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Maya Goddess cloth mouse pad size: 490x420x3mm base: Slimflex (former name Poron) base hardness: Mid surface: control edge: stitched

20,366 görüntüleme • 8 ay önce •via X (Twitter)

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ZOWIE G-SR series mouse pads with controlled glide feeling are popular with gamers, we are now excited to announce the new "TR” series a soft base version of ZOWIE’s control mouse pads. This series features a softer rubber base delivers effortless stopping with superior stability and support, minimizing excessive depression during spraying or flicking, while reducing discomfort from desk surface hardness. It also provides enhanced elasticity for seamless transitions from stop to motion, delivering quick rebound and stable movement. Additionally, the TR series features new anti-slip base, making it less likely for the mouse pads to move during intense operations. Furthermore, this new anti-slip base allows the mouse pads to lay flat on the desk more easily right out of the box. The TR series will launch with a new 50x50 cm size option, offering players more size choices. The anti-slip feature and the new 50x50 cm size will be introduced across all ZOWIE mouse pad series. For detailed product information, check out the links below: Cloth surface with soft softness •G-TR (47x39cm) : •H-TR (50x50cm) : Cloth surface with medium softness •G-SR III (47x39cm) : •H-SR III (50x50cm) : Color cloth surface with medium softness •G-SR-SE Rouge II (47x39cm) : •H-SR-SE Rouge II (50x50cm) : •G-SR-SE Bi II (47x39cm) : Availability: • G-SR III, H-SR III, G-SR-SE Rouge II, and H-SR-SE Rouge will start from the end of November • G-TR, H-TR, and G-SR-SE Bi II will start from the end of January 2025 Please refer to the local ZOWIE website/social media for the latest update.

ZOWIE

234,981 görüntüleme • 1 yıl önce

here's my thoughts + some frags from a few days with the super speed polarity: to me, the polarity is the culmination of everything we've learned from glasspads in the past few years. - smooth, but textured. - the stickiest and most solid base i've ever used. - never any issues with dust or other qol things. - as skin-stick resistant as glass pads have been able to achieve (still sticky with sweat/humidity) - 560x480 is something i've wanted for a long time. - softer skates can generate a small amount of stopping power by pushing down. - the glass itself has a "soft" feel to it. it's everything i could ask for from a glass pad. i have a lot of faith that whatever tekkusai ends up with as a final product will be the best glass experience on the market. but yeah, this thing is too fast LOL. microadjustments feel insanely responsive and my precise tracking felt soo nice, but if i wasn't in total control of my tension, it's stupidly easy to overadjust or overreact. in terms of stopping power, it was very difficult for me to stop flicks and track afterwards. you might be able to tell that my flicks are kinda slow and there's nothing super wide angle bc i just end up way too tense and bouncy on 30-35cm. this is coming from somebody who mained a target switching game on The Beast too; this pad feels quite a bit faster and more slippery. but somebody who uses higher sens and has better mouse/nerves control than me might be able to make it work. when i was locked in, it actually felt like i could not miss in 1v1s bc it allows for an absurd amount of smoothness and control over fine motions. i agree with tekkusai's decision to make something a bit more balanced though. this pad is happy accident that probably is somebody's endgame, but the average player would definitely be aiming worse with this than any other pad haha

rin pinguefy

77,391 görüntüleme • 1 yıl önce

A former Citadel quant quit his $400k job, vanished from LinkedIn, and reappeared as an anonymous wallet on Polymarket making $7,500 a day. Unlike his old 9-5, this time he automated the whole thing with AI. Now he’s printing $50K every single week on complete autopilot. His wallet: No name, no Twitter, no Discord. Just a Polygon wallet quietly grinding crypto binaries 24/7. Here's the math: Polymarket binaries have one property no other market gives you: UP and DOWN on the same window must sum to $1.00, because one resolves at $1 and the other at $0. That's a deterministic anchor. Complete-set arbitrage: if UP + DOWN 0.05% but the token price hasn't adjusted. Fair probability: fair_prob = 0.5 + (|Δ_btc| / time_decay) × 5.0 Requires edge >2% + 10-min trend agreement. DIRECTIONAL fires in the final 30 seconds when composite confidence ≥0.45 and BTC confirms by >0.03%. This is what triggered the x88.5 SOL trade - late window confirmation against an underpriced token. MAKER posts limit orders 2¢ below the ask to earn the 20% maker rebate. That generates the 500+ daily fills. Position sizing is Kelly, capped at 25% of bankroll: kelly = edge / (1 − token_price) 5-min binaries approximate a random walk. Naive base WR = 50%, breakeven after fees ~53%. This wallet's WR is 78% across 10,729 fills — the filters are doing their job. Stack: Java 21 microservices, ClickHouse + Redpanda pipeline, paper mode validation before any live capital. Built to outrun a 2.7-second window. You don't need a name when the wallet does the talking. And most importantly, you can easily copy the public wallet using a bot: Save this - every number, formula and engine in this post is verifiable onchain.

cvxv666

64,743 görüntüleme • 3 ay önce

Most of my video work is heavily rely on character sheets. Originally my character sheets were pretty simple, just 3 views made in Nano Banana. But I wanted something neater that actually feels like a proper production character sheet. So here's how I do it now in LovartAI Step 1: Create the base image of your character in Nano Banana. It can be anything. I just describe mine conversationally, something like "create a Thai high school student." That's enough to get started. Step 2: Once you have the base image, feed it into the template below. I run this in GPT o2 Image because the detail output is really good. And that's genuinely it. The template below is fully adjustable. Make it yours. And please note that everything happens conversationally with LovartAI which the best part 😉 + + + Prompt Example: [STYLE]: cinematic realism, Wong Kar-Wai atmosphere, high contrast, film grain, warm humid haze, 35mm anamorphic feel [LAYOUT]: single unified MASTER CHARACTER REFERENCE SHEET, two-page-spread feel, neutral off-white background, sections clearly separated with bold headers [CHARACTER]: - Name: Mira - Alias / role: The Woman - Age descriptor: young adult - Build: slender, natural proportions - Face: warm brown skin, natural beauty, no makeup, subtle imperfections, sweat sheen, half-lidded eyes, slightly parted lips - Hair: messy ponytail, tortoiseshell claw clip - Wardrobe: faded sage-green T-shirt, clinging, damp at collarbone, casual shorts - Props: none - Distinguishing features: sweat on temples and neck, natural skin texture - Personality (drives micro-expressions): intensely seductive, confident, teasing, deliberate [LEFT PAGE]: [SECTION 1 — TITLE + INFO BLOCK, top-left]: large character name header + 6 short stat lines (Name / Alias / Height / Build / Role / Archetype). Sans-serif, each line under 20 words. [SECTION 2 — MAIN IDENTITY + SCALE, dominant left column]: full-body front view, neutral pose, even lighting. THIS PANEL DOMINATES. [SECTION 3 — VIEWS, top-right]: 3/4 angle and full side view, two figures side by side, identical outfit/lighting [SECTION 4 — WARDROBE & ACCESSORIES, mid-left]: each item on flat surface with short label [SECTION 5 — COLOR PALETTE, bottom-left]: 6 horizontal swatches — skin / hair / shirt / shorts / clip / accent — each with short label [RIGHT PAGE]: [SECTION 6 — EXPRESSION PROGRESSION, top row]: 8 head shots — neutral / warm smile / laugh / sad / angry / surprised / determined / vulnerable. Single-word emotion tags. [SECTION 7 — MICRO EXPRESSIONS, second row]: 5 head shots showing subtle muscle changes — slight eye tension / jaw clench / subtle brow tightening / lower eyelid tension / lip compression [SECTION 8 — HEAD DETAIL, third row left]: one large close-up, chest up. Most detailed shot. [SECTION 9 — POSTURE VARIATIONS, third row right]: 4 small full-body in characteristic postures — standing relaxed, seated alert, mid-action, walking with intent [SECTION 10 — NOTES PANEL, fourth row left]: short text block (max 3 lines, each under 20 words) describing behavior [SECTION 11 — HAND GESTURES, fourth row center]: 3 close-ups of hands in characteristic poses [SECTION 12 — SILHOUETTE GUIDE, fourth row right]: 2 black silhouettes side by side — NEUTRAL and ACTION, pure black on white [CONSTRAINTS]: same character, face, outfit pieces, proportions across all sections. MAIN IDENTITY + SCALE must dominate. Final image should look like a premium production visual bible matching the selected style. [CONSTRAINTS]: no watermark, no extra unspecified text, natural realistic body proportions, identical body shape across all panels.

