Aprilia tuono v4 top speed


2021.05.24 20:22 louismccall DucatiStreetfighterV4

This group is dedicated to the Ducati Streetfighter V4/V4S (BMW S1000R, Aprilia Tuono and MV Augusta Brutale, Tesi friendly

2013.11.22 00:30 I just wanna go fast

on the real, a place for humans who prefer to go fast (in whatever way they like) to come together, commune, communicate, share stories of our lives, ask questions, share knowledge (always in the interest of harm reduction), make friends, and revel in the wonders of life.

2016.07.01 22:25 CSR Racing 2

For CSR2 and the CSR games-series. Before posting: Please check the rules (on the sidebar and in the pinned post on the front page!) and search for an answer.

2023.05.31 17:23 ThatConference671 Im making a 2d platformer game and i need some help.

So I'm making a 2d platformer game and the goal is to jump from platform to platform. There are stationary platforms and there are moving ones. The ones that are still have power ups on them, but I want to make it so that there is a small chance of the power up spawning and i don't know how. Can anyone help me. Fast is possible. Also I have a main menu set up in a different file and i don't know how to connect those two. Its also worth mentioning that I am still a beginner so i don't know very much.
This is the code for the game. (sorry if its too long i just don't have a lot of time to filter out the parts that im asking about)
import pygame from pygame import * import sys import random import time pygame.init() vec = pygame.math.Vector2 Height = 450 Width = 400 Acc = 0.5 Fric = -0.12 FPS = 60 FramePerSec = pygame.time.Clock() displaysurface = pygame.display.set_mode((Width, Height)) pygame.display.set_caption("Game") background = pygame.image.load("background.png") class Player(pygame.sprite.Sprite): def __init__(self): super().__init__() self.surf = pygame.Surface((40, 60)) self.surf = pygame.image.load('Character..png') self.rect = self.surf.get_rect() self.pos = vec((200, 420)) self.vel = vec(0, 0) self.acc = vec(0, 0) self.score = 0 self.djallowed = False self.djused = True def move(self): self.acc = vec(0, 0.5) pressed_keys = pygame.key.get_pressed() if pressed_keys[K_a]: self.acc.x = -Acc if pressed_keys[K_d]: self.acc.x = Acc if self.vel.x < -Acc: self.surf = pygame.image.load('Character.l.png') self.surf = pygame.transform.scale(self.surf, (40, 60)) if self.vel.x > Acc: self.surf = pygame.image.load('Character..png') self.surf = pygame.transform.scale(self.surf, (40, 60)) self.acc.x += self.vel.x * Fric self.vel += self.acc self.pos += self.vel + 0.5 * self.acc if self.pos.x > Width: self.pos.x = 0 if self.pos.x < 0: self.pos.x = Width self.rect.midbottom = self.pos def jump(self): hits = pygame.sprite.spritecollide(self, platforms, False) if hits and not self.jumping: self.jumping = True self.vel.y = -15 def djump(self): hits = pygame.sprite.spritecollide(self, platforms, False) if not hits and P.djallowed and not P.djused: self.vel.y = -15 P.djused = True def cancel_jump(self): if self.jumping: if self.vel.y < -3: self.vel.y = -3 def update(self): hits = pygame.sprite.spritecollide(self, platforms, False) if self.vel.y > 0: if hits: if self.pos.y < hits[0].rect.bottom: if hits[0].point == True: hits[0].point = False self.score += 1 self.pos.y = hits[0].rect.top + 1 self.vel.y = 0 self.jumping = False if P.djused: P.djallowed = False class Djump_power(pygame.sprite.Sprite): def __init__(self, pos): super().__init__() self.image = pygame.image.load('pfeil.png') self.rect = self.image.get_rect() self.rect.topleft = pos def update(self): global djallowed if self.rect.colliderect(P.rect): P.djallowed = True P.djused = False self.kill() class Coin(pygame.sprite.Sprite): def __init__(self, pos): super().__init__() self.image = pygame.image.load("Coin.png") self.rect = self.image.get_rect() self.rect.topleft = pos def update(self): if self.rect.colliderect(P.rect): P.score += 1 self.kill() class platform(pygame.sprite.Sprite): def __init__(self, width=0, height=18): super().__init__() if width == 0: width = random.randint(50, 120) self.image = pygame.image.load("platform.png") self.surf = pygame.transform.scale(self.image, (width, height)) self.rect = self.surf.get_rect(center=(random.randint(0, Width - 10), random.randint(0, Height - 30))) self.point = True self.moving = True self.speed = random.randint(-1, 1) if (self.speed == 0): var = self.moving == False def move(self): hits = self.rect.colliderect(P.rect) if self.moving == True: self.rect.move_ip(self.speed, 0) if hits: P.pos += (self.speed, 0) if self.speed > 0 and self.rect.left > Width: self.rect.right = 0 if self.speed < 0 and self.rect.right < 0: self.rect.left = Width def generateCoin(self): if (self.speed == 0): coins.add(Coin((self.rect.centerx, self.rect.centery - 50))) def generateDJ(self): if (self.speed == 0): djumps.add(Djump_power((self.rect.centerx, self.rect.centery - 50))) def check(platform, groupies): if pygame.sprite.spritecollideany(platform, groupies): return True else: for entity in groupies: if entity == platform: continue if (abs(platform.rect.top - entity.rect.bottom) < 40) and ( abs(platform.rect.bottom - entity.rect.top) < 40): return True C = False def plat_gen(): while len(platforms) < 7: width = random.randrange(50, 100) p = None C = True while C: p = platform() p.rect.center = (random.randrange(0, Width - width), random.randrange(-50, 0)) C = check(p, platforms) p.generateDJ() #p.generateCoin() platforms.add(p) all_sprites.add(p) all_sprites = pygame.sprite.Group() platforms = pygame.sprite.Group() coins = pygame.sprite.Group() djumps = pygame.sprite.Group() PT = platform(450, 80) PT.rect = PT.surf.get_rect(center=(Width / 2, Height - 10)) PT.moving = False PT.point = False P = Player() all_sprites.add(PT) all_sprites.add(P) platforms.add(PT) for x in range(random.randint(4, 5)): C = True pl = platform() while C: pl = platform() C = check(pl, platforms) pl.generateDJ() #pl.generateCoin() platforms.add(pl) all_sprites.add(pl) while True: P.update() for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE: P.jump() P.djump() if event.type == pygame.KEYUP: if event.key == pygame.K_SPACE: P.cancel_jump() if P.rect.top > Height: for entity in all_sprites: entity.kill() time.sleep(1) displaysurface.fill((255, 0, 0)) pygame.display.update() time.sleep(1) pygame.quit() import main2 sys.exit() if P.rect.top <= Height / 3: P.pos.y += abs(P.vel.y) for plat in platforms: plat.rect.y += abs(P.vel.y) if plat.rect.top >= Height: plat.kill() for coin in coins: coin.rect.y += abs(P.vel.y) if coin.rect.top >= Height: coin.kill() for djump in djumps: djump.rect.y += abs(P.vel.y) if djump.rect.top >= Height: djump.kill() plat_gen() displaysurface.blit(background, (0, 0)) f = pygame.font.SysFont("Verdana", 20) g = f.render(str(P.score), True, (123, 255, 0)) displaysurface.blit(g, (Width / 2, 10)) for entity in all_sprites: displaysurface.blit(entity.surf, entity.rect) entity.move() for coin in coins: displaysurface.blit(coin.image, coin.rect) coin.update() for djump in djumps: displaysurface.blit(djump.image, djump.rect) djump.update() pygame.display.update() FramePerSec.tick(FPS) 
submitted by ThatConference671 to pygame [link] [comments]

2023.05.31 17:20 Wolgran My morgana rework ideas.

I was discussing in the main league subreddit about morgana and i ended writing this idea i had on the spot for making morgana better at both mid and sup.
Morgana AA range goes from 450 - 525 (same as Milio)
Make her Q root from 2 - 2.5 seconds instead of the 2 - 3 seconds
Make her W execute minions, and bellow some heath, if Aurelion can(his even scales), why not her? (This would help Mid Morgana farm more easily)
Make her E, the Shield, protect from all type of damage, not only magical, protecting only from one type of damage is ridiculous.
Make her Ultimate be like Kayle, she can choose herself or a ally to start chanelling her chains and after a time, CC enemies who do not escape the area (basically the same as live, but can channel on others).
And the cherry on top, the first time a Morgana and Kayle use their ultimates on the same Ally at the same time, Morgana and Kayle gain 1% move speed towards each other showing the sisters bonds getting stronger, this hidden passive would be called "Sisterhood"
What you mains think about it?
submitted by Wolgran to MorganaMains [link] [comments]

2023.05.31 17:16 Adil15101 Ever since updating to 18.19.35, seekbar colour is white even though the hex code is set to red. How to fix?

Ever since updating to 18.19.35, seekbar colour is white even though the hex code is set to red. How to fix? submitted by Adil15101 to revancedapp [link] [comments]

2023.05.31 17:10 SwissCheese4Collagen Nostrils McBeardsley Power Hour: Actually Gunner's Appearance aka My Super Lesbian Cat Austin is a witch! HE IS HERE! (Official Birth Vlog)

Nostrils McBeardsley Power Hour: Actually Gunner's Appearance aka My Super Lesbian Cat Austin is a witch! HE IS HERE! (Official Birth Vlog)
Howdy Snarkers, Actually Gunner Still James' Birth vlog has finally been posted a week later. We know the name ended up being Actually Gunner instead of Maybe Edwin, we know he born on May 17, but we don't know is how much he weighed when he was born. OfNostrils is going to have Nostrils in Charge Rachel as her Doula at the hospital. She, OfNostrils, and Nostrils all tried to predict how much the baby would weigh. Only Nostrils tried to guess the time he would be born, and also he would be dark headed. But we are getting ahead of ourselves, let's start at the beginning.
Giddy-Up & Austina help open the video
The intro is super annoying this week because it bled over into the theme song, so the theme song was just super loud and you heard the birth audio continue past the birth footage. Actually Gunner doesn't have a title spot yet, welcome to life as the third born, kid. Giddy-Up hops around behind his mother excited to announce that his baby week, Austina is excited to announce that it's Mother's Day. Look at our girl sticking to the scheduling like a pro. Austina sprinkles some tap water on her mother before she gets sent to the van with Giddy-Up because today is the last baby Dr. appointment. Before we can go however, OfNostrils has to show us her project that she finished before "baby" arrived. It's a table! With four chairs! And a vase of flowers! That's it. Whatever makes her happy I guess. OfNostrils tells us that her stuff is back to the hospital so she's ready to go when ever and she's excited but she also sometimes wishes time would slow down because she can't believe it and OMC...We have heard this so many times.
Austina would like to eat obviously, as she's more interested in burgers than brothers
But off we go to the final Dr. appointment. As they wait in the van for Nostrils to arrive, OfNostrils quizzes Nostrils The Next Generation on their newest members arrival. Giddy-Up thinks two days until Actually Gunner Still James arrives, while Austina says burger twice before sticking her fingers in her mouth for the rest of the "Scene". The captions help her out and say Google wants and burger the second time but OfNostrils quickly realizes Austina isn't playing along for the cameras and flips back to Giddy-Up. Giddy-Up's jaw drops when his mother informs him that tomorrow is when the baby will get here. She asks Austina what she wants to name him as they wait for Nostrils to appear. Giddy-Up says he wants to name the baby Mr. Joel and Austina nods her assent. OfNostrils expresses extreme surprise at this until she figures out they are talking about someone at church, "a friend". Why do they always use that word, by the way? That's up there with "precious", "season of life", and "blessing". Anyways, the kids get distracted by Nostrils showing up with a trailer, and we make it into the doctor's office where we get the clip we saw last week in the teaser of Nostrils talking about OfNostrils' cervix, the caption still say "styling", not "dilating", but they now say "softening" instead of "something".
Oh nothing to see here, just coaching the two-year-old on how to look more fully at the camera.
Joy's Styled Cervix
Well it's official, I want to see what other names were on that list. I have to see what Gunner beat.
Back at the Nostrils McBeardsley house, it's business as usual which means, you guessed it, naps! Once they wake up the children eat cantaloupe, with OfNostrils priming Austina's future disordered eating by exclaiming "girl! Did you eat all that cantaloupe! Let me see that belly", as Austina happily licks the cutting board clean. As she should. Giddy-Up gets in a shot with OfNostrils' baby bumpAnd yells "hello" a couple times to his little brother who he still wants to name Mr. Joel. Giddy-Up goes to jump on Nostrils to try and convince Him that they should name the baby Mr. Joel until he is presented with the problem of having too many Mr. Joels. He sits on his father and states he wants to name to be James baby. Nostrils informed him that the baby's middle name will be James, and Giddy-Up and Austina proceed to jump on top of their father as their mother films it for the Tube. So wholesome, right? Anyways, OfNostrils is having quite the dilemma over whether or not to keep her % and 2 1/2-year-old home so she can "lay them down one more time before baby comes", or let her and her husband get a night of uninterrupted sleep before going into be induced for labor at 430 in the morning by having her mother-in-law keep the children for the next 2 nights instead of one. She chooses the wise option, and sends Giddy-Up and Austina with Grandma if you're the kids. I don't know why she is so set on calling Nostrils' mom Grandmother, when everyone else calls her Grandma.
These two are gonna try to run away to Mr. Joel's house one of these weeks.
Says Nostrils, with his industrial-strength DNA...
We will have to take your word for that. No, really she turned it on and it was 3:57
Finally, it's time to go to the hospital. Since she has everything packed, she waits in the kitchen for Nostrils to wake up. While she waits OfNostrils gives us the Last Bump Check, and her prediction that the baby will weigh 8 1/2, no 9 pounds she says. Back in the kitchen Nostrils has appeared, and he starts digging in the freezer only to pull out an Amazon box full of individually packaged chocolate chip cookies, which OfNostrils claims are her cookies. Nostrils exclaims he can have a cookie, as OfNostrils explains they are part of a meal train from the church. Nostrils also made her edible Cookie dough freezer bites, which she points out are gummy bear shaped.
The fact that the freezer cookie dough bites are little gummy bears really makes me think that whoever made them also makes either wine or weed gummies.
Will include Serial Killer Grinch Face below if requested. Also, who splashed out for this? Did Kath! have an extra?
Off they go to the hospital, in the dark and sprinkling rain where OfNostrils takes a picture of Nostrils doing his patented serial killer grinch smile as he drives down the road. Once they get to the hospital Nostrils asks OfNostrils if she's ready to have a baby. I mean I hope they are, kind of late now. They get to the "huge" room, where nostrils in charge, Rachel chats with nostrils. OfNostrils shows us the tissues on the table before sliding over to see Actually Gunner's landing pad as Nostrils reminds his sister just how ugly he thinks her nephew was when he was first born. Which is rich considering that Giddy-Up looked a lot like ol Col. Brillo Beard.
Giddy-Up had peach fuzz, obviously Nostrils can't have that
OfNostrils settles in and she has her ice chips, she has her IV that didn't hurt, and the Pitocin going into it. She credits the IV being so easy to the amount of water she's been drinking, not God. God's taking this personally, or just relieved that they left his name out of their mouth for five seconds? Either way her cervix is "styled" to a four, and her doctor and nostril in charge Rachel will be clocking in an hour or so while Perm and J16 will be there in about two hours. Nostrils is going to try to take a nap, OfNostrils thinks she won't be able to.
To be fair, OfNostrils guess was technically 8 pounds and 16 ounces so the McBeardsleys guessed within 2 ounces of each other. They're splitting frog hairs this point, with Nostril in charge Rachel as the outlier.
OfNostrils decides it's time to take final predictions. She sticks with her 9 pound guess, Nostrils says 8 lbs. 14 oz., changes his mind to 8 lbs. 13 oz. before saying 8 lbs. 14 oz. Nostril in charge Rachel guesses 7 lbs. 9 oz., as Nostrils tries to tell her to eat something that he specifically brought for her. Once she makes her guess Nostrils and OfNostrils tried to tell her that the baby is measuring big, which I would expect a Doula to have known? She retorts it must be the baby's big head, and they inform her that it's his stomach measuring big, which again I would expect the Doula to have been brought up to speed, prior to being in actual active labor?
Nostrils needs both hands on the IV pole at all times.
Music plays as Nostril in charge Rachel perches on the bed while playing a game of charades with Meech, As nostrils sits on the couch next to OfNostrils bouncing on a yoga ball. Meech and OfNostrils get their screen time in as Nostrils catches a couple winks. The McBeardsley's take nostril in charge Rachel along as they walk a couple miles in the halls, Nostrils has a brainwave and uses the robe pocket on his wife's back to carry his fountain pop while he is the IV jockey. Must be that NASA engineering gene. They returned to the room and the McBeardsleys take naps. OfNostrils wakes up and get the simultaneous back massage from Meech and nostril in charge Rachel, while J16 films Nostrils sleeping in the background.
Nostrils has been sleeping more this vlog than the rest of them have this whole time... YouThe
Speaking of J16, OfNostrils calls her "Hansel", which, didn't think that one was ever going to be a nickname at TTH. OfNostrils recaps Giddy-Up's birth, when J16 was only able to witness up until the emergency C-section. Not sure why she wasn't able to be around for Austina's birth... But anyways hopefully this one goes smoothly and she is able to see the whole thing. I suppose they have to show her what it's like to be handed a buddy at the hospital, J 17 is probably in line to go to the hospital the next time the SeeWorld's have a new attraction to get the experience. OfNostrils also informs us it's 1:30 PM and she has not been checked since 10 AM.
J16's gotta earn her place in the delivery room by being the main camera woman.
\"Answer it mom\" – Nostrils
It's easier to tell time in casinos than in this hospital room, But I'm guessing Giddy-Up and Austina don't have many 9:30 PM social appointments so this must be the next day.
Nostrils face times "Grandmother" Nostrils To check in on Nostrils The Next Generation as Meech checks in with Jana (I'm guessing), Nostrils literally wills his mother to answer the phone, where Giddy-Up and Austina pop on the screen. Giddy-Up is excited about a new shirt, Nostrils agrees that it is a cool shirt. Giddy-Up asks "have you had that baby yet", which sounds like something that GrandNostrils has said every time is talk to OfNostrils in the past three months. OfNostrils tells the children, she misses them, she can't wait to see them and hold them but Giddy-Up is excited that he has gum. OfNostrils asks "grandma gave you gum, oh man." No idea if he is supposed to have gum or not or what the deal is but Grandmother Nostrils Suddenly finds out that she has been rushing for no reason because she's half an hour early. OfNostrils states that she told her the time was 9:30, not nine. This must be the next day, although we didn't get a snazzy next day infographics or transition. No word on where they're going however, my bet is on swim lessons. Grandmother Nostrils has forgotten Giddy-Up, apparently that's not a big deal though. OfNostrils does remind her to bring in extra clothes, definitely swim lessons. Nostrils demands the phone back and we cut to OfNostrils lying in bed with a white cloth on her forehead, it appears to be go time.
Seems like she had an easy time of the delivery part so maybe they won't stop at four like they said a couple weeks ago, months ago?
OfNostrils gets the usual words of encouragement and vague instructions on how to squeeze a person out of your body from her mother, sister and sister in law. They work and and 8 lbs. 14 oz. Actually Gunner Still James emerges only to be flung up on his mother's chest and filmed for the Internet. See? I told you My Super Lesbian Cat Austin was witch. Welcome to the circus, Kid. Good luck.
Literally on display the second he takes his first breath. What a fucked up way to be initiated into your family...
Okay guys honest to God I swear Part 2 will be up today, I think I finally fine-tuned my new process to where it will work a lot quicker. Also, Baby Swiss and I plan to write down our snarky comments as we watch the documentary and post the top 10 or something. She is super excited to stay up and start watching it at midnight. I can leave a live chat open then if anybody wants, just let me know.
submitted by SwissCheese4Collagen to SnarkyRecapsBySwiss [link] [comments]

