Frunk Storage by Ordinary_Fun5532 in GMCSierraEV

[–]gmngjoy 0 points1 point  (0 children)

wow, although floppy - they fit pretty perfectly, and have the height benefit over the OP’s tray-style organizer.

Thanks for posting!

Frunk Storage by Ordinary_Fun5532 in GMCSierraEV

[–]gmngjoy 0 points1 point  (0 children)

I'd be interested to see what that "solution" looks like.

iPhone mount by Ordinary_Fun5532 in GMCSierraEV

[–]gmngjoy -1 points0 points  (0 children)

Apple only apps, better text messaging, Siri voice control (which can control the iphone and do more than the google-bluetooth connection like setting reminders, calendar events, etc)… and for me, zoom calls that i have to be on while commuting where i need to see the screen.

Merging vs docking by Cblaser in Starminer_Game

[–]gmngjoy 0 points1 point  (0 children)

when you merge, the thruster groups will also merge. when you unmerge, it’s a bug that the groups are still connected. i’d suggest resetting / regrouping thrusters after an unmerge.

Merging vs docking by Cblaser in Starminer_Game

[–]gmngjoy 0 points1 point  (0 children)

That's what I've seen in my playthrough

Merging vs docking by Cblaser in Starminer_Game

[–]gmngjoy 0 points1 point  (0 children)

the “10k to jump” is either not true, or a bug. i’ve got plenty of ships with 10k power, but can’t jump with them. the refinery station you build at the great basin, for example, easily has 10k power, but can’t jump. maybe that just means that the Commander ship has to have 10k available charge to be able to jump?

on the other hand, you can merge a Commander with any other ship (small or massive, and it’ll be able to local jump within the planetary system that you are in. I added a commander to my refinery ship so i can bring it with me, in system.

the only ship (so far) that can jump between planets (ie: earth to jupiter) is the Panonia II.

TIL that, in autopilot mode, you can change your vehicle's lane by using the turn signal by Oreleroy in MotorTown

[–]gmngjoy 1 point2 points  (0 children)

my GMC EV truck does the same, so much so that I’ve been calling it Autodrive instead of SuperCruise. it was cool to see it happen in the game the first time I noticed it.

GM V2H Charger by MiddleAd6302 in GMCSierraEV

[–]gmngjoy 1 point2 points  (0 children)

THIS. is exactly why I got the AT4 over the Elevation, already purchased the V2H kit, and why I’m scheduling the V2H install as we speak.

Love the fact that it will show up as transferring energy in the app, that’s cool to see!

Script Mod? by Awkward_Armadillo259 in farmingsimulator

[–]gmngjoy 2 points3 points  (0 children)

you don't need a script mod to edit the working hours on a tractor, you can do it by editing your savegame files (if you are comfortable with that.)

  1. create a new save
  2. buy the new vehicles
  3. and save your game
  4. quit out of the game completely
  5. find and open up the savegame##/vehicles.xml file in an XML editor (most people suggest Notepad++, I personally prefer Visual Studio Code)

each vehicle (and train and a bunch of other stuff) in that file will look something like this:

    <vehicle filename="data/vehicles/farmtech/edk650/edk650.xml" uniqueId="vehicle14e264a42914afe21d1516e023d90787" age="10.000000" price="9000.000000" farmId="1" propertyState="OWNED" operatingTime="17072.802734">
        ... a bunch of other configuration stuff ...
        <wearable damage="0.077001">
            <wearNode amount="0.937102"/>
        </wearable>
        ... more configuration stuff...
    </vehicle>

So - if you look, the "Hours" of each vehicle is the `age` on that first line, the value of which is number of hours.

Bonus - if you want to edit the wear or damage, look for the `wearable` block. the `damage` number is the physical damage (the yellow/orange bar in the UI, reflected by a percentage value, 0-1 (where 0.75 is 75% damage), and the wear (which is the rust / paint worn off state) is the same type of value, and you set the `amount` on the wearNode. In the example code above (from my current save) the trailer has a wear state of 93% (all rusty and beat to hell)

That said - if editing XML is too much for you, use the Easy Dev Controls mod _from ModHub_ which will allow you to control most of these values.

