C/M Auto Experience
What I want to feel & hear. A study
- Dr Nic Bennett - Sydney Nicola Bennett
MOTION - SOUND FEATURES
MOTION - SOUND FEATURES
The C/M V12 Standard
Acelerator pedal (goes)
Decelerator pedal (brakes)
On Aceleration we can hear a light whistle of air pressure & possible even that electric sound of nothingness then part components engaging then disengaging quickly
On Aceleration with additives like valve sequencing we can now hear a controlled V8 or V12 & higher sound that provides a little extra performance
On deceleration a similar practice just with potential forms of regenerative used for slowing, speeding & uphill or downhill motion
A C/M STANDARD IN PERFORMANCE
V12 High Performance Valve Sequencing
Acelerator pedal (goes)
Decelerator pedal (brakes)
On Aceleration we can hear a light whistle of air pressure & possible even that electric sound of nothingness then part components engaging then disengaging quickly
On Aceleration with additives like valve sequencing we can now hear a controlled V8 or V12 & higher sound that provides a little extra performance
On deceleration a similar practice just with potential forms of regenerative used for slowing, speeding & uphill or downhill motion
A C/M STANDARD IN PERFORMANCE
V12 High Performance Valve Sequencing
A sound variable everytime you push the Acelerator pedal & separate effect when you push the Decelerator pedal (brakes)
Direct through Mach nozzles to Pelton turbines or Pelton recirculation + to EV Motors with or without a secondary motor using a pull-through re-circulatory vacuum engine
EV generating & storage components
V12 1
https://m.youtube.com/watch?v=5SoZiTxdQyw&pp=ygUQdjEyIGVuZ2luZSBzb3VuZA%3D%3D
V12 2
https://m.youtube.com/watch?v=EcIp-dNLFYM&pp=ygUQdjEyIGVuZ2luZSBzb3VuZA%3D%3D
ADDING VALVES
Energy Generating valves using PZ Taps
Open source "Nikola Tesla" variant rather than Patent - Copyright - Trademarked
Air Compression process to build air then Energy Generation upon Air Pressure release & recirculation in a full cycle then new air sucked in then circulated through the perpetual Energy system that can turn on or off through different efforts to engage & disengage manually using advanced physics mechanical engineering
Hit a switch & air circulates through a valve & the main chamber exit in the Air Pressure system which can include different accumulative Energy systems
BASIC NEEDS + EARNED PRIVLEDGE
Direct through Mach nozzles to Pelton turbines or Pelton recirculation + to EV Motors with or without a secondary motor using a pull-through re-circulatory vacuum engine
Outside air in
Piston-Punch 3+ Air Compression + Air Pressure system
Air out
Air recirculating back in
EV generating & storage components
"Breaths in & circulates then exhales to generate Energy. Filtered Air in & Filtered Air out. Zero Emissions. Clean Energy"
PRODUCTION DEADLINE 1 FOR 2025
November 1, 2024
PRODUCTION DEADLINE 1 FOR 2025
November 1, 2024
First round of mass market production from custom fab with C/M - The Shield on 800,000+ Units for 2025 internationally
The Basics of the Piston-Punch Race V12
3+ Air Compressors with Air Pressure Release with Pistons as Air-Compression pumps
Circulating
Acelerating
Decelerating
Circulating redirect converter to electricity with fire-extinguisher - purge safety system using a Sub-Sandwich contained electrical area to void cab - cargo fire risk even on impact in a collision
One for man. Zero for the reaper of the 4th to the 3rd dimensions
EV Motor - wireless or traditional 1-2 up to 8x to axel in a redirect from circulatory
Acelerating turbines with PZ Taps that may use Acelerating rebound coils to get the vehicle up to speed initially utilizing a hybrid regenerative & regenerative bounce back drop downhill - uphill or flat system
600 - 1,200 - 2,000 - 5,000 - 10,000+ HP
The Basics of the Piston-Punch Race V12
