Tumgik
#dp x b10
the-autistic-spider · 9 months
Text
Danny phantom crossover fic's please
I'm just looking for some Danny phantom crossover fics it could be
ben 10
dc
marvel
percyjackson
Spider-Man
alex rider
scp
174 notes · View notes
pinktwinkiezoppo · 1 year
Text
Wes: Fenton.
Danny: Weston.
Wes: Care explaining why I saw you and Ben Tennyson kissing at Nasty Burger yesterday?
Danny: We're dating
Wes: I thought the Ghost Boy was dating Ben 10
Danny: Ben's a celebrity, he can have as many bitches as he wants
244 notes · View notes
fentennyson · 1 year
Text
Tumblr media Tumblr media
Ben and Danny's two children
159 notes · View notes
mangotortoise · 2 years
Link
Oops
Chapters: 3/? Fandom: Ben 10 Series, Danny Phantom Rating: Not Rated Warnings: Graphic Depictions Of Violence Relationships: Danny Fenton & Ben Tennyson, Ben Tennyson & Gwen Tennyson, Valerie Gray & Kevin Levin, Mild Danny Fenton/Valerie Gray, Kevin Levin/Gwen Tennyson, One-Sided Danny/Sam Characters: Danny Fenton, Ben Tennyson, Gwen Tennyson, Kevin Levin, Valerie Gray, Ghostfreak | Zs'Skayr, Minor Original Character - Character, Sam Manson, Tucker Foley Additional Tags: Horror, Angst, Body Horror, Demonic Possession, Swearing, Disfigurement, minor original character death, Identity Reveal, the kids are not alright, Ben Tennyson and Danny Fenton Casually Exist in the Same Universe Because I Say So, Gwen is an Anodite, I am aware physics does not work this way lol, shoddy worldbuilding Summary:
Ben, Kevin, and Gwen are sent to Amity Park in the wake of the disappearance of several High Profile Plumber Agents. Once there, they cross paths with the (in)famous undead hero: Danny Phantom. But when the Ultimatrix starts glitching out, it would serve them well to remember: not all ghosts are as friendly as Danny.
12 notes · View notes
sorensouls · 5 months
Text
We need more dp x b10 fics and content like yall are sleeping on this like think of the possibilities with this crossover. kid with ghost powers and buckets of angst with a thing for space with added angst meets the kid who got what danny could only wish for (sure Ben has angst but he overall won the lottery when it comes to teen heros dude)
Like open your eyes dp and b10 fans
35 notes · View notes
launch-3-telecom · 6 years
Text
