hyperdrives?
hyperdrives?
I've been searching around, but I can't seem to find any specific data on the difference between (quantum) and (hyperdrive).
Confused by the lack of detailed information. Anyone out there know of this drive type?
Thank you for your insight in advance.
Confused by the lack of detailed information. Anyone out there know of this drive type?
Thank you for your insight in advance.
- TheDeadlyShoe
- Posts: 549
- Joined: Tue Apr 06, 2004 3:06 pm
RE: hyperdrives?
Typically the only difference between a drive type is the parts listed in the engineering screen.
@TheDeadlyShoe> Unless, say, you could make black holes at will.
@Razeam> I can do that but I don't want to.
@Razeam> I can do that but I don't want to.
Suggestion
Hyperdrive could be a mean of surrounding the ship with some sort of field that would allow it to travel faster than light and additionaly, provide an accelaration to speeds equal or superior to lightspeed.
The Quantum drive could be a mean to instantly "jump" from one point in this universe, to another point in this universe, thus eliminating the need to accelarate at all.
My 2 cents...
=S=
The Quantum drive could be a mean to instantly "jump" from one point in this universe, to another point in this universe, thus eliminating the need to accelarate at all.
My 2 cents...
=S=
RE: Suggestion
Is there a range limit on the quantum drive?ORIGINAL: Diabolico
The Quantum drive could be a mean to instantly "jump" from one point in this universe, to another point in this universe, thus eliminating the need to accelarate at all.
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- TheDeadlyShoe
- Posts: 549
- Joined: Tue Apr 06, 2004 3:06 pm
RE: Suggestion
I see no reason for there to be. It's limited by the connections in the mission, I think.
@TheDeadlyShoe> Unless, say, you could make black holes at will.
@Razeam> I can do that but I don't want to.
@Razeam> I can do that but I don't want to.
RE: Suggestion
Is there a range limit on the quantum drive?
In game terms, the Quantum drive is limited to an in-system jump (meaning you can only jump to different sectors in side the starsystem your ship is in).
I see no reason for there to be. It's limited by the connections in the mission, I think.
Indeed! It is limited to the different existing sectors of a given starsystem.
=S=
-
- Posts: 360
- Joined: Sat Feb 28, 2004 7:02 am
- Contact:
RE: Suggestion
It doesn't have to be a single star system, that is just the most typical scenario. Actually, the single mission Send Lawyers, Guns, and Money uses the quantum drive to jump from the Tulkas sector in Borova to the Nero sectory in Silessia. You can setup farcasters that connect different star systems as well.
--milo
http://www.starshatter.com
http://www.starshatter.com
RE: Suggestion
You can setup farcasters that connect different star systems as well.
I have to manually Edit the mission file for this, right? Because I have unsuccessfully tried this with the mission editor.
And I can't make a Quantum leap to the nearest star system. Perhaps you should add the possibility to jump to the nearest starsystem, according to your "spacelane" network.
=S=
- TheDeadlyShoe
- Posts: 549
- Joined: Tue Apr 06, 2004 3:06 pm
RE: Suggestion
You can do both, but ti deso require manual editing.
@TheDeadlyShoe> Unless, say, you could make black holes at will.
@Razeam> I can do that but I don't want to.
@Razeam> I can do that but I don't want to.
RE: Suggestion
You need to edit the starsystem .def file to modify the links between systems and you need to edit the mission .def to have more than one system in a mission.
RE: Suggestion
You need to edit the starsystem .def file to modify the links between systems and you need to edit the mission .def to have more than one system in a mission.
So in consequence, it won't work in a MP scenario, right? If there is system.def editing you can only run that mission on single player right?
Thanks in advance,
=S=
RE: Suggestion
ORIGINAL: Diabolico
You need to edit the starsystem .def file to modify the links between systems and you need to edit the mission .def to have more than one system in a mission.
So in consequence, it won't work in a MP scenario, right? If there is system.def editing you can only run that mission on single player right?