3+ Air Compressors with Air Pressure Release with Pistons as Air-Compression pumps
Circulating
Acelerating
Decelerating
Circulating redirect converter to electricity with fire-extinguisher - purge safety system using a Sub-Sandwich contained electrical area to void cab - cargo fire risk even on impact in a collision
One for man. Zero for the reaper of the 4th to the 3rd dimensions
EV Motor - wireless or traditional 1-2 up to 8x to axel in a redirect from circulatory
Acelerating turbines with PZ Taps that may use Acelerating rebound coils to get the vehicle up to speed initially utilizing a hybrid regenerative & regenerative bounce back drop downhill - uphill or flat system
600 - 1,200 - 2,000 - 5,000 - 10,000+ HP
People like a good V8 & V12 sound. Valve sequencing (Circulating air) & vacume engines (recirculating air) allow for this opportunity with slight Horsepower increases with Air Compression & Air Compression - EV Battery Electric or EV Motor hybrids (we we can do a 3 or 2 part gybrid or just Air Compression)
Air Compression
Air Compression - Battery + EV Motor
Air Compression - EV Motor
Hydraulic Motors + accessories & multiple variations in design configurations work in different size - performance requirement
V12 1
https://m.youtube.com/watch?v=5SoZiTxdQyw&pp=ygUQdjEyIGVuZ2luZSBzb3VuZA%3D%3D
V12 2
https://m.youtube.com/watch?v=EcIp-dNLFYM&pp=ygUQdjEyIGVuZ2luZSBzb3VuZA%3D%3D
ADDING VALVES
Energy Generating valves using PZ Taps
Open source "Nikola Tesla" variant rather than Patent - Copyright - Trademarked
Air Compression process to build air then Energy Generation upon Air Pressure release & recirculation in a full cycle then new air sucked in then circulated through the perpetual Energy system that can turn on or off through different efforts to engage & disengage manually using advanced physics mechanical engineering
Hit a switch & air circulates through a valve & the main chamber exit in the Air Pressure system which can include different accumulative Energy systems
24 hour manufactured Solar + multiple additive systems including uphill - flat - downhill acelerative & decelerative regenerative systems can be installed from basic to more advanced bounce-back drop systems
VACUUM CIRCULATION PROCESS
Lungs & circulatory Energy system
Air Compression + Air Pressure
Recirculating Air to Air Compression
Vacuum & Vacuum Engine in recirculation process acting like Air Compression & Air Pressure system leading back recirculating into the Air Compression + Air Pressure system
A refers to any kind of engine which derives its force from air pressure against one side of the piston, while also having a partial vacuum on the other side of it. This pressure differential can be the result of heat transfer, or mechanically produced by an external source.
“In a 600-800 horsepower engine, the combination of crankcase vacuum, improved ring seal, and low-tension rings can net between 15-25 extra hp. Even on an engine with rings that haven't been optimized for a vacuum pump, you can pick up at least 10-15 hp.”
Lego Vacuum Engine + Vacuum
https://youtu.be/quD2WQA_-0k?si=npkHd5TbOfP5fXW8
Lungs & circulatory Energy system
Air Compression + Air Pressure
Recirculating Air to Air Compression
Vacuum & Vacuum Engine in recirculation process acting like Air Compression & Air Pressure system leading back recirculating into the Air Compression + Air Pressure system
A refers to any kind of engine which derives its force from air pressure against one side of the piston, while also having a partial vacuum on the other side of it. This pressure differential can be the result of heat transfer, or mechanically produced by an external source.
“In a 600-800 horsepower engine, the combination of crankcase vacuum, improved ring seal, and low-tension rings can net between 15-25 extra hp. Even on an engine with rings that haven't been optimized for a vacuum pump, you can pick up at least 10-15 hp.”
