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#Battlefield6 Season 3 'Blastpoint' begins June 9th. 🗺️ New Map: Cairo Bazaar 💣 New Mode: Obliteration 🔫 New Weapon: PP-19 📡 New Gadget: Handheld Jammer 🔧 New Attachments: #00 Buckshot and Cryogenic Barrels 🪖 New Bonus Path: Explosive Charge 🪂 Solos for Battle Royale Cairo Bazaar A reimagined version...

41,615 просмотров • 2 месяцев назад •via X (Twitter)

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#Battlefield6 Season 4 - 'Top Gun' Cinematic Trailer 📽️ August 18th 🗓️ "Battlefield 6 joins g-forces with Top Gun in the most significant seasonal event yet. Take on two new themed modes, Gauntlet: Fighter Sweep and Carrier Strike, and step into the boots of iconic Top Gun characters in the new squad unit, CJTF Helix. Reach new heights with event challenges, themed cosmetics, and a new limited-time currency, all built for aviators to master their skills in the skies. Jump in the cockpit and prepare for takeoff." 2 New Game Modes 🚢 Carrier Strike Carrier Strike is a new mode where both teams fight to destroy the enemy carrier. Capture key sectors across the island, deploy vehicles, and create openings for pilots to strike deeper into enemy territory. As the carrier takes damage, the battle escalates with a final objective inside the vessel, turning the match into one last coordinated assault to finish the fight. 🛩️ Fighter Sweep Fighter Sweep arrives in REDSEC as a new Gauntlet mission. Take down enemy jets and destroy stockpiles placed across the playspace to build your team’s score. Challenge rivals in a dogfight, dive on objectives, or break away under pressure while your squad looks for the next opportunity to take the lead. 2 New Two-Seater Jets ✈️ F/A-81F Super Spectre Bring your wingman. Soar across the battle in this 2-seat Top Gun jet, and dominate every dogfight whilst striking enemies from above. ✈️ F-74A Seacat Optimize your altitude. This twin seater Top Gun fighter jet is equipped with swing-wings, adapting the aircraft for every flight and every fight.

Battlefield Bulletin

44,460 просмотров • 7 дней назад

I played Modern Warfare 4 early! Here are my major takeaways and a video showing 4 brand new maps. ✅New campaign sounds like a really fresh approach. South Korea is being invaded by North Korea and it's allies, you play an American solider embedded with South Korean soldiers ✅Guns are fundamentally changing with a new "weapons first technology called Ballistic Authority. Bloom is removed completely. Wherever the barrel/reticle is aiming, that's the trajectory of the bullet, among other big changes to visual feedback, visibility, more realistic weapons handling, etc. ✅12 6v6 maps day one, with a few other maps for larger game modes, plus a new dynamic map for Gunfight modes that changes layout in between rounds ✅Omni-movement is GONE, but mantling, sliding and overall movement is faster and more responsive. You can go into a slide straight from a mantle, you can hang on ledges, shimmy on ledges and peak over with your gun ✅When you max out a gun, you unlock its Apex Attachment. This completely changes how a gun works, or adds a secondary fire. For example, explosive shells for a shotgun, or throwing knives attached to the frame of a rifle, etc. Really cool addition. ✅DMZ IS BACK! But this time, it's a major focus and not a beta. Described as a living sandbox set in a massive conflict zone. Players can negotiate, team up and betray (similar to Arc Raiders) Overall, I think the success of Modern Warfare 4 lives or dies with the new DMZ mode. If this mode is well received, it could bring old players back and introduce non-cod players to the game and has the potential to get Call of Duty in a much better place.

