K engine cleaner

Couch to 5K

2010.01.27 21:44 tlc Couch to 5K

Anything related to the Couch-to-5K running programs or the like; open to all, noobie to pro.
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2009.04.08 21:16 kia35 KIA - Challenge The Luxury You Know

*Enough is enough! Anymore spamming of other peoples post downgrading kia either about "kia boyz" immobilizers, engine failure, or car fires will result in a 30 day ban, and a subsequent violation will result in a permanent ban. The Official Subreddit For Kia Motors - EV6, EV9, Telluride, Optima, Forte, Sorento, Cadenza, Quoris, Sportage, Seltos, Soul, Rio, K3, K5, K7, K900, Stinger, Carnival, Sedona, Niro, HEV and PHEV models
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2020.08.15 17:16 Johnathan_wickerino FUCKFACEPOD

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2024.04.29 15:16 WillingnessAshamed58 Colleges with good swimming and academics

Neuroscience or bio engineering/ International (U.K.)/4.0 UW GPA/ National Swimmer - 727 fina points / no budget / current Junior.
Please can I ask for help finding a good fit. Most important would be a well respected university who have a strong swim programme. My initial thoughts are to try and be recruited as a student athlete.
Am flexible on location / campus size .
I haven’t done the SAT/ ACT - although my CAT scores are 127 and I got 8/9 for my GCSE’s last year. I am currently studying Chemistry, Biology and Maths - in addition, I’m doing an EPQ in medicine.
I have been on official visits to Emory and LSU but don’t think they’re right for me due to them being opposites in swimming and academic levels…
Thank you so much for any help
submitted by WillingnessAshamed58 to college [link] [comments]


2024.04.29 15:04 WillingnessAshamed58 Help with swimming in college

Neuroscience or bio engineering/ International (U.K.)/4.0 UW GPA/ National Swimmer - 727 fina points / no budget / current Junior.
Please can I ask for help finding a good fit. Most important would be a well respected university who have a strong swim programme. My initial thoughts are to try and be recruited as a student athlete.
Am flexible on location / campus size .
I haven’t done the SAT/ ACT - although my CAT scores are 127 and I got 8/9 for my GCSE’s last year. I am currently studying Chemistry, Biology and Maths - in addition, I’m doing an EPQ in medicine.
I have been on official visits to Emory and LSU but don’t think they’re right for me due to them being opposites in swimming and academic levels…
Thank you so much for any help
submitted by WillingnessAshamed58 to CollegeSwimming [link] [comments]


2024.04.29 15:00 WillingnessAshamed58 Help with swimming in college

Neuroscience or bio engineering/ International (U.K.)/4.0 UW GPA/ National Swimmer - 727 fina points / no budget / current Junior.
Please can I ask for help finding a good fit. Most important would be a well respected university who have a strong swim programme. My initial thoughts are to try and be recruited as a student athlete.
Am flexible on location / campus size .
I haven’t done the SAT/ ACT - although my CAT scores are 127 and I got 8/9 for my GCSE’s last year. I am currently studying Chemistry, Biology and Maths - in addition, I’m doing an EPQ in medicine.
I have been on official visits to Emory and LSU but don’t think they’re right for me due to them being opposites in swimming and academic levels…
Thank you so much for any help
submitted by WillingnessAshamed58 to Swimming [link] [comments]


2024.04.29 14:57 Megaaxes Help - My conveyor loader keeps overheating and not gaining the +200% from steel even unpaused and reloaded any clue how to fix this or am i screwed automation with volcano's

Help - My conveyor loader keeps overheating and not gaining the +200% from steel even unpaused and reloaded any clue how to fix this or am i screwed automation with volcano's submitted by Megaaxes to Oxygennotincluded [link] [comments]


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IBM is hiring DevOps Engineer Kraków, Poland [Docker Ansible] submitted by EchoJobs to DevOpsJob [link] [comments]


2024.04.29 13:09 AAEIMAA_Design Build smarter leverages the power of building information modeling to revolutionize the architecture, enginneering and construction industries

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2024.04.29 13:01 rage-remix Are consumables not excluded in free service?

Are consumables not excluded in free service?
Today I gave my INT650 for the 1st service and attached is the breakdown
So my questions are: - are consumables not excluded in free service? - can the chain lube and cleaner kit y vary from what is mentioned on the RE website? - if observed some issues whom to reach out RE support or the service centre? - why is the 1st service kit not part of this?
submitted by rage-remix to indianbikes [link] [comments]


2024.04.29 12:21 EchoJobs LegalZoom is hiring Staff Software Engineer Kraków, Poland [AWS Go C++ Python MySQL Redis Azure C# PostgreSQL Elasticsearch GCP]

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2024.04.29 12:08 friendlyexplorer84 MUSHROOMHEAD O2 PRIORITY PRESALE

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Mushroomhead
New sale begins 10am
O2 priority: https://ticketmaster-uk.tm7559.net/k0d7RN
Haarlem: https://shorturl.at/aeL39
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2024.04.29 11:52 EchoJobs Grid Dynamics is hiring Full Stack Software Engineer (.NET, Angular) Warsaw, Poland Poland Kraków, Poland Wroclaw, Poland Remote Hybrid Remote [.NET Angular C# PostgreSQL Microservices HTML CSS JavaScript]

Grid Dynamics is hiring Full Stack Software Engineer (.NET, Angular) Warsaw, Poland Poland Kraków, Poland Wroclaw, Poland Remote Hybrid Remote [.NET Angular C# PostgreSQL Microservices HTML CSS JavaScript] submitted by EchoJobs to BackendJobs [link] [comments]


2024.04.29 11:39 ChillingCat2384 Mechanic quoted over 800 dollars for brakes and tyres, am I getting ripped off?

Mechanic quoted over 800 dollars for brakes and tyres, am I getting ripped off?
Took my 2002 Nissan Pulsar for a standard service. The mechanic quoted 480 for the brakes but my mate said I could get them replaced somewhere else for way cheaper. Is that a fair price or nah?
submitted by ChillingCat2384 to CarsAustralia [link] [comments]


