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-   -   mQNP (http://forum.shrapnelgames.com/showthread.php?t=8184)

Urendi Maleldil January 4th, 2003 08:33 PM

mQNP
 
Are there any mods out there currently that use mQNP?

Fyron January 4th, 2003 08:45 PM

Re: mQNP
 
I don't think any released mods use it at this point.

Pax January 4th, 2003 09:10 PM

Re: mQNP
 
Quote:

Originally posted by Urendi Maleldil:
Are there any mods out there currently that use mQNP?
<font size="2" face="Verdana, Helvetica, sans-serif">Not yet.

Art of War is going to include mQNP at present.

My own Exodus will have mQNP in from the very start.

I've made a private conVersion of Pirates and Nomads to mQNP, and handed copies of the files to SuicideJunkie, but P&N is his mod, so he'd have to decide wether or not to release that (as-is or modified) as a variant form of P&N http://forum.shrapnelgames.com/images/icons/icon7.gif . If he doesn't like it, I keep the lid on it and use it only privately; maybe other mod-writers could get copies, to see the difference in how each Version works ... that'd also have to be be SJ's decision.

Or maybe I'll just write a quickie mod, stock SE4 in all ways except the needed changes to go QNP or mQNP, to show the differences in how the two work ... hmm. http://forum.shrapnelgames.com/images/icons/icon7.gif

At any rate ... any mod is more than free to use it, of course; I came up with the idea solely to share it with the comunity, after all! However, no new mods, or major revisions of existing mods, have really happened since the idea was born. Ergo, as Fyron said ... no mods use mQNP. Yet. http://forum.shrapnelgames.com/images/icons/icon7.gif

Puke January 4th, 2003 10:30 PM

Re: mQNP
 
Grit Tech uses mQNP, but is not yet complete. you can test out a pre-release of the mod here:

http://forum.shrapnelgames.com/newup...1041370616.zip

or read about the mod here:

http://www.shrapnelgames.com/cgi-bin...;f=23;t=001946

I am still working on balancing the engines, I am thinking of making them indirectly porportional to vehicle mass, instead of directly porportional.

Fyron January 4th, 2003 10:34 PM

Re: mQNP
 
See? No released mods use it. http://forum.shrapnelgames.com/images/icons/icon12.gif

Pax, if you write a tutorial on how to make a mQNP system, I will include it in my Modding 101 Tutorial (with appropriate credit given, of course). http://forum.shrapnelgames.com/images/icons/icon7.gif

Pax January 5th, 2003 05:39 AM

Re: mQNP
 
Oh, I will, Fyron -- once Exodus, AoW, and Grit-Tech have (between them) refined the concept a bit further, ironed out some of the bugs, and so on. http://forum.shrapnelgames.com/images/icons/icon7.gif

dumbluck January 5th, 2003 07:19 AM

Re: mQNP
 
Quote:

Originally posted by Puke:
Grit Tech uses mQNP, but is not yet complete. ... I am thinking of making them indirectly porportional to vehicle mass, instead of directly porportional.
<font size="2" face="Verdana, Helvetica, sans-serif">Really? How would you accomplish that? Aspiring modders want to know!!!

[ January 05, 2003, 05:20: Message edited by: dumbluck ]

Pax January 5th, 2003 09:03 AM

Re: mQNP
 
Quote:

Originally posted by dumbluck:
Really? How would you accomplish that? Aspiring modders want to know!!!
<font size="2" face="Verdana, Helvetica, sans-serif">Set the mQNP to use mounts for entie CLASSES of ship, and vary EPM within that class, for example:

Basic engine = 1000kT

"Light Engines"; 2% mount, or 20kT engines
100kT Escort ... 1epm
200kT Frigate ... 2epm
300kT Destroyer ... 3epm

"Medium Engines"; 6% mount, or 60kT engines
500kT Light Cruiser ... 1epm
700kT Cruiser ... 2epm
900kT BattleCruiser ... 3epm

"Heavy Engines"; 18% mount, or 180kT engines
1300kT Battleship ... 1epm
1700kT Dreadnought ... 2epm
2100kT Baseship ... 3epm

Alternately, add +1epm to all the Medium-engine ships (for 2, 3, 4), and +2epm to all the Heavy-engine ships (for 3, 4, 5).