Blue Thunder 🔜 GAMESCOM

549,340 просмотров • 2 месяцев назад

#Battlefield6 Season 4 'Top Gun' - Carrier Strike Mode Overview 🚢 "Carrier Strike is a reworked version of classic Battlefield modes Carrier Assault (Battlefield 4) and Titan Mode (Battlefield 2142). Your objective is to take control of Strategic Surface-to-Surface Missile (SSM) batteries to weaken the enemy fleet, then lead the final, decisive assault to bring their carrier down (NATO's USS Grant and Pax Armata's PXS Condor)." The Basics Carrier Strike preserves the fun and spectacle of a large-scale assault on an aircraft carrier, while adding 'new and exciting ways' to get the job done. 🚢 Carrier Strike is playable on the Tsuru Reef's map. 🚢 32v32, single-round mode with a 30-minute timer. 🚢 Your goal is to reduce the enemy carrier's HP to zero or to destroy their M-COMs when they become available to detonate. A game also ends automatically after 30-minutes; the team with the highest carrier health wins and draws, while designed to be rare, can be achieved if both carriers have the exact same amount of health. 🚢 Your carrier serves as your mobile HQ and your primary target. In addition to the flight deck, where you can launch jets off for maximum altitude, the carrier includes an interior Headquarters spawn area and M-COMs. When a carrier takes damage, note the smoke, hull damage, and debris. When it drops to 50% health, it enters a "critical state” where an explosion rocks the deck, and the interior M-COM rooms become accessible from the water. "A carrier can be damaged by multiple means, but is primarily impacted by SSM batteries, five in total scattered around the map like Conquest flags." 🚢 Teams can control the SSM batteries by capturing them (remaining in its control area for a short period of time) and keeping them from enemy control. 🚢 SSM batteries periodically fire missiles at the enemy carrier, dealing consistent damage every 15 seconds. When a battery changes ownership, its firing cooldown resets, so it is possible to stop an upcoming salvo by capturing a battery before it fires off. 🚢 In addition to causing significant carrier damage, controlling the majority of SSM batteries also grants your teams access to automatic AA emplacements. This can disrupt incoming enemy aerial vehicles alongside your squads infantry and vehicular anti-air means. You can also damage the Carrier by direct fire, including explosives and weapons mounted on vehicles. "Direct damage is the other means of destroying the Carrier prior to its critical state. Jet bombs, explosives, tank ammo, and shoulder-fired launchers fired directly onto the enemy carrier’s deck or hull cause damage. However, among all these damage sources, jet bombs deal as much damage as the missiles from SSM Batteries, so consider putting your best air-to-ground specialist on strafing run duty." 🚢 Finally, once the carrier is in a critical state, its M-COM stations can be directly accessed and primed for detonation. At first, one M-COM room opens up to those invading by sea, while the Headquarters spawn allows the defending team to move immediately into the room after respawning. Once that M-COM is destroyed, a set of blast doors open to the other M-COM in the Carrier’s main reactor room.

Battlefield Bulletin

80,036 просмотров • 7 дней назад

“DroneBuster gives a chance to the assault trooper! We continue working on individual anti-drone defense means. About a month ago, we met a military-civilian team that developed the "DroneBuster" complex – a muzzle attachment for the AK and ammunition that allows destroying enemy FPV drones at close and medium range. The main feature of the "DroneBuster" is that it works with standard combat cartridges! You can fire bursts without removing the muzzle attachment. The AK barrel does not get dirty! Reloading is simple and fast! And the attachment itself is "eternal." Engineers from "Interbrigades" participated in refining the ammunition by designing a container that can be 3D printed. This will significantly reduce the cost and speed up the production of charges, partially allowing them to be made directly in units. In the video – the test results of the upgraded ammunition. As you can see, if each member of a 3-4 person assault group has a "DroneBuster," FPV drones have almost no chance to hit the fighters. The ammunition is a container with a powder compartment and a shot compartment, connecting to a special steel tip. The weight of the shot in the ammunition is – about 80 grams. For comparison: the maximum shot weight in widely used 12-gauge hunting cartridges is only 37 grams. Hence, the "DroneBuster" provides an order of magnitude better anti-drone defense effectiveness. Not all units have the opportunity to train fighters in shooting smoothbore weapons at flying targets to achieve high accuracy. The "DroneBuster" allows hitting drones without special training. It is much easier to hit FPV drones with it. The products have already been well tested during numerous combat missions, but they are catastrophically few! The "DroneBuster" is vitally necessary for hundreds of units. Not only assault groups – also securing and evacuation groups, supply personnel, and PVN. Existing production and financial resources are no longer enough to meet the increasing requests as the product spreads. And this is just the beginning. It is necessary to multiply the production of "DroneBusters" and disposable steel tips for ammunition. Also, tons of shot are required. Waiting for help from the state is already pointless. If you know a manufacturer, volunteer team, or sponsors who can participate in this initiative – tell them about the "DroneBuster" and ask them to contact us via the bot @interbrigady_bot. Our own won’t come; we are all our own!