2023.05.31 17:09 humanarystew83 [PC Server] 17 PVE Modded Map Cluster 4 Primal Fear Starter Kit Full In-game Shop Mature Community Non-Profit Davidscloud

We are Ark:SA Ready! Servers are prepared and will be accepting new survivors on Release Day! Join now to be a part of a great community when Ark:SA comes out!
Welcome survivors! Have you been looking for a cluster where you can get a little bit of everything ark has to offer but still play with the same great people across the board? Well, here at Davidscloud we can offer just such a cluster! We have everything ranging from vanilla maps for those who just want to play the basics all the way up to Primal Fear. All of our servers are interconnected with a cluster-wide general chat (so you can still talk to your friends on Primal Fear if you are just hanging in your Island base!) unique creatures, interactive weekly events, and so much more. We strive to provide top-of-the-line admin support and gaming experience with as little downtime as physically possible with our personally owned servers. Our community is a non-profit group with the goal to provide a place to play for every game available to the public and we ask nothing in return other than our players having fun and enjoying their time here. Davidscloud is a long-standing community over 8 years strong with trained and experienced admins and owners. Feel free to message us with questions anytime and we will get back to you as quickly as possible!
Our server rates are the following: -Harvesting: 5.0x -Taming: 10.0x -XP: 5.0x -Egg Hatch Speed: 5.0x -Maturation Speed: 15.0x
Server Extras -All engrams Unlockable -Custom built Raidaable Bases, for that PVP flavor while maintaining that laid back PVE environment -Cross Cluster Chat (also available in Discord) -A starter kit that spawns automatically for new players. -A currency system. -Shop where you can buy things with metal ingots and currency points. -Custom built raidable bases, for that PVP flavor in a PVE environment! -Web View of your tribe and dinos so you can see your stuff remotely! (The Almanac) -Professional Admins and Website. -Events every month. Storage Map with a 1 year decay timer. (Only available to the Vanilla Cluster.)
Contact Us -Web Page: Davidscloud.net -Discord: https://discord.gg/wDPY5yr​
Mods: You can see all the mods listed for each server here https://www.davidscloud.net/servers/
Primal Fear (all cluster mods plus) -Primal Fear -Primal Fear Aberration Expansion -Primal Fear Boss Expansion -Primal Fear Extinction Expansion -Primal Fear Genesis Expansion
Connection Information: IP’s are below or alternatively go here (https://www.davidscloud.net/servers/), and click the join button or copy the IP of any server we host.
Vanilla IP’s
-The Island: dscgames.net:27045
-Scorched Earth: dscgames.net:27016
-Aberration: dscgames.net:27013
-Extinction: dscgames.net:27080
-Genesis Pt 1: dscgames.net:27050
-Genesis Pt 2: dscgames.net:29805
-Ragnarok: dscgames.net:27025
-Valguero: dscgames.net:27085
-Crystal Isles: dscgames.net:28080
-Lost Island: dscgames.net:29821
-Fjordur: dscgames.net:28037
Primal Fear IP's
-Lost Island: dscgames.net:28010
-Ragnarok: dscgames.net:28005
-Crystal Isles: dscgames.net:28008
-Valguero: dscgames.net:28045
submitted by humanarystew83 to SurviveTogether [link] [comments]

2023.05.31 17:09 humanarystew83 [PC Server] 17 PVE Modded Map Cluster 4 Primal Fear Starter Kit Full In-game Shop Mature Community Non-Profit Davidscloud

We are Ark:SA Ready! Servers are prepared and will be accepting new survivors on Release Day! Join now to be a part of a great community when Ark:SA comes out!
Welcome survivors! Have you been looking for a cluster where you can get a little bit of everything ark has to offer but still play with the same great people across the board? Well, here at Davidscloud we can offer just such a cluster! We have everything ranging from vanilla maps for those who just want to play the basics all the way up to Primal Fear. All of our servers are interconnected with a cluster-wide general chat (so you can still talk to your friends on Primal Fear if you are just hanging in your Island base!) unique creatures, interactive weekly events, and so much more. We strive to provide top-of-the-line admin support and gaming experience with as little downtime as physically possible with our personally owned servers. Our community is a non-profit group with the goal to provide a place to play for every game available to the public and we ask nothing in return other than our players having fun and enjoying their time here. Davidscloud is a long-standing community over 8 years strong with trained and experienced admins and owners. Feel free to message us with questions anytime and we will get back to you as quickly as possible!
Our server rates are the following: -Harvesting: 5.0x -Taming: 10.0x -XP: 5.0x -Egg Hatch Speed: 5.0x -Maturation Speed: 15.0x
Server Extras -All engrams Unlockable -Custom built Raidaable Bases, for that PVP flavor while maintaining that laid back PVE environment -Cross Cluster Chat (also available in Discord) -A starter kit that spawns automatically for new players. -A currency system. -Shop where you can buy things with metal ingots and currency points. -Custom built raidable bases, for that PVP flavor in a PVE environment! -Web View of your tribe and dinos so you can see your stuff remotely! (The Almanac) -Professional Admins and Website. -Events every month. Storage Map with a 1 year decay timer. (Only available to the Vanilla Cluster.)
Contact Us -Web Page: Davidscloud.net -Discord: https://discord.gg/wDPY5yr​
Mods: You can see all the mods listed for each server here https://www.davidscloud.net/servers/
Primal Fear (all cluster mods plus) -Primal Fear -Primal Fear Aberration Expansion -Primal Fear Boss Expansion -Primal Fear Extinction Expansion -Primal Fear Genesis Expansion
Connection Information: IP’s are below or alternatively go here (https://www.davidscloud.net/servers/), and click the join button or copy the IP of any server we host.
Vanilla IP’s
-The Island: dscgames.net:27045
-Scorched Earth: dscgames.net:27016
-Aberration: dscgames.net:27013
-Extinction: dscgames.net:27080
-Genesis Pt 1: dscgames.net:27050
-Genesis Pt 2: dscgames.net:29805
-Ragnarok: dscgames.net:27025
-Valguero: dscgames.net:27085
-Crystal Isles: dscgames.net:28080
-Lost Island: dscgames.net:29821
-Fjordur: dscgames.net:28037
Primal Fear IP's
-Lost Island: dscgames.net:28010
-Ragnarok: dscgames.net:28005
-Crystal Isles: dscgames.net:28008
-Valguero: dscgames.net:28045
submitted by humanarystew83 to ARKServers [link] [comments]

2023.05.31 16:54 TheCradledDM Athos 22: Beneath the Rains

be me; ex LizarDM
be also me; Adonis Valintellis (Tiefling Paladin), Thalia Milakos (Human Ranger) and Zaahir Kehmet (Earth Genasi Wizard)
turning the corner at speed, Zaahir ploughed into a market stall, throwing an array of fruits and nuts into the air as he struck
pain shot through his hip and back, but before the merchant could even raise their voice, Zaahir was up and running again, tossing a few loose coins over his shoulder in the process
left, right, then left again
he tore through the streets like a man possessed, pumping his arms and legs as he sprinted
his lungs burned and his heart pounded, but he knew he couldn't stop
if he stopped, they'd catch him. And he'd have to start all over again
the amulet he’d stolen slapped against his chest, burrowing a hole into his ribs with each strike
he’d tried to toss it before, get rid of it and all that followed
but no sooner would he try, the amulet would appear back on his person, as if he’d never attempted in the first place
and then there was the old man
that decrepit figure that clung to his mind like a tick. A relentless presence that refused to leave
Zaahir didn’t recognise him. There was very little he recognised
he was in Syracae, that much was certain
but the identity of the old man. The amulet around his neck. The reason he was here in the first place
he knew none of it
it was like a dream. The more he tried to remember, the more he forgot
Zaahir stopped at a corner, gasping for breath as his heart thundered against his rib cage
he had tried to take a different path. Tried to change the outcome
but he recognised these streets. These buildings
in spite of all he had done, he was in the lower agora again
it was as if the world itself were reshaping to fit a certain narrative
a narrative that he was forced to act in, even if he didn’t know the script
he observed the slope of the street, noting the downward decline to his right
muttering a foreign curse under his breath, he turned to the left, and began running
the upward slope burned his quads, but even as he ran, he could feel the world changing
the burn in his quads shifted to his calves, and now he was moving downhill
he stopped in place and turned, glancing in either direction
no matter which way he looked, the road always seemed to move downward
down to the lower agora
he was reflecting on this reality bending phenomenon when he became aware of the subtle changes in the wind
the air around him became hotter, and with it came the distinct odours of a foreign land
sand, salt, myrrh and oil of balanos and cedar
the shadows began to bend, and Zaahir felt the prickle of hairs on his neck begin to rise
a figure appeared at the end of the street, towering and gaunt
he had just the time to make out a bestial head, like that of a jackal, before he took off running
the world shifted around him once more, bending to fit the narrative in which he had no say
and Zaahir continued to play his part, ever the unwilling actor in a story he did not recognise
the rain cascaded down like a flood, running off the makeshift tarp and pooling at the adventurer’s feet
Thalia led the way, scanning what little area she could make out amidst the rain and gloom
behind her, Adonis held up his shield, bearing the weight of their meagre shelter without complaint
5 kilometres was not far to travel. In ideal conditions, the pair could cover that distance within under 45 minutes
but these were not ideal conditions, and their shambling gait slowed their progress to a crawl
peering through the storm, Thalia made out a silhouette in the near distance; pale against the darkened surroundings
beckoning Adonis to follow, Thalia led the way over, guiding the pair in an uncoordinated shuffle towards the figure
the rain parted and the silhouette manifested into the body of a woman, her head lowered as if in grief
dark hair clung to her face like a curtain, the clothes on her back soaked to the bone
Thalia gave a defeated sigh, already steering them away
this woman was the most recent in a long line of unfamiliar faces; giving the ranger just enough hope to cling onto, but not enough to keep the growing dread at bay
try as she might to ignore it, the ever shrinking thread on her wrist served as a terrible reminder of their fading chances of escape
by now, the thread had shrunk to 3 inches. A quarter of what they’d started with
even if they found Zaahir at this very moment, they wouldn’t have the time to escape the Underworld before their entrance closed
observing his partner’s fading willpower, Adonis rested a spare hand on her shoulder, and raised his voice to be heard over the downpour
“shall we try out the spell again? See what we can muster?”
Thalia slowed in her advance and gave a half hearted nod; unconvinced of their chances
the pair came to a stop, and Adonis stepped closer so as to bring them both beneath the full protection of his shield
safe from any wayward droplets of rain, Thalia closed her eyes and began to focus, calling on the ever shrinking well of magical power within her
imitating Zaahir’s spell had proven more difficult than expected
on top of the immense pressure and unforgiving environment; Zaahir’s style of magic couldn’t be further removed from her own
a strict academic approach to the arcane, his magic was brought about through years of careful study and hundreds of hours locked within a dusty library
her own approach was far less refined
to her, magic was less a thing to be studied and manipulated, and more a force to be reasoned with
a wild creature, that if you weren’t careful in your handling of, could just as easily harm you as the target you intended
wielding magic required both patience and care
two attributes that she found herself lacking as of late
drawing on the magic within her, she began to cast the spell, honing in on Zaahir’s unique life force
her perception expanded out like an aura, alerting her to the presence of several souls within the vicinity, each shining with its own distinct light
if she focused, she could begin to make out details. What they were wearing. What they looked like
but before she could begin to search for Zaahir, Thalia was met with an all too familiar resistance
an interference that hovered in the air, blurring her magical sight until each soul was indistinguishable from the next
letting loose a cry of frustration, Thalia released the spell, and her senses returned to her body
“I still can’t do it,” she meekly explained. “I always feel like I’m so close to getting it, but no matter what I do or how hard I try, I can’t make him out in all of... this-”
she waved her hands about frantically, gesturing to everything and nothing at all
giving a weary sigh in response, Adonis squeezed the young woman’s shoulder reassuringly
“it’s not your fault. With the rains and their effects, there may be too much magical energy floating around. It’s no wonder you can’t lock on”
“so what are we supposed to do? Keep walking and hope we stumble across him?”
Thalia pulled away from the paladin’s grasp and turned to meet his gaze, her once brown eyes now a steely grey
“I’m out of my depth here, Adonis. I know I’m meant to stay strong and be brave, but I’m not sure how much longer I can keep pretending that I’m not scared out of my mind”
“a demon almost killed me earlier and we've barely had a moment to stop and think. A few hours before that, you pulled me out of a flaming river of hell, and now, we’re standing on Chaon’s front lawn trying to steal one of his garden ornaments. Everything is moving so fast, and yet, I know we’re not moving fast enough”
she glared up at him, her body taut with anger and frustration
but after only a few moments, all of the strength in her body seemed to fade away, taking the anger along with it
her shoulders slumped, and now she looked up at him with tired eyes, searching his face for any hint of the guidance or wisdom she’d learned to rely on so heavily
“I just need to hear you say that you have a plan. That when all of this is over and done, that things are going to be okay. Because I can’t see the big picture anymore”
Adonis met the young woman’s gaze; her once bright, hopeful eyes now dull and so full of defeat
her will was hanging on by a thread
one wrong word, and that thread would snap
Adonis’ lips curled into a sad, tired smile, and his hand lifted to cradle her cheek
it was cold against his fingers, the last remnants of heat in her body having been stripped away by the rains
he held her for a moment, his mind working overtime to think of the right words. The inspiring phrases. The rousing speeches
but as he looked into her eyes, he knew that they weren’t what she needed right now
“when I first met you on that boat, I saw a scared, frightened young woman, taking her first steps into the wider world. A farmer’s daughter, trying her lot as an adventurer. You were clinging to Namira so tight, I was afraid you’d blow over if you let go for even a moment”
Thalia stared up at him, not saying a word in response
Adonis took that as his sign to continue
“you looked at the world like every little thing in it was a terrible threat. Every wave on the sea, every cloud in the sky. Even an old fool like me. You seemed so sure that the world was out to get you. And that first night, when the harpies came swooping in, I was sure you’d run. Take shelter or hide below deck”
his eyes glazed over as he spoke, as if he weren’t looking at the woman in front of him, but somewhere else. Somewhere far away from here
“imagine my surprise when instead, this frightened, shaking twig of a girl steps out onto the bow of the ship, and begins shooting these harpies down one after the other”
he began miming the arrows, an unconscious smile creeping across his face
“and I looked at you, thinking; where did that frightened girl go?. Who is this…doppleganger that’s taken her place?. Throughout the fight, I continued to watch; and eventually I figured it out. She wasn’t gone. Even then, as she took down harpy after harpy, I could see that she was still afraid”
his eyes focused on Thalia’s face, and the smile faded to a warm, proud expression
“and I knew from that very moment; That’s someone I want at my side. That girl is going to become a hero. Not because you weren’t frightened. But because you were. And you fought anyway”
he gave her shoulder a squeeze and gestured to the terrible rains around them
“now I’ll agree, things look dire. When I look forward, the big picture can be hard to see. But I look at the little picture, and I see what we’ve overcome to get here. No, we haven’t found Zaahir yet. But we know he’s in here, and every step we take, is a step closer to finding him”
Adonis rose to his full height, holding the shield high above his shoulders
“now, I’m ready to keep looking. No matter how long it takes. Are you ready?”
in spite of herself, a smile touched Thalia’s lips, and she felt a warm tear run down her cheek
stepping forward, she wrapped her arms around Adonis’ midsection, holding him tight as the rain pelted down around them
“thank you”
Adonis smiled down at her, feeling the corners of his eyes begin to well up in tears
he wiped them away with a finger, and Thalia pulled away, steadying herself with a long, shaky exhale
the paladin raised an eyebrow, giving her a wry grin
“so how about it. Want to give that spell one more shot?”
a nervous laugh escaped Thalia’s lips before she steeled her nerves and nodded
“yeah. I think so”
Adonis gestured for her to go ahead and Thalia took a deep breath in, closing her eyes as she let the world go quiet around her
when the rain had all but faded away, she dipped into the well of magic and felt the familiar buzz of energy that awaited
she tapped into it, feeling the energy race up her spine and cause her fingertips to tingle and her tongue to go numb
when the buzzing had settled, she began to reach out into the void, expanding her senses to the souls around her
the air hummed with arcane interference, the magic of the Fields hovering all around her
they blurred the essences around her, causing the individual souls to meld together into an incomprehensible soup
Thalia prepared to let the magic go, and then a thought entered her mind
don’t look at the big picture
just before the spell faded from her control, Thalia recalled it, coercing the magic back under her command
this time, when she cast her senses into the void, she didn’t focus on the souls, letting them drift to the peripherals of her vision
she needed something smaller. Something only Zaahir would have
a unique item?
any items he possessed would have remained with his physical body
her brow furrowed in concentration, her mind conjuring up an image of her friend
it was blurry and imperfect, but she held it all the same, inspecting him in her mind’s eye
after a moment of careful observation, she was struck by a glaringly obvious feature
the gold in his skin
having been around the mage for so long, she’d almost forgotten how unique his appearance truly was
she nodded to herself, preparing to redirect the spell to seek out the nearest source of gold
but just before the spell could leave her fingertips, a sudden thought entered her mind
Adonis still had his coin purse
what were the chances that he didn’t have a single gold coin on him?
she supposed that she could throw his purse into the bottomless bag, but the thought had scarcely passed her mind before she dismissed it
she didn’t understand how the bag worked, and it wasn’t worth risking the few scraps of magic she had left on a hunch
giving a disappointed sigh, Thalia went back to brainstorming
what was unique to Zaahir?
what did he have, that no one else would?
she thought for several seconds, working over her mental image again and again, searching for something to focus on
her eyes passed over his body, his unique appearance and foreign clothes
his clothes
Zaahir had several sets of clothes. They all did
but the ones he wore that day were distinctly Khoprisi in design
“do Melanteans go to the Isle?” she blurted, her mind racing
Adonis’ voice reached her ears, but it sounded far away, as if she were hearing it through a thick wall
“Melanteans. What happens to their souls if they’re evil?”
she fought to maintain the spell, balancing her attention between it and Adonis’ response
“I don’t entirely recall. Melantean faith wasn’t my area of study”
uttering a curse under her breath, Thalia reigned in her intrusive thoughts, and recontained the spell that had begun to slip under her absence of concentration
without Adonis’ confirmation, she’d be taking an immense risk
but what else was she supposed to do?
resigning herself to the possibility of failure, Thalia cast the spell, refining her search to Khoprisi made clothes
her field of awareness expanded, passing over soul after soul
it grew wider and wider, with no hint of pause or recognition
and just as she was beginning to give up hope, the spell locked onto an object, and Thalia’s heart rose into her throat
not 300 metres away, right on the edge of her vision, was a layered cloth robe, cut from dyed Khoprisi linen
Thalia’s eyes shot open, and she turned to Adonis with a wide smile
“you found him?” Adonis asked, his eyes brightening with hope
“I found someone. I can’t make promises, but…”
in spite of her efforts to curb her enthusiasm, Thalia practically radiated a sense of renewed hope
his own reserved smile widening to a grin, Adonis gestured with his arm
“lead the way then”
giving an energetic nod, Thalia raised their cloth shelter and began to shuffle in the direction of the skirt, fighting every urge to not go running off into the rain spattered fields
it would be a rather pitiful end to wind up trapping themselves right before they found their friend
and so, forced to move at a crawling pace, Thalia led the way, projecting her thoughts out as if they might reach Zaahir somewhere within these Fields
hold on just a little bit longer. We’re on our way
Zaahir collapsed against the brick wall, gasping for air in between bouts of dry retching
his vision swam before his eyes, his heart pounding so hard in his chest he feared it would give out
not that it would matter
were he to die, he’d merely wind up right where he started, and be forced to relive this all over again
fighting to regain his breath and recompose himself, Zaahir closed his eyes and pressed his forehead against the cool brick wall
but where his brow should have touched hard brick, he instead felt the smooth texture of polished cedar wood
opening his eyes, he let out a long, exasperated groan; recognising an all too familiar door
even without this bizarre realm of scripted encounters and indefinite loops, he would have recognised Alekos’ storefront in a heartbeat
yet again, in spite of his best efforts, the world had reshaped itself to fit a certain narrative
a narrative where, after evading the local guards, he wound up at Alekos’ door, seeking to trade away his stolen goods
Zaahir contemplated walking away, as little as that would achieve, but the changing winds and the rising scent of sand and oils quickly dissuaded him
before he could change his mind, the Khoprisi mage flung the door open and darted inside, slamming it shut behind him
the winds died in an instant, and Zaahir was left to stew in the brief serenity of silence for a few grateful seconds
but only a few
for that silence was quickly broken by a voice that had begun to grate on him like no other
“Syphaeus? Archons above, is that you?”
rolling his eyes to the heavens, Zaahir turned to face the diminutive figure of Alekos, glaring down at him with an expression of pure contempt
“oh but it is!” the halfling cried, outstretching his arms to embrace the gold encrusted genasi
Zaahir brushed him off, keeping the deceitful shopkeeper at an arm’s length
Alekos retreated a step or two, raising his hands in apology. “Not a hugger, got it”
slipping into a smile as easily as one might slip into a pair of new sandals, Alekos recovered swiftly. “So, what brings you out this way? What can I do for you?”
knowing that the conversation would go by quicker if he complied, Zaahir slung the amulet off his neck and tossed it into the halfling’s hands
Alekos caught the amulet, and after a moment of inspection, his eyes widened in surprise
“where in Chaon did you get this?”
Zaahir didn’t answer, instead taking the opportunity to browse the wares around him
an enchanted spear, a pair of gnarled wands, a set of bracers
he wondered what poor souls had to die in order for these items to appear on display
behind him, Alekos continued the conversation, responding as if Zaahir had answered him
“I see. No need to worry. I’m no stranger to the odd spot of mischief. Don’t ask questions you don’t want answered, I always say. I take it you won’t be wanting receipts for this then”
he placed the amulet on the counter, then turned back to face Zaahir, watching the genasi with a gaze that felt almost predatory
a flash of light on the mage’s hand caught the halfling’s eye, and his expression lit up as he noticed it
“my, my. Well isn’t that a pretty thing on your finger”
Zaahir unconsciously glanced down at his hand, spying the cold metal ring adorning his middle fingertip
a band of polished silver, the ring was capped with an unknown symbol. Perhaps the signet of some noble family or another
pretty, but in the way that a viper was pretty
and Zaahir knew all too well the danger that lurked beneath its unassuming exterior
“enchanted no doubt. What sort of magic does it hold?”
once again, Zaahir said nothing, but Alekos flinched as if he’d been struck
“of course not, no,” the halfling said with a chuckle, that easy smile slipping back onto his lips. “Besides, I wouldn’t have the money if I did. As it stands, I doubt I even have the gold for this amulet. How much are you looking for?”
Alekos paused, nodding in response to some unspoken phrase
“well that’s awfully vague. Ships to Thessylae are cheap this time of year. You could buy yourself passage and a couple month’s lodging. Start a new life”
Zaahir had stopped listening by now, returning to browsing the store’s various wares
Alekos’ voice faded into the background, and Zaahir entertained himself by inspecting the goods on display
he was inspecting a spool of golden thread when a soft whisper brushed past his ear
quiet and practically incomprehensible, he might’ve mistaken it for wind
but then it came again; louder, and clearer
the genasi turned on the spot, scanning the room with wide eyes
but it was just as he had left it
Alekos continued to speak, acting as if nothing had happened
“I tracked them to a cave a couple days from here, just off the eastern road. I was about to commission the Guild, but now…”
Zaahir. Can you hear us?
the whisper came again. Undeniable this time
ignoring Alekos’ words, Zaahir honed in on the whisper, spinning in place as he searched for its source
we’re here. We’re finally here. Please, Zaahir
the voice was soft and feminine, and more than anything, incredibly familiar
he tried to remember. Tried to put a face to the voice. A name even
but just like everything else, it was like recalling a dream
wake up. We came all this way...please, Zaahir...just wake up
they sounded pleading. Desperate
in spite of the fog surrounding his mind, his heart began to ache for this woman
he was hurting her. He didn’t know how or why, but he was hurting her
Alekos had fallen silent now, and as Zaahir continued searching for that voice, he began to hear something else
something completely foreign to this world he’d found himself within
the warmth of the shop drained away, and a cold chill swept in to take its place
his clothes, once dry, now clung to his body like rags, soaked through with water
the store seemed to fall apart around him; breaking away into tiny fragmented pieces
a different voice came now. Older and deeper
booming from above like a terrible god
and with a heaving gasp for air, Zaahir was dragged screaming out of his crumbling world
rain pelted down around him like a storm, falling to the earth with droplets as thick as oil
the ground beneath him was made of a dead, black soil that resembled charcoal more than dirt, stretching out as far as he could see
he became aware of a presence above him, right before he felt a pair of crushing arms tighten around his ribs and squeeze the life from him
the air fled his lungs so violently that his vision began to cloud and darken
right before he thought he’d pass out, the arms abruptly let go, allowing him to breathe once more
when his sight finally recovered, he began to make out a face in front of him
pale and grey eyed, the figure appeared almost corpse-like in complexion. But beneath the ghastly visage, Zaahir recognised the familiar face of Thalia staring back at him, tears streaming down her cheeks in spite of the beaming smile across her face
he hardly had a moment to comprehend what he was looking at when Thalia pulled him into a second, even tighter hug
this time, he felt for sure that his ribs would crack beneath the pressure, and when he was finally released, he was light headed and woozy
“not too hard,” a voice warned, “you don’t want to kill him, do you?”
Zaahir groggily turned to follow the voice, and found himself staring up at the towering, horned figure of Adonis, beaming down at him with a wide grin
“wouldn’t want to have to go through this all the trouble finding him again, now would we?”
Adonis extended a hand, and lost in a state of foggy confusion, Zaahir blankly stared at it for a few seconds before thinking to take it
with a great, heaving motion, Adonis hoisted the genasi to his feet, and pulled him into a crushing, one armed embrace
“it’s good to have you back”
a smile spread across Zaahir’s lips, but it was a tired, thin lipped attempt
his legs felt unsteady beneath him, as if they might collapse at any moment
in fact, had it not been for Adonis holding him up, he feared he might do just that
feeling the limpness in his friend’s body, Adonis slung an arm beneath Zaahir’s own, bearing the young man’s weight onto his shoulders
“easy now, I’ve got you”
the paladin turned his head to look at Thalia, meeting her concerned gaze with a stern expression
“start leading the way out of here. We need to get him out of the rain”
with a task to distract her from Zaahir’s poor condition, Thalia set to leading them out, choosing a direction and marching away in a slow, shuffling gait
Adonis followed closely behind, holding Zaahir close so as to keep him beneath the protection of his shield
the genasi slumped against his arm, unable to bear his own weight, mind still reeling from the effects of the spell
Adonis stared down at his younger companion, curbing his relief with a heavy dose of concern
he hid it behind a smile, taking one tentative step, and then another
“come on, then. It’s high time we got you out of this place”
First Post: https://www.reddit.com/CradledDnDStories/comments/x8zwpv/athos_1_a_new_world_of_opportunity/
Last Post: https://www.reddit.com/CradledDnDStories/comments/13duv0v/athos_21_broken_bones_and_fractured_hearts/
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2023.05.31 16:45 Local_Television948 They did bmw dirty again😭😭

