Gas converters

Gas Stove to Gas Fireplace

2024.05.07 21:17 Gloomy_Bumblebee_125 Gas Stove to Gas Fireplace

I want to convert this into a corner gas fireplace...is that possible? Or would it be easier to just enclose this?? Can I even do that?
Im just not sure about the pipe and if that can be enclosed behind drywall...im assuming it's just for fumes as this isn't a wood fed fireplace?
Id love to be able to switch it out for a fireplace version and create a pretty visual piece in our livingroom with a corner fireplace + mantel... just exploring options. Thanks!
submitted by Gloomy_Bumblebee_125 to DIYHome [link] [comments]


2024.05.07 21:07 Happy-Hypocrite Need to drive 2.5 hours on a misfire. Any tips?

This is the cars last drive. We just need to get it home to try and sell/scrap it.
We have a 2000 Nissan Maxima with a misfire on cylinder 6. So far we have replaced the Fuel Filter, Fuel injector, Spark plug, Ignition coil, preformed a compression test and checked the voltage to the injector. Everything checks out but the car is still misfiring. We need to drive it the 2.5 hours home where we will be getting rid of it. Is there anything we can do that will increase our chances of making it successfully?
Currently I have disconnected power to the injector to see if the car runs any different and it's the same, low RPMs is rough but high RPM is fairly smooth. I have heard you should leave it disconnected to prevent pumping gas into the cat over heating it.
Is there any other steps we should take before attempting this drive?
It's also worth mentioning that we have someone ready to come get us with a trailer if the car fails in route but they don't want to drive the whole distance to just come get us.
Also we are only giving up on the car because it has a slipping torque converter on an already rebuilt transmission.
Thanks for any advice!
submitted by Happy-Hypocrite to MechanicAdvice [link] [comments]


2024.05.07 20:05 Adventurous-Pin4387 All-in Chase ecosystem + Euro trip - is this the right strategy?

Before going all in with the Chase ecosystem (we're new to travel rewards), I would appreciate any feedback!
My partner and I want to go to Europe summer 2025, so we're planning a credit card strategy for the trip.
I currently have the CFU. Partner has the BOA Customized Cash. Our credit score is around 800 each.
Partner can apply for a business card, so I was thinking of taking advantage of the SUB of 100,000 bonus points while I took advantage of the Chase Sapphire Preferred 75,000 points to possibly cover the cost of the flights and maybe some hotels.
The Plan
General notes
Questions
  1. It doesn't make sense to have a Chase Sapphire Preferred and a Chase Ink Business Preferred for Europe trip, right?
  2. We should just churn this business card, right? Convert it to a no annual fee card or cancel it? Partner doesn't really have many business expenses other than internet.
  3. Anything obvious that I'm missing here?
Template
submitted by Adventurous-Pin4387 to CreditCards [link] [comments]


2024.05.07 20:05 Adventurous-Pin4387 All-in Chase ecosystem + Euro trip - is this the right strategy?

Before going all in with the Chase ecosystem (we're new to travel rewards), I would appreciate any feedback!
My partner and I want to go to Europe summer 2025, so we're planning a credit card strategy for the trip.
I currently have the CFU. Partner has the BOA Customized Cash. Our credit score is around 800 each.
Partner can apply for a business card, so I was thinking of taking advantage of the SUB of 100,000 bonus points while I took advantage of the Chase Sapphire Preferred 75,000 points to possibly cover the cost of the flights and maybe some hotels.
The Plan
General notes
Questions
  1. It doesn't make sense to have a Chase Sapphire Preferred and a Chase Ink Business Preferred for Europe trip, right?
  2. We should just churn this business card, right? Convert it to a no annual fee card or cancel it? Partner doesn't really have many business expenses other than internet.
  3. Anything obvious that I'm missing here?
Template
submitted by Adventurous-Pin4387 to CreditCards [link] [comments]


2024.05.07 19:19 Stat_Najeeni 2005 Ford Escape stalling when braking and shifting from park.

Want to know where to start looking into this problem. I was driving back from a weekend trip about 180 miles one way. Got to the destination fine, worked fine while driving around at the destination. On the way home made it about 5 miles from home and stopped on the road to make a left turn and the car stalled.
Pushed it to a nearby parking lot and waited for a tow. While waiting I was trying to get the car to drive. It would start up fine each time but would stall anytime I shifted from park. If I left it idle it would idle fine. Eventually I got tired of waiting for a tow and tried to feather the gas while shifting it worked to get the car moving and was able to get the car the rest of the way home. I rolled through stop signs because it would try to stall each time I slowed down. I have not tried to move the car since I got home so not sure if this only happens when the car is hot?
From my research I have found a couple things that might fix it. Replace IAC valve, replace the torque converter solenoid, or replace the torque converter itself.
Any help on where to start would be appreciated, I have a code reader but have not put it on the car yet
submitted by Stat_Najeeni to MechanicAdvice [link] [comments]


2024.05.07 18:12 Allow_Seriously $2900 Good Deal or Bad Deal

Hi all,
I bought a used 2004 Hyundai Santa Fe back in November 2022 for $2900.
Mileage (when bought) - 204,000 miles
Condition - ~5 paint chips. None bigger than size of a dime coin.
Engine condition - Runs good. No issues
1.5 years down the line and I have made the following investments so far.
Critical Issues
Precautionary Maintenance
Cosmetic Upgrades
Total - $ 2040
My current Insurance charge is $80 per month.
problems with the car right now -
Good things about car-
With all this information, I have 2 questions for fellow car enthusiast brother and sisters:
  1. Did I get a good deal when I bought the car?
  2. Should I upgrade to another car. Note: I am frugal and don't want to change if this car is worth driving.
submitted by Allow_Seriously to UsedCars [link] [comments]


2024.05.07 15:36 snotrocketscientist Converting Electric Stove to Gas

submitted by snotrocketscientist to greatlakestate [link] [comments]


2024.05.07 14:26 Tourist-Sharp One dangerous step pt1/?

