HOT ALONE WON‘T DO THE TRICK!

Before purchasing a server cabinet or server rack it is import ant to understand the difference between the different products that are available. This will ensure that you purchase exactly what you need.

Server Cabinets
Server Rack Cabinets such as the 42u Server Cabinet are generally nineteen inches wide by industry standards. This products is mostly used to install servers, UPS ES, monitors or similar equipment. Server rack cabinets, for the most part, are twenty-four inches in width, and thirty six inches deep. Some companies offer other measurement options to meet customers’ needs, however. Floor standing network server rack cabinets usually have a perforated front and rear. This feature offers ventilation for the equipment being housed. This is crucial to providing a safe environment for this type of equipment which generates a good deal of heat.

Network Cabinets
Network cabinets or Network Racks are often confused with server cabinets. However, there is a difference. Network cabinets are generally used for the storage of routers, patch panels, switches and a wide variety of networking equipment as well as networking accessories. In most cases a network cabinet will be far shallower than a server rack cabinet, generally measuring in at less than thirty one inches deep. Outdoor network cabinets will sometimes have glass or a strong plastic front door. Network cabinets also generally do not have perforated enclosures. The type of equipment generally housed in network cabinets does not generate the same amount of heat as that housed inside a server rack.
Because one product can not fulfill the needs of all office equipment storage, it may become necessary to do a thorough evaluation of the type of equipment being used, or that will be used, in order to make the most informed purchasing decision. In many cases, office spaces will require the use of both a server rack and a networking cabinet in order to house the various equipment that will be used there.
It is important to note, that improperly housing heat generating equipment is dangerous. This could cause damage to your equipment, or worse could become a fire hazard due to the temperatures which some servers can generate. Good rack dealers will help you decide which product is best for you.

Monitoring can be done either at the incomer of the PDU sockets in terms of the total power being drawn from the whole PDU, or it can be focused on an individual device’s demands from the socket. The latter provides a greater granularity for analysis but not all meters have the same accuracy, it may range from one to five percent, so it is worth investigating into the technical specifications.
PDU electronics also consume power at levels which can be significant, especially in a large scale data centre, given that it can range from as little as six to 60 watts. If intelligent PDUs are installed in a 200 rack data centre with dual PDUs in the rack then their power consumption could be as little as 2.4kW or as much as 24kW.
The switching function allows users to remotely shutdown individual sockets and to ‘hard boot’ any device that is connected to it. It is worth checking which type of switch device (or relay) is within the PDU construction, either monostable or bi-stable. The monostable needs a permanent supply of power to change state and stay there. Bringing it back means removing the power. 
The bi-stable needs to be pulsed with electricity to change state and pulsed again to come back. Bi-stable therefore uses less power than monostable, which can again be significant in terms of the aggregate consumption from a lot of sockets.

[PF 2E} Unified Theory + Trick Magic Item would they work together to use magic items?

If you got Unified Theory and Trick Magic Item (Arcana) could you use magic items from other spell casters.

EX – Scrolls, Wands, and Staves

indigochild said on this post that

(Does the "Unified Theory" skill feat have any interaction with the "Natural Medicine" skill feat?)

  • "That you are using an action or skill feat.

  • That whatever you are doing requires a Nature, Occultism, or Religion check.

  • That the kind of check is determined by a magical tradition."

Unified Theory https://2e.aonprd.com/Feats.aspx?ID=859

Trick Magic Item https://2e.aonprd.com/Feats.aspx?ID=857

Bounce with 2 contacts point doesn’t work without some trick

Sorry in advance for my bad level in english :/

I have the same issue as the one on this topic :

