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February 25th, 2004, 04:40 AM
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Second Lieutenant
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Join Date: Jan 2004
Location: Australia
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Re: Pax Mount Newton Propulsion System-PMNPS
Perhaps they should have a greater cost value ?
The new patch for the game will require all existing mods to be altered however so dont get to far ahead of youreself just yet.
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February 25th, 2004, 04:43 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Pax Mount Newton Propulsion System-PMNPS
Actually it will not require any mods to be altered.
It is really a matter of preference on the 3 large engines versus 10 small engines issue. I prefer the engines to not have large numbers of hit points, but to remain around what they are in stock, or fewer. This is because I don't like them working like leaky armor. 
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February 25th, 2004, 04:47 AM
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Second Lieutenant
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Join Date: Jan 2004
Location: Australia
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Re: Pax Mount Newton Propulsion System-PMNPS
Perhaps you could try instead of 4 types make it more incremental say 8 steps along the way.
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February 25th, 2004, 06:10 AM
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Shrapnel Fanatic
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Join Date: Mar 2003
Location: CHEESE!
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Re: Pax Mount Newton Propulsion System-PMNPS
my mod has mount engines. techpaths, on Fyrons site. it's incomplete.
[ February 25, 2004, 04:11: Message edited by: narf poit chez BOOM ]
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February 25th, 2004, 06:22 AM
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Sergeant
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Join Date: Jul 2003
Location: New Zealand
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Re: Pax Mount Newton Propulsion System-PMNPS
This mount does not increase the damage resistance of the impulse engines. That stays at 5 or 10 hit points. The damage resistance of the engine components in the default game is 20 hit points.
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February 25th, 2004, 07:58 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: Pax Mount Newton Propulsion System-PMNPS
I toyed with this a while back and ran into some problems. I can't recall the specifics, but the idea was sound, but the AI was not.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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February 25th, 2004, 11:37 PM
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First Lieutenant
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Join Date: Feb 2004
Location: The Netherlands
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Re: Pax Mount Newton Propulsion System-PMNPS
I'm working with this for some months now in my mod (not available yet) and it seems to work fine.
Okay, have to tune the AI a bit, but it looks promising.
I ussed the same scaling for my bridge/lifesupport/crewquarters/Shields (bigger ships need larger shields for same power)/ cloaking and of course engines.
BTW PAUL1980au : I used 4% steps so it will work very acurate in comparison to size.
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