Mini serial up in my head for a while. Writing after 10 years pause, please go easy on me. No hfy yet, just setting things up.
........................
Looking up towards the orbital ring, through dirty plexiglass roofing, James wipes his forehead and furrowed his eyebrows. The ring, known to the local as Halo Station due to the yellow sun glinting off of it when the angle is right, was an ugly strip of brutalist sunshade in James's opinion. It had been hastily constructed over the course of five years with government of private fundings, with the local bureaucrats and politicians the most well off from the scheme. The locals, third generation from the initial colonisers, had been opposed to government postings from the hub worlds but was strong armed by the mining and agriculture conglomerate to accept it. There were of course altercation between the locals and the conglomerate but anything larger than a demonstration were heavily suppressed with threats of cutting off vital terraforming supplies. The uneasy tension lasted until the ring orbital proposal was announced, with the locals divided in two camps. One was in favour, their thinking was that the station would bring attention of the wider human communities to their plights. The opposing view is that it would only bring more corporate interest to their system, with the oppressions and wealth discrimination that their forefathers escaped from to this new world in the first place.
James was of neither the opinions. He was planning on hitchhiking across the frontier worlds, edges of the explored galaxy, relying on his knowledge and skill of hydroponics to earn his living. He empathise with the locals, as he was ine himself, but knew that corporate greeds is as inescapable as taxes and death. The only thing keeping him from despairing the future was the tiny sum his family saved up. He wasrecently orphaned, but his parents were rather well off when they were alive, working on the water treatment plants of the terraforming complex, before an influx of dissolved salts from a hydrothermal vents eruption caused a chlorine gas build up, leading to an explosion when they were doing maintenance on the gas extraction chamber. James was thankful that at least his parents passed away painlessly, but the funeral arrangements had cut into the family funds. It was due to this that he was still stuck on the half terraformed planet.
"Penny for your thought?" asked a hoarse gravelly voice. One would be forgiven for thinking the owner of the voice a male. A frail looking woman with grey hair peered up at James from behind a trellis supporting vines of red pod peas. "Counting down the days the merchant trader will pick me off this pile of dirt," James replied, "Not that I don't see why you would want to stay here." "Can't get the theiving bastards to give me my insurance money otherwise." The woman scowled. " Speaking about that, how's the surgery going? Inhaling that much chlorine would put anyone out of action, not that I'm not thankful for pulling my parents out of there. The company would've let them dissolved if they had their way." James asked the woman. "Well, the off world volunteer doctors bumped me up cue and if lady luck don't interfere, I'll be fully recovered by the end of the local year." she replied with a chuckle then a cough. The planet they are on has a 22 hours day but 976 days per year. This has made the locals used phrase 'end of the year' as a joke for deliberately slow bureaucracy, especially when the government is the one paying. Elisabeth was working with his parents when the accident occured, a toilet break saving her from the experience. She was trained as a first reponder and had taken it up on herself to at least recover the remains of her colleague and friend. Either due to cost cutting or by sheer incompetence, the recently cleared hazmat suit she took from the emergency storage had a leaking hose and she had barely survived. James was grateful for her action and offered her a job in his mostly automated hydroponic farm as she waits for the company to pay her insurance as she can no longer do heavy manual labour. James was going to transfer all his business to her as thanks when he got off planet but had told her yet. "I hope you recover fully," James smiled at the not bad news, "I'm going to give you this farm and the house after I leave. You've been a good friend to the family and I'd to see you suffer because of a good deed." Elisabeth looked thoughtful for a moment then nodded, realising that James was resolved. "I have no need for more money than what I need to survive, I'll send any profits left from the farm to you. You'll need it if you're going to gallavanting around the galaxy." Elisabeth said with a firm tone, or slightly deeper and hoarser to James's ear. "It'll also be somewhere to return to if the galaxy doesn't agree with you. A journey isn't complete if you haven't return and all that." she added. James was expecting this and knows that she won't change her mind. "I'll drop by with souvenirs whenever I come near this part." James said. The rest of the day went by as usual. As James finished checking the monitoring terminal in preparation for the night, a message popped up on his iris implant. He checked the message as he exited the decontamination airlock:
Dear James,
I hope this finds you well. I hate to impose on paying customers but a good friend of mine needs somewhere hole up for a few days on your planet. He has his own ship and offered to take you anywhere you wish after he finished offloading his cargo to the orbital. I have given him your contacts and attached his along with his headscan. I am terribly sorry for taking liberties but I hope you find this a good deal.
Sincerely,
Cpt. Frank Rowe
James was surprised but didn't mind it that much as he had empty rooms and he'll save some money. He quickly went into his sonic shower booth and tapped off a reply to the captain and his guest. He was preparing to cook some of the ripe tomatoes and eggplants he harvested today when Elisabeth came out of her room. He had asked her to moved into his guest bedroom when she started working on his farm and they had been having meals together since. It helped the make the house more lively and Elisabeth liked his cooking. "I don't know if it's the fresh produce or your cooking that make something mundane taste this god." Elisabeth said in between bites, "Either way, I'll miss this when you go. I'll have to remember to scan this into the automeal." "It'll be close but the Dad's recipe needs more dressing oil and salt than the standard automeal will allow. It won't be too unhealthy if you work and sweat enough for two people." James grinned, "My parents always debated this over dinner." "That reminds me about the workload. I will have to automate the fish feeder, my lungs are about done by the time I finished checking the fruit bins," Elisabeth said. "I'll dial in the settings tomorrow, you'll only need to top up pellets." replied James.
That night James got a reply from the guest confirming he will take up the offer. The guest will arrive in two days and James planned to offer his own room. He had not touched his parents bedroom since the accident and he is going to tidy up the room as a farewell. He did not look forward to spending a night in the room but he knows he will regret not doing something to mark off the end of his stay in this house.
On the day of the arrival, James woke up and looked at himself in the mirror. His curly brown hair that he got from his mother was growing out past his liking, along with the light stubble he put off shaving due to being busy setting up the farm for a one person operation. His grey eyes was sparkling and lively, despite waking up an hour before his usual time. He was excited since he will be departing tomorrow and had finished packing last night. After confirming with Elisabeth that everything is working fine in the farm, he left her to get used to the new routine to prepare lunch. A flying taxi touched down as he fished out a large pizza from the oven. He wiped his hands and went to greet his ticket off the planet. A short stocky man climbed down, his skin, where visible was deeply tan, highly unusual for a ship captain travelling long journey through deep space. His dark hair fluttered in the wind and brown piercing eyes take in the rural sight. His glance fell on James and smiled a toothy grin. "You must be the owner of this lovely estate!" he bellowed out with a thick accent James can't place. James walked up to him, offered his hand, and they shook. "James Howard, looking forward to getting on your ship." James replied, a bit put off by the excitement from the man. "Miguel, Miguel Emille. Captain of the Flying Snail. I am very thankful for your hospitality at such short notice. The corpo here kicks the captain off their ship! Imagine that!" James looked around for security drones, a bit fearful of being reported for sedition. The captain looked at him, confused, then in understanding, "Ah, one of those world? Say no more. I won't put my passenger in danger." "Is it not the same where you are from? That's why I'm trying to get off the planet." James asked. "No, I grew up and works mainly for the frontier colony. This one is a special favour for the captain that you contacted for a lift. Contract for some heavy metal isotopes from one of the asteroid mining station for one of your 'esteemed' governer." Miguel winked.
