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📢 The Operation System Override Test Server is here! 😈 Dokkaebi Remaster 🎰 Calypso Casino 🔫 XK23 Assault Rifle 🐦‍🔥 Zofia Speed and Health Update 🕸️ Multiple Gridlock Buffs ✅ AND MUCH MORE

61,620 Aufrufe • vor 3 Monaten •via X (Twitter)

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Those investing in submarines today may be wasting money. A Virginia-class submarine, powered by an S9G reactor, has a submerged displacement of around 10,000 tons and costs approximately $4–5.8 billion. Its top speed is over 30 knots. Now imagine a much smaller reactor, with power and weight around 15% of the Virginia's, used solely to continuously recharge a solid-state battery bank. Solid-state batteries weigh about half as much as lithium-ion batteries while offering 2-3x more energy capacity. In practice, this means that with the same battery weight, such a sub could achieve roughly 3x the energy gain, In terms of speed, solid-state batteries deliver double or higher discharge rates (potentially 10–20C vs. 5–10C for lithium-ion), ideal for sustained sprints above 30 knots lasting many days and a cruising speed around 25 knots. All this with 15% less overall weight, much quieter operation on batteries alone, and the same endurance as a conventional nuclear sub. And the cost? A micro-reactor would be 15–25% the price of a conventional one, small, modular, low-temperature/low-pressure. This means that when a more modern reactor is needed, you simply swap the module. A micro-reactor paired with solid-state batteries could make a Virginia-class sub $1.2-1.6 billion cheaper, quieter, and leave far more space for weapons, additional batteries, or crew comfort. That's why this system would put all existing submarines at a disadvantage in terms of cost, space, and stealth. Those not adopting micro nuclear reactors can follow what the Germans, Japanese, and French are doing. The Japanese pioneered lithium-ion batteries with diesel chargers, giving their submarines excellent value for money. The Germans chose a fuel cell AIP system to recharge lithium-ion batteries, while the French opted for a similar Japanese-style approach with a battery configuration allowing up to 80 days endurance, making the new Scorpène highly competitive. Starting around 2030, production will shift to solid-state batteries, tripling the capacity of these conventional submarines and enabling silent navigation at around 25 knots for days,making them superior in stealth and speed to many nuclear submarines currently in service. Submarines powered by solid-state batteries, recharged via micro-reactors, fuel cells, or diesel, will be superior: better armed, cheaper, and stealthier than anything we know today.

Patricia Marins

288,841 Aufrufe • vor 8 Monaten

After a few more hours, I think I've figured out Opus 5. Opus 5 is trained to be more agentic than anything I've used. All Claude 5 models are like that. So what changes? The way to interact with Opus 5 or contextualize it won't work the same way as with other models. It loves exploring, so it doesn't need much guidance for it. Unique preferences, artifacts, and references compliment it well and enable cleaner and more effective exploration and execution. Now that it can explore more effectively on its own and understand intent better, the best thing to do is to get out of its way (e.g., it doesn't need examples of your preferences; a clear high-level description of it works best). It's truly agentic in that sense. A good first step to provide better context for Opus 5 is to distinguish between what's situational and what needs persistence. Regardless, persistent system prompts and CLAUDE.MD needs to stay lightweight. Remove memories and tool descriptions from these. CLAUDE.MD is also a great place to tap into progressive disclosure by linking command/skills to it. On the situational side, agent skills and auto-memory can leverage progressive disclosure and the improved ability of the model to use its external context/knowledge. Conflicting and unnecessary instructions, which are common at this layer (mainly to ensure reliability), are going to throw off this model easily. That's the biggest change I had to make. Simple, clean, and clear prompts and skills work best. I had to clean a lot of my skills and system prompts. The way I prompt remains the same (usually clear and well-scoped). MCP tool descriptions are also more descriptive and have been deduped from the system prompt. Anthropic released a guide on the new rules for context engineering, which was helpful here. I started to test the recommendations and created a little artifact with the things that worked along the way. This might feel like a lot of work. Believe me, it has been frustrating. But I think we can expect future frontier models to become more agentic and smarter at figuring out the right context/gaps. The best thing to do is to prepare for that now. Boris Cherny mentioned that Opus 5 is their least prompt-injectable model yet. I am not sure if that was something they intentionally trained for or if it emerged based on how it was trained, which is to be extremely agentic in nature and more direct in execution.