Lego Vacuum Engine + Vacuum
https://youtu.be/quD2WQA_-0k?si=npkHd5TbOfP5fXW8
"Think of Piston-Punch as a circular oval system that sucks in air then recirculates through a system of air compression then pressure then vacuum then air compression then pressure & return. We can add electricity generation or just use Air Pressure for Energy use & even add different forms of Energy storage in the mix"
BASIC NEEDS + EARNED PRIVLEDGE
An Additive & game inspired
BODY LANGUAGE + COMEDY & SARCASM
Charisma + Booty & Bod or body language silent & non-silent with the vocal additives
Pets are like human children under age 10. Dog. Cat. Fishes. The others. Reliance & attachment on you & treated equal to a human child structured
NEUROLOGICAL TECHNOLOGY
The human psyche - 4th to 3rd attached birth conscious mind at the pineal gland
Picture a circle & that's your access point (your self & the sense of self within the body)
Picture a ring outside around the self in a layer of 2. Devide the rings in 2 so there are 4
SECTION 1
Ring 1 of 4
Your natural state of you consciously with different styles
Communication - reaction & response
Ring 2 of 4
Your ability to adjust habit & routine & apply styles in change with your act & look for purpose yet you are still you
An ability to act in character from a separate birth to present time rather than yourself using character & method acting hybrids with a light switch in memory based acting to just slide into the character & be rather than try to be
SECTION 2
Neurological Technology adds another set of rings from just the one split in two sections
Ring 3 of 4
With the neurological technology equipment attached to the pineal gland acting as a second consciousness from unmanned monitoring to partial - full control locking in the birth attached consciousness. This is one ring of 4.
People & software operate you as a drone robot wirelessly
Ring 4 of 4
Manufactured psyche's created & program controlled by Ring 3 of 4 are used & activated as variations of yourself or characters birth to present time temporarily by Ring 3 of 4 & potential outside interests operating with using a fade in & fade out sequence for use locking you into character temporarily
Standards - Policies - Structure - Law
Standards - Boundaries
C/M CYPRESS MOTORS
BODY LANGUAGE + COMEDY & SARCASM
Developing Basics - Mid-Level +Advanced skilled & knowledge
EA Sims 1 PC game (2005-2006) as an example
EA Sims 1 PC game (2005-2006) as an example
Adult + teenage + child + toddler + infancy
PHYSICAL - PSYCHOLOGICAL - MENTAL - EMOTIONAL
Charisma + Booty & Bod or body language silent & non-silent with the vocal additives
Each Sim has basic physical characteristics, such as gender, age (Child or Adult), body tone, facial features, and casual clothing, and have five customizable personality traits (on a scale between 0 and 10, first determined by a chosen Zodiac sign):
Cleanliness (from Sloppy to Neat)
Social Skills (from Shy to Outgoing)
Physical Activity (from Lazy to Active)
Playfulness (from Serious to Playful)
Friendliness (from Grouchy to Nice)
Cleanliness (from Sloppy to Neat)
Social Skills (from Shy to Outgoing)
Physical Activity (from Lazy to Active)
Playfulness (from Serious to Playful)
Friendliness (from Grouchy to Nice)
Each personality trait dictates how each Sim responds to certain situations, while sometimes granting them extra options in social and object interactions. There are no positive or negative sides to each trait, as both have benefits and drawbacks. For example, Sims that are more Active tend to excel in careers based on physical exertion (thanks to faster gain in the Body skill) and has slower Energy depletion (at the cost of faster Hunger meter depletion) while Sims that are more Lazy tend to excel in careers based on mental exertion (thanks to faster gain in the Logic skill) and has slower Hunger depletion (at the cost of an Energy meter that is fast to deplete and slow to replenish).
Needs and Moods
Each Sim has eight basic needs, which affect both the vitality and the mood of the Sim. These needs are usually replenished by interacting with objects, and usually deplete over time. If the 'Free Will' option is enabled, then the Sim will automatically perform actions to satisfy needs that are in a critical state.
Sims with a negative mood are affected in everything they do. Irritable Sims lack the motivation to do things, even if indirectly controlled by the player. These Sims also have negative social interactions with other Sims, especially if those Sims are also irritable. (At some points, these Sims may even fight, sometimes leading to neighbors moving out).
Needs and Moods
Each Sim has eight basic needs, which affect both the vitality and the mood of the Sim. These needs are usually replenished by interacting with objects, and usually deplete over time. If the 'Free Will' option is enabled, then the Sim will automatically perform actions to satisfy needs that are in a critical state.
