Trailer dolly 2000 lb
Any takers?
2023.06.01 02:25 LikeJordanHadStarks Any takers?
2023.06.01 02:04 Voss7984 Need help buying a boat (again)
| Hey all! I’m once again asking for the combined brainpower to help me make a decision. Today I’m looking at a 2000 landau details below -75 hp mercury outboard 2 stroke - New water pump
- New coils
- New Coils/ Plugs
- New live well and bilge pump
- New fish finder
- Brand new batteries for Trolling motor
- full aluminum deck
- started right up
Only thing that is sus is on some of the rivets there is caulking, he says previous owner was scared they would leak over time so caulked it when he got it. Current owner is willing to remove all the caulk and do water test with us. Trailer is in good condition with new roller and winch. Let me know any thoughts all are welcome thank you for the read y’all! submitted by Voss7984 to bassfishing [link] [comments] |
2023.06.01 02:03 Voss7984 Need help buying a boat (again)
| Hey all! I’m once again asking for the combined brainpower to help me make a decision. Today I’m looking at a 2000 landau details below -75 hp mercury outboard 2 stroke - New water pump
- New coils
- New Coils/ Plugs
- New live well and bilge pump
- New fish finder
- Brand new batteries for Trolling motor
- full aluminum deck
- started right up
Only thing that is sus is on some of the rivets there is caulking, he says previous owner was scared they would leak over time so caulked it when he got it. Current owner is willing to remove all the caulk and do water test with us. Trailer is in good condition with new roller and winch. Let me know any thoughts all are welcome thank you for the read y’all! submitted by Voss7984 to Fishing_Gear [link] [comments] |
2023.06.01 02:02 Voss7984 Need help buying a boat (again)
| Hey all! I’m once again asking for the combined brainpower to help me make a decision. Today I’m looking at a 2000 landau details below -75 hp mercury outboard 2 stroke - New water pump
- New coils
- New Coils/ Plugs
- New live well and bilge pump
- New fish finder
- Brand new batteries for Trolling motor
- full aluminum deck
- started right up
Only thing that is sus is on some of the rivets there is caulking, he says previous owner was scared they would leak over time so caulked it when he got it. Current owner is willing to remove all the caulk and do water test with us. Trailer is in good condition with new roller and winch. Let me know any thoughts all are welcome thank you for the read y’all! submitted by Voss7984 to Fishing [link] [comments] |
2023.06.01 01:49 KyleSherzenberg An honest opinion going from a 2000 7.3 PSD to a 2017 6.7 PSD- towing the Utah mountains
Last night, we just got back from our furthest trip of the year, from northern Utah, Weber county to eastern Utah, Duchene county and back. In that trip there's a 3% grade up over 2 miles, a 5% grade down over 5 miles, a 6%(my truck never read higher than 4%,but that's another topic) up over 8-10 miles, and a 6% down over 8-10 miles
Our trailer is a 2013 Heartland Big Country 3650rl. 38ft, roughly 14500 loaded without water, as our site had hookups
Now, I've traveled this same route in our 2000 F250 with a 38th foot toy hauler, a previous trailer we had. I think max it ever saw was 13.5k lbs
I know you guys love old diesels and I'm not here to shit on them. I miss my old truck and the sound of it, sure... But I have to say, that trip in our old setup was hell. Constant paying attention to temps, boost, RPM and speed. It was so nerve wracking, you'd only understand if you've been in the situation
I have to say, I set the cruise control on my 2017 at 67 mph(superstitious most efficient speed of mine) and my truck did everything without even making me raise and eyebrow. The 5% up for 8-10 miles, the 5% back down, the only thing I had to do was lock it out of 6th gear because it would lug down a little too much for my liking. The "exhaust brake" button actually works too well sometimes, I had to turn it off
Yes I have to burn emissions, lowering my mpg. Yes I have to put in def twice a year(is what it's averaging out to be), but guys, you need to let go of the past. I'm not trying to flame, but I'm converted
I'm not sure what I was trying to get out of this when I started this thread and honestly, I'm not even sure what's all included in here. I'm not going back to proofread lol.
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2023.06.01 01:06 theCobraEvent I had no idea there were Diamond Turkeys. Got this by accident
2023.06.01 00:52 hose233 [Match Thread] Inter Miami vs New York Red Bulls May 31st, 2023 MLS Matchday 16
TIME: 07:30 pm - 05/31/2023
LOCATION: DRV PNK Stadium, Ft. Lauderdale, FL
WEATHER: 79°F, Wind 4 mph, 85% humidity, 10% chance of rain
WHERE TO WATCH: The match will air exclusively on
Apple TV. Subscription required.
WHERE TO LISTEN: The match will air on the radio in English on WQAM sister station WSFS HD2 104.3FM or for free through WQAMAM3 on the Audacy App.
GENERAL INFO: Item | Link |
Matchday Info at DRV PNK Stadium | Link |
Match Preview | Link |
Matchday Trailer | Link |
50/50 Raffle | Link |
RECENT FORM (LAST 5 GAMES ALL COMPS):
MIA - L W L L W
RBNY - L D W D W
YOUR IMCF STARTING XI Position | Player |
GK | Callender |
RB | Yedlin |
CB | Miller |
CB | Kryvtsov |
LB | Negri |
CM | Ruiz |
CM | Arroyo |
CAM | Cremaschi |
CAM | Stefanelli |
ST | Martinez |
ST | Campana |
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2023.06.01 00:38 Foxis_rs Perfectly balanced
2023.05.31 23:48 MzFlux Maiden camping adventure
| I bought my 4Runner primarily as a family camping vehicle that could also serve as a daily driver. This weekend, I took it out on its first voyage! We hitched the trailer in the middle of Texas Hill Country, and stayed about 150 miles away on the other side of Austin. It’s a 3800 lb trailer with a good quality weight distribution and anti-sway hitch. It did what I needed it to do! On hills, my RPMs averaged only about 500 more than normal (peaked at about 1000 more RPMs on the steepest hills). On flat land staying around 65 mph, I couldn’t even feel it. I think I’m going to get a transmission cooler installed, though, because Texas gets HOT! submitted by MzFlux to 4Runner [link] [comments] |
2023.05.31 23:21 Dull_Significance687 Yevgeny Gromov. Let’s talk about him. In season 7 he says that his brother died in 1998 of tuberculosis and he lost everything (implied that parents also). What makes him look for revenge? Any speculation (Apart from his high ranking Job as part of GRU) ? What USA had to do with his loss?
Good context about 90s Russia: The US wanted to be the only world power, and was instrumental in the fall of the Soviet Union. After, we helped prop up some ineffective puppet leaders who would be useful to the US. The Russian economy totally tanked, and everyone was miserable.
While the 90s in the US was kind of a golden decade, in Russia everyone was poor, unemployed, and needed serious street smarts to get by. Many of the systems that had been in place with an actual government were no longer accessible. The transition to capitalism was abrupt, and a few now-oligarchs bought control of everything while everyone else sold their government-issued shares in companies to survive, with no clue what that would mean for them later on. Disease is one impact of that.
This is why modern Russia views the US as an enemy. (Plus we continue to sanction them, contributing to a not-great economy, though nothing compared to the chaos of the 90s.)
For context on 90s Russia, I recommend this (fictional) movie, which despite its obvious fictional component gives a sense of what the 90s were like:
Brother (1997) Trailer - It is a good piece of culture, just to get a sense of 90s atmosphere. The movie is not a source, it is a good fictional movie that is very famous in Russia as a sort of iconic film about the 90s, as I stated fictional.
Loss of Russian power and prestige that resulted from the collapse of the Soviet Union, largely considered to be a consequence of the USSR "losing" the Cold War to the United States. KGB employees were elites and after ussr collapsed their and army budget were cut, so many of them became security staff in the supermarket in the 90. And in 2000 president Putin came to power and restored their prestige.
This is not the matter of prestige, 1991-2000 were the dark times in Russian history. People died from starvation and illnesses. In 1993, we had constitutional crisis in Russia (Black October), and former president Yeltsin took power with the help of US government (there were actually 3 episodes in history when Russia and USA had good relations), sold almost all State enterprises to the Americans and so-called “liberal politicians”. Many people in Russia wanted the USSR to be reformed into Federation, however, Western politicians resisted and, in 1998, the country was divided, poor and people are devastated and starving. Things improved after 2002-2003, when Russian government started to bring the country back together.