elvis

37,647 Aufrufe • vor 20 Tagen

🌟 Fortnite Ecosystem v41.00 Update Summary 📅 June 5, 2026 🎮 Major Creator Updates: 1️⃣ Sidekicks as NPCs in UEFN Sidekicks are now available as scriptable NPCs in UEFN. Creators can customize how they look, animate them, script behavior with Verse, and even bring a player’s own Sidekick into an island experience. Important note: 🔹 Publishing islands with Sidekick NPCs opens July 23 🔹 Creature based islands may get new Discover opportunities 🔹 Great for monster battlers, cozy farming games, creature RPGs, companion adventures, and more 🔹 Epic plans to feature creature-based islands in a new creature-based Collection page 2️⃣ Custom Weapon Templates Creators can now use Scene Graph weapon templates for: 🔸 Pistol 🔸 SMG 🔸 Assault Rifle 🔸 Shotgun You can customize how weapons look, sound, and play, including mesh, VFX, audio, damage, fire rate, spread, and recoil. Important note: These Scene Graph entities are not compatible with older saving methods like the Save Point device. Epic says to use Verse persistence. 3️⃣ Mobile Controls Upgrade (Experimental) Big step for mobile friendly Fortnite games. 🔹 Touch Input Gestures 🔹 Custom touchscreen control layouts 🔹 Tappable custom HUD widgets 🔹 Verse API to detect touch enabled devices 🔹 New Designing for Mobile guide This should help genres like tycoons, puzzle games, menus, inventories, and mobile first UI feel way better. 4️⃣ Community Events Starting June 8, creators can create events in Fortnite Communities and share them in game. Events can show in: 🔸 Following tab 🔸 Creator Profile page 🔸 Island page 🔸 Island Lobby, if enabled Epic is also testing a Community Events row in Discover, but it will not show for all players and placement is not guaranteed. 🛠 UEFN Workflow Updates: 🔸 Push Changes now incrementally cooks only modified project parts 🔸 New Edit List Panel shows what is live and what still needs a push 🔸 Launch Session now combines multiple session actions 🔸 New Session Inspector gives better visibility into launch and Live Edit status 🔸 New Publishing Report helps catch issues before publishing 🔸 Improved Verse warning panel with direct VS Code links 🔸 New Editor Gizmo System 🔸 Physics setting moved into Island Settings 🔸 New Memory Snapshot tools help identify asset memory costs 🔸 Asset validation now warns when static meshes exceed 30k vertices at LOD0 Important Live Edit note: Live Edit is improved, but some changes can still require Push Changes. The new tools make it clearer what is already live and what still needs to be pushed. ⚠️ Important Publishing Change: Illegal Property Override warnings are now errors in v41.00. That means new or updated islands with these errors are blocked from publishing. Current published versions where the warning appeared will stay live. 👤 Follow a Developer Update: In v41.10, Epic will remove the Follow a Developer button from the Developer Profile Link device. The device itself will still be usable, and existing follower counts are not affected. If your island currently tells players to follow you through that device, update those callouts before v41.10. 🧑‍🚀 Hero Device Star Wars Update: More Star Wars characters have been added to the Hero device for Star Wars islands: 🔹 Luke Skywalker 🔹 Obi-Wan Kenobi 🔹 Mace Windu 🔹 Kylo Ren 🔹 IG-11 🔹 Moff Gideon 🔹 Boba Fett 🔹 Mandalorian (Pen & Ink), Clone Wars Anakin, and Clone Wars Ahsoka were also added to cosmetic-based devices 📦 New Content: 🌾 Cozy and Creature Tools 🔸 Plumpton Architecture Kit 🔸 Plumpton Farm Gallery 🔸 Pet Props Gallery 🔸 Updated foliage 🔸 Plumpton Feature Example ☕ New Prefabs and Galleries 🔹 Latte Landing Prop Gallery 🔹 Latte Landing Bun Store 🔹 Latte Landing Big Shots Cafe 🔹 Latte Landing Krunchy Krickets 🔹 Latte Landing Espresso Experiments 🔹 Latte Landing floors, walls, and roofs 🔹 More Plumpton props, plants, farm, pet shop, tavern, farmhouse, and more 🔫 New Weapons and Items: Weapons: 🔸 Vanguard Burst Rifle 🔸 The Voidblade’s Burst Rifle 🔸 Extending Focus Shotgun 🔸 Reacher Extending Shotgun 🔸 Chaos Exploder Rifle 🔸 Dark Voyager’s Chaos Rifle 🔸 Exotic Overdrive Pulse Rifle 🔸 Exotic Recon Bow 🔸 Exotic Leaping Lightning Gun Items: 🔹 Seven Sliders 🔹 Limitless Seven Sliders 🔹 Brick-a-Bunker 🏃 Player Movement Device Update: More movement settings are now available directly in the Player Movement device, giving creators better control over which players are affected. Includes: 🔸 Jump Fatigue 🔸 Slide Kick 🔸 Shoulder Bashing 🔸 Wall Kick 🔸 Roll Landing 🔸 Glider Redeploy 🔸 Player Flight 🔸 Flight Speed 🔸 Infinite Wall Kicks 🔸 Sprint and boosted jump energy costs 🧪 Experimental and Beta Updates: 🔹 Skeletal Animation in Scene Graph is now experimental 🔹 Physics remains Beta 🔹 Mobile touch controls and gesture support are experimental 🔹 Skeletal Animation in Scene Graph cannot be used in published islands yet 🛠 Community Bug Fixes: 🔸 Fixed server degradation from adding and removing entities 🔸 Fixed some Physics Materials not being exposed 🔸 Fixed some session launch cook errors 🔸 Fixed Fortnite not closing properly after launching a session through UEFN 🔸 Fixed crashes after repeated entity spawning and despawning 🔧 More Fixes: 🔹 Fixed quickbar and phone tool freezes 🔹 Fixed thumbnail capture preview actor issues 🔹 Fixed building on Instanced Static Meshes 🔹 Fixed Live Edit visual update issues 🔹 Fixed several editor crashes and performance issues 🔹 Fixed inventory UI not showing Fortnite item info correctly 🔹 Fixed multiple physics, movement, swimming, gliding, and launch pad issues 🔹 Fixed Scene Graph prefab and Verse path issues