2024.04.29 11:24 AngelOfLastResort YA New Vegas Steam Deck Mod Guide

So I successfully installed modded New Vegas on my Steam Deck, mostly following information found in the following guides:
References
Steam Deck modding guide one
Steam Deck modding guide two
FNV performance optimization guide
Don't install DXVK or Reshade - will explain my experience with them later.
Viva New Vegas
My goals
To end up with a modded NV that I could run from Steam Deck mode without needing desktop mode, and without doing the modding on the Steam Deck itself. I don't feel comfortable enough in my Linux to do this on the Deck - I know its possible, I just chose not to. I've modded NV on PC before, so I decided to mod it to PC and then copy it to my Steam Deck.
Why mod the game at all?
At the very least, modding makes the game perform better and be more stable with less crashes. I don't claim it will be crash free, just crash less. Plus less quest bugs and less (or no) bugged perks, like In Shining Amor.
You can optionally choose to make the game look better, which is what I did.
Summary of what I did
  1. Fresh install of FNV on both steam deck and PC. Make sure to start the game at least once on Steam Deck and go as far as loading a saved game or starting a new one, to make sure it works.
  2. Setup Mod Organizer 2 on my PC. Installed mods on PC.
  3. Explored my virtual folder on PC, copied that to a temporary location. Remember your virtual folder is just data by default, so make sure to grab everything. That is, the parent directory of data holds the executables and DLLs - you need all of that too. Make sure that you end up with a copy of the entire game as it would look when it runs (will explain more later).
  4. Make sure to copy your plugins.txt file from MO2. plugins.txt is what stores not only what .esm and .esp files to load, but also in what order to load them. There is one stored in your user profile, in AppData/FalloutNV, and MO2 has its own version of plugins.txt. You want the MO2 one, which is either going to be in your user profile if you chose global profile, or inside the MO2 folder if you chose portable install. You need to do this if you DON'T want to setup MO2 on your steam deck, and since I did not want to setup MO2 on my Steam Deck, I had to copy it.
  5. Get these copied files (modded FNV install and plugins.txt file) over to your steam deck. I used a good old fashioned micro SD card for this purpose. You can also use things like KDE connect - what I didn't like about this is that I could only send over one file at a time, so I'd have to compress the entire FNV, which would kinda defeat the point.
  6. Copy the modded FNV install over to the location where Steam will install your games, which is in /home/.local/Steam/steamapps/common/Fallout New Vegas
Make sure to do this intelligently so that the files end up in the right place. For instance, in Linux, folders named data and Data are two different folders. In Windows, they are the same thing. Just check on things like this.
  1. Copy the plugins.txt file over to the location where Steam will put it, which is something like:
/home/.local/Steam/steamapps/compdata/22380/pfx/drive_c/Users/SteamUseAppData/Local/FalloutNV
It is something like that but not entirely sure. The 22380 is the Steam ID for Fallout New Vegas. You need to overwrite this file.
  1. Test it works by starting the game.
My recommendations
Whatever you want to do, start small. Don't install 200 mods on your PC, copy it over to your Steam Deck, and then find it doesn't work. Install a few things, such as NVSE and YUP, test it out, and go from there. You're not only modding the game, you're also teaching yourself the process, which is important. You need to understand what you're doing pretty well before you can attempt a complicated mod setup.
Also don't install any AI upscaled texture packs - they don't work. They just hog memory for not much benefit.
DXVK and Reshade
The first time I did this, I installed DXVK on Windows and Reshade for Vulkan. Worked on windows, did not work on Steam Deck. I think this is because, behind the scenes, Proton does some magic for FNV that converts its draw calls from D3D9 to Vulkan anyway. I think ReShade would probably work but I'm not sure, and at this point I'm kinda over it. I just want to play the game!
NVHR
Works, but make sure to disable the console window it creates on startup by adding a file named d3dx9_38.tmp to the FNV root folder. In other words, installing NVHR involves copying in a file named d3dx9_38.dll - if you also add an empty file named d3dx9_38.tmp, it will prevent this other console window from being created. I have a hunch this caused a problem for me in the past although not entirely sure.
INI files
Don't forget to configure your INI files, particularly for NVTF. You won't get the best out of NVTF if you don't install an INI file. Follow the Viva New Vegas guide to get to this point. I'm using the Texture Pack friendly INI file because I have some texture packs.
MO2 and virtual folders
MO2 works by creating a virtual folder to run FNV from. This virtual folder doesn't exist normally, it only gets created when you run FNV from inside MO2. This means that your FNV folder is mostly untouched. To copy the contents of this virtual folder, select the Explore Virtual Folder option from within MO2. It will take you to the data folder. Remember the data folder is most of, but not all you need to run FNV. You also need the stuff in the level above the data folder.
What mods do you have installed and how does it perform?
I'll paste the list below, but its mostly performance fixes, bug fixes and texture/model packs. I have had one bug so far, where Barton Thorn failed to appear. No idea why. Other than that, everything seems to be okay. I don't know what the framerate is, but it seems pretty stable. I played for 2 hours last night and got down to about 50% battery (on an OLED model). So I think the battery would last for easily 2 hours. Vsync is enabled in the game config.
What is it like to play? Mostly the same as PC, I will say that getting used to the controls will take a bit of time for me. One thing I can't find is the run/walk button, which exists in vanilla on PC. Probably possible to fix it. Oh and I've noticed a strange bug - if you touch the touchscreen in game, the game locks up. No idea if this is vanilla behaviour or modded behaviour, I only noticed it after modding the game. So I can't interact with the pipboy using the touchscreen which sucks a bit but isn't the end of the world.
My modlist.txt file is below - it shows all of my mods but not the install order. Also I have New Vegas Landscape Overhaul Re remastered.
NV Compatibility Skeleton Iron Sights Aligned B42 Optics B42 Inertia FNV Clean Animations Immersive Recoil 2.4.1 ISControl HiRes Skill Books Retexture PM's Magazine Resources - 1K MGs NCR Pack Ojo friendly Improved LOD noise Texture Much Needed LOD - Cleaned PowerArmorVisualEnhancement HD Miscellaneous War Objects New Vegas Mesh Improvement Mod Mojave Flora Project New Vegas Redesigned 2 Revised Lite Version - BornagainFNVCombatArmor2048 WTH - Weapon Textures from Heaven 1k Simplified Weapon Retexture Project Weapon Mesh Improvement Mod Simply Upscaled Grass - Vanilla Style - 2k Wasteland Flora Overhaul - Vanilla tree replacer with LOD Super Mutants HD - 2k Low PM's HD Ranger Outfits - 2K PM's HD Legion Overhaul - 2K PM's Med-Textures PM's HD Ammo Boxes - 1K Diffuse 512px Normals Improved Heavy Weapons Textures 1.5 Improved LR Robot Textures Improved OWB Robot Textures Assorted Leather Armor Retexture Feral Ghoul Retexture Mod by Koldorn Glowing Ghouls PocoBuenoV LOD Fixes and Improvements - NVSE New Vegas Landscape Overhaul Re-Remastered Texture Modding Preset kNVSE VanillaUIPlusRemasteredPatch Vanilla UI Plus (New Vegas) yUI Infinite Loading Screen Fix Legacy Reborn - Performance Edition MLF Fallout Alpha Rendering Tweaks Exterior Emittance Fix Strip Lights Region Fix Improved Lighting Shaders Atmospheric Lighting Tweaks - FNV - YUP Depth of Field Fix 3D Rain Climate Control - 3D Rain Climate Control - Rain Climate Control NVSE Desert Natural Realism Redux NV Desert Natural Weathers NV MCM BugFix 2 The Mod Configuration Menu UIO - User Interface Organizer Misc Content Restoration - NV Uncut Wasteland Just Assorted Mods Unofficial Patch NVSE Plus YUP - Base Game and All DLC VATS Lag Fix ActorCause Save Bloat Fix Aqua Performa - Strip Performance Fix Fog-based Object Culling Stewie Tweaks NVTF NVAC - New Vegas Anti Crash Fast Weapon Lag Fix Engine Optimizations ShowOff xNVSE JIP LN NVSE Plugin JohnnyGuitar NVSE DLC: CaravanPack DLC: ClassicPack DLC: DeadMoney DLC: GunRunnersArsenal DLC: HonestHearts DLC: LonesomeRoad DLC: MercenaryPack DLC: OldWorldBlues DLC: TribalPack
submitted by AngelOfLastResort to falloutnewvegas [link] [comments]


