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Laran Class Space Battleship

Laran Class Space Battleship
After a bout two months of building and tweaking, I'm calling this project complete for now. My first spaceship, the Mars class had been nice, but I wanted something even bigger. My style has been to name spacecraft after gods, so I went with Laran, the Etruscan god of war (thanks Wikipedia).
workshop link:
Photo albums:
https://imgur.com/a/fac7JQ4 - exterior
https://imgur.com/a/QRWpI64 - interior
https://imgur.com/a/R1B6GmL - weapon stats

Firstly, here is the obligatory (floating) marauder for scale. Though it's hard to do it justice, since the ship is large in all 3 dimensions.
The ship was designed without cost in mind, it's 6,941,528 RP, a lot of that tied up in battery costs. I wanted something that was different from the more traditional, long and thin spacecraft that often come up, and I wound up with a cross between a Terran battlecruiser and an aircraft. There are hundreds of Ion thrusters on this thing to keep it mobile, the AI is set up for 6 axis "point at target" mode, but it often overshoots by several km once it gets to speed. As a result, the main weapons are focused on the forward arc, but I eventually moved the main laser to a 360 degree turret (thanks laser update!) so it is quite potent from any angle. The ship operates around 1600m, but the PID allows for a lot of oveundershoot, so it will oscillate between 1400 and 1800 ish meters in combat.

