#Red Hood was there -Mod Rusty
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It's always "Rusty why did you go to that bar in Crime Alley" and "Rusty how did you get to that bar in Crime Alley" and not "how was the bar fight in Crime Alley did you have fun in the bar fight in Crime Alley"
#I DID have fun in the bar fight in Crime Alley#Red Hood was there -Mod Rusty#only in gotham#only in gotham rp#onlyingotham#mod rusty (oc)#in character#op#dc#batman series
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mods, what would YOU guys have liked to see from a Jason Lives AU? Where he still become red hood? Where he (temp or not) retires? I've been thinking about it a lot
I wrote this on my personal blog years and years ago and some of the things i would like to see are
his relationship with Bruce still becoming strained. death or not i think they had some issues to sort through and they both need help AND more importantly they need proper development they were never truly given in canon. the canon jason lives au sorta started strongly in that regard (and kept it strong until the end tbh, it was everything else that was fucked up) but well.
While i do think retiring from Robin for a bit would be good for Jason i hate HATE when people just turn him into a civilian and do the whole twitter-esque "he can help more outside of being a vigilante!!!". like its a bad idea for bruce, and its a bad idea for jason sorry. i think he would try to give it a try, focus on being Jason Todd, and finding out who he is outside of Robin and outside of the expectations for him and not needing to be on constant survival mode, but ultimately i think he would become another vigilante anyways. maybe return to robin. maybe something new. idc.
(in my old blog i said i liked him becoming Red Robin, and designing a new suit with the help of Bruce and Dick since he was never given his own Robin design during his original run, and not only does he deserve it but its very symbolic that he really was running around in dick's hand me downs for years. but it would be fun if he got a completely new name too, a few years ago Cardinal was very popular but my birds knowledge has become very rusty.. i remember also liking Shrike)
people might not like this idea but i do like him somewhat following up Dick's steps and forming his own little team too, especially because he lacked a strong support system outside of Bruce, you know? Dick had the titans when he left, Jason never had anyone but a friend here and there that were vaguely mentioned and not fleshed out. So i think a good step forward for Jason would be to have his own team (my usual pick is eddie / rose / connor sorry not sorry #mytitans but i'm also down for ocs, i've made a few of those too lmao)
I really think regardless of him living he would still think some people deserve nothing but death. Maybe he wouldn’t straight up kill people, but there’s a fat chance there’s times when he didn’t do “everything” he could to save some people who didn’t deserve it and i think he would still argue with bruce about it and i even like the idea of his own team having that argument as well, love the idea of connor carrying the duty of being their moral compass over there at times
that's some specific stuff i would love for a jason lives au. my vague wishes are
let him live
don't torture him
dont make him suffer anymore
dont turn him into a villain
-🐅
#asks#i was simply going to link my old post but i dont completely agree with it anymore..#jason todd#mod post#?#also i would like jayconnorkyle in this au. idc. and eddierose YEASS
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Fallout 76 patch 11 July 16 released, brings Power Armor improvements, full patch notes revealed
Bethesda has just released a brand new update for Fallout 76. According to the release notes, patch 11 packs a number of Power Armor improvements, Nuclear Winter balance changes, sees the return of the Punch Bowl, and features several changes to help new players ease into the challenges of the Wasteland during the early hours of the game.
Going into more details, Bethesda has reworked the underlying systems behind Power Armor to address a ton of Power Armor related bugs, improve performance, and help the entire system function more smoothly overall.
Furthermore, this patch fixes several locations where enemies could become stuck, adjusts objects in several locations where players could become stuck, fixes an issue that could cause a player to clip through a table in a garage in Sutton and implements an improvement to help reduce cases where creatures could become stuck in a non-responsive state.
It’s also worth noting that update 11 reduces the time it takes to return to the Main Menu after leaving a world, addresses a performance issue relating to Quest items, implements an improvement affecting memory usage and fixes typos across several areas of the game.
As always, this latest patch will be downloaded from the Bethesda launcher the next time you launch it, and you can find its complete changelog below.
Fallout 76 Patch 11 July 16 Release Notes
General
Power Armor Improvements
We’ve reworked the underlying systems behind Power Armor to address a ton of Power Armor related bugs, improve performance, and help the entire system function more smoothly overall. While most of these are “under the hood” improvements, we believe these changes will help you have better experiences, and encounter fewer issues, while wearing your favorite set of Power Armor.
As this brings a significant update to our Power Armor systems, some players may notice the following one-time side effects upon logging in after downloading today’s patch:
Power Armor pieces may have been unequipped from Power Armor Chassis you own and moved from your Stash to your inventory, or vice versa. You will need to re-equip those pieces after logging in.
Some players may receive an extra Power Armor chassis or extra Power Armor pieces in their inventory or Stash that weren’t present prior to Patch 11. These are items that didn’t save correctly when you originally collected them, and the Power Armor improvements mentioned above have restored them.
If you had one or more Power Armor Chassis in your Stash before installing Patch 11, your character may have been moved to a Train Station in the world. This was done to help players who became overencumbered due to Power Armor pieces and chassis moving into their inventory transfer those items back into their Stash without needing to walk home from their current location in the world.
Art and Graphics
Power Armor: A new animation plays upon entering Power Armor from a Power Armor Station.
Atomic Shop
Featured Screen Rework: The Atomic Shop’s Featured Screen has received a face lift. Many more items and offers will now appear at once, making it easier to see the current set of featured items at a glance.
Basic Repair Kits: When purchasing Basic Repair Kits, players can now select which character they’d like to receive them.
C.A.M.P., Crafting, and Workshops
Bulk Junk: The “Scrap All Junk” option no longer automatically scraps Bulk Junk at Workbenches. Bulk Junk will continue to be automatically scrapped for necessary components while Crafting or Repairing.
Punch Bowl: Party on! Players can once again add alcohol to, or drink alcohol from, Punch Bowls.
.44 Pistol: Nuclear Material has been replaced by Gears in the crafting requirements for all .44 Pistol mods except the Prime Receiver.
Ski Sword: The crafting requirements for the Skate Mod have been reduced and the Makeshift Warrior Perk requirement has been removed.
Design and Gameplay
Loot: Legendary items dropped as loot by a legendary enemy will now appear much quicker on that enemy’s corpse.
Loot: Deathclaws now have a chance to drop Deathclaw Hides on death.
Loot: Acid can now drop as loot when killing Cave Crickets.
Respawn: Dying in an interior location, such as The Burrows, now automatically respawns players near where they entered that location in most cases.
Spoilage: All raw Food items and Fluxes now last 50% longer before spoiling.
Spoilage: Fast Traveling no longer causes Food and Drinks to take Condition loss.
Stealth Boys: Can now be used while wearing Power Armor.
