Live Caster Software

OpenCaster is a collection of open source and free software for the Debian GNU/Linux system to play out and multiplex MPEG transport streams
OpenCaster generates most of the non audio/video data present into transport streams and handle playout of pre-encoded audio/video files or can be integrated with third parties audio/video encoders
OpenCaster supports Interprocess communication among its different tools using Named pipes and enabling a high customization level by any user with basic shell script skills
The pipe paradigm has been criticized for performance [1] , still the easy customization payoff is too valuable compared to the performance lost and doesn’t present any issue in current Mbps throughput
Table generation is performed with serialization of a natural language description in Python and already features a large number of descriptors from different digital television standards
Adding new descriptors at the library is really fast and doesn’t need any particular programming skill beside knowing how the packet is specified bit by bit
Originally tests were done in Cineca as a research project under a different name targeting broadcast of DSMCC file system for MHP interactive television but the project was already started from works by German National Research Center for Information Technology
The first service featuring OpenCaster DSMCC was broadcast on air in Italy in 2003
The first non-live DVB service 100% generated by OpenCaster and open source mpeg2 encoders is operating on air since 2004
OpenCaster was presented at the 16th ACM international conference on Multimedia [2] since then has been used also in other researches: DVB-T DIGITAL TV TANSMITTER BASED SOFTWARE ,[3] MHP Conformance test ,[4] Building of an HbbTV demonstrator [5] a project in collaboration with European Broadcasting Union, Open Source End-2-End DVB-H Mobile TV services and network infrastructure — The DVB-H pilot in Denmark
[6] OpenCaster was used in the HbbTV Test suite in 2014 [7] and has been cited as tool in From the Aether to the Ethernet – Attacking the Internet using Broadcast Digital Television [8]
OpenCaster has been successfully integrated with a long list of broadcasting products, among them there are products by Adtec, Cisco/Scientific Atlanta, Deltacast, Dektec, Ericsson/Tandberg Television, Eurotek, Harmonic/Scopus, MainConcept, Mitan, Screen Service, Sr-Systems, Wellav,
OpenCaster has been tested with Rohde & Schwarz DVM100L and DVM 400 and it is continuously tested with Dektec StreamXpert
https://www.youtube.com/watch?v=NPIxQe3JJMs