looking to Buy
C20-130-002R
ROSENBERGER
TOWER_ACCESSORY
C20-130-005R
ROSENBERGER
TOWER_ACCESSORY
MC-PK12S-12-126, MC-PKG125-12-126
COMMSCOPE/ANDREW, MTS WIRELESS
TOWER_ACCESSORY
MTC3607120
COMMSCOPE/ANDREW
TOWER_ACCESSORY
RR-B2B-LP, D218RRUDSM, MTC3326DHD
COMMSCOPE/ANDREW, ROSENBERGER, COMMSCOPE/ANDREW
TOWER_ACCESSORY
MT-195-12, C10-116-813
COMMSCOPE/ANDREW, ROSENBERGER
TOWER_ACCESSORY
HMB-A
SITE PRO
TOWER_ACCESSORY
PRK-1245
VALMONT
TOWER_ACCESSORY
MTC3615-10 514617 12FT QUIK-V KIT V-STA
COMMSCOPE/ANDREW
TOWER_ACCESSORY
ATLP200-001
COMMSCOPE/ANDREW
TOWER_ACCESSORY
MC-PK12S-B, (1) C10-851-001 (1) C10-112-300
COMMSCOPE/ANDREW, ROSENBERGER
TOWER_ACCESSORY
SF-QV7-B
COMMSCOPE/ANDREW
TOWER_ACCESSORY
RK-60-3M , RK-60-3M
COMMSCOPE/ANDREW, MTS WIRELESS
TOWER_ACCESSORY
SFR-K
VALMONT
TOWER_ACCESSORY
SFS-H
VALMONT
TOWER_ACCESSORY
X-STU
ROSENBERGER
TOWER_ACCESSORY
D213RRU
ROSENBERGER
TOWER_ACCESSORY
SF-U12-B
COMMSCOPE/ANDREW
TOWER_ACCESSORY
D215RRU
ROSENBERGER
TOWER_ACCESSORY
SM-U2016  , SM-U2016
COMMSCOPE/ANDREW, MTS WIRELESS
TOWER_ACCESSORY
WS602, STK-U
VENTEV, VALMONT
TOWER_ACCESSORY
WT-HRM2-126, C10-169-001
COMMSCOPE/ANDREW, ROSENBERGER
TOWER_ACCESSORY
C20-129-008
ROSENBERGER
TOWER_ACCESSORY
SFR-K-L
TOWER_ACCESSORY
MT-250, C10-201-001 (4) C40-023-002, MT-250L, SP250-6
COMMSCOPE/ANDREW, ROSENBERGER, VALMONT, SITE PRO/VALMOUNT
WALL_MOUNTS
800-10992K
Kathrein
Antenna
800-10991K
Kathrein
Antenna
C10-737-802
Rosenberger
TOWER_ACCESSORY
CBC78T-DS-43  / E14F05P19
COMMSCOPE/ANDREW
Diplexer
KFTDR00110030
KMW
QUADPLEXER
C10-857-001C
Rosenberger
TOWER_ACCESSORY
MTC3619
Commscope
TOWER_ACCESSORY
TMABPD7823VG12A
CCI
AMPLIFIER
KCLDMDA46000
KMW
ANTENNA_MOUNT
CBC192123T-DS, E11F33P09
Commscope
DIPLEXER
E15S09P94
COMMSCOPE/ANDREW
AMPLIFIER
E15V95P49
COMMSCOPE
AMPLIFIER
CMA-B/3324/E0/TB05
CELLMAX
ANTENNA
CMA-B/3324/E2/TB05
CELLMAX
ANTENNA
CMA-B/6520/E0-8
CELLMAX
ANTENNA
CMA-BDHH/6519/0-8/RMU/TB06
CELLMAX
ANTENNA
CMA-BDHH/6520/0-8/RMU/TB06
CELLMAX
ANTENNA
CX062-HGRSP
ROSENBERGER
ANTENNA
800-10764V01 K
KATHREIN
ANTENNA
800-10766V01 K
KATHREIN
ANTENNA
AM-X-CD-16-65-00T-RET
KMW
ANTENNA
CMA-BDHH/6521/0-6/RMU/TB05
CELLMAX
ANTENNA
ATCB-B01-005
COMMSCOPE
CABLE
AVA5-50FX
COMMSCOPE
COAX
CBC1726-DP
COMMSCOPE/ANDREW
DIPLEXER
RFFT-12SM-001-200M
COMMSCOPE
FIBER
RFFT-36SM-001-175M
