BMW partners with manufacturer of carbon fiber for Megacity

BMW Megacity is set to roll out of the factory before the mid of the next decade and it is expected to use a range of so it can achieve its very low emission targets. BMW partners with SGL Group, expert maker of carbon fiber and other composites, to meet the set goals.

The technology and materials produced by SGL will be used for the Megacity Vehicle. Ultra light but very strong materials that will be used for the car’s architecture will be the key to meet the safety and of BMW for the future member of their fleet.

The Megacity Vehicle will be marketed under a sub-brand of the BMW, most likely under the Isetta brand. The first car is expected to be marketed by the sub-brand as early as 2012. There are also ongoing negotiations to collaborate with Japanese carmaker Toyota so the platform of their car can be utilized for the Megacity project. This will help BMW to meet their very tight schedule for production.

The Megacity Vehicle is being developed under the umbrella of the Project i of BMW but this does not mean that all of the cars that will be spawned from this run will be as high tech as the Megacity. Some of the vehicles may come with simpler goals, come with more affordable price tags, and be more readily available to consumers. The Mini E was the first product out of the Project i Project of BMW.

The Megacity Vehicle is still under development and will take a few more years for retail release. Realistically, the car will be ready for release by 2014 or 2015.

The SGL Group will be able to supply the carbon fiber materials needed by BMW to meet the economies of scale for their alternative fuel car and meet the math solution to make the Megacity Vehicle available for the buying public.

4 Responses to “BMW partners with manufacturer of carbon fiber for Megacity”

  1. Since the latter is more commonplace, I would vote for the latter. As for the former, I would think that it is 'advantage of size', rather than to size.

  2. Setup
    The Wii's simple design makes it very easy to hook up. The back panel of the console has only five ports: one for the power adapter, one for the proprietary A/V cable, one for the sensor bar, and two USB ports for future accessories. Just plug in the sensor bar and put it either on top of or under your television, plug the video cable into your TV, and plug the power cable into the wall, and you're ready to go.

    Once everything is hooked together, just turn on the Wii to go through the software setup. Settings such as time and user name can be easily selected with the remote control's pointer. The only remotely technical setting most users will have to deal with is the network connection, and the menu system practically walks users through the setup. The Wii's Wi-Fi connection can work with secure WEP and WPA encrypted Wi-Fi networks, so you don't have to make your network vulnerable just to play online. We had no problem connecting to our open wireless router, though we couldn't test the network connection beyond that. If you don't have Wi-Fi at all, Nintendo is said to be offering an Ethernet adapter that interfaces with one of the USB ports.

    Once the Wii's network settings are set up, the system is designed to be constantly online through Nintendo's WiiConnect24 service. The Wii can use WiiConnect24 to automatically download system updates, additional game content, and even weather and news.

    Wii Channels: Media and online capabilities
    The Wii's navigation is done through a series of pages called Wii Channels that take advantage of the WiiConnect24's always-on design. Among the Wii's default channels are a weather forecast channel, a news channel, a message channel, a photo channel, and the cute avatar-generating Mii channel. The channel home page is the system's default gateway, which also provides access to the disc-based Wii/GameCube games and Virtual Console titles.

    The Mii Channel lets users create and modify Miis, cute little avatars for use online and in certain games. The Miis are cartoony and extremely simple, but the Mii Channel includes enough customization features for users to create Miis that look like themselves, their friends, or even celebrities. (Our Wii is currently populated with characters from The Big Lebowski.) Miis don't seem that useful, but they can be used as characters in games such as Wii Sports, and as avatars in the Wii's Message Channel. Since Miis are so simple, players can use their Wiimotes' 6KB of storage to carry around as many as 10 Miis and use them on their friends' Wiis.

    The Photo Channel was a pleasantly useful surprise, though a bit of a misnomer. The channel can display and edit photos. Nintendo claims that the Wii can also play MP3 music files and QuickTime videos, but these features feel like afterthoughts; MP3s can be played only in a photo slide show, and we were unable to load a QuickTime movie on our Wii. Fortunately, the Photo Channel's emphasis is clearly on image viewing and editing. Once up to 1,000 of your photos are loaded through the SD card slot, you can view them individually, browse them in an album view, or watch a slide show of them. The Photo Channel also includes a basic image editor, though it's clearly built more for fun than serious editing. With its upbeat background music and some very cute image options, the editor feels a lot like the old Super Nintendo classic Mario Paint.