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2024.04.29 10:20 EchoJobs Knowde is hiring Sr. Front-End Software Engineer - PIM Remote US [R React Redis Kubernetes Elasticsearch CSS JavaScript Angular TypeScript Ruby Python PostgreSQL]

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2024.04.29 10:02 AnonymousPepe2024 NRSDK 102 - Placing the Game World on a Plane

NRSDK 102 - Placing the Game World on a Plane

Goals

The goal this time is to shrink the karting game world and place it on a plane detected, so that the game objects appear as if they are toys.
Previous Chapter: NRSDK 101 - Migrate the Unity Karting Microgame : Xreal (reddit.com)
Github Repository: anonymouspepe/karting: Migrating Unity Karting Microgame to XREAL (github.com)

Enable Plane Detection

Enable Plane Detection in the IntroMenu Scene

Include NRSDK in Assembly Definition

Find "KartGame.asmdef" in "Karting/Scripts" of the Assets. And add NRSDK to the Assembly Definition Reference section.
https://preview.redd.it/u45ywm5ridxc1.png?width=629&format=png&auto=webp&s=b990133779ec9caf4e995b49aadc441a45701259

Create a Plane Detector Script

I created a script called "CustomPlaneDetector.cs" and then copied everything except the class name from "NRSDK/Demos/HelloMScripts/PlaneDetector.cs" to it. I'm not using the existing "PlaneDetector.cs" directly because I want to modify it a bit. I'm placing the custom script out of the NRSDK folder so that it doesn't get overwritten when I update NRSDK in the future.

Setup the Plane Detector Game Object

In the hierarchy root of IntroMenu, create an empty gameobject called PlaneDetector. Then attach the "CustomPlaneDetector.cs" and "NRSDK/Demos/HelloMScripts/EnsureSlamTrackingMode.cs" scripts to it. And set the Detected Plane Prefab to PolygonPlaneVisualizer.
https://preview.redd.it/bepppvfxidxc1.png?width=629&format=png&auto=webp&s=c2b5a196314fbeb30c3ce4087c73177fe4ed068f
Then, find "NRSDK/NRKernalSessionConfig.asset" and set Plane Finding Mode to "Horizontal".
https://preview.redd.it/5ndz9zb1jdxc1.png?width=631&format=png&auto=webp&s=00bcc90977897a82846db07809d49aeeae47ed82
Now if you run the application, you will find plane detection feature activated for horizontal planes.

Save Plane Info for Later Use

For simplicity, by which I mean saving the trouble of using the beam hit to select a plane, I will simply save the center position of the first plane detected. To do so, open "CustomPlaneDetector.cs" and add a boolean flag with the default value false.
private bool saved = false; 
Then in the plane interation in "Update()", save the center position of the plane indexed 0 to player preference using statements like and update the flag to true.
if (!saved) { if (i == 0) { PlayerPrefs.SetFloat("p_x", m_NewPlanes[i].GetCenterPose().position.x); PlayerPrefs.SetFloat("p_y", m_NewPlanes[i].GetCenterPose().position.y); PlayerPrefs.SetFloat("p_z", m_NewPlanes[i].GetCenterPose().position.z); } saved = true; } 
Now "CustomPlaneDetector.cs" should look like:
https://preview.redd.it/y7newtqcjdxc1.png?width=964&format=png&auto=webp&s=4f28d210f51c788b12d01795f34fcbbf08f731f8
https://preview.redd.it/q64ytvqdjdxc1.png?width=1154&format=png&auto=webp&s=c987df0a5040eb338802fdebf596a1040223ff95

Add a Button to Launch AR Mode

First, under "IntroMenu/Canvas" in the hierarchy, unselect "ControlsButton" since it doesn't apply to us anyways. Then duplicate the "StartButton", update its position, rename it to "StartButtonAR", and update its text to "Play AR". Unselect "Extra Settings - Raycast Target" for both buttons like we did for the control buttons.Edit "Karting/Scripts/UI/LoadSceneButton.cs" so that it allows a public field for a game mode string and saves it to the player preference.
https://preview.redd.it/3vluhisfjdxc1.png?width=671&format=png&auto=webp&s=80f71a96db83ebf17e4aeac718b2fa89639cf501
Enter "Normal" in the "Mode" field of the script attached to the "StartButton", and "AR" for "StartButtonAR".
https://preview.redd.it/nru14o5hjdxc1.png?width=632&format=png&auto=webp&s=28feef65c7e0bf7f5c54ebc01da6b347d7b4e5cc

Activate the AR Button Only When Supported

Create a script called "ButtonStatus.cs" and make it activate the AR button when the device category is REALITY.
using UnityEngine; using UnityEngine.UI; using NRKernal; public class ButtonStatus : MonoBehaviour { public Button button; // Start is called before the first frame update void Start() { if (NRDevice.Subsystem.GetDeviceCategory() == NRDeviceCategory.REALITY) { button.gameObject.SetActive(true); } else { button.gameObject.SetActive(false); } } } 
Attach the script to a game object such as canvas, and then drag the AR button from the hierarchy to the Button field of the attached script.
https://preview.redd.it/8i6c64pijdxc1.png?width=630&format=png&auto=webp&s=029c617b34279aa0bac07d807d27135c20dc5809

Start the Game in AR Mode

Adjust Project Hierarchy

In the main scene, create an empty object called "MainGameObjects" in hierarchy root.Move everything except the "GameManager" tree in the hierarchy into "MainGameObjects".Move the subnodes of "AdditionalTrack" and the "Environment" tree into "OvalTrack". (or else I found scaling not working properly on them...)
https://preview.redd.it/lv2n604ojdxc1.png?width=312&format=png&auto=webp&s=95aef7eedb90d0b316546dc93f50b76366d7e27c
https://preview.redd.it/vjfjbhpojdxc1.png?width=314&format=png&auto=webp&s=e31a8665aab90eb120138cfdb63078a7bfa93025
https://preview.redd.it/2r3ev0ipjdxc1.png?width=281&format=png&auto=webp&s=01080ecfa452ff8682a1b1bed4aee753742c3b7c

Read Game Mode

Edit "Karting/Scripts/GameFlowManager.cs" so that it reads the game mode previously saved.
https://preview.redd.it/khl4ldfqjdxc1.png?width=506&format=png&auto=webp&s=350f612a6931bb481495118255475863391bdf10

Adjust Scaling Accordingly

In "Karting/Scripts/GameFlowManager.cs", locate where we adjusted the "cameraRig" object. Adjust the "cameraRig" and scaling there based on the game mode.
 cameraRig = GameObject.Find("NRCameraRig"); if (gameMode == "Normal") { cameraRig.transform.SetParent(GameObject.Find("Tracking Container").transform); } else { cameraRig.transform.SetParent(null); globalParent = GameObject.Find("MainGameObjects"); globalParent.transform.localScale *= 0.01f; globalParent.transform.position = new Vector3( PlayerPrefs.GetFloat("p_x"), PlayerPrefs.GetFloat("p_y"), PlayerPrefs.GetFloat("p_z") ); } 
https://preview.redd.it/ku4m8pdvjdxc1.png?width=721&format=png&auto=webp&s=cf71d997ae4b4eaf1490a17a78f2ab9cfd8f40a3
Now, if you run the game, detect a plane and start the game in AR mode, you will find the game world correctly shrunk and placed on the plane. However, the kart itself is constantly moving around randomly. I tried to fix it by editing the scripts but didn't succeed. So, I decided to introduce another kart control script to avoid the intuitive physics used in the existing scripts.