The rest of the day passed by uneventfully, with Miguel switching between telling news of the outer colonies and checking his ship's security cameras. The next morning, James and Elisabeth had a tearful farewell before heading off towards one of the pillar supporting the orbital that doubled as cargo elevator. As they rise, James takes a look at the purple and green landscape falling below. He could see the curvature of the planet right as they enter the orbital. He took a picture of his homeworld, intending to put into his journal to mark the start of his journey. The maglev took them towards the internal docking area, James looking out then windows at the opulence of the wealthy living in the station. As they walk towards the flying snail, they were jossled around wnd forced to stop a few times by the workers and machineries bustling around the dock. James took in the sight of the Flying Snail as they approached, staring at the size and unusual roundedness of the ship, in contrast to the blocky and angular ships standard for most space vehicles. "Custom made on Mariana IX station, designed by my grandfather. A great advertisement for my business and comfortable quarters too. And not as slow as the name suggests" Miguel said as he looked at not a few workers staring at his ship. The advertisement mentioned was stencilled in bright red cursive letters on bare metal, in contrast to the ship's black blocky registration number. As they made their way to airlock, passing the the ship's closing cargo door, an inspector passed Miguel a datapad to sign off. "Cargo confirmed received, payments are being processed by customs due to the new tax coming into effect yesterday. You shouldn't lose much with the currency exchange," the inspector said after looking the form over, " you are clear to depart when traffic control indicates." The inspector turn to another ship busy loading cargo, not waiting for a reply. Miguel lead James through the airlock to his room, a larger than standard room furnished with wooden furniture and upholstered, unheard of in a spaceship from the hub worlds. "Get yourself comfortable then join me on the bridge. The ship AI will help you with the layout. No need to address me as captain since it'll only be the two of us until your destination. I'll be going around looking for government approved bugs. Corporate overlords never can get the idea of privacy." Miguel said before leaving James to unpack. James look around the room, trying to wrap his head around the decor. It was as if someone stole a museum exhibit then use it to furnish a spaceship. He unpacked his luggage, looking around for a storage locker, before putting his meager clothings into a dark wood wardrobe. He then set off to put his toiletries in the attached bathroom before being shocked at the size and items he saw. A large oval mirror hangs on the wall above porcelain basin, with an archaic brass and glass shower cubicle with valves and pipes off to the side. He consdered the logistics of internal plumbing and water storage on the ship for a moment before shaking his head, "Might as well enjoy the luxuries. If this isn't a great start, I don't know what is."
After he finished, James head out of his room then froze as he peered into the corridor. The sterile white panelling had turned into stained wood, the harsh lighting into warm yellow glow from what looks like wall mounted lamps. He turned to look back at his room to see the standard white panelling was still there. He decided to ask the AI for directions to the Captain, "Ship? Where's the bridge?" "Please find the ship map in the mailbox behind the door," a synthetic female voice chimed out. He looked at the automatic sliding door and noticed it had changed to a wooden hinged door with a basket below a metal slot. He grabbed a rolled up brown paper bundle from the basket, unrolling it to seems to be hand drawn diagram of the ship. Other details such as crew members list and meal times are neatly list in one corner. He closed the door before following the map. He was not surprised to find his name engraved below the room number on the brass plaque on the door.
James was apprehensive about finding anything on the ship but there were signs jutting out from the wall at each intersection, surrounded by decorative metalwork in forms of flowers, pointing to major locations. The flooring hard changed from patterned wood to being carpeted the closer he is to the bridge. He finally arrived at a double door, with a plaque indicating that it was indeed the bridge, and he wondered if he should knock. He decided not to, and swung open, to hear a bell ring as the door opens. "James! Come strap yourself in. How do you like my ship?" Miguel was seated on what looks like a couch in the centre of the room, looking at a large screen. The screen shows the outside of the ship, which was the landing bay blast door, still shut. "It's nice but too much like a museum piece to be flying around," James responded, "Isn't it against regulation and too hazardous if the grav generator fails?" "That's why I set the nanites to change to standard whenever I dock. Changed back to what my grandpa designed when we're clear for take off," Miguel answered, " also cleared out to bare walls with carpeting whenever there's an emergency. Only ever happens once in all my years of flying." James had heard of nanites but wasn't aware that it could be used on ships. "The ship was supposed to be a private cruiser for a hubworlder, but he backed out of deal so the swimming pool and hydrotherapy areas was converted into the cargo hold," Miguel added.
James strapped himself in a plush fabric covered armchair near the screen. As he figured out the buckle, the comm beeped then a voice called out, " landing bay E42 cleared. All ships ensure airlock and cargo door are closed before depressurisation in 15 minutes." "Hal, check the doors and prepare for take off," Miguel said. "Sorry captain, I cannot do that." "Stops scaring the passengers. Maybe it's time you watch some modern movies." A huff sounded before the AI replied, "Aye aye, Captain." "She always does that, scaring the living daylight out of my last crew when she pretended to lock the airlock during EVA," Miguel sighed, " i don't know what my Pa was doing, feeding her all that old robot uprising movies." "I thought she was just a basic navigation AI when I asked her for directions." "Yeah, she does that to make people let their guards down before springing the 'Exterminate!' stuff on them. That's why my last crews all signed off." "Isn't that bad on you?" James asked, "also your reputation won't be good." " It's fine, I mainly take on crews for company. Most contracts I got are from fellow captains needing to take orders from regulars but are to far out to accept. She got the latest repair drones and all nanites tech to take care of all damages, excluding only jump core explosions," Miguel smiled.
They waited in the bridge, chatting about life in space and homicidal AI, with Hal, James learned shortened from Haley and pronunciation changed courtesy of the AI herself, chiming in when the checks are done. "Landing bay E42 depressurised in 10, 9, 8, 7, 6, 5, 4, 3, 2, 1. Landing bay depressurised. All ships clear to take off in E42 once landing bay door fully opened. Green light will light up when ready for manually piloted crafts. Halo orbital thanks you for your business." The traffic controller speaks through the comm, indicating he is a native. Off-worlder would usually call the station 'The Regina's Ring' after the planet. Once the door slides open fully, ships start to go out in rows. When it was the Flying Snail's turn to take off, a hologram of Hal appeared besides the captain's couch and the ship starts to move out slowly in formation, coordinating with the other ships. Once the Flying Snail cleared the door, Hal spoke, "Captain, there's any energy spike reading in the aft sensor. No details on origin available due to station's plating. Seems to be mostly neutrons" "Perhaps someone forgot to shut their cargo door. Probably transporting tritium or helium three. Put up shield just to be safe."
The captain's decision turns out to be just in time as a heavy blast blew the ships out of the orbital. Alarms started wailing and James was pushed back into his seat. "Damage report!" Miguel shouted over the alarms and a diagram of the ship's system popped up on screen. "No structural damage, low EMP, main computer rebooting, shields down to 60 percent," Hal replied mechanically, "Reboot complete. Putting rear view on screen." The screen shows a large explosion on the inner ring side, dropping debris onto the planet below. The alarms turned off as Hal reports, "Ring appears to be holding. Debris calculated to fall on low population area and ocean. Minimal damage to civilians and properties." " There's that at least. Are we expected to help?" Miguel asked. "Negative, the station order civilian vessels to clear the area. No detention order." "Good, get us to the jump point. James, you got a destination?" Miguel turns to look at James. James was still trying to recover from being slammed into his seat, saved from concussions by the seat's padding. "I need to check on Elisabeth," James said as he reached for his wristcom. He then saw an incoming video call from Elisabeth. He sighed in relief as he picked up the call. "I'm glad you're alright. Exciting starts to your trip, eh?" Elisabeth said after seeing James. "Good to see you unharmed too. Did the emergency broadcast says anything?" James asked. "They were saying no damage to those living below. The corporate news network was saying it was the work of the anti-hub government groups." Elisabeth said with a grimace, "trying to weasel out of responsibility if you ask me. I need to check the farm systems in case anything went down. Safe trip out there, I don't want to cry for the second time today," Elisabeth was starting to tear up as James tried to reply before the call cut off. "All's well that ends well," Miguel said as James gathered himself, "good to see her safe. So, destination?" James thought for a moment then replied, "I've never been anywhere further than the Halo. I was thinking of getting off at the last stops but I'm the only passenger here so I think I'll get off wherever your next business ends." " Fine by me. I'm going back three system on my route here, pick up some cargo and or crews, then out to the frontiers," miguel said to James then turn to Hal, " You remembered the station with extra medical supplies looking for buyers? Set destination there." " Aye captain. Arriving at jump point. Jumping in 5 seconds," Hal said before starting the count down. The jump drive, the second most popular after warp, generates a wormhole from Lagrange points. The energy requirements is higher than warp but the near instantaneous travel time is highly value by merchants and diplomats alike.
The jump starts without a hitch and they exited into a red dwarf system. As they make they way towards a spherical station above a green gas giants, they were hailed on all frequencies as the screen starts to shows an armada of black pyramids blockading ships trying to enter and leave the station. The screen suddenly flickers then shows a black upside down triangle with glowing blueish white lights runni ng on its surface. The speakers blared out a high pitch voice, " Bags of mostly water our flattest desire exchange thinking patterns. Flattest yours here deliver. Airwaves produce expect agreement." This broadcast then repeats itself. "Ain't this the strangest day of my life," Hal said loudly. "Exciting first day for our passenger here for sure," Miguel added. James just stared blankly at the screens.
.......................
submitted by Tourist-Sharp to HFY [link] [comments]


