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February 25th, 2004, 06:10 AM
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Shrapnel Fanatic
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Join Date: Mar 2003
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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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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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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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February 25th, 2004, 11:37 PM
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First Lieutenant
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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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February 26th, 2004, 12:34 AM
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Shrapnel Fanatic
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Re: Pax Mount Newton Propulsion System-PMNPS
Mount QNP
If you will notice, such ideas have already been contemplated. 
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February 26th, 2004, 12:37 AM
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Shrapnel Fanatic
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Re: Pax Mount Newton Propulsion System-PMNPS
Quote:
Using the engines per move entry in the vehicle size data file to simulate this effect has two drawbacks one that the AI does not get it and the player must know that all available engines must be added to their ships designs to work properly.
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It is actually almost trivial to get the AIs to use a standard QNP system.
Just add "standard ship movement" as an ability they like to add to their ships, and set a reasonable amount.
Since the AI adds already is set up to use twice as many for ships twice as large, you're done.
I even wrote an AI patcher program which does just that to convert stock AIs to use QNP.
(Note: TDM AIs are for stock, so they work too)
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February 26th, 2004, 08:54 PM
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First Lieutenant
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Re: Pax Mount Newton Propulsion System-PMNPS
Quote:
If you will notice, such ideas have already been contemplated.
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I didn't say that I (re)invented the wheel, but for me this is the way to go right now (in my Mod). Because I think it is as realistic as you can get with the SEIV-game-engine.
Simple: Small ship = small bridge/Engine etc
Large ship = large bridge/Engine etc
As you use this you will also find out that smaller ships are still usefull in the later game.
Intimidator,
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