Car Transport in kanpur

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Car Transport in Delhi
Car Transport in Mumbai
Car Transport in Bangalore
Car Transport in Hyderabad
Car Transport in Lucknow
Car Transport in Kanpur
Car Transport in Kochi
Car Transport in Chennai
Car Transport in Ahmedabad
Car Transport in Vadodara
Car Transport in Surat
Car Transport in Ghaziabad
Car Transport in Faridabad
Car Transport in Gurgaon
Car Transport in Noida
Car Transport in Goa
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Car Transport in banaras
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Car Transport in Indore
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Car Transport in Kolkata
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Car Transport in Coimbatore
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Car Transport in Ludhiana
Car Transport in shimla
Car Transport in Bhubaneswar
Car Transport in Ambala
Car Transport in Aurangabad
Car Transport in Bhuj
Car Transport in Cuttack
Car Transport in Meerut
Car Transport in Jodhpur
Car Transport in Jabalpur
Car Transport in Haryana
Car Transport in Hisar
Car Transport in Thane
Car Transport in Nasik
Car Transport in Ranchi
Car Transport in Raipur
Car Transport in Rajkot
Car Transport in Rourkela
Car Transport in Udaipur
Car Transport in Vapi
Car Transport in Vijaywada
Car Transport in Gwalior
 

usa – Foreign car insurance for Canada and/or the U.S

Still working on my plan to Ship my car from Europe to Canada or the U.S. We’re planning on leaving early January.

Shipping turns out not to be the problem. However, the next hurdle is: car insurance. My European liability insurance is not valid in the U.S. nor Canada. So, I’ll need to purchase a car insurance for those two countries.

I’ve been searching on the internet, but I cannot seem to be able to find the answers I’m looking for.

So, my question is:

What insurance options are available to foreigners (we’re Dutch) to insure a foreign, privately owned car* so we can drive it in the U.S. and Canada.

The cheapest options will be the clear winner here : )
It would be nice if one insurance would cover both countries, but if two separate insurances are cheaper, I’ll opt for that.

*) a Lada Niva from 2007

java – Are Car objects and Dog objects used in real life programs?

No, Car and Dog are usually just used for illustrative purposes, especially for explaining inheritance.

However, programs must model the real world, or more precisely: relevant aspects of the problem domain. Object-Oriented Analysis and Design and Domain-Driven Design often involve taking concepts from the problem domain and representing them as objects. For example, an inventory management system for car dealerships might very well have different Vehicle and Car classes.

But object-oriented techniques are most appropriate not to describe is-a inheritance relationships, but behaves-like compatibility. That is: just looking at data like “A vehicle has wheels. A car is-a vehicle and thus inherits wheels” is not that useful in practice. Describing behaviour like “A dog can makeNoise(). A cat can makeNoise(). Both dog and cat behave like an animal” is often more useful.

So OOP shines more in systems with complex behaviours, in particular GUIs and business rules. But there are alternatives:

  • pure data modelling is often better suited to a relational model (as in SQL databases) than to an object-oriented model
  • very complex and dynamic behaviours do not benefit from language-level OOP support as implemented in Java, but often have to be implemented manually – especially in games
  • nowadays, data flows and events in complex GUI applications are often managed with reactive programming instead of OOP

legal – International children car seat standards for multiple regions

The main incompatibility is indeed that Australia requires the use of a top tether strap, so all child seats sold in Australia are built with this in mind, and all cars sold in Australia after the mid-1990s will have the attachment hooks for the tether strap. Also, Australian child seats use the adult seatbelt to attach the bottom of the seat to the car. Note that the Vicroads link you point to is about tethers being optional for some models of booster seats, not child seats. These are meant for children 4+, and are not suitable for younger children.

EU standard child seats use the ISOFIX system, where the child seat is secured to the base of the seat instead; this replaces both the tether and the seatbelt. Cars in the EU may not have the attachment hooks to allow the use of an Aussie seat, and EU child seats will not have the seatbelt path needed to secure them into an Aussie car without ISOFIX.