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FanContact Software

id Software LLC (/ɪd/; see Company name) is an American video game developer headquartered in Dallas, Texas
The company was founded on February 1, 1991, by four members of the computer company Softdisk, programmers John Carmack and John Romero, game designer Tom Hall, and artist Adrian Carmack (no relation to John Carmack)
Business manager Jay Wilbur was also involved
id Software made important technological developments in video game technologies for the PC (running MS-DOS and Windows), including work done for the Wolfenstein, Doom, and Quake franchises
id’s work was particularly important in 3D computer graphics technology and in game engines that are heavily used throughout the video game industry
The company was also heavily involved in the creation of the first-person shooter genre
Wolfenstein 3D is often considered as the first true FPS, Doom was a game that popularized the genre and PC gaming in general, and Quake was id’s first true 3D first-person shooter
On June 24, 2009, ZeniMax Media acquired the company
In 2015, they opened a second studio in Frankfurt, Germany
The founders of id Software met in the offices of Softdisk developing multiple games for Softdisk’s monthly publishing
These included Dangerous Dave and other titles
In September 1990, John Carmack developed an efficient way that would perform rapid side-scrolling graphics on the PC
Upon making this breakthrough, Carmack and Hall stayed up late into the night making a replica of the first level of the popular 1988 NES game Super Mario Bros
3, inserting stock graphics of Romero’s Dangerous Dave character in lieu of Mario
When Romero saw the demo, entitled “Dangerous Dave in Copyright Infringement”, he realized that Carmack’s breakthrough could have potential
The team that would later form id Software immediately began moonlighting, going so far as to “borrow” company computers that were not being used over the weekends and at nights while they designed their own remake of Super Mario Bros
Despite their work, Nintendo turned them down, saying they had no interest in expanding to the PC market, and that Mario games were to remain exclusive to Nintendo consoles
Around this time, Scott Miller of Apogee Software learned of the group and their exceptional talent, having played one of John Romero’s Softdisk games, Dangerous Dave, and contacted Romero under the guise of multiple fan letters that Romero came to realize all originated from the same address
[4][5] When he confronted Miller, Miller explained that the deception was necessary since companies at that time were very protective of their talent and it was the only way he could get Romero to initiate contact with him
Miller suggested that they develop shareware games that he would distribute
As a result, the id Software team began the development of Commander Keen, a Mario-style side-scrolling game for the PC, once again “borrowing” company computers to work on it at odd hours at the lake house at which they lived in Shreveport, Louisiana
On December 14, 1990, the first episode was released as shareware by Miller’s company, Apogee, and orders began rolling in
Shortly after this, Softdisk management learned of the team’s deception and suggested that they form a new company together, but the administrative staff at Softdisk threatened to resign if such an arrangement were made
In a legal settlement, the team was required to provide a game to Softdisk every two months for a certain period of time, but they would do so on their own
[citation needed] On February 1, 1991, id Software was founded
The shareware distribution method was initially employed by id Software through Apogee Software to sell their products, such as the Commander Keen, Wolfenstein and Doom games
They would release the first part of their trilogy as shareware, then sell the other two installments by mail order
Only later (about the time of the release of Doom II) did id Software release their games via more traditional shrink-wrapped boxes in stores (through other game publishers)
id Software moved from the “cube-shaped” Mesquite office to a newly built location in Richardson, Texas
On June 24, 2009, it was announced that id Software had been acquired by ZeniMax Media (owner of Bethesda Softworks)
The deal would eventually affect publishing deals id Software had before the acquisition, namely Rage, which was being published through Electronic Arts
On June 26, 2013, id Software president Todd Hollenshead quit after 17 years of service
On November 22, 2013, it was announced id Software co-founder and Technical Director John Carmack had fully resigned from the company to work full-time at Oculus VR which he joined as CTO in August 2013
[8][9] He was the last of the original founders to leave the company
The company writes its name with a lowercase id, which is pronounced as in “did” or “kid”, and, according to the book Masters of Doom, the group identified itself as “Ideas from the Deep” in the early days of Softdisk but that, in the end, the name ‘id’ came from the phrase “in demand”
[10] It is presented by the company as a reference to the id, a psychological concept introduced by Sigmund Freud
Evidence of the reference can be found as early as Wolfenstein 3D with the statement “that’s id, as in the id, ego, and superego in the psyche” appearing in the game’s documentation
Prior to an update to the website, id’s History page made a direct reference to Freud
Arranged in chronological order:
Starting with their first shareware game series, Commander Keen, id Software has licensed the core source code for the game, or what is more commonly known as the engine
Brainstormed by John Romero, id Software held a weekend session titled “The id Summer Seminar” in the summer of 1991 with prospective buyers including Scott Miller, George Broussard, Ken Rogoway, Jim Norwood and Todd Replogle
One of the nights, id Software put together an impromptu game known as “Wac-Man” to demonstrate not only the technical prowess of the Keen engine, but also how it worked internally
id Software has developed their own game engine for each of their titles when moving to the next technological milestone, including Commander Keen, Wolfenstein 3D, ShadowCaster,[15] Doom, Quake, Quake II, and Quake III, as well as the technology used in making Doom 3