    While on the subject of media, it's worth noting that the Wii does not play audio CDs or video DVDs, which is something of a disappointment. Yes, everybody already has a DVD player, but with DVD playback capability being standard-issue since the last generation of game consoles, its omission here is something of a conundrum. Nintendo claims it was to keep the price down, and the company's last-generation console, the GameCube, also lacked DVD playback. Nintendo also hasn't indicated that it's going to launch any sort of downloadable video or music store, and–with the Wii's lack of a built-in spacious hard drive–that doesn't seem like it would be on the docket anytime soon.

    The Message Channel is the Wii's system message and online communication center. It's used to send messages to other Wii owners online using their systems' unique Friend Codes, but we were unable to test that feature without Nintendo's online service. The Message Channel can also give players a variety of reports about changes in their Wii system settings, how much time they spend on different games, and other interesting pieces of information.

    Virtual Console
    Shopping for old-school games with the Virtual Console is easy. If your Wii is online, just go to the Wii Shop channel and browse. These games cost Wii Points, which can be purchased in card form at stores such as Electronics Boutique, or with a credit card directly through the Wii Shop. Regardless of how you get your points, you'll need to enter them into your account through the Wii Shop. If you have a Wii Points card, you can redeem it by entering a code through your Wii. If you want to buy the points directly online, you have to enter your credit card information with the Wiimote through the Wii's software keyboard.

    Once you have your points, you can start shopping. Go into the Wii Shop and select Virtual Console, then browse through the various games available. Each game has a title screenshot and a short description so that you can learn a bit before you decide to buy. When you're ready, just click Download, and you can confirm the purchase. The Wii will tell you exactly how much space you'll have left on the Wii and how many Wii Points you'll have left in your account after the download. After you confirm the purchase, the Wii begins downloading your chosen game automatically. The progress of the download is shown by a cute animation of the 8-bit Super Mario Bros. Mario chasing coins and hitting blocks. The downloads can take less than a minute for NES games, or as much as 10 minutes for Nintendo 64 games. Once the game is downloaded, the program will boot you back to the Wii Shop's main menu.

    Downloaded Virtual Console games appear as individual channels in the Wii's main menu, and playing those games is as simple as selecting their channel and pressing start. The VC emulator loads the game, and your retro fun begins.

    VC games are essentially perfect emulations of their original versions, which is both good and bad for gamers. Classic purists will be thrilled at the genuine, old-school gameplay experience, but more casual players hoping for the enhanced graphics or online play found in some XBLA retro games will be disappointed. For extra old-school experience, the Wiimote itself can be turned sideways and handled like a conventional controller for NES and Turbographix-16 games. For SNES, Genesis, and N64 games, however, you'll need either an old GameCube controller plugged into one of the system's GC ports or the Wii Virtual Console controller plugged into your Wiimote.

    Wide-screen users will notice the one fatal flaw of the Virtual Console: old-school games have no wide-screen support. If you play on a wide-screen TV, your retro game will be stretched noticeably. Though a firmware update may be in the system's future, the only way to fix this issue currently is to set your television to a 4:3 aspect ratio for Virtual Console games and set it back to wide-screen for regular games.

    The Wiimote controller
    Wii Sports also doubles as a tutorial for familiarizing yourself with the system's unique wireless controller, which is what really sets it apart from competing consoles–and all the game systems that have come before it. The Wiimote, as it's been affectionately dubbed, is a sophisticated motion-sensing controller that connects wirelessly to the Wii via the Bluetooth wireless protocol.

    This revolutionary design isn't completely wireless: to function, it requires the placement of the Wii's sensor bar either on top of or beneath your television screen. Fortunately, the sensor bar is extremely unobtrusive, and we forgot it was even there minutes after setting up the system. The sensor bar is a small and light plastic rectangle about the size of two pens laid end to end, and it connects to the Wii with a very long cord (about eight feet), so its setup is simple and flexible. The sensor bar comes with a tiny, clear plastic base with adhesive squares on its feet, so you can stick it securely on the top of your television, even if it's a narrow flat-panel screen.