2024.05.07 13:37 kelvinwaterindia Revolutionizing Waste Management: The Power of Organic Waste Composters

In today's world, where environmental sustainability is paramount, finding innovative solutions to manage organic waste has become more critical than ever. The organic waste composter is emerging as game-changers in waste management, offering an efficient and eco-friendly way to transform food scraps and other biodegradable materials into valuable compost. Let's delve into the world of organic waste composters and explore how they are revolutionizing waste management practices.
Understanding Organic Waste Composters:
Organic waste composters are specialized devices or systems designed to facilitate the decomposition of organic materials, such as food waste, yard clippings, and agricultural residues, into nutrient-rich compost. Unlike traditional disposal methods like landfilling or incineration, composting harnesses the natural process of decomposition to convert organic waste into a beneficial soil amendment.
How Organic Waste Composters Work:
The composting process facilitated by OWC composting machine involve the breakdown of organic matter by microorganisms such as bacteria, fungi, and other decomposers. These microorganisms thrive in an environment rich in oxygen, moisture, and organic material. Organic waste composters create the ideal conditions for composting by providing aeration, moisture control, and temperature regulation.
  1. Aeration: Organic waste composters ensure adequate airflow within the composting material to support aerobic decomposition. This is often achieved through aeration systems that promote oxygen circulation and prevent anaerobic conditions, which can lead to foul odors and inefficient decomposition.
  2. Moisture Control: Maintaining proper moisture levels is crucial for microbial activity and decomposition. Organic waste composters incorporate mechanisms to regulate moisture, such as drainage systems, moisture-absorbing materials, and covers to prevent waterlogging.
  3. Temperature Regulation: Composting microorganisms thrive within a specific temperature range, typically between 110°F to 160°F (43°C to 71°C). Organic waste composters may feature insulation, heating elements, or passive solar heating to maintain optimal composting temperatures throughout the process.
Benefits of Organic Waste Composters:
The waste converter machine offers a wide range of benefits, both environmental and practical, making them a sustainable solution for waste management:
  1. Reduction of Landfill Waste: By diverting organic waste from landfills, composters help reduce the burden on landfill capacity and minimize methane emissions, a potent greenhouse gas produced during anaerobic decomposition.
  2. Production of Nutrient-Rich Compost: Composting organic waste yields high-quality compost, rich in organic matter, nutrients, and beneficial microorganisms. This compost can be used to enrich soil fertility, improve plant growth, and promote sustainable agriculture.
  3. Resource Conservation: Composting conserves valuable resources by recycling organic waste back into the soil, closing the nutrient loop, and reducing the need for chemical fertilizers.
  4. Odor Reduction: Properly managed composting with organic waste converter minimize foul odors and nuisance associated with decomposing organic waste, creating a more pleasant environment for both users and surrounding communities.
  5. Community Engagement: Organic waste composters provide an opportunity for community engagement and environmental education. They empower individuals, households, schools, businesses, and communities to actively participate in waste reduction and sustainable practices.
Applications of Organic Waste Composters
Organic waste composters are versatile and adaptable, suitable for a wide range of applications across various sectors:
  1. Residential Use: Composting at home with small-scale composters allows individuals and families to reduce food waste, create compost for gardening, and promote environmental stewardship.
  2. Commercial and Institutional Settings: Organic waste composters are utilized in commercial kitchens, restaurants, schools, universities, and other institutions to manage food waste efficiently and demonstrate sustainable practices.
  3. Community Composting: Community composting initiatives involve shared composting facilities or composting hubs where members of the community can collectively compost organic waste and distribute compost to local gardens or urban farms.
  4. Industrial and Agricultural Sectors: Large-scale organic waste composters are employed in industries, farms, and agricultural operations to manage organic by-products, crop residues, and livestock waste.
Conclusion:
An OWC machine represents a paradigm shift in waste management, offering a sustainable alternative to conventional disposal methods. By harnessing the natural process of composting, these innovative devices facilitate the transformation of organic waste into a valuable resource, enriching soil, conserving resources, and mitigating environmental impact. As we strive towards a more sustainable future, embracing organic waste composters is a step in the right direction, empowering individuals and communities to make a positive difference in waste reduction and environmental conservation.
submitted by kelvinwaterindia to u/kelvinwaterindia [link] [comments]


2024.05.07 12:40 PotentialBee5701 What's happened to him?

What's happened to him?
EA has successfully destroyed this card. He feels horrible now. He's always out of position. Bro plays CDM while Rodri plays at ST. Not to mention he misses sitters. It's funny because a week back, he was unstoppable. Now he moves like a truck and gas terrible positioning. Don't know if it's just the script but rn, I feel like EA are trying to market Dalglish. Trying to get everyone to convert to him. Hopefully they fix my boy again.
submitted by PotentialBee5701 to FUTMobile [link] [comments]


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

Making Kerbal Space Program into Homebrew Kerbal Space Program 2 with Mods: The Community Lifeboat Project
Hello everyone! This has taken me days to type, apologies for the wall of text that’s about to ensue.
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?”. is it even possible? I believe I have an answer that will satisfy you. This IS quite achievable, for the most part. While no modlist could ever match the dream we had/have for what ksp2 would become, we can get fairly close with the tools we have presently available. KSP1 is a mature, if imperfect game with a thriving modding community. Many mods are cross-compatible and designed to work together despite independent creation pipelines, and we have a powerful modloader in the form of CKAN that makes modding the game extremely easy. And, the best part, new mods are actively being developed all the time. 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 sincere 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 alot, in its stead.
Who am I? A member of this great gaming community, same as 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 am someone who prays 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, if you will. Many of these mods were added on hyperactive impulse and AFAIK work through black magic. Some may be redundant or break unexpectedly in the future but I have had no major issues to date. It mostly works as far as I can tell, minor graphical bugs aside. However, again, I am not a modder or a game developer, I know about as much about modding KSP as you do, maybe less.
This modlist has worked well, for me, to date, but if you run into issues I 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 (that isn’t supposed to, many of the new engines do explode, on purpose). 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, go for it. Also please comment if there are mods known to be in development right now 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 to account for, it does not trivialize the base game or make it easier to learn. Quite the opposite, in fact. Finally, this is not a modpack persay. Again, if someone wants to make one be my guest. You do need to download and install each of these mods individually through CKAN, it takes roughly ten seconds per mod and is a somewhat tedious process, but the reward is worth it, at least to me.
How many mods are in this list? 142, approximately, at time of writing. About 40 of those are configs/backend/compatibility patches so about 100 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.
I will update this list periodically as more suitable mods come online, and am actively looking for more recommendations to add to this list. Many, if not most of these will be well-known to the habitual modders in the community but I’m trying to raise awareness for the rest of the playerbase.
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. I like this mod because I find it more immersive and you can tune the audio in the sidebar if certain sounds are too loud/quiet or you don’t want to hear something.
- 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 as well up to and including other star systems, very immersive.
- 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.
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, and more IRL transneptunian objects. This mod also includes analogues for a number of real-life asteroids and comets present in our Solar System that you may or may not have heard of before. Adds 15 new worlds to visit; they range in acessibility from Dres-level difficulty to places requiring enormous amounts of planets, fuel, and time. This mod provides great reasons to start using some of Nertea’s more-exotic engines to live out your wildest, Kerbalest, Expanse-related travel-fantasies.
- 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 generally 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 interstellar-level engines and careful piloting, OR alternatively 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: 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
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.
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. )
  • 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 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 and when it reappears.
  • Interstellar Extended: Another great mod, but sadly not compatible with Nertea’s stuff so I’m not adding it here.
    -BlueDogDesignBureau: Way, way, WAY too many parts. Was trying to make use of this before but its craft parts were making it impossible to find other stuff I wanted. Has plenty of useful components; far too many, in fact. Also not super stockalike. Never again.
Other Useful Links Here:
(emptiness intensifies)
Changelog:
Gradually improving formatting, your patience is appreciated <3
submitted by _myst to KerbalSpaceProgram [link] [comments]


