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December 23rd, 2005, 02:25 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Combining Mods: Fighter Propulsion Questions
You can not get combat movement without strategic movement from the "ship standard movement" ability. The only way to get this is "bonus combat movement."
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December 23rd, 2005, 05:18 AM
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Shrapnel Fanatic
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Re: Combining Mods: Fighter Propulsion Questions
Indeed.
See Carrier Battles mod for some nice stuff.
Using the afterburner ability in varing amounts, and scaling the engine size as appropriate works great.
You pick the tiny speed-2 engine, or the big beefy speed 5 engine, or whatever in between you want. One per ship.
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December 25th, 2005, 11:06 AM
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Corporal
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Combining Mods: Fighter Propulsion Questions
I am going to read the data files from CB Mod for sure, there are a lot of interesting things in it. I know it because I was reading the "Training Courses" on Fighter Design an so on in some (forgotten location) web page...
I downloaded the mod also, but I noticed there were two files, one for SE4 Gold and the other for SE4 Deluxe, with different version numbers. What are the main difference between them?
Back to the fighter engine system: The system I "designed" uses mounts because as engines generate an Absolute mov point quantity regardless of the size of fighter they are installed, they can be scaled using mounts to sizes in relation to the fighter size. In example: If an engine comp generates 4 combat mov points and takes 2 kt of space in a 20 kt fighter, I would like to see that the same engine will yield the same 4 mov point in a 40 kt fighter but taking 4 kt space.
This one takes me to the following: is it necessary to give "tactical" fighter engine comps the ability of "standard move point" in order to be recognized by the program as "engines"? Is it safe to put the value of this ability to 0 or with a low value (1 for example) the fighters will not be able to make "strategic" movement?
The other one is about the mount effect on values:
If I have a comp with tonnage = 75 and use a mount on it with a modifier of Tonnage = 10% how the program will calculate the final tonnage number? Will it be rounded up (7.5 = 8 Kt) or down (7.5 = 7 Kt)? And what about if the mount is 8% of 80 Kt = 6.4 is it equal to 6 or 7 (rounds up or down?). Thanks!
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December 25th, 2005, 11:33 AM
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Shrapnel Fanatic
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Re: Combining Mods: Fighter Propulsion Questions
I believe it will round down.
What are you trying to accomplish with the engine-ness of it?
The combat move ability dosen't stack, so adding extra engines won't help, and you can put one-per-ship in the restrictions.
I suppose if you were to give it standard move, you could more easily limit it to one engine even across separate families using the vehiclesizes limits.
If the engines per move of the fighter hull is >=2 and you're limited to 1 engine point on the fighter, then it won't get any strategic movement points.
Hmm... I should use that for CB.
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December 25th, 2005, 05:21 PM
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Corporal
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Combining Mods: Fighter Propulsion Questions
"Au Contraire"...
I want to give the "tactical move only" engines its "engine status" for the program to recognize them as such, in case I mod some engine seeking weapons (like IR guided missiles). So, they HAVE to be treated as engines by the program regardless they cannot generate strategic movement.
The "one per vehicle" limit will be modded into it, of course...
Good tip about the "engines per move value" I will use it!
Any info about the purpose of the two versions of the CB Mod files?
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December 25th, 2005, 10:20 PM
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Shrapnel Fanatic
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Re: Combining Mods: Fighter Propulsion Questions
But fighters do not take partial damage, so only-X weapons simply don't make sense against them.
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