User Interface
Combat: A slight blurring effect now appears on screen when taking damage to better indicate that the character experiencing pain.
Item Descriptions: Additional information is now displayed in the menus for Legendary items, Mods, and Recipes.
When selecting a Legendary item in trade, vending, or container menus, all of its Legendary Attributes now appear instead of just the first.
When inspecting a Recipe or Mod the description for the resulting item now appears under the item’s name.
When selecting a Recipe or Mod in trade, vending, or container menus, the description for the resulting item now appears above the item’s stats.
Instruments: Players can now rotate the game camera while playing musical instruments.
Map: Improved Map marker ordering and selection to help address how icons are highlighted when several markers overlap each other on the Map.
Purveyor: Weapon and Armor model previews now appear in the Purveyor’s trade menu when browsing item categories.
Settings: An “Enable Power Armor HUD” option has been added to the Display settings, which can be toggled to decide whether to display the Power Armor HUD or the standard HUD while wearing Power Armor.
Disabling this setting will cause the Quick-Boy menu to display when viewing the Pip-Boy.
Gameplay Improvements for New Players
We’ve made a number of changes to the early-game to help Dwellers who are just stepping out of Vault 76 better adapt to life in the Wasteland.
C.A.M.P. Deployment: Redeploying a camp shortly after a deployment no longer incurs a Caps penalty.
Challenges: The rewards for many early-game Challenges have been reworked and now award items that will help a new player survive, such as Aid, Weapons, Armor, and etc., instead of Atoms.
Diseases: Players must now be level 15 or higher to receive a disease.
Enemies: Some enemy difficulties have been adjusted:
Ash Heap: The level range for creature spawns has been reduced from 15 – 35 to 15 – 20 in the following locations:
Belching Betty, Ashforge, and The Rusty Pick.
Savage Divide: The level range for creature spawns has been reduced from 15 – 99 to 15 – 25 in the following locations:
Top of the World, Pleasant Valley Ski Resort, Pleasant Valley Cabins, Pleasant Valley Train Station, NAR Regional, Fissure Site Tau, Cliffwatch, South Cutthroat Camp, and Beckwith Farm.
Toxic Valley: The level range for creature spawns has been reduced from 10 – 25 to 10 – 15 in the following locations:
Cobbleton Farm, Becker Farm, Grafton, Clarksburg, Eastern Regional Pen, and Smith Farm.
Events: Fertile Soil now triggers in a smaller area and is confined to the Vault-Tec Agricultural Research Center.
Fast Travel: Cap costs when Fast Traveling have been reduced for players under level 25.
Holotapes: Government Supply Requisition Holotapes will no longer spawn in Flatwoods and cannot be looted by players who have not yet reached level 10 or higher.
Random Encounters: Removed a random encounter that could cause a large group of Level 5 Protectrons to spawn for low level players on the road to Flatwoods.
Nuclear Winter Balance
Perks
Frog Legs: Jumping in rapid succession now temporarily reduces maximum jump height and requires a short rest to recuperate.
Master Perk Cards: Select Master Perk Cards have received bonus damage reductions.
Commando Master
Heavy Gunner Master
Guerrilla Master
Rifleman Master
Shotgun Master
Demolition Expert
Dev Note: In general, these Perk Cards were too powerful and began to feel more like required picks than options. So, we’ve balanced them out to better reflect their cost value.
Weapons
Explosive Weapons: Greatly increased the damage that explosive weapons deal against C.A.M.P. objects and Structures.
Laser Auto Pistol: The Laser Auto pistol no longer fires multiple beams per shot.
Scoped Hunting Rifle: Reduced the size Scoped Hunting Rifle’s magazine from 5 to 1.
Dev Note: This change will help the scoped gunplay of this weapon feel smoother and does not negatively affect its DPS.
Adventure Mode and Survival Mode Bug Fixes
Art and Graphics
Environment: Fixed several locations where enemies could become stuck.
Environment: Adjusted a few objects that could clip into the terrain or other environment objects inside Abandoned Mine Shaft Elaine.
Environment: Adjusted objects in several locations where players could become stuck.
Environment: Fixed an issue that could cause a player to clip through a table in a garage in Sutton.
Environment: The security door latch on a shed across the street from Mama Dolce’s is no longer floating.
Graphics: Tracer rounds fired by a Hunting Rifle with the Scorched Killer’s mod now display the correct visual effects.
Graphics: The art for the Cannibal Perk no longer flickers when it is not actively being highlighted by the player in the Perk menu.
Graphics: Eyebots in the Arktos Pharma Biome Labs have received updated paint to match other bots in the area.
Lighting: Replaced a lightbulb above one of the bathroom stalls in Watoga High School.
C.A.M.P., Crafting, and Workshops
Blueprints: Fixed an issue that would cause some “floating errors” while trying to place a blueprint.
Blueprints: Addressed a rare issue that could prevent the player from building in their C.A.M.P.
Blueprints: C.A.M.P and Workshop Blueprints names are now sorted alphabetically in the list.
Cooking Stove: The Red Enamel variant of the Cooking Stove now correctly indicates that it is an Atomic Shop item in the Build Menu.
Exploit: Addressed an exploit allowing players to place a C.A.M.P. in an unintended area in Charleston.
Fasnacht Objects: Adjusted several Fasnacht-themed C.A.M.P. objects to reduce instances that could result in clipping.
Foundations: Can no longer be placed entirely underground.
Foundations: Fixed several issues related to Foundations that could result in errors like “Part of this structure would be inaccessible”.
Keypads: Fixed an issue that would sometimes prevent certain keypads from being interactive.
Locks: Players can now correctly change the Lockpicking difficulty of a locked object without needing to first remove the Lock.
Modify: Repeatedly selecting and deselecting objects in the Modify menu no longer sometimes causes the player to become stuck editing an object.
Radios: Now play audio immediately after they are powered on.
Repair: Pioneer Scout Posters and Banners can now be repaired.
Wall Décor: Fixed an issue that could cause Wall Décor items to appear to float in certain situations.
Wall Décor: Addressed an issue that could prevent objects from being placed on Walls correctly.
Walls: Fixed a bug preventing to place a half-wall on top of another half-wall when it’s placed on a foundation.
Waving Santa: No longer continues to play sound effects after it has been toggled off or becomes unpowered.
Workshops: Fixed an issue where resource amounts in the UI would not update after repairing a workshop item outside of build mode.
Challenges
General: To earn credit for Challenges that require players to kill creatures, like the “Kill Different Types of Tough Enemies” Challenge, they no longer need to land the killing blow.
When a creature is killed, players who dealt enough damage to earn experience will now receive Challenge credit, even if another player scores the final hit.