Update Karting Behavior

I copied two scripts from GitHub - AliOsamaHassan/Racing-Car-Game: 3D Unity Racing Car Game into "Karting/Scripts/KartSystems"."WheelEffects.cs" (not modified)
using System.Collections; using UnityEngine; [RequireComponent(typeof(AudioSource))] public class WheelEffects : MonoBehaviour { public Transform SkidTrailPrefab; public static Transform skidTrailsDetachedParent; public ParticleSystem skidParticles; public bool skidding { get; private set; } public bool PlayingAudio { get; private set; } private AudioSource m_AudioSource; private Transform m_SkidTrail; private WheelCollider m_WheelCollider; private void Start() { skidParticles = transform.root.GetComponentInChildren(); if (skidParticles == null) { Debug.LogWarning(" no particle system found on car to generate smoke particles", gameObject); } else { skidParticles.Stop(); } m_WheelCollider = GetComponent(); m_AudioSource = GetComponent(); PlayingAudio = false; if (skidTrailsDetachedParent == null) { skidTrailsDetachedParent = new GameObject("Skid Trails - Detached").transform; } } public void EmitTyreSmoke() { skidParticles.transform.position = transform.position - transform.up * m_WheelCollider.radius; skidParticles.Emit(1); if (!skidding) { StartCoroutine(StartSkidTrail()); } } public void PlayAudio() { m_AudioSource.Play(); PlayingAudio = true; } public void StopAudio() { m_AudioSource.Stop(); PlayingAudio = false; } public IEnumerator StartSkidTrail() { skidding = true; m_SkidTrail = Instantiate(SkidTrailPrefab); while (m_SkidTrail == null) { yield return null; } m_SkidTrail.parent = transform; m_SkidTrail.localPosition = -Vector3.up * m_WheelCollider.radius; } public void EndSkidTrail() { if (!skidding) { return; } skidding = false; m_SkidTrail.parent = skidTrailsDetachedParent; Destroy(m_SkidTrail.gameObject, 10); } } 
"KartingControl.cs" (modified and renamed)
using System.Collections; using System.Collections.Generic; using UnityEngine; internal enum CarDriveType { FrontWheelDrive, RearWheelDrive, FourWheelDrive } internal enum SpeedType { MPH, KPH } public class KartingControl : MonoBehaviour { [SerializeField] private CarDriveType m_CarDriveType = CarDriveType.FourWheelDrive; [SerializeField] private WheelCollider[] m_WheelColliders = new WheelCollider[4]; [SerializeField] private GameObject[] m_WheelMeshes = new GameObject[4]; [SerializeField] private WheelEffects[] m_WheelEffects = new WheelEffects[4]; [SerializeField] private Vector3 m_CentreOfMassOffset; [SerializeField] private float m_MaximumSteerAngle; [Range(0, 1)] [SerializeField] private float m_SteerHelper; // 0 is raw physics , 1 the car will grip in the direction it is facing [Range(0, 1)] [SerializeField] private float m_TractionControl; // 0 is no traction control, 1 is full interference [SerializeField] private float m_FullTorqueOverAllWheels; [SerializeField] private float m_ReverseTorque; [SerializeField] private float m_MaxHandbrakeTorque; [SerializeField] private float m_Downforce = 100f; [SerializeField] private SpeedType m_SpeedType; [SerializeField] private float m_Topspeed = 200; [SerializeField] private static int NoOfGears = 5; [SerializeField] private float m_RevRangeBoundary = 1f; [SerializeField] private float m_SlipLimit; [SerializeField] private float m_BrakeTorque; private Quaternion[] m_WheelMeshLocalRotations; private Vector3 m_Prevpos, m_Pos; private float m_SteerAngle; private int m_GearNum; private float m_GearFactor; private float m_OldRotation; private float m_CurrentTorque; private Rigidbody m_Rigidbody; private const float k_ReversingThreshold = 0.01f; public bool Skidding { get; private set; } public float BrakeInput { get; private set; } public float CurrentSteerAngle { get { return m_SteerAngle; } } public float CurrentSpeed { get { return m_Rigidbody.velocity.magnitude * 2.23693629f; } } public float MaxSpeed { get { return m_Topspeed; } } public float Revs { get; private set; } public float AccelInput { get; private set; } public float SteeringInput = 0f; // Use this for initialization private void Start() { m_WheelMeshLocalRotations = new Quaternion[4]; for (int i = 0; i < 4; i++) { m_WheelMeshLocalRotations[i] = m_WheelMeshes[i].transform.localRotation; } m_WheelColliders[0].attachedRigidbody.centerOfMass = m_CentreOfMassOffset; m_MaxHandbrakeTorque = float.MaxValue; m_Rigidbody = GetComponent(); m_CurrentTorque = m_FullTorqueOverAllWheels - (m_TractionControl * m_FullTorqueOverAllWheels); } private void GearChanging() { float f = Mathf.Abs(CurrentSpeed / MaxSpeed); float upgearlimit = (1 / (float)NoOfGears) * (m_GearNum + 1); float downgearlimit = (1 / (float)NoOfGears) * m_GearNum; if (m_GearNum > 0 && f < downgearlimit) { m_GearNum--; } if (f > upgearlimit && (m_GearNum < (NoOfGears - 1))) { m_GearNum++; } } // simple function to add a curved bias towards 1 for a value in the 0-1 range private static float CurveFactor(float factor) { return 1 - (1 - factor) * (1 - factor); } // unclamped version of Lerp, to allow value to exceed the from-to range private static float ULerp(float from, float to, float value) { return (1.0f - value) * from + value * to; } private void CalculateGearFactor() { float f = (1 / (float)NoOfGears); // gear factor is a normalised representation of the current speed within the current gear's range of speeds. // We smooth towards the 'target' gear factor, so that revs don't instantly snap up or down when changing gear. var targetGearFactor = Mathf.InverseLerp(f * m_GearNum, f * (m_GearNum + 1), Mathf.Abs(CurrentSpeed / MaxSpeed)); m_GearFactor = Mathf.Lerp(m_GearFactor, targetGearFactor, Time.deltaTime * 5f); } private void CalculateRevs() { // calculate engine revs (for display / sound) // (this is done in retrospect - revs are not used in force/power calculations) CalculateGearFactor(); var gearNumFactor = m_GearNum / (float)NoOfGears; var revsRangeMin = ULerp(0f, m_RevRangeBoundary, CurveFactor(gearNumFactor)); var revsRangeMax = ULerp(m_RevRangeBoundary, 1f, gearNumFactor); Revs = ULerp(revsRangeMin, revsRangeMax, m_GearFactor); } public void Move(float steering, float accel, float footbrake, float handbrake) { for (int i = 0; i < 4; i++) { Quaternion quat; Vector3 position; m_WheelColliders[i].GetWorldPose(out position, out quat); m_WheelMeshes[i].transform.position = position; m_WheelMeshes[i].transform.rotation = quat; } //clamp input values SteeringInput = steering = Mathf.Clamp(steering, -1, 1); AccelInput = accel = Mathf.Clamp(accel, 0, 1); BrakeInput = footbrake = -1 * Mathf.Clamp(footbrake, -1, 0); handbrake = Mathf.Clamp(handbrake, 0, 1); //Set the steer on the front wheels. //Assuming that wheels 0 and 1 are the front wheels. m_SteerAngle = steering * m_MaximumSteerAngle; m_WheelColliders[0].steerAngle = m_SteerAngle; m_WheelColliders[1].steerAngle = m_SteerAngle; SteerHelper(); ApplyDrive(accel, footbrake); CapSpeed(); //Set the handbrake. //Assuming that wheels 2 and 3 are the rear wheels. if (handbrake > 0f) { var hbTorque = handbrake * m_MaxHandbrakeTorque; m_WheelColliders[2].brakeTorque = hbTorque; m_WheelColliders[3].brakeTorque = hbTorque; } CalculateRevs(); GearChanging(); AddDownForce(); CheckForWheelSpin(); TractionControl(); } private void CapSpeed() { float speed = m_Rigidbody.velocity.magnitude; switch (m_SpeedType) { case SpeedType.MPH: speed *= 2.23693629f; if (speed > m_Topspeed) m_Rigidbody.velocity = (m_Topspeed / 2.23693629f) * m_Rigidbody.velocity.normalized; break; case SpeedType.KPH: speed *= 3.6f; if (speed > m_Topspeed) m_Rigidbody.velocity = (m_Topspeed / 3.6f) * m_Rigidbody.velocity.normalized; break; } } private void ApplyDrive(float accel, float footbrake) { float thrustTorque; switch (m_CarDriveType) { case CarDriveType.FourWheelDrive: thrustTorque = accel * (m_CurrentTorque / 4f); for (int i = 0; i < 4; i++) { m_WheelColliders[i].motorTorque = thrustTorque; } break; case CarDriveType.FrontWheelDrive: thrustTorque = accel * (m_CurrentTorque / 2f); m_WheelColliders[0].motorTorque = m_WheelColliders[1].motorTorque = thrustTorque; break; case CarDriveType.RearWheelDrive: thrustTorque = accel * (m_CurrentTorque / 2f); m_WheelColliders[2].motorTorque = m_WheelColliders[3].motorTorque = thrustTorque; break; } for (int i = 0; i < 4; i++) { if (CurrentSpeed > 5 && Vector3.Angle(transform.forward, m_Rigidbody.velocity) < 50f) { m_WheelColliders[i].brakeTorque = m_BrakeTorque * footbrake; } else if (footbrake > 0) { m_WheelColliders[i].brakeTorque = 0f; m_WheelColliders[i].motorTorque = -m_ReverseTorque * footbrake; } } } private void SteerHelper() { for (int i = 0; i < 4; i++) { WheelHit wheelhit; m_WheelColliders[i].GetGroundHit(out wheelhit); if (wheelhit.normal == Vector3.zero) return; // wheels arent on the ground so dont realign the rigidbody velocity } // this if is needed to avoid gimbal lock problems that will make the car suddenly shift direction if (Mathf.Abs(m_OldRotation - transform.eulerAngles.y) < 10f) { var turnadjust = (transform.eulerAngles.y - m_OldRotation) * m_SteerHelper; Quaternion velRotation = Quaternion.AngleAxis(turnadjust, Vector3.up); m_Rigidbody.velocity = velRotation * m_Rigidbody.velocity; } m_OldRotation = transform.eulerAngles.y; } // this is used to add more grip in relation to speed private void AddDownForce() { m_WheelColliders[0].attachedRigidbody.AddForce(-transform.up * m_Downforce * m_WheelColliders[0].attachedRigidbody.velocity.magnitude); } // checks if the wheels are spinning and is so does three things // 1) emits particles // 2) plays tiure skidding sounds // 3) leaves skidmarks on the ground // these effects are controlled through the WheelEffects class private void CheckForWheelSpin() { //// loop through all wheels //for (int i = 0; i < 4; i++) //{ // WheelHit wheelHit; // m_WheelColliders[i].GetGroundHit(out wheelHit); // // is the tire slipping above the given threshhold // if (Mathf.Abs(wheelHit.forwardSlip) >= m_SlipLimit Mathf.Abs(wheelHit.sidewaysSlip) >= m_SlipLimit) // { // m_WheelEffects[i].EmitTyreSmoke(); // // avoiding all four tires screeching at the same time // // if they do it can lead to some strange audio artefacts // if (!AnySkidSoundPlaying()) // { // m_WheelEffects[i].PlayAudio(); // } // continue; // } // // if it wasnt slipping stop all the audio // if (m_WheelEffects[i].PlayingAudio) // { // m_WheelEffects[i].StopAudio(); // } // // end the trail generation // m_WheelEffects[i].EndSkidTrail(); //} } // crude traction control that reduces the power to wheel if the car is wheel spinning too much private void TractionControl() { WheelHit wheelHit; switch (m_CarDriveType) { case CarDriveType.FourWheelDrive: // loop through all wheels for (int i = 0; i < 4; i++) { m_WheelColliders[i].GetGroundHit(out wheelHit); AdjustTorque(wheelHit.forwardSlip); } break; case CarDriveType.RearWheelDrive: m_WheelColliders[2].GetGroundHit(out wheelHit); AdjustTorque(wheelHit.forwardSlip); m_WheelColliders[3].GetGroundHit(out wheelHit); AdjustTorque(wheelHit.forwardSlip); break; case CarDriveType.FrontWheelDrive: m_WheelColliders[0].GetGroundHit(out wheelHit); AdjustTorque(wheelHit.forwardSlip); m_WheelColliders[1].GetGroundHit(out wheelHit); AdjustTorque(wheelHit.forwardSlip); break; } } private void AdjustTorque(float forwardSlip) { if (forwardSlip >= m_SlipLimit && m_CurrentTorque >= 0) { m_CurrentTorque -= 10 * m_TractionControl; } else { m_CurrentTorque += 10 * m_TractionControl; if (m_CurrentTorque > m_FullTorqueOverAllWheels) { m_CurrentTorque = m_FullTorqueOverAllWheels; } } } private bool AnySkidSoundPlaying() { for (int i = 0; i < 4; i++) { if (m_WheelEffects[i].PlayingAudio) { return true; } } return false; } } 
Attach "KartingControl.cs" script to the "BaseKartClassic" prefab.Unselect "Arcade Kart" and "Kart Animation" scripts components from the "KartClasssic_Player" game object.
Update "Karting/Scripts/KartSystems/KartAnimation/KartPlayerAnimator.cs".
https://preview.redd.it/uiu6qhjbkdxc1.png?width=764&format=png&auto=webp&s=a9d8533615f497170800b65838ceb13c0ebf8fa0
Open "Karting/Scripts/KartSystems/Inputs/KeyboardInput.cs" and add a private member variable
private KartingControl karting 
.Then add an "Awake()" function and a "FixedUpdate()" function.
private void Awake() { // get the car controller karting = GetComponent(); } private void FixedUpdate() { // pass the input to the car! float h = horizontal; float v = (accelerating ? 1.0f : 0.0f) - (braking ? 1.0f : 0.0f); karting.Move(h, v, v, 0f); } 
Open "Karting/Prefabs/KartClassic/BaseKartClassic.prefab". Assign the field values as below:
https://preview.redd.it/1ony9d3hkdxc1.png?width=625&format=png&auto=webp&s=5a10478160f1b926778fa4496a69add154f7b8fb
Open "Karting/Prefabs/KartClassic/KartClassic_Player.prefab". Assign the field values as below:
https://preview.redd.it/x14ek8qhkdxc1.png?width=628&format=png&auto=webp&s=67a1c986256f75a197ce5e17e30bf5831866606f
Note that the highlighted values above are dragged from "KartClassic_PlayeWheels/" of the prefab hierarchy.
Select "KartClasssic_Player" in the MainScene hierarchy, and drag it to the "Kart" field of the "Kart Player Animator" script component.
https://preview.redd.it/1rndssmikdxc1.png?width=621&format=png&auto=webp&s=ccf77fd377ab80bd2ace3afe861d14f5ca37ef58
Eventually, make sure all fields of the control script component of the "KartClassic_Player" game object have reasonable values like below:
https://preview.redd.it/r6mbc3elkdxc1.png?width=790&format=png&auto=webp&s=ef04edc1d8c191880410ff5d8e86b7672acb5dc1
submitted by AnonymousPepe2024 to Xreal [link] [comments]