After being used first for id Software’s in-house game, the engines are licensed out to other developers
According to Eurogamer
net, “id Software has been synonymous with PC game engines since the concept of a detached game engine was first popularized”
During the mid to late 1990s, “the launch of each successive round of technology it’s been expected to occupy a headlining position”, with the Quake III engine being most widely adopted of their engines
However id Tech 4 had far fewer licensees than the Unreal Engine from Epic Games, due to the long development time that went into Doom 3 which id Software had to release before licensing out that engine to others
In conjunction with his self-professed affinity for sharing source code, John Carmack has open-sourced most of the major id Software engines under the GNU General Public License
Historically, the source code for each engine has been released once the code base is 5 years old
Consequently, many home grown projects have sprung up porting the code to different platforms, cleaning up the source code, or providing major modifications to the core engine
Wolfenstein 3D, DOOM and Quake engine ports are ubiquitous to nearly all platforms capable of running games, such as hand-held PCs, iPods, the PSP, the Nintendo DS and more
Impressive core modifications include DarkPlaces which adds stencil shadow volumes into the original Quake engine along with a more efficient network protocol
Another such project is ioquake3, which maintains a goal of cleaning up the source code, adding features and fixing bugs
Even earlier id Software code, namely for Hovertank 3D and Catacomb 3D, was released in June 2014 by Flat Rock Software
The GPL release of the Quake III engine’s source code was moved from the end of 2004 to August 2005 as the engine was still being licensed to commercial customers who would otherwise be concerned over the sudden loss in value of their recent investment
On August 4, 2011, John Carmack revealed during his QuakeCon 2011 keynote that they will be releasing the source code of the Doom 3 engine (id Tech 4) during the year
id Software publicly stated they would not support the Wii console (possibly due to technical limitations),[18] although they have since indicated that they may release titles on that platform (although it would be limited to their games released during the 1990s)
Since id Software revealed their engine id Tech 5, they call their engines “id Tech”, followed by a version number
[20] Older engines have retroactively been renamed to fit this scheme, with the Doom engine as id Tech 1
id Software was an early pioneer in the Linux gaming market,[21] and id Software’s Linux games have been some of the most popular of the platform
Many id Software games won the Readers’ and Editors’ Choice awards of Linux Journal
[22][23][24][25] Some id Software titles ported to Linux are Doom (the first id Software game to be ported), Quake, Quake II, Quake III Arena, Return to Castle Wolfenstein, Wolfenstein: Enemy Territory, Doom 3, Quake 4, and Enemy Territory: Quake Wars
Since id Software and some of its licensees released the source code for some of their previous games, several games which were not ported (such as Wolfenstein 3D, Spear of Destiny, Heretic, Hexen, Hexen II, and Strife) can run on Linux and other operating systems natively through the use of source ports
Quake Live also launched with Linux support, although this, alongside OS X support, was later removed when changed to a standalone title
The tradition of porting to Linux was first started by Dave D
Taylor, with David Kirsch doing some later porting
Since Quake III Arena, Linux porting had been handled by Timothee Besset
The majority of all id Tech 4 games, including those made by other developers, have a Linux client available, the only current exceptions being Wolfenstein and Brink
Similarly, almost all of the games utilizing the Quake II engine have Linux ports, the only exceptions being those created by Ion Storm
Despite fears by the Linux gaming community that id Tech 5 would not be ported to that platform,[27] Timothee Besset in his blog has stated “I’ll be damned if we don’t find the time to get Linux builds done”
[28] Besset has stated that id Software’s primary justification for releasing Linux builds is better code quality, along with a technical interest for the platform
On January 26, 2012, Besset announced that he had left id
John Carmack has expressed his stance with regard to Linux builds in the past
[30] In December 2000 Todd Hollenshead expressed support for Linux: “All said, we will continue to be a leading supporter of the Linux platform because we believe it is a technically sound OS and is the OS of choice for many server ops
“[31] However, on April 25, 2012, Carmack revealed that “there are no plans for a native Linux client” of id’s most recent game, Rage
[32] In February 2013, Carmack argued for improving emulation as the “proper technical direction for gaming on Linux”, though this was also due to Zenimax’s refusal to support “unofficial binaries”, given all prior ports (except for Quake III Arena, via Loki Software, and earlier versions of Quake Live) having only ever been unofficial
[33] Carmack didn’t mention official games Quake: The Offering and Quake II: Colossus ported by id Software to Linux and published by Macmillan Computer Publishing USA
The Commander Keen series, a platform game introducing one of the first smooth side-scrolling game engines for MS-DOS, brought id Software into the gaming mainstream
The game was very successful and spawned a whole series of titles
It was also the series of id Software that designer Tom Hall was most affiliated with
The first Commander Keen trilogy was released on December 14, 1990
The company’s breakout product was released on May 5, 1992: Wolfenstein 3D, a first-person shooter (FPS) with smooth 3D graphics that were unprecedented in computer games, and with violent gameplay that many gamers found engaging
After essentially founding an entire genre with this game, id Software created Doom, Doom II: Hell on Earth, Quake, Quake II, Quake III Arena, Quake 4, and Doom 3
Each of these first-person shooters featured progressively higher levels of graphical technology
