#engine remapping
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businesspikuk · 1 year ago
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Maximizing Performance with Vehicle Remapping
Your car is more than just a mode of transportation—it’s a reflection of your personality and passion. So why settle for stock performance when you can unlock the full potential of your vehicle with vehicle remapping?
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Vehicle remapping, also known as ECU tuning or chipping, is a process that involves modifying the software of your car’s engine control unit (ECU) to optimize performance. By recalibrating key parameters such as fuel delivery, ignition timing, and turbo boost pressure, technicians can unleash additional power and torque while improving fuel efficiency and drivability.
One of the most popular applications of vehicle remapping is BMW remapping. BMWs are renowned for their precision engineering and dynamic performance, but even these exceptional machines can benefit from a little fine-tuning. BMW remapping allows owners to enhance throttle response, increase horsepower, and improve overall drivability, transforming their driving experience.
But vehicle remapping isn’t just for high-performance vehicles. It can benefit a wide range of cars, from daily drivers to weekend warriors. By optimizing engine performance, remapping can improve fuel economy, reduce emissions, and extend the life of your vehicle. Plus, with customizable tuning options, you can tailor your car’s performance to suit your specific needs and preferences.
So, how does vehicle remapping work? It begins with a thorough evaluation of your car’s current performance and programming. Skilled technicians then use specialized software to modify the ECU’s settings, fine-tuning them to achieve the desired results. The process is safe, reliable, and completely reversible, ensuring that your car remains in peak condition.
In conclusion, vehicle remapping offers a cost-effective way to maximize the performance and efficiency of your car. Whether you’re looking to unleash the full potential of your BMW or improve the fuel economy of your daily driver, remapping provides a personalized solution tailored to your needs. So why settle for stock when you can experience the thrill of optimized performance?
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asleepinawell · 1 year ago
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RIP captain frito you had a good 10 minute long run and I'm sure your valuable knowledge will greatly benefit your successor captain dorito and save them from watery grave
SHORTLY LATER:
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by talos.....
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vivy-nx · 2 years ago
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hi!! look at my cool kirby walking simulator fangame i made over the course of last year!! i worked very hard on it!! it's downloadable for windows and linux!
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spankymerve · 2 years ago
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What I've Been Reading: July 9, 2023
It’s been a while since we’ve done one of these. Let’s talk about SEO, Reddit, and Deathloop. Continue reading Untitled
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marcowalker148 · 14 days ago
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Searching for the top service for Adblue Removal in Moordown? Then contact S.T Tuning Solutions. Visit them for more info.
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cerbreus · 3 months ago
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today has been. a work day.
#i swear to god i gotta ask the new coworker every 2 to 3 days about something i broke and how to fix it in the shaders#i wish i could just find the answers with google but i literally spent an hour and didn't come away with anything useful#i had to plug in random nodes to see if any of them worked#finally landed on one that halfway worked but it required me to change the input min value#which is a no-no because that value is directly input into a script function#thankfully i knew better than to just let 'er rip#this is the 4th time with this (my) shader that i've had to fix something gone awry#all this just to have alpha clipping on the textures#thankfully i just needed to plug in a remap node#but it feels rly embarrassing to run into so many really common issues#waughh <- guy who just read basic documentation#and has just been mish-mashing bits and pieces from forums and tutorials to get things to work#i really ought to take a course on shadergraph... and substance designer... and lighting...#maybe i can convince my boss to let me go on a sabbatical and just take a bunch of courses#sadly it feels like everyone (justifiably) is shifting away from unity development#and now that our lead left it seems unlikely we'll be leaving behind unity for any other engine until we're forced to#it feels like it's getting tougher to find answers for the ever narrowing field that is unity VR mixed reality development#*artist resources specifically because like. internet seems chock full of programming ones but im not one of those#personal stuff#its only tuesday...