MXVDXN // DAN

31,053 görüntüleme • 2 ay önce

全网疯传神老师这个提示词太好玩了 我改了一版裸眼3D版本 然后又花了1美金做了一个视频 产品展示历史3D图提示词: Role & Subject: A museum-grade, hyper-realistic 16:9 3D infographic masterpiece titled "THE EVOLUTION OF [Product Name]". The visual style combines cinematic product photography with advanced technical blueprint aesthetics, emphasizing extreme depth and tangible 3D presence. The Hero Lineup (3D Volumetric Core): • A complete chronological sequence of 8-12 historical versions of [Product Name], from earliest prototype to futuristic concept • Arranged on a precision-engineered floating ruler/timeline base with depth shadows and reflection mapping • 3D Rendering Enhancement: - Octane Render + Unreal Engine 5 volumetric lighting - PBR (Physically Based Rendering) materials with: * Sub-surface scattering for organic materials * Metallic/roughness maps for mechanical parts * Micro-displacement for surface texture depth - Each object casts realistic shadows on the background plane - Edge rim lighting (0.3 intensity) to separate objects from background - Depth of field: Sharp focus on center objects, subtle bokeh on edges • Material Evolution Story: - Early versions: Weathered textures (rust, wear marks, patina) - Mid-era: Industrial matte finishes with visible manufacturing seams - Modern: Pristine glossy surfaces with screen-space reflections - Future: Holographic elements with volumetric fog effects Brand Atmosphere (The 3D Canvas): • Background: Deep [Brand Color] with physical texture layers: - Embossed vintage patent drawings (normal-mapped) - Floating translucent glass panels with engraved engineering notes - Volumetric god rays piercing through layered newspaper clippings - Particle system: Subtle floating dust motes with motion blur • Header Zone: - Brand logo: Extruded 3D metal badge with bevel and emboss - Title typography: Carved letterpress effect with depth shadows - Metallic foil stamp simulation with anisotropic highlights The "Hyper-Dense" 3D Information Layer: A complex, organized data-maximalist layout with spatial depth: 1. Dense Annotation Network: - Ultra-fine white hairlines (0.5px) connecting components to data blocks - Lines have slight 3D curvature following perspective rules - Connection nodes: Small metallic spheres with Fresnel reflections 2. Contextual Era Modules: - Floating glass panels hovering above the timeline - Each decade module has: * Frosted glass material with transparency gradient * Iconographic markers in raised relief * Subtle animated pulse effects (optional) 3. Magnifying Lens Inserts: - Circular/hexagonal cutouts with beveled glass edges - Extreme macro close-ups showing: * Material grain (wood, metal, plastic crystals) * Internal mechanisms with exploded-view depth - Lens distortion shader for realism 4. Technical Specs Strip (Bottom): - Structured data bar with 3D segmented panels - Each cell: Slightly recessed with inner shadow - Typography: Laser-etched effect on brushed metal texture - Micro LED indicator lights between data points 3D Enhancement Technical Specs: • Rendering Engine: Octane Render / Unreal Engine 5.3 • Global Illumination: HDRI environment map (studio lighting setup) • Camera Settings: - Focal Length: 35mm (slight wide-angle for information density) - F-Stop: f/5.6 (selective focus) - Chromatic Aberration: 0.2 (photographic realism) • Post-Processing Stack: - Ambient Occlusion (AO) for micro-shadows - Screen Space Reflections (SSR) - Volumetric lighting with light shaft scattering - Color Grading: Cinematic LUT with lifted blacks - Sharpness: 130% (crisp data legibility) • Material Library: - Metals: Anisotropic brushed aluminum, polished chrome - Glass: IOR 1.52 with caustics - Plastics: Translucent with thickness variation - Paper: Subsurface scattering for vintage documents Output Parameters: --ar 16:9 --v 6.1 --style raw --stylize 400 --quality 2 --chaos 10 Additional Flags (for AI generators): --3d-rendering --volumetric-lighting --octane-quality --pbr-materials --depth-of-field Metadata Variables to Replace: [Product Name] → Your subject (e.g., "POP MART Designer Toys") [Brand Color] → Primary brand color (e.g., "Deep Navy Blue #1A2332") [Material Vibe] → Core material story (e.g., "Vinyl to Resin to Smart Materials") [Key Components] → Specific product features (e.g., "Joints, Paint Finish, Packaging") Pro Tips for Maximum 3D Impact: 1. Use "isometric 3D layout" for uniform depth perception 2. Add "floating holographic UI elements" for futuristic tech feel 3. Include "cross-section cutaway views" to show internal structure 4. Apply "chromatic aberration" around high-contrast edges for lens realism 5. Insert "measurement calipers" as 3D props for scale reference

