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  #21  
Old June 4th, 2001, 04:28 AM

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Default Re: Warp Speed

Hello all.
I'v got an interesting tidbit for this discussion.
Ages ago I reported on this forum that my copy of SE IV will run dramatically faster if I first start SPW@W (Steel Panthers World at War), then exit SPW@W.
This phenomenum extends to all aspects of the game.
IE inital load time on a cold start is approximately 15 seconds
initial load time if SPW@W started first is 5 seconds
Time to process the 19 computer players turns goes from approximately 1 Minuite to less than 30 seconds.
The ships just teleport across the map, etc....
My system is a Celeron 660 MHz, with 128 Meg of RAM.
I was attributing the increase in performance to some portion of SPW@W program manager remaining resident, or something like that.
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  #22  
Old June 4th, 2001, 11:54 PM
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Default Re: Warp Speed

I had never seen this phenomenon happen until this weekend. I had just picked up a bargain bin copy of "X - Beyond the Frontier" and was playing it some over the weekend. At one point it crashed to desktop. I decided to take a break from it and play SEIV and saw the fast ships. After I rebooted, everything was back to normal. I'm guessing that the CTD was memory related, so chances are, the fast ship issue probably occurs when memory is discombobulated (technical term) somehow.
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  #23  
Old June 5th, 2001, 07:52 PM

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Default Re: Warp Speed

Psycho,
I really have no idea about such things, but are you talking about warp 10 as max from a Startrek point of view?

Like I said, i have no idea about such things, but i distinctly remember in the final episode of StarTrek, TNG, the Enterprise of the future flying off somewhere at warp 13.

I'm not a trekkie. It's just an odd piece of trash floating around in my head these Last 5 or 6 years.
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  #24  
Old June 5th, 2001, 08:10 PM
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Default Re: Warp Speed

quote:
Originally posted by mottlee:
Me thinks I figured it out....when I have run my modem I get the fast ships so I gues I'll need to reboot a lot
[/b]


Same thing happens on my system... I can reproduce the effect every time I've used the modem. Interestingly, if my ships start moving quickly I also have graphics problems (specifically, the pictures of ships/planets/etc. in the right-hand pane will disappear; the text stays, but the pictures disappear).
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  #25  
Old June 6th, 2001, 03:43 AM
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Default Re: Warp Speed

When you have ship animations turned off, the ships are supposed to go point to point.
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  #26  
Old June 6th, 2001, 04:48 PM
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Default Re: Warp Speed

quote:
Originally posted by Menschenfresser:
Psycho,
I really have no idea about such things, but are you talking about warp 10 as max from a Startrek point of view?

Like I said, i have no idea about such things, but i distinctly remember in the final episode of StarTrek, TNG, the Enterprise of the future flying off somewhere at warp 13...



Obviously there are two warp systems, an "old" and a "new" one. When I have written my post I was just aware of the "new warp system":

1. The warp factor equivalencies for standard orbit and full impulse can be calculated using "TNG Warp Calculator 1.1" by RomuSoft. This program can be downloaded from http://www.stinsv.com/icons.htm.
2. Full impulse - ¼ of light-speed, but it does not mean that it is the maximum sublight speed that the impulse motors of the starships can create. For instance, the impulse engines of the Enterprise-D could have produced enough energy to move the ship with a speed of 0.92 light-speed, but the restriction of ¼ of light-speed is made to hold the problems with time dilation that occurs on near-light speeds in normal space as low as possible.
3. Warp 5 - max. normal cruising speed in the middle of the 24th century due to the fact, that starships moving faster than warp 5 made significant damage to subspace. Therefore speeds over warp 5 were restricted to absolute necessity.
4. Warp 6 - max. normal cruising speed in the late 24th century after the starships were modified so that their warp engines didn't pose a threat to subspace even when the starship was moving faster than warp 5. Warp 6 is approximately warp 7.3 in the "old" system.
5. Warp 9.2 - normal max. speed of UFP starships.
6. Warp 9.6 - top max. speed of most UFP starships (including U.S.S. Enterprise-D, which could maintain warp 9.6 up to 12 hours). Warp 9.6 is approximately warp 11.8 in the "old" system.
7. Warp 9.9999 - max. speed of the subspace radio waves attained with booster relays.
8. Warp 10 - In the "new" warp factor system warp factor 10 is infinite speed (and to reach it, one needs infinite amount of energy, therefore warp 10 is unattainable). This means, that if an object was moving with warp 10 (which is impossible), the object would be occupying ALL points in the universe (which is infinitely large) at the same time.

This information is not garanteed.
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[This message has been edited by PsychoTechFreak (edited 09 June 2001).]
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  #27  
Old June 9th, 2001, 08:20 PM
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Default Re: Warp Speed

quote:
Originally posted by Alpha Kodiak:
I had never seen this phenomenon happen until this weekend. I had just picked up a bargain bin copy of "X - Beyond the Frontier" [...] I'm guessing that the CTD was memory related, so chances are, the fast ship issue probably occurs when memory is discombobulated (technical term) somehow.


I have experimented with X-Tension (it's the next generation of X-BtF), even if I quit the game regularly (memory shouldn't be puzzled, but something seems to be resident in memory) then the ship movement of SEIV is on "Trans-Warp".

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