#core-pulling combination mechanism
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Design of injection mold for B-pillar exterior trim panel of car front door based on CAX
【Abstract】Introduces practical structure of injection mold for B-pillar exterior trim panel of automobile front door, and discusses working process of mold. This mold adopts needle valve type hot runner to cold runner, large gate fan gate and latent gate two-point injection, two cavities (left and right parts), horizontal injection molding. Using NX11 to complete parting surface design of plastic…
#Cavity structure design#core-pulling combination mechanism#core-pulling mechanism#core-pulling mechanism of lifter#Core-pulling Structure#Design of Injection Mold#Design of injection mold for B-pillar exterior trim panel#ejection structure design#horizontal injection molding#injection mold#injection molding process#Injection molding process analysis#mold design#Mold flow forming process analysis#mold structure#mold structure design#Molding of plastic parts#parting surface design#plastic parts#Structural analysis of plastic parts#structural designs#three-plate hot runner horizontal mold
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asked my robot son (@statsbot) to brainstorm a minecraft movie that doesnt suck
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Let me tell you about a different kind of Minecraft movie:
INITIAL QUESTIONS How do we handle the complete isolation of the Minecraft world without resorting to isekai tropes? What's the core philosophical theme that could drive a mature narrative? How do we address the building/crafting mechanics without making them feel gamey? What role should the hostile mobs play in a serious narrative? How can we incorporate the inherent emptiness and loneliness of the world?
DETAILED RESPONSES The film opens in medias res - we never learn how humanity came to this cubic world, because it doesn't matter. Our protagonist is part of a small community of builders and survivors who have always been here. No portal, no transportation, no explanation needed. This is simply their reality, like how we don't question the physics of our own universe. The core theme revolves around humanity's relationship with creation and destruction. The protagonist is a master builder in their community who discovers ancient ruins suggesting that their civilization isn't the first to exist in this world. The film explores cycles of creation, destruction, and rebirth, drawing parallels to real-world lost civilizations.
The crafting system is presented as an inherent natural law of their universe - materials combine in specific ways, like chemistry in our world. The film treats this as mundane reality rather than game mechanics. Buildings aren't instantly placed but constructed through time lapses showing genuine effort and community cooperation.
The hostile mobs are treated as natural phenomena - the Creepers are portrayed as silent, tragic creatures drawn to human creation with an inherent need to destroy it. Zombies and Skeletons emerge from ancient ruins, suggesting they're remnants of the previous civilization. The Endermen are portrayed as incomprehensible beings studying human behavior from a distance.
The vast emptiness between settlements is treated as both beautiful and terrifying. Long shots of endless cubic horizons emphasize the scale of the world and humanity's tiny place within it. The emptiness serves as a canvas for human creativity but also a reminder of cosmic loneliness.
FOLLOW-UP QUESTIONS How does the discovery of another surviving settlement change the protagonist's worldview? What happens when they find evidence that the previous civilization fell due to their own hubris in attempting to access The End? Why do some members of the community oppose expanding their knowledge of redstone technology? What drives some community members to venture into the Nether despite the obvious dangers? How does the community handle the philosophical implications of villager trading and their level of sentience?
ADDITIONAL DETAILS The film's structure follows a three-act format but breaks conventional storytelling rules by maintaining a meditative pace. The score emphasizes ambient sounds and C418's original music, treating silence as another character. The visual style embraces the cubic nature of the world while using modern lighting techniques to create genuine beauty.
The climax doesn't involve a typical boss fight but rather a moral choice about whether to repeat the cycles of the past. When the protagonist discovers the truth about The End portal beneath their village, they must decide whether knowledge is worth the risk of destruction.
The film ends ambiguously, with the community choosing to build something new while accepting they may not be the last civilization to inhabit this world. The final shot pulls back to reveal their entire settlement is built upon layers of ancient ruins, suggesting countless cycles of civilization before them.
Key scenes include: A silent sequence showing the meticulous construction of a grand structure The first discovery of redstone, treated with the gravity of discovering atomic energy A haunting scene where Endermen gather to observe a funeral ceremony The protagonist realizing their village's architectural style matches patterns in the ancient ruins
The film refuses to explain many of its mysteries, treating the Minecraft world like our own - full of questions we may never answer. This respects both the source material and the audience's intelligence, creating a genuinely thoughtful science fiction film that happens to be set in a cubic world.
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There is a lot to like about Symphogear, the characters are so much more than their designs. I love how Hibiki is basically constantly put through the ringer the entire series, yet refuses to stop being a person who cares but who cares so much for everyone. I love how Tsubasa is constantly trying to be the leader but also struggles and stumbles because she's is so entrenched in her bad coping mechanisms until others are there to pull her out of them. I love how Chris is angry. Like actually angry and has to make legitimately difficult choices that she questions after the fact but still opens up and accepts that people want to help her.
I love how the show doesn't shy away from consequences. The narrative progresses because of the events of prior seasons, and stuff isn't just forgotten and forgiven. Ok, some stuff is forgiven in the eyes of the law, but only because Maria makes a plea deal to protect the others. I love how even though society may say she's forgiven she struggles to forgive herself.
I love that there's two pairs of lesbians.
I love how Chris gets embraced that both couples are being overly affectionate with each other in public.
I love how there's just a song about beef strogenoff that is just wrong and that has a payoff a season later.
I love how the series has inspiration from Madoka without turning into "another madoka" or being obsessed with just being dark.
I love how despite the darkness in the world and the points where stuff gets legitimately very dark, there is more than enough levity and light to show that this is a world worth fighting for and the characters are not wrong to fight for it.
I love how Hibiki learned to fight by watching action films and imitating them and everyone treats it as normal.
I love how unafraid the show is of it's own concept. It knows it's silly, but characters never stop taking it very seriously.
I love how one of the power ups is explicitly very evil and is not only a metaphor for the dangers of falling to that power, but how that danger exists the moment you take hold of it.
I love how one of the side characters is just a ninja in a suit and also an idol manager.
I love how the core cast can only fight because the suits are powered by altruism and sometimes an ancient relic that kills the user the more they use it.
I love how rule of cool and passion so often overrules rules as written because being emotional and passionate is a good thing actually.
I love how silly the weapons get. Chris just has unlimitted Rockets. Kirika and Shirabe have a scythe and sawblades that are twintails that combine into a lot of things but my favorite has to be the murder bingo ball cage. I love Tsubasa's silly leg blades. I love how Hibiki just has her fists so she can hold people's hands because she wants to reach out to them. Also so she can hug her girlfriend which is a very important plot point.
I love how a lot of characters have backstories you can empathize with and want to see them redeemed. You want to see them be better and not fight with the heroines. I also love how there are villains who you can't wait to see them get what's coming to them.
I love how characters try and patch messy relationships up, but seasons later we see that it's only going alright. I love how characters are messy and fail but never stop trying to do better.
I love the music and how characters sing their songs in battle while still being effected by the battle.
I love how its ok to be in love with a show that isn't perfect, and that sometimes you just need to give something a chance.
Watch Symphogear.
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Physics Friday: WTF is Dark Energy/Dark Matter? (Part 1)
To see what this is all about click here.
Preamble: Dark Numbers
Education level: High School (Y9/10)
Topic: Cosmology (Astronomy)
This equation is surprisingly the best representation of what we are doing with dark energy and dark matter. The equations we are using to figure out the nature of the universe are quite literally 'not adding up'.
When we have a situation where we encounter a missing number we are faced with three scenarioes:
Our model is wrong and we fucked up, physics is over
Our model works, but it's not complete. There are situations where it doesn't apply, and we are seeing an example of it
Our model is simply missing a few terms
Scenario 1 would imply that basic physics such as Newton's laws of motion and gravity are just plain wrong. Which is ... well ... a bit difficult to try and prove.