Immature

14,823 Aufrufe • vor 2 Monaten

PREVIEW: I was invited to a press preview of Assassin’s Creed Black Flag Resynced in Paris, back in April, as I previously mentioned, and I played ~3 hours🚀 Here are my impressions: 🎞️Visuals & Performance: being a remake, the visuals are quite well upgraded, making the most of modern tech and the beauty of the setting, creating a breathtaking atmosphere ✅Stunning environment ✅Dreamy natural beauty & grounded world ✅Photorealistic character models ✅Smooth animations ✅Sharp resolution ✅Runs at 60fps 🕹️Gameplay & Upgrades: The game is a faithful remake, with new gameplay systems, along with enhancements to the original formula ✅New gameplay systems ✅Faithfulness is the main priority ✅Enhanced parkour (still faithful) ✅Manual jumps and side ejects ✅Seamless exploration of cities ✅Zip-lines added ✅Dynamic weather ✅Brand new content expanding narrative ✅Quests with new secrets ✅Original modern day replace with rifts ✅Rifts explore “what if” scenarios ✅6 hours of extra gameplay ✅3 new recruitable officers ✅New storylines for the new officers ✅New chapter to play as Robert Mena ✅Extended endings for iconic characters ✅Hideout side quests ✅New collectibles ✅Forts modernized with new content ✅New voice lines for activities ✅New islands with rewarding secrets ✅New world moments ✅New content for the hideout ✅History of the villa explored ✅Heated shots new naval weapon in seq 3 ✅Explosive fire barrels w/wider effect ✅Swivel gun can now be manually aimed ✅Rebuilt combat system rewarding to skill ✅No skill trees, all unlocks from the start ✅Enemies now have defense meter ✅Meter is depleted with a perfect parry ✅New perfect parry depends on weapon ✅Heavy strike (high damage/wide area) ✅Shove to wall/ground > new take downs ✅Stealth inspired by Shadows ✅Crouch option added ✅Visibility affected by day/night & weather ✅Whistle/breaking things blow your cover ✅Rope dart unlocks in sequence 3 ✅Ambient dialogue leads to new quests ✅Raise and lower your hood option The new enhancements make the game far more entertaining compared to the original, except for one controversial change of bit having Hidden Blade combat, except in stealth assassinations/take downs Everything else effectively elevates the original design and makes gameplay either feel just as good, or more refined 🧬Changes: with this remake comes a few elements that were removed from the original, which may upset some players ✅Menus have been revamped and they don’t feature the DNA sequence tracker ✅Difficulty can be tailored with much more detail from the menu ✅Switch between and choose your favorite Sea Shanties to be performed by your crew ✅No hidden blade combat. The Hidden Blade is mainly used for stealth take-downs ✅No present day segments. I was informed that it will be replaced with new moments that explore Edward’s past with his wife, along with some “what if” scenarios like Edward siding with the Templars, for example, likely related to Juno’s involvement in the original narrative 📜Thoughts: While the demo I played featured only a portion of the map, Resynced has potential to replace the original as the definitive experience of Edward Kenway’s story I also wasn’t able to experience any of Rifts that replace the modern day, so for me, as a fan of the series’ lore and present day since 2007, the absence of a traditional modern day is the only let down that prevents me from fully replacing the original with it, as present day and sci-do elements are the DNA of the franchise and what makes it stand out It would also be great if mission replay is added later, a feature the OG had by default, like its predecessors That said, everything else very much elevated what was in the original, which made going back to replay it show how dated it feels by comparison I look forward to the final game, and to see future games inherit this formula of a defined protagonist, focused progression and no RPG elements😎