Wolfenstein 3D spawned a prequel and a sequel: the prequel called Spear of Destiny, and the second, Return to Castle Wolfenstein, using the id Tech 3 engine
A third Wolfenstein sequel, simply titled Wolfenstein, was released by Raven Software, using the id Tech 4 engine
The Wolfenstein: The New Order reboot was developed using the id Tech 5 engine and released by MachineGames
Eighteen months after their release of Wolfenstein 3D, on December 10, 1993, id Software released Doom which would again set new standards for graphic quality and graphic violence in computer gaming
Doom featured a sci-fi/horror setting with graphic quality that had never been seen on personal computers or even video game consoles
Doom became a cultural phenomenon and its violent theme would eventually launch a new wave of criticism decrying the dangers of violence in video games
Doom was ported to numerous platforms, inspired many knock-offs, and was eventually followed by the technically similar Doom II: Hell on Earth
id Software made its mark in video game history with the shareware release of Doom, and eventually revisited the theme of this game in 2004 with their release of Doom 3
John Carmack said in an interview at QuakeCon 2007 that there will be a Doom 4
It has been in development since May 7, 2008
[35] Doom, the fourth installation and a reboot of the Doom series, was released on Microsoft Windows, PlayStation 4, and Xbox One on May 13, 2016
On June 22, 1996, the release of Quake marked the second milestone in id Software history
Quake combined a cutting edge fully 3D engine, the Quake engine, with a distinctive art style to create critically acclaimed graphics for its time
Audio was not neglected either, having recruited Nine Inch Nails frontman Trent Reznor to facilitate unique sound effects and ambient music for the game
(A small homage was paid to Nine Inch Nails in the form of the band’s logo appearing on the ammunition boxes for the nailgun weapon
) It also included the work of Michael Abrash
Furthermore, Quake’s main innovation, the capability to play a deathmatch (competitive gameplay between living opponents instead of against computer-controlled characters) over the Internet (especially through the add-on QuakeWorld), seared the title into the minds of gamers as another smash hit
In 2008, id Software was honored at the 59th Annual Technology & Engineering Emmy Awards for the pioneering work Quake represented in user modifiable games
[36] id Software is the only game development company ever honored twice by the National Academy of Television Arts & Sciences, having been given an Emmy Award in 2007 for creation of the 3D technology that underlies modern shooter video games
The Quake series continued with Quake II in 1997
Activision purchased a 49% stake in id Software, making it a second party which took publishing duties until 2009
However, the game is not a storyline sequel, and instead focuses on an assault on an alien planet, Stroggos, in retaliation for Strogg attacks on Earth
Most of the subsequent entries in the Quake franchise follow this storyline
Quake III Arena (1999), the next title in the series, has minimal plot, but centers around the “Arena Eternal”, a gladiatorial setting created by an alien race known as the Vadrigar and populated by combatants plucked from various points in time and space
Among these combatants are some characters either drawn from or based on those in Doom (“Doomguy”), Quake (Ranger, Wrack), and Quake II (Bitterman, Tank Jr
, Grunt, Stripe)
Quake IV (2005) picks up where Quake II left off – finishing the war between the humans and Strogg
The spin-off Enemy Territory: Quake Wars acts as a prequel to Quake II, when the Strogg first invade Earth
It should be noted that Quake IV and Enemy Territory: Quake Wars were made by outside developers and not id
There have also been a few other spin off games such as Quake Mobile in 2005 and Quake Live, an internet browser based modification of Quake III
A game called Quake Arena DS was planned and canceled for the Nintendo DS
John Carmack stated, at QuakeCon 2007, that the id Tech 5 engine would be used for a new Quake game
Todd Hollenshead announced in May 2007 that id Software had begun working on an all new series that would be using a new engine
Hollenshead also mentioned that the title would be completely developed in-house, marking the first game since 2004’s Doom 3 to be done so
[38] At 2007’s WWDC, John Carmack showed the new engine called id Tech 5
[39] Later that year, at QuakeCon 2007, the title of the new game was revealed as Rage
On July 14, 2008, id Software announced at the 2008 E3 event that they would be publishing Rage through Electronic Arts, and not id’s longtime publisher Activision
[41] However, since then Zenimax has also announced that they are publishing Rage through Bethesda Softworks
On August 12, 2010, during Quakecon 2010, id Software announced Rage US ship date of September 13, 2011, and a European ship date of September 15, 2011
[43] During the keynote, id Software also demonstrated a Rage spin-off title running on the iPhone
[44] This technology demo later became Rage HD
During its early days, id Software produced much more varied games; these include the early 3D first-person shooter experiments that led to Wolfenstein 3D and Doom – Hovertank 3D and Catacomb 3D
There was also the Rescue Rover series, which had two games – Rescue Rover and Rescue Rover 2
Also there was John Romero’s Dangerous Dave series, which included such notables as the tech demo (In Copyright Infringement) which led to the Commander Keen engine, and the decently popular Dangerous Dave in the Haunted Mansion
In the Haunted Mansion was powered by the same engine as the earlier id Software game Shadow Knights, which was one of the several games written by id Software to fulfill their contractual obligation to produce games for Softdisk, where the id Software founders had been employed
id Software has also overseen several games using its technology that were not made in one of their IPs such as ShadowCaster, (early-id Tech 1), Heretic, Hexen: Beyond Heretic (id Tech 1), Hexen II (Quake engine), and Orcs and Elves (Doom RPG engine)
id Software has also been associated with novels since the publication of the original Doom novels
