#Multi drive modes
Explore tagged Tumblr posts
akulride · 8 months ago
Link
Subcompact Crossover SUV (Sports Utility Vehicle) Petrol 17.18 km/l 6 Airbags (Driver, Front Passenger, 2 Curtain, Driver Side, Front Passenger Side) 1.2L Turbocharged Revotron Engine Calgary white, Daytona grey, Flame red, Creative ocean 5 Star (Global NCAP)Subcompact SUV (Sports Utility Vehicle) Petrol 2 Airbags (Driver, Passenger) 1.2 Turbo Petrol mStallion - Turbo Charged intercooled Gasoline Direct injection (TGDi) Napoli black, Everest white 5 Star (Global NCAP)
0 notes
akultalkies · 8 months ago
Link
Subcompact Crossover SUV (Sports Utility Vehicle) Petrol 17.18 km/l 6 Airbags (Driver, Front Passenger, 2 Curtain, Driver Side, Front Passenger Side) 1.2L Turbocharged Revotron Engine Calgary white, Daytona grey, Flame red, Creative ocean 5 Star (Global NCAP)Subcompact SUV (Sports Utility Vehicle) Petrol 2 Airbags (Driver, Passenger) 1.2 Turbo Petrol mStallion - Turbo Charged intercooled Gasoline Direct injection (TGDi) Napoli black, Everest white 5 Star (Global NCAP)
0 notes
akultech · 2 years ago
Link
Subcompact Crossover SUV (Sports Utility Vehicle) Petrol 17.44 km/l 6 Airbags (Driver, Front Passenger, 2 Curtain, Driver Side, Front Passenger Side) 1.2L Turbocharged Revotron Engine Calgary white, Daytona grey, Flame red 5 Star (Global NCAP)
0 notes
timershop4 · 5 months ago
Text
Buy Brake Flasher In Affordable Price
To allow your vehicle to be seen quicker when you brake, buy brake flasher In affordable price from Timer’s shop and get the best deal for brake light flasher. Enhance your vehicle's safety with this affordable device. Reacting instantly to braking, it emits bright flashes, warning drivers behind you. Stay protected on the road without breaking the bank! If you have any queries about the products found within, please don't hesitate to contact them any time. Visit http://timers.shop/Universal-Brake-Light-FlasherStrober--S1-model_p_20.html
0 notes
emelinstriker · 2 years ago
Note
May you share your TFP Decepticon headcanons 👁️👁️
If you want specifics, then their domestic lives? (Or what one can achieve akin to a domestic life in time of war 💀)
I did NOT expect to see any ask regarding TFP- Or at least till I switch fandoms again- So like I can't really think of many X Reader headcanons right now. So I just wrote down like 3 for each. I'm also not quite sure how to condense domestic points, cuz I suck at general fluff when my hyperfixation is elsewhere- So sorry if these don't feel like they're really in the domestic direction fhgnfhg
Only doing some Decepticons though-
☆ ~ Headcanons ~ ☆
☆ Megatron
He do be a busy mech, so he doesn't have too much time on his servos. Therefore he cherishes it whenever he gets to have private moments with just his human and no interruptions.
Likes to carry you around on his shoulder pad- It just generally makes it safer for you, in his opinion, and more comforting for him.
Any that would merely look at you weirdly would face the wrath of Lord Megatron. You can tell him not to punish the other Cybertronian though. He does listen... sometimes.
☆ Starscream
Mans refusing to show affection towards you around other Decepticons, especially Megatron. But he's just melting around you when in private.
He prefers recharging with you lying on him. It's oddly soothing having his human on his chassis.
Tends to look for you as comfort whenever he had a bad day with Megatron.
☆ Soundwave
Despite the amount of work he does and how busy he is, he doesn't really fail at also paying attention to you. He's truly a multi-tasker.
Would let Laserbeak play with you though if his extra appendages and music can't keep you busy.
Very loving towards his human. He may not talk, but he uses emoticons on his visor to display how much he loves you.
☆ Shockwave
Just don't play with whatever materials he needs to conduct his experiments and you're good to go. Play with his antennae and ear fins while on his shoulder pad instead.
He gets easily distracted by his human. He knows it's illogical with the major size difference, and how he should just be able to ignore you. But he can't help it nor explain this phenomenon.
He also also can't explain why he has this urge to gently pat you with a digit.
☆ Knockout
While he does buff himself on his own, or has Breakdown help him, he does enjoy it when you're buffing him instead as well. Especially when he's in his alt mode.
Speaking of which, expect drive-in theater dates. Just don't get his interior dirty with snack crumbs.
Worries a lot about your health. If you're sick, he'll keep you close to him to make sure you're actually alright. But no kisses from him till you're no longer coughing and sneezing. He just buffed himself and doesn't need your sickly fluids on his frame.
☆ Predaking
Tends to pick you up whenever he wants attention. You were talking to Steve? Nah, now you gotta give your giant mecha dragon pets and kisses.
He also enjoys carrying you around on his frame whenever he can. At least he won't have to look where he goes this way.
While he has to go on missions from time to time, it's not a common thing due to his value, so a lot of his time is spent protectively watching over his human.
2K notes · View notes
reasonsforhope · 2 years ago
Text
"Namibia is the driest country in Sub-Saharan Africa, and home to two of the world’s most ancient deserts, the Kalahari and the Namib. The capital, Windhoek, is sandwiched between them, 400 miles away from the nearest perennial river and more than 300 miles away from the coast. Water is in short supply.