They did bmw dirty again😭😭 submitted by Local_Television948 to Asphalt9 [link] [comments]

2023.05.31 16:45 BigPPdood Luck is finally coming my way

Luck is finally coming my way
11 days ago since my 1st packed legendary. Just when my game starts to feel stagnant @o@
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2023.05.31 16:27 Deltiasgaming1 ESO Necrom Chapter: Essential Tips to Prepare for the Arcanist Class

ESO Necrom Chapter: Essential Tips to Prepare for the Arcanist Class
Reddit gang, dropping this here so you can prepare for Necrom Chapter and Arcanist class when it drops on June 5th for PC and June 20th for consoles. I hope this helps you get prepared!
Written Guide: https://deltiasgaming.com/eso-necrom-chapter-essential-tips-to-prepare-for-the-arcanist-class/
Video Guide: https://www.youtube.com/watch?v=dZMoO6vKeWo
ESO Builds: Update 38 - https://deltiasgaming.com/best-eso-builds-update-38-necrom-chapte

ESO Necrom Chapter: Essential Tips to Prepare for the Arcanist Class

ESO Necrom Chapter is just around the corner, so prepare for Arcanist Class with our Top 15 Essential Tips and level up quickly!
The Necrom chapter launches on June 5th and June 20th, so you have very little time to prepare everything for the new class. In our guide, we included tips and pieces of advice we learned after countless hours and multiple characters leveled in ESO.

ESO Necrom Chapter: Essential Tips to Prepare for the Arcanist Class

In ESO, levelling a new character can be costly, long, and complex. Only the base game offers multiple skill lines, champion points, and guilds. You may be lost quickly if you are a beginner or play eso occasionally. What is the best race? How do you level up so that when you hit max level (50 and 160cp), you can jump straight to end-game content and feel powerful? We have answers to all those questions and more in our 15 simple essential tips to prepare for the new Necrom Chapter and the Arcanist Class in ESO.

Select Playstyle

Arcanist Class has many skills to enhance a unique, never seen in ESO before playstyle. As a result, in the Builds, we try to enhance the class identity. The following list explains shortly all you need to know about the new ESO class:
  • Arcanist class identity is built around tomes and ancient knowledge.
  • Class possesses complete tools within all three skill trees to fulfil all group roles and solo playstyles.
  • The class possesses a unique, strong damage debuff, the Abyssal Impact, which increases your damage to targets hit.
  • Arcanist’s rotation is based on Cruxes generation, debuffing enemies and channel damage.
  • Tanks and healers will enjoy this class due to the active combo system.


The Arcanist uses abilities to create and consume Cruxes, small triangular glyphs floating around the character (3 max). You will use specific skills to generate Cruxes and additional abilities that consume them, amplifying abilities and triggering important class passives.
Crux consumption could provide more damage, longer duration, cheaper resource cost, and more healing. Additionally, it generates and activates important passives. For example, Crux-consumption can give you more weapon/spell or critical damage. The more you use Cruxes, the better.
The following brief guide explains the combat with the ESO Arcanist class in builds:
  • Use one primary skill as a tank, damage dealer, or healer to generate Crux.
  • Consume that Crux with one or two skills for better damage, healing, and defenses.
  • Start building Crux again to use the other skill for another in-combat advantage.
  • In between combing Crux, maintain your buffs, healing, and damage over time skills.
  • Your build wants to find the sweet spot of constantly generating Crux and consuming it for bonuses.
  • You don’t want your build to have zero Crux or constantly three without a “dump” skill.
Now that you have an idea about the basics of the class, what should you play and why?
As a damage dealer (DPS), The Arcanist excels in stamina DPS. Primarily due to a variety of factors like medium armor passives, dual wield passives and medium armor choices that carry damage. Can you do well as a magicka based Arcanist damage dealer? Yes, but in group settings, medium armor excels due to its passive critical damage vs light armor penetration passive. If you want optimal, high end DPS, we recommend stamina based Arcanist as of the making of this guide.
Tanking on the Arcanist is exception with crowd control, unique buffs and debuffs. The fact that you have a built in class taunt along with built in major and minor breach means you can use different gear and weapon choices. The Arcanist also has Minor Courage passive which is exceptional for group play. Consider them one of the best tanks in PvE or PvP at launch.
Similar to tanking, the Arcanist healing is exception due to the buffs and passives. While the main burst heal, or lack thereof is weak, it makes up for it with huge buffs and debuffs that every team wants. Current, the Arcanist is an exceptional healer, just use Restoration Staff abilities for burst healing rather than in class skills.
Player Vs Player: In PvP, the Arcanist is quite weak compared to other classes. It lacks a burst heal, or delayed burst damage skill, and the class really wants you to use the Fatecarver skill “beam.” This is fine in PvE where enemies rarely stun or disrupt you, but in PvP, this isn’t the case. The class does have strong passives, and ultimate selections and with either a proc heavy loadout in melee, or a ranged beam build you can make it work.
Opinion: we recommend playing the Arcanist a stamina-based damage dealer for both PvE and PvP.

Race Choice

Does Race Matter in ESO? In general, no, you may get a maximum of 8% increased DPS going from an Argonian (weakest) to Khajiit/Dunmer (strongest). Most players won’t feel this unless they are trying to do bleeding-edge content. However, we do have some strong choices and recommendations for those looking to mid-max their Arcanist.
  • Stamina DPS
  1. Khajiit
  2. Dark Elf
  • Magicka DPS
  1. High Elf
  2. Dark Elf
  • Healer
  1. Breton
  2. Argonian
  • Tank
  1. Imperial
  2. Nord
Khajiit is the recommended Stamina Damage Dealer choice. With a unique 12% critical damage and balanced stats, and resource regeneration, Khajiit is all around the best choice. Only weakness is ESO’s 125% critical damage cap. Only in situations like trials parse dummies (21 million health) or fully min-maxed trials groups does this become an issue.
Dark Elf is a great secondary choice. What makes Dunmer’s (Dark Elves) great as damage dealers is balanced weapon/spell damage and max stamina and magicka pools. Major downside is the lack of any resource sustain or health.
High Elf is the recommended choice for magicka damage dealer Arcanist. The reason why, High Elf has a unique 5% damage reduction while channeling. This helps take less damage using your main channel as a damage dealer or a healer. The racial choice also has great passives for damage and resource sustain.
Dark Elf is also a great choice for magicka damage dealers for the same reasons its great on stamina.
Breton is the recommended racial choice for healing. With strong resource sustain, max stats, you will always be able to cast your skills when you need them.
Argonian also makes a great healer and is usually an optimal choice for PvP.
I would recommend an Imperial for reduced ultimate cost and cost of your abilities as a Tank.
Nord Race has a quick ultimate generation.
Don't freak out about the race you can always change with the race change token, and you must love your character.

Picking Faction

There are fantastic players in every faction, which doesn't matter in PvE unless you plan to play PvP with your friends in Imperial City, Cyrodiil or Battlegrounds. For maximum potential builds in PvP "Any race, any alliance" feature, available from the crown store, will allow you to pick any race regardless of your alliance. It's a one-time purchase and of the most useful purchases in ESO.
Also, you can change Alliance with another very expensive token from the crown store.

Storage Space

Get storage boxes in your house for supplies, including gear, potions, food, etc., everything you are going to need to start leveling your new Arcanist character. When Necrom Chapter goes live, you can equip it and enjoy the class.

You can buy storage chests from Writs Vandor, located in each faction's main City (Grahtwood, Stormhaven, Ebonheart) with master crafting writ vouchers. Boxes are also available for Tel Var Stones in Imperial City Vendors or from the Crown store. Each player can own up to 4 large (60 slots) and 4 small (30 slots) chests. There are 360 slots available in total.

XP Boosters

If it's your first time playing ESO. I would not recommend the fast grind method, play slow and enjoy the game, though you can likewise use all XP boosters. However, if you're like me and have leveled multiple characters, you can start saving XP boosters now for an optimal way to rush to the end game.
The fastest way to level is to kill mobs with ESO XP boosters. You want to maximise the number of killed enemies per second. The Blackrose Prison Arena and Skyreach Catacombs are my preferred grinding spots. Here’s how you can maximize your XP gains if you’re in a rush to the end game:
  • 10% from the Training trait for each armor & weapon piece (purple quality)
  • 10% from ESO Plus Membership
  • 10% from the Ring of Mara equipped (if you are married to another player and grind with a partner)
  • 10% for being in a group of two
  • 1x Drink or XP Scroll Booster
  • 100% from in-game Events (Witches & New Life Festival etc.)
The easiest way to level quickly are cost-effective 100% XP boosters, grinding with a partner, having all training gear, purple quality or better. For example, I highly recommended Heartland Conqueror Set, which gives your training trait 100 more effectiveness. Order’s Wrath, Daedric Trickery, Oblivion's Foe and Wretched Vitality are other good setups for damage, defences and resources, craftable and easy to obtain.
To make the process even faster, you can make multiple sets of training armor (for levels 3, 10, 20, 30, 40 etc.) to make sure you stay powerful as you grind your way to 50. So that's when the storage boxes come in handy. Store all gear sets there and be ready for the grind.