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arowizards · 7 months ago
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gay ppl activities or whatever
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bristol-tuning · 7 months ago
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samott · 1 year ago
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motorsport-412 · 1 year ago
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Beyond Stock - Exploring BMW ECU Tuning in the Heart of Los Angeles
In the heart of Los Angeles, where the city's vibrant energy meets automotive passion, a new trend is emerging among BMW enthusiasts - ECU tuning. ECU, or Engine Control Unit, tuning has become a popular choice for those looking to unlock the full potential of their BMW vehicles. In this article, we will delve into the world of BMW Ecu Tuning Los Angeles, exploring the benefits, process, and why it has become a must-do for many content creators in the automotive space.
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Unlocking Performance
BMW ECU tuning involves modifying the software that controls your engine's performance. This process allows for fine-tuning various parameters, such as fuel injection, ignition timing, and turbo boost levels. The result? A significant boost in horsepower and torque, providing a thrilling driving experience that many BMW owners crave.
Why Los Angeles?
Los Angeles, with its diverse automotive culture and a penchant for innovation, has become a hotspot for BMW ECU tuning. Car enthusiasts and content creators alike are drawn to the city's renowned tuning shops and expert technicians who specialize in extracting the maximum potential from BMW engines.
The Content Creator's Perspective
For content creators in the automotive niche, BMW ECU tuning in Los Angeles presents a unique opportunity. Documenting the transformation of a stock BMW into a high-performance machine can captivate audiences and attract a dedicated following. From dyno runs showcasing increased power to before-and-after driving experiences, content creators can create engaging and informative videos that resonate with fellow enthusiasts.
Building the Narrative
A successful content piece on BMW ECU tuning goes beyond just showcasing the technical aspects. Content creators can build a narrative around the entire process, from the initial decision to tune the ECU to the final exhilarating test drive. Interviews with experts, discussions about the tuning strategy, and the emotional connection between the driver and the tuned BMW add depth to the story.
Educating the Audience
In addition to the entertainment factor, content creators can play a crucial role in educating their audience about the intricacies of BMW ECU tuning. Explaining the science behind the modifications, the importance of choosing reputable tuning shops, and the potential impact on warranty can help viewers make informed decisions if they decide to explore ECU tuning for their BMWs.
Conclusion
BMW ECU tuning Los Angeles has evolved from a niche modification to a trend embraced by automotive enthusiasts and content creators alike. The allure of unlocking additional power and performance combined with the city's dynamic automotive scene makes it a compelling subject for content creation. As Los Angeles continues to be a hub for automotive innovation, we can expect BMW ECU tuning to remain at the forefront of the city's automotive culture, with content creators leading the way in showcasing the thrilling transformations these machines undergo.
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uk-based-businesses · 2 years ago
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Eco-Tuning: Redefining Fuel Efficiency Through Car Remapping
Have you ever heard of car remapping? It is like giving your car’s engine a special superpower! Car remapping, also known as vehicle tuning, is a clever way to make cars better and faster. But it is not just about speed but about saving fuel and helping the environment.  In this content, you will learn all about car remapping. You will also learn about eco-tuning, which helps cars use fuel…
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k-hippie · 4 months ago
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k-707 2025 BOLD UPDATE INSTRUCTIONS
Hello everyone :)
The new k-707 is going to be released in the coming days :D but as it is a kind of new experience, we have some kinda instructions in order to get everything working fine.
Step right up, folks, for the grand unveiling of our biggest project yet! The K-707 isn’t just a mod—it’s a green revolution. Taking on almost every flower, patch of grass, bush, and tree makes this even more massive than the K-505. And trust us, our brains are already feeling the strain! :D
But before instructions, let me tell you the k-707 story ;)
We really hope you'll enjoy it. We worked hard on it with 5 rules :
Replace EVERY tree of the game
NO overrides with crazy high polygons amount
Follow as much as possible the Maxis directions ( trees style )
Decrease amount of polygons where it is possible
No trees defying gravity and laws of physics
It took long for few reasons ...