This has been restarted from 2008 onward with Matthew J
Costello’s (a story consultant for Doom 3 and now Rage) new Doom 3 novels: Worlds on Fire and Maelstrom
id Software became involved in film development when they were in the production team of the film adaption of their Doom franchise in 2005
In August 2007, Todd Hollenshead stated at QuakeCon 2007 that a Return to Castle Wolfenstein movie is in development which re-teams the Silent Hill writer/producer team, Roger Avary as writer and director and Samuel Hadida as producer
id Software was the target of controversy over two of their most popular games, Doom and the earlier Wolfenstein 3D:
Doom was notorious for its high levels of graphic violence[46] and satanic imagery, which generated controversy from a broad range of groups
Yahoo! Games listed it as one of the top ten most controversial games of all time
The game again sparked controversy throughout a period of school shootings in the United States when it was found that Eric Harris and Dylan Klebold, who committed the Columbine High School massacre in 1999, were avid players of the game
While planning for the massacre, Harris said that the killing would be “like playing Doom”, and “it’ll be like the LA riots, the Oklahoma bombing, World War II, Vietnam, Duke Nukem and Doom all mixed together”, and that his shotgun was “straight out of the game”
[48] A rumor spread afterwards that Harris had designed a Doom level that looked like the high school, populated with representations of Harris’s classmates and teachers, and that Harris practiced for his role in the shootings by playing the level over and over
Although Harris did design Doom levels, none of them were based on Columbine High School
While Doom and other violent video games have been blamed for nationally covered school shootings, 2008 research featured by Greater Good Science Center[50] shows that the two are not closely related
Harvard medical school researchers Cheryl Olson and Lawrence Kutner found that violent video games did not correlate to school shootings
Secret Service and Department of Education analyzed 37 incidents of school violence and sought to develop a profile of school shooters; they discovered that the most common traits among shooters were that they were male and had histories of depression and attempted suicide
While many of the killers—like the vast majority of young teenage boys—did play video games, this study did not find a relationship between game play and school shootings
In fact, only one eighth of the shooters showed any special interest in violent video games, far less than the number of shooters who seemed attracted to books and movies with violent content
As for Wolfenstein 3D, due to its use of Nazi symbols such as the swastika and the anthem of the Nazi Party, Horst-Wessel-Lied, as theme music, the PC version of the game was withdrawn from circulation in Germany in 1994, following a verdict by the Amtsgericht München on January 25, 1994
Despite the fact that Nazis are portrayed as the enemy in Wolfenstein, the use of those symbols is a federal offense in Germany unless certain circumstances apply
Similarly, the Atari Jaguar version was confiscated following a verdict by the Amtsgericht Berlin Tiergarten on December 7, 1994
Due to concerns from Nintendo of America, the Super NES version was modified to not include any swastikas or Nazi references; furthermore, blood was replaced with sweat to make the game seem less violent, and the attack dogs in the game were replaced by giant mutant rats
Employees of id Software are quoted in The Official DOOM Player Guide about the reaction to Wolfenstein, claiming it to be ironic that it was morally acceptable to shoot people and rats, but not dogs
Two new weapons were added as well
The Super NES version was not as successful as the PC version
[citation needed]
In 2003, the book Masters of Doom chronicled the development of id Software, concentrating on the personalities and interaction of John Carmack and John Romero
Below are the key people involved with id’s success
Carmack’s skill at 3D programming is widely recognized in the software industry and from its inception, he was id’s lead programmer
On August 7, 2013, he joined Oculus VR, a company developing virtual reality headsets, and left id Software on November 22, 2013
John Romero, who was forced to resign after the release of Quake, later formed the ill-fated company Ion Storm
There, he became infamous through the development of Daikatana, which was received negatively from reviewers and gamers alike upon release
Both Tom Hall and John Romero have reputations as designers and idea men who have helped shape some of the key PC gaming titles of the 1990s
Tom Hall was forced to resign by id Software during the early days of Doom development, but not before he had some impact; for example, he was responsible for the inclusion of teleporters in the game
He was let go before the shareware release of Doom and then went to work for Apogee, developing Rise of the Triad with the “Developers of Incredible Power”
When he finished work on that game, he found he was not compatible with the Prey development team at Apogee, and therefore left to join his ex-id Software compatriot John Romero at Ion Storm
Hall has frequently commented that if he could obtain the rights to Commander Keen, he would immediately develop another Keen title
Sandy Petersen was a level designer for 19 of the 27 levels in the original Doom title as well as 17 of the 32 levels of Doom II
As a fan of H
Lovecraft, his influence is apparent in the Lovecraftian feel of the monsters for Quake, and he created Inferno, the third “episode” of the first DOOM
He was forced to resign id Software during the production of Quake II and most of his work was scrapped before the title was released
American McGee was a level designer for Doom II, The Ultimate Doom, Quake, and Quake II
He was asked to resign after the release of Quake II, then moved to Electronic Arts where he gained industry notoriety with the development of his own game American McGee’s Alice
After leaving Electronic Arts, he became an independent entrepreneur and game developer
McGee now heads independent development house Spicy Horse in Shanghai, where he works on various projects
https://www.youtube.com/watch?v=blcRwFkDee0