2024.05.07 12:01 Plankton_Etn Intro to ETN

Intro to ETN

Prerequisites

To help you better understand this page, we recommend you first read Introduction to the Electroneum Smart Chain.

What is a cryptocurrency?

A cryptocurrency is a medium of exchange secured by a blockchain-based ledger.
A medium of exchange is anything widely accepted as payment for goods and services, and a ledger is a data store that keeps track of transactions. Blockchain technology allows users to make transactions on the ledger without reliance upon a trusted third party to maintain the ledger.
The first cryptocurrency was Bitcoin, created by Satoshi Nakamoto. Since Bitcoin's release in 2009, thousands of cryptocurrencies have been created across many different blockchains.

What is ETN?

ETN is the cryptocurrency used for many things on the Electroneum network. Fundamentally, it is the only form of payment for transaction fees. ETN is also used as a form of collateral in the DeFi lending markets, as a unit of account in NFT marketplaces, as payment earned for performing services or selling real-world goods, and more.
Electroneum allows developers to create decentralized applications (dapps), which all share a pool of computing power. This shared pool is finite, so Electroneum needs a mechanism to determine who gets to use it. Otherwise, a dapp could accidentally or maliciously consume all network resources, which would block others from accessing it.
ETN supports a pricing mechanism for Electroneum's computing power. When users want to make a transaction, they must pay ETN to have their transaction recognised on the blockchain. These usage costs are known as gas fees, and the gas fee depends on the amount of computing power required to execute the transaction and the network-wide demand for computing power at the time.
Therefore, even if a malicious dapp submitted an infinite loop, the transaction would eventually run out of ETN and terminate, allowing the network to return to normal.
It is common to conflate Electroneum and ETN — when people reference the "price of Electroneum," they are describing the price of ETN.

Minting ETN

Minting is the process in which new ETN gets created on the Electroneum ledger. The underlying Electroneum protocol creates the new ETN, and it is not possible for a user to create ETN.
ETN is minted as reward for each block confirmed by the consensus mechanism.

Burning ETN

As well as creating ETN through block rewards, ETN can be destroyed through a process called 'burning'. When ETN gets burned, it gets removed from circulation permanently.
ETN burn occurs in every transaction on Electroneum. When users pay for their transactions, a base gas fee, set by the network according to transactional demand, gets destroyed. This, coupled with variable block sizes and a maximum gas fee, simplifies transaction fee estimation on Electroneum Smart Chain. When network demand is high, blocks↗ can burn more ETN than they mint, effectively offsetting ETN issuance.
Burning the base fee hinders a block producers ability to manipulate transactions. For example, if block producers received the base fee, they could include their own transactions for free and raise the base fee for everyone else. Alternatively, they could refund the base fee to some users off-chain, leading to a more opaque and complex transaction fee market.

Denominations of ETN

Since the value of transactions on Electroneum can be small, ETN has several denominations which may be referenced as smaller units of account. Of these denominations, Wei and gwei are particularly important.
Wei is the smallest possible amount of ETN, and as a result, many technical implementations will base calculations in Wei.
Gwei, short for giga-wei, is often used to describe gas costs on the Electroneum Smart Chain.

https://preview.redd.it/u62cdg0dfzxc1.png?width=933&format=png&auto=webp&s=dfad6b524cec5884f3248b2b0a21a21857fd9a45

Transferring ETN

Each transaction on Electroneum contains a value field, which specifies the amount of ETN to be transferred, denominated in wei, to send from the sender's address to the recipient address.
When the recipient address is a smart contract, this transferred ETN may be used to pay for gas when the smart contract executes its code.
More on transactions

Querying ETN

Users can query the ETN balance of any account by inspecting the account's balance field, which shows ETN holdings denominated in wei.
The Electroneum Block Explorer↗ is a tool that allows address balances to be inspected via a web-based application. Account balances can also be queried using wallets or directly by making requests to nodes.

Further Reading

  • Gwei Calculator↗: Use this gwei calculator to easily convert wei, gwei, and ETN. Simply type in any amount of wei, gwei, or ETN and automatically calculate the conversion. [This calculator was created for ETH, but functionally it works exactly the same for ETN]
submitted by Plankton_Etn to Electroneum [link] [comments]


2024.05.07 11:15 SeahorseFi_Team CFP: Public Community Liquidation Bot & DFI Liquidity for SeahorseFi.xyz Lending & Borrowing Market.

CFP: Public Community Liquidation Bot & DFI Liquidity for SeahorseFi.xyz Lending & Borrowing Market.

Overview

  1. Requester(s): 0xAschente (SeahorseFi team's Twitter ) u/0xAschente]
  2. Amount requested in DFI: 600,000 DFI
  3. Cycle(s): 1
  4. Receiving address: df1qtlrngvmcjee0hdeg3cqt45f6el7hkwhzj8khqc

Describe the proposal

We (SeahorseFi), a leading lending/borrowing money market protocol on the MetaChain EVM layer with over 700k USD in Total Value Locked (TVL) would like to request 600,000 DFI from the Community Fund for the following reasons:
  1. Operate a large-scale liquidation bot, fulfilling the role as a Public Good on the MetaChain EVM ecosystem layer.
  2. Support DFI liquidity on the market, currently demand for DFI is off the roofs and is providing above 140% in APY to DFI suppliers.
  3. Create a pathway for the Community Fund to generate some form of returns.

How will the fund be spent?

  1. Infrastructure expenses associated with running the liquidation bot
  2. Funds for liquidating future underwater positions, as well as for gas consumption.
  3. Supplied as liquidity in SeahorseFi's primary DFI market and potentially, other markets.
  4. Misc expenses such as marketing activities

How does this CFP benefit the DeFiChain community?

