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  #3951  
Old April 19th, 2004, 02:16 AM
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Default Re: Babylon 5 Mod

Path,

Just saw your post about the Natural Merchant problem. Rememeber that we solved that about six months ago?

I do the same thing all the time - reinvent a wheel and then find the file that explains why the solution, when I figured it out, sounded so familiar!
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  #3952  
Old April 19th, 2004, 02:22 AM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by grumbler:
Path,

Just saw your post about the Natural Merchant problem. Rememeber that we solved that about six months ago?

I do the same thing all the time - reinvent a wheel and then find the file that explains why the solution, when I figured it out, sounded so familiar!
Nope but then again I suffer from terminal CRS...
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  #3953  
Old April 19th, 2004, 02:26 AM
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Default Re: Babylon 5 Mod

I wasn't idle on the mod while my modem was out. I got mQNP to work for fighters.

While I was looking at fighters, though, I concluded that the mini-reactor concept is out of place for fighters. They should have no supply regeneration capabilities. While it is true that fighters in the series DID have reactors ("...reactor system nearing critical, enemy weapons systems locking on..." that didn't provide unlimited life support. Fighters had to be based and then launched for missions, they couldn't just "hover in space" like they do now.

Anyone know of any reason not to eliminate supply regeneration for fighters?
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  #3954  
Old April 19th, 2004, 02:48 AM
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Default Re: Babylon 5 Mod

Why not treat the fighters like the standard game did for ship movement. Give them a supply resource and engine consumption rate. If they "stay out" too long their movement drops to 1 space per turn. Or does that not work for in system travel..?

You could have a reactor that provides less resource than the engines consume each turn so that a stationary fighter can refill it's tanks so to speak. There is nothing in the series to say how long a fighter could keep it's life support going if it just cut it's engines.

Time floating in space might then be down to how many packed lunches you took with you or how long it took to fill your waste/urine sack.

This totally ignores how long you can fly in space without dying from radiation poisoning as they are not really shielded. Was there not a fatigue element to the game. Too long without supply or R&R meant quality dropped or mutiny. This could be set high for fighters..

This could do your head in.

[ April 19, 2004, 01:59: Message edited by: Nomor ]
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  #3955  
Old April 19th, 2004, 11:12 AM
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Default Re: Babylon 5 Mod

Nomor:
PM!
And don't worry I'll continue to post untill I'm dead. I just have to make sure I stay ahead with my Posts.

Grumbler:
Good to have you back. I received you're e-mail and returned the favor.

Path:
You've really done very good work, please contuinue to make tweaks and improvements. And plesae don't lower your capabilities. You're the only one who tried (and succeeded) improving the Last Version of the B5 Mod. Be proud on it and take pleasure in the fact that people still standing in line to play this mod. Praise to you.
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  #3956  
Old April 19th, 2004, 04:46 PM
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Default Re: Babylon 5 Mod

Quote:
Originally posted by Nomor:
Why not treat the fighters like the standard game did for ship movement. Give them a supply resource and engine consumption rate. If they "stay out" too long their movement drops to 1 space per turn. Or does that not work for in system travel..?
That is what I have in mind.

Quote:
You could have a reactor that provides less resource than the engines consume each turn so that a stationary fighter can refill it's tanks so to speak. There is nothing in the series to say how long a fighter could keep it's life support going if it just cut it's engines.

Time floating in space might then be down to how many packed lunches you took with you or how long it took to fill your waste/urine sack.
Actually, the limits on oxygen supply are featured in several episodes in season 5 (where Lennier is trying to find out how the Centauri are attcking the LoNAW). He didn't enter a trance to keep from peeing!
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  #3957  
Old April 19th, 2004, 08:07 PM
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Default Re: Babylon 5 Mod

There was an episode where a Starfury was damaged by the Streib and Sheridan was kidnapped. The pilot had to choose between his life support and speed. Since he had already received a lethal dose of radiation from the damage to his ship he chose speed.

(where Lennier is trying to find out how the Centauri are attacking the LoNAW) In this episode Lennier's problems arose from having to shut all his systems down to avoid being detected. Had he been able to keep his power plant running at full he may not have been in such a pickle regarding his oxygen reserve.

However I take your point that even a life support can only recycle so much. That being said I wouldn't want to go anywhere without at least a weeks supply of food, air and water, just in case I got lost or hit an iceberg.

Timstone: PM

unrelated link to terraforming http://www.Users.globalnet.co.uk/~mfogg/

[ April 19, 2004, 19:33: Message edited by: Nomor ]
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  #3958  
Old April 20th, 2004, 08:31 AM
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Default Re: Babylon 5 Mod

Nomor, I hear whatcher sayin', but I think the show makes it clear that oxygen regeneration wasn't in fighters:
1. Lannier and the other ranger trainee launched "with just an hour's supply of oxygen."
2. Montoya noting to Delenn that Lennier's oxygen would now be depleted even if he went into suspension to extend it.
3. Knight One noting to Sinclair that when he went off the screens in the Battle of the Line he had only 16 hours of oxygen left.

"Life Support" probably included CO2 scrubbers and fans, plus heating, water, etc. In fact, this is pretty much what the Space Shuttle has right now.
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  #3959  
Old April 20th, 2004, 09:27 AM
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Default Re: Babylon 5 Mod

The Last episode of B5 was one of the sadest hours of TV I have ever seen.
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  #3960  
Old April 20th, 2004, 11:26 AM
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Default Re: Babylon 5 Mod

AT:
I feel for you...
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