Sims with a negative mood are affected in everything they do. Irritable Sims lack the motivation to do things, even if indirectly controlled by the player. These Sims also have negative social interactions with other Sims, especially if those Sims are also irritable. (At some points, these Sims may even fight, sometimes leading to neighbors moving out).
Hunger - The Sim's physical nourishment, which depletes over time. Can be replenished by eating food. The satisfaction of the meal (determined by the quantity of the meal and, if cooking, both the skills of the chef and the quality of the preparatory objects) determines how much of the Hunger meter replenishes, If the Hunger meter fully depletes for some time, then the Sim dies of starvation.
Comfort - The Sim's physical comfort, which depletes over time as he/she stands and moves around. Can be replenished by sitting or lying down. The quality of the object the Sim is sitting/lying down on determines how fast the meter replenishes. If the Comfort meter fully depletes, then the Sim becomes irritable.
Hygiene - The Sim's physical quality, which depletes over time (and by performing certain actions such as eating and using the toilet). Can be replenished by bathing, showering, washing hands, or gussying up in the mirror. If the Hygiene meter fully depletes, then the Sim becomes irritable and automatically has negative social interactions with other Sims.
Bladder - The Sim's digestive state, which depletes over time (and by drinking coffee). Can only be replenished by using toilets. If the Bladder meter fully depletes, then the Sim attempts to make a mad dash to the closest toilet and, if not successful in time, urinate on the floor (severly depleting his/her Hygiene meter).
Energy - The Sim's mental metabolism, which depletes over time (when they are awake). Can only be replenished by sleeping or by drinking coffee (adult Sims only). If the Energy meter fully depletes, then the Sim collapses from exhaustion for some time (and, if swimming, dies from drowning).
Fun - The Sim's mental pleasure, which depletes over time. Can only be replenished by performing activities (such as watching television or swimming). If the Fun meter fully depletes, then the Sim becomes irritable.
Social - The Sim's fulfillment of social interaction, which depletes over time (along with having negative social interactions). Can only be replenished by positive social interactions with other Sims. If the Social meter fully depletes, then the Sim becomes irritable.
Room - The Sim's appreciation of the current environment, which changes as the Sim enters different rooms. Environmental problems, such as untextured walls and dead plants, have a negative impact on the Room meter, while expensive items have a positive impact on the Room meter. If the Room meter fully depletes, then the Sim becomes irritable.
Comfort - The Sim's physical comfort, which depletes over time as he/she stands and moves around. Can be replenished by sitting or lying down. The quality of the object the Sim is sitting/lying down on determines how fast the meter replenishes. If the Comfort meter fully depletes, then the Sim becomes irritable.
Hygiene - The Sim's physical quality, which depletes over time (and by performing certain actions such as eating and using the toilet). Can be replenished by bathing, showering, washing hands, or gussying up in the mirror. If the Hygiene meter fully depletes, then the Sim becomes irritable and automatically has negative social interactions with other Sims.
Bladder - The Sim's digestive state, which depletes over time (and by drinking coffee). Can only be replenished by using toilets. If the Bladder meter fully depletes, then the Sim attempts to make a mad dash to the closest toilet and, if not successful in time, urinate on the floor (severly depleting his/her Hygiene meter).
Energy - The Sim's mental metabolism, which depletes over time (when they are awake). Can only be replenished by sleeping or by drinking coffee (adult Sims only). If the Energy meter fully depletes, then the Sim collapses from exhaustion for some time (and, if swimming, dies from drowning).
Fun - The Sim's mental pleasure, which depletes over time. Can only be replenished by performing activities (such as watching television or swimming). If the Fun meter fully depletes, then the Sim becomes irritable.
Social - The Sim's fulfillment of social interaction, which depletes over time (along with having negative social interactions). Can only be replenished by positive social interactions with other Sims. If the Social meter fully depletes, then the Sim becomes irritable.
Room - The Sim's appreciation of the current environment, which changes as the Sim enters different rooms. Environmental problems, such as untextured walls and dead plants, have a negative impact on the Room meter, while expensive items have a positive impact on the Room meter. If the Room meter fully depletes, then the Sim becomes irritable.
