.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old March 23rd, 2005, 07:04 AM

kaekaze kaekaze is offline
Private
 
Join Date: Mar 2005
Posts: 14
Thanks: 0
Thanked 0 Times in 0 Posts
kaekaze is on a distinguished road
Default Propulsion problems: help???

I am using a form of propulsion where every 100kt in ship size requires another engine per move. My ship sizes range from 10kt to 16mt. The problem is a 10kt ship needs 1kt engines where as a 16mt ship needs 10-100kt engines. Otherwise the large ships would require hundreds of the smaller engines.

Is there any work around for this?
Reply With Quote
  #2  
Old March 23rd, 2005, 07:30 AM
Atrocities's Avatar

Atrocities Atrocities is offline
Shrapnel Fanatic
 
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
Atrocities is on a distinguished road
Default Re: Propulsion problems: help???

Yes, you could use a mount based system.

You might try looking at what Captain Kwok has done with Space Food Empires.

Or possibly consider the STM - Mount based propulsion system. (by CK) There are others but I am not sure which mods though.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
Reply With Quote
  #3  
Old March 23rd, 2005, 09:56 AM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: Propulsion problems: help???

With such a wide range in ship sizes you'd be best to consider a mounted engine system - such as the one used in the Star Trek Mod. Decide on how many engines you want on the biggest ship and make engine components based on that decision, then use scale mounts to size down as necessary for the smaller ships.

A propulsion system like that used in my Space Food Empires mod would not be appropriate.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #4  
Old March 23rd, 2005, 10:00 AM
NullAshton's Avatar

NullAshton NullAshton is offline
Major General
 
Join Date: Nov 2004
Location: Floating in space.
Posts: 2,297
Thanks: 0
Thanked 0 Times in 0 Posts
NullAshton is on a distinguished road
Default Re: Propulsion problems: help???

You could have 5kt engines that provide 1 movement point for a ship like an escort. That would fit on the tiny ships. However, it'll have a high speed.
__________________
Hey! I found squirrels!

Vala - "The last time I was this bored, I took hostages!"
Reply With Quote
  #5  
Old March 23rd, 2005, 01:15 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Propulsion problems: help???

Perhaps you just need to Sanity check your ship sizes.

10kt vs 16000kt?
You're going to have a LOT of sizes that nobody will ever use, cluttering up your ship list.

The real question in my mind is why anybody would use a ship between 10 and 100 kt, when the mod includes unfathomably large ships.
Those sizes are usually reserved for fighters in the stock game, and you've scaled things up 10 times more than that.

---
How to stretch the QNP scheme:
==============================
The standard and mount QNP systems only work within a range of 10x to 100x size difference between the largest and smallest hulls just due to the rounding of integers.

You could extend the range a bit more with a hybrid QNP system.
Have the smallest 10x range (10kt to 100kt) use 1% size engine mounts with engines-per-move between 1 and 10. Then have the next 10x range (100kt to 1000kt) use 10% mounts with EPM between 1 and 10 again.
The top level of ship (1000kt-10Mt and up) would use 100% engine mounts with EMP again from 1 to 10, and possibly more if your ships are slow moving.
That would give you 1000x to 4000x difference between biggest and smallest depending on how far you push the EMP on the largest one.
Reply With Quote
  #6  
Old March 23rd, 2005, 03:10 PM

kaekaze kaekaze is offline
Private
 
Join Date: Mar 2005
Posts: 14
Thanks: 0
Thanked 0 Times in 0 Posts
kaekaze is on a distinguished road
Default Re: Propulsion problems: help???

Thanks guys. I never thought about using the mounts to DECREASE the size of a component. There are 16 main hull sizes(aside from colony ships etc.). Their hull sizes progress by the fibonachi sequence(10, 20, 30, 50, 80, etc.). As for how those ship sizes are used, leave tht to me.
Reply With Quote
  #7  
Old March 23rd, 2005, 03:13 PM
NullAshton's Avatar

NullAshton NullAshton is offline
Major General
 
Join Date: Nov 2004
Location: Floating in space.
Posts: 2,297
Thanks: 0
Thanked 0 Times in 0 Posts
NullAshton is on a distinguished road
Default Re: Propulsion problems: help???

Going for a natural mod? Why did you use the fibbonachi sequence?
__________________
Hey! I found squirrels!

Vala - "The last time I was this bored, I took hostages!"
Reply With Quote
  #8  
Old March 23rd, 2005, 04:32 PM

kaekaze kaekaze is offline
Private
 
Join Date: Mar 2005
Posts: 14
Thanks: 0
Thanked 0 Times in 0 Posts
kaekaze is on a distinguished road
Default Re: Propulsion problems: help???

Well originally it was just because I like the sequence, don't know why. But if you want a rationalization, how about this: technology builds on previous accomplishments, so does the fibbonachi sequence? Anyway, It always disturbed me that the smallest ship size availible to an empire wheighed 150000 tons. Now the smallest one avaiible is 10000 tons. Is this better? I'll find out soon I guess.
Reply With Quote
  #9  
Old March 23rd, 2005, 05:51 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Propulsion problems: help???

Don't even bother to try and map SE units to real life units.

Everything is measured in Kt, just because
Reply With Quote
  #10  
Old March 23rd, 2005, 07:55 PM

Zereth Zereth is offline
Corporal
 
Join Date: Jan 2005
Posts: 60
Thanks: 0
Thanked 0 Times in 0 Posts
Zereth is on a distinguished road
Default Re: Propulsion problems: help???

Not to mention that it seems to be a measure of volume, not weight. (which raises the question of how a 20kt cargo bay module can hold 150kt of stuff...)
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 04:48 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.