50% of the liquidation incentives earnings from the liquidation bot will be converted back to DFI and be accumulated in a separate wallet address for traceability purposes. These earnings will go on perpetually until an accumulated amount of 600k DFI, which will then be awarded back to the Community Fund.
The remaining 50% will be used to supply for liquidity in other markets that requires liquidity.
We are here to build as we see massive potential in not just the dTokens system, but also the strength and supportiveness of the community. We understand that not all CFP funds requested are required to be returned, but we would like to do so in the proposed sustainable manner. Thank you and we hope to see you in the bright future ahead.
app.seahorsefi.xyz
(Reposted from the original GitHub: https://github.com/DeFiCh/dfips/issues/298)
submitted by SeahorseFi_Team to defiblockchain [link] [comments]


2024.05.07 09:59 GhostyWombat 5.3.2 to 5.4.1 In-Place Conversion Help

Hi, I am trying to convert my project to 5.4.1. However, attempting to convert it (both as a copy and in-place) breaks my C++ GAS code.
Build Only errors states:
The command "(insert path)\build.bat" SandboxProject Win64 Development -Project ="(insert path)\SandboxProject.uproject" -WaitMutex =FromMsBuild -architecture=x64" exited with code 6.
Intellisense + Build errors says all my includes are broken stating it cannot open various source files in the format of "insertfilename.h".
Clicking on the E1696 code within visual studio tells me to add the paths to my Include Directories, however I don't know how to do that given I never had to previously? Is there a way to let the project include these by itself? Has anyone else had issues with a 5.3 to 5.4 conversion breaking GAS code specifically?
Any help would be greatly appreciated!
submitted by GhostyWombat to UnrealEngine5 [link] [comments]


2024.05.07 08:16 drk_drgn [WTS](US/VA) - KWA Ronin, VFC Calibur PDW, Noveske Space Invader, FPR Omni, ASG Scorpion, EMG F1 M4, accessories, parts, & gear.

Purchases under $50 will incur a shipping fee of $5 and for purchases exceeding $50 shipping will be free. Anything struck out is sold. There is a lot of stuff and I may have less photos/information than you might like so feel free to message me for additional details. Please comment below before messaging me. First come first served as I don’t hold items. I will only accept PayPal G&S as payment. Thanks!
KWA VM4 Ronin - Picked this up as a boneyard and never got around to fixing it. Don't know anything else as I haven't tested it myself. Comes with mag. Pictured light is NOT included. $90 https://imgur.com/gDWfkeG https://imgur.com/cBYuCcx
VFC Calibur PDW - Externals - MFT stock. Internals - SHS piston, Gate Titan, and Tienly 30K motor. Accessories - original mag and x1 Turnigy 1000mAh 30-40c lipo. Couple things to note: (1) It does NOT have a inner barrel/hop up/bucking. (2) I pulled the charging handle a little too hard and ruined the spring so that will need to be replaced. (3) BCM gunfighter grip and amplifier is not included. It will come with the stock orange tip (not pictured) $430 https://imgur.com/IYKTKY6 https://imgur.com/zo5qexA
Noveske Space Invader - Externals - G&P heatsink pistol grip and QD mock suppressor. Internals - flat hopped G&G green bucking and ASG 22 TPA motor. Accessories - mag, original parts, buffer tube, and sling plate. Some things to note: (1) I had to grind away at the G&P pistol grip and parts of the receiver to get it to properly fit so there are some whoopsie moments you'll spot. (2) Pulled the charging handle a little too hard and ruined the spring so that will need to be replaced. $300 https://imgur.com/6VoNBZn https://imgur.com/u6ii0CT https://imgur.com/FSMbOZq https://imgur.com/eheYbmF
ASG CZ Scorpion EVO 3 - A1 - Externals - sight protector, magpul vert grip, and G&P external battery peq box. Internals - SHS 13:1gears, ASG 22 TPA motor, and possibly a bit more but I can't recall. Accessories - mock suppressor, 5 midcap mags, 1 hicap mag, mag clips, black and blue Maxx triggers, ASG CNC hop up unit, and carrying case. Two things to note: (1) I lost the little spring for the ejection port so it has to be manually closed. (2) I haven't played with this in years so it might need some TLC. $400 https://imgur.com/77DkcbT https://imgur.com/0OWm3IM https://imgur.com/ngcqme9 https://imgur.com/zKhGTmK
EMG F-1 CQB - Brand new and feels surprisingly solid. $250 https://imgur.com/oMwerNZ
FPR Omni - This one is the aluminum slide/chassis version. Comes with 120% springs, extra nozzle, AM hop up that I tried to fit (stock one installed instead), Maple Leaf 70 degree bucking, RA tech I key, AM sear spring, PDI barrel, CowCow recoil buffer, FPR aluminum mag, custom Long's Shadow holster, repro Surefire light, repro RMR, and other bits. The inner barrel does go into the compensator but does not go past it. I'm not a GBB person so I have no idea what's causing the issues it has. (1) If you rack it and attempt to fire it will just vent gas. (2) If the slide is physically pushed forward and seated it will then fire, (3) but sometimes the slide gets stuck back halfway with the hammer catching on the bottom end of the BBU. (4) The trigger ring? (I think it is AM) is actually a tad too short to reach the sear so I epoxied a small tab of metal that trips the sear. I've not a clue if this is because of the brand or incorrect installation. (5) Lastly the RMR is missing the rubber cover pad on the right side. $800 for everything, $150 for the holster alone, $725 for just the gun + parts https://imgur.com/RWO6uDa https://imgur.com/I5fFe9G https://imgur.com/MeE5BsT https://imgur.com/HaFXYjH https://imgur.com/k6s4lBb https://imgur.com/SxkwCuA
EMG TTI Combat Master - Brand new. Comes as seen. Included hard case had one of the clasps snap off. $125 https://imgur.com/xcIt43R
Boneyard WE tech 1911 - Comes as seen with 3 mags. Mag catch is disassembled. I know nothing else. $45 https://imgur.com/1vCJ23U
AK & M4 flash mags - I believe they are Lonex. The AK mags have seen very little use while the M4 mags have been pretty well used. $35 for all https://imgur.com/tUhqqFn
M249 external parts - Mostly G&P parts with the exception of the retractable stock which is A&K. Not looking to part out. $60 https://imgur.com/YoAQpaG
LCT AK105 externals x2- TWO brand new sets (what you see in the pic) of these. Not looking to part out. $40 a set https://imgur.com/NbyHxXx
AK 74u rails - New TWI B12 rail $20. Midwest Industries AKG2 mlok rail $70. https://imgur.com/OdAzE3R
Spiritus Microfight accessories - Well used Spiritus full flap and MK1 expanders in CB. $20. Lightly used Beez Combat Systems Sidewing S4 for Spiritus rigs- $35 https://imgur.com/dQ90sBy https://imgur.com/6gihwwG
MP5 accessories - New Laylax 1913 stock base for TOKYO MARUI spec MP5s $35. Used MP5 low profile rear sight base mount with the screw hole drilled out a bit to fit airsoft replicas $40. Well used MP5 PDW 5 position telescoping stock that was modified to fit VFC replicas. Inside of the rear cap has dremel marks from the modification and the top and bottom have drilled holes that acted as additional mounting points on my DaytonaGun $150 https://imgur.com/Qm5gS6j https://imgur.com/iCs58EP https://imgur.com/LFldHAR https://imgur.com/LtRZzKW
SOTAC DBAL A2 - Near new metal version with visible red light, white light, and IR laser. $60 https://imgur.com/Ya7MnCu
Peltor Comtac PTT - New 6 pin military type. $35 https://imgur.com/CIossaf
VFC VR16 Lower Receiver - Pretty much new. $40 https://imgur.com/VnTIZWX
Siegetek GEN 2 14.09 Revolution Gear Set for V2/V3 - Used with some wear on the teeth (mostly on the spur due to a bearing blowout), but still more than enough to tank many more rounds. Also short stroked 2 teeth on the pickup side. $55 https://imgur.com/yjkFENs
Rig & plate carrier - Near new/new Condor CB rig and MCB Matrix pc. $30 for both or $20 each https://imgur.com/1MsbKTn
Code Red CR-TAC headsets - Set on the left has gel ear cups (originals included) with the K-AMP PTT $200. Set on the right has regular ear cups and K PTT. Set on the right had the wires pulled through which needed to be resoldered and was then glued to prevent it from happening again $170. https://imgur.com/U82fip3 https://imgur.com/g6GmAuq
Assorted CB gear - (1) Krydex flatpack $35, (2) MC Kydex RACC for UV-5R Extended Battery $20, (3) Haley Strategic 40mm 5 banger hanger $40, (4) Raptor Tactical M249 100rd nutsack pouch. You can either purchase the mag skins or simply slap some velcro on the back of your box mag $40. (5) Single 5.56 shorty esstac kywi $15. (6) Replica Spiritus JSTA pouch $15 https://imgur.com/6q10lzk
Baofeng clone radio - Comes with shown accessories. $15 https://imgur.com/rAH2ZhD
Odin speedloader - Sound dampening version. Recently replaced the toothed wheel and have some extra parts left over. May also have some adapters to throw in as well. $30 https://imgur.com/MLqbAOg
G&P M249 box mag - Did a not too pretty job of extending the pressure switch, but it works fine. Battery plug converted to deans. $40 https://imgur.com/QZtLkmu
VFC 416 GBBR parts - What you see is what you get. All new from a DaytonaGun conversion I did. $60 https://imgur.com/Ti0eCfi
Zenimei grip & light - RK-1 with some grip tape $15. Chopped up/modified klesch light light still works fine $30. https://imgur.com/EPL4bSq https://imgur.com/yBA2Kg0
Alrighty, I think that was everything... This was a late night write up so if there are any mistakes kindly let me know. Again, feel free to message me for more info/photos/clarification on the items.
submitted by drk_drgn to airsoftmarket [link] [comments]