Combat: The rewards displayed after completing the “Craft Some Ammo” challenge now correctly list “Gunpowder”.
World: The Metalworker Possum Badge subchallenge “Visit New River Gorge” has been removed.
World: Fixed an issue preventing several Musician Possum Badge subchallenges from completing correctly when playing various Instruments.
World: Removed several Photographer Possum Badge subchallenges that were difficult to complete.
World: Changed the word “Collect” to “Acquire” in the Collector Possum Badge subchallenge descriptions.
Enemies
A.I.: Implemented an improvement to help reduce cases where creatures could become stuck in a non-responsive state.
Anglers: Fixed an issue that could cause Anglers to flee from players it could not reach rather than using its ranged attack.
Robobrains: Can no longer spawn stuck inside Protectron Pods in Atlas Observatory.
Sentry Bots: Legendary Sentry Bots no longer explode twice on death.
Ticks: Ticks no longer are full of blood of bloodless enemies or structures.
Items
Bloodied: Weapons with the Bloodied Legendary Mod now displayed the correct amount of damage in the Pip-Boy as the player takes or heals damage. This was a visual issue and the Mod’s actual damage values have not been changed.
Brain Bombs: Brain Bombs now correctly have a Condition bar and can spoil like other Food items.
Exploit: Addressed an exploit that could cause a Magazine or Bobblehead to become duplicated.
Exploit: Addressed an exploit that could prevent the player from being killed by Radiation damage.
Gauss Rife: The Shielded Barrel mod description now correctly states that it provides “Superior Range” when applied.
Handmade Rifle: The Drum Magazine Mod for the Handmade rifle now correctly increases the Handmade Rifle’s ammo capacity by 50%, which is consistent with Drum Magazine mods for other weapons.
Iguana Soup: Iguana Bits are now required to craft Iguana Soup, rather than Squirrel Bits.
Marine Armor: The recipe for the “Dense Marine Armor Torso” mod is now properly labeled.
Plasma Weapons: Fixed an issue that could sometimes cause Plasma Weapon attacks to pass through a target without dealing damage.
Power Armor: The Targeting HUD mod for X-01 Power Armor will no longer appear as an option in the Power Armor Station menu if the player has not yet learned the required Plan.
Power Armor: When the Stealth Boy Power Armor mod’s Stealth Field is active, its effect description in the Pip-Boy’s Effects tab now correctly lists that it drains Action Points.
Power Armor: Broken pieces of Armor will now remain equipped when exiting Power Armor.
Power Armor: Repeatedly entering and exiting a set of Power Armor in a Power Armor Station no longer sometimes causes the player to become stuck in their Power Armor.
Power Armor: Stimpaks can no longer be used if the player’s health is already full while wearing Power Armor.
ProSnap Deluxe Camera: Fixed an issue that could prevent the player from transferring their Camera into their Stash.
Pump Action Shotguns: Applying the Responder’s paint to a Pump Action Shotgun now correctly adds “Responder’s” to the weapon’s name.
Scorched Ashes: Removed two piles of Scorched Ashes from the church in Helvetia that could be consumed but had no other function.
Ultracite Laser Gun: No longer appears to fire Plasma projectiles after applying the Automatic mod.
Weapons: Oil Spills can now be ignited by a wider variety of weapons.
Quests and Events
Defend Monongah Power Plant: Adjusted enemy spawns when defending the Monongah Power Plant Workshop so that attackers will approach from the outskirts of the Workshop.
Free Range: Addressed several issues that could block Brahmin movement during the Free Range event.
Line in the Sand: Scorched no longer begin attacking Allegheny Asylum before the event begins.
Line in the Sand: Adjusted a Scorchbeast spawn location during the event.
Line in the Sand: Scorched that are spawned during the event now more reliably receive quest objective markers.
Possum Junior Roboticist Tour: Logging out before visiting the first tour stop no longer causes voiceover lines to replay when logging back in.
Project Paradise: Fixed an issue causing enemies to spawn continuously during the Project Paradise Event.
Project Paradise: Fixed an issue that could cause Moist Radkelp to persist indefinitely the player’s inventory after completing “Radkelp in Habitat C” objective.
Safe for Work: Removed a copy of the “Patrol 4: Medical Center” Holotape that did not work correctly.
The Order of the Tadpole: Fixed an issue that could prevent the player from restarting or completing the “Listen to Scout Leader Jaggy” objective correctly if they died while Scout Leader Jaggy was speaking.
Unsolved: Picnic Panic: Removed an extra copy of Mary’s Diary Page.
Unsolved: Picnic Panic: Addressed issues that could result in lost Quest progress or duplicate Quest items.
Performance and Stability
Loading: Attempting to report a player while loading into a world no longer sometimes causes an infinite loading screen.
Performance: Reduced the time it takes to return to the Main Menu after leaving a world.
Performance: Addressed a performance issue relating to Quest items.
Perks
Pain Train: The effects of Pain Train no longer hit NPCs or creatures who are not hostile to the player.
Sound
Frog Jar: Attempting to interact with an empty Frog Jar in the player’s inventory no longer cause frog sound effects to play.
Gunfire: Fixed an issue in all game modes that could cause gunfire sound effects to loop endlessly.
Legendary Exchange Machine: Reduced the volume of Legendary Exchange Machine sound effects.
Pioneer Scouts Swimming Test: Voiceover processing has been added to the Swimming Instructor’s line that plays when the player attempts the test without a swimsuit.
Scout Leader Jaggy: Voiceover processing has been added to Scout Leader Jaggy’s first line of dialogue.
Weapon Impacts: The Rolling Pin, Bone Club, and Ski Sword now play sound effects that more closely match their weapon types when striking enemies.
Workbenches: Tinker’s and Brewing Workbenches no longer play sound effects endlessly if the Workbench owner leaves the world while it’s being used by another player.
User Interface
General: Fixed typos across several areas of the game.
Atomic Shop: The Atomic Shop’s top navigation bar no longer remains visible behind the purchase confirmation screen when purchasing Atoms.
Atomic Shop: On Xbox, the left-hand category list no longer displays incorrectly after scrolling to the bottom of the list and then back up.
Atomic Shop: Fixed an issue where the “Need Atoms” prompt in the Atomic Shop could remain visible when trying to back out of the prompt.
Change Appearance: Addressed an issue preventing skin color from applying to a character’s face in the Change Appearance menu.
Combat: Using the Quick Swap button now more consistently switches to an alternate weapon, and no longer swaps to broken or unusable weapons.
Combat: Damage indicators now appear on-screen when hit by a missile launcher, plasma gun, or other weapon projectiles.
Combat: Hit markers will now correctly appear when damaging destructible objects, such as the Strangler Heart during the Heart of the Enemy Daily Quest.