COMMSCOPE
FIBER
RFFT-36SM-001-200M
COMMSCOPE
FIBER
0
0
FIBER
0
COMMSCOPE/ANDREW
FIBER
RFFT-36SM-001-60M
COMMSCOPE
FIBER
FJ-2SM-015-175M
COMMSCOPE
FIBER
FJ-2SM-015-200M
COMMSCOPE
FIBER
FJ-2SM-015-10M
COMMSCOPE
FIBER
FJ-2SM-015-5M
COMMSCOPE
FIBER
FJ-2SM-015-M75
COMMSCOPE
FIBER
WR-VGCO43PR
ROSENBERGER
FIBER_JUMPER
L4A-DMDR-10-P-SGW
COMMSCOPE
JUMPER
L4A-DMDR-15-P-SGW
COMMSCOPE
JUMPER
L4A-DMDR-20-P-SGW
COMMSCOPE
JUMPER
L4A-DMDR-6-P-SGW
COMMSCOPE
JUMPER
L4-HMHM-30-SGW-D
COMMSCOPE
JUMPER
L4A-DMDM-4-P
COMMSCOPE
JUMPER
L4A-DMDM-3-P
COMMSCOPE
JUMPER
L4A-DMDM-40-P
COMMSCOPE
JUMPER
L4A-DMDM-6-P
COMMSCOPE
JUMPER
L4A-DMDM-60-P
COMMSCOPE
JUMPER
CX113-1118
COMMSCOPE
JUMPER
WR-VGCO43PR
ROSENBERGER
POWER
CBC6192123T-DS
COMMSCOPE/ANDREW
QUADPLEXER
CBC7821-DF
COMMSCOPE
ANTENNA
RV4PX310R-V2
COMMSCOPE
ANTENNA
FB-15-ABOX
ROSENBERGER
FIBER
QBC0007F1V51-1
KAELUS
ANTENNA
NNH4-65B-R6
COMMSCOPE
ANTENNA
TMAT21-11-43
COMMSCOPE
AMPLIFIER
SLJ12SPW-64M64M-6FT-00
ROSENBERGER
JUMPER
SLJ12SPW-64M64M-4FT-00
ROSENBERGER
JUMPER
SLJ12SPW-60M64M-6FT-00
ROSENBERGER
JUMPER
CBC782123-DS
COMMSCOPE
QUADPLEXER
CBC781921W-DS
COMMSCOPE
QUADPLEXER
C10-737-802
ROSENBERGER
TOWER_ACCESSORY
CMAX-D-CPUSEV53
COMMSCOPE
ANTENNA
S-4-CPUSE-H-Di6
COMMSCOPE
SPLITTER
D218RRUDSM
ROSENBERGER
TOWER_ACCESSORY
TMAT23-11A
COMMSCOPE
AMPLIFIER
TMAQ23-11A
COMMSCOPE
AMPLIFIER
TMAT21X-11A
COMMSCOPE
AMPLIFIER
ETW190VS12UB
COMMSCOPE
AMPLIFIER
SBNHH-1D45C
COMMSCOPE
ANTENNA
SFG22‐12‐3‐96
COMMSCOPE
TOWER_ACCESSORY
SA-B10
COMMSCOPE
TOWER_ACCESSORY
RTW-14-HD
VALMONT-SITE PRO
TOWER_ACCESSORY
BHD10-K
VALMONT-SITE PRO
TOWER_ACCESSORY
C10-857-011C
ROSENBERGER
TOWER_ACCESSORY
CBC7823-DS
COMMSCOPE
AMPLIFIER
C10855665CDP
SABRE INDUSTRIES
TOWER_ACCESSORY
HRK12
Site Pro
TOWER_ACCESSORY
C10855555C
SABRE INDUSTRIES
TOWER_ACCESSORY
RK-60-3L
COMMSCOPE
TOWER_ACCESSORY
AHCP
Site Pro
TOWER_ACCESSORY
PRK-1245L
Site Pro
TOWER_ACCESSORY
RK-36-3S
COMMSCOPE
TOWER_ACCESSORY
VFA12-HD3T5NP
Site Pro
TOWER_ACCESSORY
MCG22‐12M‐12‐96
COMMSCOPE
TOWER_ACCESSORY
2C2U3MT360X06F00s0
AMPHENOL
ANTENNA
MC-HP12S-12-96
COMMSCOPE
TOWER_ACCESSORY
2C2U3MT360X06F00s0BK
AMPHENOL
ANTENNA
PTS90120-3-AA777-PN
Pacific Technical Solutions, Inc.
POWER
PTS90122-3-AA777-PN-8
Pacific Technical Solutions, Inc.
POWER
PTS90122-4-GG###-PN-8
Pacific Technical Solutions, Inc.
