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January 5th, 2003, 05:39 AM
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Second Lieutenant
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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. 
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-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
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January 5th, 2003, 07:19 AM
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Lieutenant Colonel
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Join Date: Feb 2001
Location: iola, ks, usa
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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.
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Really? How would you accomplish that? Aspiring modders want to know!!!
[ January 05, 2003, 05:20: Message edited by: dumbluck ]
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January 5th, 2003, 09:03 AM
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Second Lieutenant
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Re: mQNP
Quote:
Originally posted by dumbluck:
Really? How would you accomplish that? Aspiring modders want to know!!!
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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+
__________________
-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
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January 5th, 2003, 10:04 AM
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Colonel
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Join Date: Jul 2001
Location: Calgary, AB, Canada
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Re: mQNP
whats mQNP?
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January 5th, 2003, 10:36 AM
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Lieutenant Colonel
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Join Date: Mar 2001
Location: Emeryville, CA
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Re: mQNP
Quote:
Originally posted by Taera:
whats mQNP?
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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 
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January 5th, 2003, 10:27 PM
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Second Lieutenant
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Re: mQNP
Quote:
Originally posted by Will:
quote: Originally posted by Taera:
whats mQNP?
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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). 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
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Actually the mQNP idea came up within days of the release of the current Gold Version patch (v1.78 IIRC). 
__________________
-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
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January 5th, 2003, 10:41 PM
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Shrapnel Fanatic
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Location: Southern CA, USA
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Re: mQNP
The mQNP idea originated (from Pax) in the #se4 IRC channel.  See what can come of hanging out in there? Maybe you all should come by sometime! 
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