Thus, only three mounts:

Light
for ships 1kT to 499kT

Medium
for ships 500kT to 1299kT

Heavy
for ships 1300kT+

Taera January 5th, 2003 10:04 AM

Re: mQNP
 
whats mQNP?

Will January 5th, 2003 10:36 AM

Re: mQNP
 
Quote:

Originally posted by Taera:
whats mQNP?
<font size="2" face="Verdana, Helvetica, sans-serif">Quasi-Newtonian Propulsion (a la the P&N model), utilizing mounted engines. The actual component size of the engine is god-awful huge, forcing mounts to be used to bring them down to size. The point is pretty much to prevent the need for huge numbers of engines on large ships (such as P&N Battlemoon).

The discussion on it started somewhere in the middle of the AoW mod thread, I think. I only glanced at it, since I don't have much skill or interest in the area of mod creation at the moment http://forum.shrapnelgames.com/images/icons/icon10.gif

Pax January 5th, 2003 10:27 PM

Re: mQNP
 
Quote:

Originally posted by Will:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Taera:
whats mQNP?

<font size="2" face="Verdana, Helvetica, sans-serif">Quasi-Newtonian Propulsion (a la the P&N model), utilizing mounted engines. The actual component size of the engine is god-awful huge, forcing mounts to be used to bring them down to size. The point is pretty much to prevent the need for huge numbers of engines on large ships (such as P&N Battlemoon).</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Got it in one ... and P&N's battlemoons, with their thirty-to-fourty maximum-tech engines just to move at speed 1 were exactly the inspiration behind mQNP, heh! I shudder to think how many ION drives it'd take to move a battlemoon.

Actually, I know that -- IIRC the Battlemoon in P&N needs 200 engines per move, so ... sixty-seven (67) Ion Drives, generating a total of 201 move points, will do the deed.

Quote:

The discussion on it started somewhere in the middle of the AoW mod thread, I think. I only glanced at it, since I don't have much skill or interest in the area of mod creation at the moment http://forum.shrapnelgames.com/images/icons/icon10.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Actually the mQNP idea came up within days of the release of the current Gold Version patch (v1.78 IIRC). http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron January 5th, 2003 10:41 PM

Re: mQNP
 
The mQNP idea originated (from Pax) in the #se4 IRC channel. http://forum.shrapnelgames.com/images/icons/icon7.gif See what can come of hanging out in there? Maybe you all should come by sometime! http://forum.shrapnelgames.com/images/icons/icon12.gif

Suicide Junkie January 5th, 2003 11:25 PM

Re: mQNP
 
Yep, and then I suggested a "Hybrid" system, such as pax describes: "Set the mQNP to use mounts for entie CLASSES of ship, and vary EPM within that class..."

I still need to figure out how to squeeze it into P&N while all of maintaining a reasonable amount of flexibility in number of engines, preventing unmounted engines from being used, and keeping a nice design ambiance.

Fyron January 5th, 2003 11:30 PM

Re: mQNP
 
I know! Set up 2 tech areas, and have one of them be removed for each game. Have one be classic QNP, and the other be mQNP! http://forum.shrapnelgames.com/images/icons/icon7.gif

Captain Kwok January 5th, 2003 11:41 PM

Re: mQNP
 
Can AIs use the system as it is intended?

Fyron January 5th, 2003 11:57 PM

Re: mQNP
 
Sure, if you set them up to use it. Though, I suppose my suggestion wouldn't work very well with the AIs. http://forum.shrapnelgames.com/images/icons/icon12.gif

geoschmo January 6th, 2003 12:34 AM

Re: mQNP
 
They best thing IMHO about the mQNP that Pax originally proposed was that, at least in theory, the stock AI could work with it as normal. since the AI will automatically select mounts if they are available it should use them correctly. Of course since it's never actually been play tested there is always a chance of some unexpected glitch.