I'm aware that this indeed happened but I'm primarily speaking to the motives of the fictional character Yevgeny based upon the things he says in the show.
Just rewatched the scene between Yevgeny and
Ivan Krupin in ep. 6 where he talks about it. I suppose when we're looking at Yevgeny's motivation for seeking revenge, certainly these more personal losses would probably factor into his thinking.
However, I tend to feel that Yevgeny Gromov is more like Tasneem Qureishi (See season>! 4 and 8!<
).
They both tend to look at things in terms of their countries, in terms of the "big picture" rather than on a more individual level. Exactly !!!!!! They are so similar !!!! 100% agree on this one 📷 great point
True but modern day Russia has never recouped what they lost in terms of global power and prestige they held as the USSR. For that reason, the West led by the US has been able to push the Russians around more. Yevgeny alludes to this in the scene from the picture when he talks about
NATO expansion into states that were part of the former Soviet bloc and the exertion of US power in the Middle East, things that the Soviet Union would have not allowed to go unchecked Season 7 Episode 11:
US aggression in Eastern Europe and the Middle East. He's just an awesome spy. Nothing more... nothing less.>! Its spy vs spy. Gromov !
! Kremlin. !!Anything he told Carrie is a play to get his way. He's an A1+++ spy. !<
>! Russians totally won season 7. Yevgeny was the queen on the chess board killing all the knights and pawns and bishops. The USA totally losses because of Gromov. !<
We will never know the little details but the end result was him in Russia. That's hard to ignore and forgive... Hope you're enjoying the holidays regardless 📷The Queen Droneknows exactly what she's doing and gets exactly what she deserves. I think she has other intentions besides f*****g.
I actually really liked him, knew how to do his job and in the end got exactly what she wanted. From the book that Carrie sent Saul in the last episode. I love that scene so much: Saul turned the book on its side and inspected the opening of the spine. Using his handy spymaster tweezers, he pulled out a small slip of paper with microscopic writing, the same format as Anna’s old missives.
“Greetings from Moscow, Professor Rabineau. Russian missile defense sold to Iran and Turkey has a backdoor. It can be defeated. Specs to follow. Stay tuned.”
>! Finally it's Mathison who fucks wid him the entire life... !< who said don't date her because she will only get you killed? >! My sentence doesn't mean ONLY SEX. It means she plays around wid him whole life passing on intel using him while him bein unaware the whole time !<
what exactly does>! it mean that the missile defense has a "backdoor" tho?!< Does that mean it can be sabotaged?
Yes. Either immediately or via a "culprit" or "worm" which lies dormant until an imbedded trigger (date, location, altitude, etc) or future external signal. Many times when a hack is detected the victim looks for current damage or what was taken - seldom of what was deposited in the system like Stuxnet. After 9-11-01, 2 days later, a worm named "Magistr-B" launched in the U.S. in USG legal and financial systems. A vicious worm which took about a month to remove, many removals involved unplugging the computer from the network and an actual visit to the site - couldn't be cleaned off remotely. Many sleepless nights immediately following the 9-11-2001 attacks went into identifying and eliminating this>! worm. !<
- Babylon Berlin and Le Bureau Des Légendes(the Bureau) are good European spy shows.
- Oh there was also Tehran which had actors from homeland. A bit slow but a good examination of identity and nationalism in the Middle East.
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2023.05.31 22:28 diddyece Overton's Trailer Jacks & Dollies Deals & Offers
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2023.05.31 21:45 diddyece Overton's Trailer Jacks & Dollies Discount
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2023.05.31 21:24 ChimpdenEarwicker The Mason & Dixon Movie Teaser/Beginning
I was reading through this section of Mason & Dixon and I realized that it would make an absolutely bonkers beginning to a movie. I decided to write it up for fun. I moved things around and retouched certain things as you might with a movie script. I realize this post is thorough proof of my insanity.
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page 132 near bottom beginning "after all, what's being confin'd upon the Summit of a living Volcano" continuing to 134 "an instance of extra-terrestrial Plantation" Scene 1 St. Helena circa 1730s: The camera races across a dark ocean at some point past sunset as this section of the text is narrated, ahead a dark shape looms (the island). There is no sound from the wind since the camera is utterly given over to it. Maskelyne and Mason are standing on a ridge outside the astronomy hut, though we cannot see them yet, we can hear their conversation as the camera approaches on the wind from afar. The moment the mysterious void envelopes them "till at length rolling overhead" the camera reaches overhead of Mason and Maskelyne. With Maskelyne looking past the camera in rapture, a terrific rainstorm begins. The scene continues on as they race around the hut shuttering open windows until they both sit down to drink. They discuss St. Helena as essentially an alien planet itself, and St. Helena is portrayed as like so many colonized planets in scifi, a property to be exploited and possessed in a desperate escape from the center..
page 134 beginning "One cloudless afternoon.." continuing to 135 "How soon is this that we are talking about?" Scene 2 Mason and Maskelyne at the dying Orange Grove On St. Helena: Maskelyne ruminates about the end of the world. Visually the shot conveys this imagery "Houses with red Tile roofs preside over small Valleys, the Pasture lying soft as Sheep, -- all, with the volcanic Meadow where the two stand, circl'd by the hellish Cusps of Peaks unnatural, -- frozen in mid-thrust, jagged at every scale". This serves to further clarify that the location is St. Helena. Maskelyne portrays St. Helena as alive and cursed.
--- Some segway of Mason wondering how Dixon is doing brings us to Cape Town ---
page 154 beginning "I am done with that. I am a Farmer now." continuing to 154 "then enlarg'd the Hole myself" Scene 3 Cape Town Dixon in the brothel with a former cop: An unhinged former police officer of the dutch slave colony talks about "escaping" what he perceives as colonialism to Dixon as they get drunk. This scene is connected to Scene 4 by slightly compressing things so that Dixon sees Vroom stumble out just as the cop finishes his narrative with "then enlarg'd the hole myself". Dixon drags Vroom out into the early morning.
page 155 beginning "Dixon returns to the Vroom residence" continuing to 155 "as likely as the next to hold a chance of ruin" Scene 4 Cape Town returning to the Vroom residence: Dixon stumbles back into the Vroom house early morning, both disheveled, Vroom clearly very drunk and barely able to stand. Some of the daughters are awake in the house and give them side eye without addressing anything directly, the weight of the atrocity and sin at capetown permeates everything. The camera raises up to the window of one of the girls who is still asleep (maybe Greet?) and enters her dream.
page 155 beginning "In their Dreams they ever return to Prisons of Stone" continuing on to 155 "the traditional name, here, for an elder Brother" Scene 5 The Dream and The Clock: "
In their Dreams they ever return to Prisons of Stone, to Gates with Seals 'tis Death to break, the odor of soap and Slops, the Stillness of certain Corridors, the unchallengeable Love of a Tyrant, Yellow Light from unseen Watch-Fires flickering upon the Wall, and unexpectedly, rounding a particular Croner, to the tall Clock from Home, ringing the Quarter-Hour." There is a sequence of shots that roughly conveys the above imagery and ends with the girl rounding a corner to see the Vroom Clock (like a grandfather clock). The girl approaches the clock in rapture as the camera zooms slowly in, the clock "stands deep in the House, in a passageway between the Front and the Back,--- the two Worlds". The ticking becomes louder. The shot ends with her reflection in the glass panel of the clock, the next scene begins with a similar profile shot of her face.
page 155 "When Mason and Dixon arriv'd with the Elliot Clock" continuing on to 156 "Go carefully" Scene 6 Greet Warns Dixon About Clocks: Scene involves Greet and Mason alone in a side room in the Vroom house, this scene could be connected to Scene 5 by suggesting it is a further extension of the dream. Greet warns Mason for his own safety to keep the state secret of his accurate clock from the Dutch and its use to find a method of determining latitude a secret. She may be trying to seduce him but she might also just be using the cover of trying to seduce to genuinely warn him of a danger to his life.
page 156 "Down in the Castle" continuing on to end of chapter Scene 7 Zoom Out On The Ticking Time Bomb Of Cape Town: Narration here is accompanied by scenes that might involve showing interrogations, perhaps a montage showing multiple brutalities all with the camera focused on a clock in the corner, steadily dividing reality into a European colonialism... Scene 6 and Scene 7 could involve visual motifs on clock faces. A file by Dutch police on Mason is maybe shown.