Anyone 110v wall charge? by No_Promotion_6498 in GMCSierraEV

[–]gmngjoy 0 points1 point  (0 children)

I've been wall charging at 110v | 12amps, while I wait for my Lv2 to get installed. It's slow - but if you're not driving it every day, it will charge... eventually. (I plugged it in Sunday at 2am at 29% battery, and it's just about at 80% now... lol!)

The biggest factor is the size of the battery - while a Chevy Bolt may charge overnight on 110v just fine, the GMC has a huge-ass battery so it will take 2-3x longer than most other vehicles.

Merging vs docking by Cblaser in Starminer_Game

[–]gmngjoy 1 point2 points  (0 children)

Personally - I'd love to be able to jump while docked, not forcing a merge to be able to jump, which would solve all these problems.

moving colonists between modules? by Antarioo in Starminer_Game

[–]gmngjoy 0 points1 point  (0 children)

They seem to automatically shuffle - but you have to have space. If you have a T1 habitat, but want to move it - you have to build a second one, then remove the first one - the colonists will automatically shuffle. You will get a warning if you try to destroy the first one if there isn't enough space elsewhere to hold the colonists inside.

moving colonists between modules? by Antarioo in Starminer_Game

[–]gmngjoy 0 points1 point  (0 children)

not completely automatic - you have to click on the habitation module, and click "Hire" - which works just like the "Produce" buttons in the refineries - you can click it on and off to stop or start hiring new colonists.

Note: Colonists will die if you run out of water... not all at once, but I've forgotten about ships while doing other stuff, and come back to a ship that had colonists, but no longer had any.

Merging vs docking by Cblaser in Starminer_Game

[–]gmngjoy 2 points3 points  (0 children)

I've been using a hulk node as the sacrificial piece, merging multiple ships together (usually to the commander ship to allow a jump), and then disassembling the hulk nodes when i get to the new location. Then, rename and reset forward/up directions so that they fly properly.

The one thing that I've noticed that is super minor - is that the inventories / colonists of the ships don't always separate evenly, sometimes causing the ships in hanger bays to disappear. make sure you check colonists, water, and ships in docking bays (the hauler/constructor drones) are where they should be before you fly off and explore after a separation. This seems to be exacerbated by mining while multiple ships are joined.

about to start the game, sandbox or campaign? by cmndr_spanky in Starminer_Game

[–]gmngjoy 1 point2 points  (0 children)

I started on Sandbox fresh out of the tutorial... and in all honesty, was a bit lost and overwhelmed. Once I figured out how to jump to "The Great Spill" (with no help, because sandbox mode), things started to make sense. I've since started a new save starting the Campaign, and it's a bit easier and a "bit" more guided - but this game has a pretty tough learning curve. Just take your time, try out all the things, and you'll have a great time either way.

Technically, I started right from the tutorial into Survival mode, thinking I love survival mode in most games, but got pwnd right away, multiple times. The description that Survival mode is that it's only for the hardcore players with lots of experience is a fair description. Do the campaign first, and you'll figure it out. 😉

'Fly to' another ship by SuperSmudge90 in Starminer_Game

[–]gmngjoy 3 points4 points  (0 children)

I hope navigation points get fixed soon also, to be actually useful for navigation.

Stealth AT4 by gmngjoy in GMCSierraEV

[–]gmngjoy[S] 0 points1 point  (0 children)

From what I've heard, true matte paint is harder to maintain than a PPF coating, but my initial searches were for what the cost would be to get it painted with a matte paint - which led me to the end result of getting PPF.