PvP Boosters

Leveling PvP skill lines are important due to the passives and active abilities that everyone uses, even if you play PvE. For example, Reviving Barrier is an extremely useful ultimate skill in PvP and PvE for tanks, healers and, sometimes, damage dealers. Also, reaching support rank 9 grants Magicka Aid and increases your Magicka Recovery by 10% for each Support ability slotted.
Once you hit Level 10, you'll receive the invitation to Cyrodiil and start the introduction to PvP Quest. Upon completion, you'll get an alliance rank three, and two skill points. It's a good start, so you should never skip it.
Nextly, you can level alliance skill lines quickly on a new character if you use a Colovian War Torte and play low-level battlegrounds. Colovian War Torte is a craftable consumable that grants a 50% alliance point boost for 30 minutes. It is affected by the Connoisseur and Brewer passives from the Provisioning skill line. Despite being categorized as a food when crafting, the tortes can be consumed at the same time as regular foods and drinks. The 30-minute duration pauses if you log out and can be used as early as level 10.
The Molten War Torte and White-Gold War Torte are more powerful versions which grant 100% and 150% experience boosts, respectively. Note that while these items do provide a bonus to gains towards your Alliance War rank and skill lines, this bonus does not apply to leaderboard scores.

Gold for Inventory

The next essential tip on how to prepare for the Arcanist class and ESO Necrom Chapter is crucial Inventory Space. Save gold to max out your new Arcanist character carrying capacity. Each character that you create in The Elder Scrolls Online will start with 60 slots. You can increase the characters' inventory space by buying Pack Merchant upgrades up to 140 in total inventory Upgrades from Pack Merchant cost 179 700 Gold. Also, train your horse in the stable master to increase it by extra 60 slots to reach 200 inventory spaces in total. If you own a guild, you can also use its Bank for extra 500 item slots. Lastly, special pets from Crown Store can increase the inventory capacity by additional 20 slots.

Mount Speed

Like mentioned above, you can buy an upgrade for your mount at any stablemaster in towns. Each point in carry capacity will permanently increase your characters' inventory space by 1. You can only upgrade one of the thee mount perks every 20 hours.
However, you can speed up the process of horse upgrades if you own any riding lessons. Sometimes those upgrade items are part of daily login rewards or can be bought from the crown store. So check up on your stored daily rewards. This can give you a nice early start on your new arcanist.
As mentioned before leveling your PVP skills is essential, the Continuous Attack passive will give you a 30% mount speed boost and unlocks at Assault Rank 3.

Alchemy Mats

The alchemy skill line is necessary to level up on each character because of the Medicinal Use Passive that makes resulting effects last 30% longer and is a key to better combat performance. As a result, if you're using potions, you get more Recovery Weapon or Spell damage or whatever potion buff you have. Consuming potions in ESO has a 45-second cooldown, and with the Medicinal Use Passive, they last 47.5 seconds, which essentially gives you 100% uptime in combat, assuming you're consuming them on cooldown.
So, buy enough alchemy items to max out the alchemy skill, cheap ingredients, in guide traders, like buying and mixing wormwood or spider eggs with scrib jelly will get you from 1 to 50 quickly. Change out your solvent, you can start with Ichor, and as you level up, finish with Alkahest. Take advantage of this potion passive right away. Trust me, at the end-game, it really helps your survivability with resource sustain and running Buffs on cooldown.


The best food to prepare is the one that works at all levels, for example, Artaeum Pickled Fish Bowl, Candied Jester's Coins etc. you can get those recipes just by playing during in-game events, collecting rewards or from guild traders.
Jewels of Misrule
During leveling, I highly recommend Jewels of Misrule for beginning players without a lot of champion points because it gives max health and extra recovery and really carries your survivability. Additionally, it’s cheap.
Witchmother's Potent Brew
For magic users, Witchmother's Potent Brew it's going to give you Max Magicka, Max Health and Magicka Recovery.
Dubious Camoran Throne
Stamina-based users can use Dubious Camoran Throne similar to Whitchmoder purple food but increases your Max Stamina Stats.
You can make potions yourself, buy them from Crown Store or from daily rewards. You can also use the Endeavors system to buy some consumables. Another good option is Alliance potions for Alliance Points if you play PvP. You can buy them from Alliance Siege Merchants in Cyrodiil main gates or Battleground vendors in any major city. Alliance potions give these really important Buffs, and it'll help increase your damage and survivability.
Start collecting those consumables and put them in your bank or storage chest so you can have them available right away for your Arcanist.

Repair Kits/Soul Gems

Stock up on repair kits and Soulgems, especially if you’re grinding monsters. The normal repair kits you can get from Crafting writs or buying from guild traders. Additionally, you can obtain the special group repair kit for tickets from Impresario Vendor, who can be found in every big city.

Master Writs

For those that want to max your arcanist fast without grinding, is by using Master Crafting writs. Master writs are the fastest way, making you capable of reaching level 50 within 30 minutes. With a 150% xp boost from food and eso+, you only need 215 total alchemy or enchanting writs to reach level 50. Here is what to do if you want to level up quickly in eso by using Master Writs:
  1. Stock up on Master Writs. You can get them from Daily Writs Rewards. The more motifs and traits your character knows, the higher your chance of receiving a master writ. You can also buy writs from guild traders.
  • Alchemy and enchanting writs are the most optimal since they can be power leveled almost instantly and are fairly cheap to craft.
  1. Get writs certified with a new character. Find Danel Telano and Milenith in the main starter city of your faction: Daggerfall, Davon’s Watch, or Vulkhel Guard.
  2. Level up your crafting skill to max (of 50), and take the passives.
  3. Use your XP boosts
  4. Consume Master Crafting writ (you can have one type active at the same time)
  5. Craft the required items.
  6. Turn the crafted items to the master writ vendor. A good City to do master writs is Ebonhart in Deshaan, where crafting stations are close to the master writs vendor so that you can complete them quickly.
  7. Complete Master Crafting Writs on your new Arcanist character until you reach level 50.
This is one of many reasons why crafting writs and crafting in eso is so useful.



Stock up on transmute stones by doing daily random dungeons, Battlegrounds or reaching tier 1 rewards in the Cyrodiil campaign on all your characters. Reaching tier 1 rewards can be completed by simply preparing the walls in Keeps, no PvP is required. Buy stone repair kits from Siege merchant, place them in your quick slot menu and repair damaged keep walls. You'll reach tier one quickly.
New sets are coming with ESO Necrom Chapter, and some of them will surely be used for the arcanist class, so it's an essential tip to be prepared and stacked up on transmutes.

Maxing Crafting

If you are interested in maxing out all the crafting lines on your arcanist, then you can pre-purchase intricate items from guild traders to deconstruct. Let them sit in your mailbox, and loot the mail on your arcanist to get a leg up in crafting quickly. Be sure to unlock the green CP "Inspiration boost" to make this even faster.
Gear pieces with the intricate trait can drop from any monster or crafting writs so hold on to them and place them in your storage chest or bank and be ready to level crafting on your new Arcanist character.

End Game Sets

There are just a ton of great sets that I use in my builds but here is a list of all great End-Game sets that are worth collecting for your Arcanist:
Damage Dealers:
  • Deadly Strike
    • Obtainable in Cyrodiil or Guild Traders
    • It increases your damage for channels and damage over time which equals pretty much everything The Arcanist does.
  • Soulshine
    • Obtainable in Reapers March Zone, Overland Set
    • Easy to get, base game, good damage set and is beginner-friendly. It grants you 369 weapon or spell damage for five seconds, and you'll be able to keep a high up-time on it.
  • Coral Riptide
    • Obtainable from Dreadsail Reef Trial, High Isle Chapter
    • For more advanced players with stamina builds. You lower your stamina, which increases your weapon and spell damage up to 740. Hart to maintain but very powerful option.
  • Whorl of the Depths
    • Obtainable from Dreadsail Reef Trial, High Isle Chapter
    • Excellent"proc" set that does really really good damage and comes in light armor
  • Pillar of Nirn
    • Obtainable from Falkreth Hold Dungeon, Horns of the Reach DLC
    • Another fantastic "proc" set that also does great damage and will be meta when Arcanist launches
  • Sul-Xan's Torment
    • Obtainable from Rockgrove Trial, Blackwood Chapter
  • Ansuul's Torment
    • Obtainable from Sanity's Edge Trial, Necrom Chapter
    • I'll be using it with The Arcanist as its five-piece bonus fits perfectly with the stationary Arcanist playstyle in PvE.
ESO had hundreds of sets, and this list is also long, so what to focus on? If you’re reading this, We're assuming you want to get powerful quickly and reach end-game content, so that’s what we will gear for.
Also, here are some essential tips for Leveling skill lines to max out skill points, skill lines and morphs and be ready for anything in-game:
  • Unlock Skill Lines (mages guild, fighter and undaunted)
  • Level all Armor (light, medium and heavy)
  • Unlock ALL Weapon Choices (dual wield, two-handed, bow etc.)
  • Setup Skill Bars with dead skills to level the maximum amount of them at once.
  • Level and change out skills and morph to level them all.

ESO Articles, Guides, and Builds

Thank you for reading the ESO Necrom Chapter: Essential Tips to Prepare for the Arcanist Class Guide! Also, consider watching me on Twitch. Feel free to ask me questions about my builds and the games I play, or check out my YouTube Channel.
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2023.05.31 16:23 Cribbing83 Help with flair 58 and p100

I’ve been making espresso with my synchronika +fc and p100 for some time now without issue. Generally I’m pulling turbo shots with this setup as I’ve found this works best with the p100. I recently bought a flair 58 and I’m struggling to hit 6 bars of pressure with the p100. I’ve even tried grinding about as fine as the p100 goes and I’m still only hitting 3bars when pulling a shot. Has anyone had success with their p100 paired to a flair 58? If so, can you share any tips?
Im very experienced with making espresso, and I’m confident that it isn’t my puck prep (I already wdt) that is causing this issue. Please don’t respond if you don’t have a p100 since I don’t think you’ll understand my issue. To be clear, if I switch to a Lagom mini, I have zero issues getting good shots up to 9bars of pressure. I also have no issues hitting 6-9 bars of pressure with my synch using the p100. For now I’m just using my mini with my flair, but I’d rather use my big boy grinder if I can just figure it out.
My setup: 20g dose 20g vst basket with puck screen P100 grind on speed setting 3 and HU burrs Flair 58 Wdt Normcore v4 tamper
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2023.05.31 16:08 SpacePaladin15 The Nature of Predators 120

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Memory transcription subject: Captain Sovlin, United Nations Fleet Command
Date [standardized human time]: January 15, 2137
The predators’ war strategy hinged around hitting the two Federation founders where it hurt. The Kolshians always offer severe resistance, as they proved they could hold their own against the masters of killing, after all. During my therapy sessions, one topic discussed was the reality that the Commonwealth could’ve intervened on the cradle. They’d possessed the technology and the numbers to smack an Arxur raid down like it was nothing; instead, they’d watched as the Gojids were pushed to the precipice of extinction.
Had I known about Nikonus’ apathetic view of our woes, back when Cilany and I visited Aafa, I would’ve gutted him with my claws then. The Kolshians would be the more satisfying of the founding duo to combat; I could envision the smug look on their chief’s face. However, on an objective level, it was clear-cut which conspirator was the easiest to undermine. The Farsul States were the brains of the empire, and their worlds were ripe for the taking.
The Farsul and the Kolshians disagreed on the handling of humanity’s survival, with the States contributing to the ill-fated extermination fleet. Their ships were known for being damage-sponges, a more prey-like and displayable attribute than their conspiratorial counterparts. The Farsul elders, like their Ambassador Darq, made a grave error of judgment at the summit on humanity; tipped off about their genocide participation by Earth, the Arxur moved in on their homeworld, Talsk. The grays’ raid nearly succeeded, and was warded off with substantial losses.
I’m sure Talsk has rebuilt its forces, just as Earth has replaced their army. Still, they’ve been weakened by the war, while the Kolshians have been waiting in the wings.
Cilany listened astutely, as I told her via FTL call-link what I was authorized to disclose. “So let me get this straight. You’re going to drop into Talsk’s inner orbit within minutes, and land solely to access the Galactic Archives?”
“That’s correct,” I answered. “Humanity can’t afford to spare troops on an occupation. They don’t bomb civilians either. The goal is to trap the Farsul within their own world, and cut them off from the galaxy.”
“And they’re pulling any crew with training in ground combat from the starship? Including you and your human pals.”
“Crewing the ships was equally as difficult as building them, Cilly. Logistically, we don’t want more mouths to feed up here, and we also need men for every battleground and occupation across the galaxy. Sillis, Fahl, Mileau, ground defenses. If you can hold a gun and keep your wits, you’re part of the landing party.”
Tyler referred to it as being a utility player in a game called baseball, which involved smacking a stone with a metal club. I didn’t grasp what he was on about, and I didn’t dare to ask. That human was rather unapologetic with his predatory hobbies.
Cilany pressed her toes to her head. “So you’re cobbling together the ‘nonessentials' from your ship, and they’re all heading planetside during an orbital battle? That’s suicide.”
“The predators have a distraction planned. The Farsul ships should be…concerned with other events. I’ll be fine. We’ve got a plan.”
A plan that involves de-orbiting a lunar body, and fits in with the general picture of Terran psychosis. A normal day in the United Nations’ service.
“Thanks for the non-answer,” the Harchen reporter grumbled. “I thought we were friends, Sovlin! Give me something. Like…why was there satellite footage of naval armaments being loaded on to Terran carriers, which we know from subspace trails were heading Federation-bound?”
That was the other deranged part of the mission, which was anything but a routine landing. The Terrans noticed a patch of Talsk’s ocean was unreadable by standard sensors, during stealth recon. Intelligence coupled this with communications between Archives staff, discussing “shipping exercises.” Like any normal species, the primates drew the conclusion that the Farsul were hiding incriminating information underwater…and based their mission parameters on this assumption.
Did the United Nations believe that habitats under the ocean were possible? If the humans weren’t grasping at straws on this one, I’d be beyond impressed with their deductive skills. At this point, I didn’t think their insanity was up for debate. Cilany wasn’t going to hear intel that was damaging to their species’ reasoning skills from me.
“Don’t pretend you don’t know about the boats,” she pressed. “What good do those do in an orbital clash? Are you landing by water ship?”
I jabbed a sharp claw at the camera. “If you wanted to know that, you’d be here with us. They’d sign off on it, undoubtedly. Believe it or not, humans send reporters with their troops into war zones.”
“I’ve heard of them. ‘War correspondents,’ covering conflict from the front lines, armed only with a camera. I’m willing to take risks for a scoop, but that’s lunacy! I, as a non-human, like to gather my stories in areas without active firefights.”
“These FTL comms saved your ass then. You’d be out of the loop for weeks. I’ll keep you informed of the results when the mission is complete.”
“I won’t push you more, for now. Whatever you find in the Archives, I want to be the first to know.”
“I’ll see what I can do. So long.”
My eyes turned to the triangular shuttle waiting in the hangar bay. I was aware the Terrans had a myriad of new contraptions, but this design seemed foolhardy to me. A narrow, aerodynamic vehicle was optimal for atmospheric travel. Thankfully, I didn’t have to pilot this craft; while it was made to transport crew, it was self-flying.
Samantha and Carlos had saved me a seat, while Tyler and Onso manned what was considered the back-up pilot and co-pilot’s chairs. What I’d been told at the briefing was that we would descend to sea level, before transferring to a submarine. My immediate inquiry was if the humans had ever seen a Gojid swim, but they just laughed. The amusement was followed by a patronizing smile, and a response of “That won’t be necessary.”
I swear, if the plan is for me to ride on Carlos’ back and no one is telling me, I’m gonna claw some binocular eyes out.
“Hello, Onso.” I recalled Dr. Bahri’s advice to be kinder to the primitive in my inner dialogue, rather than regarding him only by his innate ignorance. “You ready?”
The Yotul flicked his reddish ears. “I mentioned on shore leave that I wanted to break Farsul skulls. They have their paws in every pot, every mind in the Federation. I’m sure as shit ready to fight them.”
“I’ll be honest, I’m a little nervous. Land creatures don’t belong…sinking into the ocean. I mean, this submersible ship does not float. How do we get back up?”
“Same as flying. Air currents versus water currents. You trust human tech or you don’t.”
“I’m more comfortable in space too, but it’s good the navy is finally going to get a cut of the action. Humanity needs to win on every terrain and theater of war,” Carlos growled.
“My comments about the space era aged like milk,” Samantha griped. “I called a sailor friend of John…of my husband’s ‘obsolete’, and now they’re airdropping warboats. Just my luck; I’ll never hear the end of it if they get a single kill.”
I gently tapped her hand with my paw. “It might be good for you to reconnect with some of your old friends.”
“Spare me the ‘Kumbaya’ therapy shit. I mean, good for you, but you don’t need to proselytize.”
Tyler cleared his throat. “Let’s keep it professional, people. We’re pulling a stealth jump behind each of Talsk’s four moons, but we can’t get closer than that. Entering real space any second.”
“As if you’re professional,” Onso snorted.
“Remind me how many game controllers you’ve broken? We’re so close to kicking these Feddies in the backside, and I want—no, I need to get this perfect. Are all of you ready?”
“I’d like to live to see the Federation fall,” Sam sighed. “Ready, sir.”
“And I’d like to live to see galactic peace,” Carlos countered. “Ready here too, sir.”
Before I could offer up my own assent, Tyler raised a hand for silence. The shuttle’s digitized replica of the main viewport depicted the shadow of a moon, and a small handful of human carriers snuck through other gravitational hiding spots as well. Launching too soon or too late would result in our demise. We had to wait for the distraction to draw the Farsul’s attention; I had no idea how humans planned to move the smallest lunar satellite.
The fact that we got this close, under their nose, shows the lasting consequences of the Arxur attack. The Farsul’s barebones defenses aren’t equipped to catch us in their net; their outposts, with key scanners, were picked apart too.
The enemy would be alerted to our presence, once the predators made their move to disturb the smallest moon. The target body lagged a short ways behind our satellite haven’s orbit, which meant our carrier could watch the show. Human military affairs always intrigued me, from how they conjured the impossible with every battle. There was “thinking outside the box”, and then there was ignoring the box’s existence altogether. Rules and conventional wisdom didn’t apply to them.
Our viewport plucked stills of box-shaped human craft. In real time, they were blurs that accelerated from behind the target moon’s shadow; that energy expenditure definitely caught the Farsul’s eyes. The objects had been gaining momentum within subspace, and exited warp at a mind-boggling pace. These were evident drones, though they were unlike the Terrans’ conventional battle technology. I squinted in confusion, as the lead cubical craft blazed toward the deformed rock without slowing.
The first impact caused a geyser of debris to erupt from the moon, while the drone was obliterated. There appeared to be a slight slowing of the lunar body’s orbit, though it was fractional. It was insanity to think they could redirect a celestial object’s momentum. The humans were undeterred, however, and launched more of the peculiar boxes into the moon.
“Reverent Protector,” I murmured. “They’re chipping away at its momentum. Throwing ships at it…”
“Until it changes course.” Carlos released a shrill noise by blowing air through his teeth, which made me flinch. “It’s simple kinetic impact. I remember we used this same tech to deflect an asteroid from Earth back in 2129.”
Onso flicked his ears. “It’s like shifting a boulder that’s already rolling downhill. It’s got a shit ton of momentum, but you collide enough objects, with enough force, and you could theoretically change where it’s rolling to.”
“So this was a brute-force planetary defense system, that you weaponized because you’re predators. Carry on, I guess,” I huffed.
Panicked Farsul ships rushed toward the moon, but they, understandably, were not prepared to stop murderous monkeys from dislodging a massive satellite. The United Nations chipped away at the orbital momentum, deflection by deflection, until the speeding rock had visibly changed its arc. Talsk’s gravity won out in the absence of a blistering orbital velocity, and the mile-wide rock began to careen toward the planet.
Tyler took that as our cue to launch the triangular shuttle, which was prepped for this moment, away from our carrier. The Farsul vessels concentrated fire on their falling moon, and struggled to simultaneously fend off Terran warships which harassed them on approach. To top it off, our big guns were within orbital range, but the predators were using precision strikes against bases rather than antimatter city hits.
There was no way for the enemy to watch for surface-bound transports, with all of the chaos preoccupying them. I wasn’t surprised that no craft moved to intercept us, and that the ride down to Talsk’s surface looked to be seamless. The idea of descending below the ocean still left me riddled with unease; my spines were bristling, and it wasn’t from the humans’ eyes.
“Your crazy plan worked.” I tried to focus on the Farsul missiles fruitlessly impacting their own moon, rather than the blue patches enlarging before us. “I’d love to have ears inside the enemy ships. They don’t even know what hit them.”
“Ah, yes. Doesn’t it suck when your moon becomes a meteor with a few love taps?” Sam snickered.
Tyler allowed himself an amused snort. “Yeah, I hate when that happens. Really ruins your day.”
We breached the atmosphere in graceful flight, with flaming resistance enveloping our ship outside. The battle overhead receded into the background; it wasn’t our job to spectate the Farsul moon’s fate. Our shuttle’s autopilot had everything under control, throttling through the outer bands of a foreign world. It slowed our pace to a manageable glide, once the sparkling ocean grew nearer. Water stretched as far as the eye could see, even from hundreds of meters up.
There was nowhere to land that I could make out, and the ropes and parachutes at the rear of the aircraft pushed a suggestion into my brain. What if the plan was for us to jump or rappel from the aircraft, onto a submarine’s hull? Where were the submersibles anyways…had their airdrop not preceded us as planned? My claws wrapped around the harness tighter; everything that could go wrong was at the forefront of my mind.
We’re slowing down, but not fast enough! Something must be off with the computer. We’re going to slam belly-first into the water, not hover.
The humans weren’t panicking, so I tried to convince myself that those thoughts were my fear speaking. However, the choppiness of the waves was visible, and I saw no way to stop in time…at least, not without an inertial dampener failure and the death of us all. My remaining spines were trying to escape from my back; I was almost ready to scream to brace for impact. A mechanism shifted in the shuttle’s belly, and it was then that I suspected we were gliding for a landing.
We touched the surface of the water, but instead of sinking, we bobbed gently like a leaf. Our supports splashed the water, and slowed, while balancing atop the waves like it was nothing. I breathed an uneasy sigh of relief, grateful that I had kept my mouth shut amid the humans’ composure. The predators always had wild plans, like plunking an airworthy craft into desolate seas. We were out of the proverbial burrows.
Then, without warning, the floats gave out, dropping all support from the triangular craft. Primal terror gnawed at my heart, as our ship started to sink.
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2023.05.31 16:04 Grievous69 Energy weapons tier list - 0.96a RC10

