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Old December 22nd, 2005, 11:53 PM

leo1434 leo1434 is offline
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Default Combining Mods: Fighter Propulsion Questions

Hi again!

Now is for some Fighter propulsion tech questions:

I would like to mod fighters with tactical combat movement only. My idea is that fighters can go from earth to moon, but if you want to send them from earth to a base in one of Jupiter's moons, you have to use a Carrier or a Transport to take them where you need them. So it comes...

Is there a way to limit fighters to combat movement only, but still use a QNP system for them. I saw the Data files from AI Camp Mod (where it is said that fighters lack "strategic" mobility) and the fighter engines comps have the "generate standard ship movement" ability but they seem to be very low values. Is there a way?

In case I am stuck with using the "combat movement point" ability only (which are absolute values and don`t combine with the "Engines per move" value) I have a question:

The comps with "combat movement point" ability dont add they values as long as they are from the same comp family?
Do two comps from different families add those values (example: An engine combined with an afterburner comp). I was a long time out of SE4 universe and my knowledge is a bit rusty.

In case it is not possible to use tactical movement fighter with QNP system I think it is still posible to simulate a similar sistem using various engines sizes combined with specific mounts for each fighter hull size. Another question is: This (I think), will render every fighter a single engine one. That would be no problem as a two engined fighter is no more "survivable" as a sigle engined one, because if I remember correctly, fighters are totally destroyed in combat when hit, and not partially damaged in part of its components. Is this true or am I wrong?


I would really appreciate some help here!
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