ULYANA STRIZH 🇷🇺🇷🇺

48,513 просмотров • 8 месяцев назад

Now that I'm 80 hours in and have completed Rinacita, I want to give my thoughts on Wuthering Waves as a whole, both from the perspective of a new player and as someone who hates the gacha monetization model. When I first started I was told that 1.0 (The first arc/region of the game) was mid. I disagree with that sentiment. While the first 7 or so hours were bogged down a bit by lore terms and exposition that often left me confused, around Yinlin's companion quest is when I started getting invested and upon reaching Mt. Firmament (10-15 hours?) I was locked in. What I WILL say, is that the first arc of the game is mid in COMPARISON to what the game offers and becomes later on in every single regard, writing, dialogue, gameplay, music, map/world design, everything. Rinacita is truly a game changer and you can see the game's budget increase in real time with higher quality animations and cutscenes, as well as the map basically being an entire game on top. Every single companion quest without fail has ranged from solid to great, even making me tear up on a few occasions (Encore lol) and making me care about characters I never thought I would. They're truly a highlight and the writing is what makes this game go from just playing with attractive characters to playing with characters you actually care about. The sheer amount of content this game offers is absurd with both varying forms of short/long form content. It's hard for the game to feel repetitive when it gives you a new character to play as or constantly introduces new mechanics. (puzzles, traversal, combat challenges, bosses, etc) Even 80 hours in there's constantly new mechanics being introduced to me. The combat and team building is great, simple but with a level of depth that allows for some player expression (especially newer characters) and the various Forte's and movesets of the characters are both satisfying and incredibly flashy. The audio design specifically on some attacks is very punchy like Chisa's ult. The game is also just, gorgeous. The art design for everything in Wuwa is stunning, the map sizes are huge with varying biomes and the heights you can fly can be jaw dropping at times. Almost every location is screenshot worthy and the music does a lot of heavy lifting to, especially once you get to Rinacita. Wuwa just might also be the most F2P friendly Gacha that exists and while I stand by the idea that every game (including this one) would be better without gacha systems I have to give credit where it's due. It is INCREDIBLY generous with summoning currency (asterite) and I'd even wager to say, due to the store prices being absurd (If I remember correctly it's about $25 for 1 multi-summon) unless you're very well off it's a horrible decision to spend money for summons in this game when you could easily grind that in 2-3 hours of gameplay. Not to mention the pity system being very favorable and lenient. Even if you find yourself playing with mostly base characters for 40 hours (like I did because I didn't know you got more asterite from exploring than doing quests) the game is constantly giving you new characters to temporarily play as in quests to stop combat from getting too repetitive. Once again the characters are a massive highlight, in design, gameplay and writing, this is quickly becoming one of my favorite worlds where every arc introduces new favorites for me. I find myself enjoying where Rover is being taken as a character and that she's starting to speak more and more, slowly seeming to become less of a self-insert even if she'll always be that to an extent. I'm not going to lie to you and say the story is some unique masterpiece that avoids all tropes. It's not, you've likely seen similar stories told, but it executes everything at a high level and accomplishes what it's trying to do. The biggest flaws are the file size and the prices of the in-game store, as well as it's nature as a gacha game. Even if it may be the most generous one. The actual optimization of the game I find is solid, on PC with a 4060 I run on almost max settings and get 70+fps even with how massive the world is. The starting few hours can also be slow and exposition heavy with lore-terms you don't understand. Leaving you confused and disconnected for awhile, even later on in Rinacita the dialogue can stretch on for too long sometimes which can be a pace killer, but it doesn't ruin the quality of the stories it's trying to tell. From what people say I haven't even gotten to the best part of the game and I'm very excited! If I were to give a current rating, it would be a 8/10 and as long as you don't spend money on summons, I would recommend at least giving it a try.

