![]() |
Re: Space Stations as Resupply depots...
QNP isn't a mod, but rather a much improved propulsion scheme which is used in a number of mods.
"Quasi Newtonian Propulsion", where Thrust Force = Mass * Speed SE4 dosn't have a concept of acceleration, so Quasi is as close as you get. Starfury has a limited acceleration model, though, and I made a mod for that which made the engines provide only turn rate and acceleration, while the speed of the ship was essentially unlimited. Quite nifty, although it takes a lot of getting used to... very easy to hit the retros too late, and plow into the planet you are heading for. http://forum.shrapnelgames.com/images/smilies/laugh.gif |
Re: Space Stations as Resupply depots...
Hey SJ, I have read your ideas on "Quasi Newtonian Propulsion" and think the idea is interesting. In my mode I'm working on, I use a somewhat similar system (more basic actually) where the mass of the ship does require you too use more Engines with more Movement points, but its scaled smaller to your system and I decided to use a cap system for movement. The larger the hull, the lower amount of engines you can use. It sort of works so far, but I'm a little concerned if the AI will use this effectively. Right now, a DN can only get a Max speed of 3, this helps in making small ships even more useful.
As for supply, I decided to just keep the resupply depots and find a way to make Bases with Supply generation more economical. I'm thinking about making Resupply Depots very costly to build which I think would make Supply bases valuable in multiplayer games. |
Re: Space Stations as Resupply depots...
Hey SJ, forgot to ask about your Pirates&Nomads mode. I think adding Pirates and Nomads would be interesting but how did you implement then in your mode? Was it quite difficult?
|
Re: Space Stations as Resupply depots...
It sounds like you might be trying something similar to the SE3 system for propulsion there.
The main thing about P&N, is not so much adding the pirate and nomad techs, but removing the normal techs. Basically, the trick is that all the colony modules, resource extractors, and other such things are changed to require a "Normal" race trait. Then, if you can only take one of the primary traits, you can't get both colony modules and pirate/nomad equipment. |
All times are GMT -4. The time now is 09:44 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.