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January 6th, 2003, 12:34 AM
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National Security Advisor
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Re: mQNP
They best thing IMHO about the mQNP that Pax originally proposed was that, at least in theory, the stock AI could work with it as normal. since the AI will automatically select mounts if they are available it should use them correctly. Of course since it's never actually been play tested there is always a chance of some unexpected glitch.
Geoschmo
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January 6th, 2003, 02:03 AM
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Second Lieutenant
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Re: mQNP
Quote:
Originally posted by geoschmo:
They best thing IMHO about the mQNP that Pax originally proposed was that, at least in theory, the stock AI could work with it as normal. since the AI will automatically select mounts if they are available it should use them correctly. Of course since it's never actually been play tested there is always a chance of some unexpected glitch.
Geoschmo
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Actually it has been playtested. Sort of. I cobbled a P&N with a mQNP-conVersion together on my local drive (wrote the mounts, appended them, hunted down all the engines and made them BIGGER, then tweaked some hull sizes to maintain uniformity of hull-size:engine-size ratios.
I didn't bother to see how the AI took the changes, though. Heh.
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-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
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January 6th, 2003, 12:37 PM
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Lieutenant Colonel
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Re: mQNP
Quote:
Originally posted by Pax:
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+ Oh, sure, you'll let him fiddle with the EPM, but you throw a fit when I mention it... (j/k)
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January 7th, 2003, 02:53 AM
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Lieutenant Colonel
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Re: mQNP
Of course, you could always just change the tonnage used percentage in an unproportional way. A 500kt engine knocked down to 2% for a frigate and 5% for a light cruiser would result in 60/200=3/10 used for frigates and 150/400=3/8 used for light cruisers (proportional increase would be 2% and 4%).
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January 6th, 2003, 06:33 PM
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Second Lieutenant
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Re: mQNP
Quote:
Originally posted by Krsqk:
Of course, you could always just change the tonnage used percentage in an unproportional way. A 500kt engine knocked down to 2% for a frigate and 5% for a light cruiser would result in 60/200=3/10 used for frigates and 150/400=3/8 used for light cruisers (proportional increase would be 2% and 4%).
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Well you COULD, but that's a bit contrary to the basic premise of QNP (and by extension, mQNP). The basic premise of QNP as I understand it is, you should need a given amount of thrust, per kT of ship, to move at X speed.
Standard QNP calculates this per ship hull by setting an engine-thrust:ship-mass ratio -- adjusting the EPM of that hull, so that you need more and more of the same engine components to achieve a given speed, as hulls get larger.
mQNP does this instead, by setting an engine-mass:ship-mass ratio -- adjusting the size / mass of the engine, to fit the needs of each hull size.
A hybrid system tries to balance between the two approaches; I'm not, personally, entirely satisfied with such an idea, but other mod writers may disagree. 
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-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
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January 7th, 2003, 05:38 AM
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Lieutenant Colonel
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Re: mQNP
Quote:
Well you COULD, but that's a bit contrary to the basic premise of QNP (and by extension, mQNP). The basic premise of QNP as I understand it is, you should need a given amount of thrust, per kT of ship, to move at X speed.
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Well, since the idea of disproportionate thrust using different EPM came up, I thought I'd just through my $.02 in. I realize the point of QNP is proportional movement, but while we were heading down that road... 
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The Unpronounceable Krsqk
"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
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January 7th, 2003, 04:49 PM
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Major
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Re: mQNP
This sounds interesting, I will give it a try.
The main problem with standard QNP is that the maximun thrust is 255, that limits a lot the numbers you can play with doesn´t let you make a good contrast between many ship sizes.
To use real QNP we'd need two changes, 1st increase the maximun thrust to somethijng like 65k and 2nd allow mounts that increase standard movements of engines, to avoid needing to have tens of componensts of different scales.
Right now, mounts should allow a much better controled and a more detailed gradient from biggest to smallest engines.
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