serva huang

12,281 görüntüleme • 8 ay önce

Hezbollah has been boasting how it could destroy the USS Gerald R. Ford (CVN-78) and its escorts. Lets dive into how Hezbollah Terrorists could attack a US Navy Aircraft carrier in the Med, what could happen, and the possible outcomes, assisted with Command Development Team simulation software. To understand the footage shown, let me break down some basic concepts of modern naval combat: Military ships often use a concept called "EMCON", which stands for EMission CONtrol, or "Radio silence" in laymans terms. Consider it like this: if you are with a flashlight in the night, you can spot a person say 500 Meters away by shining at him with the flashlight. You will however, be able to see that flashlight from many kilometers away, without being seen, even if it is directed at you, giving you the location of the person with the flashlight, without disclosing your presence. So ships really avoid "radio emissions", such as radar. Carrier Strike Groups (CSG) like the Ford CSG WANT Radar coverage for their own safety, but not in a way that their location can be known. This is done by Airplanes that fly in the general vicinity of the CSG, providing coverage, without compromising the CSG location. The US Navy uses the E-2 Hawkeye for this in most cases. In this case here, we are not using the E-2 Hawkeye, but the (likely in Theater anyway) E-3 Sentry from NATO. A system that is likely LESS sophisticated than the cutting edge E-2D Advanced Hawkeyes that were visible on the USS Ford pictures that surfaced recently. We do not simulate any carrier based "Combat Air Patrol" either, to test the "ship based" defenses. The composition of the Ford CSG is modeled using the actual ships listed. The CSG is moving on a nothern course at 15 knots, under full EMCON, 115 miles off the coast. The maximum range of the Russian Bastion-P coastal missle complex is about 100 miles, we have to assume that the US Navy will sail their ships outside of (possible) Hezbollah radar range. We also assume, as this is a time of very heightened alert, that the US Navy has Rules of Engagement that would allow it to shoot down any Hezbollah drones or craft coming at it with apparent hostile intention. I have assumed this to be 50 miles away from the CSG in this scenario. Now lets look at the Hezbollah side. We assume to have 6 Bastion-P complexes, with 2 missles per Transport-Erector-Launcher (TEL). So if it can be figured out where the CSG is, 12 P-800 Oniks missle with speeds over Mach 2 would be able to engage the CSG. The problem however is, that you can not "shoot" at a ship without knowing its location. While this may sound very simple indeed, when the ship you are looking for does not disclose its location voluntarily, you can not go to "marinetraffic" and look for the carrier. You can also not use your airforce, if you do not really have one, like Hezbollah. You can not use Sattelites, if you have none. You can try to use drones, if you know the overall direction, or use radar. Land based Radar? Out of Range. Drones? Yes, lets fly drones to the overall direction, hoping to see the carrier. Satellites? Nope. Wait, lets ask Putin. He will probably be nice enough to us, to have a liasion tell us in real time from a russian sattelite where the CSG is. And thats what we are running with here, as drones will not reach the carrier. A russian sattelite could provide rather real time information on the CSG location, allowing manual targeting. The video will provide you with the results. A US CSG with such powerful escorts will not be fundamentally threatened by the assets of Hezbollah. It will have to defend, but will do so rather easily. At the conclusion of the Engagement, the CSG still has literally 100s of SM-2, SM-6 and ESSM Missles. Note: this is done on commercially available software, the software uses NTDS/APP6 icons, white is air radar range, yellow surface, green sonar. The white cones off the missles are their onboard active radar seeker. If you have any questions understanding any of the things displyed, please ask. Note that this is a hobby analysis with publicly available data and tools, and not military research. Thanks for reading! #usnavy #HezbollahTerrorists #hezbullah #hezbollah #israel #IsraelUnderAttack #ukraine #russia #nato Naval News SubBrief Tyler Rogoway Status-6 (War & Military News) TheIntelFrog @CovertShores Raw Combat log output, starting with Hezbollah detecting CSG via RU Proxy: 13/10/2023 12:46:13 - [Hezbollah] New contact! Designated SKUNK #1070 - Detected by Resurs P1 [Sensors: Generic Satellite Visual Camera] at 177deg - 1149.3nm 13/10/2023 12:46:13 - [Hezbollah] New contact! Designated SKUNK #1071 - Detected by Resurs P1 [Sensors: Generic Satellite Visual Camera] at 177deg - 1149.3nm 13/10/2023 12:46:13 - [Hezbollah] New contact! Designated SKUNK #1072 - Detected by Resurs P1 [Sensors: Generic Satellite Visual Camera] at 177deg - 1149.3nm 13/10/2023 12:46:13 - [Hezbollah] New contact! Designated SKUNK #1073 - Detected by Resurs P1 [Sensors: Generic Satellite Visual Camera] at 177deg - 1145.4nm 13/10/2023 12:46:13 - [Hezbollah] New contact! Designated SKUNK #1074 - Detected by Resurs P1 [Sensors: Generic Satellite Visual Camera] at 177deg - 1153.3nm 13/10/2023 12:46:13 - [Hezbollah] New contact! Designated SKUNK #1075 - Detected by Resurs P1 [Sensors: Generic Satellite Visual Camera] at 177deg - 1148nm 13/10/2023 12:46:23 - [Hezbollah] Contact: SKUNK #1073 has been positively identified as: DDG 63 Carney [Arleigh Burke Flight I] - Determined as: Hostile (ID by: Resurs P1 [Sensor: Generic Satellite Visual Camera] at Estimated 1121 nm) 13/10/2023 12:46:23 - [Hezbollah] Contact: SKUNK #1071 has been positively identified as: DDG 116 Thomas Hudner [Arleigh Burke Flight IIA Technology Insertion] - Determined as: Hostile (ID by: Resurs P1 [Sensor: Generic Satellite Visual Camera] at Estimated 1125 nm) 13/10/2023 12:46:23 - [Hezbollah] Contact: SKUNK #1070 has been positively identified as: CVN 78 Gerald R. Ford - Determined as: Hostile (ID by: Resurs P1 [Sensor: Generic Satellite Visual Camera] at Estimated 1125 nm) 13/10/2023 12:46:23 - [Hezbollah] Contact: SKUNK #1072 has been positively identified as: DDG 61 Ramage [Arleigh Burke Flight I] - Determined as: Hostile (ID by: Resurs P1 [Sensor: Generic Satellite Visual Camera] at Estimated 1125 nm) 13/10/2023 12:46:23 - [Hezbollah] Contact: SKUNK #1074 has been positively identified as: DDG 80 Roosevelt [Arleigh Burke Flight IIA] - Determined as: Hostile (ID by: Resurs P1 [Sensor: Generic Satellite Visual Camera] at Estimated 1129 nm) 13/10/2023 12:46:23 - [Hezbollah] Contact: SKUNK #1075 has been positively identified as: CG 60 Normandy [Ticonderoga Baseline 3, VLS] - Determined as: Hostile (ID by: Resurs P1 [Sensor: Generic Satellite Visual Camera] at Estimated 1124 nm) 13/10/2023 12:47:23 - [USA] Contact: BOGEY #24 has been classified as: Ababil-3 UAV [Mod. Seeker 2D Copy] - Determined as: Unfriendly (Classification by: DDG 116 Thomas Hudner [Arleigh Burke Flight IIA Technology Insertion] [Sensor: AN/SPY-1D(V) MFR [ABM Mod]] [NCTR mode] at 56.9 nm) 13/10/2023 12:47:23 - [USA] Contact: BOGEY #26 has been classified as: Shahed-161 UAV - Determined as: Unfriendly (Classification by: DDG 116 Thomas Hudner [Arleigh Burke Flight IIA Technology Insertion] [Sensor: AN/SPY-1D(V) MFR [ABM Mod]] [NCTR mode] at 34.9 nm) 13/10/2023 12:47:52 - [USA] New contact! Designated VAMPIRE #3507 - Detected by E-3A Sentry [Sensors: AN/APY-2 RSIP] at 70deg - 95.2nm 13/10/2023 12:47:52 - [USA] New contact! Designated VAMPIRE #3508 - Detected by E-3A Sentry [Sensors: AN/APY-2 RSIP] at 69deg - 96.4nm 13/10/2023 12:47:52 - [USA] New contact! Designated VAMPIRE #3509 - Detected by E-3A Sentry [Sensors: AN/APY-2 RSIP] at 70deg - 95.6nm 13/10/2023 12:47:52 - [USA] New contact! Designated VAMPIRE #3510 - Detected by E-3A Sentry [Sensors: AN/APY-2 RSIP] at 69deg - 96.8nm 13/10/2023 12:47:52 - [USA] New contact! Designated VAMPIRE #3511 - Detected by E-3A Sentry [Sensors: AN/APY-2 RSIP] at 69deg - 96.1nm 13/10/2023 12:47:52 - [USA] New contact! Designated VAMPIRE #3512 - Detected by E-3A Sentry [Sensors: AN/APY-2 RSIP] at 69deg - 96.4nm 13/10/2023 12:47:52 - [USA] New contact! Designated VAMPIRE #3513 - Detected by E-3A Sentry [Sensors: AN/APY-2 RSIP] at 70deg - 97.1nm 13/10/2023 12:47:52 - [USA] New contact! Designated VAMPIRE #3514 - Detected by E-3A Sentry [Sensors: AN/APY-2 RSIP] at 69deg - 98nm 13/10/2023 12:47:52 - [USA] New contact! Designated VAMPIRE #3515 - Detected by E-3A Sentry [Sensors: AN/APY-2 RSIP] at 70deg - 97.2nm 13/10/2023 12:48:12 - [USA] New contact! Designated VAMPIRE #3576 - Detected by E-3A Sentry [Sensors: AN/APY-2 RSIP] at 68deg - 91nm 13/10/2023 12:48:12 - [USA] New contact! Designated VAMPIRE #3577 - Detected by E-3A Sentry [Sensors: AN/APY-2 RSIP] at 69deg - 89.9nm 13/10/2023 12:48:12 - [USA] New contact! Designated VAMPIRE #3578 - Detected by E-3A Sentry [Sensors: AN/APY-2 RSIP] at 69deg - 90.7nm 13/10/2023 12:48:13 - Side 'Hezbollah' is now considered HOSTILE to USA 13/10/2023 12:48:13 - [USA] Contact: Shahed-161 UAV #26 has been manually marked as hostile! 13/10/2023 12:48:20 - [USA] Contact: BOGEY #22 has been manually marked as hostile! 13/10/2023 12:48:55 - [Hezbollah] New contact! Designated SAM #1238 - Detected by Shahed-161 UAV [Sensors: Generic IRST] at 266deg - 10nm 13/10/2023 12:48:59 - [Hezbollah] New contact! Designated SAM #1243 - Detected by Shahed-161 UAV [Sensors: Generic IRST] at 266deg - 8.6nm 13/10/2023 12:49:00 - [Hezbollah] New contact! Designated SAM #1245 - Detected by Shahed-161 UAV [Sensors: Generic IRST] at 234deg - 13.3nm 13/10/2023 12:49:17 - Weapon: RIM-174A ERAM SM-6 Blk IA #40 is attacking Shahed-161 UAV with a base PH of 90%. PH adjusted for weapon speed: 36% (pure-aerodynamic attitude control). Intercept angle is 304 deg - hit probability adjusted to 25%.Final PH: 25%. Result: 30 - MISS 13/10/2023 12:49:17 - [Hezbollah] Hezbollah :Contact SAM #1238 has been lost. 13/10/2023 12:49:25 - [Hezbollah] New contact! Designated SAM #1271 - Detected by Shahed-161 UAV [Sensors: Generic IRST] at 248deg - 13.1nm 13/10/2023 12:49:34 - Weapon: RIM-174A ERAM SM-6 Blk IB #41 is attacking Ababil-3 UAV [Mod. Seeker 2D Copy] with a base PH of 90%. Intercept angle is 51 deg - hit probability adjusted to 65%.Final PH: 65%. Result: 12 - HIT 13/10/2023 12:49:34 - [Hezbollah] Ababil-3 UAV [Mod. Seeker 2D Copy] has suffered weapon damage: 89.9 DPs 13/10/2023 12:49:34 - [Hezbollah] Hezbollah :Contact SAM #1271 has been lost. 13/10/2023 12:49:34 - [Hezbollah] Ababil-3 UAV [Mod. Seeker 2D Copy] has been destroyed! 