It’s hard to imagine life thriving in Windhoek, yet 477,000 people call it home, and 99 per cent of them have access to drinking water thanks to technology pioneered 55 years ago on the outskirts of the city. Now, some of the world’s biggest cities are embracing this technology as they adapt to the harshest impacts of climate change. But Namibia leads the way.
How did this come about? In the 1950s, Windhoek’s natural resources struggled to cope with a rapidly growing population, and severe water shortages gripped the city. But disaster forced innovation, and in 1968 the Goreangab Water Reclamation Plant in Windhoek became the first place in the world to produce drinking water directly from sewage, a process known as direct potable reuse (DPR). 
That may sound revolting, but it’s completely safe. Dr Lucas van Vuuren, who was among those who pioneered Windhoek’s reclamation system, once said that “water should not be judged by its history, but by its quality”. And DPR ensures quality. 
This is done using a continuous multi-barrier treatment devised in Windhoek during eight years of pilot studies in the 1960s. This process – which has been upgraded four times since 1968 – eliminates pollutants and safeguards against pathogens by harnessing bacteria to digest the human waste and remove it from the water. This partly mimics what happens when water is recycled in nature, but Windhoek does it all in under 24 hours...
Tumblr media
Pictured: These ultrafiltration membranes help to remove bacteria, viruses and pathogens. Image: Margaret Courtney-Clarke
“We know that we have antibiotics in the water, preservatives from cosmetics, anti-corrosion prevention chemicals from the dishwasher,” Honer explains. “We find them and we remove them.”
Honer adds that online instruments monitor the water continuously, and staff ensure that only drinking water that meets World Health Organisation (WHO) guidelines is sent to homes. If any inconsistencies are detected, the plant goes into recycle mode and distribution is halted until correct values are restored. 
“The most important rule is, and was, and always will be ‘safety first’,” says Honer.  The facility has never been linked to an outbreak of waterborne disease, and now produces up to 5.5m gallons of drinking water every day – up to 35 per cent of the city’s consumption.
Namibians couldn’t survive without it, and as water shortages grip the planet, Windhoek’s insights and experience are more important than ever.
Interest from superpowers across the globe
In recent years, delegations from the US, France, Germany, India, Australia, Singapore, and the United Arab Emirates have visited Windhoek seeking solutions to water shortages in their own countries. 
Megadrought conditions have gripped the US since 2001, and the Colorado River – which provides 40 million people with drinking water – has been running at just 50 per cent of its traditional flow. As a result, several states including Texas, California, Arizona and Colorado are beginning to embrace DPR.
Troy Walker is a water reuse practice leader at Hazen and Sawyer, an environmental engineering firm helping Arizona to develop its DPR regulations. He visited Windhoek last year. “It was about being able to see the success of their system, and then looking at some of the technical details and how that might look in a US facility or an Australian facility,” he said. “[Windhoek] has helped drive a lot of discussion in industry. [Innovation] doesn’t all have to come out of California or Texas.”
Tumblr media
Pictured: The internal pipes and workings of Namibia's DPR plant. As water becomes scarcer in some parts, countries are looking to DPR for solutions. Image: Margaret Courtney-Clarke
Namibia has also helped overcome the biggest obstacle to DPR – public acceptance. Disgust is a powerful emotion, and sensationalist ‘toilet to tap’ headlines have dismantled support for water reuse projects in the past. Unfortunately, DPR’s biggest strength is also its biggest weakness, as the speed at which water can re-enter the system makes it especially vulnerable to prejudice, causing regulators to hesitate. “Technology has never been the reason why these projects don’t get built – it’s always public or political opposition,” says Patsy Tennyson, vice president of Katz and Associates, an American firm that specialises in public outreach and communications.
That’s why just a handful of facilities worldwide are currently doing DPR, with Windhoek standing alongside smaller schemes in the Philippines, South Africa and a hybrid facility in Big Spring, Texas. But that’s all changing. Drought and increased water scarcity worldwide are forcing us to change the way we think about water. 
Now, the US is ready to take the plunge, and in 2025, El Paso Water will begin operating the first ‘direct to distribution’ DPR facility in North America, turning up to 10m gallons of wasterwater per day into purified drinking water – twice as much as Windhoek. San Diego, Los Angeles, California, as well as Phoenix, Arizona are also exploring the technology."
Of course, DPR is not a silver bullet in the fight against climate change. It cannot create water out of thin air, and it will not facilitate endless growth. But it does help cities become more climate resilient by reducing their reliance on natural sources, such as the Colorado River. 
As other nations follow in Namibia’s footsteps, Windhoek may no longer take the lead after almost six decades in front.
“But Windhoek was the first,” Honer reminds me. “No one can take that away.”"
-via Positive.News, August 30, 2023
2K notes · View notes
torchship-rpg · 6 months ago
Text
Dev Diary 19 - State of the Union Part 1
It’s been a while, cosmonauts, but we’re back at it. This last week has been an incredibly productive one for Torchship, solving a ton of longstanding issues holding up the Alpha, and digging back into the art.
But you’re here for the mechanics, and boy, we have some pretty cool ones for you this Diary. Today we’re going to be talking about the meta-campaign and the core of what drives a multi-episode run of Torchship; playing not just to encounter little morality plays out in the stars, but to find out how the resolution of those issues changes things back home.
To be clear; this is campaign mechanics, and long campaign mechanics at that. You can play short campaigns and one-shots too, but we want to write a game that’ll hold up to truly epic campaigns, or sequential campaigns if you ever wanted to do Torchship: The Next Generation.