2024.04.29 09:52 eobdtoolck Alientech KESS3 Update: Added JCB Delphi DCM7.24 ECU Cloning in BOOT Mode

Alientech KESS3 Update: Added JCB Delphi DCM7.24 ECU Cloning in BOOT Mode
Alientech KESS3 V1.96 upgrade is now available!
Tuning and Cloning Delphi DCM7.24 for JCB in BOOT Mode are added.
Optimize and repair the engines of the latest heavy-duty vehicles now supported by KESS3.
Expand your range of interventions thanks to this new protocol dedicated to the Delphi DCM7.24 ECU. Now you can meet your customers’ needs comprehensively by utilizing the ‘BOOT’ bench connection mode to increase performance, reduce fuel consumption or for repair purposes.
https://preview.redd.it/5riyrnlgjdxc1.jpg?width=526&format=pjpg&auto=webp&s=30c7ed0b7dc4e2e774744ae0153901cef491f949
Focus on the ECU:
  • Delphi DCM7.24
Choose KESS3 to work with precision and efficiency, offering a fast and comprehensive reprogramming service with just one tool, for dozens of vehicles entering your workshop.
JCB
RD, WR and Clone in Boot Mode
Backhoe Loader140X LC 4.8LDiesel81 kWBackhoe Loader150X LC 4.8LDiesel81 kWBackhoe Loader3CX ECO 3.0LDiesel55 kWTelehandler536-95 Agri Xtra 4.8L l4Diesel112 kWTelehandler542-70 Agri 4.8L l4Diesel81 kWWheel LoadersTM320 S 4.8LDiesel112 kWWheel LoadersTM420 4.8LDiesel112 kW
Activate BENCH/BOOT protocols for Trucks/Tractors and enhance your business on supported heavy-duty and off-highway vehicles.
submitted by eobdtoolck to u/eobdtoolck [link] [comments]


2024.04.29 09:17 Vectr-Support User Guide - 41 - Advanced AI Image Generator

User Guide - 41 - Advanced AI Image Generator
Our Advanced AI Image Generator is designed for enthusiasts and professionals who seek more control and creativity in their AI-generated artwork. This feature-rich tool offers sophisticated options to elevate your projects, combining advanced technology with intuitive control.
https://preview.redd.it/xntdaum7ydxc1.jpg?width=3072&format=pjpg&auto=webp&s=a11f90d6dfd5c5157971f7167620005e73873872
Description Prompt:
Crafting the perfect image begins with a detailed prompt. Consider these elements:
  • Subject: Define the character, object, scene, action, emotion, and position.
  • Detailed Imagery: Specify clothing, expression, colors, textures, proportions, perspective, reflections, shadows, and interactions.
  • Environment Description: Choose indoooutdoor settings, landscapes, weather conditions, time of day, background/foreground elements, architecture, and natural features.
  • Mood/Atmosphere: Describe the emotion, energy, tension, warmth/coldness, brightness/darkness.
  • Style: Select from styles like anime, photography, comic book, fantasy art, pixel art, low poly, watercolor, line art, etc.
  • Style Execution: Detail illustration techniques, rendering engines, camera models/settings, materials, resolution, lighting, and color types.
Negative Prompt:
Define what you don't want in the image to steer the AI away from undesired features or elements.
Schedulers:
Schedulers guide the denoising process:
Types: LCM, DDIM, DPMSolverMultistep, K_EULER, K_EULER_ANCESTRAL, PNDM, KLMS.
They determine the denoising steps, the randomness or predictability of these steps, and the specific methods used.
Steps:
Defines the number of iterations the AI undergoes to refine the image from a noisy start to your detailed prompt.
Guidance Scale:
Adjust how closely the AI follows the text prompt. A higher value ensures greater adherence to your input.
Seed:
Use a seed image as a starting point for generating new images, allowing for consistency or iterative creativity.
https://preview.redd.it/ji3f4umgzdxc1.jpg?width=953&format=pjpg&auto=webp&s=335ccb6ad0e03ef75ccbb98d118996282c42bf40
Aspect Ratio:
Choose from ratios like 1:1, 3:2, 2:3, 4:3, and 3:4 to shape your canvas and influence AI interpretation.
Tips: Explore prompts used by others by clicking the "i" icon on any AI-generated image. With at least 3 credits, use the "Try Prompt" button to adapt and regenerate images based on your preferences.
https://preview.redd.it/neu1a6g8zdxc1.jpg?width=952&format=pjpg&auto=webp&s=6e3319340752737f8933f38a5a4a62e5a17a4acf
Discover the potential of Vectr's Advanced AI Image Generator. Customize and control your creations with precision and explore new artistic horizons effortlessly!
submitted by Vectr-Support to Vectrlabs [link] [comments]


2024.04.29 08:14 sunpathelectric Harnessing Solar Energy with Silfab 410 BG Elite Panels

Harnessing Solar Energy with Silfab 410 BG Elite Panels
This article delves into the features and benefits of Silfab 410 BG Elite panels, renowned for their high efficiency and durability in harnessing solar energy. These panels offer advanced technology and reliable performance, making them an ideal choice for residential and commercial solar installations alike. From maximizing energy production to ensuring long-term reliability, Silfab 410 BG Elite panels are at the forefront of the solar industry's evolution towards a cleaner and more sustainable energy future.
https://preview.redd.it/kd3bjplj1dxc1.jpg?width=1200&format=pjpg&auto=webp&s=b25af1d9efd0f25dc126f7fb101cadc89ea96983
In recent years, there has been a significant surge in the adoption of solar energy as a sustainable and eco-friendly alternative to traditional power sources. Among the leading providers of solar panels, Silfab stands out with its innovative and high-performance products. In this article, we will explore the features and benefits of Silfab 410 BG Elite panels, highlighting their role in harnessing solar energy for residential and commercial applications.
Introducing Silfab 410 BG Elite Panels:
Silfab 410 BG Elite panels are cutting-edge solar modules designed to maximize energy output and efficiency. With advanced technology and superior craftsmanship, these panels offer unmatched performance and durability, making them an ideal choice for both residential and commercial solar installations. The 410 BG Elite panels are engineered to withstand harsh weather conditions and deliver reliable power generation year after year.
Key Features of Silfab 410 BG Elite Panels:
  1. High Efficiency: Silfab 410 BG Elite panels feature high-efficiency solar cells that convert sunlight into electricity with exceptional efficiency, maximizing energy production and reducing overall system costs.
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Applications of Silfab 410 BG Elite Panels:
Silfab 410 BG Elite panels are versatile and can be used in a variety of applications, including:
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Conclusion:
Silfab 410 BG Elite panels offer a reliable and efficient solution for harnessing solar energy and reducing dependence on traditional power sources. With their advanced technology, durability, and industry-leading warranty, Silfab 410 BG Elite panels are an excellent choice for homeowners, businesses, and organizations looking to transition to clean and sustainable energy. Whether for residential rooftops or large-scale solar projects, Silfab 410 BG Elite panels deliver exceptional performance and reliability, making them a top choice in the solar industry.
submitted by sunpathelectric to u/sunpathelectric [link] [comments]