thrusters on thrusters
The weapon systems are focused on different sizes and altitudes of target. The "Main" weapons are the PACs, large rail gun, the laser, 4 16in. rail guns, and 6 gigantic large missiles. The rail gun is fixed in a 3M mantlet in between the front "prongs," and can only really engage space targets. This rail gun is awesome, but impractical. The gun fires 500mm, 13.8m long solid/HE shells at 4033 m/s, close to mach 12. They have a 12m pendpeth fuse, 14k explosive damage, and over 1 million kinetic damage. Naturally, they are direct feed, which only left room for two ammo inputs - with a 206 second reload... So it does not fire frequently, which is good, as it uses 28% of the battery, with an overclock of 2, which comes out to 8,531,479 battery per shot. The recharge time is just under 70 seconds, which will allow for two "quick" shots until a long reload, assuming the batteries can handle it at the time. I threw a yellow tracer in the shell just to track when it fires. The recoil is a massive 42,657,000+ but it is fully damped with lots of 8m absorber spam. The gun uses the full 1400 component limit.
The PACs are also massive, each one has a total arm length of 4,705m, didn't go for the full 5K just because the turrets were getting a little too massive. They are set to impact damage, with a high amount of focus. They can reach out to a little over 9km, but I have them LWC limited to 4500m, as the damage drop starts to not justify the energy per shot at longer ranges. Each one uses 3,764,000 energy per shot, so they are major battery drainers as well. They are mounted on multi-piece turrets for a large arc of fire, but I have severely limited the angles to limit collisions, as I can't stand that aesthetically. At ranges of 2km or less the pair can do 200k-300k+ impact damage with a good hit. In testing, glancing blows can rip out long sections of the outer skin of targets.
Target is the \"Eclipse class star frigate\" by Palladium
The main laser does a lot of the damage, as it can aim in the entire lower sphere, and can aim upwards pretty far before it hits the ship. It is a continuous beam with a lot of pumps and frequency doublers behind it. It can output 53,400 damage damage at 58.3 AP. The cavities are spread across three different compartments and connected by transducers. The firing piece has a very long set of optics, and can still do 88% damage at 4000m, and 72% damage through 500m of water. It's very capable of engaging subs. The long range allows it to do damage to targets at up to 10km.
The heavy missiles are two 3 rail armored pods on the insides of the lift thruster pods at the ends of the "wings." The missiles are 28m long, and have radar guidance, and several turning thrusters, and after the missile update are surprisingly maneuverable. They pack 60,000 HE damage, and 420 fragments at 4751 damage. They can blow large holes in targets, and are effective out to at least 4km.
The 16in. rail guns are mounted in two twin turrets on the undersides of the "wings." They fire sabot rounds with dark blue tracers at 1,744 m/s. They can hit most targets below the ship, but they are set up with 3m mantlets, so they are somewhat limited. The rounds have very high AP, and they quite frequently pass clean through the target before all the damage can be transferred.
PAC, 1800mm CRAM, 16in. rail gun turret, and 14in. gun.
The "medium" weapons are 4 x 14in. APS, 4 x 250mm APS, 2 x 1800mm CRAMs, and 28 med EMP missiles. The 14in. (356mm) guns are in foward facing ball mounts, two in the wings and two in the front of the "gondola" at the below the center of the ship. They fire AP/frag pendepth rounds at 557m/s. The 250mm guns are below the bridge on the second deck level, and are in 4 more forward ball mountings with a high angle of fire. They fire HESH rounds at 491m/s. The CRAMs are 1800mm AP/HE/frag with no extra fusing. They fire at 187m/s and are limited to only firing at slow targets. They are there mainly for lobbing shells at space stations or similar. The EMP missiles are located in two angled racks in the middle of the ship. They upwards/outwards at a 40° angle. They also have a radaturning thruster setup. They have a good range, and can hit surface targets over a km or two (horizontally) away.
250mm guns, LAMS and missile interceptors
The "small" weapons consist of 10 x 25mm hypervelocity rail gun turrets, 3 x similar twin 60mm versions, a twin double barreled 155mm frag/flak turret in the upper rear, a quad barrel 155mm in the rear ventral position, 4 x twin barreled 8in. (203mm) APS in the tail, and 64 small missiles in the nose firing downwards. The rail guns are intended to intercept small targets like fighters or nuclear missiles. The 25mm guns fire at 3049 m/s, and the 60mm at 3503 m/s, that's mach 8.88 and mach 10.21 for reference. They fire solid AP rounds with gravity compensators to help with firing at targets in air. The idea was to fire rounds so fast they have a very low chance of missing, as opposed to saturating the target with a lot of fire. The smaller guns have .002° innacuracy, and can fire just under once per second. The larger ones have a .027° inaccuracy and take 4.7 seconds to recharge. Both have AA mantet setups, and they can collectively cover all angles of the ship. With the velocity and accuracy, they can reach out for many km. I threw in purple tracers to track where they hit.
Rear 155mm turret and 60mm turret on top.
There are 155mm guns on the rear arcs, mainly for defensive purposes, or for anything that slips behind it. There are two twin barreled guns in a turret in the top rear, and a quad barreled unit in the underside behind the gondola. They both fire frag/flak rounds at 454 m/s. In the tail there are 4 twin barreled 8in guns, which fire tandem heat shells at 330 m/s. The rear weapons don't see a lot of use, as the ship is fairly good at maintaining its facing at the main target. The small missile launchers are a pair of 32 tube units that fire straight down from just behind the nose. They are designed to target small fighters and small craft, and use turning thrusters to turn up to 122 deg/sec. They use active radar and APN guidance.

For defense, I have several LAMS systems, 5 30mm gatling CIWS turrets, shields, lots of smoke, and some missile interceptors. There are 12 LAMS power supplies, and nodes all around the ship, with a concentration on the front of the ship. The 5 CIWS guns fire flak at 1900 RPM. I added those to help take some of the load off the LAMS during large missile swarms. Two are on either side of the bridge, one below the main rail gun, and two on the bottoms of the engine pods. There are shields all around the ship, with a bias towards the front side. They are set to reflect, most are around 2.5-3 power, but some are up to 8 in more critical areas. Most of the thrusters are covered as well. The mode will switch to laser absorb when the laser detectors activate. I have also added large clusters of smoke dischargers around the nose, the wing areas, and the middle section around the 250mm guns. Testing showed where lasers were hitting most frequently. The continuous strafing movement during combat complicates things, but they do provide some protection. I was having some issues with large missiles getting through in testing, so I added in some missile interceptors. There are 12 in 4 three-shot pods, mounted in the nose, and under the bridge. They fire forwards rapidly, and use turning thrusters. I put radar decoys and flares on them to try to help attract enemy missiles to them.
To power al this, the ship uses a massive amount of batteries, with steam turbines and RTGs for power. There are also several backup generators that provide up to 107,200 power that kick in when the batteries are below 30%. The battery power is 36,774,000. The PACs and all the rail guns can quickly drain this though. There are 614 small boiler and turbine units that combined, can producer over 1,000,000 energy per second when fully spooled up. There is a LUA control that provides proportional control based on the battery charge level. There are also 39 3x3 RTGs in the "reactor room" that help keep things going, and can sustain the ship for movement.
My last spaceship can't do a water start, and I wanted this one to have the capability. To get this to move skyward, I added a large amount of big custom jet engines, 20 in total. There are 12 near the center of the ship, which have armored shutters on spinblocks that open when the engines should be firing. There are also two sets of 4 at the front and rear of the ship. Each engine produces 536,800 thrust. The ship can accelerate upward at up to 58m/s at higher air density, but slows down as it goes to help stop any massive overshoot. There is 2,952,000 fuel on board, primarily to get the ship into space, a large chuck is burned off during a low altitude start.

