Rocket VPN 1.14  Crack

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Anna Ploof

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Aug 20, 2024, 2:30:57 PM8/20/24
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It is - again, possible to destroy a base using unguided rockets like Mighty Mouse.
A year ago during summer event it was changed and no longer possible.
Now it is possible again. Is it a bug or intended??

Probably has something to do with the fact that m57b is a HE rocket and FFAR is a HEAT rocket. While HEAT warheads do have explosive power, the damage mechanics are overall quite different

Rocket VPN 1.14  Crack


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Instructions: Select a target player from the dropdown. If you select --Enter player name-- you will be able to enter the name of the player to give the fireworks rocket to. If you do not provide a Player Name, the generator will use @p which will give the fireworks rocket to the closest player.

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Inspired by the SAFIRE mod which adjusts the oxidizer/fuel levels to 3:1 instead of the stock 1.1:0.9 and the tank ratios to compensate, I'm thinking of adding that into Simplex Resources. It changes nothing for the mass of craft overall, nor delta-vee. The same mass gives the same delta-vee. The borrowed idea continues with oxidizer being easier to make (using NaturalOre), and Liquid fuel (that you don't need so much of), is only able to be made later in the tech tree and requires a rarer resource (so HydrateOre would be nerfed too). But unlike SAFIRE, I won't adjust the densities of the fuels. I'd also make this work in with NF suite and SSPX for the B9 tank switches, and look at supporting other tank mods that use B9. Part mods that have vanilla ksp definitions would be supported anyway.

The thinking in the next update is that they will translate into the basics of 12 usable resources found in the game and used in the Simplex system. It is a simplified and non-onerous resource system.

MexalFuel is going to be like a proposed Aluminum/ oxidizer rocket that could be used on the moon without needing that valuable water /hydrogen - it would be a later tech tree thing. Something like it exists in KSPIE, but i'll supply one too. Low thrust, low ISP.

Oceans will either be Fresh (not in stock), Acid, or Base. Acid oceans contain 5% NaturalOre, Base oceans contain 5% RareOre along with HydraSaturate of 95%. Kerbin and Laythe have Base Oceans, Eve has Acid Oceans as it is supposidly rocket fuel anyway, and LF and Ox require HydraWhatever and NaturalOre respectively.

I'm also going to add in Argon to support NF engines. This will mean 4 gases Air, BadAir, Xenon and Argon. Bodies with atmospheres will have combinations of these. I've dubbed atmosphere's as Good, Bad, Ugly and Gassy. Good is 95% Air, trace everything else (Kerbin). Bad is 100% BadAir, (Duna). Ugly is 50/50 Air and BadAir (Eve). Gassy is mostly BadAir with more Xenon and Argon.

Also to note thathat HydraSaturate name is a WIP. Obviously it's analogy is water but I'd like a name that fits with the HydrateOre ide. Possibly calling it Saturate on its own is a possibility or else HydrateFlow HydratePure or just LiquidHydrate

Yes this is nearly ready to work. And the uodate is for Near Future Electric compatability. This works but for some reason I lost the kerbalism simplex profile stuff so isnt working with kerbalism. Hoefully have this sorted by the weekend as I want to play!

Okay, had a crack at the Kerbalism stuff at 2.30am - it is showing up, but not showing in the kerbalism planner. Needs more investigation. Works well without kerbalism though. Still hoping for a weekend release. Will probably spend some time this evening waiting for the super blood moon!

I like the idea of cryotanks, but not sure how i want to implement it. Should i create a new fuel like CryoFuel, or perhaps patch the Cyrotanks mod to only use LF in regular tanks and the CryoFuel to put LF in a compressed state in the cryotank tanks with boiloff?

The first reason is that I've fudged support for them in the past by including the LH2 resource lifted from CRP. No more! Also, the B9PartSwitch patch for Cyrotanks reverts the stock tanks back to the stock 1.1:0.9 ratios. yuck. This needs patching.

I'll add in a new resource called CyroFuel to replace LqdMethane. So there is some interesting ratio dynamics going on here. Nertea has the Oxidizer: Methane engines running at 1:3, as opposed to Oxidizer/LiquidFuel engines in SimplexResources mod running 3:1. This is because the LqdMethane is around 1/10 the mass per unit compared to LiquidFuel. I've been sitting on this conundrum for a couple of weeks, and I've decided: I like it!

For ISRU, this is going to be a cheaper option to produce, in the sense that less HydrateOre/Saturate will be needed per unit, like 1/10th, but you will need to produce 3 times as much - so more power, more time? You'll also need BadAir and Air will be a by product of this process. So, finding HydrateOre or Saturate on Duna will allow an easy process to produce the fuel. It will require the third largest ISRU, the Heavy ISRU that comes with SimplexResources, or an equivalent from another mod, or obviously the Quantum ISRU that is availbale when either CTT or TETRIX Tech Tree is installed.

So basically, support will be removed LH2 options, and have CyroFuels replace LqdMethane. This will hopefully only take a week or so. The biggest hurdle, beside RL work is getting B9 Patching done. At least the variants for tanks don't switch the models! So it shouldn't be too bad.

I've patched both the nuclear Kerbal Atomics engines, and also the Hydrolox CryoEngines, to LF/O, removing the need for LH2. The Kerbal Atomics engines have the 1.0 Liquid Fuel, same as stock NERV, but also the 1.5:0.5 Ox:LF ratio for the secondary burning. The ISP and thrusts for both are taken from Nertea's patches (with credit) but tweaked just a tad. The Fuji engine has a OP tweak in its LFO patch which I'm guessing is a typo and so I've adjusted for that.

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