POWER
WR-SVG86ST-BRD-58
ROSENBERGER
POWER
TPA-65R-LCUUUU-H6-K
CCI
Antenna
RK-60-3S
COMMSCOPE
TOWER_ACCESSORY
MTC3979
COMMSCOPE
TOWER_ACCESSORY
MTC3982G
COMMSCOPE
TOWER_ACCESSORY
MIS102277
Emerson/Talley/Jupiter
POWER
MIS102283
Emerson/Talley/Jupiter
POWER
MIS102278
Emerson/Talley/Jupiter
POWER
MIS102286
Emerson/Talley/Jupiter
POWER
102275
Emerson/Talley/Jupiter
POWER
121835
Emerson/Talley/Jupiter
POWER
SFS-V
SITE PRO
TOWER_ACCESSORY
TF-GM6-96
COMMSCOPE
TOWER_ACCESSORY
SFG23-12-4-126
COMMSCOPE
TOWER_ACCESSORY
DBC0061F1V51-2
Kaelus
DIPLEXER
HSRK-35
Site Pro
TOWER_ACCESSORY
MC-HP12M-12-126
COMMSCOPE
TOWER_ACCESSORY
PRK-NA
SITE PRO
TOWER_ACCESSORY
SFG23
COMMSCOPE
TOWER_ACCESSORY
MTC3326DHD
COMMSCOPE
TOWER_ACCESSORY
4.963.0057.002
Trylon
TOWER_ACCESSORY
TPA65R-BU4BA-K
CCI
ANTENNA
HRK12-HD
SITE PRO
TOWER_ACCESSORY
L4-HMDM-40-SGW-D
COMMSCOPE
JUMPER
CM1007-DBPXBC-003
POWERWAVE
DIPLEXER
102276
Emerson
POWER
102274
Emerson
POWER
CBC426T-DS-43   |   E14F05P31
CommScope
DIPLEXER
TBC0042F1V51-2
Kaelus
DIPLEXER
MBA9-6F-U-H3-K
CCI
Antenna
DPO-6789B-S-T2
CCI
DIPLEXER
TBC0038F1V94-2
Kaelus
DIPLEXER
800 10715
Kathrein
ANTENNA
737 978
Kathrein
ANTENNA_MOUNT
849141684
Lucent/Launch 3
CABLE
849138136
Lucent/Launch 3
CABLE
S-2-CPUSE-H-Di6
Commscope
SPLITTER
102279
Emerson/Talley/Jupiter
POWER
102281
Emerson/Talley/Jupiter
POWER
516993
Emerson/Talley/Jupiter
POWER
SPTB
SITE PRO
TOWER_ACCESSORY
www.Launch3Telecom.com | [email protected] | 877-878-9134
Oscar Swanson​
Purchasing
Launch 3 Telecom
E: 
 | 
W: 
Launch3telecom.com
A: 
27 Daniel Rd West, Fairfield, NJ 07004
from Blogger https://ift.tt/2J9zaR2
0 notes
pcinvasion-blog · 7 years
Text
New Post has been published on PC Invasion
New Post has been published on http://bit.ly/2iYMaNn
Elite Dangerous 2.2.03 update is live
The latest patch for Elite Dangerous takes the game to version 2.2.03 and it’s live now.
The update comes with the obligatory stability fixes and a load of general tweaks and fixes. There’s more interesting stuff to be found in the notes including a new mission type and tweaks, weapons changes and fixes, changes to Engineers and new Engineer recipes, VR tweaks to remove banding which was really needed and more.
Here’s the full notes…
Elite Dangerous Patch 2.2.04 Notes
Stability Fixes
Fix for crash when dropping from orbit at Eafots LZ-H b10-0 D 1
Crash fix for a rare case when hyperspacing out of a system that turns into an invalid state en route
Fix for outfitting crash when receiving a web response without a ship loadout in it
Fix a crash in the PlayerPOISpawner if the closest planet in the planet surface manager hasn’t been found yet
Softlock loading in to a persistent POI in multiplayer situation fixed
Prevent mission server softlock
Fix some memory stomping reading JSON response for the ship list when transferring a remote ship
Powerplay page softlocks on selecting power in turmoil fixed
Fixed crash caused by the engineer crafting manager trying to callback on the workshop GUI after it has been closed
Fix crash in role switch panel
Xbox One: Fixed low level cockpit GUI crashGeneral Tweaks/Fixes
Added new DTS Headphone X functionality
Allow a mini USS bubble around Colonia
Fix transaction server error when clearing a save that had lots of exploration data
Committing a murder while in a fighter now results in being attacked by the Authority following a scan
If saving or autosaving while in supercruise, move the player well clear of star Jet Cones. You shouldn’t ever reload back in after a hyperspace failure stuck in the cones anymore. Note that if you save/log out while in normal space, you will still be in the cone on your return, this safety check can’t be used to escape once you’ve already made a mistake, it’s just covering for failures that aren’t the player’s fault
Added a warning message when a non-flown ship is being scanned
Fixed “Ship scan detected” warning not always appearing
Fix for NPC voice volume slider not working in the audio options
Allow Reload time in Outfitting to be shown to the nearest 1 decimal place rather than rounded to whole seconds
Added some system metadata for the five starsystems holding refuelling bases between the Sol bubble and Colonia
Crew rank does not update on the contacts or ship GUI after ranking up fixed
Fixed missing cyrillic glyphs in module and systems panel
Avoid tinting weapon impacts on environmental surfaces
Fix for the POIs getting stuck loading due to the ReplicatedLevelContainer not activating its advance phase
Allow Reload time in Outfitting to be shown to the nearest 1 decimal place rather than rounded to whole seconds
Don’t clear legal state after a cargo scan! This will make the cockpit “Wanted” warning vanish!