🎮𝙆𝙖𝙞𝙮𝙖🎮

100,729 просмотров • 2 месяцев назад

Marc Andreessen on the 3 things he looks for when investing in a startup The first thing Marc Andreesen looks for is a big market: “Is there a big existing market that you think you can go after and displace incumbents? Or do you believe there will be a new market that will be big?” The second thing he looks for is a 10x better product: “Is there a fundamental technology or economic change that justifies a new company? And the way I always think about that is: Is there a 10x change happening in the technology landscape? Is something 10x faster, 10x cheaper, or 10x better? If it’s not 10x, we as both VCs and entrepreneurs have to ask ourselves if it’s really worth doing because it’s really hard to start new companies . . . Existing companies are usually pretty good at what they do. So for a new company to exist, it has to bring a product to market that’s so much better than what exists that it punches through the status quo.” The third is the team: “Is the team outstanding? . . . You want to have a founding team of complementary skillsets. You want to have at least one super strong technologist — quite possibly more than one. Some of the best startups are actually more than one founding technologist. And then it often helps to have someone who is a marketing or salesperson who has a really good understanding of business.” Marc believes that you need all three of these, but if you’re going to compromise on one of those as an investor, it should be the product: “A great market is a lot easier to make up for with iterative product execution. The problem with a poor or small market is that even if you do a good job on the product, there just aren’t that many customers so it’s hard to ever get big and people get demoralized . . . And then we evaluate the team of a startup by its ability to get into a big market with a good product.”

Startup Archive

17,333 просмотров • 6 месяцев назад

Marc Andreessen explains the 3 Necessities for Start-up Success: "The general criteria for a successful high-tech startup, in my view, you see different sort of rules of thumb from different people. But the three big things you always come back to are, is there a big market? And by the way, that comes in two parts. Is there a big existing market that you think you can go after and sort of displace incumbents or do you believe there will be a new market that will be big? So big market. Is there a fundamental technology or economic change that causes you to basically justify having a new company? And that's really important. And the way I always think about that is, is there a 10X change happening in the technology landscape? Is something 10X faster or 10X cheaper or 10X better? And if it's not 10X, we as both VCs and entrepreneurs, we really have to ask ourselves like, is it really worth doing? Because it's really hard. I mean, it's really hard to start new companies. new companies generally shouldn't exist. Existing companies are usually pretty good at what they do. And so for a new company to exist, it not only has to like come in and go into business and bring a product to market, but it has to bring a product to market that's so much better than what already exists that it punches through the sort of status quo. And most customers in most markets are pretty happy buying from the current suppliers and so there has to be a real kind of edge on the thing and we look for that in either a technology change, usually a technology change or an economic change. which are often the same thing. And then the third is team. Is the team outstanding? And if you think about this as an entrepreneur, it becomes a question of the founding team. Some companies are solo founders and they can work, but generally most of us, like myself, we're human beings, we're mortal. You want to have a founding team of complementary skill sets. And so you want to have at least one super strong technologist, quite possibly more than one. Some of the best startups are actually more than one founding technologist and then it often helps to have somebody who's like a product or who's a market or sales person or has a sort of really good understanding of business on the team, certainly helps a lot. And so we sort of look at market, product, and team. And the reality is you need all three. I would say, interestingly, if you're going to compromise as an investor, if we're going to compromise on one of those, it would actually be the product. And the reason I say that is because a great market is a lot easier to make up for with iterative product execution than a poor market. Because the problem with a poor market, a small market, is even if you do a great job on the product, there just aren't that many customers. It's hard to ever get big."