Geoschmo

Pax January 6th, 2003 02:03 AM

Re: mQNP
 
Quote:

Originally posted by geoschmo:
They best thing IMHO about the mQNP that Pax originally proposed was that, at least in theory, the stock AI could work with it as normal. since the AI will automatically select mounts if they are available it should use them correctly. Of course since it's never actually been play tested there is always a chance of some unexpected glitch.

Geoschmo

<font size="2" face="Verdana, Helvetica, sans-serif">Actually it has been playtested. http://forum.shrapnelgames.com/images/icons/icon7.gif Sort of. http://forum.shrapnelgames.com/images/icons/icon7.gif I cobbled a P&N with a mQNP-conVersion together on my local drive (wrote the mounts, appended them, hunted down all the engines and made them BIGGER, then tweaked some hull sizes to maintain uniformity of hull-size:engine-size ratios.

I didn't bother to see how the AI took the changes, though. Heh.

dumbluck January 6th, 2003 12:37 PM

Re: mQNP
 
Quote:

Originally posted by Pax:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by dumbluck:
Really? How would you accomplish that? Aspiring modders want to know!!!

<font size="2" face="Verdana, Helvetica, sans-serif">Set the mQNP to use mounts for entie CLASSES of ship, and vary EPM within that class, for example:

Basic engine = 1000kT

"Light Engines"; 2% mount, or 20kT engines
100kT Escort ... 1epm
200kT Frigate ... 2epm
300kT Destroyer ... 3epm

"Medium Engines"; 6% mount, or 60kT engines
500kT Light Cruiser ... 1epm
700kT Cruiser ... 2epm
900kT BattleCruiser ... 3epm

"Heavy Engines"; 18% mount, or 180kT engines
1300kT Battleship ... 1epm
1700kT Dreadnought ... 2epm
2100kT Baseship ... 3epm

Alternately, add +1epm to all the Medium-engine ships (for 2, 3, 4), and +2epm to all the Heavy-engine ships (for 3, 4, 5).

Thus, only three mounts:

Light
for ships 1kT to 499kT

Medium
for ships 500kT to 1299kT

Heavy
for ships 1300kT+
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Oh, sure, you'll let him fiddle with the EPM, but you throw a fit when I mention it... http://forum.shrapnelgames.com/images/icons/icon12.gif (j/k)

Pax January 6th, 2003 06:33 PM

Re: mQNP
 
Quote:

Originally posted by Krsqk:
Of course, you could always just change the tonnage used percentage in an unproportional way. A 500kt engine knocked down to 2% for a frigate and 5% for a light cruiser would result in 60/200=3/10 used for frigates and 150/400=3/8 used for light cruisers (proportional increase would be 2% and 4%).
<font size="2" face="Verdana, Helvetica, sans-serif">Well you COULD, but that's a bit contrary to the basic premise of QNP (and by extension, mQNP). The basic premise of QNP as I understand it is, you should need a given amount of thrust, per kT of ship, to move at X speed.

Standard QNP calculates this per ship hull by setting an engine-thrust:ship-mass ratio -- adjusting the EPM of that hull, so that you need more and more of the same engine components to achieve a given speed, as hulls get larger.

mQNP does this instead, by setting an engine-mass:ship-mass ratio -- adjusting the size / mass of the engine, to fit the needs of each hull size.

A hybrid system tries to balance between the two approaches; I'm not, personally, entirely satisfied with such an idea, but other mod writers may disagree. http://forum.shrapnelgames.com/images/icons/icon7.gif

Krsqk January 7th, 2003 02:53 AM

Re: mQNP
 
Of course, you could always just change the tonnage used percentage in an unproportional way. A 500kt engine knocked down to 2% for a frigate and 5% for a light cruiser would result in 60/200=3/10 used for frigates and 150/400=3/8 used for light cruisers (proportional increase would be 2% and 4%).