Controls: On Xbox, resetting the controls to default settings and then joining a Survival mode world no longer sometimes prevents the player from accessing Containers or Workbenches.
Controls: Fixed an issue that could cause the controls to become unresponsive when interacting with a Power Armor Station while sprinting with a ranged weapon equipped.
Dropped Loot: The objective to “Retrieve your dropped loot” that appears on death now only completes once all dropped loot has been taken.
Fermenter: Condition bars are no longer displayed on items that have been assigned to a Vending Machine when viewing the item list from a Fermenter.
Fermenter: Attempting to assign a fully fermented drink to the Fermenter no longer causes a C.A.M.P. budget-related error message to display.
HUD: Removed a series of dashes that could appear in the top-left corner of the screen when playing in 16:10 resolutions.
Inspect: Weapons that have alternate appearances from their base models, such as Enclave and Ultracite weapons, now display correctly in the Inspect menu.
Localization: The word “Free!” is no longer truncated on free items in the Atomic Shop when running the game client in languages other than English.
Map: Adjusted Wanted icons so they are less likely to prevent interactions with nearby Map markers.
Map: A large Nuke Zone indicator will no longer appear over a normal Nuke Zone indicator on the Map after switching to Adventure mode from Nuclear Winter.
Pacifist Mode: No longer appears enabled for characters below level 5 in Adventure Mode after playing a Nuclear Winter match.
Personal Terminal: Fixed an issue that could prevent currently available Daily Quests from appearing under the Biv entry in the Personal Terminal.
Pip-Boy: Junk item component counts no longer display 0 in the Pip-Boy’s Component View after joining a world.
Respawn: Players can now correctly respawn at their C.A.M.P.s when they are overencumbered.
Rewards: Ammo and other items are no longer sometimes split into multiple entries in the rewards list that appears after completing a Quest or Event.
Scrapping: When choosing “Scrap All Junk” at a workbench, the component list is now sorted alphabetically.
Sorting: Fixed an issue that prevented the sort-by-spoil option from working correctly in Container, Vendors, and Trade menus. Additionally, the sort-by-spoil option now places the lowest-condition items at the top of the list, so it’s easier to find items that are nearly expired.
Trade: The “Requested” label now correctly displays in the Trade menu.
Tutorials: The Brewing Station tutorial no longer reappears after disconnecting and logging back in.
Vending: If a player buys the same type of item multiple times from another player’s Vending Machine, like stacks of .308 Ammo, the seller will now correctly receive separate notifications displaying the amount sold each time, rather than the total amount sold across all of those transactions.
Vending: When using a Vending Machine, the items assigned to that machine now correctly sort to the top of the list.
Vending: Fixed an issue that could prevent players from scrolling through their inventory to mark additional items for sale in a Vending Machine.
Vending: Fix an issue where vending information is incorrectly cleared when the character is loaded.
Vending: Fixed an issue where sometimes players would remain in the player vending menu if the camp was moved or the vending machine was scrapped or stored.
Nuclear Winter Bug Fixes
Art and Graphics
Graphics: Smoke visual effects in the Storm no longer move in the wrong direction the first time the play area constricts.
Graphics: Fixed an issue that could prevent nuclear blast visual effects from appearing in third person view.
Graphics: Clouds in the Storm no longer occasionally change colors or flicker.
Grass: Now visually burns after the Storm passes over the player.
C.A.M.P.
Lamps: When placed in players’ C.A.M.P.s, lamps can no longer be activated during Nuclear Winter matches.
Statues: Hero of the Wasteland Statues in players’ C.A.M.P.s can no longer be activated during Nuclear Winter matches.
Turrets: Can now correctly deal damage to enemy structures that were built using a Quick Kit.
Environment
Duffle Bags: Players can now walk through Duffle Bags dropped by other players on death.
New River Gorge: Adjusted objects in a location in New River Gorge where players could become stuck.
Items
Automatic Laser Rifles: Automatic Laser Rifles now correctly benefit from Commando Perks rather than Rifleman Perks.
Duffle Bags: Players will now drop a duffle bag if disconnected.
Exploit: Addressed an exploit affecting an issue of Grognak the Barbarian Magazine.
Minigun: The Shredder mod can no longer be used to damage or kill other characters during Nuclear Winter matches.
Power Armor: Adjusted a Power Armor spawn location at New River Gorge Resort to prevent a potential animation issue.
Power Armor: Players no longer sometimes appear to slide or float when entering Power Armor.
Power Armor: Addressed an issue that could cause certain Power Armor paints to be replaced by the War Rider paint during Nuclear Winter matches.
Western Revolvers: Fixed an issue that could cause a Scoped Western Revolver to incorrectly spawn as an unmodded Western Revolver.
Performance and Stability
Login: Fixed an issue that could cause some players to become logged out after every Nuclear Winter match.
Stability: Addressed an issue that could cause players to become disconnected during Nuclear Winter matches when building in their C.A.M.P.s.
Performance: Implemented an improvement affecting memory usage.
Perks
Bullet Shield: No longer displays its bonus resistance notification every time the player fires a heavy weapon in Nuclear Winter.
Ground Pounder: Fixed an issue causing Ground Pounder to not work with Automatic Combat Rifles.
Last Laugh: Grenades dropped when a player with Last Laugh is downed can no longer damage the player that dropped them.
Lock Detector: Has been renamed “Hack Detector” to reduce confusion about this Perk Card’s functionality.
Sound
Vault 51: The volume of impact sound effects has been reduced for punches thrown by candidates inside Vault 51.
User Interface
Exploit: Addressed an exploit related to Reviving another player.
Localization: Fixed an issue that caused three-digit Overseer Ranks to display incorrectly in Chinese and Korean.
Localization: Fixed an issue in Chinese versions that would cause The Storm’s movement timer to display incorrectly while in Spectator mode.
Match Summary: Team Placement text no longer flickers when opening and closing the Spectator menu on the Match Summary screen.
Match Summary: Upcoming rewards are no longer missing icons on the match summary screen.
Nameplates: Enemy nameplates and health now only appear to players who have damaged them within the last 5 seconds.
Nameplates: Teammate nameplates will no longer follow players when they are spectating.
Revive: Fixed an issue that could cause a revive attempt to fail even though it appeared successful.
Revive: Fixed a rare issue where players could be revived with incorrect amounts of health.
Select Deployment: The “Select Deployment Location” button will no longer display after the spawn countdown timer concludes.
Social: On PS4, disconnecting and reconnecting while queuing for a Nuclear Winter match no longer causes issues with sign in or Social Menu functionality.
Sorting: The sort-by-spoil option no longer incorrectly appears, and Aid items can now only be sorted by weight.
Terminals: Can no longer be activated in the same moment that the “Select Deployment Location” screen appears.
