|
|
|
 |

January 5th, 2003, 10:36 AM
|
 |
Lieutenant Colonel
|
|
Join Date: Mar 2001
Location: Emeryville, CA
Posts: 1,412
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: mQNP
Quote:
Originally posted by Taera:
whats mQNP?
|
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 
__________________
GEEK CODE V.3.12: GCS/E d-- s: a-- C++ US+ P+ L++ E--- W+++ N+ !o? K- w-- !O M++ V? PS+ PE Y+ PGP t- 5++ X R !tv-- b+++ DI++ D+ G+ e+++ h !r*-- y?
SE4 CODE: A-- Se+++* GdY $?/++ Fr! C++* Css Sf Ai Au- M+ MpN S Ss- RV Pw- Fq-- Nd Rp+ G- Mm++ Bb@ Tcp- L+
|

January 5th, 2003, 10:27 PM
|
 |
Second Lieutenant
|
|
Join Date: Jul 2002
Posts: 442
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: mQNP
Quote:
Originally posted by Will:
quote: Originally posted by Taera:
whats mQNP?
|
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
|
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.
|

January 5th, 2003, 10:41 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
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! 
|

January 5th, 2003, 11:25 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: mQNP
Yep, and then I suggested a "Hybrid" system, such as pax describes: "Set the mQNP to use mounts for entie CLASSES of ship, and vary EPM within that class..."
I still need to figure out how to squeeze it into P&N while all of maintaining a reasonable amount of flexibility in number of engines, preventing unmounted engines from being used, and keeping a nice design ambiance.
__________________
Things you want:
|

January 5th, 2003, 11:30 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: mQNP
I know! Set up 2 tech areas, and have one of them be removed for each game. Have one be classic QNP, and the other be mQNP! 
|

January 5th, 2003, 11:41 PM
|
 |
National Security Advisor
|
|
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
|
|
Re: mQNP
Can AIs use the system as it is intended?
|

January 5th, 2003, 11:57 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: mQNP
Sure, if you set them up to use it. Though, I suppose my suggestion wouldn't work very well with the AIs. 
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|