So far in testing, this ship has preformed well, so far the biggest issues have been overshooting the target, and the batteries getting dangerously low at times, but I have been able to partially correct those. I have yet to see it get close to being taken down, and it often comes out of battle with minor damage. I've downloaded a lot of other spacecraft from the workshop, but I find there's not a ton that is designed to operate at these altitudes, so the battles are often unfair. I'd love to see a real epic battle with something that can match it.


submitted by mcs175 to FromTheDepths

[SECRET] CHESS Technology Insert Program

The Combat Hardware Enhancement Solutions Suite Technology Insert Program

The end of the Second American Civil War affords a unique opportunity to integrate lessons learned by American Republic Forces into extant CHESS development. Additionally, new technologies and capabilities have recently become readily available, which can be used to improve certain systems already covered by the program.

Infantry Weapons

M4A2 Carbine Upgrades

As the State Defence Forces’ standard service rifle, the M4 Carbine saw heavy usage during the duration of the American conflict, but possesses several features that are in desperate need of upgrades. Likewise, the weapon’s 5.56 NATO has reached an evolutionary dead end performance-wise. Given the large number of M4s in service with the American Republic armed forces, complete replacement of these weapons would be cost-prohibitive. Instead, the American Republic has authorized upgrading the entirety of the M4 inventory to its M4A2 configuration, which replaces each weapon’s optics, hanguard, barrel, and bolt with modernized counterparts.
The standard-issue Trijicon M150 RCO and Aimpoint M68 CCO are both outdated optical systems. Both are to be replaced by the rail-mounted digital sight developed for the M17 ARBR. To enable direct video-streaming from the weapon sight, the Carapace helmet’s augmented-reality HMD will be converted into a smartglasses form factor. The wearable will also provide the standard infantryman access to information provided by the Battlespace Aspect Management System, increasing overall situational awareness.
The M4’s current “quad” Picatinny rail handguard system is directly-attached to the front of the barrel at the front sight. This means that any pressure exerted on the rails by the shooters will have a significant effect on the weapon’s accuracy. This problem is resolved by the installation of a Commercial-Off-The-Shelf (COTS) free-floating tube rail system from Pennsylvania-based Geissele Automatics. Following integration, the barrel will be unaffected by any pressure from the shooter’s grip. The tube rail also lowers overall weight of the weapon, makes it easier to grip, and allows for ad hoc creation of additional attachment space via direct mounting interfaces.
The .224 Valkyrie offers superior range, energy, and muzzle velocity advantages over 5.56 NATO while representing the upper bound of cartridges that can still be fired from an assault rifle on full-automatic without compromising shooter accuracy. Critically, the round’s similar form factor ensures compatibility with the majority of M4 components, allowing minimal changes to be made to adapt the weapon to fire it. Each M4A2 will be reconfigured with barrel and bolt replacements designed to accommodate the slightly-larger caliber.
To take advantage of the M4’s current firing mechanism, a .224 Valkyrie derivative of True Velocity’s 6.8mm composite-cased ammunition with a tungsten core will be developed. The inexpensive polymer case of each bullet will also reduce the overall costs and weight of M4 ammunition substantially, leading to advantages with both soldier endurance and logistics. The round is expected to enter service by the beginning of next year.
Each M4A2 upgrade is expected to cost under $200 dollars due to the large number of COTS components, and will be performed over the next year. With the M17 ARBR becoming the standard-issue rifle for Carapace operators, the entire M4 inventory will be reassigned for redistribution to unaugmented infantry.