Krsqk January 7th, 2003 05:38 AM

Re: mQNP
 
Quote:

Well you COULD, but that's a bit contrary to the basic premise of QNP (and by extension, mQNP). The basic premise of QNP as I understand it is, you should need a given amount of thrust, per kT of ship, to move at X speed.
<font size="2" face="Verdana, Helvetica, sans-serif">Well, since the idea of disproportionate thrust using different EPM came up, I thought I'd just through my $.02 in. I realize the point of QNP is proportional movement, but while we were heading down that road... http://forum.shrapnelgames.com/images/icons/icon7.gif

Andr�s January 7th, 2003 04:49 PM

Re: mQNP
 
This sounds interesting, I will give it a try.
The main problem with standard QNP is that the maximun thrust is 255, that limits a lot the numbers you can play with doesn�t let you make a good contrast between many ship sizes.
To use real QNP we'd need two changes, 1st increase the maximun thrust to somethijng like 65k and 2nd allow mounts that increase standard movements of engines, to avoid needing to have tens of componensts of different scales.

Right now, mounts should allow a much better controled and a more detailed gradient from biggest to smallest engines.

Krsqk January 7th, 2003 05:35 PM

Re: mQNP
 
Quote:

Originally posted by Andr&eacutes Lescano:
To use real QNP...
<font size="2" face="Verdana, Helvetica, sans-serif">Real Quasi-... http://forum.shrapnelgames.com/images/icons/icon10.gif Is that like buying "genuine faux pearls"? http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon12.gif

Suicide Junkie January 7th, 2003 08:18 PM

Re: mQNP
 
Quote:

The main problem with standard QNP is that the maximun thrust is 255, that limits a lot the numbers you can play with and doesn�t let you make a good contrast between many ship sizes.
<font size="2" face="Verdana, Helvetica, sans-serif">That's not really the point.
Ship sizes are just sizes of ship.

The contrast comes in deciding how many engines you put on the ship.
...As well as the balance of weapons and defenses for the remaining space.

Is it a Super-fast scout?
Is it a lumbering assault ship?
Is it a moderate ship of the line?
Is it a quick interceptor?
Is it a slow artillery ship?

The size of the ship is not terribly important to these decisions, though the slow and heavy ones would probably be more effective as larger hulls.

[ January 07, 2003, 18:20: Message edited by: Suicide Junkie ]

Puke January 7th, 2003 10:14 PM

Re: mQNP
 
[quote]Originally posted by Krsqk:
Quote:

Well, since the idea of disproportionate thrust using different EPM came up, I thought I'd just through my $.02 in. I realize the point of QNP is proportional movement, but while we were heading down that road... http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="Verdana, Helvetica, sans-serif">im not suggesting using mQNP for disporportoinate movement scales, just indirectly porportionate movement scales. for example:

standard dogma would have a 200kt hull needing 20kt of engines to move the same distance that a 500kt hull would need 50kt of engines for.

I would advocate that a 200kt hull would need 10kt of engines to move at the same speed that a 500kt hull would require 50kt of engines to move. or something similar.

this is because of the indirect relationship between size and engine efficency, the quasi nutonian properties of inertia, and techno-babble hand-waiving. blah. http://forum.shrapnelgames.com/images/icons/icon12.gif

Andr�s January 8th, 2003 02:13 AM

Re: mQNP
 
Yes, but the point of QNP is having engines per move proportional to ship sizes.
For example you have many ships with engines per move going from 1 to 255 engines per move. You're right actual tonnage of the ship is irrelevant.

That doesn't sound too bad, but the largest ships using whatever combination of engines to get 255 of thrust will move at 1, any attempt to make it faster will generate an error.

If you want to make the fastest ship have a maximun of 4 movements, you'll need engines per move of 255/4 ~= 64

Then your largest ship can only be 64 times larger than the smallest one, you can't even make the contrast between standard escort and dreadnought, much less add extra sizes.

Suicide Junkie January 8th, 2003 02:18 AM

Re: mQNP
 
In the latest patch, it won't generate an error, but you still won't go faster.

Puke January 8th, 2003 03:11 AM

Re: mQNP
 
im not talking about changing engins per move to anything besides 1, im talking about changing the mounts so that..