Fallout 76 patch 11 July 16 released, brings Power Armor improvements, full patch notes revealed published first on https://touchgen.tumblr.com/
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Hemi-Powered 1941 Willys Coupe Is Survivor of Gasser Wars
Survivor.
That word gets used, and misused, a lot in the car hobby. It seems just about any hulk that hasn’t completely returned to its elemental state gets called a survivor. To our way of thinking, though, this ’41 Willys has earned the title.
For one thing, you’re looking at all original sheetmetal. Even the tilt hood is made from the car’s factory front-end parts. There’s no fiberglass here. Some rust repair, sure, covered by fresh primer carefully blended with the 1950s-era red racing paint. The nice-looking trim? Original. Just needed some polish.
What makes the Willys’ condition even more remarkable is the fact that it was drag raced and sold off—not once, but twice—before sympathetic hands sought to preserve it.
After being in Randy Gribble’s hands for nearly 30 years, this veteran of the Midwest gasser wars has found a new home with Gil Muro and his cohorts at the Hot Rod Ranch. “Where I’m from, it’s hard to get California coolness,” says Randy, who’s based in South Dakota. “We don’t have a lot of drag racing out here. We build jalopies for dirt track racing. I’m having more fun knowing Gil is doing something with it.”
The car’s guardian angel was Randy Gribble, who owns Lake City Rod & Custom in Watertown, South Dakota. He remembers the day, back in 1990, when he and a friend were driving home from a drag race in Omaha. He was leafing through the local Deals on Wheels ad paper while his buddy drove.
That’s where he saw an ad for a Willys. “I had Willys fever,” he says, ticking off several of the diminutive hot rods he’s owned over the years, many of which he had to sell to fund the purchase of land for his shop.
“I made my friend pull off the interstate and find a phone booth. It was a Sunday afternoon. I called this place in Greeley, Colorado, a car lot there, and left a message. On Monday they called back, and I made a deal over the phone.”
A couple weeks later the car showed up at Randy’s place. “My first thoughts were, had I seen the car in person I might have passed on it,” he admits. “But I didn’t have a lot of money. I still don’t. Some things never change. And I wanted one really bad.”
What’s known about the Willys’ racing history starts in the Denver area in the 1950s. Back then it was powered by a Pontiac engine, and after he bought the car Gil turned up an old photo of the Willys with just the Pontiac logos on the doors. Dave Mader and Jerry Morris added their names, and another Pontiac mill, when they raced it in the Kansas area in 1959-1964.
The Willys “didn’t look as good as its picture,” Randy says. “The grille was busted out in the center. It had old painted silver wheels on back when the picture showed chrome wheels. The frame was chopped up and rusty, and someone had put an aluminum floor in with sheetmetal screws. But it was an all-steel Willys coupe, and I was in love.”
Randy had opened his business 10 years before and was going full-steam on customer projects. That meant relegating the Willys to after-hours status, worked on “a little at a time each winter.” Being in the business, and a collection of parts from his own race car projects, provided opportunities to add choice parts to the car.
The Willys wears 1950s-vintage red paint over what looks like factory white, but there are worn-through areas and places, like this, where all the paint is just gone. Look close at the door and you can see an eighth inch or more of what initially looked like filler under the paint. Closer examination revealed it to be lead.
The Willys’ chassis was so beat up that he “started over” using the frame from “another car I pulled out of the weeds,” a ’41 sedan that would also donate its steering column and dashboard. He and his son burned up two battery-powered screwdrivers getting all the sheetmetal screws out of the floor. Randy had a ’57 392 Hemi, left over from a blown-alcohol nostalgia dragster he sold, that he thought “would be perfect in the Willys.” He found a Don Long chromoly straight axle at a swap meet in Phoenix. “It came off an old gasser that they were mistakenly turning into a street rod,” he says, laughing. “It had Willys spindles and everything, and the perches were perfect for Willys springs.”
It would be years, though, before Randy learned about any of the car’s history. That journey began with a chance encounter, much like spotting the car’s ad in the first place.
“I wish those windows could talk,” Randy says of this odd wear pattern in the paint. His best guess: While the Willys was in storage, a dangling chain, maybe in the garage rafters, would blow around in the wind and hit the car as it was swinging.
“You Got My Old Car”
“I was on my way to the L.A. Roadsters show and was invited to Mike DeVriendt’s open house,” he remembers. “He used to have the So-Cal Speed Shop in Colorado, and that’s the area where this car came from. I was talking to Mike about buying the Willys through the ad, and we realized he sold that car to me. This was 20, 25 years later.”
Mike told Randy he had purchased the Willys from a salvage yard south of Wichita. That piece of the puzzle led Randy to contact his friend, Don Baxter, who ran Baxter Ford Parts in Lawrence, Kansas, to see if he knew anything about the car. Don recalled seeing a Willys with Indian-head emblems on the doors, and remembered a Pontiac engine with a chain-driven blower under the hood. That detail stood out, as “it was the first one with chain drive that he ever saw,” says Randy.
Also lettered on the car were two names, which Randy and a friend punched into an internet search engine four or five years ago. They found a number, dialed it, “and there’s Dave Mader on the phone,” Randy recalls. “I told him what I had, and he said, ‘You got my old car. Me and the sheriff will come get it. That car was stolen.’”
The engine in the Willys is a ’57 392 Hemi that Randy had as a spare for a blown alcohol nostalgia dragster. In the 0.030-over block are flattop forged Ansen blower pistons, Manley rods, and an Engle L153 roller cam. The headers are from Hedman; Gil “cleaned them up and put a good coat of VHT on them.”
It took a second for Randy to realize Mader was joking. Sort of.
Dave Mader and Jerry Morris were friends who bought the Willys in the late 1950s from an ad in a magazine. A drag race car from the Denver area, it had been powered by a Pontiac engine, which explained the logos on the doors. When Mader and Morris bought the car the Poncho mill was toast, so they put another Pontiac in the car, topped by the chain-driven supercharger Don Baxter remembered. They raced it from 1959 to 1964, when Mader was sent to Vietnam. He left the Willys in the care of his partner, but when he came back from the service he learned that Morris had taken the car to a junkyard. “It sounded like Morris was in bad health,” Randy says, “but he still had the original title to the car.”
Randy asked Mader if he had any photos from their racing days. “We could hardly afford gas for the car,” Mader told him. “We didn’t have a camera.”
Gil had the vintage Mickey Thompson valve covers from “another Hemi project,” under which are triple-nickel 354 heads that were ported by Lockerman Porting Service. The heads are from “Mark Williams’ last front-engine dragster,” Randy says. “It was a normally aspirated, nitro-injected, A/Fuel car back in the day.”