Warning message now appears when player scans fighter or mothership with Kill warrant or Manifest scanner
Fixed a rare cause of triggering the ship rebuy screen when docking an SRV at a planet base
Fixed outfitting with multiple purchases of bobbleheads
Added new Military slots to applicable ships along with loc strings and hit sphere locations for them
Fixed descriptions for engineer related commodities
Fixed (r) and ™ glyph not being parsed correctly from loc files
Xbox One: Don’t show nameless scoreboard entries. If we have data for a player without a name, then don’t add it to the score summary
Xbox One: Where we have axis bindings, unhide the +/
button bindings so they can be rebound. Also make all flight control axes invertible
Xbox One: Don’t handle a protocol activation if we’re resetting or disconnecting. This means if we accept one while suspended, we won’t process it until we’ve gone through a full reset and reconnected, at which point we should be able to safely join the session
Various text fixes
Latest localisation updates includedPassengers
Added passenger seating allocation to allow passengers to be assigned outside of mission board
Updated the timescale of the Long Distance Expedition template to be 28 days
Updated the bonus rewards from passenger demanded cargo
this makes the reward more worth while for the playerMissions
Added a new mission type for investigating the ancient ruins
Make supply to demand overrides take max distance into account (Stops Colonia making missions which intend to only go 500ly into missions to pop back to the bubble with a ~24 time limit)
Reduce number of missions sent to clients as we’re only sending relevant missions now
Increased maximum mission duration to 28 days
Fix elite rank point calculations from missions so that they are a % of any mission profit earned
Fix the mission generation iteration limitor as it was preventing missions from spawning and thus decreasing board size
Make sure that missions are properly transferred to the ship transactions panel after boarding from an SRV
Fix for lack of Exquisite Focus Crystals as a mission reward
Fix data message IDs at all ancient sites for the associated mission so that the codex scans actually trigger an inbox message
Added mission limit to the ancient ruins mission
Fixed mission progress elements in the ancient ruins template to actually show the inbox messages as the data is discovered
Reduced the reputation reward for the ancient ruin mission when handed in and not fully completed
Added a bonus reputation reward for full ancient ruin mission completion
Massacre Conflict missions will only accept conflict zone targets
Add additional logging to inbox messages to try to find out why we’re receiving a reply for a message we don’t have anymore
Fixed codex with blank entries and Tweaked active codex numbers sot hat more are active at a time
Fixed an incorrectly set boolean preventing multiple rewards from a single success pointNew Module
Module Reinforcement Pack (MRP) added, in the same sizes/classes as HRPs, designed to protect modules against external attacks piercing the hull
Integrity of all MRPs approximately 15% higher than beta. MRPs now have a multiplier to make them much more easy to repair with an AMFU to offset their huge health pools, each unit of AFM ammo repaired restores 10x as much health to an MRP as it will to other modulesWeapons
Rather than permanently disabling guidance on torpedoes, ECM now gives an enormous kick onto a new trajectory and scrambles them for a short time (randomly between 5 and 10 seconds), after which they will re-acquire a lock and turn back in to engage
Fixed multicannon Clips increased to 100 (from 90)
Fixed/gimbal multicannon reload times adjusted for consistency (generally buffed), fixed are now 4s, gimballed 5s (from an inconsistent 4s/5s mix)
Fixed cannon damage increased by 25%
Fixed cannon clip size increased to 6 (from 5)
Fixed cannon reload time reduced to 3 (from 4)
Fixed cannon ammo reserve size increased to 120 (from 100)
Gimbal/Turret cannon damage increased by 15%
All fixed pulse/burst/beam weapons have 10% reduced WEP drain
WEP draw of burst lasers reduced by 10-15% (on top of fixed weapons as mentioned earlier). This has been adjusted so that pulse and burst weapons have essentially the same final DPE, and represent a tradeoff between DPS and power/heat
Plasma Accelerator reload times reduced to 6s (from 8)
Plasma Accelerator damage increased
