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February 16th, 2004, 05:40 PM
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Will someone develop a mod to stop ship from exploding on crashes?
I was thinking that it would be great if someone could develop a mod to stop the ship from exploding on crashes. Frankly, I don't like this part of the game and neither do a lot of other people as well ( see some game reviews of Starfury).
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February 16th, 2004, 08:32 PM
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Re: Will someone develop a mod to stop ship from exploding on crashes?
Once you have some major armour and shields on the ship you won't blow up as much,you just end up with a badly damaged ship.But it won't help if you run into a planet.
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February 16th, 2004, 09:07 PM
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Re: Will someone develop a mod to stop ship from exploding on crashes?
Do you have Version 1.15? If not, get it!  (Though there does seem to be a bit of a bug with reactor charge rates on certain timescales that Aaron never got around to fixing ... don't know if it was in 1.08 or not but it's definitely in 1.15  )
OK, got the patch? Then look for these lines in your CampaignData.txt:
code:
Collision Damage Source Include Hull := TRUE
Collision Damage Source Include Shields := TRUE
Collision Damage Target Include Hull := TRUE
Collision Damage Target Include Shields := TRUE
Collision Damage Source Amount Factor := 1.00
Collision Damage Target Amount Factor := 1.00
See those Last two lines? Set them to smaller numbers to reduce ramming damage - so if you want collision damage to be reduced to 10% of its value, set them to 0.10; if you want to eliminate it entirely and let ships fly through each other (and presumably also through planets, and asteroids, and stars ) set it to 0. It's that easy!
(Oh, and by the way, those other lines control whether shields and hull count for producing ramming damage, in addition to armor... remember how in SE4 the ramming ship didn't get to use its shields, but the target did? Well now you can control that! )
edit: replaced "armor" with "hull" and clarified a bit
[ February 16, 2004, 19:08: Message edited by: Ed Kolis ]
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February 16th, 2004, 09:14 PM
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Re: Will someone develop a mod to stop ship from exploding on crashes?
Well, even I can do that. thanks a lot
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February 16th, 2004, 09:30 PM
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Re: Will someone develop a mod to stop ship from exploding on crashes?
Hey, if you get your shields up high enough, you can run through a planet.
I did....
4K+ shields mind you, and a small planet.
If you slow down a lot, and not skirmish at full speed, the crashes with other ships seems to drop quite a bit. Heck, I sometimes just sit stopped and shoot the targets. They spend all their effort wiggling around, to little/no effect.
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February 17th, 2004, 02:18 AM
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Re: Will someone develop a mod to stop ship from exploding on crashes?
I often sit still and spin around in place (With my nifty maneuvering thrusters) so that I can unload all my weapons into the enemy. If I've built my ship right, by the time I come around to the forward arc again, my weapons have cycled and are ready to fire again 
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February 17th, 2004, 01:56 PM
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Re: Will someone develop a mod to stop ship from exploding on crashes?
Quote:
Originally posted by PaladinX:
I often sit still and spin around in place (With my nifty maneuvering thrusters) so that I can unload all my weapons into the enemy. If I've built my ship right, by the time I come around to the forward arc again, my weapons have cycled and are ready to fire again
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It'd be a lot easier to spin if Aaron fixed to 'over turn bounce back bug' [ for those who don't know this is where you keep the left or right turn key depressed and it detects your turning greater than 180 degrees and turns you the opposite way]. Also an auto-spin key would be useful- makes taking out starbases easier - sit at 142ls fring first your twin forward and then twin rear plasma torpedoes. With Xiati bases you don't even need to do this. Sit at 82ls and pound it with Tachyon beams (or when you get then Disrupter beams) and torpedos. 
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