--- Some segway of Dixon wondering how Mason is doing brings us back to St. Helena ---
page 160 beginning "I was out upon the Cliffs today" continuing to 162 "with all finer Motions lost in that Simplicity" Scene 8 Back To St. Helena, The Ghost Of Dieter: The ghost story of Dieter is described here, the scene cuts between Maskelyne trying to talk Dieter back from jumping off the sheer cliff and Maskelyne describing it later to Mason. The wind is blowing extremely hard but there is no sound of wind in the shot with Maskelyne and Dieter. The shot begins with Maskelyne seeing Dieter alone facing the sea about to jump,
as the scene ends with Maskelyne telling Mason "'
We may sail with the Wind... at the same speed, working all its nuances, -- or we may stand still, and feel its full true Course and Speed upon us, with all finer Motions lost in that Simplicity."
a shot of Dieter stepping off the cliff before Maskelyne even begins talking to him is shown.
page 164 beginning "Once, long before dawn..." continuing to 165 "She nods, her smile not, so far, terrible" Scene 9 Mason Wakes Up: Scene 8 is framed as a dream/memory Mason just woke up from. Pitchblack, howling wind, absolutely incessant loud banshee wailing that begins to drift almost back from a dissonant tone into "
entire orchestral Performances, of musick dstinctly not British,---Viennese, perhaps, Hungarian, even Moorish" (perhaps some Steve Reich style music?). Mason comes awake to this mix of howling and orchestra, the hut practically rattling to pieces from it, his colleague passed out drunk on the other side of the hut underneath a pile of books and telescopes or something. At this point it might be explained by introduced dialogue that Maskelyne will be the future head Royal Astronomer. Propelled by some unknown force Mason wanders out of the hut into the wind. This is on the windward side of an extremely remote rocky, volcanic island with dramatic lava flow cliffs.
Scene 10 Mason walks out into the night: Mason "
enters the Wind, picks his way 'cross Boot-slashing Rock up over the ridgeline and down unto the floor of a ruin'd ebony forest, where among fog-wisps and ancient black logging debris polish'd by the Wind, [his dead wife Rebecca] accosts him shiv'ring in his Cloak. The Ocean beats past the tiny accidental island" Mason sees his dead wife, this is made evident in the trailer through context. This scene might also include a flashback as Mason makes eye contact with his dead wife's ghost to the first time Mason sees her,
allegedly, during the Octuple Cheese incident... Perhaps the sequence is 1. Mason looks up to see a gap in the clouds where for one moment the full moon passes through, this is a zoomed in telephoto with the moon occupying almost the entire shot 2. we flashback to the Octuple Cheese rolling by in an echo visual of the moon (not really understood by the audience now as anything but an abstract visual shot). 3. THEN mason sees her ghost as he looks down from the sky.
page 172 beginning "He tries teasing her with his earth-bound Despair" to end of chapter Scene 10 Rebecca's ghost continued: Mason tries to figure out if it is really her by asking her annoying question about the stars that she would hate. She laughs at him for needing a reason for life and though a ghost laughing doesn't translate that well... this is the emotional beat Mason goes from being terrified this is some devilish creature imitating his wife to "knowing" it is really her somehow. Mason and Rebecca reminisce about how she believed the stars were aliens visitors in the sky when Rebecca was alive... Rebecca tells Mason to live life and move on. Rebecca's ghost disappears into the wind.
Scene 11 Next Day: Mason can't sleep the rest of the night, Maskelyne is passed out til basically noon the next day. Time is shown to pass. When Maskelyne wakes he asks if Mason came in at a very early hour in the morning. Mason, not really trusting the slightly insane Maskelyne and shaken from seeing the ghost of his dead wife denies it. Maskelyne says it must have been his soldier friend Dieter in an unhinged way. Perhaps Maskelyne is sitting with the two dueling pistols looking at Mason with a murderous intent, perhaps Maskelyne actually aims a pistol at Mason here. It is clear there is NOBODY else around and that Maskelyne could straight up murder Mason with no real repercussions.
*dissonant orchestral music and wind swell back*
page 173 beginning "He runs without delay down to the shingle and begins assembling a Signal-Fire" Scene 12 Drone Shot Of Mason Careening Down Slope To Shore: orchestral music plays here simultaneously dissonant with a voice singing one of Mason & Dixon's songs, perhaps the song on page 130 "Well Sailor ahoy". Perhaps Mason careening down the slope is mirrored by cuts to the Octuple Cheese careening down a slope, with the moment Mason reaches the shore and lights the signal fire cutting back on the strike of a match to the Octuple Cheese looming about to flatten Mason who is then shoved by an arm (Rebecca's) intruding from outside the frame at the last moment. When the dhow sees the fire and comes into shore the music and wind reaches a crescendo of silence for the moment that the disembodied voice whispers "Break-neck". Maskelyne is seen from the ridge as a sort of alien. The scene ends with the dhow leaving the shore.
page 175 beginning of chapter Scene 13 Zoomed Telephoto Shot Of Castle Rock: This is a short shot, it is mainly there to serve as the gateway between two worlds. The dhow crosses the zoomed telephoto shot, centered right at the moment it passes from the windward side to the leeward side with the volcanic cliffs filling the frame on one side and the sky and sea the other, the music ends here abruptly as the ship crosses back to the land of the living. Mason is shown in a closeup shot on the ship to be oblivious to the approach of this transition and is only made aware of it when a bit of cloth or rope whipping in the wind he was fixating on in a sort of distracted trance suddenly loses its animation and becomes motionless. Mason looks up, the boats crew presently sets lines out to fish and Mason briefly seems to come back to reality.
page 175 beginning of chapter Scene 14 Mason is left at Break-neck: Mason wades from the dow onto the beach, oddly at ease and continues in a "Road-Trance". A series of short shots convey a walk of some distance. Finally Mason finds himself walking along the wall to a building, nobody is around, the sunlight is harsh and austere. He sees the ear museum. Perhaps a shot along the wall of the building that closely suggests a side profile of a head.
beginning page 176 "Mason is chargin'd to find set in a low Wall" and page 177 beginning "Naive Mason. First he must endure the [show]", the text of page 175 and 177 explaining the origin of the ear is conveyed in Nick Mournival's "show" (Nick Mournival cast as Danny Devito) Scene 15 The Entrance To The Ear: A silent physical comedy scene is portrayed here where Mason sees the sign, has some expression on his face of "seriously, shit isn't weird enough today right?" (think Doc in the Inherent Vice movie). The camera shows a shot of the wall centered on the gnomelike entrance to the museum. You see Mason's legs walk into the frame, stop, shift, then Mason stoops down into the shot to look at the door. Mason then gets up and tries to hop up and peek over the wall. An overgrown garden is shown. While this is happening Nick Mournival begins his "show" as a voice over to the scene. This conveys the origin of the ear on (page 175 and page 177) to the audience as an audio over the (technically preceding in the text) physical comedy scene with Mason. Mason is strangely compelled to climb through the gnomedoor down the rabbit hole into the cave. The last shot of Mason from outside perhaps portrays the building as a head protruding from the island, the tunnel then the ear canal (or...?).
