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AI Patcher for QNP?
I'm tempted to use the AI patcher for changing all my AI's to use quasi-Newtonaian propulsion, but I want to know exactly what it does, and what the 'Propulsion Factor' is.
Thanks SJ, or anyone for the help Derek |
Re: AI Patcher for QNP?
(WARNING: the following is only a smart-*** comment, and should not be construed as a serious answer)
It causes every action to have a more-or-less equal and more-or-less opposite reaction? |
Re: AI Patcher for QNP?
QNP basiclly is newtonian movement.. or as close as you can get in SE4.
More engines means more speed, gennerally NO engine limit. However, larger ships will take more movement points to get going. In SJ's P&N, for example, a basic Ion Engine gives you three standard movement, and you can add as many as you like. But where an Escort would only take one ion engine to get one movement point, a big lumbering baseship would need 10! Phoenix-D |
Re: AI Patcher for QNP?
What my AI patcher does (when set on "generic QNP") is scan through an AI's designcreation.txt file.
If it sees any ship with a non-zero desired engines setting, it will go and add a miscellaneous ability to the design. The miscellaneous ability is "Standard Movement" (ie: any engines, more thrust is better) The Propulsion Factor is used to fill in the "Spaces per one" setting. For the defualt of 45, this equals approximately 33 engines on a 1500 KT baseship, dropping linearly for smaller ships. Notes on AI designcreation.txt and engines: The required speed = # of engines to add immediately after Bridge/CQ/LS. The Desired Speed = after adding other required components, add engines until total thrust is at least this amount. Miscellaneous ability = Try to add "ship size in KT" / "spaces per one". This is a count of engines, not a sum of thrust. NB: Thrust is defined as: The sum of "Value 1"'s in the "Standard Movement" ability, added over an entire ship or set of engines. |
Re: AI Patcher for QNP?
Thanks, SJ!
Derek |
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