...nevermind

edit: no. pay attention. its not hard:
(these numbers are arbitrary, and do not reflect game balance or realistic component sizes)
200kt ship. 1 engine per move.

500kt ship. 1 engine per move.

100kt engine.

engine mount for 200kt ship, 2% size. 2kt engine for 1 move.

engine mount for 500kt ship, 5% size. 5kt engine for 1 move.

the above system reflects engines which are DIRECTLY PORPORTIONAL to hull size. that is the standard mQNP system. engines for 1 move are (hull size) / 10

engine mount for 200kt ship, 4% size. 4kt engine for 1 move.

engine mount for 500kt ship, 14% size. 14kt engine for 1 move.

the above system reflects engines which are INDIRECTLY PORPORTIONAL to hull size. this is still mQNP, but is slightly different from how most people use it. engines for 1 move are (hull size)^2 / 10000. this formula does not have to be used exactly, but you get the idea.

this method allows ships of diferent sizes to be different speeds. smaller ships can be significantly faster than larger ships. using the standard mQNP system most people use, all ships will use x% of their space for one engine, meaning that they can all fit the same number of engines in them, if they dont have any other components. sure, if 60% of a big ship is free space, thats more than 60% of a small ship, but the concern is engines rather than available space. bigger ships are faster with a directly porportional system (the kind of mQNP you are used to), if anything, because they can afford to dedicate a greater percentage of their hull space to engines.

an indirectly porportional system fixes that.

[ January 08, 2003, 01:29: Message edited by: Puke ]

Fyron January 8th, 2003 03:16 AM

Re: mQNP
 
Quote:

Then your largest ship can only be 64 times larger than the smallest one, you can't even make the contrast between standard escort and dreadnought, much less add extra sizes.
<font size="2" face="Verdana, Helvetica, sans-serif">Umm... 1500 / 150 is 10. DN / ES is therefore 10. So, you can very well make the contrast between them. http://forum.shrapnelgames.com/images/icons/icon12.gif

Andr�s January 8th, 2003 04:08 AM

Re: mQNP
 
Argh!
I shouldn't do math so fast without even checking if results are logic, of course that with 1 engine per 150 kt you can have a nice logical scale for all standard sizes but you will not be able to have really large ships, in an order of 10000 and above and make them move at decent speeds.
I also wanted to make normal motor have arond 10 standard movs, so more advandec engines could be sligtly better, not twice or three times better. A feature I cannot combine with QNM.

And yes this are limitations of normal QNM that should be possible to solve with thie monts aproximation.

[ January 08, 2003, 02:13: Message edited by: Andr&eacutes Lescano ]

Pax January 8th, 2003 04:50 AM

Re: mQNP
 
Quote:

Originally posted by Andr&eacutes Lescano:
I also wanted to make normal motor have arond 10 standard movs, so more advandec engines could be sligtly better, not twice or three times better. A feature I cannot combine with QNM.
<font size="2" face="Verdana, Helvetica, sans-serif">Then you want to use mQNP.

For example -- the P&N mod; I love it, but I hate basic QNP (big ships = too many clicks, argh!).

So I converted a local copy to mQNP; all the ships have 3epm. The Engines (which, ofc, I made MUCH larger) have 3 (ion), 4 (contra-terrene), 5 (jacketed photon), 6 (quantum), or 7 (gravitic) move points each.

A single Ion engine will move any ship at a speed of 1. So will a single Contra-terrene or JAcketed Photon engine; those advanced engines are only of use if you use more. Specifically:

... three Contra-terrene engines would push as much as four Ion drives. 25% drop in total engine mass to maintain the same speed.

... four Jacketed Photon drives would do the work of five Contra Terrene engines. 20% drop in total engine mass, for the same speed.

And so on.

Ao an mQNP system, qwith EPM>1, can give you just what you seem to be looking for.

Let's assume you want EMP of 5; start with the basic Ion engine giving 5 movement.

Next is the Contra-terrene engine. Give it 7 movement points.

Then the Jacketed Photon drive; give it 9 (notice we're counting by two's).

Quantum engine, 11 movement.

