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Old August 1st, 2002, 06:39 AM
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Default RCEs & Non-Newtonian in a QNP Universe

Edit: Three questions

1) at what number of movement points does RCE happen?

2) does RCE only occur during normal movement, or does it happen during combat too? (that is, could an afterburner-like component(s) cause RCE?)

3) if movement bonus is used instead of movement points, will I get RCE?

If this works, I'm hoping to make a series of "reactionless" or "inertialess" drives for a QNP world [Ancient Tech]

Thanks

[ August 01, 2002, 05:41: Message edited by: jimbob ]
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Old August 1st, 2002, 07:28 AM

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Default Re: RCEs & Non-Newtonian in a QNP Universe

"1) at what number of movement points does RCE happen?"

256. 255 is fine, 256 is not.

"2) does RCE only occur during normal movement, or does it happen during combat too? (that is, could an afterburner-like component(s) cause RCE?)"

Combat move is seperate. I'd bet money on the game belching a RCE if you go over 255 move total in any situation though. (i.e. 255 standard move + 255 afterburner = probable crash)

"3) if movement bonus is used instead of movement points, will I get RCE?"

Probably not unless the total movement goes over 255. Not engine move, ship moves.

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Old August 1st, 2002, 07:28 AM
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Default Re: RCEs & Non-Newtonian in a QNP Universe

The 256th standard movement point will cause the RCE.
This triggers when the ship is being designed.

Bonus movement does not count towards the RCE.

But a ship with a total movement after engines per move of more than 255 might cause an RCE as well.
(But who would allow a ship like that in their mod???)
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Old August 1st, 2002, 07:51 AM
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Default Re: RCEs & Non-Newtonian in a QNP Universe

Quote:
(But who would allow a ship like that in their mod???)
Bwahhaaahhaahhaahhaaa....

Er, no actually, I won't.

Anyway, thanks for the help. So in summary 1)a BattleMoon can only move 1 per turn without RCE problems then, and 2) RCE is for # of move points (before total movement, but excluding bonus movement).
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Old August 1st, 2002, 04:50 PM
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Default Re: RCEs & Non-Newtonian in a QNP Universe

1) Battlemoons get one MP, unless you have the propulsion experts trait

2) Yes. Number of move points, before dividing by the "engines per move" setting.
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Old August 2nd, 2002, 02:30 AM
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Default Re: RCEs & Non-Newtonian in a QNP Universe

Ok, thanks.

Now, as to the (soon?) to be released gold patch. Will it be possible to dictate which ships a component can be used on, or is it only possible to exclude mount types by ship size/type?
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Old August 2nd, 2002, 02:37 AM
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Default Re: RCEs & Non-Newtonian in a QNP Universe

You can restrict a mount to a single hull, but individual components, no.
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Old August 2nd, 2002, 04:29 AM
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Default Re: RCEs & Non-Newtonian in a QNP Universe

Quote:
Originally posted by jimbob:
Ok, thanks.

Now, as to the (soon?) to be released gold patch. Will it be possible to dictate which ships a component can be used on, or is it only possible to exclude mount types by ship size/type?
Well, there is a convoluted way to do it actually. Make your component too large to fit on any available hull size, and then make a mount that is family specifc so it can be used for that component only and using size max and min to make it only usable on that hull. And make it so that it decreases the size enough so that it will fit. However this won't work if you have any other similer mounts that are allowed to be used for any components.

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Old August 2nd, 2002, 07:57 AM
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Default Re: RCEs & Non-Newtonian in a QNP Universe

Ooooo...
now that's just plain brilliant Geo!
thanks for all the help y'all.
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Old August 2nd, 2002, 05:32 PM
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Default Re: RCEs & Non-Newtonian in a QNP Universe

Quote:
But a ship with a total movement after engines per move of more than 255 might cause an RCE as well.
(But who would allow a ship like that in their mod???)[/QB]
Well, if you wanted to make the equivalent of the SW galaxy gun it could work.
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