Scenario 2 implies that there is a more fundamental theory that underlies our current one. While it is not off the table, it can be difficult to find a theory for just one or two specific phenomena.
Scenario 3 is like 2, but it's a bit 'softer', what we're doing is just adding an extra number to balance out the equation and then trying to answer "What does this number mean"?
By Occam's razor, we can go with option 3, as it's simpler, and also appears to be more correct than a complete model change.
Dark Matter and Galaxies
Our galaxy is like the solar system in the sense that there is a large object in the centre surrounded by a bunch of stuff moving around that centre.
The difference between the two is the ratio between the central mass and the mass of the rest of the system.
If you combined all of the planets in the solar system together, it would still be less massive than the Sun.
This means we can easily calculate how the planets move around the Sun. As the motions of the other planets don't really affect that motion all too much. And thus we can use Kepler's 3rd Law:
If you combined all of the stars in the galactic 'orb' surrounding the centre, you find that it would be much heavier than the black hole in the centre.
This means you have to account for a more spread out mass as you change your distance from the centre of the galaxy.
The further you are from the centre of the galaxy, the more stuff there is beneath you i.e. there's more stuff closer to the core than you. We have to calculate gravity taking this mass, and the radius to it, into account.
Thankfully, we have methods that can calculate this much easier. And we can use this to figure out our orbital velocity as a function of distance from the centre.
So let's try and calculate things! Take a galaxy, measure it's mass distribution independent of orbital mechanics, and find the orbital velocity!
Image Credit: Citizendium
What we get is the graph above. In a normal universe, we expect our orbital velocity to increase near the core as more stuff gets added to the mass pulling us in. It then peters out as gravity looses it's strength.
What we actually see is that the orbital velocity takes a lot longer to peter out. If Newton's Laws/General Relativity are working how they should, this means that there must be a lot more mass in the galaxy.
What's worse is that this mass is much more evenly distributed. And not just that, but we cannot see it i.e. it does not interact with electromagnetic waves (light).
Hence we label this weird matter 'dark', because we can't see it and it helps us account for the disparity in the equation.
Next time I'll go into what we think dark matter actually is.
Dark Energy and Einstein's Blunder
General Relativity is one of the most backed-up theories in all of physics. The original conception of the theory comes from the Einstein Field Equations (EFEs):
We can safely ignore all of the fancy jargon symbols. What's important to us is what's missing.
When Einstein was playing around with his equations, he made an error. This error led him to missing a part in his equation. And thus he added an additional term to the EFEs:
This capital lambda term (Λ) helped balance his erronious equation.
Eventually, Einstein figured out that this was a mistake, a mistake so big that he called it his 'Biggest Blunder'. It turns out that the EFEs don't require Λ to actually work.
A few decades later, in the 1990s, researchers were trying to use the principles of general relativity to figure out the expansion of spacetime. Thanks to Edwin Hubble, we knew that space was expanding, but we didn't know how it was expanding.
The difficulty is that both the curvature and the amount of energy in the universe affected the expansion of the universe. This is dictated by the Friedmann equations:
Where the a's are the universe's scale factor, i.e. the current 'size' of the universe. The two p's are the mass and energy densities in the universe.
Using measurements of Type Ia Supernovae (you will see a topic on this in the future as I've done research into this), two teams of researchers were able to determine that the expansion rate of the universe was accelerating! Something completely unexpected.
This would require us adding an additional term to the equation involving our suspicious little friend:
This Λ variable, called the cosmological constant, can be propagated up the mathematical derivation chain to show that Einstein's 'mistake' was actually the correct equation all along!
The cosmological constant acts a energy density term that exists outside of our current understandings of the matter and energy in our universe. And because it's outside of our understanding, we call it 'dark' energy - because, just like dark matter, we can't see it.
It's a type of energy that isn't represented by any of the fundamental forces. What's more is that it is constant, which means as the universe expands, more gets added. And even more is that this energy density is negative, suggesting even that the universe is not a vaccum.
This discovery landed three researchers from both teams the Nobel prize in physics. One of the laureates includes the vice chancellor of my very own university, Brian Schmidt. Doxxing myself aside, this is a fact that neither me, nor my university, will shut up about.
In another part, I'll talk about what this dark energy could be and what an accelerating expansion of the universe could mean.
Conclusion
So despite the names, dark energy and dark matter are actually two different things that have two different sets of properties purposes (at least that's what we think). The names simply derive from the same method of using constants to help make our equations work better with reality.
It's always possible that we are wrong and there is a more fundamental equation that helps us understand these things. But that's a task for the future.
Hope you enjoyed reading and please give me feedback! I'm doing this every week as well, so feel free to follow if you want.
Next week I'll probably do something mathematics-related, before continuing on with this part.
#physics#astronomy#cosmology#dark matter#dark energy#physics friday#science#stem#academics#astrophysics
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i believe the time has come to reveal my greatest secret: quite possibly the single stupidest lancer build i ever did come up with. it has known quite a few names, but i shall simply refer to it as The Orbital Suplex Build.
-- SSC Atlas @ LL8 -- [ LICENSES ] IPS-N Blackbeard 3, IPS-N Caliban 1, SSC Atlas 3, HA Sherman 1 [ CORE BONUSES ] Titanomachy Mesh, Full Subjectivity Sync [ TALENTS ] Duelist 3, Juggernaut 2, Brutal 2, Technophile 2, Iconoclast 1, Combined Arms 1 [ STATS ] HULL:0 AGI:4 SYS:6 ENGI:0 STRUCTURE:4 HP:10 ARMOR:0 STRESS:4 HEATCAP:4 REPAIR:2 TECH ATK:+4 LIMITED:+0 SPD:8 EVA:18 EDEF:12 SENSE:3 SAVE:14 [ WEAPONS ] FLEX MOUNT: Kraul Rifle MAIN MOUNT: Terashima Blade (Supermassive Mod) [ SYSTEMS ] Synthetic Muscle Netting, Jäger Kunst I, Jäger Kunst II x3, Reinforced Cabling
now this did require an above average amount of the demon known as math (i had to do some addition). moreover, it's not exactly, how should I say, good, useful, or, y'know, viable at this level. but. if you really, really, really just wanna send people into fucking orbit, then here you go, this is the single funniest way you can do that. technically the only talents you really need are Juggernaut 2 and Duelist 3, but the others are either because this is an actual character i played, or for fun. Brutal 2, for example, deals 1 extra knockback if you crit.
also Jäger Kunst I & II are there for the funny. you could theoretically use the Ramjet from Nelson 3 on this build but it's already stupid enough as is.
the point of this build, and why we needed to use the Atlas, is yeet the enemy into the air so high they take maximum fall damage, that being 9 AP kinetic for 9 hexes in the air. how do we achieve this lofty goal?
boost, run into the space of some enemy mech, and then, because knockback goes away from you, and because you're an Atlas pilot so you can just cockroach your way directly under a larger mech, you smack the enemy directly in their mechanized crotch so fucking hard that it sends them 60 feet straight up in the air (2 knockback from Wind Stance on the Terashima Blade, plus 2 knockback from the tuned Supermassive Mod, plus 1 knockback from Titanomachy Mesh, and if you crit that's 1 knockback from Brutal 2). you then use Blademaster 3 to immediately ram them as a free action (and Reinforced Cabling coupled with some typical Atlas bullshit to actually move upr to them). because we boosted earlier, Juggernaut 2 procs, so this ram knocks our opponent 40 additional feet into the air (1 knockback from the ram, 1 knockback from Titanomachy Mesh, and 2 from Juggernaut 2). additionally, you can then ram again as another free action due to Titanomachy Mesh for 20 more feet. but you could instead grapple.