And so on.

...

Of you can get really oddball:

Ion 1 = 5mp
Ion 2 = 6mp
Ion 3 = 7mp

C-T 1 = 9mp
C-T 2 = 10mp
C-T 3 = 11mp

JPh 1 = 13mp
JPh 2 = 14mp
JPh 3 = 15mp

Qua 1 = 17mp
Qua 2 = 18mp
Qua 3 = 19mp

All ships have EPM = 5

Thus, even with in a single engine class, you start to get some benefits to speed, IF you have sufficient numbers of engines installed.

The balance between EPM and engine movement points, in all honesty, is an issue SEPERATE from mQNP ... mQNP satisfies the quasinewtonian aspect by adjusting engine mass directly.

Also, it's NOT an advantage for large ships. Supply USE goes up ... but not supply STORAGE (less and less of the engine, as a %, is represented by fuel tanks, if you will). An escort can get 5 engines and do fine, spending 50% of it's mass and having decent range,maybe with a single solar panel.

OTOH, a 1500kT Baseship consumes TEN TIMES as much fuel per move as the 150kT escort ... so while the 50% "free space" is also ten times larger, much of it will be filled with fuel tanks, AND/OR ... those baseships won't operate far from supply bases and/or ships (say, Medium and Large transports packed with Supply Bay components, or a Quantum Reactor ship ...).

So to an extent, the %-ship-mass used on engines-and-fuel-supply inherently goes up anyway ... but you can choose to make a short-range, more-heavily-armed ship if you wish (for self-defense purposes, for example).

[ January 08, 2003, 03:01: Message edited by: Pax ]

Suicide Junkie January 8th, 2003 06:44 AM

Re: mQNP
 
If you want even smaller improvements than the P&N ion = 3, CT = 4 jumps, then fiddle with the size of the engine components too.

Engine 1:
3 movement, 10kt = 0.3 per kt
engine 2:
3 movement, 9kt = 0.33 per kt
engine 3:
3 movement, 8kt = 0.375 per kt
engine 4:
4 movement, 10kt = 0.4 per KT

and so on.

DirectorTsaarx January 9th, 2003 06:05 PM

Re: mQNP
 
Quote:

Originally posted by Pax:
Also, it's NOT an advantage for large ships. Supply USE goes up ... but not supply STORAGE (less and less of the engine, as a %, is represented by fuel tanks, if you will). An escort can get 5 engines and do fine, spending 50% of it's mass and having decent range,maybe with a single solar panel.

<font size="2" face="Verdana, Helvetica, sans-serif">So the engine mount also affects the supply use per move? What figures did you use for that?

Andr�s January 9th, 2003 06:44 PM

Re: mQNP
 
I can also make mounted LS and CQ for large ones in large ships.

Phoenix-D January 9th, 2003 08:50 PM

Re: mQNP
 
Director: this one.

Long Name := Large Ship Mount
Short Name := Large Mount
Description := Larger sized weapon mount which increases damage from the weapon by 2 times. Requires a vehicle size of at least 400kT. Can only be used on Direct Fire weapons.
Code := L
Cost Percent := 150
Tonnage Percent := 150
Tonnage Structure Percent := 200
Damage Percent := 200
Supply Percent := 200
Range Modifier := 0
Weapon To Hit Modifier := 0
Vehicle Size Minimum := 400
Weapon Type Requirement := Direct Fire
Vehicle Type := Ship

Phoenix-D

DirectorTsaarx January 9th, 2003 11:08 PM

Re: mQNP
 
Quote:

Originally posted by Phoenix-D:
Director: this one.