Nick Mournival ends his explanation of Jenkin's Ear with the description of Jenkin's governship of St. Helena. Mason through the darkness of the tunnel sees the portrait of Jenkin's revealed by a lit candle (on the bottom of page 177) . A slight re-arrangement of dialogue is done here so this sequence ends with Nick Mournival saying "
Think of it as the closest thing you're apt to see to Helen's Face, and for one Pistole 'tis a Bargain" (page 176)
. Mason replies "Bit steep, isn't it? Where, ehm, are you, by the way... the Echo in here, --"
*Nick Mournival is revealed in a quasi-jumpscare*
page 177 beginning "in the straight and increasingly malodorous space where they crouch" continuing to 180 "may you fare better in the life you resume, than ever did I in the one I abandon'd" Scene 16 The Ear: the scene continues pretty much as it is written from here with the slight change that Nick Mournival directly prompts/threatens Mason to use the Chronoscope. Nick Mournival is established from being dressed extremely finely as some kind of rich CEO (that basically owns this island thousands of miles from any exterior help) that for some terrifying reason is now banished? to live under the earth caretaking for a supernatural ear... This scene is trippy and terrifying with the ear portrayed like a campy horror movie radioactive specimen. Nick Mournival is shown, like Maskelyne to be unhinged and ready to kill Mason.
page 180 beginning "Having squirm'd past the last obstacle" continuing to "then Rain, salt from the Leagues of Vacant Ocean" Scene 17 Mason Stumbles Into The Overgrown Courtyard: Mason stumbles out, Nick Mournival's song shut to silence as the door closes behind him. The camera hangs overhead looking down at the courtyard, Mason stumbles into the center of it, voices from all over the island can be heard as the camera rotates parallel with Mason as he begins "
like a Dog, to explore the Walls, proceeding about the stone Perimeter. Bright green Vines with red trumpet-shap'd Flowers brighter indeed than the Day really allows". If the camera did not rotate with Mason, Mason would be proceeding like the hand of a clock from the camera's perspective above. The camera begins to rise over Mason, still looking straight down, the walls of the courtyard impossibly elongating like the tube of a telescope in a Dolly Zoom effect as another rainstorm breaks out echoing the one in the beginning of this movie.
page 181 beginning "Are you suggesting there's some other reason for his long Sojurn there" continuing to end of chapter Scene 18 On The Ship Home To England: It is established that time has passed and that Mason & Dixon are together on a ship back to England. During their conversation Mason stares down into his beer, the camera adopts his point of view looking down into a square beer glass (in a compositional echo of the courtyard shot in Scene 17). The shot shifts to Maskelyne to doing the same thing in his astronomy hut while the dialogue continues on between Mason & Dixon. Maskelyne is again drunk and looks up at the stars seeing double (from being drunk). Here is interjected Mason or Dixon quoting James Bradley's paper to the Royal Society that announced the Abberation Of Light Bradley discovered years earlier on St. Helena (that Maskelyne is in the shadow of) in a fashion like a famous quote not recited to inform but to repeat a well-worn mantra. The scene the continues on to the end of the chapter as written with the promise that Mason & Dixon will go on to survey the U.S. (the rest of the movie :P).
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Description Of James Bradley's discovery of the aberration of light
> While sailing the Thames, he noticed how a vane atop the mast changed direction as the boat turned, despite the fact that the wind remained blowing in the same direction. Bradley suggested that analogously, the apparent shift in the position observed in the stars was a result of of a combination of the transmission of light at a finite speed from the star and the annual movement of the Earth around the Sun. This is what is known as the aberration of light. The letter from Bradley to
Halley referencing this phenomenon was read to the
Royal Society in January 1729.
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2023.05.31 21:02 diddyece Overton's Trailer Jacks & Dollies Coupon Code
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2023.05.31 20:25 jimbobbypaul Ranking the Top 131 FBS Programs of the Last 40 Years: 86. Rutgers
Main hub thread with the full 131 rankings On November 6, 1869, Rutgers and Princeton students walked on to a small plot of land on the Rutgers campus, and played the first college football game in history. Donning scarlet kerchiefs atop their heads, Rutgers won the inaugural game 6-4. Since then, they’ve played the 2nd most games in college football history (1395), with UPenn as #1. Rutgers come in as the 5th worst Power 5 team on this list, but are a key part of college football lore.
Best Seasons and Highlights
1. 2006: 11. Rutgers: 11-2 (34.140) 2. 2011: 27. Rutgers: 9-4 (13.550) 3. 1984: 24. Rutgers: 7-3 (13.361) 4. 2009: 32. Rutgers: 9-4 (12.500) 5. 2008: 33. Rutgers: 8-5 (11.785) 6. 2007: 39. Rutgers: 8-5 (5.395) 7. 2012: 45. Rutgers: 9-4 (4.594) 8. 2014: 51. Rutgers: 8-5 (1.148) 9. 1992: 38. Rutgers: 7-4 (0.211) 10. 2005: 48. Rutgers: 7-5 (-4.015) 11. 1986: 45. Rutgers: 5-5-1 (-4.274) 12. 1987: 47. Rutgers: 6-5 (-7.706) 13. 1994: 54. Rutgers: 5-5-1 (-8.479) 14. 1991: 55. Rutgers: 6-5 (-11.219) 15. 1988: 64. Rutgers: 5-6 (-12.265) 16. 2003: 71. Rutgers: 5-7 (-15.521) 17. 2020: 95. Rutgers: 3-6 (-21.380) 18. 2013: 85. Rutgers: 6-7 (-22.109) 19. 1993: 71. Rutgers: 4-7 (-22.250) 20. 2004: 81. Rutgers: 4-7 (-25.241) 21. 2021: 94. Rutgers: 5-8 (-25.926) 22. 1998: 77. Rutgers: 5-6 (-26.378) 23. 2010: 90. Rutgers: 4-8 (-27.299) 24. 1995: 74. Rutgers: 4-7 (-27.898) 25. 2015: 92. Rutgers: 4-8 (-28.074) 26. 2017: 101. Rutgers: 4-8 (-29.822) 27. 1989: 80. Rutgers: 2-7-2 (-29.988) 28. 2022: 110. Rutgers: 4-8 (-31.076) 29. 1985: 88. Rutgers: 2-8-1 (-36.757) 30. 1983: 91. Rutgers: 3-8 (-36.906) 31. 1990: 91. Rutgers: 3-8 (-39.458) 32. 2000: 95. Rutgers: 3-8 (-40.447) 33. 1996: 100. Rutgers: 2-9 (-47.826) 34. 2019: 120. Rutgers: 2-10 (-47.871) 35. 2016: 122. Rutgers: 2-10 (-48.409) 36. 2001: 106. Rutgers: 2-9 (-53.006) 37. 2018: 125. Rutgers: 1-11 (-56.731) 38. 1999: 111. Rutgers: 1-10 (-57.710) 39. 2002: 113. Rutgers: 1-11 (-58.394) 40. 1997: 112. Rutgers: 0-11 (-72.286) Overall Score: 9139 (86th)
- 186-274-5 record
- 1 conference title
- 6-4 bowl record
- 1 consensus All-American
- 43 NFL players drafted
Greg Schiano was a lifesaver for the program, with 5 of the top 6 seasons on the list. No other coach has really found any success in the last 4 decades. Their first EVER bowl win wasn’t even until 2006, after over 130 years of playing football. They went on a spurt afterwards, winning 6 bowls in 9 years from 2006-14. Despite 1st Team All-American seasons from RB Ray Rice and P Adam Korsak, Rutgers’ only consensus AA is TE Marco Battaglia, who caught 69 passes for 894 yards and 10 TD in 1995, winning Big East OPOTY. Schiano’s produced a lot of tough NFL players, including Ray Rice, Devin/Jason McCourty, Logan Ryan, Mohamed Sanu, and Isiah Pacheco.
Top 5 Seasons
Worst Season: 1997 (0-11 overall, 0-7 Big East) Do you know what this is? It’s the worst season by a Power 5 team in this series! Going back all the way to 1983, Rutgers’ 1997 season stands alone as the worst ever among Power 5 teams, ranking as the worst team in the nation that year. With a 76th ranked strength of schedule, they averaged just 17.4 PPG while giving up 45.1 PPG. There were just 2 one-possession losses all year—35-37 to 4-7 Army, and 48-55 in 2OT to Pitt. Blowout losses included 19-59 to Virginia Tech, 14-48 to 4-7 Texas, 7-36 to Navy, 0-48 to West Virginia, 3-50 to Syracuse, 23-51 to 5-6 Miami (FL), and worst of all, 7-49 to 3-8 Temple. Temple had gone just 8-58 the 6 years prior!! Incredibly, there were some decent players on this team. OL Shaun O’Hara became a 7 year starter for the New York Giants in the NFL, making 3 Pro Bowls and winning a Super Bowl in 2007. Freshman QB Mike McMahon ended up being one of the best QBs in school history: Despite throwing just 6 TD to 12 INT in his first year, he would go on to leave as Rutgers’ 2nd all time leading passer with 6608 yards, and was the first QB ever drafted out of Rutgers in the 5th round of 2001 NFL Draft. McMahon was a very talented player on some bad Rutgers’ teams, and if you put him under Schiano, he might’ve been considered the best QB in school history.