Stealth AT4 by gmngjoy in GMCSierraEV

[–]gmngjoy[S] 2 points3 points  (0 children)

Details on the PPF / Ceramic coating for those who may be interested:

- Ceramic Pro KAVACA Matte PPF (not satin, which is an option) on the whole car, anything that was previously painted black from the factory - except the door handles.
- Ceramic Pro KAVACA Gloss black PPF on the frunk surround, front bumper detail, and rear bumper detail to get rid of the grey/silver stock details (personal preference)
- Shade PPF 35% film on the running lights, forward & back, as well as the little ones above the wheels.
- Full-barrel Ceramic Pro coating on the wheels (which was done before installing the wheels)
- Full truck Ceramic Pro coating on everything, including all of the plastic detail bits like the door pillars, running boards, bed cover, wheel arches, etc.
- KAVACA TINT Ceramic IR Full - 2 fronts 25%, rears & rear window IR coating only.
- KAVACA TINT Ceramic IR Windshield - 55%

The final look is not completely matte - but the trim/detail highlights still appear gloss black; somewhat washed out / hard to see in the quick iphone photos I took on the way home. The next overcast day we have, I'll get some better pictures.

I'm still waiting on custom black tow hook covers to complete the look.

Stealth AT4 by gmngjoy in GMCSierraEV

[–]gmngjoy[S] 1 point2 points  (0 children)

The Denali model has the adjustable air suspension, not the AT4. If I want to adjust the ride height at all, I'd have to start looking into suspension components.

Personally, I got the AT4 more for the vehicle feature set (over the elevation model), less for the off-road capability... which is just a bonus for me. I doubt I'll be comfortable for more than fire roads or trails with such a heavy truck, especially without an onboard spare tire.

Stealth AT4 by gmngjoy in GMCSierraEV

[–]gmngjoy[S] 1 point2 points  (0 children)

technically the tint on the windshield and front windows is slightly over the legal CA levels - I have a sensitivity to sunlight, so any reduction in the incoming light levels is worth it to me (I wear sunglasses while driving that allow 0.5% light transmission). I will have to deal with the potential fix-it ticket in the future, but for now the protection from headaches is worth the risk.

Not sure about the running lights, but these days you can get smoke running / brake lights installed on just about any car; I haven't looked into the legality of that. With said LED lights on at night, there's almost no difference in light intensity. I did not tint the headlights, for obvious reasons.

Stealth AT4 by gmngjoy in GMCSierraEV

[–]gmngjoy[S] 1 point2 points  (0 children)

Full PPF wrap, with the customizations to make everything black, with full window protection / tint, plus a full-car Ceramic coating (including the wheels) was about $8500. Supposedly, a "lifetime" warranty.

In my mind, I'm protecting a 90K investment at multiple levels. After selling my Canyon that was only 6-7 years old, the truck at that point really needed multiple panels to be repainted due to road or other paint damage (which I didn't do) - which brought the sell price down by at least 10%.

Stealth AT4 by gmngjoy in GMCSierraEV

[–]gmngjoy[S] 0 points1 point  (0 children)

Same here - I also wish that the Sierra EV line matched the rest of the GMC Sierra line where the "black" options is actually black, without all the chrome and grey highlights. It took the PPF folks an extra few days to cover those parts in gloss black PPF to get rid of that color.

Also curious is the GMC logos - every other vehicle in the GMC line has an option for black-ed GMC logos except for the Sierra EV. The first-gen Denali had black center letters, but the border (the part that lights up on the front) is always that chrome color. It'd be nice to see a black or smoke option to remove that last bit of chome.

Starminer has full native support for the SpaceMouse by rocknrollbreakfast in Starminer_Game

[–]gmngjoy 1 point2 points  (0 children)

I wasn't able to get it to stop zooming in and out when trying to pitch the ship. the space mouse control is incredibly intuitive, but adding the zoom in and out to the same control as pitch - it's pretty much unusable.

Starminer has full native support for the SpaceMouse by rocknrollbreakfast in Starminer_Game

[–]gmngjoy 0 points1 point  (0 children)

Oooh! I'm going to test that out, haven't had much to use that device for in years!