13/10/2023 12:49:34 - [USA] Contact Ababil-3 UAV [Mod. Seeker 2D Copy] #23 has been lost. 13/10/2023 12:49:39 - Weapon: RIM-174A ERAM SM-6 Blk IB #42 is attacking Ababil-3 UAV [Mod. Seeker 2D Copy] with a base PH of 90%. Intercept angle is 313 deg - hit probability adjusted to 66%.Final PH: 66%. Result: 11 - HIT 13/10/2023 12:49:39 - [Hezbollah] Ababil-3 UAV [Mod. Seeker 2D Copy] has suffered weapon damage: 89.9 DPs 13/10/2023 12:49:39 - [Hezbollah] Hezbollah :Contact SAM #1243 has been lost. 13/10/2023 12:49:39 - [Hezbollah] Ababil-3 UAV [Mod. Seeker 2D Copy] has been destroyed! 13/10/2023 12:49:39 - [USA] Contact Ababil-3 UAV [Mod. Seeker 2D Copy] #24 has been lost. 13/10/2023 12:49:43 - Weapon: RIM-174A ERAM SM-6 Blk IB #43 is attacking Shahed-161 UAV with a base PH of 90%. Intercept angle is 65 deg - hit probability adjusted to 57%.Final PH: 57%. Result: 11 - HIT 13/10/2023 12:49:43 - [Hezbollah] Shahed-161 UAV has suffered weapon damage: 89.9 DPs 13/10/2023 12:49:43 - [Hezbollah] Hezbollah :Contact SAM #1245 has been lost. 13/10/2023 12:49:43 - [Hezbollah] Shahed-161 UAV has been destroyed! 13/10/2023 12:49:43 - [USA] Contact Shahed-161 UAV #25 has been lost. 13/10/2023 12:49:54 - [Hezbollah] New contact! Designated SAM #1301 - Detected by Shahed-161 UAV [Sensors: Generic IRST] at 258deg - 10.5nm 13/10/2023 12:50:10 - Weapon: RIM-174A ERAM SM-6 Blk IA #44 is attacking Shahed-161 UAV with a base PH of 90%. PH adjusted for weapon speed: 83% (pure-aerodynamic attitude control). Target signature modifier: -5% (Director [Active Radar Seeker] has tech-gen: Late 2010s). Intercept angle is 316 deg - hit probability adjusted to 59%.Final PH: 59%. Result: 42 - HIT 13/10/2023 12:50:10 - [Hezbollah] Shahed-161 UAV has suffered weapon damage: 89 DPs 13/10/2023 12:50:10 - [Hezbollah] Hezbollah :Contact SAM #1301 has been lost. 13/10/2023 12:50:10 - [Hezbollah] Shahed-161 UAV has been destroyed! 13/10/2023 12:50:10 - [USA] Contact Shahed-161 UAV #26 has been lost. 13/10/2023 12:51:58 - [USA] Contact: VAMPIRE #3507 has been type-classified as: GuidedWeapon (Classification by: DDG 116 Thomas Hudner [Arleigh Burke Flight IIA Technology Insertion] [Sensor: Mk46 Mod 1 [CCD]] at 14 nm) 13/10/2023 12:51:59 - [USA] Contact: VAMPIRE #3508 has been type-classified as: GuidedWeapon (Classification by: DDG 116 Thomas Hudner [Arleigh Burke Flight IIA Technology Insertion] [Sensor: Mk46 Mod 1 [CCD]] at 13.9 nm) 13/10/2023 12:51:59 - [USA] Contact: VAMPIRE #3509 has been type-classified as: GuidedWeapon (Classification by: DDG 116 Thomas Hudner [Arleigh Burke Flight IIA Technology Insertion] [Sensor: Mk46 Mod 1 [CCD]] at 14 nm) 13/10/2023 12:51:59 - [USA] Contact: VAMPIRE #3511 has been type-classified as: GuidedWeapon (Classification by: DDG 116 Thomas Hudner [Arleigh Burke Flight IIA Technology Insertion] [Sensor: Mk46 Mod 1 [CCD]] at 14 nm) 13/10/2023 12:52:00 - [USA] Contact: VAMPIRE #3510 has been type-classified as: GuidedWeapon (Classification by: DDG 116 Thomas Hudner [Arleigh Burke Flight IIA Technology Insertion] [Sensor: Mk46 Mod 1 [CCD]] at 13.9 nm) 13/10/2023 12:52:00 - [USA] Contact: VAMPIRE #3512 has been type-classified as: GuidedWeapon (Classification by: DDG 116 Thomas Hudner [Arleigh Burke Flight IIA Technology Insertion] [Sensor: Mk46 Mod 1 [CCD]] at 14 nm) 13/10/2023 12:52:04 - [USA] Contact: VAMPIRE #3513 has been type-classified as: GuidedWeapon (Classification by: DDG 116 Thomas Hudner [Arleigh Burke Flight IIA Technology Insertion] [Sensor: Mk46 Mod 1 [CCD]] at 14 nm) 13/10/2023 12:52:04 - [USA] Contact: VAMPIRE #3577 has been type-classified as: GuidedWeapon (Classification by: DDG 116 Thomas Hudner [Arleigh Burke Flight IIA Technology Insertion] [Sensor: Mk46 Mod 1 [CCD]] at 14 nm) 13/10/2023 12:52:05 - [USA] Contact: VAMPIRE #3514 has been type-classified as: GuidedWeapon (Classification by: DDG 116 Thomas Hudner [Arleigh Burke Flight IIA Technology Insertion] [Sensor: Mk46 Mod 1 [CCD]] at 13.9 nm) 13/10/2023 12:52:05 - [USA] Contact: VAMPIRE #3515 has been type-classified as: GuidedWeapon (Classification by: DDG 116 Thomas Hudner [Arleigh Burke Flight IIA Technology Insertion] [Sensor: Mk46 Mod 1 [CCD]] at 14 nm) 13/10/2023 12:52:06 - [USA] Contact: VAMPIRE #3576 has been type-classified as: GuidedWeapon (Classification by: DDG 116 Thomas Hudner [Arleigh Burke Flight IIA Technology Insertion] [Sensor: Mk46 Mod 1 [CCD]] at 13.9 nm) 13/10/2023 12:52:06 - [USA] Contact: VAMPIRE #3578 has been type-classified as: GuidedWeapon (Classification by: DDG 116 Thomas Hudner [Arleigh Burke Flight IIA Technology Insertion] [Sensor: Mk46 Mod 1 [CCD]] at 14 nm) 13/10/2023 12:52:08 - Weapon: RIM-162D ESSM #45 is attacking SSC-5 Stooge [P-800 Yakhont] #28 with a base PH of 90%. Target speed modifier: -10%. Intercept angle is 357 deg - hit probability adjusted to 79%.Final PH: 79%. Result: 34 - HIT 13/10/2023 12:52:08 - [USA] Contact GuidedWeapon #3507 has been lost. 13/10/2023 12:52:09 - Weapon: RIM-162D ESSM #46 is attacking SSC-5 Stooge [P-800 Yakhont] #29 with a base PH of 90%. Target speed modifier: -10%. Intercept angle is 358 deg - hit probability adjusted to 79%.Final PH: 79%. Result: 31 - HIT 13/10/2023 12:52:09 - [USA] Contact GuidedWeapon #3508 has been lost. 13/10/2023 12:52:11 - Weapon: RIM-162D ESSM #49 is attacking SSC-5 Stooge [P-800 Yakhont] #32 with a base PH of 90%. Target speed modifier: -10%. Intercept angle is 358 deg - hit probability adjusted to 79%.Final PH: 79%. Result: 36 - HIT 13/10/2023 12:52:11 - [USA] Contact GuidedWeapon #3511 has been lost. 13/10/2023 12:52:11 - Weapon: RIM-162A ESSM #52 is attacking SSC-5 Stooge [P-800 Yakhont] #31 with a base PH of 90%. Target speed modifier: -10%. Intercept angle is 355 deg - hit probability adjusted to 78%.Final PH: 78%. Result: 9 - HIT 13/10/2023 12:52:11 - [USA] Weapon: RIM-162A ESSM #57 has been redirected to new target: GuidedWeapon #3515 13/10/2023 12:52:11 - [USA] Contact GuidedWeapon #3510 has been lost. 13/10/2023 12:52:12 - Weapon: RIM-162D ESSM #50 is attacking SSC-5 Stooge [P-800 Yakhont] #30 with a base PH of 90%. Target speed modifier: -10%. Intercept angle is 356 deg - hit probability adjusted to 78%.Final PH: 78%. Result: 25 - HIT 13/10/2023 12:52:12 - [USA] Contact GuidedWeapon #3509 has been lost. 13/10/2023 12:52:12 - Weapon: RIM-162A ESSM #55 is attacking SSC-5 Stooge [P-800 Yakhont] #33 with a base PH of 90%. Target speed modifier: -10%. Intercept angle is 355 deg - hit probability adjusted to 78%.Final PH: 78%. Result: 20 - HIT 13/10/2023 12:52:12 - [USA] Weapon: RIM-162A ESSM #59 has been redirected to new target: GuidedWeapon #3576 13/10/2023 12:52:12 - [USA] Contact GuidedWeapon #3512 has been lost. 13/10/2023 12:52:13 - [USA] Weapon: RIM-162D ESSM #47 is running blind for more than 5 sec... self-destructing. 13/10/2023 12:52:14 - [USA] Weapon: RIM-162D ESSM #48 is running blind for more than 5 sec... self-destructing. 13/10/2023 12:52:15 - Weapon: RIM-162A ESSM #57 is attacking SSC-5 Stooge [P-800 Yakhont] #36 with a base PH of 90%. Target speed modifier: -10%. Intercept angle is 0 deg - hit probability adjusted to 80%.Final PH: 80%. Result: 71 - HIT 13/10/2023 12:52:15 - [USA] Contact GuidedWeapon #3515 has been lost. 13/10/2023 12:52:16 - Weapon: RIM-162A ESSM #60 is attacking SSC-5 Stooge [P-800 Yakhont] #34 with a base PH of 90%. Target speed modifier: -10%. Intercept angle is 360 deg - hit probability adjusted to 80%.Final PH: 80%. Result: 49 - HIT 13/10/2023 12:52:16 - [USA] Weapon: RIM-162A ESSM #65 has no eligible alternative target to be redirected to... 13/10/2023 12:52:16 - [USA] Contact GuidedWeapon #3513 has been lost. 13/10/2023 12:52:16 - [USA] Weapon: RIM-162D ESSM #51 is running blind for more than 5 sec... self-destructing. 13/10/2023 12:52:16 - [USA] Weapon: RIM-162D ESSM #54 is running blind for more than 5 sec... self-destructing. 13/10/2023 12:52:16 - [USA] Weapon: RIM-162D ESSM #58 is running blind for more than 5 sec... self-destructing. 13/10/2023 12:52:16 - Weapon: RIM-162A ESSM #59 is attacking SSC-5 Stooge [P-800 Yakhont] #38 with a base PH of 90%. Target speed modifier: -10%. Intercept angle is 357 deg - hit probability adjusted to 78%.Final PH: 78%. Result: 75 - HIT 13/10/2023 12:52:16 - [USA] Contact GuidedWeapon #3576 has been lost. 13/10/2023 12:52:16 - Weapon: RIM-162A ESSM #63 is attacking SSC-5 Stooge [P-800 Yakhont] #38 with a base PH of 90%. Target speed modifier: -10%. Intercept angle is 359 deg - hit probability adjusted to 79%.Final PH: 79%. Result: 57 - HIT 13/10/2023 12:52:16 - [USA] Weapon: RIM-162A ESSM #70 has been redirected to new target: GuidedWeapon #3514 13/10/2023 12:52:16 - [USA] Contact GuidedWeapon #3577 has been lost. 13/10/2023 12:52:17 - [USA] Weapon: RIM-162D ESSM #53 is running blind for more than 5 sec... self-destructing. 13/10/2023 12:52:17 - [USA] Weapon: RIM-162A ESSM #65 has no eligible alternative target to be redirected to... 13/10/2023 12:52:17 - [USA] Weapon: RIM-162D ESSM #56 is running blind for more than 5 sec... self-destructing. 13/10/2023 12:52:17 - [USA] Weapon: RIM-162D ESSM #61 is running blind for more than 5 sec... self-destructing. 13/10/2023 12:52:18 - Weapon: RIM-162A ESSM #70 is attacking SSC-5 Stooge [P-800 Yakhont] #35 with a base PH of 90%. Target speed modifier: -10%. Intercept angle is 358 deg - hit probability adjusted to 79%.Final PH: 79%. Result: 63 - HIT 13/10/2023 12:52:18 - [USA] Contact GuidedWeapon #3514 has been lost. 13/10/2023 12:52:18 - Weapon: RIM-174A ERAM SM-6 Blk IA #73 is attacking SSC-5 Stooge [P-800 Yakhont] #39 with a base PH of 90%. Intercept angle is 355 deg - hit probability adjusted to 88%.Final PH: 88%. Result: 34 - HIT 13/10/2023 12:52:18 - [USA] Contact GuidedWeapon #3578 has been lost.