5. 2008 (8-5 overall, 5-2 Big East) With All-American RB Ray Rice leaving for the NFL, senior QB Mike Teel was forced to step up and lead more of a passing offense in 2008. Things started VERY rough, and it looked like Rutgers may have been returning to their losing ways, with a 7-24 loss to Frenso State, 12-44 to North Carolina, and 21-23 to Navy. 3 games later, Rutgers was just 1-5 with their only win over FCS Morgan State. It turned out those initial teams they played all ended up having great years, and for the rest of the season, Rutgers was resurgent. They were one of the hottest teams in the country to end the year, winning 7 straight including 12-10 over 8-5 UConn, 54-34 over #17 Pitt, 29-23 in the bowl over Russell Wilson and NC State, and a combined 142-33 result vs USF/Army/Louisville. Teel finished his career as the Knights’ all-time greatest passer, throwing for 3418 yards 25 TD 13 INT, throwing for 447 yards and 7 TD vs Louisville. A big reason for Teel’s success was the 6’3 WR Kenny Britt, who was 3rd Team All-American with 1371 receiving yards, and finished 1st in Big East history with 3043. 8 starters were drafted from this team, including 1st rounders Britt, DB Devin McCourty, and OL Anthony Davis.
4. 2009 (9-4 overall, 3-4 Big East) Uncertain about the season with the loss of QB Teel and WR Britt, new starters would step up on offense, and the defense was one of the best in the country, giving up just 15.5 PPG not including the first game against eventual 12-1 Cincinnati. Outside of the opening 15-47 loss to Cincy, Rutgers got off to a hot start, improving to 7-2 with a 31-0 win over #24 USF, in which the Bulls were held to just 7 first downs and 159 yards. A following 13-31 loss to Syracuse, who was 3-7 and 0-5 in the Big East, was one of the more surprising results of the season, as Rutgers managed just 130 yards against a defense that gave up 56 points to UConn a week later. Still, Rutgers would finish the season 9-4 with a win over UCF in the bowl, completing their 4th straight season with 8+ wins, something previously unthinkable for the program. QB Tom Savage stepped up in Teel’s absence, putting together a Freshman All-American season, throwing for 2211 yards 14 TD 7 INT, and showed future 1st round potential. The 5’8 Tim Brown stepped up in 6’3 Kenny Britt’s place, catching just 55 passes, but for 1150 yards and 9 TD, ranking 4th in the nation in yards per catch. WR Mohamed Sanu was a swiss army knife, putting up 639 receiving yards, 346 rushing yards, 66 punt return yards, 38 passing yards, and 9 total TD. OL Anthony Davis and DB Devin McCourty were 1st round picks after the season.
3. 1984 (7-3 overall, Independent) Literally 1984. Rutgers had a VERY good run under coach Frank Burns the 11 years prior, going 78-43-1, and new coach Dick Anderson used the remaining talent for another great year. QB Eric Hochberg, who was literally painting #11 Penn State’s steps just a few years prior, travelled to Beaver Stadium as the starting QB for Rutgers, putting up a good fight in a 12-15 losing effort. 2 weeks later, Rutgers shut out Syracuse 19-0. You know what Syracuse proceeded to do just a week later? They beat #1 NEBRASKA. Rutgers was transitively the best team in college football for a moment. Rutgers’ defense continued to star throughout the year, giving up just 15.5 PPG, good news for an offense that averaged just 21.3. Aside from the Syracuse win, they beat 8-3-1 Army and #19 West Virginia. With the lack of bowls back then, finishing 7-3 as an Independent didn’t earn them a bid.
2. 2011 (9-4 overall, 4-3 Big East) Schiano’s last season in his first stint with Rutgers. Chas Dodd vs Gary Nova at the QB position dominated the headlines all season, along with the inspiration brought to the team by the paralyzed Eric LeGrand. The defense played with their hair on fire all year long for the former defensive lineman, ranking 8th in the nation with just 18.3 PPG allowed. Wins included 38-26 over 10-4 Ohio, 34-10 over 6-7 Pitt, 20-3 over 10-3 Cincinnati, and 27-13 over Iowa State in the bowl. A few slip-ups saw them go just 4-3 in the Big East, with a 4th placed finish. Still, with inconsistent QB play all year, it’s a miracle this team won 9 games. Dodd, the returning starter from last season, threw for 1637 yards 10 TD 7 INT. The fresman Nova wasn’t any better, throwing for 1553 yards 11 TD 9 INT. Nova would take over in the following years, finishing as Rutgers’ 2nd all time leading passer and a 4ish-year starter. The team won 9 games because they were stupidly loaded at other positions. 9 starters were drafted over the next 3 years. Mohamed Sanu was 4th in the nation with 115 catches, going for 1206 yards and 7 TD. LB Khaseem Greene was 10th in the country in tackles with 141, also notching 14.5 total TFL. Greene would go on to finish 2nd in Big East history with 387 total tackles. Future Bill Belichick proteges Logan Ryan and Duron Harmon combined for 8 INTs in the secondary. Greg Schiano couldn’t avoid the calls to the NFL any longer, and left for the Tampa Bay Buccaneers head coaching job after the season.
1. 2006 (11-2 overall, 5-2 Big East) While many people talk about the crazy 2007 season for the many non-traditional powers that had a crack at the national title, people forget about 2006, where Rutgers was once on pace to become a national champion. The defense was among college football’s best, giving up 8.3 PPG in their first 6 games en route to a 6-0 start. 2 more wins set up the biggest game in Rutgers history—#15 Scarlet Knights hosting #3 unbeaten Louisville. Louisville seemed unstoppable with QB Brian Brohm and coach Bobby Petrino, beating #3 West Virginia just a week prior and pulverizing #17 Miami (FL) 31-7 earlier in the season. One of the most magical games in college football history ensued—you just had to be there at the time. Louisville took a 25-7 lead in the 2nd quarter only to see it slowly erased, capped off by a winning 28 yard FG from Jeremy Ito, to fittingly win 28-25 with the famous “Pandemonium in Piscataway!” call from commentators. The hype was short lived, as #7 Rutgers was dominated 30-11 by an upstart Cincinnati team the following week, who’d go on to win 33 games over the next 3 years. #13 Rutgers still had a chance to win the Big East at #15 West Virginia in the final week, but lost 39-41 in an exciting 3OT game. Most concerns of a “soft” schedule were alleviated when Rutgers dominated Kansas State 37-10 in the bowl.
They finished #12 in the nation, their highest ever finish. RB Ray Rice won the Big East POTY, rushing for 1794 yards and 20 TD. He’d go on to rush for 2000+ yards the next year as well. FB Brian Leonard won the Draddy Trophy, aka the “Academic Heisman”, rushing for 423 yards with 294 receiving yards, and paving the way for Rice. DL Ramel Meekins was a 2x National Defensive Player of the Week winner, and had 68 tackles 8 sacks 5.5 TFL. The defense was EXCELLENT at getting to the QB, with a whopping 6 players amassing 10+ total TFL for a defense that gave up just 14.3 PPG. This is easily Rutgers’ best ever year, and a fun season for all football fans.
5th Quarter
Agree with Rutgers’ rank on the list? What do you think/remember about the Schiano years? Are they headed back on the right track or it’s not going to work out the 2nd time with him? Why has Rutgers been so poor historically despite being the premier team in a state that loves football (at least, professionally)? And finally, now that we’ve seen 5 Power 5 teams on this list…who’s up next?
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2023.05.31 17:29 Multiversal_Love Where can one refill a 16 oz / 1 lb propane tanks for camping?
