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				January 4th, 2003, 08:33 PM
			
			
			
		  
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				mQNP
	
			 
             
			
		
		
		
		Are there any mods out there currently that use mQNP? 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				January 4th, 2003, 08:45 PM
			
			
			
		  
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				Re: mQNP
			 
             
			
		
		
		
		I don't think any released mods use it at this point. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				January 4th, 2003, 09:10 PM
			
			
			
		  
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				Re: mQNP
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Originally posted by Urendi Maleldil: 
Are there any mods out there currently that use mQNP?
			
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 Not yet. 
 
Art of War is going to include mQNP at present. 
 
My own Exodus will have mQNP in from the very start. 
 
I've made a private conVersion of Pirates and Nomads to mQNP, and handed copies of the files to SuicideJunkie, but P&N is his mod, so he'd have to decide wether or not to release that (as-is or modified) as a variant form of P&N    .  If he doesn't like it, I keep the lid on it and use it only privately; maybe other mod-writers could get copies, to see the difference in how each Version works ... that'd also have to be be SJ's decision. 
 
Or maybe I'll just write a quickie mod, stock SE4 in all ways except the needed changes to go QNP or mQNP, to show the differences in how the two work ... hmm.     
 
At any rate ... any mod is more than free to use it, of course; I came up with the idea solely to share it with the comunity, after all!  However, no new mods, or major revisions of existing mods, have really happened since the idea was born.  Ergo, as Fyron said ... no mods use mQNP.  Yet.    
		
	
		
		
		
		
		
		
			
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				January 4th, 2003, 10:30 PM
			
			
			
		  
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				Re: mQNP
			 
             
			
		
		
		
		Grit Tech uses mQNP, but is not yet complete.  you can test out a pre-release of the mod here: 
http://forum.shrapnelgames.com/newup...1041370616.zip
or read about the mod here:
 http://www.shrapnelgames.com/cgi-bin...;f=23;t=001946
I am still working on balancing the engines, I am thinking of making them indirectly porportional to vehicle mass, instead of directly porportional.  
		
	
		
		
		
		
		
		
			
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				January 4th, 2003, 10:34 PM
			
			
			
		  
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				Re: mQNP
			 
             
			
		
		
		
		See? No released mods use it.     
Pax, if you write a tutorial on how to make a mQNP system, I will include it in my Modding 101 Tutorial (with appropriate credit given, of course).     
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				January 5th, 2003, 05:39 AM
			
			
			
		  
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				Re: mQNP
			 
             
			
		
		
		
		Oh, I will, Fyron -- once Exodus, AoW, and Grit-Tech have (between them) refined the concept a bit further, ironed out some of the bugs, and so on.      
		
	
		
		
		
		
		
		
			
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				January 5th, 2003, 07:19 AM
			
			
			
		  
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				Re: mQNP
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Originally posted by Puke: 
Grit Tech uses mQNP, but is not yet complete.  ...  I am thinking of making them indirectly porportional to vehicle mass, instead of directly porportional.
			
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 Really?  How would you accomplish that?  Aspiring modders want to know!!! 
  
 [ January 05, 2003, 05:20: Message edited by: dumbluck ] 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				January 5th, 2003, 09:03 AM
			
			
			
		  
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				Re: mQNP
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Originally posted by dumbluck: 
Really?  How would you accomplish that?  Aspiring modders want to know!!!
			
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 Set the mQNP to use mounts for entie CLASSES of ship, and vary EPM within that class, for example: 
 
Basic engine = 1000kT 
 
"Light Engines"; 2% mount, or 20kT engines 
100kT Escort ... 1epm  
200kT Frigate ... 2epm 
300kT Destroyer ... 3epm 
 
"Medium Engines"; 6% mount, or 60kT engines 
500kT Light Cruiser ... 1epm 
700kT Cruiser ... 2epm 
900kT BattleCruiser ... 3epm 
 
"Heavy Engines"; 18% mount, or 180kT engines 
1300kT Battleship ... 1epm 
1700kT Dreadnought ... 2epm 
2100kT Baseship ... 3epm 
 
Alternately, add +1epm to all the Medium-engine ships (for 2, 3, 4), and +2epm to all the Heavy-engine ships (for 3, 4, 5). 
 
Thus, only three mounts: 
 
Light 
for ships 1kT to 499kT 
 
Medium 
for ships 500kT to 1299kT 
 
Heavy 
for ships 1300kT+ 
		
	
		
		
		
		
		
		
			
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				January 5th, 2003, 10:04 AM
			
			
			
		  
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				Re: mQNP
			 
             
			
		
		
		
		whats mQNP? 
		
	
		
		
		
		
		
		
			
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				January 5th, 2003, 10:36 AM
			
			
			
		  
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				Re: mQNP
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Originally posted by Taera: 
whats mQNP?
			
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 Quasi-Newtonian Propulsion (a la the P&N model), utilizing mounted engines.  The actual component size of the engine is god-awful huge, forcing mounts to be used to bring them down to size.  The point is pretty much to prevent the need for huge numbers of engines on large ships (such as P&N Battlemoon). 
 
The discussion on it started somewhere in the middle of the AoW mod thread, I think.  I only glanced at it, since I don't have much skill or interest in the area of mod creation at the moment     
		
	
		
		
		
		
		
		
			
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