There will be two tiers listed for ships/weapons. The first one always showing how good something is in the hands of AI, the second one being for player control. If there is only one tier, then there isn't a noticeable difference in power between the pilot.
Tiers are relative, meaning something being C tier doesn't mean it's bad. It's simply niche and you can better choices available. There's almost no truly bad ships/weapons in Starsector so it would be boring to have a tier list consisting of maybe 3 tiers.
Antimatter Blaster: B / S-
Torpedo in the form of a gun pretty much. AMB has only 400 range but deals a ton of energy damage. Kind of niche due to such extreme strike nature, it's hard on flux on your own ship, so I'm not a big fan of giving these to AI ships often. Although there are places where even AI will know how to use it (like Scarab and Fury). For some reason it has 20 charges, which you probably won't spend until the big fights come. Very nice for phase ships especially. But yeah expect this to shine when a skilled player uses it, it's easy to end up in a sticky situation with a big flux spike.
Burst PD Laser: A+
Best energy PD, they even got buffed this patch. They work on charges so they're really good at stopping missiles, unless there's a barrage coming at you. Also really great versus fighters since the burst itself has good hit strength. Consider Expanded Magazines hullmod if your other energy weapons have charges, you'll get good value out of it.
Ion Cannon: B
If you don't have medium energy mounts, this will be your only form of EMP pressure, I can't call it bad. EMP is basically a win more tool but it can help a lot with fast pesky ships and fighters. Somewhat expensive at 6 OP for what it does. Much more useful in early game where enemies have weak shields.
IR Pulse Laser: B+
Standard pew pew assault weapon, not much to say about it. Good efficiency, good DPS, also your only source of consistent hard flux damage in small mounts. Damage per shot is on the low side so it does almost nothing to armour of destroyers and up.
LR PD Laser: B
As name tells, long range PD weapon that has an advantage over other options. It can actually destroy missiles that detonate at ranges outside of standard PD range (Sabots, DEMs). 800 base range is a lot so you could make a whole grid of PD lasers if you're up against a missile heavy fleet. One downside is low DPS so you'll need more than 1-2 on a ship. Thankfully it got buffed so it costs less OP, which was my main complaint before.
PD Laser: B
Half range of LR PDs, but has actual competent DPS, it just might kill a single fighter. Until you find Burst PDs, you'll be probably using this on your energy mounts.
Tactical Laser: B
Effciency buff was nice, I still think it's niche in a way where it only makes sense on ships going full disco mode with beams. One funny thing with Tacticals dealing 1000 ranged energy damage, is it keeping the AI's shields up, they don't like being painted on armour. So unless your ships has other long range weapons, it will just needlessly negate the 0-flux speed bonus. It's also not bad on carriers and other support ships which will stay away from fights, but might need something to deter frigates.
Graviton Beam: A
This one is a doozy with all the effects it has. So first, it's a 1000 range kinetic beam, so it might seem meh at first. But it's cheap and easy to spam since it's light on flux and cheap on OP. Then, it has the effect of increasing ALL shield damage a target takes while Graviton(s) is firing at it. Scales up to 3 Gravitons with 10% more shield damage. That's big considering even your other allies benefit from it, provided they attack the same target. Then it also has a special effect of slightly pushing things along its beam path. Meaning it can fling missiles away (not always though) and even some fighters. Not something you will rely on but nevertheless a neat thing to have. Guess the buff worked in the end. Nice option for midiline ships.
Heavy Blaster: B / A+
Large weapon in a medium package, HB has monstrous DPS potential at the cost of very bad efficiency. Please don't put this on AI ships that don't have enough flux for it. Each shot is damaging enough that it works as a quasi anti armour weapon. Pairs well with SO and/or Sabots.
Heavy Burst PD Laser: B-
First, I want to be clear and say this isn't a bad PD weapon. The problem is well, it occupies a medium energy mount, and all ships with those have plenty of small mounts for smaller Burst PDs. So no real reason to mount them despite the buffs it got (while losing the ability to ignore decoy flares). And same as small variants, great versus fighters and stopping missiles fast while it has more generous regenerating charges. Maybe it works nice on some mod ships, so far I haven't found a good vanilla candidate without sacrificing damage.
Ion Beam: B+
Getting a much needed flux cost reduction, it feels better now. 1000 range EMP beam is very nice for long range builds or support ships. It also has a nice shield pierce effect where it can deal EMP damage through arcs when the targets is at high flux. As other EMP weapons it costs a fair amount of OP.
Ion Pulser: A / S-
Charge based EMP weapon with short range but extreme burst potential. This will shut down a whole ass ship at once is what I'm saying. Great for strike builds where you could safely vent in the face of danger that is temporarily helpless. For an EMP weapon it's also not bad at dealing actual damage to hull, something that other options do not have. S-modded Expanded Magazines makes it even better.
IR Autolance: B
Cheap anti-fighter weapon, it's a charge based fragmentation beam with smart targeting system, meaning it will save charges for either fighters or when the enemy shields get dropped. It's a better Thumper in a nutshell. Nice on midline ships who won't have enough flux for everything. Only 8 OP and low flux usage, make sure you have plenty of assault firepower elsewhere before deciding on these.
Phase Lance: C / B
Almost everything getting buffs left Phase Lance in a meh spot. You have better ways to get through shields, you have better anti armour tools, and dealing with fighters is not worth the price if that's going to be your main thing for it. Burst damage is still nice, it didn't suddenly become unusable. You just have more efficient burst options. 1.2 efficiency and you deal soft flux is asking a lot. Although still decent on flagship strike builds, phase ships as well.
Pulse Laser: A-
Having the same efficiency as the small variant was a big deal. It is now the shield cracker option in most situations and smaller ships can actually handle the flux. Bring something for heavy armour though.
Autopulse Laser: A / A+
Pulse Laser but now with charges. Incredible burst capability and efficiency, and now its biggest weakness - sustained DPS - can be solved by s-modding Expanded Magazines. Excellent for dealing with shields, as far as high tech ships manage, damage per shot isn't crazy, you'll spend a lot of time cracking through capitals. One thing rarely seen is energy weapons not being accurate. Autopulse is much better mounted in hardpoints where that drawback gets nearly negated. As in turrets it will start to fire all over the place in prolonged burst, but it's not like you care much for hitting shields.
High Intensity Laser: A+
Better than ever, with 0.8 efficiency now and reworked Gravitons. HIL is basically death to anything that has their shields down. Melts through armour like butter, you only need to make sure you have enough kinetic damage to deal with shields. HE beam that is unlockable, perfect accuracy and mountstrous DPS at 1000 range will ruin the day of any Shield Shunted ship. Only reason it isn't S tier is because it's dead weight while shields are up, so you technically need to wait to use your big guns.
Paladin PD System: C+
Like Heavy Burst PD, asking to devote a non-small energy mount just for PD is a hard one. ESPECIALLY large energy mounts, which are the best in the game. I mean Paladin got reworked before, it melts missiles, it melts fighters with AOE fragmentation explosions, it does everything it needs. It's just niche at the end of the day, many ships that have large energies need them for damage. You could definitely make it work on a Champion or Odyssey, you'll just be sacrificing raw power.
Plasma Cannon: B+ / S-
Best DPS in a large energy mount, and even good damage per shot, it's role is anti-everything. Pretty simple weapon but pretty darn strong. AI ships will be running hot, it's much better with a careful player knowing when to stop firing. Not the main role of it, a cool thing it does is having shots so powerful, they go straight through most fighters. So you can be attacking another big ship and completely unitentionally clear entire fighter wings.
Tachyon Lance: B+ / S
Sniper's wet dream, Tach Lance is Plasma Lance on crack. 1000 range, incredible burst damage and a ton of EMP damage on top. And like with Ion Beam, its EMP arcs can hit through shields when the target is high on flux. Similar to HIL, it's smart to have a lot of kinetic firepower as well. With Tachyons you either want to overwhelm the target with as many as you can have, or fire them in the right moment. The enemy otherwise just dissipates soft flux and walks away. AI will sometimes fire at dumb shit but at least the shit will be no more. Only time it's not a great choice, is on fast ships that can easily get it, you're better of mounting something more efficient and hard flux.
This patch "introduced" 2 hybrid weapons, which are just changed energy weapons from before. And they still work like that, all stat changing buffs such as skills and hullmods work exactly as if they were energy weapons. They can just be mounted in ballistic slots now.
Mining Laser: C+
Never in my life would I think of putting this little thing higher than D tier. But it happened, since it costs a whopping ONE OP. You still need a hundred of these to stop missiles and kill fighters, but at least it won't bring you to cry anymore. They're an okay alternative if you're really hurting for OP and you have a ton of unfilled small mounts. 4 of these have the same flux/second as a single PD laser, and same OP cost, but higher DPS and more range. So it's an actual choice now. They still get scrapped as soon as you find Burst PDs.
Mining Blaster: A-
Another blessing from the maker, this was F tier in my previous tier list... It got completely changed, it's another charge based weapon, but dealing HE damage that is is scripted (not reduced by armour). And like IR Autolance autofire AI is smart enough not to fire on shields. Absolutey amazing versus phase ships. Mind you it'll obviously always be worse than ballistics due to inefficiency. It just works so great on many speedy builds where you need burst armour cracking.
I'll be talking about some energy weapons you won't find in markets or just randomly as loot somewhere. So if you don't mind slight spoilers, go right ahead. Hint: They're LG weapons.
Kinetic Blaster: A-
First thing we notice here is dogshit efficiency for a kinetic weapon. So why is it so highly ranked? DPS. It breaks shields faster than every other non-large energy weapon. Pulse Laser is barely a bit worse versus shields, and it deals energy damage. Time to break shields is just such an important tool in this game that the inefficiency isn't such a huge hit. Besides, this will be used on high tech ships which already use non efficient fancy weapons.
Gigacannon: C+ / C
I love this thing so much. It's basically a big Antimatter Blaster, not having that much higher damage, but it has standard range, amazing flux efficiency and doesn't use ammo. The problem is DPS. Among the large energy weapons, it has such lower DPS values. 150 is almost small energy tier. So this leaves it in a niche tier, where it's great on ships that don't have flux for DPS powerhouses, and just need something mounted. It also has a short chargeup animation, but when it hits, boy does it hit.
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Toyota has long had an image of quiet sensibleness about it. They used to be the sort of car bought by those who prioritise reliability above all else, and for whom excitement is anathema. That has begun to change, and not just in the fire-breathing GR models. Outgoing Toyota CEO Akio Toyoda (grandson of the company founder) is a car nut to his fingertips, and waged a long campaign to make his family company’s products more exciting to drive, and to look at.

The once-bland Corolla has been a major part of that plan, relaunched in 2019 with sharper styling and a more invigorating driving experience. Now, for 2023, it’s getting a facelift (of the most minor sort) and an upgrade to its hybrid powertrain. Does that make it a more interesting prospect still, or is Toyota once again playing it safe?

Exterior design and rivals
If you can line up the outgoing Corolla and the new side by side and spot all the differences, you’ll probably win a Toyota-branded anorak. The updated Corolla looks all-but identical to the outgoing one, with only the front bumper, the internal bits of the head- and tail-lights and the back bumper actually new. There are some updated alloy wheel designs, admittedly, and a couple of new paint options including the handsome new ‘Juniper Blue’ finish pictured here.

For all its familiarity. the Corolla remains a smart looking car. It can even look enticingly sporty at times, especially in estate form, and especially in the more overt GR Sport trim (not to be confused with the actual GR Corolla hot hatch that British buyers are still denied). The blandness of previous models has been thoroughly banished, and the Corolla is much the better for it.

Will that be enough to give the Corolla more kerbside and showroom appeal than the new Honda Civic, or the venerable Volkswagen Golf? Perhaps — impressive though the new Civic is, it is a very conservatively-styled car on the outside, while the droopy-nosed eighth-generation Golf is looking tired already, unless you get a sporty model such as the GTI.

Hyundai’s handsome i30 Fastback is arguably the Corolla’s sharpest looking rival, although it currently lacks any kind of hybrid or plug-in hybrid option, while the Skoda Octavia provides a strong contest, as not only is it quietly handsome on the outside, it’s significantly more spacious than the Corolla inside.

Interior and practicality
Toyota has made more meaningful changes to the Corolla’s interior, but those changes come under the heading of technology, so we’ll cover those below. Elsewhere, the overall shapes and styling are the same as before, and so too are the exceptional quality levels — the Corolla remains a car able to put much more expensive models to shame with its cabin quality.

It’s far from the roomiest car around, though. While the front seats are very comfortable and supportive, and the driving position good, the high centre console and the way the dashboard design juts outward above your knees makes the car feel a touch cramped, especially if you’re tall.

There’s also a lack of storage space. The box under the front armrest, the door bins and the little shelf in front of the gear lever (which is optionally occupied by a wireless phone charger) are all a bit small, so there isn’t quite enough room for all your keys, wallets, water bottles and so on.

In the five-door hatchback there’s simply not enough legroom for one tall adult to sit behind another. If you’re going to accommodate anyone over the age of 13 in the back seats, the driver and front passenger are going to have to slide their seats forward. Headroom is also less than generous.

The boot isn’t much better. Even Toyota people will admit that the 361-litre boot is less than class leading, some 20 litres shy of the Golf’s and hundreds of litres smaller than a Skoda Octavia’s. The only upside is that the Toyota’s boot is roomier or at least as roomy as some plug-in hybrid rivals — such as the Vauxhall Astra.

You’d be much better off in the Corolla Touring Sports estate. This sits on a structure with the front and rear wheels pushed apart by 10cm and which offers rear space that, if not exactly generous, is at least adequate.

The Touring Sport’s boot is more useful, too — at 598 litres up to the luggage cover it’s not the biggest in the class, but it’s more than enough for most purposes. Fold the estate’s back seats flat (disappointingly, they only split 60:40, compared to the 40:20:40 of the Peugeot 308 SW) and you’ve got 1,606 litres of load space.

Technology and safety
The new 12.3in digital driver’s display is a welcome replacement for the previous mixed analogue and digital instrument panel, which looked tired and old even when it was new.

The new digital screen is much sharper, and while you’ll have to submit to a somewhat confusing settings menu to alter the layout, you can at least do so. The graphics look crisp, too.

A dramatic backlit side view of the Corolla pops up as you switch driving modes.

In the centre of the dash is a new 10.5in touchscreen infotainment system, which is a massive improvement on that of the outgoing Corolla.

Its graphics are bang up to date, and its menu layout is significantly more simple and logical. Toyota has helpfully retained physical stereo volume buttons, as well as separate physical heating and ventilation controls, which makes life much easier and safer on the move.

The screen includes a cloud-based navigation system that can give you live traffic advice, but which can be a touch laggy and slip behind the physical position of the car if you’re in an area of low mobile reception.

The Corolla now has a built-in antenna for internet connectivity, though, which powers that cloud-based nav, and which is free to use for the first four years of ownership. It also enables connection to your mobile phone through an app, which allows you to monitor the car’s various functions, flash the lights in a busy car park so that you can find it and remotely start the climate control so that you can cool the car down, or defrost it, before leaving the house.

The app, called MyT, also includes hybrid driving tips for anyone new to part-battery driving.

The Corolla already had a full five-star rating from Euro NCAP when it comes to crash safety, but Toyota has updated and upgraded the electronic safety kit under the name T-Mate. That upgrade includes a new forward-facing camera and radar that are claimed to be more effective than before, and which give the Corolla standard-fit adaptive cruise control.