(We would love to hear from any Deluxe readers who may have seen the car race or have photos of it, from the Mader/Morris years or even before, when it was in Denver. It should be easy to spot in your scrapbook. How many Willys decorated with Indian heads can there be?)
Mader asked him if it still had its Pontiac engine and Olds rearend. “No,” Randy told him, “no motor. Just the Pontiac emblem on the doors, and a Tri-Five rearend to roll it around.” Randy said Mader “wasn’t all that happy” to learn Randy put a Hemi in the car. “He wanted a Pontiac back in it,” Randy says, admitting, “I should have done a Pontiac motor. And if Gil and I didn’t have all this Hemi stuff, that’s what he’d be doing now.”
Gil provided the parts for the Hemi’s induction system: Twin 750-cfm Holleys feeding a 6-71 supercharger on a Cragar blower intake. He’s still tinkering with the motor, so we weren’t able to hear it fire. Among the mods already planned are different pulleys “to overdrive it to get more power.”
Lightening the Load
That would be Gil Muro, who with his brothers and other family members operates Hot Rod Ranch in the central California town of Lompoc.
Randy knew Gil from the March Meet. “I used to race there when the Goodguys were doing it. Gil bought a few parts from me at the swap meet.” Over the years, the two stayed in touch, so Gil had Randy’s number handy when he saw on Instagram that the Willys was for sale.
“I put so many projects ahead of this thing, just worked on it when I had the time, when I felt like it,” Randy says. “Pretty soon, it had been 28 years. I’m 64 years old, and I’m thinking about lightening the load a bit. That’s one reason why I got rid of it.”
Randy fashioned the tilt front end when he realized “I had to have it flip to work on the motor. I couldn’t work on it if just the hood opened.” But he wanted to retain all the factory front-end parts rather than graft on a fiberglass nose. So he bolted the stock hood and fenders together and fabricated the aluminum brackets that join the front end to the frame. The frame, by the way, looks just as pretty under the car as it does here. Gil smoothed and painted the whole thing.
Plus, he explained, he had taken the car to the point where it was ready for bodywork. “I’m not a body man,” he admits. “I would have had to hire that done.” He also faced a decision about the paint. He had a lot of lengthy discussions with a friend, Craig “Spud” Godfrey, about whether to preserve the historic paint or re-paint the car. “Spud would have been the one to repaint it if I decided to go that way,” Randy says. In the end, he felt the body should stay in its as-raced condition. “But there’s so much bad there to be fixed, it would take someone like Gil to save the old paint.”
Gil immediately recognized the car’s potential. “It’s really rare to find a ’41 Willys that’s all steel and even has the original trim.” Like Randy, he wants to get the car running while keeping it as original as possible. “Really what we’re doing is helping Randy finish his dream.”
Randy found the Willys’ front suspension at a swap meet: a spindle-to-spindle setup using a Don Long chromoly straight axle. When Randy got the car it had “an original Willys axle in it that had a little drop to it,” he says, “but this axle has the gasser history that I wanted.” He re-arched the front springs to give the nose a little altitude (and attitude).
Wilwood front disc brakes are among the car’s few contemporary components (along with a fuel cell in the trunk), all there for safety, says Gil. “Old Airheart brakes would be cool, but I wanted some real stopping power considering how fast this thing will be.”
Randy removed the Tri-Five Chevy rearend that was under the Willys when he bought it and replaced it with this ’57 Pontiac rearend, filled with 4.88 gears, a spool, and 35-spline Old Henry’s axles.
When he took out the Chevy rearend, Randy found ladder-bar brackets and fabricated these “based on the look I wanted and where I thought they should come out. I studied a few old HOT ROD magazines and saw what they were doing.” The bars are made from 1 1/4-inch DOM with quarter-inch-wall tube. “I did step up to regular Art Morrison ladder bar ends, good solid rod ends,” Randy said.
The original floor had been cut out and replaced with a floor that was attached with sheetmetal screws. Plus, “the whole A-pillar structure was in pretty poor shape,” Randy recalls. “I had to put a lot of substructure back in there.” To offset that weight, he made new floor pans from 12-gauge aluminum, supported by “two c-channel frames, one inside the other. It should be pretty strong.”
More of Randy’s fabrication work: The steering column came from the donor sedan that provided the Willys’ frame, but he fashioned the pedal assembly to look like vintage Ansen parts. “The pads are real Ansen, but I made the pedals.” The bracket that supports the pedals ties into the column “where the Willys’ shifter post used to be for the three-on-the-tree shifter.”
They look like old racing buckets because they’re supposed to, but the seats are actually aftermarket high-back buckets Randy found at a swap meet. “I tried to make them look old-timey by cutting the headrests off.” Between the seats is a B&M Series 60 shifter controlling the car’s clutch Turbo 400.
A big Sun tach and Stewart-Warner gauges monitor the goings-on, but Randy also left room for this ’41 Willys dashboard, another transplant from the sedan parts car. “It’s an original dashboard, just not original to this car,” he explains. “My friend Spud detailed it for me.”
The fat 12-16 M&H Racemasters are reproductions, but inside them are gennie 16×11 Halibrand mags. The front rolling stock is all repro: Halibrand kidney-bean lookalikes from Summit Racing Equipment mounting 5.00-15 BFG Silvertowns from Coker.
Paragon Plastics cut the Plexiglas side and rear windows for Gil.
Randy radiused the wheelwells; Gil patched the rust around the lower edges, then sprayed the work with primer. One reason the original trim stayed in such good shape is because Randy took it off and stored it for the nearly 30 years he owned the car.
It’s still a work in progress, but probably by the time you read this the Willys will be back on the street— and maybe even the dragstrip. As the process nears completion, Gil wanted to acknowledge the people who helped him. “I want to thank my entire family, especially my wife Charryse and my kids, Bella and Cruz, for all their support. I’d also like to thank all the guys who helped on the car: Russell Smith, Jesse Alarcon, Dave Andrews, Chris Barker, Steve Gaboury, Harold Davis, and Dusty Albrecht.”
The post Hemi-Powered 1941 Willys Coupe Is Survivor of Gasser Wars appeared first on Hot Rod Network.
from Hot Rod Network https://www.hotrod.com/articles/hemi-powered-1941-willys-coupe-survivor-gasser-wars/ via IFTTT
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Vasir’Rama vas Haxorus
BASICS
Full Name: Vasir’Rama nar Rayya vas Haxorus Species: Quarian Age: 25 Weight: 200 Height: 5’6 Pronouns: they/them
Move: 10 HP: 15 AC: 13
Shields: 15
Paragon Points: 5 Renegade Points: 5 Inspiration Points: 0
Talents: Overload, Incinerate, Energy Drain, Sabotage
Weapon: Raikou Pistol Ariake Technologies Damage: 2d4 Range: 25m Mods: none
STATS
Dexterity 11 (+1)
Perception (0)
Strength 8 (-1)
Knowledge 8 (-1)
Mechanical 14 (+2)
Technical 17 (+4)
SKILLS
Mechanical:
Rocket Pack Operations
Navigation
Sensors
Communications
Technical:
Decryption
Repair
Starship Systems
VI
Electronic Devices
Weapon Repair
Inventory:
dextro paste rations
Appearance Notes
Green faceplate, black undersuit and cream color hood/sash with a rusty zigzag pattern. Very warm red-brown skin tone.
