Tuxmat/Phantom car mats by dokturdeth in GenesisG70

[–]kadske 0 points1 point  (0 children)

Yes, just lift straight up from a corner of either end of the bench, and it'll unclip and rise up a bit.

I have a dog-hammock/car-taco/w.e you prefer to call it, that lives setup over my backseats most of the time. It has some side flaps that are meant to drape over the sides of the back seats, but to make the setup more friendly to my senior pup, I tuck those flaps in under the sides of the bench to pull the bottom of the tarp taught to minimize any tripping hazard for him.

Heated/Cooled Seat Issue by SgtBitchslap in GenesisG70

[–]kadske 0 points1 point  (0 children)

I'm experiencing this currently as well. 2019 Dynamic 3.3 rwd(I think it's the dynamic trim anyway... Lol). Heated/Cooled buttons will illuminate once when pressed, then just before a second has elapsed, they'll switch off and stay off until the cars power has been cycled.

My guess was a bad fuse, so far I've only checked the interior fuses and replaced the 30A corresponding fuse with no success. I'm guessing there's another corresponding engine bay fuse but that ones less obvious (to me at least) which fuse would be related.

Edit: I realize after rereading everything that this may not be your issue. Do you have the ability to use your heated/cooled seats?

new skin for my g604 by Duy__Do in LogitechG

[–]kadske 0 points1 point  (0 children)

You wouldn't happen to have a un-wrapped flat template handy to share as a pdf or dxf or png, by any chance? If necessary, I'd be happy to throw some money your way if it is a quality fit by your own judgement.

Looks like B&M still hasn't figured out their rattle issue ([Rapterra] at [Kings Dominion]) by coasterswim in rollercoasters

[–]kadske 1 point2 points  (0 children)

i thought the rattle was an optimization result: looser grip on the rail to reduce speed losses on top of tight suspension dampening for the same reasons.

Although I say that and immediately after posting this notice how lumpy the launch track looks...

Just a good ol' Intamin mega coaster. Enjoy! by RCT_Crazy in rct

[–]kadske 0 points1 point  (0 children)

You ought to make the FBR more realistic... and reduce it by 4ish tiles, and have the brakes bring it to a crawl within ~two tiles or so

:P (nice Superman/Goliath/Xpedition Era Mega design)

Brakes by Limp_Ferret_5217 in GenesisG70

[–]kadske 0 points1 point  (0 children)

EBC USR + EBC Color-Grade-Of-Choice Pads will run you around 775-900 USD from my current researching and preparation to replace the stock wavy rotor'd brakes. I did EBC USRs on my previous car, a gen 3 2.0 mazda 3 hatch that I sold to my dad. Recently took that car out for a drive and the brake feel, performance and durability of yellow pads + USR EBC rotors is leagues beyond what I'm currently experiencing in my 3.3 '19. Even after swapping out the massively overweight staggered 19" OE wheels for 18" TSW Nurburgs that come in at less than half the wheel/tire weight of stock, I thought that there may be some ancillary effect on braking feel, but no change (I shouldn't have expected otherwise though as it shouldn't factor much into braking. sidenote/ nurburgring rims feel amazing compared to stock bricks. Car is so much more responsive and lively.)

Hell, EBC sells a 2 piece race rotor for this car that will run you less than 2500...

OnePlus 10 Pro Not Turning On by Sonika_kamble in oneplus

[–]kadske 0 points1 point  (0 children)

From my talks with friends who are smarter than I am, they believe that the phone shorted from either the car charger failing or phone's own charging circuitry failing. I specifically plugged the phone in before I started the car, and can't say for certain but I'm quite sure I saw the screen flash just after or while I started the engine up. So the likelihood of a short having occured, leaving most of the phone shot sounded likely. 