At first, we always knew the first version was a vast experiment. When ea made its direct x11 update, it was time to make a bold update ... but we didn't want simply remove the non-strictly-dds-x2 images and replace them ... we wanted more. We always wanted more, even we are not kinda ea gurus :D ( hey EA ! don't you want hire some true creators with a long term vision of your game ? ) <- poll : would you like k-hippie as maxis creators or not ? :D
Joke apart, it was difficult. Almost 1 year long, we searched and searched solutions to get rid of all problems we met when replacing foliage on a debug tree, or modifying anything on a debug tree ( for info : we are not blender gurus nor sims 4 core users )
All we knew was few lines :
When cloning a tree, you cannot lose the any of the vert color data. I suspect whatever tool(s) you are using to do the cloning is losing this data, since this setup is somewhat unique to trees.
The vertex color layout for trees is as follows. Green and Blue are ignored for channels 1…4 : Color 0 RGB Surface color tint Color 1 R Rustle direction X Color 2 R Rustle direction Y Color 3 R Rustle direction Z Color 4 R Rustle phase ( game generates two wind scales that change over time, this term interpolates between the two )
The pipeline keeps the rustle information in a vertex color format for what the game engine will load, which means it’s in the range 0 and 1. The shader remaps this into a 0.5 to -0.5 range before scaling it and applying the offset to the leaves. Note that these directions are clamped but not normalized ( they’re allowed to be different lengths ) The WindMagnitude material parameter acts as a scaling factor.
So, we started with this information, begging in vain for some help, both inside the Sims community and outside ... but nobody helped us. And frankly, it interested no-one except us and our beloved followers :)
We found multitude of tutorials ( funny how many they are as soon as it is clothes related ) but nothing related to our specific target. We paused our research many times, made direct x11 updates for our other k-mods and so on. Until ... zaceitorius in July 13rd 2024
Who is zaceitorius ? We do not know. A simple member of sims4studio with 6 posts who gave us a simple bright clue which seems obvious after all, but yet very very precious indeed !
And here we are today. 300 trees and numerous plants later ... <- another reason why it took a long time :D
We made a lot of vertex experiments, we lost data colors, remade again and again some other experiments and well, we are still experiment, remake small details which seem important to us and so on ... And for now, it works :D And now you are warned : the k-707 is far from perfect.
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And now, the instructions :)
The k-707 covers both trees & plants, both debug and lot trees & plants
What's new ? No more than usual. We tracked all the non-strictly-dds-x2 images, reshaped some trees ( such as the multitude of oaks ), added some flowers ( where we removed them in 2021 ) but kept many foliage we already did. We tried to simplify many details but added some others and replaced some plants.
How many stuff it represents ? We do not know. Many indeed. We stopped the count :D
Because of its size ( and our love for our sanity ), THE RELEASE WILL ROLL OUT IN PARTS ( not slowly but piece by piece ). If we waited until it was all perfect, you’d be seeing it around ( maybe ) September 2025 ... Let’s not tempt fate—or burnout! :D
The K-707 is neatly organized for your convenience :
Each DLC gets 2 folders : one for plants, one for trees.
The base game gets 4 folders ( a bit different since most of the greenery is drawn from there ) divided into lots and debug folders.
Expansions which have very few greenies ( City, Get to Work, University ) get the same folder named : k-hippie-k707-multi-greeny-2025
IMPORTANT :
Leave them in each of their folders ( or create your owns based on a similar methodology )
If you merge files : we can’t help troubleshoot if it doesn’t work anymore, so be smart ;)
You’re free to do as you like, but we strongly recommend keeping this tidy folder setup. If you need to troubleshoot down the line, it’ll save you a major headache.
And for the mavericks out there who love merging files—go for it, but know this : we won’t be able to help if things go haywire.
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Now, we could wax poetic about how stunning the K-707 is, how every leaf, petal, and blade of grass is crisper, richer, and beautifully integrated into your worlds—but hey, we'll do it later, inside the release post :D
We could do more, more realistic trees and so on but we do not want integrate crazy high poly models. We do not want an unplayable game isn't it ? ;)
The k-707 is not yet finished. We got some more work to do on it, shape the last details, and some re-checks.
But here is what is new compare to the previous version : we kinda cracked ( a bit only ) the code. Trees swinging in the wind like it’s a dancing contest ? No more. Trees defying gravity and laws of physics by groveling into the ground ? No more. Just remember we do not have the hands upon the worlds construction, so, when trees are not into the ground, well, call your reseller aka EA itself ...