Sun Mountain Speed Cart

Solar golf carts are golf carts powered by mounting a photovoltaic (PV) or thin film panel on top of the existing roof or using a PV panel as the roof itself
A controller converts the sun’s energy to charge the golf cart’s 36-volt or 48-volt battery bank
Not only does the solar power take the cart off the electric grid, it also increases the driving distance and extends the life of the batteries
Solar conversion kits have been available for golf carts and Low Speed Vehicles (LSV) for several years
[1] These kits range from low wattage solar battery chargers to a 410-watt array on an 8-passenger transport cart
Kits utilizing flexible solar panels are often preferred on golf carts due to their light weight and ability to conform to the shape of the cart roof
Buyers can take a solar tax credit of 30% of the purchase price on their US Federal Income Tax
Solar-powered golf carts are popular with owners who drive long distances, such as maintenance workers, golf course fleets,[3] staff at the Detroit Zoo,[4] transportation vehicles in resorts and cities,[5] and drivers of VIP carts on college campuses
[6] High schools have used them as teaching tools for solar power
[7] For the environmentally-conscious and campers and hunters who are away from electrical power, the solar-powered golf cart reduces or eliminates the need to plug in
Converting a golf cart to solar power creates a true solar electric vehicle
https://www.youtube.com/watch?v=gsKWnDT31Ho