2024.05.07 08:13 Zealousideal_Door471 What lip should I go with for my nb1 miata

Been struggling with what lip to choose for my 2000 miata, I'm running small Tupperware sideskirts, and big tupperware mudflaps+ducktail. Recently got some Yonaka coilovers and avanti wheels as well...
Here are my options:
Carbonmiata gv-style ($139): https://www.carbonmiata.com/shop/mazda-mx-5/nb-99-05-mazda-mx-5/exterior-parts-nb-99-05-mazda-mx-5-nb-99-05-mazda-mx-5/lips-exterior-parts-nb-99-05-mazda-mx-5/gv-style-front-lip-99-00/
Ebay OEM ($100): https://www.ebay.com/itm/281867579070?_trkparms=amclksrc%3DITM%26aid%3D1110025%26algo%3DHOMESPLICE.COMPOSITELISTINGS%26ao%3D1%26asc%3D20220405142716%26meid%3D0d62bc7caf9f47239bf232dff7edcd05%26pid%3D101506%26rk%3D3%26rkt%3D25%26sd%3D115092791983%26itm%3D281867579070%26pmt%3D0%26noa%3D1%26pg%3D4481478%26algv%3DAlgoIndex5SimRanker&_trksid=p4481478.c101506.m1851
Cheaper Ebay gv-style: https://www.ebay.com/itm/371215873288?fits=Year%3A2000%7CEngine+-+Liter_Display%3A1.8L%7CTrim%3ABase+Convertible+2-Door%7CModel%3AMiata%7CMake%3AMazda%7CSubmodel%3ABase%7CEngine%3A1.8L+1839CC+l4+GAS+DOHC+Naturally+Aspirated%7CSubmodel%3ABase%7CEngine%3A1.8L+1839CC+l4+GAS+DOHC+Naturally+Aspirated&epid=1541145458&itmmeta=01HX8TAWCVC0FN7RZVB0JEREC5&hash=item566e30b508:g:-w0AAOSwEgNhemPr&itmprp=enc%3AAQAJAAABAOXXPfQHUkRTZ2kizA8rZWQr6Gd7FkR66janiAYXJ2wVrzERUPIKQ0kSrJOU4ALl5%2FXuBR9HPDzekY79r5UG4sykwwN1Q18k6IInpIN6RhCPwtB5d86%2FHO06K7SdAvGoBFUHz%2BZ6lUbviQRjNJQ7QSS0RWTZ8OLCUtb4HvXSP2wAFbjHcaaz3TADKYa6vrBiE5H9vbJzQK3PCLSwWlvPrvLmzOBGPwhBnToyM8dAH9Am0%2BiNsDuz3fGMYSLLVXT1I5Qme3J50oTjNXKBXjoz2D%2FDMvD332MAhSOCZCE39cLUKt7EU68HXairowSu%2BExOdqQ4gj45HK8F9ob9Q%2Bp7mwk%3D%7Ctkp%3ABFBMwsarmupj
I like the carbonmiata a lot but it will def get scraped and fucked up and also the eBay rep is 60 dollars cheaper. I feel like the eBay rep wont look the same as the carbonmiata one but I dunno. Reason im considering OEM is for resale value, better clearance, matches small tupperware skirts, and is also pretty nice looking. Im super split up here. Let me know your opinions.
submitted by Zealousideal_Door471 to Miata [link] [comments]


2024.05.07 07:30 scarana1986 Victoria to Windsor (Candada), to New York, England to Damascus

I'm riding my dual motor ebike from Victoria Canada to Windsor. In Windsor i'm switching to a Giant Escape pedal bike and heading to New York, catching a cruise ship to Southampton England, and biking to Damascus.
Distances
Victoria to Windsor: 5100 km, estimating 200-250 kms a day.
Windsor to New York: 1000 km, estimating 70-80 km a day.
Southampton to Damascus: 5000km estimating 70-80 km a day.
In Windsor im going to stop by my parents house for a while and convert my dual motor ebike to two single motor ebikes, and sell them to my parents. Time to charge batteries is 4 hours from dead. I plan to charge at gas stations but I also have an adapter to allow me to charge at EV points. Depending on speed I might get 300+ km a charge.
My ebike is 2000 watt front, 1000 watt rear, 3 batteries running in parallel totalling 48 volt 57 Ah. Pulling a trailer. Carrying full camping gear.
submitted by scarana1986 to ebikes [link] [comments]


2024.05.07 07:21 this_that_what Help me choose Carrier Heat pump v/s Lennox heat pump