because we took Synthetic Muscle Netting this is something we can just straight up do on any mech, no matter the size, ignore the fact that i have ZERO hull on this mech this is totally gonna work (just swap some agility for hull if you're struggling). now assuming you win the contested grapple check because no way in hell did you just throw something size 1/2, the enemy must now move with you. because you have Reinforced Cabling, you can just pull yourself back down to the ground, and you therefore take no damage. the enemy cannot do this but moves with you nonetheless, and impacts the ground at mach Fuck You, taking 9 AP kinetic damage, and because you rammed them earlier, hey, they're prone. so you overcharge and hit them again, and because they're prone, yippee, more damage.
all that work for two sword hits and 9 AP kinetic damage means you're dealing an average of, like, 19 kinetic damage a turn. not great. but, extremely fucking funny. you can also just chose to leave the enemy in the air for your friends to take potshots at from behind cover, or just hit someone really, really fucking hard away from you so that they have to boost to get back. again, in no way is this build viable, but it's got some tricks, and it is funny. sometimes funny can be pretty good too.
also you can probably do this with 2 sword hits (this being get someone 9 hexes in the air) but we don't gotta worry about that because then they're not prone at the end
#lancer#lancer rpg#dumbest build you ever done did see#weeb shit#long post#btw this build doesn't work if your gm actually reads the it on pg. 106 about valid movement#but you can always use the advanced technique of “hopefully they didn't see that” because i am 8 for 8 on that working out
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What do you think is Curse of Strahd's biggest weakness as a module?
oh there's so many potential answers for this. the racism that they tried to fix later by trying to erase the concept of minorities? the fact the layout of the book is a disaster? that's one of them but i've already talked about that. i think Curse of Strahd's biggest issue, by a very huge margin is:
D&D 5E is inherently a really bad system to use for a horror game and especially the horror that CoS wants to be
i think Ravenloft and it's many spinoffs worked better in 2E because things were different back then. you started off as a somewhat above-average person and became stronger over time. 5E, however, is a power fantasy to it's core. even at level 1 you are an extraordinary person much more powerful than any regular commoner could ever be. and CoS doesn't handle this well. you are extremely resource deprived, you can go from levels 1-10 with that same +0 longsword you have from character creation. it's about becoming more skilled with what little you have over time.
which is fine. but CoS's resource deprivement is atypical for 5E module design. it's about depriving players of the typical power fantasy that D&D usually is for the sake of atmosphere and tone... which is fine, but the game doesn't offer much in compromise. let me use Warlocks as an example. one of (imho) the best spells Warlocks can have is Shadow of Moil. it is an amazing spell. once i am getting near that level one of my priorities in playing a Warlock is finding an undead eyeball encased in a gem worth at least 150 gp so i can cast it. it's amazing.
good luck finding that in Barovia! your DM will really have to work with you if they want to run the game RAW which is also not a bad thing no matter what anyone says so you can use that spell. this is an issue with spells in 5E that require expensive spell components... it's not available.
if i can use something else from D&D as an example, i want to tlak about Masque of the Red Death. Masque of the Red Death was an official 2E gothic horror thing made by people who wanted a more "realistic" gothic horror by making the setting basically a grimdark earth. you can ONLY play humans and are told you use specific classes. it was kinda killed in 2E before the internet made looking up these things easier. it received a fan revival on 5e you can purchase in the link (or i can give it to you), but part of it is you are expected to use it's character classes instead of the standard 5E ones. that's because they fit the setting more thematically, and thus are scaled to the dangers and expectations better. 5E Curse of Strahd tries to achieve this by throwing extremely difficult combat encounters combined with resource deprival, but doesn't give a lot to compensate back for this. the sunword and holy symbol are cool, but that does not compensate for not being able to do a lot of 5E usual power fantasy stuff?
i think there are better systems for what CoS wants to do. if you want extremely deadly combat, some PBTA d6 game probably suits you better. someone on r/curseofstrahd mentioned Hunter: The Reckoning might be good, and HONESTLY one day when i'm more familiar with playing WoD games i'd fucking LOVE to try to a full conversion for Hunter at some point. a lot of people really love making CoS western themed, to which I say if you also want to play as vampires consider checking out Bloodbeam Badlands actually! personally, i think you could even pull off CoS's story using Call of Cthulhu or Pulp Cthulhu for extra power: the SAN mechanic might make for something really great in this game too! one of my issues with Masque is that while i like it i just can't help but think Call of Cthulhu/Pulp Cthulhu is still better for what that setting wants
i'll play CoS using D&D bc it is made for that, but i think rather than trying to stay super true to the horror themes all the time, a DM should consider adjusting it's tone or item distribution to meet the group's fun. i love CoS, a LOT, and I love Ravenloft, but i think there's definitely better systems for what it wants to be, and CoS as it is (especially for when it was written somewhat early in 5E's life) has never been quite the story right for a 5E story
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anyways I don't know if it's due to falling asleep to the backdrop of people setting off way too many fireworks or not, but I had a weird dream last night and now I am here to tell you guys all about it because I've been idly rotating it all day. you've heard of body swap not get ready for... personality swap, I guess? But not completely?
anyways it seemed to take place at the tail end of season one, where instead of getting shot out into random locations by the corrupted wormhole, all the lions stayed on the Castle, but something about the combination of the corrupted wormhole and the paladin bond resulted in something... weird happening. Some kind of quintessence rearrangement that resulted in Lance, Hunk, Pidge, and Keith all swapping aspects of their personalities around that Shiro was apparently spared from because of some kind of defense mechanism that Pidge installed in the control chip for his arm that's in his brain that protected him but the backlash forced him to require some time in the cyropod.
(I guess my brain said. you know what would be funny. Shiro just waking up to this nonsense. and honestly? valid.)
(also allura and coran are fine and somehow escaped the wormhole don't worry about it. apparently the mice did also have their personalities swapped around but like. they're mice. they don't care.)
Pidge was probably the least effected bc she got traits from Hunk, who she already has a decent amount in common with, except now she's prone to nervous tirades, is now a morning person, and is calmed by the act of cooking. except she can't cook. Hunk at least kept very clear notes on all of his cooking experiments so she has something to work with. She suddenly finds herself more drawn to tinkering with things as opposed to coding, but she can still do the latter super easily. Also she has a solid sleep schedule now? She also stops wearing her brother's glasses bc she winds up fixated on the idea that she'll break them so she just keeps them safe in her room instead. Which she has now cleaned. She still kind of feels like she dodged a bullet. Sorry guys.
Lance is... having an experience, because he picked up traits from Pidge. He likes studying now? Except apparently he still has ADHD, but also Coran gave him this clicker thing that seems to be working wonders. He's suddenly a lot less interested in flirting and his detailed skin care routine kind of doesn't seem so important anymore. He has to actively set alarms on his phone otherwise he'll pull all nighters. He's starting to learn how to code? Which is weird but it's oddly calming. He's also pretty sure he picked up Pidge's sense of humor, because Pidge definitely picked up Hunk's sense of humor.
Hunk, to his great misfortune, has picked up traits from Keith. Which also includes his temper and his general introversion, the former of which he is working very hard on managing. He's also spending way more time on the training deck than ever before, but it suddenly doesn't feel like exercise so much as it feels... relaxing? Also he is like. always tense. What the hell, Keith, how did you live like this. How is HE going to live like this. Although it is kind of nice to not feel the urge to puke from nerves, which he... doesn't really seem to have anymore? That's kind of nice.
Keith is probably the oddest case of the bunch. He picked up personality traits from Lance, which he can't even get angry about because he doesn't have a temper anymore? apparently? He's suddenly a lot more extroverted, and also he feels the weird compulsion to... flirt? He's also become way more interested in self care and is suddenly not a morning person anymore. But for all that in some ways he has the most traits leftover from his core personality, because those traits turned out not to be parts of his personality so much as they were due to him being Galra- so he still likes training and fighting as much as he did before. Which is great, because if he let Lance's personality take him by the nose, he'd definitely just start to coast on his talent.