New they are about $5 at Walmart
It's a shame to throw them out (the tank can last for decades)
As far as I know there's no place to recycle them easily most people end up just throwing them in the regular garbage can
they can be easily refilled from that huge (35 lb) tank or maybe at sites where that huge tank is refilled
they are used in RV trailers camper vans probably just got to stop at such a place on the way and it's usually very very cheap Anyone knows the price per 16 oz?
What's a good way to find such places?
Probably those that cater to RV trailers like KOA RV camping ...
Hmm
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2023.05.31 15:58 Embite A Comprehensive Guide to Railroads Online
Hello new/returning player! Whether you're considering buying or you've just installed it and don't know where to start, there's a good chance you have some questions about the game. I've been playing pretty much since launch, and since the Discord imploded and the in-game tutorial kinda sucks, I figured this would be a good place to put together a comprehensive guide to everything you need to know about Railroads Online. Feel free to scroll through the headings to find what you're looking for!
Is it worth the money? Railroads Online is exactly what it says on the tin and exactly what you see in the trailer. There are railroads, they are online, and you do have complete freedom to build your own railroad in a sandbox environment. If that's your cup of tea, try it! Steam's refund policy allows you to refund the game if you have less than 2 hours played and you've owned it for less than 2 weeks, so even if you don't like it when you start, you have a safety net. That said, this game is in
early access. And, the regularly-updated branch is a
beta to the early access, so it is seriously lacking polish in certain areas. This game is physics-based, and that can take a toll on performance for trains longer than a dozen cars, and the Beta branch reportedly has some people's GPUs on their knees. Updates also regularly introduce bugs, ranging from mildly amusing to make-sure-you-back-up-your-save-file. For some people that sort of thing is understandably not worth $35, while for others it gives the game character. I've gotten close to 10 hours of playtime for every dollar I spent on it, so obviously I'd be inclined to say it's worth it, but everybody's experience will be different.
Note: The following guide is geared towards the Beta version of the game. This version has the most features, looks the best, and receives regular updates, though there are a number of known performance and stability issues. The majority of it still applies to both versions of the game regardless, though the largest changes have been to track laying.
Getting Started
Warning: Remember, this is Railroads
Online. There is no "offline" mode, strictly speaking, but you can drag the "player limit" slider down to 1. If you're going to play with other people,
use a password. If you ever forget to, and someone comes in and undoes all of your hard work, you will never forget again. You have been warned!
Your first railroad So, you've launched the game! Congratulations! Now what? Well, it's probably good to get yourself oriented first.
The game spawns you in on the spawning platform. The three tracks you've spawned next to are permanent, and they are where new equipment spawns when you purchase it. You are given Betsy, a flatcar, and $2000 for free, and the rest is left up to you.
Before you run any trains, you'll need to build some track to run them on. Take care here, because there is no edit tool; if you build something, the only way to change it is to delete sections and rebuild. Measure twice, cut once, and make it look nice the first time so you don't have to redo it later. Or something.
Press G to bring up the majority of your sandbox tools: Track Construction, Facilities, Locomotives (the shop), Demolish, Rerail, and Logging, plus the Respawn button. I will cover all of these tools in time, but for now, all you need to be familiar with are the Track Construction tab, the Demolish tool, and the Logging tool.
Track Construction Track laying in this game has been... fucky... for a long time. It's a LOT better now than it used to be, but I still recommend downloading RROx (Railroads Online Extended) and using the fast sprint cheat when you're building. It will save you hours (not to mention the other features it offers).
First of all, everything in this game except for rolling stock is FREE! Go nuts! Want to triple-track the main? You can! Want to fill the entire southern half of the map with water towers? Your call! Fun first, safety third. Anyway:
In the Track Construction menu, you will be greeted by a bunch of track options. Feel free to place them wherever to get an idea of what they are.
The first row is, of course, 3 foot narrow-gauge rail. The I, II, and III varieties are identical except for the amount of ballast. I has some, II has a bit more, and III has a lot. On cliff faces, too much ballast can cause ugly clipping, so it's best to use tier I when you can and step it up if it's too short. The game will not let you place a node if the spline is not supported by ground or some other structure at every point.
The default building mode is spline mode. Click once to place the first node, and click somewhere else to place the second node. Boom! You've placed your first track segment. If you click on the ground, it will face whatever direction your UI currently says it's facing, but if you click on another piece of track it will do its best to connect to the other node as smoothly as possible. This can result in some janky turns if you're not careful, so keep that in mind. There are keybinds to rotate the endpoints to face the direction you want them to.
Track will not snap to another track unless you see the glowing chain link icon above it. If you don't see it at first, walk around a little, staring at the desired connection point until you trigger the hitbox.
The other building mode is circle mode. It does what it says on the tin– your track will follow a circular arc with the radius you specify. Use smaller segments if you can, because for some reason the angles get weird if you try to do more than 90° in a single segment. In this mode, you can snap to existing track on your first click, but it will not snap to another track for your second click because it only cares about following the circle. This build mode is useful for a number of reasons, not least of which being the ability to see what your maximum turning radius is. A 30 meter radius is the minimum, but on your main line you should aim to stay above 60-100 meters to avoid derailments at high speeds.
Next in the menu: switches. If you know what trains are, you probably know what switches are. In RRO, if a switch is pointing one way, and you come in from the other, it will automatically align with you to let you through,
unless A.) you are in a handcart, or B.) it is the 3-way stub switch. Also note that they are not perfect mirror images of each other (not sure how they managed to mess that up but oh well), which may cause problems when creating complex structures like yards.
The 90° crossover piece is your friend when designing parallel tracks. You can chain them together to ensure equal spacing, matching angles, or you can simply use them as placeholder nodes to snap your track to if you need to delete part of it. Two crossover pieces are far enough apart for two trains to pass each other comfortably, so it's handy for smoothing your double-tracks, if you choose to build them. The 45° crossover piece is also good, for when you want a spacer piece that's slightly longer than the 90°, or if you don't want your simple wyes to be a hundred feet across. (Still waiting on that 10° crossover, Astragon.)
Turntables are what you expect them to be. The plain Turntable I is small enough to fit in some tight spaces like yards, but a lot of locomotives will only fit on Turntable II. Turntables have historically been a bit buggy, particularly if you reload a save while something is on it, so be wary.
The bumper is a bumper. 'Nuff said.
Embankments are ballast without the rail. They're nice as decoration around the base of certain structures, or as filler in between the tracks in yards, or as ballast for bumpers and crossovers. You can also access a similar trackless version of the stone wall by using its drop-down menu.
Bridges and stone walls work exactly the same as ballast track: they will not allow you to place a node if the spline is not supported everywhere. However, there is a workaround for this: nodes can be supported by ballast. If you use small enough segments, 3 Ft Rail III can be used to cross gaps using just the previous segment's ballast as support. If you fill the gap with ballast, you can place your bridge on top of it, and then remove the ballast later. You can pretty it up with some stone walls as supports, if you want to.
And that's everything currently in the Track Construction menu! The Engine Shed and the Coaling Tower also have small pieces of track, but they are kept in the Facilities menu.
Note: You can make it to pretty much every industry in the game with less than a 3% grade. In real life, this is considered pretty steep, but in-game you can get away with even steeper track if you can't be bothered to work out the best path.
Demolish Tool The demolish tool is delightfully simple. It deletes things! By default, it only deletes rail, but that can be changed with the drop-down menu. Be very careful using the "All" option-- you could accidentally delete your rolling stock.
The Logging Tool The logging tool will probably be your second most-used tool, right after track construction, because everywhere you want to place track, there are trees in the way. You can click almost anywhere on the tree to remove it, and it does this for free, but you might have trouble removing a tree if the bottom two-thirds of it are buried in ballast. If spam-clicking feels tedious, you can hold down the mouse button until the saw finds a part of the trunk that it likes.
That should be everything you need to know to build your first railway!
Industries
In Railroads Online, your objective is
money. Moneymoneymoneymoneymoneymoney.
But u/Embite, I hear you ask,
how do I GET
money? Well, I'm glad you asked! The answer is
industries.
