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  #61  
Old June 5th, 2002, 12:50 AM
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Default Re: *** Star Trek Mod Discussion ***

True...but the warp reactor isn't the combustion engine but basically the fuel tank...but I like the ideas you mentioned below.

[ June 04, 2002, 23:50: Message edited by: Captain Kwok ]
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  #62  
Old June 5th, 2002, 01:01 AM
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Default Re: *** Star Trek Mod Discussion ***

Quote:
Originally posted by Captain Kwok:
True...but the warp reactor isn't the combustion engine but basically the fuel tank...but I like the ideas you mentioned below.
Fuel Tanks = Deuterium Reserves
Warp Reactor = Combustion engine

If the warp reactor was just a tank, they wouldn't have to eject the damn thing if it became unstable and evacuate the crew.

Of course if you are talking about in the sense that you are going to use Warpreactor as a tank, I haven't the slightest idea what's going on and I'm sorry for interrupting.
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  #63  
Old June 5th, 2002, 01:16 AM

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Default Re: *** Star Trek Mod Discussion ***

"If the warp reactor was just a tank, they wouldn't have to eject the damn thing if it became unstable and evacuate the crew."

A fuel tank full of antimatter or other nasty substances would have to be ejected if it became unstable too.

Loosing containment on enough antimatter to power a warship for months would be slightly detrimental to the ship's health..

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  #64  
Old June 5th, 2002, 03:03 AM
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Default Re: *** Star Trek Mod Discussion ***

Quote:
If the warp reactor was just a tank, they wouldn't have to eject the damn thing if it became unstable and evacuate the crew.
Actually, if the reactor was just a tank of antimatter, they would really want to get a few hundred lightyears away from it before it exploded.

Although the reactor is not a fuel tank, it does have a significant amount of antimatter flowing through it in order to operate. (Fuel lines and gas in pistons)

Problem with antimatter, is that even a tiny amount can really make a mess.
A one-kilogram cloud of antimatter produces the same energy as a 40 megaton nuke when it annihilates with your reactor's wall.

EG:
The Yamato's destruction was due to leftover antimatter in the reactor core, even after most of it was flushed by the emergency systems (which were disabled by the computer infestation before they finished their job)
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  #65  
Old June 5th, 2002, 03:39 AM
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Default Re: *** Star Trek Mod Discussion ***

When I called the reactor a fuel tank - it's just to simplify the situation. Of course it does more than just store fuel...but if you're gas tank became unstable on your car - look out!

TerranC...Deuterium is the fuel used by the Impulse fusion reactors to power the Impulse engines. In the Mod, impulse engines which supply combat movement only also store a small amount of supplies as well.

[ June 05, 2002, 02:41: Message edited by: Captain Kwok ]
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  #66  
Old June 5th, 2002, 05:11 AM
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Default Re: *** Star Trek Mod Discussion ***

When you say "fuel tank", that makes it sound like you're talking about the "real" Trek Tech.

If instead you said "Supply storage" we would know you were talking about an SE4 ability.
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  #67  
Old June 5th, 2002, 07:51 AM
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Default Re: *** Star Trek Mod Discussion ***

Would ships created using the DOGA program be acceptable for the mod, or do you want to keep the ships looking simular as they currently do. You know made from the same graphics program.

BTW, what graphics program are you using? I would love to learn it.

[ June 05, 2002, 11:11: Message edited by: Atrocities ]
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  #68  
Old June 5th, 2002, 07:12 PM
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Default Re: *** Star Trek Mod Discussion ***

I have ripped custom weapons sounds from the Bridge Commander game and they are available here . I thought they would make a nice addition to the realism of the mod.
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  #69  
Old June 5th, 2002, 11:38 PM
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Default Re: *** Star Trek Mod Discussion ***

Hey, captain Kwak, really nice ships. Can I get a copy of the MDL files from ya?? Please???

If your willing you can send them to me at: AaronHSteffen@msn.com

Waddya say???
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  #70  
Old June 6th, 2002, 12:43 AM
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Default Re: *** Star Trek Mod Discussion ***

Gandalph: Thanks for the great sound effects...they fit right in with the current SEIV sounds and even gave me some ideas for more techs...

Atrocities: It's a little bit of a learning curve but if you need help just send me an e-mail and I can help give you pointers.

ZeroAdunn: I think I'll post the mdl files at some time or another but not quite yet...do you have Moray skills? If so, maybe you can build some comps or one of the ship sets...it's really not that hard...most of the ships are just different uses of spheres, cylinders, rectangles...with image maps...

SJ: Ok. I'll talk in SE Modding terms from now on...
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