Founder Mode

39,005 просмотров • 7 месяцев назад

wen Dookey Dash? [long, sorry] some updates: The competitive part of Dookey Dash is pretty well cooked and many of you have gotten a chance to playtest the game in some form, either at NFT Paris, in Dubai at Token2049, or as part of our gaming council. THANK YOU for being part of testing and dealing with bugs as we QA the shit out of the game. A not-final build of the game is currently live in the Philippines and Australia for testing. This version is missing a ton of features we’ve been busy building with Faraway, as well as many completed parts of the game that we can’t push live until Season 1 begins. What are we adding? A bunch of things to make the game more casual-friendly. Stuff like: -NEW MAPS: More to explore than just the same 'ol sewer -ARCADE MODE: A new objective-based game mode, with clear conditions for progressing (like "dash through five walls to win," etc). Arcade mode is broken up into levels, and achieving goals gets you progress on the map and onto the next stage. Basically, think Candy Crush. -CHAMPIONSHIP MODE: This is the good old leaderboard-based DDU for hardcore players. -WEEKLY TOURNAMENTS: Compete in weekly tournaments to win boxes featuring new characters, vehicles, banners, etc. Opening up boxes will grant you Dookey Points, which you can spend to spin for a chance at a Golden Plunger – you’ll need a Golden Plunger in order to compete in the $1m esports championship at the end of the season. -DAILY QUESTS: Rotating set of quests with a range of possible rewards It’s a LOT of new upgrades to Dookey Dash, all with the aim of making the game fun for everyone and not just twitchy nerds with fast reflexes. Looking forward to getting my mom to play. All that said, I don’t want to push this sucker live until I feel like we’ve got the best game possible. Good news is, all the new features will be out of dev later this month, and we’ll be able to give an update on launch date then. Some very work-in-progress screenshots and vids here. [last tweet]

Garga.eth (Greg Solano)

68,247 просмотров • 2 лет назад

The Skif is a very smart move, and honestly, it makes a lot of sense for Ukraine right now. Working here in Ukraine, I have spent a lot of time on and around M113 armored personnel carriers. They are not perfect, and nobody is going to pretend they are the most advanced thing on the battlefield. But what they are is reliable, simple, easy to maintain, and able to move troops where they need to go. In war, those things matter more than people sometimes realize. What the Skif appears to do is take the best parts of that old proven concept and improve where it matters. Better protection, more modularity, more options for weapons systems, and a platform that can be adapted into multiple battlefield roles. That is exactly the kind of thinking Ukraine needs. One of the biggest problems in war is running too many different vehicle types with too many different parts, maintenance demands, and training requirements. A modular platform helps solve that. If one vehicle family can handle troop transport, support roles, casualty evacuation, command functions, and other missions, it makes life easier for logistics, mechanics, crews, and commanders. The video I shared last year from Rafael Advanced Defense Systems showed exactly what can be done with these older platforms when modern thinking is applied. It highlighted the potential for upgrades in protection, mobility, firepower, and battlefield technology, proving that an older armored vehicle does not have to stay stuck in the past. I am sure the Ukrainians are looking at the same reality with their domestically produced version. Take a proven concept, improve what matters, modernize it for today’s battlefield, and build it locally so it can be sustained during war. That is smart thinking, and that is how you turn a practical platform into a highly effective combat vehicle. The Skif looks like another step in the right direction. Слава Україні. Героям слава. 🇺🇦

(TCAG) Командир Бред Кроуфорд (CDR Brad Crawford)

