Selasa, 15 September 2015

Create Electric Car

  1. Choose a car for your electric car conversion.
    • It is best to choose a traditional car to use for your conversion. A traditional car would be one that is not too exotic or complicated. A car that you can easily find replacement parts for is ideal. Look for something lightweight since they will run better on an electric battery than a bigger vehicle will. The best choice would typically be a two seater vehicle or otherwise, that weighs under 2000lbs.
    • If you’re looking to go even faster with your electric car, its also best to choose something with a streamlined aerodynamic rounded body for minimal drag. Headwinds can typically rob your electric vehicle of 5 to 10 mph (8.0 to 16.1 km/h) of top speed.
    • A car with a manual transmission is better for an electric car since cars with electric motors do not necessarily need a transmission. A manual car uses a controller rather than a transmission to make the car run backwards and forwards. In addition a manual transmission will have all the important things your vehicle will need to run safely on the road. Such as a speedometer cable, so you know how fast your going, and a reverse switch that lights the rear tail lights up when you’re backing up.
    • The car you choose should also have enough room for an electric battery; you will need enough voltage to power the engine you choose. You will want to be able to access the battery easily for any maintenance. You will also need to be able to secure the battery down while distributing the weight evenly in the car. Weight distribution is very important for handling on the road.
  2. Build an Electric Car Step 2.jpg
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    Select a motor for your car that you can assemble on your own.
    • Look for something that will not require professional work. A DC motor with diminutive body is the standard motor for an electric car conversion. DC electric motors used for conversion are typically electric forklift dc motors. More often than not, you will find these motors in used condition, but rebuilding them is as simple as sliding the casing off and cleaning and degreasing the motor then rebuilding its connectors.
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    Purchase a battery for your electric car.
    • You will need a primary and a backup battery before starting to build the car. Look for a gel-cell battery, which is a type of valve-regulated lead-acid battery (VRLA) battery that contains gelled electrolyte. A VRLA battery does not require additional water to the cells. It is a sealed battery with a safety pressure relief valve. You can check with an electric car retailer for the parts you will need.
    • The other option, which can be more expensive is to purchase lithium ion batteries. Though these batteries are expensive, they do come in a variety voltages and amps that allow you to buy practically one battery for your entire set up or you can wire together a number of smaller ones like you would end up doing with the gel-cell batteries.
    • The average battery needed to pull a large vehicle with passengers and get a decent range would need to total out to 72volts and 40 to 60 amp hours. If you want the vehicle to break 40 mph (64 km/h) and be something that could handle driving on the free way, it’s best to go with 144volts and around 80 amp hours. This is typically where most electric car builders end up purchasing lithium ion batteries due to the size and weight of needing 12 large and heavy gel-cell batteries.
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    Remove the old motor and battery parts from the car.
    • You will need to use an engine crane and a breaker wrench also known as a cheater bar to help you remove the old parts from the car. Work slowly at tight or rusted bolts. It helps to use liquid wrench and a process of loosening and tightening to free the threads.
    • Take out the engine and anything else that is gas related: tank, exhaust, radiator etc. Leave in the things you will need like brakes, horn, fuse pane, transmission, half-shafts and engine sub-harness.
    • As far as power steering goes, hopefully the car you chose doesn’t have power steering as the new electric engine only has one output shaft and that mates to the transmission, meaning you can not run any accessory pumps such as power steering. If your vehicle has power steering you will need to cut the return and pressure line at the top on the rack and pinion then loop them in together using a double ended brass barb and hose clamps. Be sure to top off as much power steering fluid as possible into the lines before looping them closed. This will turn any power rack and pinion to a manual rack and pinion.
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    Install the electric motor and battery where the old ones were.You will need a custom motor mount for the electric motor but you can reuse the transmission mounts. With the electric motor coupled to the transmission and propped on a jack, measure the difference between the old engine motor mount and the electric engine mounting bolts.
    • You can make and mount an entirely new mount but its a lot easier to use the original motor mount as it has dampeners built into it to avoid engine shock. This reduces shakes and rattles when the engine is accelerating or decelerating. Once you have the mount measured out, bring the motor and the old engine mount to a machine shop, they can fabricate the rest.
    • You will also need an adapter plate to connect the transmission to the new electric engine and either a coupler or custom designed flywheel to mate the motor’s driveshaft to the transmission. It’s best to bring the motor and transmission to the machine shop or use a simple piece of cardboard to trace the transmission bolt holes on one side and the electric engine bolts on the other.
      Build an Electric Car Step 5.jpg
    • Place the electric motor inside the front of the car and mount the controller. The controller can typically be found as a common 72volt controller on any high end golf cart, however if you want a 144volt controller of higher, you will need to find websites that sell these items especially for electric car conversions.
    • Install the battery as well, using brackets to hold the batteries. Connect the motor and batteries to the controller using EV 00 or 0 gauge cables, these can bought by the foot at car stereo shops. Since the batteries will be sealed, you can turn them on their sides or whichever way they fit best, the same goes for lithium batteries
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    Install solar panels to be used as passive energy to back up your battery. While these systems look cheap and affordable to place anywhere, typically on top the car, they are generally more expensive to get the solar panels that produce the energy you want to run things like turn signals and headlights. You will still end up needing an axillary battery for these components.
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    Connect your ignition to a contactor.
    • A contactor will activate the motor when you turn the key. This will act the same way an ignition switch does when on a gas powered car. You will need to rewire the ignition so that it will turn on the contactor. Connect the wires to the car’s electrical system and the fuse box to do this. You also need a pedometer which connects to the throttle cable of the gas pedal. This wire in to the controller and gives it signal when its time to accelerate. This is an important special item that may need to be ordered from an electric car conversion website.
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    Buy a conversion kit.
    • Rather than buying all the parts separately, you can opt to buy a conversion kit. It will have all the necessary components and they will be designed to work together. It will also be put together by a professional. However, the kits available are for select cars and generally aren’t universal. You would still need to fabricate a lot of items if the kit isn’t made for your car. All in all, it pays to get familiar with welding equipment and a good automotive machine shop.