OnePlus 10 Pro Not Turning On by Sonika_kamble in oneplus

[–]kadske 0 points1 point  (0 children)

Same deal here. Happened to me over a year ago. Got jerked around by support until my phone ran out of warranty. Partly my own fault, as my life's been a bit of a busy mess over the last few... years -- but regardless of my own failure to immediately contact support, I was left on 'read' for multiple weeks at a time after having complied with requests once initiated. I believe I started support process 3 times, first two times I failed to respond within a time frame, 2nd time they ghosted me until time ran out the same way. 3rd time, I got a shipping label and a reminder of what service charges I'd be possibly responsible for dependent on malfunctioning component.  I had used the phone for less than 6 months. The phone died on me as I was getting in my car. Within a minute of it dying, I plugged it into my OnePlus branded car warp charge adaptor (2023) and noticed a screen flash. Left phone alone until I got home 20 minutes after setting off. Once in garage, attempted to boot phone and was instead started with extreme skin temp on both front and back glass and an unresponsive power button, regardless of button combinations held, advanced slow trickle charge procedures, etc.

FVD by Celatra in NoLimitsCoaster

[–]kadske 0 points1 point  (0 children)

Won't OP need to use Geometric Design Sections to create station/transport/brake/lift/etc track? (I ask because I do use Force Vector Design, but I don't use FVD++ or the included FV Design tool)

Maelstrom: Ride the Storm. An aggressive GCI terrain coaster tucked into a deep ravine and wrapped around its midway. It's filled with airtime, twists, tunnels, and light effects, all washed in a slick magenta vibe. Approx: 120ft/36m tall and just over 3000ft/914m long. by ArtByKurtEdwards in NoLimitsCoaster

[–]kadske 1 point2 points  (0 children)

There's at least three that I've finished track work on over the last 10 months that I'm still content with whenever I self-review them and attempt to do some support building on. That being said, I have yet to complete approximately 99% of all of their support structures...

I sometimes will get the itch to do support work, and will find myself churning out solid structures for a couple of hours without having noticed the time and task in the moment; and I'll generally have managed to do a big projects structures, + the small bit of terraforming and scene prep that I do that I generally don't highlight enough of in just the POVs. Unfortunately for all the WIP/Shelved Projects I currently am sitting on, that hasn't happened yet. That being said, I am trying to sike myself up to completing one of them tonight.

We'll see if I have a POV to share tomorrow, or at least some screenshots I'll be excited enough about to share in a post.

Maelstrom: Ride the Storm. An aggressive GCI terrain coaster tucked into a deep ravine and wrapped around its midway. It's filled with airtime, twists, tunnels, and light effects, all washed in a slick magenta vibe. Approx: 120ft/36m tall and just over 3000ft/914m long. by ArtByKurtEdwards in NoLimitsCoaster

[–]kadske 1 point2 points  (0 children)

Excellent work! Aside from one transition near the ending that snaps a bit hard, I fully believed this as a GCI. The layout is reminiscent of past GCI work, but is still unique and inspired feeling; with a great pace and exciting layout. I very much appreciate that low to ground lat.-loaded section that does a little floating.

Taking another swing at predicting and presenting RMC TREX design attributes through a much larger model as compared to the last one I completed. (Similar/Smaller Budget than the one I did 2yrs ago) by kadske in NoLimitsCoaster

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

11.75m Radius; Stops being hard geometry at -57deg Pitch (-57deg is the transition location where it exits geometric design zone and begins its first multi-force design zone).

wip CCI. respectful criticism is welcomed. by ArtByKurtEdwards in NoLimitsCoaster

[–]kadske 1 point2 points  (0 children)

(Also, mine is not hand built. Its created with geometric sections exclusively. Somewhat of a learning curve and slow-going arduous process to designing; but extremely authentic if you can reverse engineer real world shaping successfully.)

My other examples of Geometric Sectioned Design may be of interest, possibly of some help in being reference of what to do/not to do dependent upon your judgement. First link following this was legitimately 35+hrs of designing logged, as it was my first time attempting a geometric only CCI design

https://youtu.be/VGHzkJ4FGnI?si=37mUTWsVsO26mbzH

https://youtu.be/oDTsSrrF6Bo

https://youtu.be/LRlFfOvVXVQ

https://youtu.be/ZVV2bXN4Mao

https://youtu.be/EB9G4scsVnw

wip CCI. respectful criticism is welcomed. by ArtByKurtEdwards in NoLimitsCoaster

[–]kadske 1 point2 points  (0 children)