Your campaign can take you a great many places, but all of them revolve around one question:
Tumblr media
The Star Union & Representative Agents
As we’ve mentioned before, the players are not just playing the crew of their spacecraft as they go trekking around the stars. That crew is the product of a society, and when the players are out making decisions in the stars, we assume that similar choices with similar reasoning are being made by the people back home.
For that reason, players get to have a lot of influence over the direction of the Star Union both through their actions in the actual episodes, and through decisions and votes they hold over what the Star Union does. This isn’t actually their characters deciding what’s happening unilaterally; it’s the assumption that your crew are, in a sense, the median voter. When the players decide to invest the Union’s resources into a certain upgrade path or project, this represents the Union’s population settling on that course of action for all the same reasons the characters would make that decision in their place.
For this reason, while you can be many things in Torchship, you can’t really be a rebel. If you try, you will be part of an enormous rebellious movement that will very quickly become the new authority and now you’re right back to your day job as a government employee, looking wistfully at your old leather jacket as you file a T-18 Use Of Telemat Report.
I can already hear your protests that you want to be a bold iconoclast that strikes out in defiance of the norms of society. I regret to inform you that you want this because it is a norm of your society to be a bold iconoclast striking out in defiance of things.
It’s The Economy, Stupid
The Star Union is mechanically represented with its own character sheet and its own stats; changing that sheet over time is your job. It’s relatively simple, with stats primarily acting as ways of gating your access to the cool upgrades that improve your capabilities, make your rocket better, and get you shiny new toys, but it matters a lot.
At the end of every Episode, you go into a mode of the game called Resupply. This quite literally represents the time passing as your rocket flies from one star to another, usually taking about one week before arriving at the next planet/on the television sets of households across the nation.
Resupply is a portion of the game which can be resolved immediately after the start of one episode or before the start of another, but one of the best ways to do it is during the time between your play sessions; it’s designed to be something easily hashed out over chat programs and the like. We’ll go into more detail about what you do there and how in the future, but the important part is knowing that this is when the Union’s economy starts mattering.
The Union has two sets of Economic stats. The first contains just a single stat, Productivity. This is how many Credits the Star Union generates at the end of each Episode because it has a bunch of factories and farms and stuff. Productivity is difficult and costly to increase; you can do so by starting Projects, with the amount of time and Credits required varying depending on what kind of Project it is. 
Getting infrastructure in place to exploit a rich belt of Very High Rotation asteroids for the valuable quark nuggets inside is a relatively quick and cheap project; it just requires you the players to find and secure such a resource. By contrast, building up Production through modernization and expansion of existing industrial capability is slow, hard work that will take multiple episodes to complete.
The second set of stats is the Infrastructure stats, covering all the stuff that production is used to maintain. These are Social, Technological, Military, and Redundant Infrastructure. Respectively, this is the Union’s standard of living, how shiny and new its stuff is, how big Star Force has gotten, and how many warehouses you have. You increase all of the stats by paying into funds for them, investing your Credits when you have a surplus until you’ve paid them off.
For the most part, these are used to gate access to upgrades; if you want that shiny new laser, you need to get Technology and Military Infrastructure to a certain point first. Redundant Infrastructure is the odd-man out; it doesn’t really give you access to many new Upgrades, but it has a vital function we’ll get to in a second.
Every point of Infrastructure costs 1 Credit per Episode to run, and at the start of the Campaign, the Star Union is overextended; it’s trying to take on all the costs and responsibilities of being the leading power of Local Space while simultaneously managing an enormous humanitarian crisis partially of its own making, and integrating a large number of refugees from the aforementioned enormous humanitarian crisis. Infrastructure will be higher than Production, and that means the balance has to be paid by none other than the Star Union’s exploration, diplomacy, and prospecting service.
That’s you.
This difference is called your Union Dues, and it's very important that you pay them. If you fail to pay, you’ll have to roll on the WHOOPS I FORGOT TO PAY THE POWER BILL table. Regrettably, this is not its final name, but it is what’s in the document right now.
Tumblr media
You might think that this isn’t too big a threat; you’ll just always make sure to save up enough Credits to pay your Union Dues even if you have a bad Episode. That’s where we smile maliciously and tell you that you can’t. Societies don’t typically like sitting on huge amounts of surplus production and not using it on things that people want and need, so for that reason, the amount of Credits you can store between Episodes is limited by your Redundant Infrastructure. You know, Infrastructure you also have to pay for.
If your Dues aren’t out of control, you aren’t running too many Projects that you don’t want to fail, and you’re not burning your expensive consumables, then yes, you can usually meet your Union Dues no problem using the banked Credits from Redundancy. But a streak of bad episodes or out of control spending can send your campaign into a death spiral. The good news is that eventually, the Star Union will contract until it reaches equilibrium, either voluntarily or through terrible rolls.
The bad news is that the Star Union will contract until it reaches equilibrium, and you live in the Star Union! And so do a great many people who are going to have opinions about that.
Speaking of…
Getting Political
The Star Union is more than just a series of economic stats. All the people those stats represent have hopes and dreams, and more importantly, they have voting power on local councils. Being a direct democracy, the Star Union has a tendency to undergo pretty seismic political shifts very quickly when circumstances change, and any good campaign is going to have a lot of Circumstances.
To represent this, we use a series of Movements. You may remember us talking about these way back, or rather an earlier version of them; we’ve since expanded how they work and set up a system which allows them to exist alongside others.
So… let’s meet a Movement.