C Schmitz

47,721 görüntüleme • 2 yıl önce

Use this prompt in OpenClaw to create your own AI agent command center that syncs up your life like Tony Stark's Jarvis in Iron Man. Adapt the specifics (agent names, data sources, branding) below to your own setup. Prompt: Build me a mission control dashboard for my OpenClaw AI agent system. Stack: Next.js 15 (App Router) + Convex (real-time backend) + Tailwind CSS v4 + Framer Motion + ShadCN UI + Lucide icons. TypeScript throughout. This is the command center where I monitor and control my autonomous AI agent(s) running on OpenClaw. The agent operates 24/7 on a Mac Mini, connected to Telegram/Discord, running cron jobs, spawning sub-agents, and reading/writing to a filesystem-based memory and state system. Dark mode only. Ultra-premium aesthetic, think Iron Man's JARVIS HUD meets a Bloomberg terminal. Subtle glass effects (backdrop-blur-xl, bg-white/[0.03]), no heavy gradients or glow. Rounded corners (16-20px on cards). Framer Motion for page transitions, stagger animations on card grids, spring physics on interactions. Mobile-first responsive. Never cookie-cutter. ## Architecture The dashboard reads live data from TWO sources: 1. **Convex**: real-time database for structured data (tasks, contacts, content drafts, calendar events, activity logs) 2. **Local API routes** (`/api/*`): read files from the agent's workspace filesystem at `~/.openclaw/workspace/` and return JSON. This is how live system state flows into the dashboard. ## Pages & Views (8 nav items, some with tab sub-views) ### 1. HOME (`/`) Dashboard overview. Grid of live status cards: - **System Health**: read from `/api/system-state` (parses `state/servers.json`). Show each service with UP/DOWN indicator, port, last check time. - **Agent Status**: read from `/api/agents` (parses `agents/registry.json` + agent workspace files). Show active agent count, healthy/unhealthy ratio, active sub-agent count from OpenClaw sessions API. - **Cron Health**: read from `/api/cron-health` (parses `state/crons.json`). Table of all scheduled jobs with name, schedule, last status (green/red dot), consecutive errors. - **Revenue Tracker**: read from `/api/revenue` (parses `state/revenue.json`). Current revenue, monthly burn, net. - **Content Pipeline**: read from `/api/content-pipeline` (parses `content/queue.md`). Kanban-style: Draft | Review | Approved | Published counts. - **Quick Stats**: total tasks, pending approvals, active sessions, uptime. All panels auto-refresh every 15 seconds. Live indicator dot + "AUTO 15S" badge in header. ### 2. OPS (`/ops`) with 3 tabs: Operations | Tasks | Calendar **Operations tab:** Full operational view. Server health table, branch status (from `state/branch-check.json`), observations feed (from `state/observations.md`), system priorities (from `shared-context/priorities.md`). **Tasks tab:** Strategic task suggestion system. API route `/api/suggested-tasks` reads/writes `state/suggested-tasks.json`. Cards grouped by category (Revenue, Product, Community, Content, Operations, Clients, Trading, Brand) with emoji headers. Each card shows title, reasoning, next action, priority badge, effort badge, approve/reject buttons. Filter bar by status and category. **Calendar tab:** Weekly calendar view from Convex `calendarEvents` table. Drag-to-create, color-coded by type, time slots. ### 3. AGENTS (`/agents`) with 2 tabs: Agents | Models **Agents tab:** Card grid of all registered agents from `/api/agents`. Each card shows name, role, model, level (L1-L4), status. Cards are CLICKABLE: expanding into a detail panel showing: - Agent personality (reads their SOUL .md) - Capabilities and rules (reads their RULES .md) - Sub-agents they can spawn - Recent outputs (reads from `shared-context/agent-outputs/`) **Models tab:** Model inventory table showing all available models, their routing (which tasks go to which model), costs, and failover chains. ### 4. CHAT (`/chat`): 2 tabs: Chat | Command **Chat tab:** Chat interface to communicate with the agent. Left sidebar shows session list (from `/api/chat-history` reading .jsonl transcript files). Main area shows messages with role-aligned bubbles (user right, assistant left), date separators, channel badges (telegram/discord/webchat). Input bar with send button + voice input (Web Speech API with SpeechRecognition). Messages sent via `/api/chat-send` which queues to a file the agent reads. **Command tab:** Quick command interface for common operations. ### 5. CONTENT (`/content`) Content pipeline management. Read from Convex `contentDrafts` table AND `/api/content-pipeline`. Show drafts in kanban columns. Each card shows title, platform target, draft text preview, status, created date. Edit/approve/reject actions. ### 6. COMMS (`/comms`) with 2 tabs: Comms | CRM **Comms tab:** Communication hub showing recent Discord digest, Telegram messages, notification history. **CRM tab:** Client pipeline kanban (Prospect → Contacted → Meeting → Proposal → Active). API route `/api/clients` reads markdown files from `clients/` directory. Each card shows client name, status, contacts, last interaction, next action. ### 7. KNOWLEDGE (`/knowledge`) with 2 tabs: Knowledge | Ecosystem **Knowledge tab:** Searchable knowledge base. Global search across all workspace files using `/api/knowledge` endpoint. **Ecosystem tab:** Product grid showing all products/apps in the ecosystem. Each card shows product name, status (Active/Development/Concept), health indicator, key metrics. Cards link to `/ecosystem/[slug]` detail pages with tabbed views (Overview, Brand, Community, Content, Legal, Product, Website, Actions). Detail pages read from `/api/ecosystem/[slug]` which parses workspace memory files. ### 8. CODE (`/code`) Code pipeline view. Shows repositories from `/api/repos` (scans ~/Desktop/Projects/ for git repos). Each repo card shows name, branch, last commit, dirty file count, language breakdown. Detail view at `/api/repos/detail` shows recent commits, file tree, open PRs. ## Navigation Top horizontal nav bar, NOT sidebar. All 8 items visible at all viewport widths. Use `flex` layout with `flex-1` items. Text size uses `clamp(0.45rem, 0.75vw, 0.6875rem)` for fluid scaling. Active item gets `text-primary bg-primary/[0.06]` static highlight (no sliding animation). Agent/app name visible at md+ breakpoints (`hidden md:inline`). Tab sub-views use a reusable `TabBar` component with pill/glass styling and Framer Motion `layoutId` transitions. Tab state stored in URL via `?tab=` search params. ## API Routes (all under `src/app/api/`) Each API route reads from the agent's workspace filesystem and returns JSON: - `/api/system-state` → reads `state/servers.json`, `state/branch-check.json` - `/api/agents` → reads `agents/registry.json`, agent SOUL .md files - `/api/agents/[id]` → reads specific agent's SOUL .md, RULES .md, outputs - `/api/cron-health` → reads `state/crons.json` - `/api/revenue` → reads `state/revenue.json` - `/api/content-pipeline` → parses `content/queue.md` (markdown with status markers) - `/api/suggested-tasks` → GET (read) / POST (approve/reject) on `state/suggested-tasks.json` - `/api/observations` → reads `state/observations.md` - `/api/priorities` → reads `shared-context/priorities.md` - `/api/chat-history` → reads .jsonl transcript files with pagination/search/channel filter - `/api/chat-send` → writes to queue file - `/api/clients` → reads markdown files from `clients/` directory - `/api/ecosystem/[slug]` → reads memory files for specific ecosystem - `/api/repos` → scans project directories for git repos - `/api/health` → returns status, uptime, memory usage, Convex connectivity All filesystem paths should be configurable via environment variable (default: `~/.openclaw/workspace/`). ## Convex Schema Define tables for: activities, calendarEvents, tasks, contacts, contentDrafts, ecosystemProducts. Include seed scripts (`convex/seed.ts`) to populate initial data. ## Key Design Rules - Mobile-first, test at 320px minimum - Font sizes 10-14px for body text, everything must fit naturally at small viewports - Cards use consistent border radius (16-20px) - Glass cards: `bg-white/[0.03] backdrop-blur-xl border border-white/[0.06]` - No heavy blur blobs or grain overlays - Stagger animations on card grids (0.05s delay per item) - Skeleton loading states for all async data - Custom scrollbar styling - Empty states with helpful messaging - All text must use Inter or system font stack - Never mix sharp and rounded corners in the same view - Premium = lighter feel, more whitespace, less visual noise ## File Structure ``` src/ app/ page.tsx, layout.tsx, providers.tsx agents/page.tsx calendar/page.tsx chat/page.tsx code/page.tsx comms/page.tsx content/page.tsx ecosystem/page.tsx, ecosystem/[slug]/page.tsx knowledge/page.tsx ops/page.tsx api/[...all routes above] components/ nav.tsx tab-bar.tsx dashboard-overview.tsx ops-view.tsx, suggested-tasks-view.tsx agents-view.tsx, models-view.tsx chat-center-view.tsx, voice-input.tsx content-view.tsx comms-view.tsx, crm-view.tsx knowledge-base.tsx, ecosystem-view.tsx code-pipeline.tsx activity-feed.tsx, calendar-view.tsx ui/ (ShadCN primitives) hooks/ lib/ convex/ schema.ts functions for each table seed.ts ``` Build the complete application. Every component, every API route, every Convex function. Production-quality code and premium design, not stubs. Dark mode only. Make it look incredibly beautiful and premium, no cookie cutter UI / AI slop.

