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  #1491  
Old September 18th, 2002, 03:13 AM
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Default Re: Babylon 5 Mod

I also have made a component with zero tonnage and 1 damage pt. I haven't had many problems with it, but I haven't tested it all that much. I would recommend that you limit the amount of these components that could be added to a ship with "One Per"-"Ten Per".
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  #1492  
Old September 18th, 2002, 03:37 AM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by Captain Kwok:
I also have made a component with zero tonnage and 1 damage pt. I haven't had many problems with it, but I haven't tested it all that much. I would recommend that you limit the amount of these components that could be added to a ship with "One Per"-"Ten Per".
I did 1 per 50 hull spaces. In SE terms 1 per 50kt of the total ship size. I think more or less the same thing you did.
What I am really driving at is that my Mod is a very, very long way from finished and I have yet to start working on the AI. So I don't know what kind of effects this component will have. At this point an AI Moding guru is needed to review and test it.

[ September 18, 2002, 02:40: Message edited by: President Elect Shang ]
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  #1493  
Old September 18th, 2002, 05:50 AM
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Default Re: Babylon 5 Mod

I think you misunderstood. I was referring to limiting the amount of components allowed using the "One Per Vehicle" through "Ten Per Vehicle" entry for restrictions.
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  #1494  
Old September 18th, 2002, 07:00 AM
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Default Re: Babylon 5 Mod

For example "Could not find "Primary Bitmap Name" in record Destroyer"

My dad and I can hix these arers but it is very time consuming.

killer out
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  #1495  
Old September 18th, 2002, 07:19 AM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by killer:
For example "Could not find "Primary Bitmap Name" in record Destroyer"

My dad and I can hix these arers but it is very time consuming.

killer out
It looks like you might be using the non-Gold Version of the Bab 5 mod - that would generate those kinds of errors!
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  #1496  
Old September 18th, 2002, 10:58 AM
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Default Re: Babylon 5 Mod

Imperator Fyron:
I know that all this has nothing toi do with SE IV, but I just wanted to bring in some real physics.

Jimbob:
Good work man! You sound like a real scientist.

And you can really achieve .99 c, it's takes up a lot of energy, but it can be done. I must point out that we CAN'T do it now, we haven't got the technology for it yet. Yet...
The problem is energy. You need energy to propel your craft towards c. If you calculate how much energy you ned to propel your craft you would find you need more mass of energy that you have mass of the craft. So need more room to store the energy, that brings in more mass and that in turn brings in more energy needed. A loop.
The ting we need is a far more efficient powersource and far more effecient engines.
Here are 2 very interesting links:
http://www.lerc.nasa.gov/WWW/PAO/images/warp/warp07.gif
http://www.lerc.nasa.gov/WWW/PAO/warp.htm

I'm sorry if my English isn't that good, but I've had a very long and busy night (working late).
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  #1497  
Old September 18th, 2002, 08:14 PM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by jimbob:
Nomor asked:
quote:
Would it not be relative. If a pea came hurtling at you at .99c and hit your 6 foot steel hull would that not be the same as a 6 foot steel hull hitting a pea at .99c. The greater mass would win?
If my Newtonian physics memory serves me, the equation for momentum is p=0.5 x mass x velocity^2.
Umm... your Newtonian physics memory doesn't hold. In reality,

p=m x v
(momentum) = (mass) x (velocity)

E=0.5 x m x v^2
(energy) = 0.5 x (mass) x (velocity squared)

Timstone:
Well... Jimbob didn't use real physics there. He confused 2 equations.

[ September 18, 2002, 19:16: Message edited by: Imperator Fyron ]
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  #1498  
Old September 18th, 2002, 08:29 PM
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Default Re: Babylon 5 Mod

Woops!

*His face gets redder than the shell of a lobster*

Damn, feeling stupid right now. I didn't look very well to the formulae. Won't happen again!
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  #1499  
Old September 18th, 2002, 08:56 PM
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Default Re: Babylon 5 Mod

Your points are still valid, nonetheless. They just don't really apply to SE4, cause such minutia can not be accurately modeled.
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  #1500  
Old September 18th, 2002, 09:13 PM
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Default Re: Babylon 5 Mod

So back to the list:

Technomages - Valll
Shadows - Dead Meat
Vorlons - Imperator Fyron
Soul Hunters - pathfinder
Drakh - tescosamoa
Minbari - Jimbob
Hyach - Zero Adunn
Centauri - Milton
Narns - Lighthorse
Earth Alliance - Rambie
Belt Alliance -
Raiders -
Abbai - Nomorlurk (Simon)
Drazi - Stargrazer
Vree - Timstone
Gaim - AGoetz
Pakmara (maybe) -

These players are either undecided or haven't picked yet (or there were conflicts of interest ):
Gandalf

Ok... someone get in contact with Gandalf and see what race he wants to play.

Is Milton the name that guy uses on PBW? If so, that's fine. If not, I need his PBW nick, to be able to assing all the players to empires in one fell swoop.
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