Tumblr media
The Centralists are the Leading Movement at the start of your Campaign; they’ll be largely unopposed for the moment, but the Civil Anarchists and the Neo-Trotskyites are waiting in the wings and can join them in a coalition fairly easily.
What that means in practical terms is that they have the highest Power Rank at 5. As both a Major Power and the Leading Power, the Centralists give you two passive effects. Their Major Power bonus relates to Stability, which we’ll talk about in a moment, while their Leading Movement Effect is the benefit you get for being at 10-12 Unity on the Unity track. You’ll remember that from Dev Diary 15; that universal rule is actually just the default you get from these guys being in charge!
They also have a Taboo, which represents a value of this Movement, the violation of which discredits their influence; it’s stuff that makes them look hypocritical or disgusts their followers. For the Centralists, that’s failing to keep Promises made to groups in negotiation; their reputation is built around being the trustworthy and reliable ones that follow through on their deals.
Here’s some examples of other Movements’ Major Power Effect, Leading Movement Effect, and Taboo:
Tumblr media Tumblr media
Progress Triggers
Movements advance in Power Rank by gaining Progress; that’s what is tracked on that neat little circular dial. At the end of each Episode, you go through the Triggers for all the active Movements and add Progress based on which ones got done. As a Movement rises in Power Rank, the Triggers are reduced in strength proportionally; at Rank 5, the only Trigger which actually gives the Centralists Progress is bringing new Members into the Union. Don’t worry, though; they have another means of keeping power.
You’ll notice that the 4 Progress trigger, Focus on Fundamentals, triggers when you miss Union Dues. A lot of Movements have triggers like this; this is where we put the stuff that the Movement specifically believes they’d do better. So when the Centralists are out of power, they get a boost from the economic mismanagement of whoever is, but once they have influence in government, failing to balance the budget isn’t going to work in their favour.
By extension, lower-value triggers tend to be things that drive or revitalise a weak Movement, while high-value triggers are triumphs or threats that validate them, either mobilizing a weak movement with a victory, or cementing the authority of a strong one.
For another example, here are the Neo-Trot Triggers. You can see how their lower triggers, the first ones to fade, are the relatively small fundamental issues that form the emotional foundation of the Movement; the Neo-Trots won’t be irrelevant so long as we keep finding planets ruled by jerks and evil computers, and their quest for increased military spending grows more pressing every time a Star Patrol rocket limps back full of holes.
Tumblr media
The #4 trigger here ceases to help the Neo-Trots once they take power; it’s expected of them. Both the Centralists and Civil Anarchists get this trigger at 5 instead, which creates an interesting contradiction; once they’re in power, winning battles empowers their rivals because, through victory, they are making themselves obsolete. If they keep winning their fights, why do we need to shovel more resources into Star Force?
That’s why their highest triggers are stuff that give them more material power directly instead. Producing and distributing weapons increases the size of those sectors in the Union’s economy and bureaucracy, increasing their influence, while a war breaking out mobilizes the economy and places all their experts in positions of authority. This also, of course, gives them an incentive to keep arming people and fighting wars once they’re in power…
Stability
Each time an Opposition Movement (that’s any Movement which isn’t the Leading Movement) goes up by a Power Rank, it prompts a Stability Check. You also have to roll Stability Checks if you fail to pay your Union Dues. This is pretty simple; Stability is a number from 0-6 representing people’s faith in the current leadership of the Star Union. You roll 1d6 for each Stability Check; if the result is above your current Stability, the Leading Movement loses 1d6 Progress, potentially sliding back to lower Power Levels. If that happens enough, they’ll be displaced as the Leading Power.
Note that passing Stability Checks has an effect; each test you pass lowers Stability by 1. Fortunately, restoring Stability is pretty easy; every Credit put into the Social Infrastructure fund raises Stability by 1, and incidentally also gives the Leading Movement 3 Progress. 
So basically, the Leading Movement can have whatever ideologically it wants, but once it's actually in power, it only stays in power by raising people’s standards of living, though it does benefit from a slow decay of everyone else’s Progress. If the Centralists spend the entire budget on giant golden statues of Yuri Gagarin, then they won’t be in power for very long, and if they really screw it up… well, that’s what Crises are for.
Endgames
Each Movement has a number of Endgames; the five major movements all have a sort of soft ‘win’ condition that cements their power in some way and makes a lasting change on your game. For example, Federation-Builders basically cements the Centralists’ power for the foreseeable future by having them make good on their promises, and in the process gain a new and fiercely loyal following.
Well, I say soft win condition; they aren’t always.
Tumblr media
A ‘lose’ condition deactivates or disempowers a Movement, representing the movement breaking apart, being thoroughly discredited, or otherwise losing their ability to carry on. For the Centralists, the only thing that’ll knock them out of the game is the Cybernetic Democrats actually getting their wild experiment off the ground and fully implemented, which is a huge and expensive Project.
How severe these lose conditions are will vary. Some movements will be outright destroyed, either instantly or by fading out, but others are more resilient.
Tumblr media
Finally, we have the Crisis. Crises are triggered if Stability hits 0, and they’re bad. The most survivable ones prompt multi-episode arcs in a mad scramble to save the Union; the worst functionally end the campaign. The Centralists being in charge when the state they build fails means that it all comes apart in their scramble to save it; the cordial competition for the future of the Union becomes a shooting war. This might be where you end your campaign, or it might be where you throw in with another Movement and try to win it for them!
Many Crises will be internal…
Tumblr media
… but not all of them.