2D physics engine: Impulse based collision response with contact point manifold

I must separate linear and angular impulse resolution, else I don’t have bounce with 2 contacts point. I don’t understand why because I am using the same way like Matter.js

public void SolveVelocity(Pair _pair)         {             if (!_pair.tk_isActive)                 return;                         Vector3 rpA_;             Vector3 rpB_;             //Normal Impulse             float linearImpulse_X;             float linearImpulse_Y;             float angularImpulse_X;             float angularImpulse_Y;             //tangent Impulse             float tangentLinearImpulse_X = 0;             float tangentLinearImpulse_Y = 0;             float tangentAngularImpulse_X = 0;             float tangentAngularImpulse_Y = 0;             Vector3 tangent;             Vector3 _normal = _pair.tk_normal;              int _count = _pair.tk_count;             float J_Scalar;             float JT_Scalar;              float _miA = _pair.tk_bodyA.massI_;             float _miB = _pair.tk_bodyB.massI_;             float _iA = _pair.tk_bodyA.inertiaI_;             float _iB = _pair.tk_bodyB.inertiaI_;             float rv;                        float _uS = (float)Math.Sqrt(_pair.tk_bodyA.uS_ * _pair.tk_bodyA.uS_ + _pair.tk_bodyB.uS_ * _pair.tk_bodyB.uS_);             float _uC = (_pair.tk_bodyA.uC_ * _pair.tk_bodyA.uC_ + _pair.tk_bodyB.uC_ * _pair.tk_bodyB.uC_)/2.0f;             float _elasticity = (_pair.tk_bodyA.tk_elasticity + _pair.tk_bodyB.tk_elasticity) / 2.0f;               Vector3 _positionA = _pair.tk_bodyA.position_;             Vector3 _positionB = _pair.tk_bodyB.position_;              Vector3 _velocityA = _pair.tk_bodyA.velocity_;             float _omegaA = _pair.tk_bodyA.omega_;              Vector3 _velocityB = _pair.tk_bodyB.velocity_;             float _omegaB = _pair.tk_bodyB.omega_;                     for (int c = 0; c < _count; c++)             {                 rpA_ = _pair.tk_contacts[c].tk_position - _positionA;                 rpB_ = _pair.tk_contacts[c].tk_position - _positionB;                                  Vector3 _relativeVelocity = (_velocityB + new Vector3(rpB_.Y * -_omegaB, rpB_.X * _omegaB, 0)) -                                             (_velocityA + new Vector3(rpA_.Y * -_omegaA, rpA_.X * _omegaA, 0));                   float _countInv = 1.0f / (_count);                 float _relativeNormalVelocity = _relativeVelocity.X * _normal.X + _relativeVelocity.Y * _normal.Y;                 rv = _relativeNormalVelocity;                  #region Normal                  J_Scalar = (1 + _elasticity) * _relativeNormalVelocity;// * _count*_count                 float crossNA = (rpA_.X * _normal.Y) - (rpA_.Y * _normal.X);                 float crossNB = (rpB_.X * _normal.Y) - (rpB_.Y * _normal.X);                 float _crossASqr = crossNA * crossNA * _iA;                 float _crossBSqr = crossNB * crossNB * _iB;                                                             float invSum = _miA + _miB + _crossASqr + _crossBSqr;                 float invShareSum = _countInv / invSum;                 float J = J_Scalar * invShareSum;                  if(rv > 0)                 {                     _pair.tk_contacts[c].tk_normalImpulse = 0;                 }                 else                 {                     var contactNormalImpulse = _pair.tk_contacts[c].tk_normalImpulse;                     _pair.tk_contacts[c].tk_normalImpulse = _pair.tk_contacts[c].tk_normalImpulse + J;                     if (_pair.tk_contacts[c].tk_normalImpulse < 0)                         _pair.tk_contacts[c].tk_normalImpulse = 0;                     J = _pair.tk_contacts[c].tk_normalImpulse - contactNormalImpulse;                 }                 /* if(contactNormalImpulse !=0)                 {                      int i = 0;                     J += i;                 }*/                  linearImpulse_X = (J) * _normal.X;                 linearImpulse_Y = (J) * _normal.Y;                 angularImpulse_X = (J) * _normal.X;                 angularImpulse_Y = (J) * _normal.Y;                  #endregion                                 #region Impulse                 //if (rv > 0)                 {                     Vector2 totalImpulseLinear = new Vector2(linearImpulse_X, linearImpulse_Y) + 0 * new Vector2(tangentLinearImpulse_X, tangentLinearImpulse_Y);                     Vector2 totalImpulseAngular = new Vector2(angularImpulse_X, angularImpulse_Y) + 0 * new Vector2(tangentAngularImpulse_X, tangentAngularImpulse_Y);                      if (!(_pair.tk_bodyA.is_Sleeping || _pair.tk_bodyA.Is_Static))                     {                          _pair.tk_bodyA.oldPosition_.X -= totalImpulseLinear.X * _miA;                         _pair.tk_bodyA.oldPosition_.Y -= totalImpulseLinear.Y * _miA;                         _pair.tk_bodyA.oldTheta_ -= (rpA_.X * totalImpulseAngular.Y - rpA_.Y * totalImpulseAngular.X) * _iA;                     }                     if (!(_pair.tk_bodyB.is_Sleeping || _pair.tk_bodyB.Is_Static))                     {                         _pair.tk_bodyB.oldPosition_.X += totalImpulseLinear.X * _miB;                         _pair.tk_bodyB.oldPosition_.Y += totalImpulseLinear.Y * _miB;                         _pair.tk_bodyB.oldTheta_ += (rpB_.X * totalImpulseAngular.Y - rpB_.Y * totalImpulseAngular.X) * _iB;                     }                 }                 #endregion              }          } 