klöss

201,608 görüntüleme • 6 ay önce

This is psychotic behavior. It’s not just malignant narcissism and dementia. He has lost contact with the objective world and expects everyone to live in his alternate reality with him. It’s all manufactured by his own psyche and no amount of evidence will change it. This is a terrified inner psyche constructing a protective world. He’s insane and existentially dangerous. “Jeanine Pirro made a mistake. It was vandalism. I just told you we did, I think, 78. One of the things was to reflecting pool, hasn’t worked since 1922, because it always leaked. It always leaked from 1922. You know, it's the largest longest pool ever, all that. The concept is beautiful, but it always leaked because of the size, because of maintenance, whatever. But it was built in 1922, and from the day it was built, it like, Biden spent $58 million. Barack Hussein Obama spent much more than that. He said, "I have an idea. Let's take the river from, let's take the water from the Potomac." So they took the water from the Potomac, and it was putrid. It was putrid. It was a disaster. Biden was a disaster. I said, "I'm going to get that face." Along with Doug Burgum, Department of Interior, and we worked harder than that. Now we worked harder in all '70s. It's actually, I think, '81 now. You saw the new horses that just opened by the bridge with the gold. That was the way they were many years ago. Now they looked better than they did many years ago. But these monuments looked better than they did when they were originally built. Not just a little fix up. We made them the way they were plus, and everyone's so proud. The biggest, one of the bigger jobs was not really the biggest, believe it or not, but one of the biggest was the reflecting pool. And we did a great job. We sandblasted the stonehouse at his granite, so it has a long life. We did a great job. We got very expensive material to put on top of the surface that always leaked, because it was stone. It was a stone, sir. Always leaked. And we put it on, and it was beautiful. Now we have photographs of tapes, like moving cameras, right? We have them where people are on the side, cutting it with a box knife. So now I'm not saying I was 100% thrilled with the contractor, but the contractor was rushing. We wanted to get it open for July 4th. And we got it done. But in addition, there was mandalism. Number one, look at the grass, where the grass was all knocked out with a very powerful ingredient. We know very well what it is. But like I say, the name, because people get ideas. But they put a terrible phrase, I won't say that either, but a terrible phrase, on a massive piece of grass that we had just replaced. Kill the grass. We had to replace the grass. A lot of grass. In addition, they took knives or cutters, and they cut the material. And they put their hands and they pulled it. And there was also some maintenance things that we would have routinely fixed. But we had that up, and it was perfect. And then you had the bubblers, which get rid of what forms in the water. And that works great, but they turned it up because of the fight. Because it competed a little bit of noise during the fight. They turned it off, and it grows very rapidly in the water. But that actually works very well. And that's all. So now we're just about set to reopen it. And we had to replace cut areas where they cut it and ripped it. But there's a tape. And Jesse Wooders, by the way, did a whole big thing on it. There's a tape that's out there that I posted on truth. Where you have people leaning over the side, the weakest part, because of the flexibility. You know it moves. It's very complicated. It moves. And the softest part has to be flexible. And that's the stuff you can cut. And these guys knew what they were doing. And they cut all the way along the base, cut, cut, cut. Now, when you need to look at it, it was a day after the 4th of July, with the largest fireworks display in the world.”

Jim Stewartson, Decelerationist 🇨🇦🇺🇦🇺🇸

2,262,895 görüntüleme • 26 gün önce

Belarus has become Russia’s nuclear staging ground. Belarus has not been annexed. But functionally, it has already become part of Russia. Lukashenko has long existed only with the Kremlin’s permission. When Russia invaded Ukraine in February 2022, Lukashenko officially appeared to be a bystander - yet missiles and columns of tanks moved through Belarusian territory. Russia used it as its own operational zone. In March 2023, Putin announced the deployment of tactical nuclear weapons. In December 2024, Russia and Belarus signed the Treaty on Security Guarantees that legalized permanent Russian bases and legally included Belarus in Russia’s nuclear strategy. Since mid-2025, around 2,000 Russian troops have been permanently stationed in Belarus, including air defense and aerospace units. In December 2025, the Oreshnik ballistic missile entered combat duty near Krychaw. In May 2026, large-scale joint nuclear exercises were held: 64,000 troops, 200 missile launchers, 73 surface ships, and 13 submarines. The nuclear sharing agreement marks a departure from Russia’s long-standing position, as Moscow spent decades criticizing NATO’s nuclear-sharing arrangements. Now it is reproducing the same model it once condemned. The 2024 nuclear doctrine explicitly equated a conventional attack on Belarus with an attack on Russia - automatically creating conditions for a nuclear response. Control over the warheads officially remains with Moscow. But Putin stated that Lukashenko himself would select targets for Oreshnik deployed in Belarus. In other words, the Belarusian president would bear public responsibility for missiles launched by Putin. Now to the arsenal and the numbers. As of March 2026, Russia possesses around 4,400 nuclear warheads in total, of which up to 2,000 are assigned to non-strategic tactical forces. Belarus hosts Iskander-M - the 465th missile brigade in Asipovichy. Range: up to 500 km. Accuracy: 5-7 meters. Nuclear warhead: 10-50 kilotons. Vilnius is just 340 km away. Flight time: 3-4 minutes. NATO would have virtually no warning time. Oreshnik belongs to another category. Speed exceeds 14,000 km/h. Up to six independent MIRV blocks, each capable of deploying up to six sub-warheads. Range exceeds 5,500 km. Interception by modern air defense systems is almost impossible. From Belarusian positions, Oreshnik can reach an airbase in Poland in 11 minutes and NATO headquarters in Brussels in 17 minutes. Berlin, Ramstein, and Warsaw all fall within range. According to Ukraine’s Defense Intelligence, only three missiles had been produced at the time of deployment. One was used against Dnipro in November 2024. One was destroyed in Kapustin Yar during a joint operation involving Ukraine’s Security Service, Defense Intelligence, and Foreign Intelligence Service. The Kremlin plans to produce up to six missiles per year. There is also Lida airbase - just 40 km from the Lithuanian border. Modified Su-25 aircraft are capable of carrying nuclear bombs. The most dangerous problem is neither range nor speed. It is the impossibility of identification. Until the moment of impact, it is impossible to determine whether Oreshnik carries a nuclear or conventional warhead. Every launch is an automatic nuclear alarm regardless of the actual payload. This ambiguity is a strategic weapon no less important than the warhead itself. Now to the likely scenarios. ◾️ The most likely scenario is not total nuclear war. It is a "demonstration strike": a single low-yield tactical strike against a peripheral military base - for example, an airfield in Poland or the Baltics. The goal is not destruction but testing Article 5. The Kremlin’s logic: "You will not launch a nuclear response over a single tactical strike." ◾️ The second scenario is an Oreshnik strike against a NATO logistics hub: Rzeszów, Ramstein, Warsaw. Most likely with conventional warheads. But this cannot be confirmed before impact. Even a conventional strike under the carrier’s nuclear ambiguity could freeze weapons transit to Ukraine. Shock and fear of escalation alone would be a sufficient outcome for the Kremlin. ◾️ The third scenario is a strike on a nuclear power plant with a conventional warhead. A radiological effect without the formal use of weapons of mass destruction. Maximum psychological pressure on Europe. ◾️ The fourth: a new ground offensive against Ukraine launched from Belarusian territory under nuclear blackmail. NATO freezes, Ukraine becomes isolated, and the frontline shrinks by 400 kilometers. Finally, let’s turn to the West’s response - or the absence of one. No symmetrical nuclear response followed. NATO did not deploy nuclear weapons in the Baltics or Poland. The response remained conventional: additional brigades and expanded air defense. New START expired in February 2026. No new treaty exists. Verification of nuclear arsenals is effectively absent. The United States abandoned the "voluntary compliance with limits" proposed by Russia. Patriot and THAAD were not designed to intercept targets at Mach 10 with maneuvering flight trajectories. Kyiv directly called Belarus’s transformation into a "nuclear outpost" near NATO borders an unprecedented challenge to the global security architecture and a dangerous precedent that de facto legitimizes nuclear proliferation among authoritarian regimes.