All About Sun Mountain Speed Cart

The Speed Cart GT Golf is updated with brand-new improvements that will ensure you enjoy your golf game. Before the Speed Cart’s intro, the three-wheeled, ergonomically effective folding push carts did not exist in the market. Now in 2017, we bring you the Speed Cart GT and its various enhancements. Here are a few of the new functions:

The new Speed Cart GT Golf features an improved upper bag bracket that fits stand bag leg mechanisms.
It has brand-new console tray with a cell phone holder, padded belongings tray and rating card holder.
Has a new adjustable beverage holder.
The Speed Cart GT 2017 has an integrated accessory knob and an all brand-new device line.
Upgraded mesh basket.
The E-Z Latch System streamlines folding and unfolding the cart and changing the manage height.
Both the upper and lower bag brackets have bungee cords to protect your golf bag on the cart.
The ergonomic and adjustable manage positions arms and shoulders in their most natural position.
The umbrella install protects an open umbrella.
Umbrella straps store a closed umbrella.
Sealed accuracy ball bearings ensure an easy roll and are maintenance free.
The brand-new Speed Cart GT Golf has a handle-mounted parking brake.

Sun Mountain guarantees everything they sell and will do everything they can to guarantee that you’re pleased. In case your product is damaged through problem or otherwise, they will be more than pleased to assist in replacement or repair work for you.

Click Here For Speed Cart GT Golf

All About Sun Mountain Speed Cart

The Speed Cart GT Golf is updated with new enhancements that will ensure you enjoy your golf game. Before the Speed Cart’s introduction, the three-wheeled, ergonomically effective folding push carts did not exist in the market. And now in 2017, we bring you the Speed Cart GT and its numerous enhancements. Here are a few of the brand-new functions:

The new Speed Cart GT Golf features an enhanced upper bag bracket that fits stand bag leg systems.
It has brand-new console tray with a cell phone holder, cushioned prized possessions tray and rating card holder.
Has a brand-new adjustable beverage holder.
The Speed Cart GT 2017 has a built-in device knob and an all brand-new accessory line.
Upgraded mesh basket.
The E-Z Latch System simplifies folding and unfolding the cart and adjusting the manage height.
Both the upper and lower bag brackets have bungee cables to protect your golf bag on the cart.
The ergonomic and adjustable manage positions arms and shoulders in their most natural position.
The umbrella mount secures an open umbrella.
Umbrella straps save a closed umbrella.
Sealed precision ball bearings make sure an easy roll and are maintenance free.
The new Speed Cart GT Golf has a handle-mounted parking brake.

Sun Mountain supports whatever they offer and will do whatever they can to guarantee that you’re satisfied. On the occasion that your merchandise is damaged through defect or otherwise, they will be more than happy to assist in replacement or repair for you.