Long Name := Large Ship Mount
Short Name := Large Mount
Description := Larger sized weapon mount which increases damage from the weapon by 2 times. Requires a vehicle size of at least 400kT. Can only be used on Direct Fire weapons.
Code := L
Cost Percent := 150
Tonnage Percent := 150
Tonnage Structure Percent := 200
Damage Percent := 200
Supply Percent := 200
Range Modifier := 0
Weapon To Hit Modifier := 0
Vehicle Size Minimum := 400
Weapon Type Requirement := Direct Fire
Vehicle Type := Ship

Phoenix-D

<font size="2" face="Verdana, Helvetica, sans-serif">I figured you modified the supply percent, but I was more interested in your scaling - i.e., say the engine is 100kT, and the escort mount has a structure percent value of 2. Are you also using a supply percent value of 2? And what is the "normal" engine supply usage set to? (standard, unmodded is 10; but if you're messing around with supply usage on each mount you probably had to set that higher so the mounts wouldn't reduce it to some weird fractional value).

Pax January 10th, 2003 01:11 AM

Re: mQNP
 
Quote:

Originally posted by DirectorTsaarx:
So the engine mount also affects the supply use per move? What figures did you use for that?
<font size="2" face="Verdana, Helvetica, sans-serif">Here, here's a pair of Engine mounts from Exodus; keep inmind the engines will be some 1,000kT in mass, prior to applying a mount:

</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Long Name := A Series Engine Mount
Short Name := A Series
Description := Engine mount for 100kT hulls
Code := A
Cost Percent := 1
Tonnage Percent := 1
Tonnage Structure Percent := 1
Damage Percent := 0
Supply Percent := 1
Range Modifier := 0
Weapon To Hit Modifier := 0
Vehicle Size Minimum := 100
Vehicle Size Maximum := 100
Comp Family Requirement :=
Weapon Type Requirement := none
Vehicle Type := Ship

Long Name := H Series Engine Mount
Short Name := H Series
Description := Engine mount for 1000kT hulls
Code := H
Cost Percent := 10
Tonnage Percent := 10
Tonnage Structure Percent := 10
Damage Percent := 0
Supply Percent := 10
Range Modifier := 0
Weapon To Hit Modifier := 0
Vehicle Size Minimum := 1000
Vehicle Size Maximum := 1000
Comp Family Requirement :=
Weapon Type Requirement := none
Vehicle Type := Ship</pre><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">The A-series is (as labelled) for 100kT ships -- Exodus will place Escorts at that size. The H-series is a mount for much larger ships ... in fact, ships 10x larger than the Escort, at 1,000kT.

The A-series engine is 1% the base size, structure kT, and supply usage; the H series sets those at 10% ... ten times as much.

Fuel consumption, like engine mass overall, is directly tied to ship mass in a linear fashion. Figure, if you broke that 1000kT ship up into 10 seperate parts (each with an equal share of the total engien mass) ... why should fuel consumption improve, or get worse?

Twenty 100kT Escorts will burn exactly as much fuel per movement point expended, as two 1,000kT Cruiser ...or ten 200kT Frigates ... or one 2,000kT Dreadnought ... and so on.

IOW, to move 2,000kT of ship, one sector, at a given total speed ... will cost the same fuel, regardless of how many "packets" that 2,000kT of ship is divided up into.

However, unfortunately mounts do not allow me to adjust the amount of supplies STORED; an Escort can get away with relying on it's "sump" tanks, a Dreadnought can't. Essentially, as the engines get larger, the "fuel tank" aspect occupies a smaller and smaller percentage of the engine's total mass; more fuel tanks, or supply-generation components, or a combination of the two, will be required to move that big Dreadnought at any real speed (unles syou're satisfied with running it around on 0 supplies, at a speed of 1 and with no way to fire it's guns, forever ... heh).

Pax January 10th, 2003 01:25 AM

Re: mQNP
 
Quote:

Originally posted by Andr&eacutes Lescano:
Argh!
I shouldn't do math so fast without even checking if results are logic, of course that with 1 engine per 150 kt you can have a nice logical scale for all standard sizes but you will not be able to have really large ships, in an order of 10000 and above and make them move at decent speeds.

<font size="2" face="Verdana, Helvetica, sans-serif">Going back to this; actually you can.

For the P&N conVersion to mQNP, I set engine speed to be 500kT, and engine-mass::ship-mass at a 5% ratio. 500kT engines are EXACTLY 5% of a 10,000kT Battlemoon. I resized the Escort to 100kT (150kT is awkward for %-of-ship-mass issues, mQNP mods will likely NOT have ship sizes except in multiples of 100kT).