Thanks in advance,
=S=
Err, if everyone has a copy of those systems in .dat format then you should be able to play them in MP.
RE: Suggestion
If you are going to use just the stock systems then all that is needed is the mission def file on the server for it to work. Here's an example;
If on the other hand you wanted to add your own system in with the stock system then each player would need the dat file for the system you created and have it enabled in order tp play. Here's an example of it using the Sol system;
I tested both of these on my server and they worked fine, I still need to test further since I kept getting a server disconnect once I destroyed the hostile fighter but it is possible to use multiple systems in MP.
MISSION
system: "Borova"
system: "Jarnell"
name: "Multiple Systems"
type: "Patrol"
system: "Jarnell"
region: "Caladan"
objective: "Unspecified"
sitrep: "Unknown"
start: "33:00:00"
degrees: true
element: {
name: "Test Fighter",
design: "Thunderbolt",
mission: "Misc",
intel: "Secret",
count: 1,
command_ai:1,
iff: 1,
player: 1,
playable: true,
region: "Caladan",
loc: (0, 0, 0),
loadout: { ship: -1, name: "Clean" },
}
element: {
name: "Caladan - Borova",
design: "Farcaster",
mission: "Misc",
intel: "Secret",
count: 1,
command_ai:1,
iff: 0,
playable: false,
region: "Caladan",
loc: (0, -15000, 0),
objective: { cmd: Vector, tgt: "Borova - Caladan" },
}
element: {
name: "Borova - Caladan",
design: "Farcaster",
mission: "Misc",
intel: "Secret",
count: 1,
command_ai:1,
iff: 0,
playable: false,
region: "Borova",
loc: (8000, 12000, 0),
objective: { cmd: Vector, tgt: "Caladan - Borova" },
}
element: {
name: "Hostile",
design: "Falcon",
mission: "Misc",
intel: "Secret",
count: 1,
command_ai:1,
iff: 2,
playable: true,
region: "Borova",
loc: (6684, -4138, 0),
head: 179,
loadout: { ship: -1, name: "Clean" },
}
// EOF
If on the other hand you wanted to add your own system in with the stock system then each player would need the dat file for the system you created and have it enabled in order tp play. Here's an example of it using the Sol system;
MISSION
system: "Sol"
system: "Jarnell"
name: "System Link w Sol"
type: "Patrol"
system: "Jarnell"
region: "Caladan"
objective: "Unspecified"
sitrep: "Unknown"
start: "33:00:00"
degrees: true
element: {
name: "Test Fighter",
design: "Thunderbolt",
mission: "Misc",
intel: "Secret",
count: 1,
command_ai:1,
iff: 1,
player: 1,
playable: true,
region: "Caladan",
loc: (0, 0, 0),
loadout: { ship: -1, name: "Clean" },
}
element: {
name: "Caladan - Earth",
design: "Farcaster",
mission: "Misc",
intel: "Secret",
count: 1,
command_ai:1,
iff: 0,
playable: false,
region: "Caladan",
loc: (0, -15000, 0),
objective: { cmd: Vector, tgt: "Earth - Caladan" },
}
element: {
name: "Earth - Caladan",
design: "Farcaster",
mission: "Misc",
intel: "Secret",
count: 1,
command_ai:1,
iff: 0,
playable: false,
region: "Earth",
loc: (8000, 12000, 0),
objective: { cmd: Vector, tgt: "Caladan - Earth" },
}
element: {
name: "Hostile",
design: "Falcon",
mission: "Misc",
intel: "Secret",
count: 1,
command_ai:1,
iff: 2,
playable: true,
region: "Earth",
loc: (7809, -9399, 0),
head: 179,
loadout: { ship: -1, name: "Clean" },
}
// EOF
I tested both of these on my server and they worked fine, I still need to test further since I kept getting a server disconnect once I destroyed the hostile fighter but it is possible to use multiple systems in MP.