But they also each still have core aspects of themselves that apparently their lions preserved so it's not a full personality swap. Pidge will still wax poetic about the tech around them. Lance might not be huge into self care anymore, but he's still interested in trying to keep himself looking good. Hunk is still very kind, which makes having Keith's temper hard on him. Keith still is a nature boy and a jock, and somehow still doesn't understand how the cheer goes.
POV: You're Shiro. You wake up to this mess. It's been like this for a week apparently, and Coran and Allura don't know how to fix it.
...can you just go back to the cryopod maybe?
#apparently lance bought himself a pair of fake glasses that looked like Veronica's#he needed it to sell his new brainy personality. which is a very Lance thing to think#apparently my subconscious decided keith was better at flirting than lance. which is funny so I'm saying it's right#also apparently part of taking better care of himself involved no longer shaving down his nails so they just ended up sharp and pointy#keith reached his maximum hotness potential through self care incident. 340457 dead 4858582 injured#lance voice: what do you MEAN I kept my *insecurity*. that's the one personality trait I didn't want!#honestly. could be a vehicle for both incredible shenanigans AND character study#what makes a person who they are etc#identity crisis au
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Of Gods and Men
Targaryen Harvesters
main list (where the story is)
This is Dune/GOT/HOTD/FAB/ASOIAF crossover AU that you've voted for. If you always wanted to see House Targaryen in space, I got you. Please note how some of the lore of both universes is bent to blend in both worlds. This is my original idea that I've been cooking for at least two years. Be gentle with my work, and enjoy the ride.
The Targaryen Harvester, a marvel of advanced engineering and ancient design, stands as a testament to the ingenuity and technological prowess of House Targaryen. Built to operate in the most inhospitable environments, it is a perfect fusion of cutting-edge technology and the almost mystical properties of drakaon crystals, which form the core of all Targaryen machinery. This harvester is unlike any spice-collecting machine in the known Imperium, combining both efficiency and subtlety in ways that make it a formidable tool on Arrakis.
Exterior Design & Structure
Chassis and Hull: The harvester’s body is sleek and aerodynamic, crafted from composite alloys that blend carbon-based materials with a mysterious Valyrian steel derivative. This combination makes the harvester both lightweight and incredibly durable, capable of withstanding the harsh, abrasive sands and the extreme temperatures of desert worlds like Arrakis.
Stealth Coating: The exterior is coated with a black, matte material that absorbs and disperses radar and infrared signals, giving it a degree of stealth that makes it nearly invisible to most scanning technologies. This also helps the harvester blend seamlessly into the shadowed dunes during night operations.
Compact Size & Modular Design: Unlike the large and cumbersome spice harvesters of the Harkonnens, the Targaryen Harvester is compact, designed for mobility and ease of deployment. Its modular nature allows it to be quickly assembled or disassembled, enabling rapid deployment or withdrawal from the field when needed.
Propulsion & Movement
Hover Technology: The Targaryen Harvester employs an advanced hover propulsion system, powered by drakaon crystals. This system allows it to float just above the surface of the sands, minimizing disturbances and vibrations that might otherwise attract the attention of the sandworms. The hover technology is fine-tuned to maintain stability even in rough terrain, allowing the harvester to glide effortlessly over the undulating dunes.
Adaptive Wings: As part of its hover mechanism, the harvester has retractable wing-like structures that extend from its sides during operation. These wings are not for flight but rather serve as stabilizers that adjust to wind currents and shifting sands, ensuring smooth movement over the desert landscape. When not in use, the wings fold seamlessly into the body of the harvester, maintaining its streamlined shape.
Harvesting Mechanism
Siphoning Arrays: The core feature of the Targaryen Harvester is its siphoning arrays, located within the wing-like extensions. These arrays create a controlled vortex of air that draws in sand and spice, separating the two with a precision unmatched by traditional harvesters. The vortex is generated using ionized air currents created by the drakaon crystal cores, which create a powerful yet gentle pull that sifts through the sands.
Crystal-Based Filtration System: Once the sand and spice are drawn in, the harvester uses a series of crystal-based filters to isolate the precious melange from the surrounding sands. These crystals, sourced from Albiron, possess unique electrostatic properties that attract and bind to the spice particles, allowing the purified spice to be collected while the sand is expelled back onto the ground.
Non-Disruptive Extraction: The process of harvesting is incredibly silent compared to the rumbling, clunky harvesters of the Harkonnens. The low hum emitted by the crystal-powered engines is barely audible even in the stillness of the desert night. This low impact is essential in minimizing vibrations, reducing the risk of attracting shai-hulud, the great sandworms of Arrakis.
Energy Core & Power Source
Drakaon Crystal Core: The heart of the harvester’s power is the drakaon crystal core, a dense, multi-faceted crystal that draws energy from ambient solar radiation and stores it for continuous operation. This core allows the harvester to run for extended periods without needing external fuel sources, making it self-sufficient and capable of long-range operations in remote areas of the desert.
Solar Collectors: In addition to the crystal core, the harvester is equipped with solar collectors that deploy during the day. These collectors absorb solar energy, supplementing the crystal’s power reserve and ensuring that the harvester can operate continuously, even under the harsh sun of Arrakis.
Control Systems & Interfaces
Holographic Interface: The harvester features a holographic interface for its operators, projected from a crystal-based control console within the cockpit. This interface displays real-time data on the harvester’s status, spice yield, and environmental conditions, allowing for precise control of the siphoning process.
Neural Feedback System: Advanced Targaryen technology allows for a neural feedback system that connects the operator’s movements with the harvester’s controls. This creates a near-instantaneous response between the operator’s commands and the vehicle’s actions, enabling delicate maneuvers even in unstable terrain.
Remote Control Capabilities: The harvester can be operated remotely from a command ship or a Targaryen control station, making it possible to manage multiple harvesters simultaneously over a wide area. This remote control system is encrypted and designed to be impervious to conventional Imperial hacking methods.
Defensive Features
Energy Shields: Although primarily a civilian machine, the Targaryen Harvester is equipped with low-level energy shields derived from ancient Valyrian technology. These shields are designed to deflect micrometeor impacts and protect the harvester from smaller projectiles or environmental hazards. While not suitable for full combat, the shields provide an added layer of protection against sabotage.
Electrostatic Discharge Mechanism: To deter potential attacks or interference, the harvester can release a controlled electrostatic discharge through its siphoning arrays, disrupting nearby electronics and creating a localized EMP burst. This can disable smaller drones or tracking devices, allowing the harvester to slip away undetected.
Environmental Adaptability
Climate Adaptation Systems: Designed to function in the extreme climates of desert worlds like Arrakis, the harvester is equipped with systems that regulate internal temperatures and prevent overheating. The materials used in its construction have been treated to withstand corrosive sands and thermal expansion, ensuring long-term durability in harsh conditions.
Low-Friction Hull Design: The harvester’s hull is coated with a low-friction material that prevents sand from accumulating on its surfaces, reducing wear and ensuring that the machine can maintain its optimal performance even during extended operations in sandstorms.
Unique Features
Spice Purification Module: A specialized chamber within the harvester is dedicated to refining the spice it collects. This module uses a process that enhances the purity of the melange, making it more potent and valuable. This capability is part of what makes Targaryen spice so desirable—and so mysterious.
Integrated Holographic Cloaking: For operations that require stealth, the harvester can activate a holographic cloaking field, bending light around it to become nearly invisible against the shifting sands. This feature is rarely used, as it drains the crystal core’s reserves significantly, but it can be invaluable for avoiding detection during sensitive missions.
#hotd x dune crossover#got x dune crossover#asoiaf x dune crossover#dune#crossover#fire and blood#harvester#house targaryen#house of the dragon#asoif/got#a song of ice and fire#game of thrones#dune x reader
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Big Sho Minazuki fan here, I think it's a shame that Ikutsuki wasn't fleshed out any further. Like he's exposed as a bad guy and then immediately just... falls off.