Drop Down Menu

Use these to jump around or read it all…
[The Style Sheet Code] [The HTML Code]
[The Finished Product]So, I got this letter one day from someone who decided to shame me into writing a tutorial. I guess it worked. Here I sit writing it! Anyway, she said she wanted to know how to do the drop-down menus on the Microsoft Home Page and that she wondered if I would even be able to show her how to do it.
Well, after feeling bad I went to the page to see what she was asking for. I took the challenge and can honestly say that I built this little puppy myself without even looking at how the wizards at Microsoft did theirs. Mine’s a pretty good representation, if I do say so myself. However…
Like the menu on the Microsoft homepage, the drop function only works with MSIE version 4.0 and above. I used the SPAN tag to get the majority of the effect. I also made the little cross and dash images.
Also like the Microsoft menus, this pup cannot sit with anything underneath it because it needs space to expand. If something is underneath, it gets bumped as the menu expands. Those two concerns aside, let’s go see it, shall we?
See It In Action…

The Style Sheet Code

The event is created through the use of both Style Sheets and HTML. Let’s look at the Style Sheets first:
<STYLE TYPE=”text/css”>
#menu1 { display : none }
#menu2 { display : none }
#menu3 { display : none }
A:link {color:black; text-decoration:none}
A:hover {color:blue; text-decoration:underline}
</STYLE>
If you remember in the example, there were three menus. Note above that I have three IDs set up, each representing one of those three menus. And each is set to show no display.
But I See the Heading!
Yes, you do. That’s because the heading is not part of the drop-down menu. It stays on the screen no matter what.
The second group of two lines creates the effect of black link text with no underline. That text then turns blue and gets an underline when the mouse rolls over it. That should look somewhat familiar to you if you’re reading this tutorial. If not, make a point of reading the basic Style Sheet tutorial right now, then come on back.
Got it? Super. Let’s hit the code:

The HTML Code

The code itself is the same thing three times. Three menus, three pieces of duplicate code. Plus, there are FONT commands (that make the text small), bold tags, and image tags(that put in the little cross and dash images). Later in the tutorial I’ll show the code in its full bore best with all the bells and whistles, but for right now, here’s the bare bones of how I got it to work:
<TABLE BORDER=”0″>
<TD VALIGN=”top” Width=”200″>
<SPAN onMouseOver=”document.all.menu1.style.display = ‘block’”
onMouseOut=”document.all.menu1.style.display = ‘block’”>
Goodies Tutorials<BR>
</SPAN>
<SPAN ID=”menu1″ onClick=”document.all.menu1.style.display = ‘none’”>
<A HREF=”/tutors/frame1.html”>Frames</A><BR>
<A HREF=”/tutors/tbl.html”>Tables</A><BR>
<A HREF=”/beyond/dhtml.html”>DHTML</A><BR>
<A HREF=”/tutors/forms.html”>Forms</A>
</SPAN>
</TD>
</TABLE>
Here’s the concept:
There are two SPANs inside of one TABLE cell. The first SPAN contains the title and is set so it’s always visible, whether the mouse is over the text or not. Yes, I know that there are onMouseOver and onMouseOut commands in the tag, but those relate to the next SPAN tag coming up. (Note the SPAN tag that deals with the title does not have an ID=”–” attribute so it is not connected with the Style Sheet commands above, thus it will always display.)
But why have the onMouseOver and OnMouseOut in the top SPAN? Because that’s the SPAN that the mouse will pass over to trigger the effect. The SPAN that will appear is hidden. It can’t be passed over. Still with me?
The Event Handlers use this to denote the SPAN that will be affected:
document.all.menu1.style.display
You can pretty much pick out what each items means. It goes largest to smallest starting with “document,” meaning the current document. Then “all” that is contained in the document. Then “menu1,” which is the SPAN that’s hidden. You’ll see the connection in a moment. “Style” deals with the Style of the element and “display” deals with the element’s appearance on the page.
The second SPAN contains all of the links. Note that this SPAN tag contains the ID=”menu1″ attribute that links it to the style block and onMouseOver, above, which tells it not to display. Thus, it’s hidden.
When the mouse passes over the title, the onMouseOver in the first SPAN is brought into play. It says to ‘block’ what the Style Sheet commands are telling the second SPAN to do (hide). Thus, it displays. Notice also that when the mouse leaves the second SPAN, it remains hidden because the onMouseOut is also set to ‘block’ the Style Sheet commands.
The second SPAN does have an Event Handler, though. See the onClick=? That onClick will make the SPANs display ‘none’ when the mouse clicks. That’s why clicking off of the text, but still on the SPAN, closes it.
That’s the basic concept. I simply did it three times in a row in three different table cells. The only difference between the table cells was the text (of course) and I gave each SPAN that will cause a new ID name to appear and disappear. If they all had the same ID name, they would all display when the mouse passed over the first title. That’s why I need menu1, menu2, and menu3 in the Style Sheet commands. I have three different menus in three different SPANs.