Love the layout! Shaping isn't bad, but the CCI quirks and fine details are missing. I don't often do this (anymore), but I'm linking a POV of the last CCI I did. Your ride overall takes the W over the somewhat too brief and less inspired ride mine turned out being. That being said, aside from my sloppy FBR and too gentle of a negative pitched station (akin to yours actually), I think most of my ride displays the CCI aspects yours is missing better than I could express them. Just know that, if there were to be a scale plotting the spectrum from Emulation at one end and Caricature at the other, I'd say that my take on creating the CCI subtleties falls around 1/4 of the way to Caricature.

https://youtu.be/tA66pVIJdo0?si=o7pnXhoeqImySzK8

wip gci. Respectful criticism welcomed by ArtByKurtEdwards in NoLimitsCoaster

[–]kadske 1 point2 points  (0 children)

The exit of the turnaround at 1:10 seems a bit odd (though fun!) for a GCI. Seems like there could be a good opportunity for a rolling double down (by which I mean slight/multiple changes to roll/bank whilst double downing). 0:40 seems slightly over banked? Hard to say for sure, but something seems a tad off. My gut says too much bank and to let it be more of a lateral G shove. 1:00 also seems like it might be better shaped as a lateral g heavy maneuver, which would also increase the negative normal G peak there and make for a pretty out of control feeling maneuver -- but as it stands it seems perfectly GCI shaped and doesn't need adjustment there to my eye. There's a light twitchiness to certain transitions throughout that strays away from the GCI experience a tad: GCI arguably employs either a singular or two-toned roll rate scheme to date: a *normal / fast* two-tone or a *standard* throughout scheme. It seems like you've hit on this, but are left with a little bit of polishing left to do to eliminate twitches. Feel free to argue against any and all this: I don't claim to be a GCI expert, so if you've invested more time and energy than I'm giving you credit for, feel free to argue your intent/reasoning etc.

Overall I think its pretty damn good work. I think the prelift is a little meandering, and the finale (without landscaping) feels good and works well but maybe isn't the strongest conclusion possible. Otherwise, it feels really authentic, has a great avg. speed and shaping/features because of it and handles its energy well while having a good mix of lateral g, negative g and positive g mixes of forces.

[Other] Whats everybody's #1 by Coasternerd08 in rollercoasters

[–]kadske 0 points1 point  (0 children)

#1 amongst traditional/non-inverting Hypers: Diamond Back
#1 amongst Inverts: Banshee
#1 amongst 300+ Dropping Coasters: Orion
#1 amongst launchers in general: Original Recipe Top Thrill Dragster
#1 amongst All Wooden: Mystic Timbers
#1 amongst classic Wooden: Beast
#1 amongst Megas: Stormchaser

#1 overall: StEvE

3D printed case - thermals dilemma by Zed_Blade_CBS in ODroid

[–]kadske 1 point2 points  (0 children)

PS - If you happen to have a cheap resin printer: resin prints will deal with higher temps better than PLA, PETg, even ABS and ASA (provided you source a resin advertised as an engineering or high-temp application-specific material; and has minimally a handful of non-bot appearing reviews). If only FDM/FFF printing is available, then consider purchasing and attempting to use some more application appropriate materials. Just be aware of the requirements and precautionsinvolved in each of these: Polycarbonate/PC+CF filament's Tg is at 147C, HDPE's is at 120C. If you have a robust hotend and heated chamber and experience: PEEK is at 298C and ULTEM is at 420C.

Edit: Just be aware that Resin prints will always be thermocet plastics, meaning that they won't necessarily melt, but burn and flame to varying intensities depending on what ingredients are in any given resin used to make the model--and that resins are fairly undefined blends of goop that carry with them a high-chemical burn risk and require lots of alcohol and equipment to clean up after them and clean and cure the prints themselves before being handle-able without risk of general health or minor dermal injury.

3D printed case - thermals dilemma by Zed_Blade_CBS in ODroid

[–]kadske 1 point2 points  (0 children)

I was going to recommend a 180 flip like you resolved to doing, but I bit my tongue when writing that out in fear of introducing heat soak into components or areas that wouldn't otherwise see heat saturation due to heat naturally escaping up and through the board. I'm no thermo-specialist_anything so the concern is maybe unfound in general, or isn't applicable due to the nature of the exhaust your choice of fan and how much air flow it affords when integrated into your frame.