YEAH. it's such a shame, when he's like the perfect foil character to MC lmao. One gains strength from bonds, the other has none/is incapable of it and thus sees no meaning in living. I'd have loved for his social link to be one which stays permanently at 1, regardless of what you do with him, as an illustration of this. And instead of SLs talking at you about things, he becomes your confidant and you reveal more about yourself and your friends lol. Throughout this there's the risk of revealing Pharos sealed within you, thus links to Aigis' shutdown etc, as well as an undercurrent of "This man is not normal" beyond his puns lol. I'd have loved to see the puns taken further as a masking tactic, one that whilst he personally enjoys, is still cover up lol. Maybe nearing November, as his excitement to finally die grows, you learn more about him as a person finally. idk lol I'm doing Atlus' job in making the earlier parts of the game fun and intriguing to carry you through the months.
ANYWAY. his relationship to Sho is so fascinating to me, because it's wild that Sho is even left alive tbh. For a guy who views death as deliverance/freedom from suffering+ his saviour complex with SEES, you'd think he'd pull life support off Sho and recollect the plume of dusk from his dead body. So there's plenty reason to kill Sho if he were just any experiment, and start over, even wipe a potential loose end to his research with Kirijo group. But he doesn't, and even leaves Sho with an inheritance I assume is hefty enough to last him his lifetime. So yeah, I feel like there was some twisted care and affection for Sho as a son, coming from the guy who, if set up properly next to P3 MC, whose nihlism is born from lack of bonds combined with who knows what he went through.
@ponderousorb has likened him to a real life saint called Thérèse of Lisieux, who was chronically ill and eventually developed "chosen one" or other strange beliefs as a coping mechanism whilst living. Basically whatever the pun guy went through in his life twisted him into viewing everything so bleakly and his "selfish" desire to be a Prince a coping mechanism. Dude's depressed and suicidal at his core, and of course combined with being embroiled into a death cult... well. Can't be a good parent lol.
Of course, all of the above is just my input/perspective/spin on his character. The games seem happy to leave him as a madman without elaboration about his brand of nihlism. I think if they did, Sho's story wouldn't have changed, but at the moments where Shadow Shuji popped up, stuff would've been more layered beyond whump for Sho. (Potentially flashbacks of interactions between them that leave Sho so pitifully confused and torn... ooft ouch).
It's a fun time to ponder how Shuji and Sho might've been like, if neither had been part of Kirijo Group. I like thinking Shuji might've at least tried to be there for Sho, if he wasn't off feeling like a miserable waste of space. Still not a good parent and neglectful, but I prefer thinking Shuji didn't find pleasure in causing him pain lol. Maybe it started off as clinical then eventual caring, but unfortunately he's deluded himself so hard he might've even thought he was doing Sho good by making him jacked lol. Whatever momentary guilt that'd surface, would be shrouded by his delusions. Idk, he offered SEES a "place by his side" for judgement day since they played such a large part, I can imagine he wished for Sho to reap the "benefits" too.
TLDR man's fucked in the head truly, but narrative (and most persona fans lol, not their fault tbh) never expands on it to investigate the tragedy of nihlism this way. It's such a big plunder on their end tbh, would've made him more interesting as a an antagonist, and certainly bolstered the game's core themes. Like. Why DOES this guy and old Kirijo group want death so badly lmao. The other guys are dead, Shuji is the only remaining mouthpiece for it... and we get absolutely nothing. If we knew his story, we could piece together the sort of underlying motivations of Kirijo group lol.
But anyway. Yeah. Lots of fun stuff, left unexplored! Apologies for the ramble I'm speed running my thesis on Shuji Ikutsuki 🤣
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So what if I was gonna make a pure card game?
I'd like to make it based around card interactions. Effectively starting with the Meta-game first and working my way to the base set of rules.
I skimmed a few concepts such as counter-spells, stealing spells, card games that have dual purpose cards (you can choose to play them as a resource or for the spell) and other such interactions. Which, there's enough to write an encyclopedia on.
I'd like to avoid re-creating the exact same creature/spell paradigm (despite wanting to) but the permanent/temporary effect part seems important.
The next is the Deck Total. The Life-Total can be removed entirely for Deck Size. Then the game becomes more about Deck and card Interactions.
This gives value to the discard-pile meta game and doesn't pull focus from the main game by doing so.
This also shifts the focus of the game, instead of relying on what combinations are left in your deck, you build around "what happens if this piece is removed?"
Now, many mechanics in card games already use this. MTG Dredge and Flashback are pretty core components of MtG, and are very well liked, despite the mechanism often being removed for balance reasons.
Tying the Life-Total to the Deck size also removes Strategies that are often overpowered. As in Black and Blue decks.
In Hearthstone it's Warlock and Death Knight. Though Warlock has lost a lot of its best mechanics that were shifted to Death Knight.
By making these part of the core mechanics; it removes that feeling of annoyance when facing down a deck like that. Because it no longer locks the meta away from new and flavorful strategies that devs want to implement, but can't, or they're overlooked because of this power creep.
This won't prevent power creep; it just allows for more flavor on top of these mechanics without shifting the focus of Standard competitive play to one or two decks that dominate the meta.
Then the game becomes more about choosing which cards to keep in your deck, which to play, and utilizing the discard pile as part of the core game play loop.
Removal, as in "removed from the game" will become a meta-mechanic way to prevent players from reshuffling indefinitely. I'd love to play test a game that uses "removed from the game" (Exiled keyword in MTG) as a casting resource.
In my view, however, It'd be around combining cards in your hand to create effects. Instead of Mana resources, you would need at least two cards to play in order for a spell to take effect.
Kinda liked the un-hinged splicing mechanic, but in your hand. (Maybe closer to "cards against humanity")
Because I'm designing digitally, there's no need for extensive token management and placeholder cards, the core system would take care of that.
Initially, I'd like to test a few different interactions, certain cards in your hand combine with discarded cards. Creating a dual-hand mechanic.
Some would play from the hand, and alternate effects when spent from the graveyard. Though discarded cards played that way may end up removed from the game.
Which would ensure a way to prevent indefinite play.
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Optimize, Optimize, Optimize - I Am Your Beast
I Am Your Beast is an FPS game developed by indie studio Strange Scaffold and released on September 10th, 2024. The premise of I Am Your Beast centers around the player character - Alphonse Harding - fighting a guerilla war against your previous employers as they try and pull you back in for one last job. Here's a link to the game for anyone interested: https://store.steampowered.com/app/1876590/I_Am_Your_Beast/ The core gameplay involves completing a mission's given objective as fast & efficiently as possible, with additional bonus objectives that are only unlocked upon clearing the previous objective. Main objectives vary from interacting with objects around the map to killing all enemies, always ending with an escape hatch. The bonus objectives tend to be more specialized, placing restrictions on what methods you're allowed to use to kill enemies (such as requiring the player to only kill with headshots, for example). At first glance, the gameplay seems pretty standard. However, there is one mechanic that turns I Am Your Beast into an addictive test of mechanical understanding and planning: The timer. The timer is what determines the rank you receive after completing a mission, and it can be quite unforgiving at times. Here's the thing though; killing enemies gives you a time bonus, shaving seconds off your final time. The method you use matters as well. Killing an enemy without doing anything special only rewards 0.3 seconds, while explosive kills reward an entire second. This variance in reward encourages the player to experiment with their routing and forces them into a cycle of risk-reward decisions based on the potential time they could save by changing the methods they use to slaughter enemies. Of course, there are a variety of weapons available to capitalize on this. While there aren't any that stand out compared to typical offerings (apart from a tree branch), the way they play into eachother makes them feel incredible. All weapons have durability, either in the form of limited ammunition (you cannot reload guns), or a literal durability in the case of melee weapons. Though, nothing is stopping you from commendeering any weapons that happen to be lying around. Throwing a weapon at an enemy will knock them down - or outright kill them, in the case of the knife - and send the weapon they were holding flying to you. You can also knock enemies down by kicking them, should you find yourself in the rare situation of not having a weapon. With this, a new layer is added to the player's routing decisions: What gun is going to be the most efficient at netting time bonuses? How do I ensure that I get that gun when I need it? When can I afford to swap weapons? All of these things, combined with relatively non-linear levels and lively chatter from your opposition, result in a game that encourages in-depth routing which culminates in a spectacle straight out of a John Wick film. Here's some footage I recorded of one such run to demonstrate.
