Author Topic: Power Output problem  (Read 5283 times)

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Offline Bobboau

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you know I do seem to have gotten better.

and no TP, oclk speed is how fast your ship goes when all energy is diverted to the engines
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Offline Nuke

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Quote
Originally posted by Trivial Psychic
Was I correct in any aspects of my guessing?


actually no, $Max Oclk Speed: is how fast you can go when engine power is maxed.

Quote
Originally posted by Bobboau
and looking into the code, wow, it actualy doesn't do anything!!!


so i imagined it workign, oh well, it wouldnt be the first think i hallucinated. so this means weapon and shield recharge rate are hard coded. so what are there hard-coded  recharge rates?
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Offline Bobboau

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however fast it needs to be to get them recharged in the same time for all ships regardless of how big there primary banks are
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Offline IPAndrews

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Oh. Really? Wow. That sucks. It might be useful if some smarty pants programmer fixes this so that it does do something. How difficult can it be?
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Offline Trivial Psychic

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Quote
Originally posted by Bobboau
and no TP, oclk speed is how fast your ship goes when all energy is diverted to the engines


What about Max Weapon Eng then?
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Offline IPAndrews

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Quote
Originally posted by Trivial Psychic
What about Max Weapon Eng then?


That's how much energy is stored when your banks are fully charged. Max weapon eng 100 & weapon energy consumption of 20 = 5 ahots before empty.
« Last Edit: June 12, 2005, 03:12:39 am by 43 »
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Offline redsniper

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er... 100/20 = 5  I think.
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Offline IPAndrews

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Sigh. Yes what he said.
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Offline Carl

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Offline IPAndrews

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My brain was swiss cheesed from working on TBP tables at the time. That's my excuse and I'm damn well sticking to it.
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Offline IPAndrews

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Also whilst I'm here. If power takes the same time to recharge for any ship regardless of the size of it's bank. Effectively that means ships with bigger banks get faster recharge (in terms of energy points per second). Interesting...

So you can achive your faster recharge by giving a ship a super large energy bank. Although on the downside... your ship ends up with a super large energy bank :)
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Offline TrashMan

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Quote
Originally posted by IPAndrews
Oh. Really? Wow. That sucks. It might be useful if some smarty pants programmer fixes this so that it does do something. How difficult can it be?


I second that! Power output should increase the rate at which shields and weapon energy re-charge.
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Offline Trivial Psychic

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I smell a new launcher flag a la -smart_shields.
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Offline karajorma

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The only reason this needs a launcher flag is to prevent it from breaking existing missions so instead of fixing $Power Output I'd suggest adding a new table entry called $Reactor Output.

That way we can add the feature to new campaigns without having to worry about needing a new flag or breaking existing campaigns.
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Offline StratComm

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Or have it default to the old system if a value isn't present.  That way you can have both behaviors side-by-side.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline karajorma

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Problem is that the ships on the standard ships table do have a value and it changes depending on the ship. The second you fix $Power Output you'd break the main campaign.
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Offline StratComm

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I was thinking (since $power Output has no effect) that you could taylor the recharge rates with a couple of extra variables.  Not "fix" the old power output though, because you're right about it causing massive breakage.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Nuke

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of just ad an "enable_power_output" flag. ships with the flag will read the $power output: field, else it defaults to normal.
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Offline TrashMan

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Would it break the original campaign?

has anyone tested it?

and one strange this - I do belive power output works.. I set it to 10 on my Phoenix fighter and it's shields recharge far faster than on any other fighter... Strange...
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Offline Nuke

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well not if the absence of the flag results in it using the game default. id have to look at the way the variable would have been used to tell you that. my assuption was that it was coded as a variable, and v simply replaced the variable with a hard coded number. my solution would simply precede that line with an if statment

if(flag)
use variable
else
use hard coded value

so no, it wouldnt.
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