The camera also allows for a new system called Proactive Driving Assist (PDA) — while this has some familiar functions such as collision warnings, it also includes a new active braking system that automatically ramps up the amount of energy recovered back into the battery when you lift off the accelerator while approaching a corner or when there’s a slower moving car in front.

It’s not quite ‘one-pedal’ driving, but it’s quite a useful and intuitive system that is backed up by a new active steering assistant that can help you swerve away from danger in an extreme situation.

Optionally, you can fit your Corolla with a blind-spot monitor and a rear cross-traffic alert, and with these systems comes an extra one — Safe Exit Assist, which warns you if you’re about to open a door into the path of an oncoming cyclist. It only works on the front doors, though, and unlike Hyundai’s system — which will actually inhibit the door latch to stop you opening it — the Corolla just has a flashing light and a warning beep.

Performance, power output and acceleration
While the engine capacity of the basic 1.8-litre Corolla hybrid has remained the same, Toyota says that has been significantly upgraded as part of its new fifth-generation hybrid setup. For the 1.8, that means a new, more efficient, lithium-ion battery and a more powerful — 94bhp and 136lb ft of torque — electric motor, as well as a new computer brain.

The effect of all that is higher peak power — 138bhp now, up from 121bhp previously — and the same or better efficiency.

The 2-litre version also gets more power — it’s now up to 193bhp — and it’s slightly lighter than before as it has switched from a nickel metal hydride battery to a lithium-ion pack.

The 1.8 version arguably makes the 2-litre model redundant, as its extra power is really only noticeable under hard acceleration and that’s just not how you drive a Corolla hybrid. Much better to accelerate relatively gently, and let the improved electric motor do more of the work.

Do that and you’ll not only save fuel (55mpg is easy, beyond 60mpg is certainly possible), but you’ll also save your ears. Toyota has worked hard — and largely successfully — over the years to remove from its hybrids the high-revving noise when accelerating, and it’s certainly noticeable that the Corolla spends less time grinding away at high rpm to gather speed on the motorway. Long uphill runs are not its friend, but noise levels are rarely excessive in day-to-day driving.

The extra power on offer has given the Corolla swifter 0-62mph times — 9.1 seconds for the 1.8, 7.4 seconds for the 2-litre, but you’ll need to be in Sport mode if you want to feel the system at its highest performing. In the more likely event that you’re driving in Normal or Eco modes, the Corolla’s hybrid engine just rows along nicely, if unspectacularly.

It’s certainly more noticeable how much more of the work is done by the electric motor than before. Not so long ago, you had to drive any Toyota hybrid with exceptional care to keep it running on electric power – as indicated by a little “EV” icon in the instruments. Now, you can accelerate quite decisively, and get well above 30mph before the petrol engine wakes up.

Toyota reckons that as much as 80 per cent of urban journeys in a Corolla can be done on just electric power, which is impressive if it can be replicated (we scored an apparent 50 per cent electric ratio on our mixed country road, motorway and town drive if the dashboard display is to be believed).

Ride and handling
In 2019, the Corolla was almost shocking in how nice it was to drive. Previous generations had been pretty forgettable, but with this 12th generation, suddenly there was sharp steering and a willing, engaging chassis. That carries forward to the updated model.

Comfort is still clearly more of a priority than excitement. The Corolla rides firmly, but with a well-damped sense of comfort. It only gets harsh if you spec it up with the 18in alloy wheels of the GR Sport models. The mid-spec 17in wheels are perfectly fine when it comes to comfort, although all Corolla models seem to suffer from too much tyre roar on coarse tarmac, which does spoil the refinement.

The steering is light but very fluid in feel and quite quick across its locks. The Corolla also seems to have plenty of front-end grip in reserve, so tightening corners hold no great fears.

It’s not as sharp in its steering feel as say a Ford Focus or a Mazda3, but it’s certainly satisfying, and on a twisty mountain road it’s easy to get the Corolla into a pleasant and enjoyable rhythm, sweeping from corner to corner.

That Proactive Driving Assist also helps, as the extra bit of regenerative braking when approaching a bend can help you better balance the car on corner entry, so it’s as much a driving aid as a safety and energy-saving feature.

Pricing and on-sale date
The Corolla is on sale now and prices start from £30,210 for an Icon spec hatchback with the 1.8-litre hybrid engine. Standard spec for Icon models includes 16in alloys, LED headlights, the 12.3in digital instrument screen, the 10.5in infotainment system with online connectivity and cloud-based navigation, a wireless phone charger, keyless entry and ignition, two-zone air conditioning, a reversing camera, front and rear parking sensors and heated front seats.

If you want the 2-litre engine in Icon form, that’ll cost you £31,955 while the Touring Sports estate costs £31,545 with the 1.8 engine, or £33,290 as a 2-litre, both in Icon spec.

For £31,780 you can upgrade your 1.8 hatchback to Design spec, which comes with 17in machined-look alloy wheels, uprated LED headlights, rear privacy glass, auto-folding door mirrors, rain sensing wipers, ambient cabin lighting and a self-dimming rear-view mirror. A 2-litre hatch in Design spec costs £33,525, while the estate 1.8 Design is £33,115 and the 2-litre Design is £34,860.

Sporty-looking GR Sport spec starts from £32,990 for the 1.8 hatchback (£34,735 for the 2-litre and £34,705 or £36,450 for the 1.8 and 2-litre Touring Sports respectively). For that you get a chunky body kit with unique front and rear bumper designs, 18in dark grey alloys, black door mirror caps, red contrast stitching for the inside (along with embossed GR Sport logos) and the option of a contrast-colour roof.

At the top of the range is the Excel model, which will set you back £33,400 for the 1.8 hatch; £35,145 for the 2-litre hatch; £35,115 for the 1.8 estate; or £36,860 for the 2-litre estate. Standard Excel equipment includes 18in alloys, adaptive high-beam control, leather upholstery, a head-up display, blind-spot monitor, rear cross-traffic alert, safe exit assist and the option of a panoramic glass sunroof.

Verdict: Toyota Corolla Hybrid review
The fact that Toyota hasn’t changed the Corolla much is perhaps not very surprising. After all, in 2021, the 50 millionth Corolla was sold, underscoring the success of the model’s history of steady evolution rather than stunning revolution.

It remains a sensible choice, and the upgrades to the hybrid system are welcome both for the extra power and for the still-excellent economy. It’s no high-performance ball of fire but the Corolla is sharper and more rewarding to drive than you might expect. Given Toyota’s well-earned reputation for reliability, it should be a satisfying car to own in the long term.

Source: driving co
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2023.05.31 15:58 Embite A Comprehensive Guide to Railroads Online

Hello new/returning player! Whether you're considering buying or you've just installed it and don't know where to start, there's a good chance you have some questions about the game. I've been playing pretty much since launch, and since the Discord imploded and the in-game tutorial kinda sucks, I figured this would be a good place to put together a comprehensive guide to everything you need to know about Railroads Online. Feel free to scroll through the headings to find what you're looking for!

Is it worth the money?
Railroads Online is exactly what it says on the tin and exactly what you see in the trailer. There are railroads, they are online, and you do have complete freedom to build your own railroad in a sandbox environment. If that's your cup of tea, try it! Steam's refund policy allows you to refund the game if you have less than 2 hours played and you've owned it for less than 2 weeks, so even if you don't like it when you start, you have a safety net. That said, this game is in early access. And, the regularly-updated branch is a beta to the early access, so it is seriously lacking polish in certain areas. This game is physics-based, and that can take a toll on performance for trains longer than a dozen cars, and the Beta branch reportedly has some people's GPUs on their knees. Updates also regularly introduce bugs, ranging from mildly amusing to make-sure-you-back-up-your-save-file. For some people that sort of thing is understandably not worth $35, while for others it gives the game character. I've gotten close to 10 hours of playtime for every dollar I spent on it, so obviously I'd be inclined to say it's worth it, but everybody's experience will be different.

Note: The following guide is geared towards the Beta version of the game. This version has the most features, looks the best, and receives regular updates, though there are a number of known performance and stability issues. The majority of it still applies to both versions of the game regardless, though the largest changes have been to track laying.

Getting Started

Warning: Remember, this is Railroads Online. There is no "offline" mode, strictly speaking, but you can drag the "player limit" slider down to 1. If you're going to play with other people, use a password. If you ever forget to, and someone comes in and undoes all of your hard work, you will never forget again. You have been warned!

Your first railroad
So, you've launched the game! Congratulations! Now what? Well, it's probably good to get yourself oriented first.
The game spawns you in on the spawning platform. The three tracks you've spawned next to are permanent, and they are where new equipment spawns when you purchase it. You are given Betsy, a flatcar, and $2000 for free, and the rest is left up to you.
Before you run any trains, you'll need to build some track to run them on. Take care here, because there is no edit tool; if you build something, the only way to change it is to delete sections and rebuild. Measure twice, cut once, and make it look nice the first time so you don't have to redo it later. Or something.
Press G to bring up the majority of your sandbox tools: Track Construction, Facilities, Locomotives (the shop), Demolish, Rerail, and Logging, plus the Respawn button. I will cover all of these tools in time, but for now, all you need to be familiar with are the Track Construction tab, the Demolish tool, and the Logging tool.

Track Construction
Track laying in this game has been... fucky... for a long time. It's a LOT better now than it used to be, but I still recommend downloading RROx (Railroads Online Extended) and using the fast sprint cheat when you're building. It will save you hours (not to mention the other features it offers).
First of all, everything in this game except for rolling stock is FREE! Go nuts! Want to triple-track the main? You can! Want to fill the entire southern half of the map with water towers? Your call! Fun first, safety third. Anyway:

In the Track Construction menu, you will be greeted by a bunch of track options. Feel free to place them wherever to get an idea of what they are.
The first row is, of course, 3 foot narrow-gauge rail. The I, II, and III varieties are identical except for the amount of ballast. I has some, II has a bit more, and III has a lot. On cliff faces, too much ballast can cause ugly clipping, so it's best to use tier I when you can and step it up if it's too short. The game will not let you place a node if the spline is not supported by ground or some other structure at every point.
The default building mode is spline mode. Click once to place the first node, and click somewhere else to place the second node. Boom! You've placed your first track segment. If you click on the ground, it will face whatever direction your UI currently says it's facing, but if you click on another piece of track it will do its best to connect to the other node as smoothly as possible. This can result in some janky turns if you're not careful, so keep that in mind. There are keybinds to rotate the endpoints to face the direction you want them to. Track will not snap to another track unless you see the glowing chain link icon above it. If you don't see it at first, walk around a little, staring at the desired connection point until you trigger the hitbox.
The other building mode is circle mode. It does what it says on the tin– your track will follow a circular arc with the radius you specify. Use smaller segments if you can, because for some reason the angles get weird if you try to do more than 90° in a single segment. In this mode, you can snap to existing track on your first click, but it will not snap to another track for your second click because it only cares about following the circle. This build mode is useful for a number of reasons, not least of which being the ability to see what your maximum turning radius is. A 30 meter radius is the minimum, but on your main line you should aim to stay above 60-100 meters to avoid derailments at high speeds.
Next in the menu: switches. If you know what trains are, you probably know what switches are. In RRO, if a switch is pointing one way, and you come in from the other, it will automatically align with you to let you through, unless A.) you are in a handcart, or B.) it is the 3-way stub switch. Also note that they are not perfect mirror images of each other (not sure how they managed to mess that up but oh well), which may cause problems when creating complex structures like yards.
The 90° crossover piece is your friend when designing parallel tracks. You can chain them together to ensure equal spacing, matching angles, or you can simply use them as placeholder nodes to snap your track to if you need to delete part of it. Two crossover pieces are far enough apart for two trains to pass each other comfortably, so it's handy for smoothing your double-tracks, if you choose to build them. The 45° crossover piece is also good, for when you want a spacer piece that's slightly longer than the 90°, or if you don't want your simple wyes to be a hundred feet across. (Still waiting on that 10° crossover, Astragon.)
Turntables are what you expect them to be. The plain Turntable I is small enough to fit in some tight spaces like yards, but a lot of locomotives will only fit on Turntable II. Turntables have historically been a bit buggy, particularly if you reload a save while something is on it, so be wary.
The bumper is a bumper. 'Nuff said.
Embankments are ballast without the rail. They're nice as decoration around the base of certain structures, or as filler in between the tracks in yards, or as ballast for bumpers and crossovers. You can also access a similar trackless version of the stone wall by using its drop-down menu.
Bridges and stone walls work exactly the same as ballast track: they will not allow you to place a node if the spline is not supported everywhere. However, there is a workaround for this: nodes can be supported by ballast. If you use small enough segments, 3 Ft Rail III can be used to cross gaps using just the previous segment's ballast as support. If you fill the gap with ballast, you can place your bridge on top of it, and then remove the ballast later. You can pretty it up with some stone walls as supports, if you want to.

And that's everything currently in the Track Construction menu! The Engine Shed and the Coaling Tower also have small pieces of track, but they are kept in the Facilities menu.
Note: You can make it to pretty much every industry in the game with less than a 3% grade. In real life, this is considered pretty steep, but in-game you can get away with even steeper track if you can't be bothered to work out the best path.

Demolish Tool
The demolish tool is delightfully simple. It deletes things! By default, it only deletes rail, but that can be changed with the drop-down menu. Be very careful using the "All" option-- you could accidentally delete your rolling stock.

The Logging Tool
The logging tool will probably be your second most-used tool, right after track construction, because everywhere you want to place track, there are trees in the way. You can click almost anywhere on the tree to remove it, and it does this for free, but you might have trouble removing a tree if the bottom two-thirds of it are buried in ballast. If spam-clicking feels tedious, you can hold down the mouse button until the saw finds a part of the trunk that it likes.

That should be everything you need to know to build your first railway!


In Railroads Online, your objective is money. Moneymoneymoneymoneymoneymoney. But u/Embite, I hear you ask, how do I GET money? Well, I'm glad you asked! The answer is industries.
There are 9 industries in RRO, which you can see on the map: the Smelter, the Sawmill, the Logging Camp, the Freight Depot, the Iron Ore Mine, the Oil Field, the Ironworks, the Refinery, and the Coal Mine.
Each industry has inputs and outputs. For example, the Logging Camp has two output platforms: one for logs and one for cordwood. To load a car with the output, simply position your railcar where the crane drops the cargo and click the crane to start loading. For some outputs like the iron mine, there's a chute instead of a crane, but it's the same idea. When you unload a car, the cargo teleports to the side you clicked on, so make sure you're standing on the platform that you want to deliver to.
The inputs and outputs for each industry is listed in the table below.

Location Input Output
Freight Depot Anything Nothing
Logging Camp Nothing Logs, Cordwood
Sawmill Logs Beams, Lumber
Iron Ore Mine Beams, Lumber Iron Ore
Smelter Iron Ore, Cordwood Raw Iron, Rails
Coal Mine Beams, Rails Coal
Ironworks Lumber, Raw Iron, Coal Steel Pipes, Tools
Oil Field Beams, Steel Pipes, Tools Crude Oil
Refinery Lumber, Steel Pipes, Crude Oil Oil Barrel
You should notice a few things:
  1. Logging Camp has no inputs. This is where the supply chain of RRO starts. The lumberjacks do all of their work for free, and they will never run out of logs, or cordwood.
  2. Freight Depot (the big warehouse near spawn) has no outputs. This is where you can return to sell whatever products you've collected and turn them in for straight cash. You get the same amount of money regardless of which buyer you send cargo to, so it's recommended that you try to deliver to another industry whenever possible, since you get money AND more cargo to sell, rather than just the money. If all you need is money though, the Freight Depot is where to go.
  3. There is a clear progression from one industry to the next. I've ordered the table so that once you've connected to one industry in the list, your railroad will have access to all of the cargo needed for the next industry down.
While it's best to try and deliver to new industries whenever possible, sometimes (especially early on) you will simply run out of money for all the new railcars you need to haul the stuff. For the early game, my best suggestion is to run beams from the sawmill straight to the freight depot. Stake flats (which carry beams) are among the cheapest rolling stock, and each carload is worth $72, compared to $60 for a flatcar of logs. You only need 3 beams per car, so it's fast to load and unload. While cordwood is also easy to do, with each carload worth $80, each flat is much more expensive to buy, and each car carries 8 units of cordwood, making the loading time much longer. Plus, many more industries use stake flats than the cordwood flats, so you will be investing in the future of your railroad as you go.
Another way to make money in RRO is via Firewood Depots and Coaling Towers, which brings us to the next available construction tool,

Facilities are buildings you place down yourself to facilitate the management of your railway. At the top of the menu are the Sand House, the Firewood Depot, and the Coaling Tower. They're very self-explanatory: The Sand House contains sand to refill your locomotive's sander, the Firewood Depot is where you restock on firewood, and the Coaling Tower is where you restock on coal. The Sand House is, as far as I can tell, unimplemented as of 5/29/2023, but the others are very important. In RRO, you need to produce the fuel that runs your railroad.
Firewood Depots are easy to stock, not least of all because they spawn in full of firewood, in case you run out in the middle of nowhere. To refill a Firewood Depot that has been exhausted, you simply unload any form of wooden cargo (logs, lumber, beams, or cordwood) onto the side of the platform that doesn't have firewood on it. When designing your yards, it's always smart to make space for a firewood depot, because the platforms are spaced far apart and most locomotives in RRO run on firewood.
Coaling towers do not spawn in stocked with coal, and coal is not available until about half of the map is connected by your railroad, so coal-fired locomotives will be a late-game commodity. Once you have access to them, though, they are restocked in much the same way as firewood depots.
Water towers are also important. Without water, your trains have no steam, so place these wherever they're convenient. They refill slowly on their own.
Engine sheds are purely cosmetic in this game, since the locomotives don't require servicing or shelter. They are, however, available in a variety of nice paint schemes, and a roundhouse is a great way to spruce up any boring-looking switching yards.
The last facility is the Telegraph Office, which is the most convenient structure in the game. Wherever on the map you place one, your map will be updated with a brown box with a T in it. Clicking his box allows you to teleport to any telegraph office from anywhere else in the game, saving you a lot of walking between industries and yards.

Locomotives (the shop), and Companies
The shop is where you use your hard-earned money to buy locomotives and rolling stock. You can check your funds in-game by pressing P. The "tier" of an item is the level your player needs to be in order to purchase it. Your level increases every time you deliver cargo to an industry. When other players join your game, they can join your company by pressing Tab and clicking "Join Company" next to your name. When they do this, any delivery they make will count as a delivery for you, not them, which increases your money and XP much faster than doing it all alone. Employment is forgotten when the player relogs.

Rerailing is finicky. Basically, you click "rerail," spam LMB on whatever you're trying to rerail until its name appears in the UI, and then walk around looking at track until it appears where you want it to. You can flip it around with LMB, and then drop it with RMB. Rerailing on switches currently seems to be a little broken.

This option will send you back to the spawn yard if you ever manage to get stuck. It was more useful before telegraph offices were added, and most of the gamebreaking ways to get stuck have been patched, but if you want to use it you simply click and hold until you respawn.