Damage split for Plasma accelerators changed from a kinetic thermal split to 60% absolute/20% kinetic/20% thermal (reduced from 100% absolute in beta), this means they partially ignore any damage resistance
Reactor power draw for beams reduced 10%
Frag Cannon base damage and hardness piercing adjusted to maintain the same damage against large ship hulls, but get a 15% bonus against small ships and shields
Frag Cannon ammo reserve doubled (to 180 from 90)
Clip size modifications now always round the clip up to avoid overly punishing small-clip weapons, and the modifier is not shown if it will have no effect
Increased fighter weapon hardness piercing
Internal statistics panel now has a combat defences section which should show:
Shield health
Armour health
Armour rating
plus the damage resistances to all 3 types for both
Railgun Ammo increased from 30 -> 80 (90->240 for the Imperial Hammer)
Railgun Firing heat reduced by 20%
HRP mass halved across the board, MRPs use this halved mass
Cytoscrambler improvement: 50% damage increase, damage falloff/range increased from 300/600 to 600/1000Shields
Regeneration rates have been increased for the larger shields when broken. Size 1 & 2 have no effect, size 8 is double what it was
Regeneration rates when shields are active but have not recently taken damage are increased. It is now the maximum between what is was before (a fixed value for all sizes) and 25% of their broken regen (40% for biweave). This is lower than is was in beta
Reboot-repair now Bump-starts shields when it completes, reducing downtime waiting for them to return. The focus of this is out of combat, so it does not work if you move at above 50m/s or take a shot during the rebootEngineers
Auto loader improved and ammo penalty removed
Dispersal field damage penalty removed
Overload Munitions ammo capacity penalty removed
Smart rounds flight time penalty removed
Concordant sequence regeneration amount doubled and lasts twice as long
Emissive Munitions duration reduced to 30% of what it was, and capped much shorter for missiles
Emissive Munitions Scale reduced vastly, it will still guarantee visibility but no longer maxes out gimbal tracking at all ranges
Feedback Cascade no longer provides a fixed 90% reduction to healing, instead each hit reduces the healing rate by an amount proportional to damage capped at -90% as before. Exact number of hits to reach the cap varies based on size of weapon and shield cell, but will typically be 2-3 (requiring either high skill or multiple railguns) and up to 5 for smaller weapons against size 8 cell banks
Overcharged and Efficient Blueprints now available for Beam weapons
Plasma Slug now available on Plasma Accelerators
More improvements to restocking weapons with engineer modifications
Ensure the latest version of recipe ingredients are used when crafting, regardless of how long ago a recipe was pinned
Automatically update modified modules to the latest version of the recipe
Fix engineer names in inbox messages
Make default items slot aware to prevent modules that are usually core (basically just fuel tanks) having to be replaced when stored from an optional module slot
Removed option to remove modification when the module is stored
Reduce multiplier on Phasing sequence by 20%
When scaling Weapon Range up in a blueprint, we now display that the projectile speed has increased.
When scaling down the fire rate of beams, lower their DPS correctly rather than having no effect. this will slightly nerf efficient beams, with a noticeable effect to lower levels, but G5 sees very small differenceNew Engineer Recipes
Grade 5 Burst Laser from Broo Tarquin
Grade 5 Beam Laser from Broo Tarquin
Grade 5 Mines from Juri Ishmaak
Grade 5 Missiles from Liz Ryder
Grade 5 Torpedos from Liz Ryder
Grade 5 Railguns from Tod ‘The Blaster’ McQuinn
Grade 4&5 Hull Reinforcement Thermal/Kinetic/Explosive resistance Blueprints from Selene Jean
Grade 4&5 Armour Thermal/Kinetic/Explosive and Advanced Blueprints from Selene Jean
Grade 4&5 Shield Booster Thermal/Kinetic/Explosive Blueprints from Didi VatermannBlueprint Changes
Efficient no longer increases firing interval (reducing rate of fire)
Efficient heat reduction reduced (from -50-90% to -50-60% at G5)
Efficient WEP draw reduction range reduced and maximum reduced slightly (-15-40% to -25-35% at G5)
Overcharged damage increased (+30-35% to +35-45% at G5)
Overcharged Rate of fire increase removed
Overcharged now reduces clip size (-15-25% at G5)
(Changes to focused during beta were reverted entirely)