Anton Gerashchenko

59,276 görüntüleme • 3 ay önce

What would you do if this mirror pulled you underwater? Nano Banana 2 + Seedance 2.5 on TapNow prompt SCENE CONTEXT A girl Image flees something unseen through a glowing forest, trips, falls — and finds an antique mirror that yanks her through into an underwater city. There, mid-float before the great shell palace, she turns her head — a flash of POV shows a colossal mouth opening onto her — and back in the wide frame the whale is already closing its jaw and gliding calmly away. 24 seconds, full realism. ACTIVE REFERENCES — STRICT ROLE HIERARCHY Image HER EXACT FACE — sole source of her identity and features, 100% match, zero drift: a 20-year-old , 163 cm, slim and lightly built. Soft rounded oval face; warm light-beige skin with a golden undertone and real photographic texture — visible pores, small freckles and tiny beauty marks across the cheeks and nose bridge; dark blue almond eyes with a shallow partially hidden upper-lid crease and soft under-eye fullness; thick dark straight brows with individual hairs brushed upward; a small neat nose with narrow straight bridge and softly rounded tip; full lips with a defined cupid's bow, the lower lip fuller, natural rosy tone; softly rounded jaw tapering to a small chin; small silver hoop earrings. Ignore this reference's hair, clothing, car interior and lighting. Face identity comes from this reference in every single frame. Image : CHARACTER SHEET — controls everything: long voluminous wavy blonde hair past the shoulders; neat elven ears with slender pointed tips; a white billowy medieval linen shirt deep plunging scoop neckline that reveals significant cleavage., with puffed sleeves; a brown leather underbust corset; fitted sage-green trousers; tall brown leather boots; brown leather gloves; a forest-green wool hooded cloak clasped at the collar. Does NOT control the face. Image FOREST LOCATION — a misty magical forest: narrow dirt path, giant glowing red mushrooms casting warm orange light, pink flowers, mossy trunks, drifting fog. 100% matches the reference. Image : UNDERWATER CITY LOCATION — the plaza: a colossal ribbed nautilus-shell palace with glowing golden seams, pearl shell houses with warm windows, god rays from above, jellyfish and drifting sea life. 100% matches the reference. FORMAT MODE One continuous shot from 0:00 to 0:19, then TWO HARD CUTS in the finale: a fast POV insert and a return to the previous framing. No fades, no dissolves. Full realism. HER BACKWARD GLANCE — HOW IT MUST LOOK, STRICT Whenever she checks behind her, she does NOT turn toward the camera and does NOT look into the lens. She rotates her head roughly 45° to ONE SIDE and her EYES GO THE SAME WAY her head goes — looking off toward that side of frame, into the fog, then snapping forward again. BANS: no over-the-shoulder look at the lens, no eye contact with the camera, no 180° head turn. SHOT 1 — 0:00–0:01.5 — HER FEET, LOW AND CANTED LOW, near ground level, canted hard — Dutch tilt ~20–25° — framing her BOOTS and lower legs sprinting along the path: soil bursting, cloak hem cracking, mushroom stalks brushing aside, path streaking in motion blur. Handheld, jolting with her rhythm; the pursuer heard far behind in the fog. SHOT 2 — 0:01.5–0:03 — HER FACE, FRIGHTENED Unbroken move: the frame rises and pushes in to her FACE — a tight running close-up travelling with her, still canted, hair whipping. Raw fear: wide eyes, brows drawn, mouth gasping, dirt on her cheek. Twice she performs the 45° glance as specified, eyes going the same way as her head, searching the fog off to that side; then forward again. SHOT 3 — 0:03–0:05 — THE TRIP, WIDE Unbroken: the frame swings out to a WIDE shot of the path — full figure, mushrooms towering, fog closing the depth. Mid-glance her leading boot CATCHES a root — the foot stops dead, momentum throws her forward, and she goes down hard in full view: knees, then hands and shoulder into the dirt, dust and leaf litter bursting up, cloak flying over her. She lands sprawled, chest heaving. SHOT 4 — 0:05–0:09 — THE MIRROR SHE ALMOST IGNORES Unbroken: the camera drifts in from the front, then around to her side, settling into profile with her and the mirror in frame. Fear first, curiosity second: sprawled, she checks behind with the 45° head-and-eyes turn; the crashing is closer. She scrambles up, barely looking ahead — then registers an ornate antique MIRROR against a mossy trunk, filled with cold blue glow unlike the warm mushroom light. Brushing dirt off her sleeve with ONE hand, her eyes stay on the glass. THE MIRROR DOES NOT REFLECT: her reflection NEVER appears, no mirror image of her, no reflection of the forest — the glass is a window filled with its own inner light: fog thinning into deep watery blue, faint caustics, vague luminous silhouettes far in the depth, no sharp image. The blue washes her face. ACTING TASK — HER CHOICE (the work happens in her eyes): glass → a 45° glance into the fog behind → glass again; she registers that nothing of HER answers her movement in it; no time to solve it. She extends ONE FINGER toward the surface. (Safety: gaze always engaged; natural blink cadence.) SHOT 5 — 0:09–0:11 — THE YANK: UNDER A SECOND Her fingertip nears the glass. The light FLARES — the surface SNAPS outward like a whip and SEIZES her hand. INSTANT: she is RIPPED off her feet, jerked forward along her outstretched arm, body whipping horizontal in a single frame, head-first through the glass, boots torn off the ground last, cloak cracking behind her. No build-up, no float — limp as a ragdoll, the mirror doing ALL of it, vector purely FORWARD through the glass plane. Camera: caught off guard WITH her — it WHIPS sideways-and-forward, slings around behind her flying body and punches through the rippling surface on her heels; water and bubbles SLAM across the lens, forest colors ripped into deep blue. NOT her POV. SHOT 6 — 0:11–0:16 — ARRIVAL IN THE PLAZA Same shot, no cut — camera behind her. THE FIRST UNDERWATER FRAME IS THE ARRIVAL FRAME: the portal exits DIRECTLY INTO the plaza of >>; the colossal nautilus palace is ALREADY in frame, its ribbed pearl wall with glowing golden seams filling the background, sharp and close; shell houses with warm windows border both sides. NO TRAVEL, no approach — the water BRAKES her within a meter or two. HER BODY: horizontal, HEAD-FIRST, back toward the surface, fully passive — arms loose, LEGS STILL AND MOTIONLESS, no kicking, no strokes; thrown cargo, not a swimmer. UNDERWATER PHYSICS, HIGHEST PRIORITY: hair streaming backward in rippling seaweed-like strands, cloak dragging in a heavy water-loaded wave; on stopping, hair and cloak drift forward past her shoulders by inertia. She pivots from horizontal to upright — feet swinging down, legs hanging relaxed — settling into weightless float facing the palace wall. HER HAIR AT REST, STRICT: no parting, no combed order — a loose free-floating mass fanning outward and upward from her whole head, strands crossing over her crown in constant slow chaotic motion, never symmetrical, never still. The cloak billows wide, breathing with the water. SHE CANNOT BREATHE UNDERWATER: cheeks slightly puffed, lips pressed, holding her breath. Bubbles rise from her mouth in small silver clusters climbing upward past her face. ACTING TASK: to ORIENT beneath something impossibly huge — her attention pulls UPWARD: head climbing the glowing houses, up the palace wall, chin lifting, trying to find where the spiral ends. Jellyfish pulse between the houses. SHOT 7 — 0:16–0:19 — SETTLE INTO THE MEDIUM PROFILE FRAME Same shot, no cut. The camera drifts smoothly from behind her around to her side and settles into the framing that holds for the rest of the film: FRAMING LOCK — MEDIUM PROFILE: she is seen from her LEFT SIDE in a medium shot, CHEST-UP ONLY — never full-body, never small in frame; her head and shoulders occupy the lower-left third, elven ear tip clear, hair a floating dark halo, white puffed sleeve and green cloak reading in the frame's bottom, one gloved hand extended forward. Behind and above her, filling the whole background, the giant glowing spiral nautilus palace; pearl shell houses along the lower edge; god rays raking down from the surface; a jellyfish drifting at frame-left; her bubbles rising past her face. She hangs weightless with the faintest sway. SHOT 8 — 0:19–0:21 — SHE TURNS HER HEAD (SAME FRAME) No cut, camera locked in the FRAMING LOCK. She turns her head sharply to look off toward frame-LEFT — a fast, alarmed head turn, eyes going the same direction, brows snapping up, a startled burst of bubbles ripping from her mouth. Her shoulder tenses; nothing else of her moves. She is still only chest-up in frame; the whale is NOT visible yet. HARD CUT. SHOT 9 — 0:21–0:22.5 — POV: THE MOUTH OPENS ON US FIRST-PERSON POV FROM HER EYES — fast and brutal: filling the entire frame, the colossal whale's head rushes in from the left, and the vast baleen MOUTH OPENS WIDE — grooved pale throat pleats stretching, a dark glowing cavern spreading until it swallows the frame edge to edge; water and bubbles ripping past the lens; the scale absolute, the opening several times larger than a human body. Quick — a second and a half, no lingering. The frame goes to the mouth's darkness. HARD CUT. SHOT 10 — 0:22.5–0:24 — BACK TO THE SAME FRAME: THE WHALE MOVES ON Return to the EXACT FRAMING LOCK of Shot 7–8 — same camera position, same background: the glowing spiral palace, the shell houses, the god rays. The girl is no longer there; only her last scattered bubbles rising where she floated. The colossal whale is already in frame with its JAW CLOSED, gliding calmly from LEFT to RIGHT across the plaza — placid, unhurried, indifferent, as if it simply fed on the way past. Its enormous flank sweeps close past the lens: dark iridescent mother-of-pearl skin shifting purple-green-blue like oil on water, scattered glowing teal rings and dotted bioluminescent lines, a tall webbed translucent dorsal fin with visible veining, pectoral and tail fins extending into long flowing translucent ribbon-streamers rippling like silk. TRUE WHALE LOCOMOTION: all thrust from the TAIL — deep lateral sweeps bending the rear third of the body, an S-wave of muscle rolling down the flanks head-to-tail on every beat, mass shifting under the skin, head steady on course, ribbon-fins streaming back like wings. Living muscle, never a rigid sculpture on rails. Its wake rocks the jellyfish and scatters her bubbles. It exits frame-RIGHT. Final beat: the empty plaza, the palace glowing, bubbles dispersing, water settling. END. Exactly ONE creature in the finale, the same individual in the POV and in the return frame — no second creature, no duplicate. No grabbing, no chewing, no thrashing, no blood, no gore — the horror is entirely scale. PHYSICS Forest: real running biomechanics, the head-turns costing her balance, the trip stopping the foot dead while momentum carries her over, a genuine three-point fall, real bodyweight in the scramble up. The yank: whip-crack acceleration, body limp, purely forward. Underwater: everything obeys water — drag on limbs and fabric, slow rebound, no dry-hair or dry-cloth behavior in any frame; the whale moves with true mass and inertia, its bow wave visibly displacing water, bubbles and jellyfish; the jaw opens and closes with weight, not like a trap. LIGHTING Forest: warm orange mushroom glow against cool misty air; the mirror's cold blue the only competing source. Underwater: cool blue depth light with god rays, warm golden light from the shell houses and the palace's glowing seams; caustic ripples crawling over her skin, the white sleeve and the whale's flank; the open mouth in the POV reading as a deep shadowed cavern with faint light only on the throat pleats. Natural exposure, no stylization. MATERIALS Real skin with pores and freckles; individual hair strands, dry and flying in the forest, water-loaded and undulating below; real linen weave, leather grain, heavy wool cloak with true water weight; real soil, moss and mushroom flesh; pearl shell with subsurface glow; the whale's iridescent hide with subsurface shift, skin folds and grooved throat pleats, translucent fin membranes. No plastic skin, no CG sheen. AUDIO — SFX ONLY, NO MUSIC 0:00–0:05: pounding footsteps, ragged breathing, cloak snapping, DISTANT crashing branches and a low guttural monster call rolling through the fog; the trip — scuff, body impact, gasp. 0:05–0:09: panicked breathing, scrambling in dirt, forest ambience, a rising crystalline hum near the glass. 0:09–0:11: a sharp liquid CRACK, one violent water-rush WHOOSH, bubbles slamming the lens; forest sound cutting off dead. 0:11–0:19: muffled underwater ambience, soft bubble streams, distant whale-like calls, faint clicks, a deep resonant hum from the palace. 0:19–0:22.5: a startled bubble burst; a deep swelling RUMBLE from the left; in the POV a roaring water-rush and the wet groan of the opening jaw. 0:22.5–0:24: one soft heavy WHOMP settling, then calm rhythmic tail SWISH, the flank's water-rush passing the lens, fading right into churning wake and settling ambience. No score, no melody anywhere. POSITIVE CONSTRAINTS Continuous shot 0:00–0:19; then exactly TWO HARD CUTS: into the POV insert and back out to the identical framing. No other cuts anywhere. FRAMING LOCK: from 0:16 to the end (except the POV insert) the camera holds the same medium profile framing — she is CHEST-UP, seen from her left side, lower-left of frame, with the glowing spiral palace filling the background. She is never shown full-body in this section, never small in frame, and the camera never moves. The finale order is exact: she turns her head left (chest-up, whale not visible) → HARD CUT to her POV of the mouth opening wide, fast → HARD CUT back to the same framing where the jaw is already closed and the whale glides calmly left to right and exits. Her glances in the forest: ~45° head turns with eyes going the same direction; never toward the lens. The forest pursuer is NEVER shown — distant sound only. The mirror NEVER reflects her or the forest — a lit window, not a reflective surface. Underwater she never swims — legs still and motionless throughout; the palace fills the background from the first underwater frame, no travel. Her hair underwater is a chaotic free-floating mass — never parted, never neat, never still. Face 100% >> every frame, zero drift; hair, elven ears, wardrobe 100% >>; forest 100% >>; plaza and palace 100% >>. No grabbing, chewing, blood or gore; exactly ONE creature; she is not visible after the POV cut, only her bubbles. Full realism — no animated look, no illustration, no CG gloss, no plastic surfaces. Clean image: no grain, no vignette. She is the only person. No text, no logos, no watermarks. OPTICS STRONG anamorphic lens character: horizontal squeeze and compression, oval elliptical bokeh, horizontally stretched highlights, curved barrel edge distortion, chromatic aberration toward the edges. NO lens flares, NO light streaks, NO floating bokeh circles. Shot 1: canted 20–25°, low on boots. Shot 2: focus locked on her face. Shot 3: wide, deep focus. Shots 4–5: her face and the mirror's glow. Shots 6–8: her in medium profile against the palace, caustics softening the depth. Shot 9 (POV): ultra-wide immersive perspective, the mouth filling the frame. Shot 10: the flank sharp as it sweeps past the lens.