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Hey so I'm new here and I've been leaving offerings for the bats (bc that's what you do with protector spirits,why not vigilantes?) .Anyway one of them left a bag of cookies along with cash and dog treats? Is this normal for them?
I am so confused but my dog didn't growl at the cookies or the treats like she did when Joker was serving ice cream.
The cookies are from Red Hood or the elusive Agent A and the dog treats are from Robin. And yes, this is perfectly normal when the Colony finds a new offering/gift spot. The cookies are their most common gift in return.
-Mod Rusty
#Anonymous#only in gotham#only in gotham rp#onlyingotham#Red Hood#Agent A#Robin#mod rusty (oc)#in character#dc#op#jason todd#alfred pennyworth#damian wayne#asks
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FAQ
Q: How many mods run this account?
A: There are three of us, although we have been told by our supervisors that Oracle can and will send alerts through us. To talk to us, say one of our names, “Maxi”, “Samuel”, or “Rusty”, if you want to talk to one of us specifically, or “Mods” or “the Mods” if you don't care who answers.
Q: Do any of you have specialties?
A: Rusty knows the most about the vigilantes and their histories. Samuel supposedly knows the most about the rogues, although he's never had to prove this. Maxi proofreads most posts and knows the most about mundane aspects of living in this city.
FAQ continued under the cut (OOC information at the bottom)
Q: Mod pronouns?
A: Mod Maxi uses she/her, Mod Samuel uses he/him, and Mod Rusty is genderfluid and won't care.
Q: Do we report villain or vigilante sightings to you?
A: You can, but you should probably send them to BatWatch or a crisis line. Since there are only three of us, we aren't on 24/7 like the crisis lines.
Q: Do I report it if I saw Batman and Catwoman making out on the roof?
A: We've seen that, everyone has seen that, please stop sending us pictures.
Q: Do I report it if I see heroes or vigilantes that do not live in Gotham?
A: Like BatWatch but unlike the crisis lines, we have filters for out of towners.
Q: Red Hood is a crime lord, not a vigilante, stop reporting on him.
A: Die mad about it. (Edit: Maxi and our supervisors said we can't say that.)
Q: Why do you talk about Wayne Enterprises so much?
A: They have so many events that you should try doing things in this city without running into something done by them.
OOC Information
Mod Maxi, Mod Samuel, and Mod Rusty in respective order
This blog is run by one person! If you want to talk to me specifically, talk to me in an ask by calling me “Ali”, “Mod”, or “OP” (my pronouns are she/they)
If you want to get in touch about things not pertaining to this blog, my main is @nookisms
All links on posts will be relevant to the content that's in the posts.
If you send an ask, I will answer it. Eventually.
You may notice (in the future) that I have posted about the same events multiple times. Since I'm running this like an official city account, I would think they would have monthly or annual reminders for their citizens. I don’t know if they do this irl.
Most neighborhood names are taken off several maps I could find of Gotham, but sometimes you just gotta ignore if things are canon and go with what feels right.
Will there be canon events? Everything is canon somewhere.
This blog's intended ambiance was inspired by Welcome to Night Vale, which is a normal podcast to Gothamites.
#only in gotham#only in gotham rp#OnlyInGotham#Mod Rusty (OC)#Mod Maxi (OC)#Mod Samuel (OC)#ooc organization:#DC#op#in character#ooc commentary#ooc comment: yes I updated this and it does include a normal to the joker joke
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Dealer’s Choice: 1968 Dodge Charger 440 R/T
If you’re looking to buy a new Mopar and live around The Dalles in northern Oregon, we have an additional reason for you to drop by Urness Chrysler, Dodge, Jeep. There to greet you as you enter the facility next to the Hellcats, 300s, and Jeep Track Hawks is a beautifully restored 1968 Dodge Charger 440 R/T, property of dealership owner, Tim Urness. Dressed in Bright Red, this beautifully restored car is a thing of beauty. But the journey from field car to show ready was marked by a series of challenges not uncommon for these classics from the original Mopar muscle car era.
Urness found the car sitting in a field not far from his home in Oregon. Supported on four logs, the car was in the worst condition of three Mopars (including a 1970 Mod-top ’Cuda and a ’70 Charger R/T) that belonged to the current owner who stated that he purchased the car from a guy from California who was stationed in the military. The owner gave the Charger to his father to drive for a while but when his father opted for a new car, the Charger was relegated to its “log-based storage.” It was due to the fact that the ’68 Charger required the most work of the three cars he owned at the time, that he decided to part with it and handed the key to Urness in 2001 after some quick negotiation.
The rebuild started almost immediately as the car was disassembled and assessed for parts that would require replacement. With time, the car was media-blasted to remove all previous paint at Urness’s brother-in-laws shop. All seemed to be on the way to revitalizing the classic until a snowstorm brought everything to a halt. The winter of 2005 was one for the books in the Columbia River gorge. At the height of one storm, the roof on the shop where the Charger was undergoing its restoration collapsed. For two long weeks, no one knew the fate of the Charger, but a betting man would have guessed this was the end of the line for the classic Dodge.
As luck would have it, a welding table positioned near the Charger saved the car from being crushed like a beer can, the table holding the roof of the car after its collapse. A single dent in one A-pillar bore witness to the close call the car encountered — an amazing stroke of luck. But the question then became where to take the car next.
The Smith Brothers, James and Bob, from Lyle, Washington, are well known for their vast restoration knowledge, Dodge Chargers of this vintage being one of their specialties. With metal scalpel in hand, they removed all of the remaining rusty pieces and then put in a big order from the Auto Metal Direct catalog to obtain the parts needed to make this Charger whole once again. From the glass to the bumpers to a vast amount of body panels, they masterfully installed the new parts retaining key elements of the original metal when possible. Credit for the paintwork falls to The Mad Hatter, Doug Graves who applied the impressive Bright Red coatings.