Rapid Fire Rate of Fire range reduced, maximum still 40%
Rapid Fire Damage penalty increased
Rapid fire WEP draw reduction reduced, (-30-50% to -30-40%)
Rapid Fire Hardness piercing increase removed
Rapid fire now speeds up reload times (-50-65% at G5)
Increase damage buff for Short Range to 45% (+5%) so that it is competitive with Overcharged and Rapid fire for raw damage,but with different tradeoffs
Short Range: When scaling Weapon Range down in a blueprint, we no longer scale down the Damage Falloff start, nor the projectile speed
Short range no longer increases WEP draw of the weapon
Long Range now removes damage falloff from range on the weapon
Long Range no longer increases WEP draw
Long Range no longer reduces raw damage
Light Weight no longer reduces damage
Light Weight now reduces reactor power draw (-10-20% at G5)
Light Weight now reduces WEP power draw (-10-20% at G5)
Sturdy health increase doubled to +100-250% at G5
Sturdy now reduces heat when firing (-20-30% at G5)
Optimised Shields Reactor power draw reduction improved (20%-40% from 13-30%)
Optimised Shields Mass reduction doubled (16-40% from 8-20%)
Thermal/Kinetic Shields Module health increase added (+20%-40% at G5)
Kinetic/Thermal/Explosive Hull Reinforcements: Penalties for off-types reduced (to 10%-15% from 10%-20% at G5)
Kinetic/Thermal/Explosive Shield Boosters: Penalties for off-types on all single-type resistances reduced ( 4%-6% from 12%-13% at G5)
Resistive (Shield Booster): Resistance to all types reduced by 2% (to 10-13% from 12-15% at G5)Powerplay
Powerplay consolidation feature added
Powerplay assassins removed
Powerplay pirates no longer spawn in exploited systems
Powerplay pirates must align with an opposing superpower to that of the controlling power
When a crime worthy of an authority response is committed between two ships (NPC or player) who are each pledged to a power, effectively reduce the security level of the system for the purposes of considering strength of response and delay
Power security and pirate ships must now scan for powerplay vouchers, to check for powerplay cargo, and concerning which powers will get involved based on the player’s power
Power Security NPCs attack ships of opposing powers (different major faction) if they are locally wanted, they have powerplay vouchers issued by the controlling power of the system, or are carrying any powerplay commodity relevant to the controlling power of the system. They can not be appeased with cargo drops
PowersPirate NPCs attack ships of the same power as the controlling power of the system if they are wanted, carrying any powerplay vouchers, or carrying any powerplay cargo (any power). They can be appeased by cargo drops as long as the attack was due to cargo, not bounty or vouchers
Ships not meeting these criteria will be left alone, even if pledged to a power
New chatter lines added to support changed behavious
Ensure PowersSecurity ships are given an FSD interdictor by the auto-loadout system
Updating the balance on AI ambient power play ships, as well as tweaking some of Famine and Outbreak AI ships
When Opposing Control or Undermining a hostile power, vouchers will only be issued when destroying NPC ships from the defending power
Cargo used for Opposing Control or Undermining a friendly power will now only count for 1 merit when delivered
Voting for logistics consolidation becomes available at Rank 2 after supporting a power for 4 weeks. The number of votes increases to 5 after supporting a power for 16 weeks
Replaced the 18 second threaten timer on PowersSecurity ships with a 2 second one (they appeared to be broken right after scanning, which was undesirable behaviour). Also adjusted standard Bounty Hunter AI to be the same
Current Vote Status box doesn’t encompass all information heading correctly
Preparation Overview does not show the current voting ratio for logistics consolidation versus continued preparation fixedNPCs
Fixed firing on fighters launched from already scanned ships counting as a crime
Increase the combat bond and bounties on NPC’s by approximately 15% (to allow for increased time to kill)
Don’t spawn more escorts each time we transfer authority to a new authority
Tweaks to make NPCs less effective against silent running
NPCs should’t always be so accurate with rail guns
Wanted NPC has clean fighter fixed
Balance pass for AI interdiction ability, to make it slightly easier
Fix an accidental change that removed the delay before AI reboot-repair when their critical modules are damaged, this should now be 4-15 seconds as before