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carsthatnevermadeitetc · 1 year ago
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BMW 730d Overland, 2023 (2006). An E65 7-series that has been adapted for overland travel. Having spent the first 2 years of it life in the diplomatic service, the second owner took the milage up to 540,000 km (335,540 miles) and broke the transmission. Presumably the current owner, who did the conversion, got the car for a bargain price. In addition to the historic Rothmans livery and roof-tent the suspension has been lifted by 2 inches. The engine and transmission have been rebuilt doing away with emission controls and adding an ECU remap to boost output to 282hp (from the original 228). You can follow the car's adventures on instagram @E65Overland
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s2project · 2 months ago
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Xbox Adaptive Joystick Review
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The latest in Microsoft’s accessibility focused controllers, the Adaptive Joystick builds on the form factor the Wii Nunchuk, with a similar setup of an analog stick with triggers, and the addition of four face buttons. Like the controller it’s imitating, the Adaptive Joystick is intended to be paired with another controller, either a standard Xbox controller, a selection of licensed third party options, or preferrably, the Xbox Adaptive Controller.
Even with the added face buttons, the Adaptive Joystick only has enough buttons for half a controller, without any of the menu buttons. It can still function as a standard Xbox controller when wired, and with some tweaking you can take one of its seven buttons and turn it into six more, expanding its possible use cases.
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By using the Xbox Accessories app to assign a button as the Shift button--in my case the stick click-- you can assign secondary functions to the other buttons. For example, you can have the default binds act as the left analog stick, face buttons and right side trigger and shoulder buttons, then click or hold the stick to swap the functions to the right analog stick, shoulder and trigger buttons, dpad, or menu functions. This can enable you to play many simpler games with a single hand, with the additional face buttons only accessible when needed. For my personal use case, I used it to play several shoot-em-ups, with the trigger buttons allowing me to place the main buttons at my fingertips, with my thumb handling the movement and bombs.
Any simpler game is a good use case for the Adaptive Joystick, making retro systems like the NES, PC Engine, and Megadrive very playable, with turn based RPGs or visual novels good options to relax with. A dpad might be preferable in this situation, but for casual play the analog stick is good enough, with similar tension and response to a standard Xbox analog stick, and the ability to change how rapidly the stick responds through the Xbox Accessories app.
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If that’s still not enough controls for you, you can pair it with another Adaptive Joystick to get the second half of the controller, or pair it with any of the previously mentioned full size controllers. This is where you can remap the buttons, save and load controller profiles, and turn on Xbox Assist to combine it with other controllers. Previously named, Xbox Copilot, it was renamed after Microsoft’s push to add its “AI” machine learning tech into all its devices, so you may find older resources still calling it Copilot. The option to enable Xbox Assist is nested under the more options icon, shown as three dots. When enabled, it will take your connected controllers and make them all read as a single unit.
This can allow you to control movement with one controller, while performing actions with the other. This is also how you’ll pair two Adaptive Joysticks together, if you’ve directly connected both of them through USB. A pair will still be missing enough buttons for the menu functions, so you’ll need to set Shift modifiers, or use a keyboard or additional controller to access everything. If you’re someone who enjoys using Nintendo’s Joycons in a split configuration, you might enjoy this setup.
By decoupling the two halves of a controller, it also allows you to set the buttons wherever you find most comfortable, not limited by the form factor of a standard controller. Like the Xbox Adaptive Controller, the Adaptive Joysticks have a standard mounting thread for camera accessories. This allows you to mount it on a tripod, table stand, webcam or microphone arm, or attach wrist straps and other accessories.
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With this you could say, mount an Xbox Adaptive Joystick on a camera arm, then swing it in and out to access the controller as needed, or mount two of them to set up as your mech cockpit controls. The Adaptive Joystick’s thumbsticks have a similar tension and size as standard Xbox controllers, which allows you to use different thumbstick caps and toppers.