2024.04.29 07:55 MrJayPockets Help with Seafoam Top Engine Cleaner - SmartCar 453

Car newbie trying to learn how to maintain my Smart Car!
I need help figuring out where to insert the Seafoam Top Engine Cleaner. I’ve tried following the tube from my air filter and it seems to go under so I’m not able to just follow how many YouTube videos go. I don’t own a Jack or a Ramp so maybe I need to invest in that next.
I have a 2016 SmartCar 453 0.9L I3 F DOHC. If that helps at all. Judging by the images it looks like the Turbo version.
https://www.evilution.co.uk/mod/453-engine-types.htm?highlight=Throttle%20body
I’d appreciate it if anyone had any tips or hints on where I’m supposed to insert the spray. I’ve been looking everywhere and having a hard time figuring out where to look
Thank you!
submitted by MrJayPockets to SmartCar [link] [comments]


2024.04.29 07:27 KennyMoratti Designing K-Series Joist with Non-Uniform Loading

I am a Structural Engineering student wrapping up my last semester. For my senior design project, our group designed a steel structure using Vulcraft Decking, K-Series Joists, W-Shape Girders, and HSS Columns. We have an additional snow drift loading we treated as uniform, althought it is not, as well as heating and AC units of about 1300 pounds which we used KCS Joists to support the load.
The question my professor had for us to be able to explain to the client is how could we have analyzed with the non uniform loading as well as the additional unit loading and used typical K-Series Joist?
I was doing some google searching and did not have any luck. Any ideas are appreciated!
submitted by KennyMoratti to StructuralEngineering [link] [comments]