In my personal opinion, this game does everything right. It introduces mechanics at a steady rate, iterates on them regularly, and keeps the player on their toes the whole way through - even throughout the bonus levels. There are additional updates planned as well that will add things such as the ability to disable the timer outright for a more relaxed experience, as well as more levels. I cannot recommend this game enough, especially with it's relatively low price tag of $20. P.S. - I Am Your Beast has an excellent story as well. Wanted to add it at the end as - although it isn't related to the game's design - it is still very noteworthy.
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This is a 'Mindful Monday' kind of ramble... Is long; but we're not apologizing.
I have a condition that extends healing time considerably. From this comes a learning experience that is never-ending [sometimes the tone is exhaustive, but this time it's informative].
Anyone under the pressure of complex trauma or many comorbidities/disorders might relate to the frustrating cycle of getting a toe forward only to feel like one's instantly propelled leagues backwards. Or the overwhelming strain that comes up every time one attempts to "keep up with the times" only to burn out seconds after launch. Or taking in the panoramic view of all the steps it'll take to recover and the nervous system shutting down before taking a step forward.
I spend more time in decompression than in progression and idling in neutral [combined]. Or, at least, it feels that way. With all the physiological and psychological conditions that, often, can - and do - trigger each other into a devastating spiral, precision and patience are key practices in getting through the lows. And since there's only one professional I feel I can really count on at this time, there's a lot of trial-and-error coping-mechanism-building going on. So, there's a few keys I've learned over the years thanks to this, things I remind myself that genuinely help reset my nervous system:
As cliche as it sounds, remember to breathe. Taking a pause to breathe deliberately can be like walking through a doorway. Slow the breath. Elongate the breath. Soften the breath. Take literal control of the breathing mechanism and manipulate it to emulate a relaxed state. Leading to...
Trick the nervous system into 'rest and digest' (parasympathetic response) by playing opossum. Can't think our way out of this one; this has to be done by physically relaxing tension, starting small and working through the body. Intentional, careful movements that soften tissues and open joints. Gradual shifts - extending/flexing fingers/toes; rolling shoulders, wrists, ankles, and hips; swaying the neck from side to side; wiggling playfully.
Check posture. Back rounded? Engage the core muscles, tilt the pelvis, drop and pull back the shoulders. Neck tension? Stack the neck vertebrae - don't jut your chin forward. Tight leg muscles? Lunge or horse stance for a bit. Bad posture = poor biomechanics = imbalanced tension = prone to injury/illness.
Willpower is hard when the pressure is on; prioritize what matters and leave the rest. Just because something is good to do doesn't mean it'll always be easy to do. Exerting the will to do something good for health and future self will pay off long-term. Brush, floss, and rinse. Take the shower when gooey-feel is high. Nibble something so taking meds for discomfort won't lead to more sicky. Exert the will to take care of present self so future self struggles less when future becomes present. Get the momentum going.
Operate off of inspiration rather than desperation. How we feel is a determining factor in momentum. Record the idea in the moment it comes up, follow through when time and energy allow. The only one who has the right to punish you for a lack of follow-through or response is you... because you're the only one that knows the full extension of your own circumstances. Everyone/thing else can wait... or they can walk. Let them.
Acknowledge the wins, no matter how small. Observe the bigger picture from the point of injury, illness, surgery, accident, or other significant reference... and pin the overall improvements. Always nod to the encouraging details. It's not toxic positivity to point at something and say, "Look at what I did right; look at how far we've come; it's good to feel joy about this." I walked a mile without needing rest. I wrote a page in a flow state. I remembered to water the plants. I ate when I was hungry instead of waiting until I was starving. I let myself feel angry and then let myself work through the anger instead of burying my feelings. I was honest with myself/another about what I needed in the moment.
This list will likely get added to over time. But these are the things I've learned for 30 days, practiced for 30 days, and adjusted to suit me for 30 days before choosing to share my experience (another lesson definitely worth applying in order to avoid being a misinforming fool). I'm not telling anyone what to do or how to live. This is my way of sharing something that has been working for me with the thought that someone else might be able to benefit and adjust it to themselves.
Take care and may gentleness frequent your sphere.
#mindful monday#helpful hints#self help#self care#guidance#healing#recovery#mental health#health and wellness#health#self awareness#relaxation#relax#tips for complex disorders and comorbidity sufferers#neurodivergent
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The Hierophant or The Magician! These are lovely and I can't just pick one!
The Magician — What design skills are you best at? OR What skill have you been working on lately?
I've spent the last few months in rules-text hell with Grand Guignol 2E and Harvest, and it has often felt like Conan pushing the wheel around at the start of the 1982 film.
I feel like the single biggest leap between small-scale releases (anything from a 1-page microgame up to a large zine) and a game that will be a Book (likely in print) is in the amount of teaching and scaffolding the text has to do.
And it's not a skill I'm used to doing in writing! I taught children to play games for a decade but that's Different (or so it feels). Text is harder, the more so the more goals you have.
A clear technical explanation of procedures is one goal. A transference of the skills of good play and good facilitation is another. An invocation of the mood, the tone, and the setting (these are both historical and genre works) a third again. Doing all three of the above, at the same time, in a way that's a pleasure to read?
Nightmarish.
Then you have to factor in that both games are strongly and distinct voiced (in the narratorial sense) which is also new to me, and it's been like pulling teeth.
But I'm doing it! I can feel this new skill settling into place, and given the shift in my design practice from smaller games to larger-scale pieces, it's a toolset I'm going to need going forward.
The Hierophant — Who is a fellow game designer you’ve learned a lot from? OR What is a piece of popular wisdom about games you think is nonsense?
The further I wander into the woodland of my particular design practice, the more sceptical I become of what is generally meant by "balance".
There's this fixation in the D&D-descended wargame-y tactical space with the idea that like things must be comparable, and some broad mechanical equivalence has to exist between them or else it will give rise to bad play experiences, allow "game-breaking" combinations, etc etc.
And I feel like that is kind of...missing the point?
Because we're designing, ultimately, for player experience. And I don't mean by that "options just have to feel equally powerful/cool/effective, not necessarily be equally powerful/etc/etc", I more mean-
Each unit (a playbook, a spell, a move, an option) should offer a particular kind of experience, and it should do so in a way that is compelling and engaging, and it should clearly communicate what that experience is.
And those experiences don't need to be fungible, which seems to be the core assertion that is made by the way balance gets deployed!
So long as players have a clear idea of what they're opting into when they commit to an option and it delivers on that promise in a way they're psyched about, I really don't think it matters if one spell is highly mechanically effective and the other is whimsical and charming, if one playbook has flippant actionable ways to get tokens and one has ways that demand you to explore their emotional landscape in play, or whatever.
And maybe I'm wrong - maybe balance is helpful for the people designing crunchy strategic games. But I think there's a lot of unexplored room in all design traditions in the idea of leaning into asymmetry and incomparability and an emphasis on distinct and particular experience.