Now, with a line of track connecting your spawning yard with the logging camp, you're ready to finally fire up your Porter 0-4-0 and run some trains! In case you're new to operating a steam locomotive, here's a quick rundown of the controls:

First, open up the firebox and throw a few logs on the fire. Pick up logs with LMB, look at the firebox until the UI displays its temperature in the top left, and throw with RMB. You can throw logs back onto the pile if you picked up too many (you can hold up to 5 at once). Now you have to wait for the fire to heat up, which then makes the boiler heat up, and then you will finally see the dial on your pressure gauge increase. Once you've got pressure, you can move the locomotive.
The big lever above the firebox is the regulator, aka the throttle. It basically controls how fast your built-up steam enters the cylinder, or in other words, how much power you're sending to the piston, and by extension, the wheels.
The lever coming out of the floor is the reverser (or the Johnson bar), which controls at what point in the cylinder's stroke steam is allowed to enter the chamber. All the way forward means that steam comes in anytime it would push the wheels forward, and all the way back means that steam comes in anytime it would push the wheels backwards. In between, it controls whether the steam flow is constant, or if it comes in short bursts. Or, at least, that's how it works in real life. IRL you can achieve more efficient steam usage by setting the reverser bar near the middle and letting the regulator stay open; however, in RRO, as far as I can tell it simply multiplies the % the regulator is open and the % that the reverser is set and uses that number as the "go amount." So, for all intents and purposes, the reverser is just another regulator (in RRO).
The lever to the right of that is the brake. Betsy (i.e. the Porter 0-4-0) has a mechanical brake, meaning it applies braking force as long as you have it on. In some locomotives, though, the brakes are powered by a steam-powered compressor, which you need to activate yourself via a valve somewhere, or else your brakes will have no effect.
The whistle and the bell do as you expect. There is another handle which opens the cylinder cocks, which as of 5/29/2023 is purely cosmetic, as are the sanders. IRL, cylinder cocks are used to blow condensed water out of the cylinders, and sanders are used for extra traction in slippery conditions.
Finally, most locomotives have lamps that you can turn on and off with LMB, or by using the steam-powered generator, if it has one.
And that's pretty much it! Different locomotives have different features, and levers are often in slightly different places, but they all operate on the same general principles. Locomotives are also often specialized for a particular job. For example, engines like the Eureka are specialized for high speeds with low power, while engines with shorter wheel bases like the D&RGW Class 48 are specialized for sharp turns and yardwork, while the geared locomotives like shays and heislers are specialized for steep tracks in mountainous terrain. You can find a number of resources online to find statistics for each of the different RRO locomotives.

The 3 foot narrow-gauge railway in RRO uses what is called "Link and pin" coupling, which uses, unsurprisingly, links and pins. To couple two cars together, you need enough space to fit a link between them. Press LMB to insert a link in the coupler. Only one car should have a link. Once the link is in place, push the cars together and use RMB to place a pin in both couplers. Et voila! Your train is now longer.
Tender locomotives have unique couplers. First of all, instead of a link, tenders are connected to the cab by a drawbar. Press LMB on the tender, then back up the locomotive and use RMB to hitch it to the drawbar with a pin. For locomotives with cowcatchers, the front is outfitted with a drawbar as well, which can be extended and retracted with LMB. This link is weaker than the usual link-and-pin, so only use this for short, slow trips or yardwork.

External Tools

While straight-up modding RRO is currently very difficult, there do exist certain external tools to help provide you with a more enjoyable experience with a game that is, at times, excessively grindy.
RROx, or Railroads Online Extended, is by far the most useful RRO extension I've come across. It offers a real-time minimap (that maps your rail lines for you!), remote control of locomotives, cranes, and switches, unrestricted teleporting, cheats like free money, fast-sprint and flight, as well as optional access to all of these features for other RROx users that join your game. It even provides everything necessary to create a plugin of your own, if you're so inclined.

Railroad Studio
railroad.studio is a free online save file editor for RRO. With it you can replace trees, rename/repaint locomotives and rolling stock, delete track, cheat in money, etc. Currently the go-to save editor.

Technical Bits

Just some extra technical bits that are worth knowing:

Miscellaneous Tips

That's pretty much everything I've got. I hope that this guide has been of use to you! If I forgot something, got something wrong, or you have an idea for how to improve this guide, feel free to leave it as a comment below. Happy railroading!
submitted by Embite to RailroadsOnline [link] [comments]

2023.05.31 15:58 shortguy2329 Tune up carbon fibre

Tune up carbon fibre submitted by shortguy2329 to TopDrives [link] [comments]

2023.05.31 15:38 cryptocalligrapher How fast to walk during walk breaks

It is unclear to me how much of the walk break is "recovery" versus actual expended aerobic effort.
I just completed week 2, day 1, and I had a top walking speed of about 14 min/mi, but it didn't sustain for long. I seemed to walk briskly at more about 16:30/mi and did get a bit tired or lazy momentarily and slowed down to 17:30.
I know the actual pace doesn't matter, but it's there to give context to my top vs brisk vs lazy speed.
submitted by cryptocalligrapher to C25K [link] [comments]

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submitted by LivingPlane6991 to u/LivingPlane6991 [link] [comments]

2023.05.31 15:35 lodin93 Short Story (In Play) Total eclipse of the Heart

Total Eclipse of the Heart
The Nothing feasted upon the Lair of the Dragon kind. No one cared. No one saved it. Lost in darkness, and void, the sun guttered and died. Not with a bang, but with a whimper.
From the Nothing emerged a short bald man in red robes. The wisps of darkness and smoke nipped at his feet, but he kicked it away impatiently. With a snap of his fingers and a twirl of his hand he seized time and rolled it back. Back. Back…
From out of the darkness emerged first Dragonia and then her twin Lairona. The moon came into view and shot across the horizon. Finally the Sun shone again in the blackness of space.
All was well again.
Deep within the bowls of the Lair the ancient Vampire Dengali, Of the House of Style sat bolt upright in his coffin. He let out a devilish scream of pain. Time has rewound itself again! His Torpor disturbed by the destruction of the worlds. He was one of the few beings that could perceive this effect.
An insanity griped Dengali for this was now a regular torture that he could not escape. In a delirium he shouted “Ground Hog Day”! And fell sideways out of his coffin on to the dirt floor. He was parched. He was dry. Looking at his hand he gasped that it was zombie like and boney.
Dry popping and scrapping sounds could be heard as he crawled along the floor. He settled into a feral mind state, as he was a horror to see. His magical strength carried him along effortlessly.
A rat, a dog, then a human. A human! The blood surged through him! It pounded in his brain! His heart soked it up like the driest sponge. Then another human! Soon sense and understanding returned. The beating stopped, and Dengali tore his victim in half in frustration. He was struck from behind, but the blow bounced off of him like a child's toy.
Turning he effortlessly grabbed the huge man attacking him and bit down. He was dimly aware that this was a Barbarian caught up in a fit of rage. His fists striking him, and doing literally nothing to him. Slowly the attacks stopped. The barbarian grew pale, and died.
This was what he needed. A vessel with a strong connection to the positive material plane. A feast of life force. His body healed. His age fell away like dust in the wind. His golden hair regained it’s luster. He breathed a deep breath, enjoying the sensation of the long lost action.
Was this the thirtieth or thirty second time this has happened? He was not sure. What he was sure of was that the Red Guardian was near and still singing that annoying song…
“Turn around, every now and then I feel little bit lonely.”
Dengali spun around, and dashed towards him. Blurring at incredible speeds. He ran right up to the little midget, and tried to grab him with a force that could pulverize stone. He only found empty air. From behind him he heard the singing again.
“Turn around, every now and then I feel a little bit terrified, then I see the look in your eyes”!
The ancient Vampire turned around and ran forward, turning into a green glowing mist and surrounding the Dungeon Master. A moment latter he converged and reformed, standing in the same place that his intended victim was, but was now gone…
Growling in frustration he yelled “What the fuck do you want? What am I to do? Why do you torture me so? The night is mine! Forever is mine! What does it all mean?” He only heard the singing a short distance behind him.
“Forever is going to start tonight, Forever is going to start tonight! One upon a time I was falling in love, now I am only falling apart…”
Dengali fell to his knees in despair, and the Nothing ate him whole. The Nothing ate the worlds. The Nothing ate the Sun and the moon. In that Void. Dengali, somehow, heard the song still. A single tear rolled down the cheek of the Red Guardian, the Dungeon Master.
“Nothing I can do, a total eclipse of the heart…”
Time rewound itself again, but this time when Dengali finished feeding, he was alone in the darkness of the sewers. He tried something different. Climbing up to street level the Ancient One found that the small village he torpored in so long ago has grown into a metropolis. Looking up he beheld a magnificent Black Tower of High Sorcery.
Magic flowed through the streets in invisible streams like water upon the ground. His hearing detected thousands of heart beats. Never before had he sensed so much in one place. So much magic! So much power! So much blood!
Centering himself, he had to shut the sensory information out. It was too much. After a time, he became aware of a presence, watching him. Perhaps scrying him would be a better term. “I am the darkness, you will not hide in it from me.” Waving his hand Dengali spoke an ancient word of power, and from the shadows the magic opened to reveal a blue illusion of a cursed mage. This hologram of a Black Robed Wizard with the face of a horses ass and tail, emerged.
The ass twitched it’s tail in annoyance and spoke the ancient challenge. “Greetings Darkest one of the Blood! How may I assist the darkness of your soul?”
This gave the Ancient One pause. He had not been greeted so, in so long, that the honer slightly overwhelmed him. “Direct me to a market where I may find a seamstress to make me new clothes.”
The illusion bowed, and waived it’s hands in a grand gesture. For just down the street, where he indicated, the bricks moved and it was revealed that the city is in constant motion. Each city block drifting on a tide of invisible magic. However, that magic sang to him, in it’s inevitable way, revealing that the movements of the city were at his command and convenience. Even night and day are at his command allowing him to move in total darkness of night wherever he went, here.
Effortlessly the market presented itself to him and a seamstress store moved with up to his toes. Within, Dengali found the most drab and peasant looking clothing store he had ever seen. He glided over to the bolts of fabric openly revealing his Vampiric nature. This caused the two workers to drop to their knees and beg him to allow them to serve him.
The Ancient one disliked their accents as they reminded him of the people of the Northern Desert, a disgusting people that live in perpetual sunlight and tase like coal and ass mixed together. As if the very sand had infected their blood. The old memory stirred him and some time passed before he spoke.
The servants wisely stayed quite. “This is a peasants clothing store, I am in the wrong place.” With that he turned and glided out. Across the street the city moved to reveal a much nicer clothing store. The sign outside the location read “Brooks Brothers, Dark Town”. Dengali glided forward and stopped. Another Vampire had appeared before him and bowed in an old fashioned way quite deeply. Flashing his eyes bright red, the ancient one hissed and showed his fangs. Immediately the Vampire in front of him fell on his face and made himself as flat as he could, burying his face in the mud.
Several minuets past and Dengali finally snapped his fingers and allowed the junior Vampire to stand again. The mud fell from his face, and clothes like dust. clearly a minor magical effect. “Forgive me, most Ancient Sire, of my Sires, Sire. How may I assist the darkness of your soul”?
Dengali spoke slowly. “Do you not see the rags that rot upon my perfect form? Does it not shock you? Do you think that this is acceptable? That this is excusable? The younger Vampire replied “I do not think, I am an empty vessel for your will. I await your command.” He then froze in place and was unnaturally still.
The ancient one simply said. “Impress me”.
the younger Vampire pulled out a sealed pouch from within a hidden pocket. This bag of pure mana is priceless. He opened it and tossed a hand full of sparking dust all around the location. He cried out, arcane words of power followed by, “My shop.” The entire scene folded like an origami bird until they were standing in a completely different place. More handfuls of mana and more ancient words, and the cloth around them began to bend in spaceually unnatural ways until it formed itself into a fine suit of clothing. Black sequence fabric rippled and spun until the ancient one was immaculately clothed in custom clothing of the finest kind.
This made the ancient one happy. The magic began to dissipate, but not before it formed a very high, rigid collar denoting his station and age. Gliding over to the youth he suddenly grabbed him by his neck and hauled him up into the air. In one motion he bit his wrist and feed the younger one for just a moment. Then he put him down and blurred away.
The potent blood fell straight into the pit of his stomach. It was overwhelming. He lost control of his form and Vamped out devilishly. The Ancient Blood merged with him. He uncontrollably roared in ecstasy, and fell to the floor convulsing violently. His heart beat four times and then stopped. Quivering with power he appeared miserable, but the truth was that he felt so much pleasure that it hurt.
Feeling like himself for the first time in centuries, Dengali assumed a bat form and began hunting for more blood. Several victims later he heard a familiar voice raised in song behind him.
“And I need you now tonight,
And I need you more than ever
And if you only hold me tight
Well’ be holding on forever
And we will only be making it right
‘Cause we‘ll never be wrong.”
The Nothing feasted on the world around him, and he found himself and the Dungeon Master alone in a void of nothing that was somehow spinning like a top. Mana sparks flew off the Red Guardian, and he continued to sing very loudly now over the howling wind of the Nothing. Surrounded by blackness…
“I don’t know what to do,
And I am always in the dark
We’re living in a powder keg
And giving off sparks!”
Suddenly the air caught fire and the worlds were reborn in a massive mana explosion that blew Dengali’s golden hair back. He beheld the sheer magnitude of the rebirth of two supermassive worlds from a macro perspective. His eyes so wide, and his mind in shock trying to comprehend it all. “Such power”! He cried over the din of it all. “Who”? Stammering “What”? Reeling “How”?
The short little bald man just smiled and held out his hands parallel to each other. All of creation shrank, and then shrank again. The worlds revealed that they are really a part of a larger quasar, and then just one amongst many. It shrunk again, this revealed thousands quasars, then he slapped his hands together and it all flew outward until they were standing over the twin worlds in a God like perspective again.
The ancient One fell to his knees in wonder and blood tears ran down his face. He sobbed “You are more powerful than the Gods!” A look of fear invaded his face. “What am I to do?” He was only answered with more song.
“Once upon a time there was light in my life.”
The Dungeon Master’s Hands fell to his sides. He regarded the Vampire and sang.
“Now there is only love in the dark.”
The little bald man in red robes began to fade away…
“Nothing I can do,
Total eclipse of the heart…
Darkness and Nothing flooded in, drowning the ancient Vampire that doesn’t need to breathe. He rolled over and over in Nothing, eternal. In desperation and madness he tried to turn around…
Suddenly he found himself back in Darktown. He barfed some blood and kissed the ground. Standing, he was stunned to find not a mark upon himself. His new clothes were in tact, and he found himself standing in a cobble stone ally.
A flash of insight struck him. The Red Guardian is Neutral, but he always has a love for a group of do gooders, that are always fated to save the world! What a fool I am! He laughed out loud!
“I have to find the Hero’s and get them to stop this madness”!
Turning off the page, breaking the forth wall.
This NPC looks right at you.
His fangs come out, and his eyes glow red.
“Save Us”!
“All you have to do is show up and play”!
Then he fades away. Singing
“Turn around”
submitted by lodin93 to atlantagaming [link] [comments]

2023.05.31 15:34 LivingPlane6991 Revolt RV 400

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submitted by LivingPlane6991 to u/LivingPlane6991 [link] [comments]

2023.05.31 15:31 JohannesMeanAd2 The Centennial Series, S2E2: 1923 Indianapolis 500 - Indy goes international!

The Centennial Series, S2E2: 1923 Indianapolis 500 - Indy goes international!
Hello everyone! I hope you all had fun watching the Monaco Grand Prix this weekend, filled with many different strategic twists and turns and showcasing some of the finest displays of driver ability we've seen this season!
As we all know, the Monaco Grand Prix is one of the most historic motor races on the planet, with a rich heritage going all the way back to 1929. However, there is one other open wheel race that has historically been run on the same day, but halfway across the world in America: The Indianapolis 500. With speeds in excess of 230 miles per hour and attendance soaring past 300,000 on race day, the Indy 500 boasts arguably the most impressive CV of any active motor race in the world with its over 110-year-long history. Makes sense, then, that this would be our next destination for The Centennial Series retrospective.

The Start of the 1923 Indianapolis 500. Image credits to michaeljesse.net
For those of you on this sub who don't know, I make a series of commemorative posts for Grand Prix-adjacent races that occurred exactly 100 years ago as their anniversaries pass by us. Here's my most recent one in case you're interested in reading further. This will be the second installment in this year's retrospective, so let's get into it!
Just like today, in 1923 the Indianapolis 500 held a special place in the motor racing world as arguably one of the fastest and most exciting races out there. If we had a holy trinity of races in the 1920s, they would be the Italian Targa Florio, the French Grand Prix, and this race. Indy represented the peak of American motor racing since the end of World War I, when rival events such as the ACA Grand Prize and the William K. Vanderbilt Cup fell into abeyance and irrelevance.

Aerial view of Indianapolis Motor Speedway, 1923.
You might be wondering, "this is a race that's still held today in the IndyCar series. Why would you do a retrospective on it if it's not a Grand Prix?" That's a great question and the answer lies in the past. Though it may seem strange, unlike in the 1950s, during the 1920s the Indy 500 was equally as relevant to the Grand Prix racing world as it was to that of racing in the United States. Quite often, many of the best manufacturers of Europe sought after victory in the Indianapolis 500 as a means of proving their race cars’ (and road cars) worthiness on a global scale. Some successful examples include Delage in the 1914 running, and Peugeot, who successfully won three times in 1913, 1916 and 1919.
As such, it made sense that the then-organizers of the Indy 500 (and most auto racing in America), the AAA Contest Board, wanted to keep in touch with the latest developments in international racing to maintain that worldwide interest in the Sweepstakes. In the previous year's Indianapolis 500 (Which you can read my post about here), the technical regulations remained the same as they had been since the end of World War I, that of 3.0 liter engine regulations, on the grounds that the American auto industry still hadn't fully recovered a regular peacetime manufacturing capacity after The Great War.
However, this would all change for 1923. In 1922, the Automobile Club de France, or the ACF, adopted new, 2.0 liter engine regulations with slightly smaller weight requirements as the first true "new" post-war regulation. In the pursuit of maintaining international interest in the Indy 500, the AAA decided to follow suit for the 1923 season. In recognition of unifying their formula, the folks in Europe known as the AIACR (Association Internationale des Automobile Clubs Reconnus, the FIA of its day) designated the Indianapolis 500 as a Grande Epreuve (French for “big test”), which was back then the term for an "official" international Grand Prix race.
And so, with the race now genuinely having international importance once more, it's time to see who's who and who the favorites were for the 1923 Indy 500:

The Team of Bugattis lining up for a photo at the 1923 Indy 500. Image credits to Simanaitis Says.
The first major European manufacturer to jump at the Indy opportunity would be Bugatti. Led by the great Ettore Bugatti himself, the Alsatian manufacturer had gained a reputation for punching well above their weight in the Grand Prix scene, with multiple voiturette victories to their name in 1920 and 1921, and making the step up to the Grand Prix races in 1922. Despite their gentlemanly lineup, their results were very promising, taking runner-up in France and third place at Monza. For 1923, they planned bigger and better things, but for the sake of getting their name out, Bugatti set out with their 1922-spec Type 30, modified to only have one seat (because back then Grand Prix racers still needed two seats).
Their drivers would be led by Pierre de Vizcaya and the legendary Polish designer Count Louis Zborowski. They were joined by a series of other wealthy aristocrats interested in a flick of speed, including the Parisian Prince de Cystria, and the Argentinians Martin de Alzaga and Raul Riganti. With just 90 horsepower on tap, Bugatti's best chances came from capitalizing on attrition. But still it's quite incredible that they're out here having only made it to the big leagues a year prior.