State: Washington
Existing setup: Centralized heating through vents Furnace: 80% efficient single stage Natural gas furnace, brand - Armstrong air. 2022 year manufactured.
Out of all the quotes that I have, I am confused between these 2:
  1. Carrier or Bryant heat pump with replaced natural gas furnace to air handler
Total cost: $11570 with taxes. Applicable for $3000 rebate from Local area energy provider.
Net total: $8570.
~Air handler:~ CarrieBryant Evolution line fan coil Model: FE4B Converting gas to electric connecting the lineset from unit connecting the supply and the return ducts Drain for the coil disposal of the old unit
Heat Pump: Bryant Evolution/ Carrier infinity Heat pump bryant model: 288BNV Carrier model: 25VNA8 - https://www.carrier.com/residential/en/us/products/heat-pumps/25vna8/ seer2 : 19 HSPF2: 9 3 ton CONNEX thermostat includes parts and labor connecting all electrical and new line sets Vacuum test pressure test balancing of the unit disposal of the old unit
  1. Lennox Heat Pump with existing Natural Gas furnace
This is via Costco. I will receive 10% back on Costco card.
Total cost: $12600 with taxes. Applicable for $1700 rebate from Local area energy provider.
Net total: $11227.
Unit: ML17XP1-030 Sound: 74db . They will install a SBUHD sound blanket to reduce up-to 5dB of sound. They have added $240 in the quote for that.
SEER2: 14.30 HSPF2: 7.50 2.5 ton
My thoughts so far:
Pros of Lennox quote: Lennox heat pump is a provider via Costco. More professional and have 3 year labor warranty. Rebates have already been taken away in Lennox quote so I do not have to worry as I will be paying the amount which has rebate applied already.
Cons: Lennox seems to have very bad reputation on reddit. Because their parts are not available and the systems are complex. Plus only Certified HVAC providers can install labor.
Pros on Carrier: Carrier seems to have much better reviews than Lennox. The unit for which I was quoted has better tech specs than Lennox in terms of SEER2 ratings and noise (dBs). 2 year labor warranty and 10 year parts warranty.
Cons on Carrier quotes: The installer is too local. Very few reviews on Google. I found them via Thumbtack where they have good reviews but mostly for installing water heater. Very few reviews for AC/Heat pump. I see it as a hit or miss.
Can someone please help? Thanks!
submitted by this_that_what to hvacadvice [link] [comments]


2024.05.07 07:15 scarana1986 Victoria to Windsor (Canada), to New York, England to Damascus

I'm riding my dual motor DIY ebike from Victoria Canada to Windsor. In Windsor i'm switching to a Giant Escape pedal bike and heading to New York, catching a cruise ship to Southampton England, and biking to Damascus.
Distances
Victoria to Windsor: 5100 km, estimating 200-250 kms a day.
Windsor to New York: 1000 km, estimating 70-80 km a day.
Southampton to Damascus: 5000km estimating 70-80 km a day.
In Windsor im going to stop by my parents house for a while and convert my dual motor ebike to two single motor ebikes, and sell them to my parents. Time to charge batteries is 4 hours from dead. I plan to charge at gas stations but I also have an adapter to allow me to charge at EV points. Depending on speed I might get 300+ km a charge.
My ebike is 2000 watt front, 1000 watt rear, 3 batteries running in parallel totalling 48 volt 57 Ah. Pulling a trailer. Carrying full camping gear.
submitted by scarana1986 to bicycletouring [link] [comments]


2024.05.07 01:52 TwoWheeledArcher Comong home, 1985 Yamaha Virago XV1000 Special Edition, My First Bike.

Comong home, 1985 Yamaha Virago XV1000 Special Edition, My First Bike.
I am Stoked.
Finally, coming home from the mechanic is my 1985 Yamaha Virago XV1000 special edition. First bike I haved owned purchased about 7 mo ths ago. Single family owned, the Dad who basically housed it; then gave it then to his son who sat it in his garage for a long time; 14,995 miles. The bike was nearly stock and original except for a missing emission system for california compliance (couldn't care less about it) and a ridiculous air filter that was immediately ripped off and replaced with the included original.
Sadly, the gentleman who owned this bike decided to drill out the carburetors to adjust the fuel mixture for riding at high elevation. Immediately put a carb kit on it and vacuum gauged it just to see if that would fix the problem. Unfortunately it did not. Was able to magically find the parts to do a soft rebuild with the guidance of my Father-in-law... but unfortunately the carbs would not set corectly. The fuel mixture and idle just werent getting to where they needed to be. Lots of tinkering with similiar failing results.
Able to ride it but not anywhere near seamless or withing specs.
Brought it all to a shop that has a lot of experience with bikes of this age and type. They've been working on it for just about three months, Carbs, fuel air mix and some issues on the triple forks some minor tweaks I am not handy enough to be trusted with (I take full credit for reattaching a decal that popped off the right side gas tank, oh yah). Its a small shop, so it took time, but good guys. Everything but the carburetors were a pretty straight forward fix.
To my dismay, no great options for a longterm good fix. I opted to solve the problem completely by converting from two carbs to a single. I thought my stubborn streak to keep the bike as orignal as possible would have me hold out longer. But, I wanted my bike back, I want to get on the road, and I mostly want safer long term ridability. So this is the best solution for me at this time.
I first learned to ride when I was in the military with bikes that we're in the motor pool. A couple of seventies, harley's that had been stripped down and rebuilt, so many times they were unrecognizable. They both had suicide clutches, and so I learned to ride thinking that fools a proper normal all around clutch. I Was very unpleasantly surprised when I got into the class to get my license and realize that my muscle memory was gonna really screw me up. Unlearning, bad habits is much more of a pain in the ass than just learning the right way, but i had no real reference for any of it. I was totally unfamiliar.
This was nearly twenty years ago when I very quickly set my sights on getting a virago. But for a couple of years I couldn't find what I was looking for so I settled for riding bikes that people we're comfortable. Letting me learn in practice on.
Then, due to marital pressures, I put the idea riding away for a long time. That is until about six or seven months ago, 11 years having passed, when I came across a listing for my 85 virago. And that's what it felt like, It felt like it was my bike as soon as I saw it. So I bought it After a video call with the dealer, turning it over, riding it around a bit and giving me a once over. The bike was a thousand or so miles away on the other side of the country.
I broke the news to my wife and hoped that since her new Stepdad spent most of his time on bikes and we spent all of our time working on his bikes, the idea was a lot more palatable. To her credit in the moment she took it really well. I want to believe that this purchase is not the impetus for the current divorce that i'm in, common sense would back that up but opinions vary. Overshare... perhaps.
In any case, I got the word today That the bike is finished is running beautifully and is ready for pick up end of the week.
After 3 months of writing my father-in-law's KLR, I am more than ready to get back on my bike and head to the nearest shore line. I live in texas, so I guess that means i'm going south...
If it comes back working as I hear it is I will post the shop particulars for anyone in the area. Just want to make sure of the work first.
What do yaw'll think of her?
submitted by TwoWheeledArcher to virago [link] [comments]


2024.05.07 01:36 swifthandsam Gas to Electric Range

We are replacing our gas range soon and will be buying an electric range. Before we have our new one delivered is there something we have to do to convert our setup/outlets, or will the installation people take care of that?
TIA
submitted by swifthandsam to NoStupidQuestions [link] [comments]


2024.05.07 01:02 HuckleberryWild8386 Converting Weber Genesis II 335 NG to LP

Looking to convert my genesis ii 335 from natural gas to propane. Has anyone here successfully made the same conversion? If so, can you please drop the link for the kit used? I’ve already seen other posts regarding Weber’s lack of support for conversion so no need for warnings.
submitted by HuckleberryWild8386 to webergrills [link] [comments]


http://rodzice.org/