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Old December 25th, 2005, 11:06 AM

leo1434 leo1434 is offline
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Default 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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