76,982 просмотров • 4 месяцев назад

Finished Pragmata. Genuinely a beautiful experience. A story about the family we choose instead of the one we are given. An inhuman girl on a different world learning what it means to be human, and an Orphan passing on the love his adopted parents gave him by doing the same for her. Certainly a game of the year contender, Pragmata has no fluff, bloat or instances of slow pacing. It offers a unique take on 3rd person shooter combat, blending it with a hacking mini-game that on paper sounds tedious and annoying, but somehow ends up being both creative and fun. Hugh and Diana are two halves of a whole, both in gameplay and the narrative. They don't work without each other, all of Hugh's weapons fulfill different roles inside the sandbox making no two options the same. Diana's hacking mods encourage strategy, quick thinking and moment to moment decision making without halting the fast paced combat. It's a system I don't think we've ever really seen before and the fact that Capcom was able to both make a hacking minigame that's fun instead of tedious and interweave it with real time combat without ruining the pacing, is truly a testament to how much creativity and thought went into the game design. The levels all encourage backtracking, have a ton of verticality and always remain a decent size so sections never drag on for too long, in fact I'd argue some sections of the game could've been longer. The small puzzles around levels or in training are less designed for challenge and more-so to breakup the combat, so you'll never be spending a lot of time frying your brain on any of them. The enemy design is varied and you have to approach all of them differently, using different weapons and hacking mods which are more useful on some than others, and the fact that all weapons (except your primary) and mods have very limited ammo means you'll be carefully considering what weapons/mods you use on what enemy, instead of randomly blasting any you come across with your strongest weapon. There's a good variety of unlockables as well, outfits for Hugh and Diana, new weapons, mods, the stuff you would expect, all the way up until you beat the game which will give you rewards to use in NG+, there's a good amount of stuff to play with and the customization is solid. If I had a few criticisms, I'd say I wish we got at least one more primary weapon and maybe a few more unique looking suits for Hugh, since some of them are borderline color swaps. The story is a fantastic one, character driven rather than plot driven. Hugh and Diana's adopted father/daughter dynamic carries the game on it's back, Hugh guiding and teaching Diana what it means to be human, providing her the small glimpses of joys that earth can provide and giving her the parental guidance and love she never received, just as his adopted parents did for him. It's all about the small character moments between these two. I teared up on multiple occasions, especially the ending which was heartfelt, satisfying and conclusive. Whoever decided that some of the collectibles would just be toys for Diana needs a raise, it might be the most sweet, wholesome collectibles in any game I've ever seen. I found myself wanting to find them just to watch Diana be happy and get her to draw more cute pictures, it's really the cutest thing. The music, art style, visuals, all of it is great though there's only two tracks that really standout in my mind and they both come at the every end. The game is on the shorter side, I did all available content and beat it within 13 hours, but NG+ offers additional content and beating the game unlocks a new mode, so there's still stuff left to do and new toys to play with. The shorter runtime encouraging replayability. This is what we needed, a cool new I.P with creative, innovative mechanics, a heartwarming story in an interesting new world and likeable new characters we all want to root for. Pragmata fucking slaps. 9/10.

🎮𝙆𝙖𝙞𝙮𝙖🎮

22,966 просмотров • 4 месяцев назад

I built an app in Softr for the HVAC industry to solve some crucial problems. The problem is that those in the HVAC industry and similar industries like construction, plumbing, and electrical do not have one source of truth where: 1. Their clients can request for thier services. 2. Clients can be onboarded after they make a payment. 3. They store the information and bio data of their technicians. 4. They assign tasks to their technicians. 5. Technicians can track onsite jobs with pictures in real time of when working. 6. Clients see the progress of their projects. 7. Invoices and quotations from paid clients can be tracked. 8. Technicians borrow assets from the company, and they can be tracked. 9. There is a database where every individual, from technicians to admin and clients, are all stored. 10. Login details from every individual are secured and they can only see things that are their business without seeing that of another person, be ita technician or a client. These and many more are what people in these industries face as a challenge. I came up with a solution that addresses all these problems. I built a workflow that also auto-populated the users table in the database with technicians and clients when the records are filled in the technician and client tables, respectively. There is also a workflow that sends an email to the admin when a client makes a request from the portal. Taking advantage of the database, workflow, and portal gave a full-blown application for the HVAC industry. If you are in the construction, plumbing, electrical, or HVAC industry and you need a similar build, reach out, and I will be more than happy to replicate this for you or something similar in Softr.