There are 9 industries in RRO, which you can see on the map: the Smelter, the Sawmill, the Logging Camp, the Freight Depot, the Iron Ore Mine, the Oil Field, the Ironworks, the Refinery, and the Coal Mine.
Each industry has inputs and outputs. For example, the Logging Camp has two output platforms: one for logs and one for cordwood. To load a car with the output, simply position your railcar where the crane drops the cargo and click the crane to start loading. For some outputs like the iron mine, there's a chute instead of a crane, but it's the same idea. When you unload a car, the cargo teleports to the side you clicked on, so make sure you're standing on the platform that you want to deliver to.
The inputs and outputs for each industry is listed in the table below.
Location | Input | Output |
Freight Depot | Anything | Nothing |
Logging Camp | Nothing | Logs, Cordwood |
Sawmill | Logs | Beams, Lumber |
Iron Ore Mine | Beams, Lumber | Iron Ore |
Smelter | Iron Ore, Cordwood | Raw Iron, Rails |
Coal Mine | Beams, Rails | Coal |
Ironworks | Lumber, Raw Iron, Coal | Steel Pipes, Tools |
Oil Field | Beams, Steel Pipes, Tools | Crude Oil |
Refinery | Lumber, Steel Pipes, Crude Oil | Oil Barrel |
You should notice a few things:
- Logging Camp has no inputs. This is where the supply chain of RRO starts. The lumberjacks do all of their work for free, and they will never run out of logs, or cordwood.
- Freight Depot (the big warehouse near spawn) has no outputs. This is where you can return to sell whatever products you've collected and turn them in for straight cash. You get the same amount of money regardless of which buyer you send cargo to, so it's recommended that you try to deliver to another industry whenever possible, since you get money AND more cargo to sell, rather than just the money. If all you need is money though, the Freight Depot is where to go.
- There is a clear progression from one industry to the next. I've ordered the table so that once you've connected to one industry in the list, your railroad will have access to all of the cargo needed for the next industry down.
While it's best to try and deliver to new industries whenever possible, sometimes (especially early on) you will simply run out of money for all the new railcars you need to haul the stuff. For the early game, my best suggestion is to run beams from the sawmill straight to the freight depot. Stake flats (which carry beams) are among the cheapest rolling stock, and each carload is worth $72, compared to $60 for a flatcar of logs. You only need 3 beams per car, so it's fast to load and unload. While cordwood is also easy to do, with each carload worth $80, each flat is much more expensive to buy, and each car carries 8 units of cordwood, making the loading time much longer. Plus, many more industries use stake flats than the cordwood flats, so you will be investing in the future of your railroad as you go.
Another way to make money in RRO is via Firewood Depots and Coaling Towers, which brings us to the next available construction tool,
Facilities Facilities are buildings you place down yourself to facilitate the management of your railway. At the top of the menu are the Sand House, the Firewood Depot, and the Coaling Tower. They're very self-explanatory: The Sand House contains sand to refill your locomotive's sander, the Firewood Depot is where you restock on firewood, and the Coaling Tower is where you restock on coal. The Sand House is, as far as I can tell, unimplemented as of 5/29/2023, but the others are very important. In RRO,
you need to produce the fuel that runs your railroad.
Firewood Depots are easy to stock, not least of all because they spawn in full of firewood, in case you run out in the middle of nowhere. To refill a Firewood Depot that has been exhausted, you simply unload any form of wooden cargo (logs, lumber, beams, or cordwood) onto the side of the platform that doesn't have firewood on it. When designing your yards, it's always smart to make space for a firewood depot, because the platforms are spaced far apart and most locomotives in RRO run on firewood.
Coaling towers do not spawn in stocked with coal, and coal is not available until about half of the map is connected by your railroad, so coal-fired locomotives will be a late-game commodity. Once you have access to them, though, they are restocked in much the same way as firewood depots.
Water towers are also important. Without water, your trains have no steam, so place these wherever they're convenient. They refill slowly on their own.
Engine sheds are purely cosmetic in this game, since the locomotives don't require servicing or shelter. They are, however, available in a variety of nice paint schemes, and a roundhouse is a great way to spruce up any boring-looking switching yards.
The last facility is the Telegraph Office, which is the most convenient structure in the game. Wherever on the map you place one, your map will be updated with a brown box with a T in it. Clicking his box allows you to teleport to any telegraph office from anywhere else in the game, saving you a lot of walking between industries and yards.
Locomotives (the shop), and Companies The shop is where you use your hard-earned money to buy locomotives and rolling stock. You can check your funds in-game by pressing P. The "tier" of an item is the level your player needs to be in order to purchase it. Your level increases every time you deliver cargo to an industry. When other players join your game, they can join your company by pressing Tab and clicking "Join Company" next to your name. When they do this, any delivery they make will count as a delivery for you, not them, which increases your money and XP much faster than doing it all alone. Employment is forgotten when the player relogs.
Rerailing Rerailing is finicky. Basically, you click "rerail," spam LMB on whatever you're trying to rerail until its name appears in the UI, and then walk around looking at track until it appears where you want it to. You can flip it around with LMB, and then drop it with RMB. Rerailing on switches currently seems to be a little broken.
Respawning This option will send you back to the spawn yard if you ever manage to get stuck. It was more useful before telegraph offices were added, and most of the gamebreaking ways to get stuck have been patched, but if you want to use it you simply click and hold until you respawn.
Trains!!!!!!1!1!!!
Now, with a line of track connecting your spawning yard with the logging camp, you're ready to finally fire up your Porter 0-4-0 and run some trains! In case you're new to operating a steam locomotive, here's a quick rundown of the controls:
Controls First, open up the firebox and throw a few logs on the fire. Pick up logs with LMB, look at the firebox until the UI displays its temperature in the top left, and throw with RMB. You can throw logs back onto the pile if you picked up too many (you can hold up to 5 at once). Now you have to wait for the fire to heat up, which then makes the boiler heat up, and then you will finally see the dial on your pressure gauge increase. Once you've got pressure, you can move the locomotive.
The big lever above the firebox is the regulator, aka the throttle. It basically controls how fast your built-up steam enters the cylinder, or in other words, how much power you're sending to the piston, and by extension, the wheels.
The lever coming out of the floor is the reverser (or the Johnson bar), which controls at what point in the cylinder's stroke steam is allowed to enter the chamber. All the way forward means that steam comes in anytime it would push the wheels forward, and all the way back means that steam comes in anytime it would push the wheels backwards. In between, it controls whether the steam flow is constant, or if it comes in short bursts. Or, at least, that's how it works in real life. IRL you can achieve more efficient steam usage by setting the reverser bar near the middle and letting the regulator stay open; however, in RRO, as far as I can tell it simply multiplies the % the regulator is open and the % that the reverser is set and uses that number as the "go amount." So, for all intents and purposes, the reverser is just another regulator (in RRO).
The lever to the right of that is the brake. Betsy (i.e. the Porter 0-4-0) has a mechanical brake, meaning it applies braking force as long as you have it on. In some locomotives, though, the brakes are powered by a steam-powered compressor, which you need to activate yourself via a valve somewhere, or else your brakes will have no effect.
The whistle and the bell do as you expect. There is another handle which opens the cylinder cocks, which as of 5/29/2023 is purely cosmetic, as are the sanders. IRL, cylinder cocks are used to blow condensed water out of the cylinders, and sanders are used for extra traction in slippery conditions.
Finally, most locomotives have lamps that you can turn on and off with LMB, or by using the steam-powered generator, if it has one.
And that's pretty much it! Different locomotives have different features, and levers are often in slightly different places, but they all operate on the same general principles. Locomotives are also often specialized for a particular job. For example, engines like the Eureka are specialized for high speeds with low power, while engines with shorter wheel bases like the D&RGW Class 48 are specialized for sharp turns and yardwork, while the geared locomotives like shays and heislers are specialized for steep tracks in mountainous terrain. You can find a number of resources online to find statistics for each of the different RRO locomotives.
Coupling The 3 foot narrow-gauge railway in RRO uses what is called "Link and pin" coupling, which uses, unsurprisingly, links and pins. To couple two cars together, you need enough space to fit a link between them. Press LMB to insert a link in the coupler.