Options like the Kontrol Freeks can raise the height and add grip for better precision, or you can decorate it with various themed caps. Microsoft also offers a free design service that allows you to choose from a variety of shapes and heights, then download the files for 3D printing. There’s also an existing industry of independent creators who design similar products.
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I’ve been personally testing the Adaptive Joysticks with the Thumb Soldiers, which provide various shapes to cater to different abilities and experiences. The mushroom cap is my current favorite, which dramatically expands the surface area, allowing both quick and precise movements, or changing the grip style to control the stick while having better reach for a claw style grip on the triggers. There’s also shapes designed for racing games, or flight stick style experiences.
Paired with the 8bitdo Lite SE Xbox controller, each can cover the other’s weaknesses. The Adaptive Joystick allows you to more easily hold the trigger buttons while operating the joystick, while the Lite SE can lay flat for fightstick style access to the rest of the controls, as well as providing two remappable TRS ports for adding external switches.
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The Adaptive Joystick is ultimately a niche accessory that’s intended to supplement, rather than replace a controller, but with a little ingenuity, a wide number of games can be made playable with a single unit. It’s initial appearance seems limiting, but it’s got much more potential to explore.
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volno · 3 months ago
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Hello! I've been playing around with some bg3 (3D) fanart and I just wanted to say your texture toolbox is absolutely game-changing. Thank you so much for building it! Even just looking through how the skin shader works has been fantastic for learning more about shading systems
I also wanted to ask, if I wanted to, for experimentation sake, similarly reverse engineer a game shader, say just for skin or clothes or whatever - where would I... begin to look at how the in-game shaders are constructed? I know that's kind of a huge question, so no problem at all if you can't answer, I just wanted to give it a shot.
Thanks again!
heya! I'm always glad to hear that people have been enjoying the toolbox. Initially, everything I made was based off of guess work, then later on, Norbyte gave me some decompiled versions of the shaders which I then had to basically translated from GLSL into Blender nodes, which was its own challenge. But thankfully, with the toolkit released, we now have a much easier option: the Material Editor.
To open up an existing Material in the editor, right click on it and select the 'Open in editor' option. The editor is node based, just like Blender's editor, but goes from right to left instead of left to right. Its also currently broken! (yay) because of this you won't be able to compile any materials, you'll also notice that the material preview is broken, so that's fun. There isn't really a viable way around any of this until Larry Anne™ fixes it, but thankfully all you need the editor for is to see how the material is put together.
Now that you've got the shader graph open, you can begin the task of replicating it in Blender; word of advice, not everything has a Blender equivalent. You will inevitably have to take some artistic liberties with it. But, I've already done some of the hard work for you, under the tab you'll find the notes I made while remaking the hair shader, hope this helps!
Toolkit on the left, Blender on the right:
Lerp = mix node
Component mask = separate rgb/xyz
Negate = multiply node (A) = -1.0 (B) = var
Remap = map range
Smooth step = also map range (set to smooth step)
Colour ramp with a LUT input = god fucking help you
Camera Vector = Camera Data (?)
Transform direction = vector transform
world normal = texture coordinates object info plugged into a vector transform node set to normal, object, world
Dither Temporal AA Node = there is no god here
When a clamp(0.0, 1.0) is needed you just need to tick the 'clamp' box on the node in blender. Other wise you can use the clamp node. If its a vector, you will need to separate the xyz cords, then clamp each of them, before combining the cords again.
Blender has separate math nodes for vectors and floats, vector math nodes don't have the same amount of option as floats + don't support vec4s*. You will need to make use of the separate xyz node when required. For operations on vec4s, do all of the operations via the vec3 vector math nodes, and have an additional float value for the missing vector follow along and copy the operations done on the vec3s like some sort of node pilot fish.
*blender does use vec4s but only for colour nodes. You can't actually access or do anything with that 4th vector though. When a vector output is plugged into a colour input, blender adds an additional a hidden alpha channel to the colour. When a colour output is plugged into a vector input, this hidden alpha channel is discarded.
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siremasterlawrence · 2 years ago
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The Family Remapped
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Ian Kyle Henderson is the owner of the farm ranch in the distance of the city I enslaved the two couples recently I can feel their eyes on me.