Ada || Airtable, Zapier & Make.com

26,724 просмотров • 8 месяцев назад

Excited to announce UtilitySat, the world’s first multi-mission geostationary satellite, that we're launching at the end of this year. This is a first of its kind. And a new product line-- providing on-demand connectivity for disaster relief, bridge capacity, and other missions. We started Astranis to build something new: small communications satellites that provide dedicated broadband capacity for our customers. At the end of this year we’re launching four more of them on a dedicated Falcon 9 rocket, with many more to come after that. That launch of four satellites includes one satellite for Peru, two satellites for in-flight connectivity, and a fourth satellite that had been previously kept under wraps. Until now. Introducing UtilitySat, the Swiss Army Knife of satellites This is a new product— the world’s first multi-mission commercial GEO satellite, capable of conducting multiple fully-operational broadband connectivity missions. And it is just the first of many. We’ll plan to launch many UtilitySats in the years to come. UtilitySat can provide connectivity on standard Ku, Ka, and Q/V bands, and has the flexibility to dial in exact frequencies using Astranis’s proprietary ultra-wideband software-defined radio. It can also relocate dozens of times around the GEO belt over its lifetime. It does this using our unique on-board dual-propulsion architecture, which includes both a chemical monopropellant system and an electric ion thruster. A new mission every year, or every month When we first began development of UtilitySat almost 2 years ago, we had many different missions in mind. UtilitySat can serve as bridge capacity for a customer that is waiting for a dedicated satellite, as an on-orbit spare, or as extra, surge capacity that can be brought in to supplement the broadband service we’re providing to one of our customers. There are acute needs as well — a natural disaster can wipe out terrestrial connectivity over a huge geographic area. One of the top priorities for first responders and during disaster relief is reliable comms on the ground. With multiple UtilitySats on orbit, Astranis can bring in extra capacity on incredibly short notice. Capacity that is compatible with existing, low-cost GEO ground terminals. In initial conversations with customers for UtilitySat, we’ve seen huge demand — these customers often want to lease the entire capacity of the satellite once they learn what UtilitySat can offer. Customers need all the capacity they can get, and new capacity that can be deployed on short notice is a huge deal and a huge departure from traditional GEO satellites. We see a future where customers will be able to call up extra capacity on demand to augment their existing capacity needs, and we’re making that future a reality. US Government applications The first UtilitySat mission will be a commercial one, but we are seeing enormous demand from both from commercial companies and from our government customers. The US Government has unique needs — Combatant Commanders need to be able to task dedicated satellites to specific AORs at a moment’s notice — and surge communications would give them a new tool in their toolbox, helping them win even in a contested environment. And more broadly speaking our military leaders have said the one priority in national security space is to add resiliency to our fleets, using larger numbers of smaller, flexible, and maneuverable satellites so we’re not dependent on just a handful of huge satellites in GEO. UtilitySat shows that Astranis can do just that. Not traditional GEO satellites UtilitySat is only possible because of Astranis’s unique technology — including our proprietary software–defined radio. The flexibility of having on-board digital signal processing allows us to build a standardized satellite design, and move a lot of what used to be done in hardware, into software. UtilitySat uses the standard Astranis MicroGEO platform, adding more frequency bands and some new software capabilities to make maximum use of the available spectrum, no matter where the satellite is on orbit. Traditional geostationary satellites are designed to sit in one orbital slot for up to 20 years, with a set of frequency bands that is hardwired in at the factory. Their single mission must be predetermined many years before they are launched. Astranis does not build traditional GEO satellites. From day one we knew there had to be a better way, and we’re doing it.

John Gedmark

122,069 просмотров • 3 лет назад