Only one car should have a link. Once the link is in place, push the cars together and use RMB to place a pin in both couplers. Et voila! Your train is now longer.
Tender locomotives have unique couplers. First of all, instead of a link, tenders are connected to the cab by a drawbar. Press LMB on the tender, then back up the locomotive and use RMB to hitch it to the drawbar with a pin. For locomotives with cowcatchers, the front is outfitted with a drawbar as well, which can be extended and retracted with LMB. This link is weaker than the usual link-and-pin, so only use this for short, slow trips or yardwork.
External Tools
While straight-up modding RRO is currently very difficult, there do exist certain external tools to help provide you with a more enjoyable experience with a game that is, at times, excessively grindy.
RROx RROx, or
Railroads Online Extended, is by far the most useful RRO extension I've come across. It offers a real-time minimap (that maps your rail lines for you!), remote control of locomotives, cranes, and switches, unrestricted teleporting, cheats like free money, fast-sprint and flight, as well as optional access to all of these features for other RROx users that join your game. It even provides everything necessary to create a plugin of your own, if you're so inclined.
Railroad Studio railroad.studio is a free online save file editor for RRO. With it you can replace trees, rename/repaint locomotives and rolling stock, delete track, cheat in money, etc. Currently the go-to save editor.
Technical Bits
Just some extra technical bits that are worth knowing:
- A lot of the game's files are stored in your AppData/Local folder under the name arr, a name inherited from the devs' previous game, American Railroads.
- Your save files are stored in %localappdata%\arr\Saved\SaveGames.
- A number of config settings are stored in plaintext .ini files in arSaved/Config/Windows, where you can edit settings like the maximum view distance beyond what is usually allowed. The maximum setting typically allowed is 3, but I've increased this to 10 without any notable performance drop. Nevertheless, edit settings beyond supported values at your own risk. The game needs to be restarted for settings changed in this way to take effect.
Miscellaneous Tips
- All controls can be rebound in the controls menu.
- You can change your POV with V, and you can lean left and right with R and T.
- If you prefer to drive with the GUI instead of in first person, you may have an easier time finding the button prompt by standing in front of the locomotive rather than inside it.
- Placing a switch, then a 45° on the turnout, and finally another switch so that the straight edge is parallel with your first switch, creates two lanes that are far enough apart to fit the switch's lever on the inside.
- If you back far enough away, track and ballast hitboxes will despawn and let you place things inside of them.
- There is a large, flat plateau northeast of the smelter that is a convenient place for a yard connecting the smelter, iron mine, and coal mine.
- There is a lot of space for a yard just over the hill west of the freight depot.
- The un-deletable track southeast of the spawning track is for the shop.
- The game keeps a list of every tree you've cut down and uses this to load the map, which (allegedly) makes the game take longer to load if you cut more trees than you need to. Use a save file editor like railroad.studio to replace missing trees.
- The walkway on Bridges II is always on your left as you build it.
- You can snap track to turntables if you rotate it to where you want the connection to be.
- Firewood depots only replenish the piles if every pile is missing at least 5 logs.
- If you're strapped for cash, loading a car with logs and then immediately unloading that car to a firewood depot on the other side is fast, easy money. This is pretty cheaty though, so you might as well save yourself some time and just use a save file editor.
- A switch's turnout is about 10 degrees.
- Locomotives don't respond to changes in the controls until a 1-second timer counts down. The timer resets every time you make a change, but letting go (releasing left-click) applies the change immediately.
That's pretty much everything I've got. I hope that this guide has been of use to you! If I forgot something, got something wrong, or you have an idea for how to improve this guide, feel free to leave it as a comment below. Happy railroading!
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2023.05.31 07:42 EmuEvery1192 [XB1] H: trade mule and bobbles W: one pieces of wwr in last pic
2023.05.31 06:41 wesphilly06 Random thought about the plot. What if the game does feature sentient, intelligent life not from earth.. but it’s still human.
TLDR; my crackpot midnight theory is humans were already on Jemison when the humans from earth got there. Constellation. Is trying to find the connection and origin of humans because it isn’t either planet…
I was listening to old quotes from Todd Howard from before the big game play reveal. Before we had that 15 or so mins to dissect we only had a few frames of images, concept art, and a ton of quotes.
In an interview with the telegraph, UK about a year or so ago Todd kept mentioning religion. Or how the game would touch on big topics.
Fast forward to the gameplay trailer of ‘22 and we can see three religions. I though nothing deep about these made up religions it’s a video game things are going to be made up.
But now I’m thinking why aren’t the religions from earth in the game? This isn’t elder scrolls set in a fictional reality. Or Fallout set in a our reality just in a different time line. This is our time line. Christianity Islam Judaism Buddhism Hindu all are over 2000 years old and they all got replaced in 300 years? AND With brand new religions?? That’s odd.
So that got me thinking what could have caused humans throw out their religion and could explain the constructs. I think the “Big question” that will asked and answered is weather humans are native to earth.
I think the game will explore the idea we came from a different galaxy entirely. My theory is somewhere in the 300 years from now and starfields story 2330. The human race set off and started colonization of the galaxy only to find a planet with humans on it already with a similar (yet very slightly inferior technology). Yet they know more about where humans really came from.
That would instantly debunk most religions on earth. They could even have specific explanations on where we got the stories from our religions. And the religions they follow would have more notoriety being closer to the origin of the human story.
It also would give earth a perfect reason to be destroyed once finding humans the religions and governments on earth got out of hand creating a war. Etc.
Would also explain why we are collecting old earth artifacts new constellation could’ve been stated by the “other humans” Atlantis and Jemison are the original planet of the other human race.
Our character will start in Alpha Centauri (it’s level 1 in the trailer) so our player could be meant to be the “other” or “Jemienon human”
That would also explain the colony wars. Humans from earth settled on mars after earth was destroyed. Some sided with new Atlantis, but the ones who wanted freedom to continue earthling rights started the free star collective.
Constellation Is the only true neutral group. Not a part of any government or religion a mixture of both human groups trying to research the history of BOTH human races and connect the dots with the structures, how humans got to earth and also Jemison.
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2023.05.31 04:55 papa_gav I Started a Junk Hauling business
This is my first month and with 5 jobs I’ve made about 2k. For equipment I have a trailer that I bought off of fb marketplace for $100, a hand truck and two furniture dolly’s that I bought off of Craig’s list for $45 for all three, gloves I had, a couple storage bins which I had and ratchet straps from Lowe’s 14.99. My SUV has a tow package so I didn’t buy a vehicle. The tow hitch was 19.99 from Harbor Freight. And licensing for my LLC was about 250 for my state. I also still work a 9-5 Monday through Friday. If you have any advice for me or have any questions let me know 👍🏼
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2023.05.31 00:05 Coming_In_Hot_916 PRECOR ELLIPTICAL - MUST GO!!
| Precor Elliptical PRECOR EFX 576i Elliptical Fitness Crosstrainer Yours for free! I acquired this from a family member who wasn’t using it with the idea I would sell it, but now I need it gone. Contact me with questions or to arrange pick up. You’ll need a truck or trailer and bring another person to help load it up…it is heavy! Bring straps, dolly, etc. Details: This is a high-end elliptical that is commonly used in large gyms. Full disclosure: one of the handles is slightly peeling, but it looks like an easy fix with some super glue. I’d also recommend greasing it up and giving it a good clean prior to using. SEE IT HERE on Amazon: https://www.amazon.com/Precor-576i-exp-Elliptical-Trainedp/B00PISO2UI SEE IT HERE on PRECOR site: https://www.precor.com/en-us/efx%C2%AE-576i-elliptical-fitness-crosstrainer%E2%84%A2-0 Yours for free! You’ll need a pickup or trailer to transport it and you’ll need to bring someone to help load it up…it is heavy! (2nd time posting. I had to leave town on an emergency right after Posting the first time) submitted by Coming_In_Hot_916 to SacramentoBuyNothing [link] [comments] |
2023.05.30 23:06 Hunor_Deak Cherry 2000 (1987) ORIGINAL TRAILER [HD 1080p] - Weird combination of Bladerunner and Mad Max