Click Here For Speed Cart GT Golf

Speed Cart GT Golf

The John Deere Gator is a family of small all-terrain utility vehicles produced by the John Deere Corporation
They typically feature a box bed, similar in function to a pickup truck
The bed can also be installed as an electric dump body
The John Deere Gator has been made in a variety of configurations, ranging from 4 to 6 wheels
[1] The Gator line of vehicles are designed to serve on farms, worksites, and ranches, rather than as a pure off-road vehicle
However it is possible to order with specific off road features
In 1992, the vehicle replaced the three or five wheel John Deere AMT, introduced in 1987
The Gator vehicles use small but powerful 341cc (0
341L) 4 stroke engines found in lawn mowers, or an optional diesel engine that is also found in some Deere Mowers and Utility tractors
They use a continuously variable transmission employing a belt and a conical pulley system
Thus they require no clutch or gear shifts to operate
Many third party attachments are available for the Gator, including snow plows, sanders, and gun racks
The recommended maximum pay load capacity is 600 lbs (272 kg)
The size of the AMT was designed to easily be loaded into the back of a pickup truck (of the day) to be transported to various remote and/or hard to get to location that conventional means such as towing a trailer would prove dangerous or troublesome
The overall design of the first and second All-Material Transporter (AMT) were simple, easy to maintain and fix on site
The rugged heavy duty design proved to be a preferred utility machine for various jobs and the overall weight was surprisingly
Within the Gator family of vehicles, John Deere produces several lines
They are the Traditional Series, the High Performance (HPX) Series, the Compact Series and the XUV Series
[2] It also offers several specialty vehicles including the more off-road oriented Trail Gator, which is olive in color to better serve recreational and sporting uses
[2] The Turf Gator is specially designed to serve golf courses
[2] The M-Gator is a militarized variant used by the U
The Traditional Series is the second generation of the original Gator, designed for medium duty work
The High Performance or HPX Series Gators, introduced in 2004, are larger than the original Gator, and designed for heavier duty use
The Compact Series Gators, also introduced in 2004, are smaller and more like a golf cart in size and operation
[1][2] They are targeted at homeowners rather than commercial customers
The Gator XUV 4×4 was introduced in 2007 as a more extreme use Gator, for both commercial and recreational use
These models are often set up with snow plows and see severe usage duty in the industry
The model comes with either gas or diesel engine choices
In response to an ever competitive market, Deere expanded the XUV Line up in 2011 to include an 825 cc 3 cylinder gas engine to go alongside the current 625 cc engine
The 825 also sported a faster differential that allows the machine to reach speeds of up 70 kilometers (45 Miles) per hour
In addition, they kept the Diesel offering, but boosted the machines speed to 32 miles per hour, currently the fastest Diesel Utility Vehicle in the market
The three machines also underwent a styling overhaul and a redesigned box
In 1997 to 1998 the 261st Area Support Medical Battalion of the 44th Medical Brigade (ABN) brought a Gator to Bosnia for Operation SFOR2
It was an off the shelf commercial version Gator that was painted in Camouflage and equipped with a carrying tray on its hood as well as brackets to hold rifles
Its main purpose was for casualty evacuation, and it could hold two litters on the rear deck
It came in handy for utility work as well and was used mostly by the medical supply section for transporting supplies and equipment
In 1997, the U
Army adopted a version of the Gator known as the M-Gator
[3][4] The M-Gator is now also in use with the U
Marine Corps
[5] Following the upgrades of the original Gator, it is known in its current version as the M-Gator A1, and features upgrades such as rollover protection
[5][6] It is the 6×4 variant, and utilizes the three cylinder Yanmar diesel engine found in other Gator vehicles, and is also capable of using JP-8 fuel
[4][6] The vehicle is capable of being air-dropped
[4] The Gator has been used in Iraq and Afghanistan for supply deliveries and casualty evacuation, as it is more nimble off-road than an HMMWV
[4] Although the M-Gator was not designed to carry equipment in the field, troops would put their gear onto the vehicles to lighten their loads when an M-Gator was available to them
[7] M-Gators are also used by Canadian Forces in Afghanistan
The M-Gator has also been developed into an Unmanned Ground Vehicle, known as the R-Gator
[8] It was developed by John Deere and iRobot
[8] It is capable of autonomous operations such as waypoint following with obstacle avoidance, and following dismounted infantry soldiers, as well as other vehicles
The Turf Vehicles series features the Gator TX, Gator TE, and the ProGator vehicles
The ProGators are intended for heavy duty farm work, while the TX and TE are for niche industrial duties where quiet vehicles are desired; like golf courses
The TE is an electric vehicle
https://www.youtube.com/watch?v=x56DkviiPaI