Page 1 of 1

hyperdrives?

Posted: Mon Mar 14, 2005 8:07 am
by Miguel
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.

RE: hyperdrives?

Posted: Mon Mar 14, 2005 9:36 am
by TheDeadlyShoe
Typically the only difference between a drive type is the parts listed in the engineering screen.

Suggestion

Posted: Mon Mar 14, 2005 6:21 pm
by Diabolico
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=

RE: Suggestion

Posted: Mon Mar 14, 2005 6:58 pm
by Duken
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.
Is there a range limit on the quantum drive?

RE: Suggestion

Posted: Tue Mar 15, 2005 6:13 am
by TheDeadlyShoe
I see no reason for there to be. It's limited by the connections in the mission, I think.

RE: Suggestion

Posted: Tue Mar 15, 2005 8:57 pm
by Diabolico
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=

RE: Suggestion

Posted: Tue Mar 15, 2005 9:43 pm
by John DiCamillo
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.

RE: Suggestion

Posted: Thu Mar 17, 2005 6:41 am
by Diabolico
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=

RE: Suggestion

Posted: Sat Mar 19, 2005 1:43 pm
by TheDeadlyShoe
You can do both, but ti deso require manual editing.

RE: Suggestion

Posted: Sat Mar 19, 2005 5:30 pm
by Mehrunes
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

Posted: Fri Mar 25, 2005 3:39 pm
by 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=

RE: Suggestion

Posted: Fri Mar 25, 2005 5:59 pm
by Mehrunes
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

Posted: Fri Mar 25, 2005 11:23 pm
by Gordon
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;
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.