Rino🚀

21,098 Aufrufe • vor 2 Monaten

$ASTS My Massive Misunderstanding About BlueBird 6 Mea Culpa: I thought BlueBird 6 unfolded immediately. I was completely wrong. Here is the REAL timeline. 🛰️🤯 Like many excited investors, when I saw the notification that AST SpaceMobile's BlueBird 6 (BB6) successfully reached orbit, I imagined an immediate, dramatic transformation. I thought: "Rocket separates, boom, giant antenna pops open, let's start beaming 5G!" I couldn't have been more wrong. I just got a crash course in orbital mechanics, and here is my "aha!" moment. Unfolding a 2,400 sq ft array (the size of a tennis court!) immediately after ejection from a rocket is suicidal for a satellite. It would be like trying to open a massive parachute while tumbling out of a car on the highway. It would rip apart or spin out of control. The Reality: The "Space Origami" Wait The process is much slower, more deliberate, and nerve-wracking. Here is the actual, realistic timeline we need to watch over the next few months: Phase 1: The Deep Breath (Current Status - Next ~7 Days)Right now, BB6 is likely stabilizing its tumble, deploying solar panels for power, and undergoing full system "health checks." Ground control is ensuring the launch didn't break anything. No unfolding happens yet. Phase 2: The Great Unfold (Estimated Week 2-3)Once stable, the "space origami" begins. This is the most critical physical step. The massive array will slowly, methodically unfold and lock into place over several days. We wait for official confirmation that the array is fully deployed and rigid. Phase 3: Lighting Up the ASIC (Q1 2026)Only after a perfect unfold do they turn on the revolutionary AST5000 ASIC chips. The next few months are dedicated to end-to-end connectivity tests with partners like AT&T and Verizon. We are looking for data on real-world speeds (120 Mbps target) and stability. Space is hard, and patience is a requirement. The launch was just the commute to work; now the real job begins. 😊There is too much misinformation out there on $ASTS. If this thread helped clarify the reality, please RT to help others find quality due diligence #ASTS #ASTSpaceMobile #BlueBird6 #SpaceTech #OrbitalMechanics #SatelliteDeployment #5G #Telecom #Investing #LearningCurve #ASIC

Grey

62,362 Aufrufe • vor 7 Monaten

CA: 0x172ae9e9b46770a70f479404d76e2f6561507011ef77a247fe3f58e7a5840a0d::manny::MANNY Your smart, hands-free edge tool in the crypto market. This powerful automated bot is designed to buy low and sell high with precision. It scans hundreds of coins in real-time, waiting for the right indicators—trend strength, volume spikes, price momentum, and bullish patterns—before entering a trade. Once in, it manages risk with dynamic stop-loss and take-profit levels, so your capital is always protected. Every trade is backed by a multi-layer confluence strategy, ensuring only high-confidence setups are executed. ✅ Advanced entry logic ✅ Fully automated buy/sell execution ✅ Built-in profit protection and cooldown filters ✅ Real-time alerts (Telegram/Twitter ready) ✅ JSON-based state memory for continuity ✅ Minimal setup, maximum performance ✅ Excludes low-quality coins automatically (e.g., BTC/ETH filters optional) ✅ Plug-and-play friendly — run it locally or integrate it into your system. ✅ Clean, professional trade alerts with price and PnL details ✅ Recovers automatically from connection issues or downtime Whether you’re a pro or just getting started, this bot helps you stay ahead of the market—24/7, emotion-free with pure mathematics. This bot has been in development for the last 6 months. I, Chronos, the developer behind it, have been testing for a while for the best configuration for a trading bot. I believe I have something good going on here. The bot automatically posts all the trades via IFTTT and X integration to its X account. Everything is automated. So how can people rent it, and how will it bring value to the project? Soon, the bot can be rented out via a cloud server. A customer must buy 30 USD worth of Memecoin_MANNY token (CA:0x172ae9e9b46770a70f479404d76e2f6561507011ef77a247fe3f58e7a5840a0d::manny::MANNY). After buying it and depositing it into a special wallet, he will be granted access to the bot. . The bot runs only on the backend — users interact with it via an interface (web app, Telegram bot, or API). A web dashboard and Telegram bot interface will be created. This lets users Start/stop their bot session See trade logs or results. Connect their API keys securely. Get alerts and updates The idea of all this is to offer a service but also bring value to the project. More bots will be developed. This is only the beginning. Cheers Chronos #python #memecoin_manny #spot #trading #bitcoin #eth #Binance #bybit #memecoin #VALHALLA

Ex Machina

24,488 Aufrufe • vor 1 Jahr