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mQNP
Are there any mods out there currently that use mQNP?
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Re: mQNP
I don't think any released mods use it at this point.
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Re: mQNP
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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 |
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. |
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 |
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
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Re: mQNP
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[ January 05, 2003, 05:20: Message edited by: dumbluck ] |
Re: mQNP
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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+ |
Re: mQNP
whats mQNP?
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Re: mQNP
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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 |
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