The Supercharged Mercedes M7294. Stripped down to only one seat for Indianapolis. Image credits to Supercars.net

Christian F. Lautenschlager. Image from Fine Art America.
And now for a manufacturer I'm sure everyone is familiar with: Mercedes! By this point, Mercedes were still virtually the "exiled genius” of the European racing world. Their status as a German car manufacturer left them banned from taking part in the French Grand Prix after The Great War, but that did not stop the engineers at Stuttgart from innovating and being ahead of the curve. At the 1922 Targa Florio, they introduced the world's first supercharged (and by extension, forced induction) racecars, capitalizing on a gray area for the Grand Prix regulations of the time. Seeing the potential of the supercharging device, Mercedes opted to take it one step further for 1923. In a design that complies with the 2.0 liter Grand Prix regulations, they introduced the M7294, designed by Paul Daimler himself. This 120-horsepower beast used centrifugal supercharging to make up for the below-average RPM compared to the naturally aspirated American racers they'd be up against, making this the first effort for a supercharged race car at Indy.
As they were once again playing with hot stuff, Mercedes entrusted only their absolute best and most knowledgeable drivers with the M7294. The headlining driver would be two-time Grand Prix champion Christian Lautenschlager, alongside their top testers Max Sailer and Christian Werner.

Duesenberg Special at Indianapolis, 1924. No good photos of their 1923 special exist. Image credits to Indiana Memory Collections.
The rather abrupt nature of the switch from 3.0 liter engines to 2.0 liter engines for the Indy 500 sent a paradigm-changing shockwave to the balance of power among American racing teams. Many manufacturers found themselves largely underprepared or ill-equipped to handle making all new designs in such a short time for the 1923 Indy 500. One such example would be the Duesenberg brothers. High off of an incredible upset victory at the 1921 French Grand Prix, and a record-breaking Indy 500 win (both with Jimmy Murphy at the helm), it’s safe to say Duesenberg were a staple of American open wheel racing, and in 1923 their absence was very much felt. In the hurried rush to put together a special car in time for Indianapolis, they depleted most of their resources, and sent out three cars, mostly for relief drivers. Only one car would start the race, for their chief relief driver Wade Morton, making his Indy 500 debut. Quite the contrast to see only one car from such a big team.
The Detroit-based Packard team were able to create a reasonably strong package for the 1923 season, managing around 115 horsepower from their new 2.0 liter special. Although not in as desperate of a situation as Duesenberg were, Packard still put together a strong team, fielding the legendary Ralph DePalma as their headlining driver, alongside Joe Boyer and 1916 winner Dario Resta.
Others wouldn’t be so fortunate as Duesenberg and Packard to survive the sudden shift. The Frontenac Motor Corporation, a joint venture between Louis Chevrolet (yes, that Chevrolet), Joe Boyer and car salesman William Small, was the dominant force in Champ Car racing during and after The Great War, with Chevrolet himself leading the race team to glory. After a suboptimal 1922 race in which none of Chevrolet’s cars finished in the top 5, the devastating news that they’d have to rebuild everything they had was the nail in the coffin that would make the Frontenac project go bankrupt, ridding American open wheel racing of one of its strongest teams. Can you imagine that happening to Chevrolet and Team Penske today? Because that’s what this felt like at the time.
Miller Type 122 Special, as entered by HCS. Image credits to ConceptCarz.
However, where some had failed or struggled, others would absolutely thrive. In the immediate post-war years, The Wisconsonite Harry Miller was the owner of a very successful carburetor-selling business, generating over $1 million in yearly revenue. Miller would put this money to good use, developing a durable and fast racing engine for the Indy 500 (inspired by the old Peugeot engines), which in 1922 would be used by the overall race winner, Jimmy Murphy on his special Duesenberg chassis. The record-breaking pace of Murphy's win ignited huge interest in Miller's fast-growing racing team. Luckily for Miller, his team would stay ahead of the curve for the 1923 regulation change, developing a strong 2.0 liter engine for an elegant and functional design: the Type 122 (named such for the engine size in cubic inches).
The Miller 122 was the very first dedicated single-seater race car in the United States. Talk about an innovative race car for the time, back in those days the top Grand Prix cars mandated two seats for driver and mechanic! However, as the need for a mechanic was now optional for the Indy 500, the 122 only had the one seat. The car also boasted a very impressive 120 horsepower. A similar power output to Miller's previous engines, but far more dense given the smaller engine size.

Cliff Durant.
With the promise of stability at over 110 miles per hour, and especially given the short notice of the regulation change hurting other American manufacturers, Harry Miller's design would have an explosion of interest from many drivers of the American Open Wheel racing establishment. There were no less than eleven of these bad boys lining up for the 1923 Indy 500, making this car a clear favorite for race day. There were two top teams fielding Millers this year, including Cliff Durant’s stable of eight cars with champion drivers such as Earl Cooper and Jimmy Murphy headlining his team’s attack. They would be rivaled by the Harry C. Stutz team (H.C.S. for short), who had just two cars, but packed a real punch by fielding two past Indy 500 champions: Howard “Howdy” Wilcox, and Thomas “Tommy” Milton.

Headline for Indiana law prohibiting sporting events occurring on memorial day. Taken from The Daily Republican, January 25th, 1923.
So now that we have the exposition out of the way, it's time for the race itself. Well, almost. You see, at the start of 1923, the Indiana State Legislature passed a law that prohibited all sporting events from occurring on Memorial Day, which included the Indianapolis 500 itself. This was done on the grounds that not enough respect had been given to the fallen American soldiers, and that the day was instead used for “games, races, and revelry.” Although this reasoning was sound, many people found this law un-American for limiting free expression. This included the organizers of the Indy 500, who relied on a holiday to guarantee maximal race attendance. There were talks of moving the race to the Saturday before Memorial day (May 26th in this instance), and even potentially making Saturday a special holiday! Honestly, it kind of reeks of making a town around the racetrack called “Speedway” (which actually happened). As no better solution could be found due to the organizers’ insistence on running on a holiday, the race would be held on a Wednesday, May 30th.

Joe Boyer in the Packard Special, 1923.
Now that we know when the race happens, it's time to actually get into the swing of things. Most teams used the entire month of May leading up to the race to get in private practice sessions, to have the best possible independent data regarding average speed and reliability. As such, there was a pretty clear picture of who had better overall speed, which turned out to be everybody. Before the 4-lap time trials began on Saturday the 26th, Harry Hartz in his Cliff Durant Miller car set a 106 mph average speed lap, which was nearly SIX miles per hour faster than Jimmy Murphy’s pole lap from the year prior. This speed would soon be matched by the likes of Murphy and Milton. Already this Indy 500 was promising to be a showstopper with these speeds.
Qualifying began on Saturday, the 26th. Just like it is today, the starting grid would be set by doing 4 laps of the Indy oval at speed, with the average lap (measured in speed, not time) determining your placement. The gentleman Bugatti drivers had very consistent lap speeds, even if their trials were rather slow for the time. The best lap came from Raul Riganti, clocking in at a 95 mph average speed. The Mercedes cars fared only a little better. Lautenschlager and Werner both showed very strong speed in excess of 105 mph on the straights, but had to back off quite a bit in the corners. This evened out to give a lap speed of approximately 95 mph from Werner, and 93 mph from Lautenschlager.

Cars lining up for the start of the 1923 Indy 500, ground view, pace car in front.
As the European manufacturers struggled, the Americans fared much better. Packard and Miller would both have drivers that beat out Jimmy Murphy’s 100 mph qualifying record from 1922. For Packard, it was DePalma, at around 100.42 miles per hour, promising to the public that this wouldn’t be a Miller whitewash as far as speed goes. But even then, the Millers stood head and shoulders above the rest, particularly with the HCS-entered cars. Tommy Milton would throw down the gauntlet with a murderous speed of 108 mph for pole position! Talk about crazy improvement from the year before. For reference, this year’s record-setting Indy 500 pole speed improved on last year’s by only 0.2 mph. Really speaks to how much of a wild west era 100 years ago was like. Milton’s time would be closely matched by the top two from the past year, Jimmy Murphy and Harry Hartz. They would be joined in the top 5 speeds by Cliff Durant himself, and Packard’s DePalma.
And now for the race itself. In front of a rambunctious crowd of over 100,000 strong (there were far less grandstand tickets back then), the pace car led the 24 cars to a rolling start as they roared into turn 1. Tommy Milton built up a very strong lead in the first lap, but Jimmy Murphy negotiated the cars in front of him from the third row to pass Milton by turn four, with Boyer and Hartz closely following. By lap three, Milton overtook Murphy to return to first place, setting the stage for the opening 50 laps of the race, which would be a constant back and forth tussle between these two drivers, both representing the top teams using Miller cars: Murphy for Durant Racing, and Milton for the H.C.S. Motor Company. The crowd could hardly believe such a close and fast battle, no one had ever seen anything like it (they would swap the lead 25 times). Joe Boyer and Ralph DePalma helped keep Packard within touching distance, and the supercharged Mercedes’ proved to surprise in race trim, with Werner reaching the top 10 very quickly.

Leaderboard after Lap 10. Credits to goldenera.fi
The first 50 laps would see several retirements, including two high speed crashes. On lap 14 Mercedes’ Christian Lautenschlager skidded into the wall at turn 1 at nearly 90 mph, with the driver mostly uninjured. His riding mechanic Jakob Krauss was less fortunate, as he’d suffer a left leg contusion. Lautenschlager was the only driver in the field with a riding mechanic, and the mechanic’s injuries called into question the safety of even having one at all.
The other crash would come from Tom Alley, relief driver for former national champion Earl Cooper. Alley lost control at 105 mph entering turn 3, crashing straight into the fence and throwing Alley 20 feet from the car. Alley survived with serious lacerations to his back, but the sheer impact of his car on the catch fence would tragically take the life of a young local spectator, Herbert Shoup. I know it’s very upsetting, but in this day and age it’s always important to remind ourselves of, and respect, the consequences of the danger these drivers, and the people who watched them, faced when racing.
A stillframe of actual footage of Howdy Wilcox, Tommy Milton, and Jimmy Murphy battling for the lead in the 1923 Indianapolis 500. Taken from the official Indianapolis Motor Speedway YouTube channel.
Leaderboard After 20 out of 200 laps.
After Joe Boyer hit the pits for an extended period of time by lap 30 to change spark plugs, Packard’s best hope of a win faded, making it a Miller show up front. But the battle for the lead ramped up considerably by lap 50. Now, joining Milton and Murphy were their team-mates at HCS and Durant respectively, making it a two on two battle. Howard Wilcox had recovered from a serious qualifying mistake putting him much lower on the grid and now was in the mix with Milton, and Murphy was joined by the owner of the team himself, Cliff Durant. The Mercedes of Werner slowly improved once more, now up to 6th, showing promise that the supercharger may really be the game changer Mercedes had made it out to be.

Jimmy Murphy (right). Image credits to Sports Car Digest.
Wilcox’s charge wouldn’t last very long, as by lap 60 his car had a broken clutch, dropping him out of the race. He would soon be followed by Murphy, who by the same time had problems brewing from within his Miller that slowed his pace a good bit. He went into the pits for nearly five laps to resolve these issues, which put him well down the order and hoping for a miracle for a repeat victory. This left only Durant and Milton up front, with only 10 seconds between them, and Harry Hartz half a track behind, though Durant began to ease off due to slowly-building exhaustion that would go on to affect several drivers throughout the day.
Even though they showed promise early on, much like the Frontenacs from the year prior, Packard would have a devastating and sudden end to their 500 charge. On lap 59, they lost Joe Boyer due to a defective differential, and it would seem that some of the mechanics didn’t check the head gaskets on the other two cars, as those breaking would be the downfall of both DePalma and Dario Resta, on laps 69 and 88 respectively. Less than halfway through the race the biggest challenger to the Millers on outright speed would be gone in a flash.

Christian Werner, circa 1924. His car was the strongest of the Mercs at Indy that day. Image from Mercedes-Benz digital archive.
Where some challengers would flounder, others would silently surprise. By lap 80, the two remaining Mercedes’, piloted by Werner and Sailer, had found themselves in the top 5. Although not challenging race leader Milton for pace, it was as clear as day that the two Germans had consistent speed and utmost confidence with the M7294. With that being said, driving it at the pace they were proved extremely exhausting. Multiple stops had to be made to rotate drivers out of the cars, sometimes requiring assistance to even get out of the car. Despite all of that the Mercs maintained position, and by the halfway point had found themselves in third place.

Howdy Wilcox in H.C.S. Special, 1923.
By that point, however, the battle for the lead had cooled off. On the back stretch of the circuit, Cliff Durant came to a dead stop. The exact reasoning never got clarified, but eventually his car restarted and he rejoined the race more than 6 laps behind the leader. This left his more conservative team-mate Harry Hartz inheriting second place, one of the only cars left to not get lapped by Tommy Milton. With a huge lead now established, the HCS team pulled Milton in to give him a rest, as even he isn’t impervious to severe exhaustion. Milton had blistered, severely injured hands, which prompted the team to order Milton to have some rest, handing the car over to Wilcox, who remained on standby after his own car had dropped out. With only Hartz and Werner anywhere near their huge lead, Wilcox took over, with only one goal in mind: to keep the car on the track until Milton recovered.
Leaderboard after 120 out of 200 laps
Wilcox would relieve Milton for 48 laps, and the car remained firmly in the lead over Hartz, even extending it to one full lap ahead. In that time several other cars would be vanquished through spending countless dozens of minutes in the pitlane, fixing mechanical problems that developed over time. This included the Mercedes of Werner, which by lap 120 was the only good Mercedes left. Their race was compromised significantly when the car caught fire in the pitlane, though it would be extinguished very quickly. As Werner’s car left the pitlane, relieved by Sailer, the crowd gave the Germans a standing ovation! Talk about ways of catching people’s attention, a pitstop fire is definitely one of them! Although this frantic moment almost took them out, at its very next pitstop at 140 laps, Werner’s battered Mercedes came into the pits overheated and clearly in need of a rest. They would rejoin after spending dozens of laps in the pits, but with the dream of a supercharged podium at the fastest race in the world officially over.
The excitement of the beginning of the race wore off by lap 150, as due to the high temperatures of the day, many drivers had to be relieved and substituted by their designated stand-ins, removing the grandeur from what started as such a competitive race. The high “driver attrition,” so to speak, caused the race to be significantly slower than the 1922 Indy 500. Although Milton had recovered in time to return to his HCS Miller, his lap speeds dropped off significantly, which did allow the catching Jimmy Murphy to unlap himself a couple times, but never enough to actively challenge for victory.

Official Race Results as reported in The Indianapolis Star, May 31st, 1923.
Tommy Milton crossing the line to receive the checkered flag for victory.
After 200 laps, five-and-a-half hours, At an average speed of approximately 90 miles per hour, bruised and battered, but NOT beaten, the H.C.S. Special Tommy Milton crossed the finish line in first place, making him the first-ever two-time champion of the Indianapolis 500. The crowd roared in excitement for such a valiant effort, very deserving of over $30,000 in winnings he received. Cliff Durant’s team also performed admirably despite failing to win, with Harry Hartz once again finishing 2nd only one lap behind Milton, and Jimmy Murphy taking home third place. This Indy 500 would go down in history as a groundbreaking one, putting Indianapolis back on the global stage and providing the best framework in the world for close wheel to wheel racing at high speeds, just like the Indy 500 does today.
Manufacturers left this race both brilliantly satisfied and extremely disappointed:
Bugatti wasn't exactly the fastest manufacturer out there, having only one finishing car in 9th place, 56 minutes behind Milton. But the aristocrats that funded their entry had an absolute blast driving at speed down the fastest racetrack on Earth, and for that you gotta at least respect the effort. The independent work of Prince de Cystria and his fellow aristocratic racing enthusiasts helped put Bugatti on the map across the pond. Within one year, Bugatti had made their Grand Prix debut at home, raced in the first Grand Prix at Monza, and now raced at Indianapolis. It’s safe to say their future looked bright at this point in time.
Packard, by the skin of their teeth, and thanks to a truly great driver lineup, had proven that they could come close to challenge Miller’s outright speed, but their mechanical shortcomings on the biggest stage would prove to be the most embarrassing. Just like Frontenac and Chevrolet before them, Packard would “pack up” their racing efforts at the end of the 1923 season, unwilling to spend more money on what they and the general public viewed as a losing effort.

With this result, it became 100% clear that Miller 122 was the open wheel race car to beat not just in America, but the world over, having been the only car to complete the full 200 lap distance in less than 6 hours, and occupying the entire top 4. Although several of the top brass manufacturers in Europe hadn’t raced their designs properly yet, in the first year of American-European convergence, it seemed quite clear that the Americans had a real threat up their sleeve. Rest assured, this would not be the end of Miller’s escapades in Grandes Epreuves this season…
It seems history is destined to repeat itself. Just like the Mercedes Formula 1 team of today, in this race Mercedes came with a vision, and despite a very slow start, they steadily improved their position, making the overall podium late in the race. This great result showed the world that a supercharged design really is a viable option in the racing landscape, and it’s safe to say that many in America took notice of their heroics. The M7294 sadly wouldn’t race again in 1923, but rest assured, supercharging would make a ferocious return later in the year…
And that concludes my retrospective on the 1923 Indianapolis 500. I want to give a big shoutout to all of the online resources I have used to compile images for this post, to give a more visual aspect to the race we’re looking back on. I also cannot thank enough https://www.goldenera.fi/, the absolutely phenomenal interwar Grand Prix racing website, for the more obscure and detailed information that simply can’t be found anywhere else, especially with the intermediate leaderboards. I adored writing this up, but it wouldn’t be what it is without the invaluable research by the other incredible racing historians that came before me.
I hope you guys enjoyed reading about this race as much as I did writing it up. Like I’ve always said, it's important that we remind ourselves of our history, especially with races as long ago as these, as they definitely deserve a fair shot in this fast-paced day and age. The Centennial Series will return in July, for the most important race of the year, and one which bears relevance even in today's racing world: The 1923 French Grand Prix.
Until next time, folks! :)
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