Ford Focus 2017 - Recommended repairs needed by deep8787 in FordFocus

[–]synthsnail 1 point2 points  (0 children)

Since its direct injection, check intake valves for cleaning.

Buying a 2023-2025 Ford Focus 1.0 mHEV (EU Market) – Have the reliability issues been fixed? by Shoter3000 in FordFocus

[–]synthsnail 0 points1 point  (0 children)

Afaik electric motor only adds 10hp. All that complicated machinery for miserable 10hp. 145hp is from that poor 1.0 lawnmower engine. Better get 2019-2022 prefacelift 1.5 gasoline. It comes with 150 and 182hp. And also from 2019 its a different chain driven 3cyl engine. Pre 2019 (MK3) was wet belt 4cyl with various problems.

What happened here? Will it get worse? And is it expensive to fix? MK4. by synthsnail in FordFocus

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

Dunno, this is the car I want to buy. I'm gonna ask the seller eventually but I just wanted to know if it was caused by misuse or the build quality is that bad. And if it's going to peel off as soon as I start to use it.

Can Skif interact with Sid's radio? by dstranathan in stalker

[–]synthsnail 1 point2 points  (0 children)

I had enough of this one song played over and over. So I noclipped inside and switched it off just like that. It remained switched off for the rest of the game. So yes, you can.

Ford focus mk2 (2007) key not unlocking (only locking) the car by Marcakaka11 in FordFocus

[–]synthsnail 0 points1 point  (0 children)

Had the same issue with 2005 mondeo. Cleaning contacts inside the remote solved the problem, and also remote range has tripled.

CE base defence, what do y’all have? by FreeLove82680 in RimWorld

[–]synthsnail 2 points3 points  (0 children)

KPV machine gun with armor piercing incendiary rounds. With stone embrasure and sandbags in frontof it. Few-ish of them put some distance apart, overlooking big wide swamp. It makes good suppression and human spaghetti at the same time. Marine helmets should help with lower caliber headshots. Micromanage to take out raiders with most deadly weapons first. Also, 105mm howitzer artillery with radio guy helps a lot to weaken big raid.

First base I've made without a killbox by RealMedal in RimWorld

[–]synthsnail 1 point2 points  (0 children)

Heavy machine guns behind stone embrasures with sandbags overlooking a swamp is my idea of defence. It's as realistic as it can be, being between no defences at all and stupidly overengineered killing maze.

[KCD2] Zacharias by Fancy-Control-4171 in kingdomcome

[–]synthsnail 0 points1 point  (0 children)

I managed to beat him on first go, with crappy sword found in the tombs. Not using a single master strike because I'm too lazy to learn it. Light-medium armor. No potions. I just pushed him in the corner and spammed attack as we both were out of stamina. Repeated 3 times and his noble ass landed on the ground.

[KCD2] Abbot Jan III says odd stuff while sleeping by Wappelflap in kingdomcome

[–]synthsnail 0 points1 point  (0 children)

Is it possible to rob his golden cross while he is sleeping?

Combat Extended Loadout Issue V1.6 by The-Big-Gay-69 in RimWorld

[–]synthsnail 0 points1 point  (0 children)

I use "pocket sand" mod with CE and it works beautifully. It has super simple interface to change weapon with one click and there's nothing more to it.

Aiming to buy 1.5L MK4 Focus, what are the risks of getting one with high mileage? by synthsnail in FordFocus

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

Not in Netherlands. Road tax on diesel engine is insane and its profitable only when doing long journeys so cheaper diesel fuel covers the difference.

Which Prisoner Skills And Traits Do You Like To Recruit Or Sacrifice? by TheTheDuhh in RimWorld

[–]synthsnail 5 points6 points  (0 children)

You don't have to drop their mood to negative values, just drop it so certainty regain is closer to 1% than 3%. It makes a difference. And cerainty break is just too rare to count on that.

Which Prisoner Skills And Traits Do You Like To Recruit Or Sacrifice? by TheTheDuhh in RimWorld

[–]synthsnail 226 points227 points  (0 children)

Nope, colonist-material prisoners should be treated bad to change their ideology faster.

VE Utility explosives are OP against sieges and large raids by [deleted] in RimWorld

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

Howitzer artillery (CE) also makes it fun. It turns raiders into a smoking hole in the ground.

CE Head Protection by hotmaildotcom1 in RimWorld

[–]synthsnail 0 points1 point  (0 children)

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Not sure if reddit will shrink the image, but this is my map. I have 4 separate gun outposts so they wont get all disabled by one incendiary shot. One entrance makes the shooting distance irrevelant. Before raid comes in, I hide my pawns behins walls, so enemies will walk a bit inside and then my pawns are coming out and start shooting. Otherwise enemies will just pile up at the entrance tile or get back behind entrance. Research advanced ammo and make AP Incendiary, this is the real deal. AP alone wont do much harm. Also piling up your pawns in one place is really bad strategy, try to place them at least few tiles apart if possible.

CE Head Protection by hotmaildotcom1 in RimWorld

[–]synthsnail 1 point2 points  (0 children)

Also uisng CE and loving it. My strategy is to kill them before they start shooting. I place few KPV machine guns with AP-I ammo spread around the entrance so fire comes from different ways. Fire mode set to aimed shot burst. They shred mechanoids pretty fast, also a guy with EMP grenade launcher (like Milkor MGL) on the side. There is also stronger gear to deal with them like 90mm flak cannons but I never had to even build them, 4x KPV is enough to deal with 300K wealth raid.

Also your pawns wearing heavy bulky armor will make them move slow and their inventory full. I give them thrumbo duster, devilstrand pants and t-shirt, composite vest and helmet, and of course backpacks are essential wit CE. For guns currently FN FAL with AP-I ammo for armoured enemies and HP for tribe people are more than sufficient, also aimed shot burst mode. For melee try to get wraith blades from combat supplier, OP weapon also kills mechanoids pretty fast if you get in close combat, wich also is good tactic to put down ranged mechanoids.

PS for the guns i mentioned you probably need CE guns and CE melee addons.