Replacing the Squad Automatic Weapon

The M249 LMG is widely considered both heavy and unreliable, and is in dire need of replacement. The American Republic plans to completely retire the weapon, and has formally selected AAI Corporation’s proposal for the Next Generation Squad Weapon (NGSW) Program as its replacement.
The M250 NGSW-AR is a fully-automatic belt-fed Squad Automatic Weapon (SAW) designed to fire 6.8mm Cased-Telescoped (CT) or Caseless ammunition. Each CT round uses a lightweight polymer shell to fully envelop a tungsten-core projectile, leading to reduced overall length and weight compared to its predecessor. As the system is also significantly-louder than the weapon it is meant to replace, the M250 can also be rigged up with a removable suppressor and flash hider, as needed. The NGSW-AR also rail-mounts the digital sight developed for the M17 ARBR, and offers full compatibility with BAMS-integrated smartglasses.
At a price point of $4500 each, the American Republic plans to issue the M250 to all automatic riflemen over the next year.

Anti-Materiel Rifle Procurement

The protection offered by powered armor infantry systems has far outpaced the stopping power of standard-issue weapons. As global proliferation of these exoskeletons throughout modern militaries continues, unaugmented American Republic infantry will require a high-caliber, anti-materiel solution for the modern battlespace.
Arizona-based K&M Arms, Inc. has been offered a single-source contract to produce the Leader 50 A1 (the latest iteration of the MICOR Leader 50) as the American Republic ground forces’ Designated Marksman Rifle of choice. Touted as the world’s shortest and lightest .50 BMG rifle, this highly-compact semi-automatic anti-materiel rifle will be distributed to all SDMs over the next year, providing much-needed firepower to American Republic fireteams. Under a hundred centimeters in length, the bull-pup configuration of the weapon makes it ideal for maneuvering through dense urban environments. The rail-mounted digital sight developed for the M17 ARBR is installed as the weapon’s default optics solution, though operators will also have the option to use the advanced long-range targeting system designed for the MK 26 RAMSAW. Each Leader 50 A1 will be procured for issue to our squad designated marksmen at a per unit cost of $6800, based on manufacturer specifications. Similar to the M4A2, the weapon is slated to fire a tungsten-cored .50 BMG derivative of True Velocity’s composite-cased ammunition, lowering ammunition costs and weight.

Armor Advancements

Scale Mk2

Originally developed by GDLS as part of the Carapace ecosystem, Scale composite plate provided superior lightweight protection for American Republic infantrymen during many of the Civil War’s pitched conflicts. During the Battle for Dallas-Fort Worth, it was observed that graphene elements of the composite plate could be rendered flammable under extremely specific circumstances, and is suspected to be one cause of several first-degree burn casualties. To reconcile this inherent danger, Scale Mk2 has been developed with the help of the Massachusetts Institute of Technology with aims to replace most carbon-based components with flame-retardant Boron Nitride equivalents.
One-dimensional forms of boron (including two-atom-wide ribbons and single-atom chains) have mechanical stiffness on a par with the highest-performing known nanomaterials, but what makes them most interesting is their unique transformative capabilities. 1D Boron possesses two well-defined phases which are fully interchangeable, allowing a chain to transform into a ribbon and back again in a process known as “reversible phase transition.” If metallic ribbons of boron are stretched, they morph into antiferromagnetic semiconducting chains, and fold back into ribbons when released. This flexible property to shift between phases allows 1D Boron to act as nanoscale, constant-force springs.
MIT’s techniques for the fabrication of large-area hexagonal boron nitride thin films can be leveraged towards the industrial-scale production of various Boron Nitride nanomaterials. Of specific interest to the improvement of Scale are borophene and boron nitride nanothreads, which can be used as direct substitutions for graphene and diamond nanothread fibres in the original design without impacting ballistic protection. Other Boron Nitride nanoscale technologies that MIT plans to explore as part of the initiative include the development of Boron Carbyne Complexes, Boron Nitride Nanotubes, and Boron Fullerenes, which may be used for further reinforcement of Scale Mk2.
Development of Scale Mk2 also includes an explicit derivative expected for use on heavy combat robots and light armored vehicles. Based around an electric armor solution, this heavier Scale Mk2 variant consists of two electrically-conductive graphene-gilded ceramic armor shells separated by an insulated borophene-boron nitride nanothread composite plate. The outer layer of graphene film remains electrically-charged by the platform’s onboard power, whereas the inner film stays grounded. If a shaped charge penetrates both shells, the metallic jet forms a bridge between the conductive graphene layers, causing the stored electrical energy to discharge rapidly and vaporize the penetrator before it can do further damage. This allows heavier variation of Scale Mk2 to provide a level of protection similar to reactive armor solutions at a much lighter overall weight.
Both flavors of Scale Mk2 are expected to roll out across American Republic State Defence Force and Army National Guard units by 2045, with upgrades expected to Carapace armored exosuits, light armored infantry carriers and logistical vehicles, and heavier combat robots over the following year.