Thx in advance for your advise

Does Rope Trick create an extradimensional space, or does the space already exist?

In my answer to this question, I used the fact that Rope Trick states

…an Invisible entrance opens to an extradimensional space that lasts until the spell ends.

After thinking about it for a while, I started to wonder if I was wrong. This sentence can be taken two ways – either the entrance lasts until the spell ends, or the extradimensional space lasts until the spell ends.

The text

Anything inside the extradimensional space drops out when the spell ends

implies that the space ceases to exist when the spell ends. But this is different from similar destruction of bigger-on-the-inside spaces, such as the Bag of Holding:

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane.

So… Does the space get created and cease to exist when the spell ends, or is it the entrance?

Can a random passerby enter a Rope Trick or Psychoportive Shelter?

Both effects have similar natures, end results, and wording. However, nothing in the wording of either power or spell seems to indicate that someone can’t come in wherever, assuming that they can reach the interface, pass through the plane of the interface, and assuming there is room for one more.

Area of effects and other special effects cannot cross the interface, as described, and the interface is one way visually (even when invisible), but the entrance of another creature after the fact does not seem to be contradicted?

Thus, can a random passerby enter a Rope Trick or Psychoportive Shelter, accidentally, or on purpose?

Does Private Sanctum prevent Rope Trick from being cast?

Private Sanctum states:

• Planar Travel is blocked within the warded area.

Rope Trick states:

… an Invisible entrance opens to an extradimensional space that lasts until the spell ends. The extradimensional space can be reached by climbing to the top of the rope.

Would Private Sanctum prevent Rope Trick from being used? RAW it does not seem like it.

Does the spell Rope Trick fail if the rope is longer than the height of the room?

The spell description for rope trick (PHB, pg. 272) states:

You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground.

What happens if I cast rope trick on a 60 foot rope in a 12 foot high room? The ceiling is not high enough for the whole rope to hang perpendicular to the ground; conceivably, it either stops rising when it hits the ceiling or it begins to pile up on the ceiling until 12 feet of it dangle to the floor. Either way, the rope does not satisfy the bolded condition in the spell description.

Does the spell fail? Do I need to cut down my rope to be less than the height of the room before casting the spell?

What Illusion spell would allow me to trick two enemies into fighting each other?

Is there a good spell or combination of spells that will allow me to cause opponents to see their allies as the enemies they are fighting? Either one on one or in groups? The intention is to make them fight their allies thinking that the allies are the enemy.

The best i can think of is using Major Image and placing it over another creature, so that his companions see him as the bad guy. Then through concentration I can manipulate the illusion to make it look like its fighting… Unfortunately that would only work for one attack because once the illusion is touched the opponent can see through it… Any other options?