Sharon Riley

28,464 görüntüleme • 14 gün önce

The Great Equalizer: How I Iterated Through 90+ Strategies to Automate My Financial Freedom ninety strategies sounds like a death wish but it is actually the only way to find your edge in a market designed to liquidate you. most traders are out here gambling with their rent money while the big players are using automated systems to harvest their liquidations. i know this because i spent hundreds of thousands of dollars on developers for apps thinking i could never code myself. i was getting wrecked by over trading and watching my accounts hit zero while i slept. code became the great equalizer for me because it removed the emotion that was killing my bankroll. i decided to learn to code live so i could iterate to success and now i have fully automated systems trading for me instead of getting liquidated by every wick. i just saw someone lose ten million dollars in a single month because they were trading by hand and got addicted to the screen. you have to understand that if you are not automating you are the exit liquidity for someone who is. the reality of advanced futures trading is not about finding one holy grail bot that prints money forever. it is about research and back testing until you find a strategy that has a statistical advantage. one of the most slept on concepts is variable risk scaling where you actually change your position size based on how volatile the market is. instead of just betting the same amount every time you increase your size when volatility is low and scale back when the market starts moving like crazy. this keeps you in the game during the draw downs that usually wipe people out. most people do the opposite and revenge trade with bigger size when they are losing which is the fastest way to the cemetery. i used to think i needed to be the smartest guy in the room to make this work but i realized i just needed to be the most disciplined with my risk parameters. there is a secret hidden in funding rates and basis trading that most retail traders never even look at. while everyone else is trying to guess if bitcoin is going to the moon or the floor you can actually make consistent money through funding rate arbitrage. you basically buy the asset in the spot market and simultaneously sell it in the futures market when the funding rate is high. you just sit there and collect the interest payments from the gamblers who are over leveraged on the other side. it is basically free money if you can manage the fees and keep your execution precise. i used to ignore these low yield plays because i wanted the big home runs but those home runs usually came with massive strikeouts. now i look for these carry trades as a way to keep the equity curve moving up and to the right while others are sweating over every price change. most traders fail because they use lagging indicators and expect them to predict the future with one hundred percent accuracy. the truth is that even the best trend following strategies like the golden cross or moving average crossovers only have about sixty five percent accuracy. you have to combine these with filters like the average directional index or relative strength index to make sure you are not just buying a fake breakout. a lot of people get chopped up in sideways markets because they do not have a trend strength filter to tell them to stay out of the trade. i learned to use multiple time frames to confirm my breakouts because if the one hour and the four hour charts are not saying the same thing then the trade is probably a trap. you have to be a searcher looking for those golden nuggets of alpha buried in mountains of data. i used to think that machine learning and genetic algorithms were just buzzwords that did not actually work for trading. then i realized that the 1990s tech trap is real and if you are still using basic indicators without any optimization you are decades behind. genetic algorithms are wild because they simulate natural selection to find the best parameters for your strategy through trial and error. you can actually build an environment where your bot learns from its own mistakes and optimizes its decision making process over time. i spent so much time thinking i was not smart enough to do this but once i started iterating live i found that the machines are much better at following rules than i ever was. code is the only way to compete with the high frequency firms that are looking for any tiny mispricing in the order book. slippage and bad execution will eat your profits faster than a bad trade ever could if you are not careful. most people just hit the market buy button and pay the spread and the fees without a second thought. you should be using smart order routing and limit orders to capture the bid ask spread instead of paying it to the market makers. i started using time weighted average price execution to spread my larger orders out over time so i did not move the market against myself. it is these tiny details in execution that separate the professional quants from the people who are just playing around. i had to learn this the hard way after losing a fortune on bad entries and exits that could have been avoided with a few lines of code. the ultimate goal of all of this is to build a compounding machine that grows your capital while you are living your life. you have to automate the reinvestment of your profits so that your position sizes grow as your account grows without you having to manually adjust anything. i like to use automated compounding algorithms that take a portion of my wins and put them back into the systems that are performing the best. this creates a snowball effect where your returns start to accelerate as the base capital increases. it took me years to realize that i did not need to be at the desk for eighteen hours a day to make life changing money. i just needed to build a system that was smarter and more disciplined than my own human brain. cross asset skew and volatility surface arbitrage are where the real quants play when the market gets efficient. you can look for mispricings between highly correlated assets like bitcoin and ethereum and trade the spread between them. when one asset gets overvalued relative to the other you short the leader and long the laggard until they revert back to the mean. this is a much safer way to trade because you are not betting on the direction of the market but rather the relationship between two assets. i spent a lot of money trying to guess the next big move before i realized that trading the relationship between assets was much more consistent. iteration is the only way to find these winks in the market that the average trader is completely blind to. it is a cold world in finance and most people are out here trying to step on your neck to get ahead. i believe that sharing this knowledge is important because code is the only thing that can give a regular person a fighting chance against the institutions. i started from zero and learned everything through failing and losing money until i finally figured out how to automate. now i spend my time building and testing instead of worrying about the next liquidation candle. you have to decide today if you want to keep being the exit liquidity or if you want to start building your own systems. the tools are all there and the data is accessible if you are willing to put in the work and stop negotiating with yourself. successful trading is not about being lucky it is about being prepared and having a system that can handle any market regime. whether the market is in a bull run or a total crash your bots should know exactly what to do based on the rules you have coded into them. i use risk weighted allocation to make sure that my capital is always moving toward the strategies with the highest sharp ratio and the lowest volatility. this keeps the portfolio stable even when the crypto market is going through its typical insane swings. i finally found peace in this game because i know that my automated systems are following the math while everyone else is following their feelings. code is the great equalizer and it is time for you to start using it to protect your future and build your empire there are over ninety strategies you can test and most of them will not work for your specific style but you only need one or two to change your life. i have built a fat list of ideas from research and i spend every day back testing and refining them to stay ahead of the curve. do not let the fear of coding stop you from taking control of your financial destiny because i am living proof that anyone can learn. i would rather spend my time iterating to success than getting liquidated by some random news event that i could not predict. the journey from losing hundreds of thousands to fully automated success was long but it was the best investment i ever made. keep your heart open and lead with love in this game and i promise the universe will start passing you those golden nuggets of alpha you have been searching for

Moon Dev

11,196 görüntüleme • 6 ay önce