Tumblr media
Expanded Movements
The five core movements we mentioned before are all primary Movements, with a full set of triggers, effects, and endgames. Each of them represents a potentially valid direction for the Union that you, as players, can choose to back or suppress. 
However, the nature of this system makes it very easy for us to add new Movements to the game. Most of these Movements are Minor Movements, with reduced triggers and rules which are usually single-issue and whose Endgames are simplified and easier to hit. Minor Movements don’t cause Stability hits when they gain Power Ranks and can’t take the Leading Faction slot, they can slot easily into a ruling coalition without breaking things, or fade once their purpose is achieved.
For an example, if you integrate the Nariene into the Star Union (either by defeating its current government or making an alliance that bypasses that; we’ll be talking about them in the next Dev Diary), you get the very pressing Minor Movement “Nariene Green Movement”, which is clamouring, quite reasonably, to have their planet saved from the runaway greenhouse effect they’re under. They’ll gain power quite quickly with triggers firing based on the Union’s economy growing, and once they hit Major they’ll mandate the funding of their Project. Once their homeworld is saved, their endgame is triggered and the Movement fades, leaving you with a nice permanent bonus as everyone in the Star Union gets a bit better at reducing, reusing, and recycling.
Not all late-joining Movements are Minors, though; some of them can very much become the Leading Power and change your game accordingly.
Tumblr media
Finally… not all the Movements are intended to be viable paths forward. Movements can emerge in dire circumstances, reflecting adverse pressures, but they can also come out of your actions as Star Patrol, if you feed the worst impulses of the Union and give material power to bad actors.
Which is why you don’t start your campaign with five moments. You start with six.
Tumblr media
145 notes · View notes
knight-a3 · 1 year ago
Text
Now we're getting into the realm of OCs. To preface, I was strongly inspired by THIS COMIC. I was also playing with an alternate face design for Random in a couple of these.
Anyway, this is Smokestack!
More below.
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
I started drawing @mfdragon 's OC, then kept making my own alterations until he became mine. I researched steam-powered locomotives for this y'all. I'll explain in a minute.
Final tidbit of context: I was playing with an alternate design for the Random face, just so it matched the other two a bit more. How I feel about it goes back and forth. I like Random's OG design, but it's just so different from the others that is doesn't quite fit in.
Okay, ramblings and train info dump under the cut. Get ready to learn stuff you never cared about.
So basically, the idea is that an allspark fragment brought some old abandoned steam engine to life. Like in the comic, it used Blitzwing as a blueprint, so Smokestack is the first naturally occurring triple changer. Which also means he doesn't suffer the same mental instability as the previous triple changers, he's just naive in a similar way that Wreck-Gar is. He is neither Decepticon nor Autobot. He's too sweet to be a Con, but he's too loyal to his "Dad" to be an Autobot. He's also full of train facts.
Time for trains info dump! Disclaimer, I'm not at all an expert and I am simplifying.
In the steam era, each locomotive was custom-made, so there weren't any industrial standard models or anything. Different companies had different classing systems at different times. I tried to figure it out once and gave up. Instead, steam engines are categorized by their wheel arrangements. There are leading wheels, driving wheels, and trailing wheels. The driving wheels are the only required ones cuz those are the ones that move it. The leading and trailing wheels are for stabilization and weight distribution. Different arrangements were better for different things, such as freight vs passenger. I don't know the science behind which ones were good at what.
The kind of trains that built the transcontinental railroad were 4-4-0 configurations, commonly called "American Standard" due to their prevalence during the westward expansion. They had two sets(four total) of leading wheels, two sets of driving wheels, and no trailing wheels. Like: <••⊙⊙]▣□□□ They're little guys.
The single most produced type of steam engine was the 2-8-0 "Consolidation". <••⊙⊙⊙⊙]▣□□□□ It was a good multi-purpose design. So I chose to make Smokestack 2-8-0 because it gave me the most wiggle room for when and where I wanted him to originally be manufactured and in service. By making him a random abandoned one, I didn't have to think about what museum pieces could be in the Detroit area (Nobody but me would care, but I got hung up on that for some reason).
Anyway, when he only has one vehicle mode, Smokestack is his original 2-8-0. Once he upgrades to having two alts, he becomes a 4-8-8-4 "Big Boy" <••⊙⊙⊙⊙-⊙⊙⊙⊙••]▣□□□□, which is LARGE. 16 driving wheels, which are at least as tall as a person! The purpose was to have enough power to handle the steep grades in the Rocky Mountains and similarly difficult terrain with heavy loads. These days, rail companies will just hook up multiple diesel engines to the train to get the needed power. There is only one currently functional Big Boy type train, which occasionally does tours. It came by my place on the anniversary of the transcontinental railroad in 2019, but I didn't understand trains enough to properly appreciate it.
Next, I'll be getting into drawing other characters, and making human designs.
127 notes · View notes
rin-and-jade · 1 year ago
Text
Job Roulette.. or Not: A Post about Alter Roles
Roles like Hosts? Protectors?.. maybe a Cleaner? an Academic?.. why is there an alter who comes out only for driving?! What about these other alters who don't really do much--they got to have one right??
--Are probably what you might be thinking when this topic comes up. But, there's something more into it,, it's not all about what job or how the role is assigned to an alter only.
Well, for this post, lets talk EVERYTHING about how roles work, what kinds exist, why it's there?? And especially, why are some more task specific, multi-role, or even... none? Bowl straight to the point, let's roll out. Haha punny
Ok J, spill. What are they?
Hold on. Im pulling out this dictionary definition of it--ah!