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Engine Repair Instruction Full Guide
Engines are the heart of any vehicle, powering everything from your daily commute to long road trips. Knowing how to repair an engine can be a game-changer, whether you're an enthusiast who loves getting your hands dirty or someone looking to save money on mechanic bills. This guide will walk you through the entire process of engine repair, from diagnosing problems to reassembling your engine and ensuring it runs smoothly.
Understanding the Basics of an Engine
Before diving into the repair process, it’s crucial to understand how an engine works. Most vehicles use an internal combustion engine, which combines fuel and air, ignites it, and transforms that explosion into mechanical energy.
Components of an Internal Combustion Engine
The main components include:
Cylinder Block: The engine's core where combustion occurs.
Cylinder Head: Houses the valves and spark plugs.
Pistons: Move up and down to create the force needed to turn the crankshaft.
Crankshaft: Converts the pistons' up-and-down movement into rotational motion.
Camshaft: Controls the opening and closing of the valves.
Valves: Regulate the flow of fuel and air into the engine and exhaust gases out.
How an Engine Works: A Simple Explanation
An engine works by pulling in a mixture of air and fuel, compressing it, igniting it with a spark (in gasoline engines), and then expelling the exhaust gases. This cycle—intake, compression, power, and exhaust—happens in each cylinder and repeats hundreds of times per minute.
Tools and Equipment Needed for Engine Repair
Whether you're performing a basic repair or diving into more complex work, having the right tools is essential.
Essential Tools for Basic Repairs
Socket Set: For removing and tightening bolts.
Wrenches: Different sizes for various engine parts.
Screwdrivers: Flathead and Phillips for screws and clips.
Pliers: For handling wires and small parts.
Torque Wrench: Ensures bolts are tightened to the correct specifications.
Specialized Equipment for Advanced Engine Work
Engine Hoist: For removing the engine from the vehicle.
Cylinder Hone: Prepares cylinders for new piston rings.
Compression Tester: Checks the health of each cylinder.
OBD-II Scanner: Diagnoses engine codes and issues.
Safety Gear and Precautions
Gloves: Protect your hands from cuts and chemicals.
Safety Glasses: Shield your eyes from debris.
Work Boots: Offer protection against heavy parts or tools.
Diagnosing Engine Problems
Accurately diagnosing engine problems is the first step in any repair process. Understanding the symptoms can save time and prevent unnecessary work.
Common Symptoms of Engine Issues
Check Engine Light: Indicates a problem detected by the car's computer.
Strange Noises: Knocking, tapping, or grinding sounds can signal internal damage.
Excessive Smoke: Blue smoke might mean burning oil, while white could suggest a coolant leak.
Loss of Power: Often linked to fuel or air delivery issues.
Step-by-Step Diagnostic Process
Listen and Observe: Note any unusual sounds, smells, or behaviors.
Check Engine Light Codes: Use an OBD-II scanner to retrieve error codes.
Perform Compression Test: Assesses the health of your engine’s cylinders.
Inspect Fluids: Look for contamination or leaks in oil, coolant, and other fluids.
Step-by-Step Guide to Reassembly
Prepare Your Workspace: Ensure that your workspace is clean, organized, and well-lit. Lay out all the parts and tools you'll need in the order of reassembly. Keep the engine manual handy for specific torque specs and sequences.
Install the Crankshaft: Place the crankshaft back into the engine block, ensuring it is seated correctly. Use assembly lube on the main bearings to prevent damage during the initial startup. Torque the main caps to the manufacturer's specifications.
Insert the Pistons: Install the pistons and connecting rods. Be sure to align the piston rings correctly and use a ring compressor to insert the pistons into the cylinder bore. Attach the connecting rods to the crankshaft and torque the rod bolts to spec.
Install the Camshaft and Timing Components: If your engine uses a timing chain or belt, install it according to the timing marks on the camshaft and crankshaft gears. This step is crucial for ensuring the engine's valves open and close at the correct times.
Attach the Cylinder Head: Place the cylinder head gasket on the engine block, followed by the cylinder head. Torque the head bolts in the correct sequence and to the proper specifications. This ensures a good seal and prevents head gasket failure.
Install Valves, Lifters, and Pushrods: If applicable, install the engine's valves, lifters, and pushrods. Make sure they are properly aligned and that the lifters are seated correctly in their bores.
Reassemble the Valve Train: Install the rocker arms and adjust the valve lash according to the engine manual. Proper valve lash is critical for engine performance and longevity.
Reattach External Components: Begin reattaching external components like the water pump, oil pump, timing cover, oil pan, and intake manifold. Replace any gaskets and seals during this process to prevent leaks.
Reconnect the Fuel and Ignition Systems: Reinstall the fuel injectors, spark plugs, and ignition wires. Ensure all electrical connections are secure and properly routed to avoid short circuits or malfunctions.
Final Checks: Before moving on, double-check all connections, bolts, and components. Make sure nothing is left loose or unconnected.
Applying Proper Torques and Specifications
Every engine has specific torque settings for each bolt. Over-tightening can strip threads or warp components, while under-tightening can lead to leaks or parts coming loose. Use a torque wrench and follow the manufacturer's specifications closely.
Double-Checking Work for Mistakes
It's easy to miss a step or make a mistake during reassembly. Double-check your work:
Ensure all components are installed in the correct order.
Verify all bolts are torqued to spec.
Check for any leftover parts or tools in the engine bay.
Testing the Repaired Engine
With the engine reassembled, the next step is testing it to ensure everything is functioning properly.
Preparing for Initial Startup
Before starting the engine, perform a few preparatory checks:
Prime the oil system: This can be done by cranking the engine with the fuel system disabled until oil pressure is achieved.
Fill the engine with fresh oil and coolant.
Double-check all electrical connections and fuel lines.
Checking for Leaks and Unusual Noises
Once you start the engine, pay close attention to any unusual noises or leaks:
Oil Leaks: Check around the oil pan, valve covers, and front and rear seals.
Coolant Leaks: Inspect the radiator, hoses, and water pump area.
Unusual Noises: Listen for knocking, tapping, or whining sounds, which could indicate an issue with the timing components or internal parts.
Fine-Tuning and Adjusting the Engine
After the initial startup, the engine may require some adjustments:
Timing Adjustments: Use a timing light to set the ignition timing.
Idle Speed: Adjust the idle speed according to the manufacturer’s specifications.
Fuel Mixture: On carbureted engines, you may need to adjust the air-fuel mixture for optimal performance.
Common Engine Repair Mistakes to Avoid
Engine repair is complex, and mistakes can be costly. Here are some common errors to watch out for:
Misalignments and Incorrect Torques
Misaligned timing components can lead to poor engine performance or damage.
Incorrectly torqued bolts can cause leaks, parts failure, or engine damage.
Overlooking Small Parts and Connections
Small parts like washers, clips, or gaskets are easy to overlook but crucial for preventing leaks and ensuring proper function.
Electrical connections: Double-check that all sensors and connectors are properly seated.
Skipping Diagnostic Steps
Skipping steps in the diagnostic process can lead to unnecessary repairs or missed issues. Always perform thorough diagnostics before and after repairs.
Maintaining Your Engine After Repair
Proper maintenance is key to ensuring the longevity of your newly repaired engine.
Importance of Regular Maintenance
Regular maintenance, such as oil changes, air filter replacements, and coolant checks, is essential to keep your engine running smoothly and prevent future problems.
Tips for Extending Engine Life
Use high-quality oil and filters.
Avoid hard driving until the engine is fully warmed up.
Regularly check and maintain fluid levels.
When to Seek Professional Help
While DIY repairs can save money, some issues are best left to professionals, especially if you encounter complex problems or lack the necessary tools and expertise.
Dealing with Advanced Engine Repairs
Some engine repairs are too complex for the average DIYer. Here's when to consider professional help:
Understanding When It’s Beyond DIY
Extensive internal damage: Cracked blocks or severely worn bearings usually require professional expertise.