    Accelerometers inside the remote sense how the device is being held and if it's being moved in any direction. These sensors control actions such as baseball bat and golf club swings in Wii Sports, Link's sword slashes in The Legend of Zelda: Twilight Princess, and even steering trucks in Excite Truck. Moreover, you hold the Wiimote differently depending on the game: grasp it like the hilt of a sword in Zelda and Red Steel, as a baseball bat or tennis racket in Wii Sports, or hold it horizontally as a steering bar for Excite Truck. Because the Wiimote is so light, these controls and movements can take some getting used to. Fortunately, a speaker and a force-feedback module built into the Wiimote can provide additional tactile and audio feedback for your actions and add an extra bit of immersion to the Wii experience. For example, the remote's tiny speaker makes an audible “Clang!” when Link swings his sword, and it rumbles when Link strikes an enemy. Even menu selections on the Wii are signaled by helpful little vibrations of the Wiimote.

    The Wiimote also uses a set of infrared sensors to determine the remote's orientation in regard to the television. A set of IR diodes in the Wiimote communicate with the Wii's sensor bar to serve as a pointer for navigating menus and aiming weapons in first-person shooters. Again, this control system takes some getting used to, but once you adapt to the control, pointing with the Wiimote feels much more natural than using an analog stick. It doesn't quite replace the beloved mouse-and-keyboard combination for FPS games, but–after getting acclimated to it–we found it worked better than traditional console controllers.

    While the new control system is both fun and innovative, the pointer gets occasionally jerky or twitchy, and the tilt controls require a light and subtle touch. Part of this can be attributed to the Wii's learning curve, and after a few hours we barely noticed those quirks. Unfortunately, the Wii doesn't currently have a way to manually calibrate the Wiimote's controls; you're forced to trust the Wii's generally accurate automatic calibration.

    The remote's stand-alone abilities are impressive enough, but it also has a device port so that accessories can be plugged directly into it. The Wii comes with a nunchuk attachment, a small device that plugs into the remote and contains an analog stick and two additional buttons. The nunchuk augments the Wiimote in many games, such as controlling characters' movements in Twilight Princess or Red Steel. The nunchuk also contains motion-sensing equipment, so it can be shaken and rocked to perform additional actions. For example, shaking the nunchuk in Twilight Princess executes a spinning slash attack.

    The nunchuk will probably be the most commonly used Wiimote accessory, but others will also be available. Currently, the only other confirmed accessory is the Virtual Console controller, a conventional gamepad with dual analog sticks. The VC controller will most likely be used with the Wii's Virtual Console to play older games, though some Wii games will support the pad's more conventional controls. We also saw at E3 2006 a pistol grip accessory that the Wiimote slides into to offer more controls with shooter games. The pistol grip hasn't been confirmed for retail release, but it offers an example of the flexibility and potential the control configuration offers.

    This wireless, motion-sensing goodness doesn't come without a price. The Wiimote uses two AA batteries, which must power the remote's accelerometers, IR sensors, Bluetooth radio, speaker, rumble module, and any attachments you plug in (the batteryless nunchuk draws its power from the Wiimote). The Wii doesn't come with any sort of charger, so you'll almost certainly want to pick up a set of at least four rechargeable AA batteries and a battery charger. Another factor to consider is that extra controllers a pretty pricey: $40 for additional Wiimotes, plus another $20 for the nunchuk.

    Gameplay and graphics
    The Wii's biggest and most obvious appeal is the ability to use its motion-sensing controller to play Wii-specific games. The Wii's release lineup includes the highly anticipated Legend of Zelda: Twilight Princess and the addictive pack-in party game Wii Sports, as well as a variety of more traditional third-party titles (many of which have been enhanced to use the Wiimote control). But while you're waiting for some more innovative Wii titles to arrive, there will still be plenty of games to play. The Wii is fully backward compatible with the Nintendo GameCube and includes four built-in GameCube controller ports and two GameCube memory card slots for gamers who want to enjoy their last-gen games.

  3. Check this picture

  4. Start Your Engines! Roy Foss Thornhill Launches The Foss Performance Club At Full Throttle! –

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