"defined positions that are associated with given responsibilities and are usually allocated according to the position or ability of each person."
To put it in system terms, it's how different parts can do something that others couldn't, or, feel a sense of responsibility in one particular aspect. That's making sense right? But oh.. you still want to know why they're there at the first place. Fine, follow me!
Yeah, show me why!
As aforementioned, this disorder boxes up our different parts of selves with amnesia and weaker bonds of connection which really sets us back on easing our 'modes' for different situations.. not only that, a part's moods and state/personality can greatly affect what kinds of jobs they get, it's not so random as you'd thought.
So, thing is, because some alters have a distinguished ability capable in doing something, depending what fragment or pre-existing knowledge/experience it holds, that can become it's very own job task.
They can be hereditary (upon split or formed), gained (fuse or passed traits), or even learnt (by its own commitment, without any prior skills). Roles come from many origins, and none of them are so different.
But, some are more complex..
I get it, some can have more than one, have ultra specific ones, or literally just don't have any. Now it makes you think--if it was from predisposed strengths each alters naturally have, then why are some more niche? or like, anything else? I know why:
Our brains are complex alright. We both can think maybe we can do (even if we don't like it) and not do something, and these are all compartmentalized in each alters, so basically its part feelings, part acceptance of such trait, and part commitment as the formula. Even confidence or the call to action affects this outcome!
This can apply to who can handle more than one jobs, or for those who are more specific or lesser known roles. In fact, roles do not have any limits, they are specifically tailored for your functionality so don't fret if you have an alter who's job is only to sleep, or anything else 'silly' !
What about the ones without.. roles?
Do you think it feels wrong to not have roles? While it is true that roles are needed, they're not actually a required standard for everyone to have a job task. Mainly, ANP's are the one who usually have roles, but EP's can too.
If they do not have a role, they might be disinterested or think they don't have any potential, or sometimes they're only there to hold memories / don't have the qualified skill sets, and thats okay! You can take proactive action in anyhow you'd like, just remember, every parts aren't forced to contribute, you know? It doesn't make them useless, maybe more on passive support/back ups.
I've also seen some systems who don't really have roles because the alters are all well-rounded, as in pick up other's tasks and that they're not assigned/compelled to do a particular job at all times, like being flexible. everyone's different!
Make sense, anything else?
Well, that we are not bound to roles, they do not define us, and that we can lose, or change roles according to our growth. Have anyone ever mentioned that?
Im aware that we tend to put too much emphasis on having jobs and being contributive, but the most important thing to keep in mind is that we all in this together, and to help each other, in a way or another.
Never forget that you're more than your job! Maybe try to enjoy other parts of life, yeah?
--
Thats the end of the post. What will you do if you find a new alter with no impressions of having a role? How do you see roles in your own pov? What's the first thing you'd do if you were to be free from your job task, if any? Feel free to let me know, i hope this has been informative, im willing to add anything if something's missing!
- j
85 notes · View notes
akulride · 8 months ago
Link
Hatchback Petrol 20.89 km/l 2 Airbags (Driver, Passenger) 1.2L VVT Pearl Midnight Black, Turquoise Blue, Lucent Orange, Nexa Blue, Glistening Grey, Silky Silver, Pearl Arctic WhiteSubcompact Crossover SUV (Sports Utility Vehicle) Petrol 17.01 km/l 6 Airbags (Driver, Front Passenger, 2 Curtain, Driver Side, Front Passenger Side) 1.2L Turbocharged Revotron Engine Daytona grey with White roof, Flame red with White roof, Creative ocean with White roof 5 Star (Global NCAP)
0 notes
frankenfran · 3 months ago
Note
Fellow mom here. I'm hoping you can give some advice? How does one deal with feelings of inadequacy? I want the best for my girls, but I can barely even take care of myself. I'm in a bad situation, can't control my own money(including accepting or giving any money online), can't drive or hold a job for health reasons, can't access HRT for safety reasons. i want to do more for my babies, but it feels like i've got one foot in the grave and the other dangling off a cliff. Like i don't even exist and never got the chance. is emotional support really all i'm capable of? is there anything else i can do for them? sorry if this feels like i'm putting you in the therapist chair, hon. I'm just not sure what more i can be than Nothing At All.
hmm... this is sort of a multi pronged response so bear with me for a moment here. i think first and most importantly you really can't discount how important emotional support is, especially for girls who might not get much of that. ive known a few biological mothers in similar positions with their own kids you know? it's certainly tempting to want to handle everything for your kids but even the best moms have things they can't do. i completely understand the feelings of inadequacy but working on trusting that you're making a positive impact and believing your kids if they say so will benefit you in the long run. i say it in most every situation but communication really is key and that never stops being true.
the other aspect of it is a little bit trickier. ive been stuck in less than fortunate life circumstances many times and i understand how hopeless that feels. sometimes you literally just can't do anything about your situation at the moment and it drives you crazy. the urge to be a caretaker makes sense because even if you can't help yourself maybe you could help other people and that might make it worth it right? the hard truth is that it's much harder to take care of other people if you can't do the same for yourself. it doesn't disqualify you from it at all but it is sort of playing on lunatic difficulty mode. you're the mother but you're also you're own kid in a way, if that makes sense. i don't know your circumstances beyond what you've told me so i won't make any sweeping generalisations or offer advice on that (though you're always welcome to reach out to me privately or otherwise if you need some more specific help!) but... you do exist and you do make a difference. im sure you've left a positive impact on the ones you care for and downplaying that doesn't do you or your kids any favours.
id start by asking your kids straight up if there's any other ways you could offer them more support. maybe they'll even tell you that your emotional support is more than enough! even more pressing id say you should take absolutely any steps you can possibly take to be secure in your own life not just because it'd mean you'd have more bandwidth for caregiver stuff but also so you can thrive and take care of yourself. i know it's never as easy as just *doing* in a lot of cases but. if i had never taken some risky jumps to get out of hopeless situations id probably be dead long ago. im here for you if you need any support and im sorry my advice had to be so vague by nature. you're very strong for hanging in there even with everything going on in your life and still feeling the urge to take care of others. i believe in you and im rooting for you dear.