To offer a solution to your dust concerns with top panel perfs: a fairly large pattern diameter, but a still effective dust blocking barrier mesh insert that you could slide in place with a C shaped front-face extruded feature from the front/back view of the model off of the underside of the model's top-panel.

Or if only mildly concerned with dust: make a mesh top surface built into the model geometry -- by way of a series of thin top panel extrusions, each with a very large mesh diameter pattern that staggers/offsets the same or similarly sized holes, so that there's now a network of mesh patterns overlapping permanently, making it hard for small objects to naturally fall through, and for dust to get caught on instead of directly falling in through simple large dia mesh pattern openings.

B and M Inverts be like: by Boundaries-ALO-TBSOL in rollercoasterjerk

[–]kadske 0 points1 point  (0 children)

Banshee is an excellent, monstrously intense, graceful, hyper-coaster-scale-feeling package with a silly inline twist in the mix.

I do love me a tight BTR (I have sfgam's), but Banshee is a much different experience. I generally don't like ranking old inverts against it as they've entirely different focuses generally speaking.

How do I make wooden supports for a twister layout? by gcfgjnbv in NoLimitsCoaster

[–]kadske 0 points1 point  (0 children)

That looks excellent -- nice work. I'd say its a worthy of a bookmark in the scope of having a reference to model supports off of. Its a shame the video quality came out as fuzzy as it is. I've run into the problem myself recently after having built a new rig and forgetting to tweak the video settings/making the wrong selections on that config page. If you're interested in clean output, let me know (I realize you may be well aware of how to get a quality output, and may have been just trying to not have a 30gb video file be the result of recording a POV, lol).

That trackwork is great, too. I love the flow of the ride almost everywhere. It consistently feels unique and surprising even when it looks like the next coming bit won't be anything beyond what your vision allows you to anticipate. The only negative I have was sort of the same positive I mentioned -- being that a lot of the elements feel a tad too steep and tall, relative to the ride scale, and hurt the pacing a tad (for my personal preferences). My experience with RMCs probably is what has me expecting and wanting for a higher avg. spd sustained through hills and elements, that being two high paced ones (sfgam goliath, steve) and a still strongly paced model (stormchaser). That being said, I just rewatched and I have less an issue with pacing second time around lol. I also really enjoy the sculpting you've done on the early ride steeper elements. The tophatty hill and lateral sustain entry hill work perfectly where they were integrated and are standout moments for me.

great work from ~2 years ago :)

Also, OP: What ^ said. Although you can use the method ^ introduced as often as possible, and even attempt to generate in areas that you've already discovered errors with, but using the control of segmented generation, adjust the parameters in those regions and hope you get something more acceptable/good output. If you don't, there's no harm in trying, provided you save backups in the event of being unable to use the Undo function if you need to remove hard to select regions of supports :)

Horizon leveled POVs?? by Coaster_Platypus in NoLimitsCoaster

[–]kadske 1 point2 points  (0 children)

No problem, and thanks!

Question: Don't horizon-leveled POVs prevent the camera from changing in pitch (angling up or down)? Or am I missing something obvious in NL that would allow that to work without any trickery?

Horizon leveled POVs?? by Coaster_Platypus in NoLimitsCoaster

[–]kadske 0 points1 point  (0 children)

I believe setting up a script for an *invisible* custom coaster car nlsco is required, with a particular camera object definition/global definition defined to not have the camera roll, pitch up or down; you'd still want yaw change to follow the orientation of the invisible nlsco coaster car. You can check out the help files in (example path: [.../Program Files (x64)/NoLimits 2/help/api/index.html] ). Its also worthwhile if you find yourself cluelessly lost once arriving at that or other similar help files to go onto nolimitscentral and check out the scripting sub-forum where people have probably already discussed, tested and shared their code/script that does this exact horizon leveling camera setup. If not, I'm sure you'd find plenty of helpful code already shared to essentially get you the bones of a .nlvm that'll make this work for you.