So the largest ship (a battlemoon) is 100x the size of the smallest ship (an escort).

Your shipsize range is limited by only that. If the escort gets a 1% mount, the biggest ship cannot be bigger than 100x that size.

... then again, it can. 8D That's where the split-class engine/mQNP "hybrid" comes in. If you want a 20,000kT engine, simply give IT a smallish % mount, give it a ludicrously huge engine, and set both the engines' movement points and the hull's EPM to ridiculously high levels.

IE, for the P&N conVersion I keep citing ... a 20,oookT "Super BAttlemoon" would need 1,000kT engines, to maintain the 5% ratio. Make the engines 20,000kT, and set the mount to ... drum roll 5%. EPM for the hull would be set to 30, and the "superhuge" engines woudl get 30, 40, 50, 60, and 70 movement each.

You physically cannot install the engine on anything smaller, yet you get the right mQNP ratio, and identical speed results per-engine.

Now, to prevent using it in smaller ships, you give it it's own Component Family #; normal ship-engien mounts don't affect the super-engines, the "SuperBattlemoon" mount affects only those engines, and is only available for ships massing 20,000kT.

And *poof* you've just jumped to a new scale of ship sizes, limited only by what the se4 executable can handle. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron January 10th, 2003 02:24 AM

Re: mQNP
 
Separate Supply Storage to different components. Have engines store a minimal amount of supplies. http://forum.shrapnelgames.com/images/icons/icon7.gif

Phoenix-D January 10th, 2003 03:26 AM

Re: mQNP
 
I figured you modified the supply percent, but I was more interested in your scaling - i.e., say the engine is 100kT, and the escort mount has a structure percent value of 2. Are you also using a supply percent value of 2? And what is the "normal" engine supply usage set to? (standard, unmodded is 10; but if you're messing around with supply usage on each mount you probably had to set that higher so the mounts wouldn't reduce it to some weird fractional value)."

Heh, read the question wrong. Oops.

Phoenix-D

Pax January 10th, 2003 07:12 AM

Re: mQNP
 
Quote:

Originally posted by Phoenix-D:
I figured you modified the supply percent, but I was more interested in your scaling - i.e., say the engine is 100kT, and the escort mount has a structure percent value of 2. Are you also using a supply percent value of 2? And what is the "normal" engine supply usage set to? (standard, unmodded is 10; but if you're messing around with supply usage on each mount you probably had to set that higher so the mounts wouldn't reduce it to some weird fractional value)."

Heh, read the question wrong. Oops.

Phoenix-D

<font size="2" face="Verdana, Helvetica, sans-serif">As for what I'm setting the supply usage for, I haven't decided in Exodus what that will be. I'll pick an amount per 100kT, to move one sector, at speed one. The basic engine component will have a supply usage of 100x that.

As I said below ... I believe it should always take X supplies to move Y kT of ship one sector at Z number of engines ... regardless if Y is comprised on one ship, or a thousand ships.

The scaling is based UPwards, not downwards (that way the final product works with/as a MULTIPLE, not a fractional http://forum.shrapnelgames.com/images/icons/icon7.gif ). Just like the basic engine::ship rati of mQNP or QNP, youpick a SUPPLY:ship-mass ratio, and work from there.

For example, the final "base size" of the Exodus engines was based on reverse-engineering a 1% moun that gives the selected 10kT engine :: 100kT ship ratio. Cost is similarly alculated.

And so will be the supply usage.

DirectorTsaarx January 10th, 2003 05:19 PM

Re: mQNP
 
Now it all looks clearer...

Keeping supply usage on the same linear progression as the engine size is perfectly logical; the first time I read the supply usage post, I thought the intent was to make supply usage increase faster than the engine size, which didn't necessarily make sense.

I may have to incorporate mQNP into my games (although I've kinda been waiting until the next patch comes out before I start a new one; I like Temporal races, but it's hard to justify playing as a Temporal race with the current shield-damage bug).


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