Tumblr media
12 notes · View notes
supereffectivemoonblast · 2 months ago
Text
VtM - The Southern Blood Rush
Chapter 2. First Blood
Tumblr media
Claira Windward, vampire doctor, had seen an alarmingly high number of patients pouring into Wollongong Hospital. The blood illness she'd first picked a week ago seemed to be spreading fast, and she was almost certain one or more vampire carriers were the cause.
Her coterie mates Graham Watson and Tess Barbour had seen reduced numbers at their lectures and bar respectively, so one night, they met Claira at "The Blinded Eye", Tess's secret vampire bar, to discuss what could be done.
Their best lead was a patient who said they first experienced symptoms near the Wollongong Lighthouse, so they drove over to Top Deck to scout.
Tess used her ability to melt into darkness to sneak around, and overhears a meeting between 3 vampires who discuss hitting a quota of "hits" and will be splitting up across the CBD to bite as many as they can, for one "Jason".
Claira calls the Dianas, the all woman group who looks over Crown Street, to warn them about one of the suspects who'll be nearby. Then she and her coterie head to Wollongong Train Station to stake out another, changing outfits so their quarry will less easily recognise them.
They wait around attentively, but as a train rushes by, they spot a civilian looking suddenly woozy. Claira rushes over in doctor mode, using her charm to distract the stranger while Graham taps into his water magic to replay the scene from a nearby puddle's POV. One of the earlier trio, a Nosferato, had used the trains cover to nip and run, not even bothering to feed properly.
They determine this Nosferatu rushed to the nearby multi-story carpark, and Tess and Claira rush at high speed to intercept (Graham's broken body is less agile).
The vampire starts his car and tries driving toward the exit, but Claira's knife slashes two of his tyres, causing him to smash into a wall. Knowing this will come to blows, the Nosferatu pulls out a pipe from the car, but Tess blocks his blow and slashes his throat with her serpent-like bladed tongue. The fight immediately ends, as the stranger knows he's outmatched.
Tumblr media Tumblr media
Our quarry tells us this Jason is paying a group of loners to spread this "gift", assuring them a steady supply of blood. While Tess watches the captive, Graham calls the Dianas to catch them up, and Claira takes the nearby victim up the hospital.
Barely avoiding the authorities who were called as the violence began, the trio reconvene and then head to the beach near Top Deck to see if they can spot Jason. Since they handed one vampire to Dianas, and they also caught another, only one of the trio they saw at the start of the night turns up, and he is super jumpy.
He pulls out a walky-talky from the sand and tells Jason that the meeting is compromised and leaves quickly. The group are frustrated that they missed this opportunity, but Graham uses his water magic to read the sea's memory. He determines that this walky-talky was first placed there 3 weeks ago, and the water also shows him the face of who planted it there. Jason, perhaps?
9 notes · View notes
timershop4 · 6 months ago
Text
Ford Drive Mode Memory
No need to change the mode every time when you start the car and add the Ford drive mode memoryfunction to the DM selection.
0 notes
rideboomindia · 1 year ago
Text
What strategies can RideBoom implement to ensure the safety and security of its platform?
RideBoom has implemented several strategies to ensure the safety and security of its platform:
Rigorous Driver Screening: RideBoom conducts thorough background checks and driving history verifications on all its drivers to ensure they meet strict safety standards. This includes screening for criminal records and driving violations. The company has deactivated over 40,000 drivers who did not meet their safety criteria [2].
Continuous Driver Monitoring: RideBoom monitors its drivers' records and behaviors to identify potential safety concerns. This allows the company to quickly address any issues and maintain the integrity of its driver pool [2].
In-App Safety Features: RideBoom's mobile app includes various safety features, such as sharing trip details with friends or family, an emergency button to contact emergency services, and prompts to verify the driver's identity and license plate number [1][2].
Integration with Emergency Services: RideBoom has integrated its platform with RapidSOS, a technology that provides emergency dispatchers with critical information like the rider's location and vehicle details, enabling a faster and more effective emergency response [2].
Transparent Pricing and Policies: RideBoom's pricing model is transparent, with upfront fare estimates and no hidden costs, allowing customers to make informed decisions about their rides. The company also clearly communicates its safety policies and procedures to both drivers and passengers [1].
24/7 Customer Support: RideBoom offers round-the-clock customer support to address any inquiries, concerns, or feedback promptly, ensuring a smooth and satisfactory experience for all customers [1].
Expansion of Electric Vehicle Fleet: By incorporating electric vehicles into its offerings, RideBoom is promoting sustainable and environmentally-friendly transportation options, which can contribute to overall safety and security [3].
Multi-Modal Transportation Integration: RideBoom's integration of various transportation modes, such as ride-sharing and public transit, provides customers with more flexibility and options, enhancing the overall safety and convenience of their journeys [3].