The original 440-cid engine was also going through a reconditioning program at the time to make it worthy of the rest of the car that was shaping up quite nicely. Local Chrysler technician Doug Zaugg was charged with rebuilding the engine to better than new condition. Among the key elements used to build out the 440-cid engine were Keith Black pistons, Mopar Performance camshaft, and an Edelbrock 4BBL carburetor. The original block, heads, and intake were retained and a Mopar Performance ignition was installed to fire it on key command. The original Chrysler New Process A833 four-speed transmission was rebuilt to factory specs — in this case Hemi specs with an 18-spline input shaft for the peak of durability.
High praise for their efforts to restore the Charger comes from Urness who recently stated, “The Smith Brothers Restoration helped to restore the vehicle using their encyclopedic knowledge of Chargers. It was under their guidance and talent that they assembled all of the loose ends to keep the project pure. Their help was invaluable in this endeavor, and I cannot say enough about their skill, knowledge, and friendship.”
The Urness Charger looks just like a factory fresh R/T as delivered in 1968. If you get the chance to drop by the dealership, it’s worth the trip to see this classic even if you don’t roll out with a new Hellcat Charger. But this classic muscle car could just put you in the mood for some tire-smoking action of your own. We warned you!
Tim Urness has a lot to be proud of with this impressive Bright Red 1968 Charger R/T
Rated at 375 hp from the factory, this 440-cid engine has been outfitted with mostly stock components but with some slight upgrades for Keith Black pistons and an Edelbrock 4BBL carburetor.
Restored to like new by Gary Saylors from a combination of original and Legendary Interior components, this interior features all of the key Charger components and that all-important Hurst four-speed shifter system that makes it fun to drive.
The Smith Brothers restored the instrument panel, which features original gauges recalibrated to ensure reliable operation. The new dashpad is a crowning touch.
As mentioned, the Hurst four-speed is the center of attention on this car, but great care was given to the restoration of the factory console. A reverse light (under dash in background) was part of all Mopars at the time that were equipped with manual transmissions.
This Bright Red Charger cuts a profile not unlike the factory brochures that were produced back in 1968. It’s no wonder that the Mopar Rapid Transit promotion was so popular.
But while the final product is a thing of beauty, this Charger has seen a lot of work over the years to get it to this condition. This image shows just how much reworking was required by the Smith Brothers to bring it back from the dead.
Just about all of the rear sheetmetal on the Charger was cut off and replaced with Auto Metal Direct replacement parts. Only the original rear taillight panel, front fenders, and doors made the cut. A short list Auto Metal Direct (AMD) components includes the roof skin, lower rear valance, hood, bumpers, window glass, and rear quarters just to hit the highlights.
In stark comparison, this is how the backside of the Charger looks today. To dress it out, and in keeping with the option codes in the data plate still located underhood, the Smith Brothers applied this factory correct rear deck stripe package.
One half of the Smith Brothers team, James Smith, was heavily involved in the restoration of the Charger, including making sure that only 1968 Charger-correct elements were included.
In keeping with the originality theme, these 11-inch diameter drum brakes are used at all four corners, 3-inch thick up front and 2.5-inch thick in the rear. Note the attention to detail even within the wheelwell.
To activate those drum brakes, the factory power braking system was restored to factory spec.
All exhaust manifolds, valve covers and hoses down to the hose clamps are correct for this year Charger. The 1968 Charger engines were this blue color and changed to Chrysler Orange in 1969
The original radiator was modified to add an additional row of cooling tubes to make certain the Charger runs cool, summer or winter. This Charger also features power steering and a Firm Feel Suspension high-ratio steering box
Another look at how far this Charger has come — after nearly heading to the crusher when it was caught in a roof cave in back in 2005. Here the Charger sets ready for primer after being media-blasted.
No Charger R/T would be complete without its signature hood reliefs and turn signal lighting. As the factory hood was no longer worthy of this restoration, a new one was purchased from AMD.
Even from this angle, the Charger exhibits a signature muscle car shape. Note that many Chargers came with vinyl roofs, which hid shoddy workmanship at the factory and often trapped moisture over the years causing them to rust. This Charger’s roof is perfection — another contribution from AMD.
018-Mopar-Charger-Urness A one-year-only design, the rear taillights on 1968 Chargers not only had the obvious taillight rings, but also a reverse light tucked up between the two main taillights.
As pretty on the underside as it is on top, the factory-correct rear dual exhaust (Accurate Exhaust) runs alongside the brand-new rear gas tank and AMD bumper. In a break from the original-only restoration, Urness has opted for big Mickey Thompson radial tires wrapped around the factory-style Magnum 500 wheels
The rear trunk is clean and functional with a replacement mat that covers the fully restored flooring.
Tim Urness has lots to be proud of with his amazingly restored 1968 Charger R/T. Certainly the previous owner would be shocked at the transformation.
Lest you be worried that this beautiful Charger is lonely when its not on the showroom floor of Urness Chrysler Dodge in Dalles, Oregon, its sitting right next to this restored ’Cuda in Urness’ home garage.
Fast Facts 1968 Dodge Charger R/T Tim Urness, The Dalles, Oregon
ENGINE Type: 440-cid V-8, 375 hp, 482 lb-ft torque Bore x stroke: 4.350 (bore) x 3.750 (stroke) Block: factory OE 0.030-inch overbore Rotating assembly: forged factory crankshaft and stock connecting rods and Keith Black pistons, 0.030-inch overbore Compression: 10.1:1 Cylinder heads: factory original cylinder heads (PN 2843906) Camshaft: Mopar Performance Purple camshaft with Mopar valvetrain Induction: Single Edelbrock AFB-style 4-BBl carburetor Oiling system: Milodon increased capacity oil pan with high-volume pump Exhaust: factory exhaust manifolds, mufflers and tips Ignition: Mopar performance electric conversion kit Cooling: additional row of cooling tubes (three rows total) Engine built by: Doug Zaugg Machine work by: Shawn Daggett
DRIVETRAIN Transmission: Dodge A-833 New Process four-speed, 18-spline input shaft Clutch: Centerforce clutch system Shifter: Factory stock Hurst 4-speed shifter Suspension: Firm Feel Suspension with increased diameter sway bars and torsion bars Rearend: Chrysler 8 3/4-inch rear end with 3:23:1 ratio with Sure-Grip
CHASSIS Suspension: stock Chrysler Steering: Firm Feel Suspension fast ration steering Front brakes: stock Chrysler 11×3-inch drum brakes Rear brakes: stock Chrysler 11×2.5-inch drum brakes Body reconstruction and restoration: The Smith Brothers (Lyle, WA) Painter: The Mad Hatter, Doug Graves (Dallesport, WA) Paint: Bright Red paint
WHEELS & TIRES Wheels: 15×8 (front) and 15×10 (rear) Magnum 500 wheels Tires: F70-15 Goodyear original-style tires
The post Dealer’s Choice: 1968 Dodge Charger 440 R/T appeared first on Hot Rod Network.
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