2024.04.29 05:50 dirtsmith Seven Minutes

[Full text below, but it's way better with lots of photos and images here - https://dirtsmith.com/the-seven-minutes-that-justify-my-existence ]
Seven minutes elapsed from the time I pulled over, to the moment I left the scene.
[I know, because I was calling 911 as I ran to the car, and the call log shows 7:43pm. The time stamp from the last shot (taken right before I drove off) was 7:50pm].
In California, Smoke Always Gets My Attention
It was a Sunday evening in the Spring of 2022. My girlfriend and I had both spent the week laid up in bed with our first rounds of Covid. I was driving home from the office. I had gone in on the weekend to grab my computer, so I could work from home the next week. The day was warm and I had no intention of interacting with anyone, so I was wearing a t-shirt and a pair of (ridiculously light and short) swim trunks that I only wear around the house.
It was just getting on towards dusk. Up ahead, where the road began to curve, a puff of smoke drifted from the trees on the right shoulder. At first I thought it must be a fire from a homeless encampment (not uncommon). This is California, and we had been suffering from terrible wildfires, so a fire in the trees would be bad.
There were few cars on the highway. It was easy to slow way down and get a good look as I was passing. I had my phone out with 911 punched in, ready to alert emergency response as soon as I knew what was happening.
As I drew abreast, I saw a vehicle up against a tree. Smoke filled the interior, drifting out from under the hood.
The driver side door was closed and there was no one outside the vehicle. I knew someone was trapped.
The Long Seven Minutes Begin
I had already slowed significantly and I immediately pulled off the shoulder, dialing 911 as I got out of my car. I grabbed my keys before I shut the door (which turned out to be fortuitous). Running to the crash, my 911 call failed; it sounded like a busy signal or something. I wondered if I was in a bad service area (totally possible on that stretch of road), so I pocketed my phone, cursing.
As I got to the crash I saw what looked like molten fire dripping from the bottom of the engine. And now smoke was pouring faster from under the hood. The car was slammed right up into a pine tree.
I ran to the driver side door and tried the handle, but it wouldn’t open. The interior of the vehicle was just FULL of smoke; it was basically opaque. I was yelling to anyone inside, but there was no response.
Moving around the car trying each door, I found they were all locked. At the passenger side, I could see NOTHING through the window. Flames now rose from the front left corner of the vehicle into the pine tree, the fire licking the branches.
Running back around the vehicle to the driver side, I saw that another guy had pulled over. He was out of his car and had his phone out. I figured I wouldn’t need to worry about calling 911 again.
Peering closely through the driver side window, I realized I could just make out an arm resting against the door! I began shouting more forcefully and banging on the window. But there was no response.
Then I remembered that I had my keys in my pocket. And that I had an aluminum spike on the ring that I was using for a key chain. It’s the sort of thing they sell as an emergency self-defense weapon and tool. I had always just assumed it was something you could use to break glass if you were ever trapped in a car.
The Wrong Tool For The Job
I grabbed the spike and swung it hard against the window. But it didn’t break! I hit it again, harder. And again, and again, and nothing happened. But the impacts were very sharp and very loud. Loud enough to awaken the driver, who began to move and call out. The voice was muffled, and I couldn’t understand the words. I was yelling “Open the door! Open the door! You have to get out!”
I could see and hear some activity as the driver attempted to get the door open, without success. More faint shouting, but I couldn’t make out the words. The smoke was beginning to make breathing difficult for me, and I couldn’t imagine what it must be like inside. And the driver had been breathing nothing but smoke since before I even arrived on scene.
Stepping back from the car to try and collect my wits, I saw the other fellow standing closer now with his phone to his ear and his lips moving. He had to be connected with police dispatch. Looking back at the car, the fire was concentrated on the driver side corner, but it was moving back towards the interior, through the tree branches, the underbrush, the engine compartment itself. I could feel the heat from the fire even from a distance, and my poolside outfit offered zero protection. Within moments I would be unable to work from beside the driver’s door.
I felt terrible anxiety. For a second I wondered if I would have to stand there and watch while someone burned to death in front of me. It was a horrific feeling. I wouldn’t be able to handle witnessing that in complete helplessness. Should I find myself in that position, convinced there was NOTHING I could do to help, I knew that I would simply run as far and as fast as I could.
Preparation
I was raised in a very stressful and physically grueling trade, with my high-intensity Type-A father (a.k.a. “Ironhorse”) for a boss. We’ve each left the field decades ago, but to this day we both have occasional PTSD dreams about it. It was the sort of environment that routinely forced you to take immediate action under stress to prevent a bad situation from rapidly deteriorating.
Oh yeah, and the pay was lousy.
My best friend worked with us a bit during the summertime, while we were both in high school. He went on to the army, and maintains that nothing in boot camp was as hard as what we dealt with regularly.
In short, it sucked.
But it did shape me, for better and for worse. It imparted a “Failure Is NOT An Option!” “Press On Regardless!” mindset. I believe that mindset has produced some life-damaging consequences, and I have worked to let it go.
But it is also a resource that’s proven its worth.
In that moment I was able to pause, take a deep breath, and collect myself. I could step back physically, emotionally, and mentally to reflect, for just a few seconds, on the situation and my environment.
“The Solution Is Always Right In Front Of You”
Ironhorse often remarks that he can always find the resources to fix a problem he is dealing with if he just looks around where he is standing. [I reply that he’s right, but only because we are slobs and leave all sorts of stuff strewn about our habitat].
But he IS right. An essential component of intelligence is tool improvisation. It’s an intelligence we are losing here in the “developed” world, but you can see it everywhere in less developed nations.
So I took stock of my surroundings. There were tools everywhere.
The car had crashed into a pine tree, but it was a loner in a grove of eucalyptus. Eucalyptus trees shed hardwood branches of all sizes and shapes continually, and these were everywhere. (Along with their bark, which was actually part of the problem; the stuff burns like matchbooks).
A promising spar lay nearby. It was long enough to provide high tangential speed, heavy and hard enough to shatter glass. So I grabbed it and started busting out the windows. I began with the rear hatch, then hit the two rear passenger windows. I didn’t smash the driver’s window. (The fire was too close to work there anyway, and I didn’t think showering the driver in broken glass while clubbing him in the head would help matters).
I had hoped that this would at least dissipate the smoke. That way the driver could breathe, and I could see what I was dealing with. While the smoke did begin to disperse, it was agonizingly slow. And whatever smoke did escape just added to what was produced by the blaze. I was already trying to catch air farther from the car, and breath as little as possible when I was close.
Plan C
I looked through the broken rear window but could see nothing. For a moment I contemplated crawling in through the back hatch and trying to extract the driver bodily. Then I thought of my daughter. Maybe it was just a justification for my flagging courage; I can’t say. But in any case, I ruled that option out.
The eucalyptus spar was still in my hand. It was six or seven feet long. I put one foot on the bumper, leaned in through the hatch, and began to prod and tap where the driver should be. “Grab the stick! You have to grab the stick!!! GRAB THE STICK!!!” I shouted.
I was fishing for the driver.
Fishers Of Men
Almost immediately I felt resistance and weight on the spar! I was elated! Now pulling, firmly but slowly, I was able to draw the stick back, maybe a yard.
Then suddenly it went slack.
I leaned in through the back of the hatch as far as I could. Through the clearing smoke I could barely make out a hand reaching towards me, the arm vanishing into smoke! It was just close enough to grab! I reached out and caught it by the wrist, and then pulled forcefully. The driver slid easily through the car towards the rear hatch! Now I could see a man’s head and shoulders, and I was able to grab him bodily and lift his torso out through the hatch.
It was a young man. His eyes were very wide, and vividly, brightly blue. He was in a daze.
As I struggled to pull him through the window, his jeans caught on broken glass. After a couple tugs I looked over to the man still on the phone with emergency services and barked angrily for him to give me a hand! He snapped out of his stupor and helped me unhook the driver. We pull him the rest of the way out and laid him on the ground, then dragged him away from the flames.
He lay on his back, eyes still wide and blazing blue, staring straight up at the sky. I was yelling, “Is there anyone else in the car!?” but he was completely unresponsive.
Help Arrives
I ran back around to the passenger side to see if the smoke had cleared enough to get a look inside. The fire wasn’t so bad there yet, so I could get pretty close. But as I ran to the door I heard someone shout, “Use the fire extinguisher!”
I stopped and glanced around. Again, “Use the fire extinguisher!”
I was looking about wildly. I couldn’t even tell where the voice was coming from, let alone where this fire extinguisher was supposed to be! The shout came again. I saw, through a thicket further away off the shoulder and close to some residences, a man standing, holding a fire extinguisher over a fence. I ran over and struggled through the thicket to him.
Grabbing the fire extinguisher, I made my way back to the car. But I was in complete exhaustion by this point.
Fortunately, a few other people had stopped and gathered at the scene. Someone was already running towards me to take the fire extinguisher from my hands. He grabbed it and darted towards the fire on the passenger side. I fell to my knees, completely out of breath.
Leave It to the Professionals
Just then, a voice over a loudspeaker ordered, “Step away from the vehicle!” I looked up to see a sheriff’s deputy exiting a squad car. I got up and began to slowly walk back towards my car.
I saw the young man who was second on the scene, who had called 911 and helped pull the driver out of the rear hatch, and we immediately embraced.
As I was leaving, I had the presence of mind to snap the photos you see here. More cars had pulled over, and a young couple was standing outside their vehicle. They gave me a bottle of water to drink as I tried to catch my breath.
Before I left, I spoke with another couple who had arrived to help just before the sheriff’s deputy. They were walking away from the scene, and I asked if there had been another passenger in the car. They assured me that there had not.
I snapped a couple more photos from a distance. Looking at them later I could see that the driver was well enough to move. One picture shows him sitting on the curb by the sheriff’s car, far from the fire, attended by another passerby.
By this point the fire was climbing up into the trees. I got in my car and drove off, hoping that the fire department could reach the scene before the whole grove began burning out of control.
Aftermath
I was fortunate to get out with only a couple, very minor scratches.
My biggest concern was that I immediately began to develop unpleasant respiratory distress. By the next day I felt like I was slipping into a full Covid relapse. Through my first week of illness, I had experienced no respiratory issues. Now I was coughing, and I had a dreadful taste in my mouth. I was afraid that the smoke combined with Covid might have messed up my lungs. I went to the doctor to get checked out, but the doctors told me not to worry, and sent me home.
Later on, I wondered why I had been unable to break the window with my keychain spike. Inspecting it, I discovered that the tip, originally sharp to a point, had been flattened by pounding against the glass!
Apparently, aluminum just isn’t hard enough for this purpose.
So – Don’t carry an aluminum spike if you are expecting to be able to break a window with it! It will not work!
https://dirtsmith.com/the-seven-minutes-that-justify-my-existence
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2024.04.29 05:47 Adorbs_pigglet Have I completely lost it ?

Long story short : worked in cybersec at an MNC , shit work life balance , job with rotational shifts , extremely depressed left the job after 2.5 years in Aug. Tried CAT 23’ failed miserably. Got in NMIMS but Business Analytics program , didn’t take it up . Got depressed so travelled for a month. Now it’s been 10 months.
And all I can think about is ace-ing CAT 24’ ghar se pressure hai job ka mann mein bhi darr ki gap year kaise justify krungi but also the fact ki mera job role without rotational shifts vaali job mil nahi rahi 🥲🥲🥲 but I cannot do tech anymore . (I am Farhan from three idiots abba k kehne pr engineering kri or ab nahi ho raha or )
Everybody has told me what a horrible decision it was to leave the job . Alag sa mahaul hai mann mein . Darr , gussa and frustration ka mast cocktail bn rkha hai . Upar se sub pe posts ki how people are not getting admits even after 99+ 💀💀💀💀💀
All I can say is JAI MATA DI now and go for hit two 😭🙏🏻 JO HOGA DEKHA JAYEGA BC . I feel a little crazy tho but okie 🥰🤭
submitted by Adorbs_pigglet to CATpreparation [link] [comments]


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