45 notes · View notes
cloudslou · 1 month ago
Text
Tumblr media
Young Brit signs for the squad on a multi-year agreement
Nissan Formula E Team is delighted to announce that 2024 F1 Academy champion Abbi Pulling will be joining the Japanese outfit as rookie and simulator driver on a multi-year agreement.
The 22-year-old impressed the Formula E paddock last November at Circuito del Jarama in Madrid, topping the timesheets in the first-ever all-women’s session.
Pulling will become an important member of the team both on and off-track, taking part in Rookie Tests, simulator work and event preparation, as well as in the initial set-up of the squad’s new state-of-the-art, bespoke Dynisma simulator ahead of Season 12.
Considered as one of the most promising young drivers in world motorsport, Pulling has a strong racing CV. In addition to her superb title-winning 2024 F1 Academy season, she also became the first female driver to take a race victory in British F4, and has been competing in GB3 this year, finishing a strong fifth in the season-opener at Silverstone.
Tommaso Volpe, managing director and team principal, Nissan Formula E Team: “We’re very pleased to welcome Abbi to the team as our official rookie and simulator driver on a multi-year agreement. We were very impressed with her speed, commitment, and professionalism during the all-women’s test in Madrid last November, and we’re very happy to extend and formalize our collaboration. She is very talented – she was able to adapt incredibly quickly to the car and comfortably top the timesheets, which is difficult in every category but even more so in Formula E, so she is the perfect candidate to join us in this role. Abbi will have many responsibilities in the position we’ve created for her; we want to give her as much experience as possible and we are confident that this long-term, continued collaboration will be very beneficial both for the team and for Abbi, to keep developing as a more complete driver.”
Abbi Pulling, rookie and simulator driver, Nissan Formula E Team, “I’m really excited to be joining Nissan Formula E Team and extending our collaboration together, after driving for the squad during the all-women’s test in Jarama. Everything the team did for me during the test was so professional. The time and effort put in to make sure I was prepared was great to see, and the crew were patient with me as a rookie. The GEN3 Evo car is so unique, especially the 350kW mode in all-wheel drive which was very fun to use! It’s different from anything I’ve driven before, and it took some time to adjust to the increased power. I’m looking forward to my work in the simulator and to take the car on track as well when the opportunities arise.”
7 notes · View notes
justwinginglife · 9 months ago
Text
Rafayel Headcanons
I swear to heaven, hell, and back that I am a Zayne girlie through and through, but Rafayel cracks me the FUCK up, I cannot get enough of just listening to him talk, I wanna listen to him talk all damn day, he's so funny for no reason so here are out of pocket things that I think he'd say.
*when you're driving him home (you're driving him home from the restaurant that is literally two minutes down the street, he could've walked, he could've called a taxi -though they might've ridiculed him for the short drive as well- but you are his favorite mode of transportation, how is he supposed to get around if not from you driving him? He doesn't even remember other modes of transportation exist anymore at this point. He called you out of work for this, spouting nonsense about it being an emergency, just for this two minute drive home)*
Rafayel: Ugh if you just run that pedestrian over, we can get home much faster. It's fine. If they didn't want to be run over, they shouldn't have been crossing the street.
You: But... it's their right of way.
Rafayel: It's my right of way wherever I am, maybe they should've thought about that before they decided to cross the street that I'm trying to drive on.
You: But... I'm driving.
Rafayel: God, do you have to ruin literally everything? Do you even love me anymore? Do you just want to run off with that pedestrian? You do, don't you? That's why you won't hit him for me. Well go- be with him then. Wait. I don't know how to get home. Don't go. You're supposed to be my driver. What are you even doing, considering leaving me here, to be stranded and die all alone?
You: ...Rafayel I haven't even said anything.
Rafayel: Your eyes say everything. You've done enough.
------------------------------------------------------------------------------
*in a coffee shop and your name gets called*
You: *takes coffee cup from male employee*
Rafayel: *snatches coffee cup out of your hand, glaring at your name that's written on the cup* Why is he writing your name? Why does he know your name? Why are you letting him give you gifts?
You: It's... not a gift? I bought it? For... myself?
Rafayel: That's just an excuse, that's just what he wants you to think, I know how people work. *Eagerly tries to rub name from the cup but it's in sharpie so it doesn't come off, gets annoyed and literally goes behind the counter where the employees are, takes the sharpie, crosses out your name emphatically, then rewrites it in prettier handwriting. Then gets distracted and starts drawing cute little hearts and fishies all over the cup until someone kicks him out of the store. Then acts all butthurt because he "wasn't even doing anything"*
------------------------------------------------------------------------------
(This one is a stretch and just for my own personal amusement because I am multi-fandom and I was just thinking about DC)
*you're watching Justice League and Rafayel walks in on the scene where Bruce Wayne buys the entire bank to get Clark Kent's house back*
*Rafayel crosses his arms and pouts because you're paying attention to the movie and not him (it's literally the movie he picked out)*
Rafayel: *grumbles under his breath* I can do that too, ya know.... *goes and literally buys you a bank*
You: Um... why do I now have ownership of a bank?
Rafayel: To get your house back, duh.
You: I don't... have a house? I live here with you?
Rafayel: ...To get you a house eventually, duh.
You: So... you don't... want me to live with you?
Rafayel: oh shut up, I never said that, I don't know where you're getting these crazy ideas, you're never leaving me ever.
------------------------------------------------------------------------------
I'm sorry guys, these might not even be accurate, but Rafayel is just so extra and so hilarious, I couldn't help myself. I really do love him, he makes me giggle so much.
21 notes · View notes