Modular Organic Directed-Energy Active Protection Suite Enhancements

UV SHiELD technology will be integrated into MODEAPS to enhance the effectiveness of its onboard high-energy fibre laser. By installing a miniaturized frequency doubler module, the suite will receive greater effective ranges in its C-RAM and Counter-UAS applications. MODEAPS’ umbrella of protection can therefore be expanded around each platform, with the directed energy weapon putting more energy onto incoming targets at further distances.
To provide even further protection, MODEAPS will also be fully-integrated with Raytheon’s Quick Kill 2.0 APS solution, which provides the system with a launcher module containing 8-16 interceptor missiles.
Provided integration of the UV laser and Quick Kill technologies is successful, MODEAPS deployment is expected to occur without disruption.

Combat Robotics

Carapace Evolved

Carapace Exoarmor has proven itself as an indispensable tool for infantry protection over the entire course of the Second American Civil War. Aside from a rework of the Scale protective layer, several upgrades have been proposed for the powered armor suit to increase its overall utility for future combat scenarios.
Notably, Block II will be able to function completely independent of human operators, transforming the Carapace Exoarmor into an autonomous, armed bipedal robot. Modifications have been made allowing a standing suit of powered armor to quickly envelop an infantryman, allowing biometrically-authorized operators to rapidly don or shed the exoskeleton as needed. Each Carapace suit will also house a sub-sentient artificial intelligence created from a development branch of the BAMS AI known as the Information Verification Agent - Navigation Autonomous (IVA-NA). IVA-NA is capable of independently managing the Carapace Exoarmor’s movement and weapons based on operator directives issued by either encrypted data links or verbal command cues, and is capable of acting as a literal force multiplier on the battlefield.
The Carapace Exoarmor system will undergo a significant amount of waterproofing for its onboard electronic systems, superconducting electrical motors, and Li-Air battery system. Following the integration of these measures, the powered armor set will be rated to operate after being submerged up to eight feet in either fresh or salt water, allowing it a broader set of applications.
Following the seizure of former United States satellite control centers, satellite datalinks have also been included as part of the expanded BAMS netrocentric warfare suite, offering enhanced situational awareness for Carapace operators.
Carapace Block II upgrades of existing systems are expected to cost $50,000 per unit, with a sticker tag price of $300,000 per net new build. Upgrades are to be undertaken over the next three years.