Slight changes to the spawn rates of certain AI in ambient traffic and specific powerplay archetypes. The PP types have also had their interdiction chance upped, as there are now fewer PP ships in general flying aroundPOIs/USSs/Stations
Removed wreckage and salvage from tourist beacon USSs
Fixed some broken uplink messages
Fixed the gamplay layout for Habitat_Layout_Civilian_001 so that it contains the correct assets
Fix for some service station missing attachments
Use the camera location instead of the ship location for determining whether to render the interior or exterior of the stationShips
Improved gold paintjob shader
Improved chrome paintjob shader
Fix for cockpit ambience ducking artifact
Doubled hull health for:
Hauler
Type 6
Keelback
Type 7
Type 9 Heavy
Vipers across the galaxy have received lightweight chassis upgrades, reduce viper hull mass by 10 tons
Added new military slots to the following ships:
Eagle: 1x size 2
Imperial Eagle: 1x size 2
Viper Mk III: 1x size 3
Viper Mk iV: 1x size 3
Vulture: 1x size 5
Federal Dropship: 2x size 4
Federal Gunship 3x size 4
Federal Assault ship: 2x size 4
Imperial Cutter: 2x size 5
Federal Corvette 2x size 5
Anaconda: 1×5 size 5VR
Enabled dithering for VR to reduce banding
If we aren’t trying to override saved 3d settings don’t prevent them loading
If user has previous saved stereoscopic mode and we want to override with /vr or /novr allow all relevant modes
Network
Wings matchmaking improvements
Improve the way we exchange info about routers, to include info on whether there is manual port forwarding, so we don’t immediately skip to Turn when a direct connection might work
Ensure that packet sizes are correctly allowed for
Added telemetry to catch inconsistencies with players network configurations
Fix a race condition in Networking startup, where the initialisation of the Turn code was sometimes delayed due to taking a long time to identify the type of router: this meant that sometimes we would upload incomplete connection details to the server, which would then be passed on to other machines, they would not be able to connect via Turn
Change the way we interpret appconfig.xml settings regarding manual port forwarding
if port has been set, but routerport has not, we will automatically assume port forwarding in the router, with the same port number on the external WAN side as the internal port number
Fix some timings when adding machines to a session: if we’re waiting for the machine’s connection details, then when we receive them, reset the Session’s timeoutPlayer Journal
Improved atmosphere description in player journal
Added “Target” property in player journal when recording a kill
Fixed json syntax for Interdiction event
Fix for getting the correct faction when docking at a station (to write into the journal)
When a ship/slf takes damage, the journal entry now includes whether it’s the ship or fighter, and whether the player is the pilot
Added a journal entry when gaining Federation or Empire rank
0 notes
fentennyson · 1 year
Text
Danny in UAF + OV artstyle yeah
Tumblr media
177 notes · View notes
pinktwinkiezoppo · 10 months
Text
Is it a coincidence that Ben and Danny's voice actors have also voiced Spider-Man and the Human Torch, who also just happen to be best friends? Yes
Am I going to see it as one? No
88 notes · View notes
pinktwinkiezoppo · 1 year
Text
Danny: Timmy, if you have a crush on Jimmy just tell him how you feel
Timmy: Take your own advice, I don't see you asking Ben out anytime soon
Danny, blushing: I have NO idea what you're talking about
109 notes · View notes
fentennyson · 5 months
Text
Oh whatever *drops these and dissapears for another 5 months*
Tumblr media Tumblr media Tumblr media Tumblr media
40 notes · View notes
fentennyson · 1 year
Text
NO DANNY DONT DO IT
Tumblr media
110 notes · View notes
pinktwinkiezoppo · 11 months
Text
Ben: My boyfriends dead :(
Danny: If you use that joke ONE more time-
74 notes · View notes
pinktwinkiezoppo · 1 year
Text
Ben: Danny, I think you're overreacting.
Danny, digging his own grave: I think you're underreacting.
123 notes · View notes
fentennyson · 1 year
Text
Tumblr media
They're no ordinary kids, they're much more unique than the other guys
95 notes · View notes
pinktwinkiezoppo · 1 year
Text
Danny: Hey boy, I see you~
Ben: Excuse me-?!
Ben: Why are you bleeding so much?
Danny: Take me to the ICU please
Ben: Oh you meant like the hospital
Danny: *Faints*
Ben: OH GOD
63 notes · View notes