Any advice or suggestions on how to achieve a more efficient venting system with minimal roof penetrations, or any other feedback on the drain and macerating system would be greatly appreciated!
Edit: I changed it to two vent stacks through the roof and updated the image. Also added the Radon vent.
submitted by CarlsonNYs to Homebuilding [link] [comments]


2024.05.06 00:01 judas_ate Zephyr Lux Connect Island range hood vent - for home or professional - $1,500 (Gresham)

For sale:
New, unused, open box. Zephyr Lux Connect Island flush-mount in-ceiling range hood for kitchen. Model ALU-E4CSX. Brushed aluminum finish with LED lighting, remote control. Comes with internal dual motor blower, model PBI-1100B. 1100CFM with washable permanent metal filters.
Purchased for a kitchen renovation project, but unable to use do to the construction of our roof; would not fit due to the nature of roofing trusses. Would be ideal for a flat kitchen ceiling or a kitchen with a center island stove.
Please pay special attention to specifications in the links attached. Photos are from product website.
Purchased new for $2578 on special order, nonrefundable.
Asking $2500, negotiable. OK to text. Prefer cash.
product page: https://zephyronline.com/product/lux-connect-island-range-hood/
specification sheet: http://docs.zephyronline.com/docs/specs/luxc_spec.pdf
blower specification sheet: https://assets.ajmadison.com/ajmadison/itemdocs/blowera_spec.pdf
exploded view parts diagram: http://docs.zephyronline.com/docs/explodedview/ALU-C.pdf
hood height calculator: https://zephyronline.com/customer-care/planning-tools-resources/range-hood-height-calculato?product=lux-connect-island-range-hood
HVAC fitting specifications: http://docs.zephyronline.com/docs/specs/hvac_fittings_spec.pdf
submitted by judas_ate to PDXClassifieds [link] [comments]


http://rodzice.org/