Advanced electrical issues: Problems with engine management systems often need specialized diagnostic tools and knowledge.
Overview of Complex Repairs: Timing Belt, Engine Rebuilds
Timing Belt Replacement: Involves precise alignment of engine components and is critical for preventing engine damage.
Engine Rebuilds: This is a time-consuming and complex task that often requires professional machining and specialized tools.
Working with a Professional Mechanic
When the repair is beyond your capabilities, working with a professional mechanic ensures that the job is done correctly and safely. They have the tools, experience, and resources to handle complex engine repairs.
Cost Considerations in Engine Repair
Engine repair costs can vary widely depending on the scope of work, parts required, and whether you do it yourself or hire a professional.
Estimating Costs for DIY vs Professional Repair
DIY Repairs: Typically cost less but require an investment in tools and time.
Professional Repairs: Can be expensive but come with the assurance of experience and often a warranty.
Budgeting for Tools, Parts, and Time
Consider the cost of any special tools or equipment you might need, as well as the cost of replacement parts. Factor in the time required, especially if the vehicle is your daily driver.
Understanding the Cost of Mistakes
Mistakes can be costly. Stripping a bolt, breaking a part, or incorrect assembly can lead to additional expenses. Always weigh the risks before starting a major repair.
Conclusion
Recap of Key Points
Engine repair is a rewarding but challenging task that requires careful planning, the right tools, and attention to detail. Whether you’re fixing a minor issue or performing a complete rebuild, following the correct procedures is crucial for success.
Encouragement for DIY Enthusiasts
For those who love working on their vehicles, engine repair can be a satisfying and cost-effective way to maintain your car. With patience and persistence, even complex repairs can be tackled with confidence.
Final Thoughts on Engine Repair
Always approach engine repair with a clear plan and the right resources. Don’t hesitate to seek professional help when needed, and remember that regular maintenance is the best way to avoid major repairs.
FAQs
How do I know if my engine needs repair?
Common signs include unusual noises, excessive smoke, loss of power, and a check engine light. Regular diagnostics can help catch issues early.
Can I repair my engine without professional help?
Basic repairs like replacing gaskets or sensors can often be done at home with the right tools. However, more complex tasks like engine rebuilds may require professional expertise.
What are the signs of a failing engine?
Signs include knocking noises, excessive oil consumption, smoke from the exhaust, and persistent overheating.
How long does it take to repair an engine?
The time required varies greatly depending on the complexity of the repair. Simple repairs might take a few hours, while a full rebuild could take several days or longer.
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We’re All Going to the World’s Fair (2021)
‘Chronically online’ is often tossed about with people who feel the compulsion to constantly share every thought that passes through their often vacant mind on Twitter. But in some cases, this takes on a deeper, more damaging implication. Internet forums can be safety nets for people in need of support, and there can be release in exploring problems in abstract through fantasy or storytelling. It’s when something stops being a tool or even coping mechanism and turns into an obsession which can be dangerous. I was never a creepypasta kid growing up, and things like SCP files didn’t appeal to me personally. We’re All Going to the World’s Fair is far more interested in the minutiae of that culture, and does a fairly good job of capturing the spectrum of videos in that corner of the internet, at least to my journeyman’s understanding of it. Far more fascinating is the implication of the interaction between loner high schooler Casey and JLB, the creator of the World’s Fair mythos. When JLB reaches out to Casey, it’s disturbing, an older, anonymous man speaking to this young girl, telling her to make more videos, watching her sleep, drawing her deeper into this labyrinth. He’s a obsessed with this fantasy world too, either unaware of the impacts of what he is doing or too far gone to care. When Casey’s videos become darker and darker, he has the clarity to pull back, trying to start a dialogue about suicidal ideation and loneliness during a really tough part of life. She reacts predictably and withdraws, making accusations which floated in my mind from the start but became more conflicted as time progressed and his motives became more vague. His desire for her not to commit suicide seem genuine, but he also never pulls the E-brake and stops the game entirely. The final video confessional has to be taken at his word. Is this the truth, or are these the fantasies of a man feeling guilty over his earlier actions and trying to paint himself the hero? By the same coin, Casey’s videos have a performative aspect to them which feel artificial even to the girl herself. Is she trying to create something for herself which she thinks others are genuinely experiencing, or is this artificial, a way to continue to attract attention from JLB? It’s people reaching out for one another but lacking the emotional bandwidth to fully carry the burden the other one needs, or at least JLB recognizing something of himself in Casey and failing to help her while passively perpetuating her spiral. Horror can be an effective conduit for processing emotion, but only when you know it’s a vessel rather than something to bring inward.
I will confess the opening scene made me nervous as to how the film would be executed. But when the film pulls away to bleak shots of desolate midwinter parking lots and abandoned big box retailers accompanied by strains of a song with strong Sufjan-core vibes, I knew there would be something more going on than that bland nightmare. Namely, anything. Montage sequences like that capture the essential isolation of the film’s emotional core, a girl who has to use an ASMR video as a comforting parent figure and who seeks solace through the camaraderie of an online game community. Aside from her choice of created videos, writer-directer Jane Schoenbrun shows an assured hand in shot selection. At several points we are placed in a frame where we can see both Casey recording herself and how Casey moves about her physical space, blending Casey’s recorded or created reality with how we perceive the greater context. It’s this combination, paired off against the anonymity of JLB. We see both characters in similar poses, immobilized on a bed and gazing longingly at videos. I’m curious to see what Schoenbrun will do next.
THE RULES
SIP
Casey says her own name.
Casey starts recording herself.
An internet video starts to play.
BIG DRINK
The World’s Fair Challenge is named.
Paranormal Activity gets name-dropped.
Someone starts a video call.
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3, 4, 7, 14, 15, 21, 46, and 47? Or any combination thereof! I know that's. a lot in one ask. ><;;;;;;
I've done a couple of these already, so I'll skip those! (And I didn't do 46 and 47 just because my back is starting to hurt from sitting up. I'll try to remember to pull this post up again in the morning to type it out!)
3. Did you have a character you hated at first, and then fell in love with? Who and why?
Toko, for sure. Which is intentional - they specifically set her on a much better arc in Ultra Despair Girls, when she went from "metaphorical manifestation of teen self loathing manifesting as misguided romance" to "a main character with an entire arc that has to bounce off other characters in a manner which is sympathetic." Which retroactively changes a lot of her character in THH, too! I think both the implied off-screen character arc and the on-screen character arc we actually see are exceptional, and a great example of how to give depth to a previously flat character, writing-wise.
4. Which character can you absolutely not stand?
BYAKUYA. AND. KOREKIYO. I loathe them. I didn't use to care about Korekiyo either way, but the more people talk about him in certain ways and specifically talk at me in certain ways, the less and less I've liked him. It's grown into a burning hatred. Sorry y'all. They suck.
14. What is your NOTP?
Byakuya//Toko for sure, though Syo//Chihiro is also up there (sorry Syo//Chihiro shippers, the writers' transphobia did me in).
21. What do you think could be improved about Danganronpa?
The obvious thing is the colorism. But from a purely mechanical perspective: the minigames. The minigames in Danganronpa suck. They suck so bad. It's the game's main way of standing out from other Visual Novels. And it is so, so weak.
Part of this is just that I, As A Game Dev, don't like minigames - which, for our purposes, are a self-contained game with mechanics completely independent from the rest of the gameplay. Things like Salmon Fishing or Logic Dive - these don't connect at all to the core gameplay of Danganronpa (logic and deduction) except superficially.
And that sucks. It breaks immersion, and it feels like transparent for padding for time. It doesn't even have the dignity to be fun for the most part!! The move to imitation gambling in V3 to an outright gacha game in Summer Camp really exemplifies this. I know you were looking for a narrative answer here, but I truly believe that gameplay is Danganronpa's weakest point (including UDG, though to a lesser extent).
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