I have know idea that they knew him as my car engine starts to combust with smoke in a ring fire expelling out he exits the truck door.
A closer to middle aged cowboy named Ian truck stops across from mine hops out to my assistant and comes to my aid with a bright smile.
I can see him flip the top of the front of the car exposing the engine letting the air cool
it off he reaches out to work as he is very much handy for it.
In wonder he stops with super pride wiping his face with a rag from his pocket hands on his hips and smacks his lips he turns to face me.
I thank him lying as I offer to pay him for the aide he offers his hand, I grab his letting all of my sensation run through his body I can see the exhilaration rise.
His cock stirs breaching his underwear to all of it erect pointing towards me he is in utter disbelief.
My power is unequivocally undeniable to you and him you see I am everything and he is nothing.
The fear in his eyes soon calms down to a slow crawl as the realization is something much heartfelt.
“What is your name? Tell me I command you now.”
“Yyyyeeessss! It is…it is…it is…it is Ian Kyle Henderson.”
“Good boi Kyle! You are under my absolute control from now, you can refuse or disobey me.”
“I helped you! Why are you doing this?”
“Ssshhhhh…stop the questioning”
“Accept your faith”
“Put me on my pedestal and embrace me”
“Address me as Master and answer me Sir Yes Sir!”
“Sir Yes Master Sir”
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He drove me back to the ranch on a longer ass journey through the heat of desert I am giving even more access.
The range gate swings open the sight of a younger man clearly his eldest son waves at him till he sees me a gun in his hand he lifts it.
I roll my eyes as Ian exist the car door on the driver seat side, he walks over to open my door as wee walk up I stare him down je walks to us.
“Who are you?” He switches the cartridges on his way over.
“Relax son! This is my new friend! Our soon to be boss.” He exclaims.
“What the fuck this is my farm…I mean ours.” Henry claims.
“My name is Lawrence! Take my hand please.” I ask.
“Do it son! Immediately” he instructs.
“Fine Dad! What the hell do you want?” He swears at me.
“Stare in to my eyes, zip your mouth, and listen to me.” I command.
“You will address appropriately, do exactly as I inform you to and obey all I order you too.” I continue.
“Yes Master Lawrence!”
“This is my farm that you all agree to give me, work for me and live for me.”
“I own this, all of you and you are grateful for it.”
“Yes we are!”
“So lucky”
“Take over everything “
“Remake us”
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“Henry! Grab some paper, a pen and clear as day obviously yourself and inspect the entire ranch for me.”
“Sir I will report back.” He says heading off.
“I will not let you down, I promise.”
“I am off”
He holds the door for me to find his second eldest son watching television he stood up in front of it.
He is enjoying some stupid sporting event in a gray tee shirt, right jeans and screaming our loud.
Jumping up for joy I know this is the major moment I must take advantage of Ian goes to switch it off.
Brandon yells at his dad in fuming red facial expression of fury. Ian blows it off in to the wind.
“Fuck off Dad! I was watching that.”
“This is Lawrence! Shake his hand.”
“Fuck no!”
“Do it!”
“Take his Fucking hand”
“DAMN!”
“Forget the game, pay attention to me and will be just fine.”
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“Dad? Where are you?”
“Down here kid”
“We have a guest”
“Come shake his hand”
“Hello my name is Robbie”
“I-I-I”
“You are my property “
“I am your property “
“You succumb to my will”
“Your will “
“Excellent! Brandon and Robbie go aide your brother in the inspection.”
“Yes Master!”
“Oh Master! You saved my sins”
“They are…”
“Entitled and spoiled”
“Yes!”
“Whose fault is that?”
“I know! Mine”
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“Robbie and Colton are fraternal twins”
“I can use one’s submission on the other”
“Colton Master commands you “
“What the? Yyyeeesss”
“I hear and obey”
“Get your ass outside”
“Whatever you wish”
“Nice ass”
“All for you “
“Naturally “
“I’ll work on it more “
“Forever yours “
“Kneel for me”
“Understood”
“Kiss me”
“Suck me off”
“Never did this before “
“Love it “
“Live for it “
The end
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