In 2013, Australia started accepting the use of ISOFIX attachments, and newer cars in Australia as well may have ISOFIX built in. However, the rules state ISOFIX attachments can only be used in addition to the top tether, a rather literal “belt and suspenders” approach. You’d thus think there were some seats on the market that did this, but I’m not aware of any, and even if you did find one, you’d have some trouble ensuring that your rental car was compatible.

automobiles – For how long can one leave one’s car parked in San Diego Old Town’s free parking lots?

Midavalo mentioned that there exist some free parking lots in Old Town in San Diego near the trolley that goes to San Ysidro border crossing. E.g. https://www.oldtownsandiegoguide.com/dayofthedead/parking2.html

Free and ample parking is available at the Caltrans parking lot at 4050 Taylor Street. It is free and open to the public all day both Saturday and Sunday and Monday after 5:00. It’s a great place to park, as the event begins just across the street!

https://www.tripadvisor.com/ShowTopic-g60750-i41-k5242108-Free_Cheaper_Parking_in_Old_Town-San_Diego_California.html mentions other free parking spots.

For how long can one leave one’s car parked in such free parking lots? 24 hours, a few days/weeks/months?

usa – How can I know whether my car with a California license plate will be granted entry to Mexico?

I read on https://www.borderreport.com/regions/mexico/chocolate-car-crackdown-underway-in-tijuana-starting-at-the-border/ (mirror) (published on 2020-08-18) regarding the US <-> Mexico land border:

In addition to regulating so-called “chocolate cars” in Baja California, Mexican customs officials have agreed to start refusing anyone driving one from entering the country.

“Chocolate cars” is a term used to describe illegally imported vehicles with U.S. license plates driven by residents south of the border. Many people in cities like Tijuana buy cars in border states such as California and never register them in Mexico, saving money on the fees. In turn, the country also loses money on these vehicles.But from now on, vehicles driven into Mexico will be subject to inspections at the border and will not be allowed to enter the country.

I’m unsure what residents mean in that context: do only Mexican residents with a California license plate get refused entry, and is the refusal systematic or unlikely?

italy – Do I need to pre-register my foreign car to drive in Milan’s Zone B?

The Area B traffic enforcement area is based only on poluttion/emission levels of the vehicle. There is no subscription/vignette available for this traffic zone, unlike the Area C for which the entry can be purchased.

What you have to do

In order to enter the zone (which is the largest in Europe) by its automated gates, you have to ensure that your vehicle is compliant with Euro X emission standards. In particular, LPG and electric vehicles are free to enter, and the X in the Euro X standard varies on the fuel type (gasoline vs diesel).

The emission levels are displayed in the vehicle’s registration card.

What they have to do

They have to match the license number of the car with the emission levels to issue a traffic ticket. The City Of Milan has access to vehicle registration data in Italy only.

If you drive a foreign vehicle, chances are that the Metropolitan Police is unable to obtain data in real time. Chances grow exponentially for Swiss vehicles as Switzerland is not a member of the European Union, and they only share stolen car numbers with the rest of the Schengen Zone.

unity – Simple Car Animation Acceleration Too Slow

I am trying to make a very simple car animation where using the arrow keys, I can make a car move around. I am using wheel colliders and some code that goes like this:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
public class Car_My : MonoBehaviour
{
 
    public float Motorforce, Steerforce, Brakeforce;
    public WheelCollider FR_L_Wheel, FR_R_Wheel, RE_L_Wheel, RE_R_Wheel;
 
    // Start is called before the first frame update
    void Start()
    {
       
    }
 
    // Update is called once per frame
    void Update()
    {
 
        float v = Input.GetAxis("Vertical") * Motorforce;
        float h = Input.GetAxis("Horizontal") * Steerforce;
        print(Input.GetAxis("Horizontal"));
 