Careers and Skills
Throughout the game, the player may allow their Sim to become employed, and climb the career ranks. To excel in their careers, Sims would have to gain a certain amount of skill, so that they may gain the necessary skills to advance (much like real life).
The skills are:
Cooking
Throughout the game, the player may allow their Sim to become employed, and climb the career ranks. To excel in their careers, Sims would have to gain a certain amount of skill, so that they may gain the necessary skills to advance (much like real life).
The skills are:
Cooking
Mechanical
Charisma
Body
Logic
Creativity
A Sim's personality would determine how fast they would be able to build a skill. For example, a serious Sim would excel in the Logic skill, an active Sim would excel in the Body skill, and so forth.
Sim children didn't have careers, but they did have to go to school. Too many school days missed or constant low grades would result in military school.
Death
As mentioned before, there is no objective in the game (which means there is no winning), but there is a way of losing. The most obvious would be starvation, or burning up in a cooking accident (more are added on as the expansion packs were released). Once a Sim died, their grave remained on the lot, and would float through the house during the night times. A living Sim could interact with a dead Sim, though not directly - for example, if the dead Sim had a bad relationship with the living Sim, the ghost could easily haunt them.
A Sim's personality would determine how fast they would be able to build a skill. For example, a serious Sim would excel in the Logic skill, an active Sim would excel in the Body skill, and so forth.
Sim children didn't have careers, but they did have to go to school. Too many school days missed or constant low grades would result in military school.
Death
As mentioned before, there is no objective in the game (which means there is no winning), but there is a way of losing. The most obvious would be starvation, or burning up in a cooking accident (more are added on as the expansion packs were released). Once a Sim died, their grave remained on the lot, and would float through the house during the night times. A living Sim could interact with a dead Sim, though not directly - for example, if the dead Sim had a bad relationship with the living Sim, the ghost could easily haunt them.
BODY PARTS
Additive considerations
Wang versus clam & variations including man chest versus boobies
Wang versus clam & variations including man chest versus boobies
Perked nippilas versus soft
Soft skin versus harder. Masculine & demanding or balanced androgynous
Muscle versus fat content balance
PETS
Pets are like human children under age 10. Dog. Cat. Fishes. The others. Reliance & attachment on you & treated equal to a human child structured
NEUROLOGICAL TECHNOLOGY
The human psyche - 4th to 3rd attached birth conscious mind at the pineal gland
Picture a circle & that's your access point (your self & the sense of self within the body)
Picture a ring outside around the self in a layer of 2. Devide the rings in 2 so there are 4
SECTION 1
Ring 1 of 4
Your natural state of you consciously with different styles
Communication - reaction & response
Ring 2 of 4
Your ability to adjust habit & routine & apply styles in change with your act & look for purpose yet you are still you
An ability to act in character from a separate birth to present time rather than yourself using character & method acting hybrids with a light switch in memory based acting to just slide into the character & be rather than try to be
SECTION 2
Neurological Technology adds another set of rings from just the one split in two sections
Ring 3 of 4
With the neurological technology equipment attached to the pineal gland acting as a second consciousness from unmanned monitoring to partial - full control locking in the birth attached consciousness. This is one ring of 4.
People & software operate you as a drone robot wirelessly
Ring 4 of 4
Manufactured psyche's created & program controlled by Ring 3 of 4 are used & activated as variations of yourself or characters birth to present time temporarily by Ring 3 of 4 & potential outside interests operating with using a fade in & fade out sequence for use locking you into character temporarily
Alters & masks temporarily used for different purpose unmanned & monitored with ability to take partial to full control
Creating alters in manufacturing disassociative identity disorder D.I.D then advanced use of DSM-5 induced conditions to utilize as part of normal & advancing skulls to control emotional - physical - psychological state for different purpose including a flight - flight high alert effort to react & response
The ability to use private encrypted language & key word sequences to activate or deactivate then add or take away layers & physical capabilities using the body as a Super Agent - Super Soildier often drafted with main & secondary life then covers for travel
Successful since prior to the 1990's & Standardized publicly since January 2016
Standards - Policies - Structure - Law
Standards - Boundaries
C/M CYPRESS MOTORS

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