Auxiliary Mobile Independent Ground-combat Operative

The widely-available KineAssist 2.0 serves as a COTS base platform for the development of the Auxiliary Mobile Independent Ground-combat Operative (AMIGO). Primarily designed as a point man for dynamic entry during breach and clear operations during urban combat, AMIGO is a highly-resilient bipedal combat robot. Operated by a sub-sentient artificial intelligence, AMIGO is designed to remain fully operational even while taking severe punishment thanks to a large number of armored and redundant systems.
Heavily-armored Li-Air batteries are used to power Bodine Electric Company-sourced superconducting electric servo-motors tuned for maximum torque, giving AMIGO augmented upper and lower body strength. The onboard Li-Air electrical storage system is also used to provide charge for Scale Mk2 Electric Armor plating, which reduces the robot auxiliary’s susceptibility to blasts and shaped charges from ATGMs, allowing it to quickly enter after a breaching charge. AMIGO is shielded against EMP attack, with faraday cages placed around all sensitive electronics. The robot is also hardened against cyberattack, with a pad-based QKD exchange required prior to entering the combat zone to confirm the identity of its handler.
Each AMIGO carries the M17 ARBR as its standard armament, reconfigured to use a high-capacity drum magazine. The AMIGO is also able to carry up to six spare drums on its person, and can also be issued other firearms and heavier weapons by its handlers. The highly-adaptable artificial intelligence and built-in gyroscopic stabilization provides the AMIGO with excellent marksman-like precision on a wide range of ordnance, allowing the robot’s payload to be customized based on mission profile.
A trio of 8K resolution 360-degree IR, UV, and visual light optical cameras, multiple acoustic gunfire locators microphones, and miniature weapons locating radar arrays deliver sensor-fused all-aspect awareness in the cluttered urban environment. Quantum-encrypted BAMS-integrated laser and radio data links can be used to stream high-definition video and radar imaging directly to the HMDs of Carapace operators, allowing for increased situational awareness of human operators.
The AMIGO also maintains an internal self-destruct mechanism based on M18 Claymore directional fragmentation anti-personnel mines. Using a targeting system derived from the Iron Curtain APS, a crippled AMIGO is able to detonate up to twelve charges in a 360-degree arc, firing steel balls and shrapnel towards targets within a 100 meter radius. The AMIGO’s onboard AI is used to discriminate between targets, preventing friendly-fire incidents.
AMIGO is designed as an expendable robotic auxiliary, and is expected to maintain a unit cost of $8000, thanks to a large number of COTS components. 50000 orders for AMIGO units have been placed after development completes in three years, for manufacture in GDLS factories.

Tactical Heavy Unmanned Ground System

The American Republic’s Phoenix Combat Teams operated almost as a live-fire testbed for combat robotic solutions. One capability that the 1st and 2nd Phoenix found they lacked during the Siege of Dallas was a heavyweight weapons system capable of scaling difficult (and damaged) urban terrain.
The Tactical Heavy Unmanned Ground System (THUGS) is an upscaled derivative of the Boston Dynamics’ Legged Squad Support System designed to operate as a heavy fire support platform in urban combat environments, though modified to act as a hybrid wheeled-legged Unmanned Ground Vehicle (UGV). THUGS maintains a low profile, low center of gravity spread on four pylons for maximum stability, and minimal target area to support its mission profile.
The UGV's four wheeled-leg retractable modules enables mixed-mode operation, allowing THUGS to alternate between rapid wheeled deployment on paved roads and excelled legged mobility on uneven terrain. Utilizing powerful superconducting servo-motors sourced from the Bodine Electric Company, the quadrupedal THUGS is able to operate on internal high-capacity Li-Air Battery stores for up to 168 hours of continuous operation, with sensitive electronics shielded by Faraday cages. The robot is passively protected by a combination of E Ink-based Dynamic Camouflage and the electric armor variant of Scale Mk 2, and mounts the Quick Kill-integrated MODEAPS system for active protection.
Each THUGS unit utilizes the same sub-sentient AI, quantum-encrypted BAMS-integrated laser and radio data links, QKD authorization system, 8K 360-degree optical camera suite, acoustic gunfire locator system, and weapons locating radar found in the smaller AMIGO, offering shared logistical commonality.
Each THUGS unit is intended to be highly-modular with multiple configurable packages. In its default state, THUGS provides heavy logistical support and can carry up to 1000 kgs of ordnance. The quadrupedal robotic system can be modified to equip Belt-fed Automatic Grenade Launchers, Heavy ATGM/HE-fragmentation Missile Pods, or set of MANPADS on an automated RCWS, depending on mission parameters.
Boston Dynamics estimates a per-unit cost of $800,000 for each THUGS, with the development timeline spread across four years. The American Republic has placed an initial procurement order for 500 units for delivery to various ground forces.
submitted by King_of_Anything to worldpowers

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