        RE_L_Wheel.motorTorque = v;
        RE_R_Wheel.motorTorque = v;
 
        FR_L_Wheel.steerAngle = h;
        FR_R_Wheel.steerAngle = h;
 
        if(Input.GetKey(KeyCode.Space))
        {
            RE_L_Wheel.brakeTorque = Brakeforce;
            RE_R_Wheel.brakeTorque = Brakeforce;
        }
 
        if(Input.GetKeyUp(KeyCode.Space))
        {
            RE_R_Wheel.brakeTorque = 0;
            RE_L_Wheel.brakeTorque = 0;
        }
 
        if(Input.GetAxis("Vertical") == 0)
        {
            RE_L_Wheel.brakeTorque = Brakeforce;
            RE_R_Wheel.brakeTorque = Brakeforce;
        }
        else
        {
            RE_R_Wheel.brakeTorque = 0;
            RE_L_Wheel.brakeTorque = 0;
        }
       
    }
}

When I do this, the car moves but it accelerates too slowly. I changed all the values but I cannot get it to start at a faster speed. Any help is highly appreciated.

unity – How to detect which car T-boned the other in a collision?

The game has cars and collisions, and I’m trying to create the following system:

  • When a car T-bones another, the one getting T-boned is destroyed;
  • When the cars collide laterally (usually just bump into each other), a normal physics collision happens (and nothing is destroyed);
  • When the cars collide head-on, the lighter one is destroyed.

The cars are all instantiated from 1 prefab. This can’t be changed.

Car Setup

The main body sans the bumper has a normal, non-trigger collider and the dynamic Rigidbody. It has the tag “Destructible”.

A child object (which also houses the bumper model, but that shouldn’t matter) has a normal, non-trigger collider for the bumper. It has no Rigidbody and reports to the parent’s Rigidbody. It has the tag “Destroyer”.

1) The transform.forward solution

Get the transform.forwards of both cars and compute their dot product.

  • If the 2 vectors are opposite each other (or close to it), destroy the lighter car.
  • If the vectors are facing away from each other (or are close to parallel), let a normal collision happen.
  • If the vectors are perpendicular (or somewhere in that ballpark)… then I’m lost. How do I know which car T-boned which?

That brings us to the solution #2.

2) The ‘multiple colliders’ solution

Assign another collider to the bumper of the car and give it a separate tag (e.g. “Destroyer). As a consequence, give the other — main — collider a tag, too (e.g. “Destructible”).

  • If a Destroyer collider hits a Destructible, the latter is destroyed.
  • If a Destructible hits a Destructible, a normal physics collision happens.
  • If a Destroyer hits a Destroyer, destroy the lighter one.

But here, I run into an issue.

  1. You can’t have multiple colliders on the same game object. Ergo, create an empty child and attach it there. I won’t set it to Trigger, or otherwise it won’t detect collisions with another of its type (i.e. Destroyer).
  2. In order to destroy colliding objects, I need a script and an OnCollisionEnter() inside it.
  3. OnCollisionEnter() won’t run if neither of the game objects has a non-kinematic Rigidbody. This means I need to give the bumper colliders a non-kinematic Rigidbody.
  4. But if I give them dynamic Rigidbodies, they’ll just… float away from the car.

In other words, I need a way to create a 2nd collider but keep it firmly attached to the car. Furthermore, if the main collider covers it, then I need to exempt it from collisions with the 2nd collider (let’s call it the sub-collider), and I can’t use layers to do that or otherwise the sub-collider won’t detect main colliders on other cars.

If I don’t cover it, then I need the sub-collider to act as a normal physics collider, too, when it hits, for example, a wall, and not have the bumper sink into it. That means it needs a non-kinematic Rigidbody.

How can I solve this issue?

usa – How can I find the fastest path by car to reach a US state from a given US location?

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