Devil May Cry Definitive Edition Review

What a difference a frame rate makes. Say what you will about just how much people actually notice frame rate and resolution, but for games that value split-second timing, those extra 30 frames are essential. It’s partly why I spent more time with the hack ‘n’ slash classic DmC: Devil May Cry on PC than with its slower console counterparts, the sharper visuals and general feeling of superiority being a nice added bonus. So here we are, two years on, and console owners can finally get a taste of that sweet 60fps action, courtesy of the Definitive Edition–and it’s a fantastic thing. DmC is fiercely creative, and with its new features in tow, so much better than before.
Oddly, it’s the story that’s surpassed expectations here (excluding the still dire effort in the included Vergil’s Downfall DLC)–not because it was ever bad, but it was always overshadowed by the stellar combat. Playing through it again, though, it’s amazing to see just how ambitious and, at times, rather clever, it is. Let’s not forget that, as a series, Devil May Cry didn’t exactly set the world on fire with its schlocky tales of adolescent fantasy. But with DmC, Ninja Theory crafted a story with depth, (mostly) believable characters, and an ambitious assault on commercialism and modern media. The game’s savage satirization of organisations like Fox News with the demonic Bob Barbas’ Raptor News Network and Coca-Cola with the bile-infested and thoroughly deadly soft drink Virility is a great touch.
Small plot holes and a few heavy-handed moments of satire aside, DmC’s story does a great job of crafting a foreboding atmosphere to back up its balls-to-the-wall action, especially when coupled with the excellent voice acting and effortless dialogue. The demon king Mundus and his mistress Lilith are particular highlights, their ruthless, profanity-filled crusade to enslave humankind being a hackneyed, yet effective way of adding a compelling goal to your hack ‘n’ slash antics.
DmC throws you from one action set piece to the next at a breakneck pace, only giving you time to stop and think during its tedious (but thankfully short-lived) platforming sections. But even in those sections and through its crumbling blood-red cityscapes, cavernous tunnels lined with a viscous green ooze and searing neon discos, it’s hard to ignore DmC’s stylistic triumphs. Its colorful, oversaturated look is not only visually stunning in its new 1080p guise but also strangely prescient of the direction that later Xbox One and PlayStation 4 games would take.
While it’s hindsight that has made DmC’s story more impressive, the already excellent combat has improved by a significant overhaul. Naturally, the move from 30 to 60 frames per second makes for a smoother, more responsive experience. With Dante’s trifecta of light, medium, and heavy weapon types in tow, as well as guns for ranged shots, spectacular combos fly off the fingers with less effort than before. That’s not to say that things are easier this time around: you still need to put in the effort in practice mode, carefully studying the command list, in order to graduate from simple button mashing. But it’s worthwhile, and before long, staccato stabbing motions are replaced with elegant swipes, dodges, and uppercuts that chain together for near-endless combos in the air and on the ground.
60fps is only part of the story. One of the best additions is the optional turbo mode (a nod to Capcom’s flagship franchise Street Fighter), which boosts game speed by a substantial 20 percent. It’s not for the faint-hearted, but the additional speed makes for some furious and thoroughly enjoyable combat. There’s also the optional Hardcore mode–which can be activated on any difficulty level–that rebalances the game. Some of the changes include a tweaked style system that quickly deteriorates, increased enemy damage, adjusted parry and evade windows, and a shorter devil trigger. The differences aren’t drastic enough to be immediately noticeable, but soon, levels that might not have tested you in the past become far more difficult to beat. Annoyingly, if you’ve played through the game before on an older console and have already unlocked the harder difficulty levels, you can’t transfer your save and skip, and you’ll have to play through the easier ones again.
Serious masochists can opt to turn on the Must Style modifier, which makes it so that you can’t damage enemies until you’ve achieved an S or higher style ranking by pulling off sweet combos. Stack all the modes and modifiers together (Must Style, Hardcore, and Turbo Mode), then whack the game on the new Gods Must Die difficulty setting where enemies deal 2.5x damage and no items are allowed, and the game turns into a challenge worthy of even the most skilled of hack ‘n’ slash players. There’s also the new Vergil’s Bloody Palace mode, which eschews the easier difficulty levels of Dante’s Bloody Palace and gives you 60 levels of hardcore arena battles. Veteran Devil May Cry fans can even choose to use manual lock-on throughout, which is a nice touch. Frankly, that level of challenge goes far beyond my own manual dexterity with a controller, even after buying new combos and weapon upgrades, but at least now, no one can cry foul about DmC not being as challenging as its predecessors.
Otherwise, DmC remains largely unchanged, which is no bad thing. The enemies remain neatly animated, drooling and sputtering with a grizzly black ooze as they wander through each level. Their varying attacks mean that you can’t just sit back and hammer buttons to win. Some enemies have shields that can only be broken with a heavy weapon, while others need the gentler touch of a fast-paced scythe. Deformed cherubs that fling down explosive bombs are perhaps the most irritating of all of the enemies, but they’re integral to maintaining the balance of combat. They also give you a good excuse to yank them down to Earth with a whip of your chain before sending them back to hell with a mighty swing of your axe.
Time has been kind to DmC’s boss battles, too. They’re still formulaic, making you learn a boss’s repetitive movements in order to land an attack, but they’re seriously impressive–both visually and narratively. An early encounter with the squishy succubus is a treat–not because of the basic platforming required to defeat her but because of her incredibly foul-mouthed tirades and involuntary neon vomiting. Then there’s the battle against a holographic Bob Barbas, a fight that sees you transported to the heart of the Raptor News Network and directly into its live news reports, complete with the requisite TV commentary and helicopter shots. DmC’s keen sense of style overcomes much of the boss battles’ shortcomings, adding to the heady atmosphere of its brightly coloured world.
I imagine there are still some people out there put off by the direction that Ninja Theory took with DmC who still haven’t given the game a shot because it so drastically changed the look of the series. This does the game a huge disservice. DmC in its Definitive Edition form isn’t just a lick of paint and a technical upgrade. It’s a hardcore twist on already impressive game, making the hack ‘n’ slash action more difficult, but also more compelling than before. The numerous tweaks and upgrades of DmC: Devil May Cry Definitive Edition have made a game that isn’t just a better version of DmC, but a bonafide hack ‘n’ slash classic.