Propulsion? |

Does anyone think that the propulsion model should be changed for space ships (possibly stay the same for troops). Since a ships top speed shouldn't be dependant on the number of engines. The engines should be able to provide an amount of thrust or basically the more engines will result in increased acceleration to a specified top speed.
I don't know how caption kwok's mod changes the engines, but would what I suggest even be possible?

Re: Propulsion?
I think what largedarryl wants is not QNP, though, but true Newtonian propulsion where the *acceleration* depends on the number of engines, and the top speed is some constant. Unfortunately I don't think that's possible - the way the game's coded is that the acceleration is constant (for each hull) and the engines affect speed... just the opposite 
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The power of the ancients is now yours to command. You are truly the Master... of the obvious 

Re: Propulsion?
Unfortunately the acceleration rate is not a formula field and is therefore constant for a hull size, regardless of the number of engines present. If it was made into a formula field, then it would be easy to add a formula to base acceleration on the number of engines present.
The reference to SE:III style propulsion is that each class of ship requires roughly the same percentage of space for engines on the design. In stock SE:IV and SE:V, this is not the case.
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Re: Propulsion?
Would it be possible to implement that percentage-per-hull method for engines in SEV?
"Once you have tasted flight, you will forever walk the earth with your eyes turned skyward, for there you have been and will always long to return." ~Leonardo DaVinci

Re: Propulsion?
yes and no, QNP is possable under the current layout, but it's a pain in the ass. you either have to add loads and loads of engines for the larger ship sizes, or have a bunch of different size engines, which fills up the component window.
we're currently working on aaron to give us a working "get_ship_size" for the components.txt this will allow us to change the size and supply usage of an engine depending on the size of the hull.
I LOVE proper QNP where there's no top limit on the engens a ship can have. it adds strategy, yo have to figure if you want fast short ranged ships, or slower long range ones. or you can add a bunch of transports to your fast fleet which are filled with supplys. supply usage becomes more critial in a proper QNP system when you've got faster ships.
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an se5a is a ww1 fighter, it is also a car.

Re: Propulsion?
Quasi-Newtonian Propulsion. Newtonian propulsion is what you want, where Force = Mass * Acceleration; Quasi-Newtonian propulsion is the approximation that Balance Mod uses, where Force ~= Mass * Velocity. (I say ~= instead of = because for instance a level 3 frigate at 300kT has the same engines-per-move ratio as a level 1 frigate at 250kT, even though it is 20% larger! I suppose you could say that the level 3 frigate just has more *usable* tonnage and less overhead, though...)
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The power of the ancients is now yours to command. You are truly the Master... of the obvious 




Re: Propulsion?
That's more or less the system in the Balance Mod. Each engine provides a number of movement points, ie thrust, while each ship has a different number of movement points required to gain 1 actual movement.
For example:
Ion Engines deliver 100 movement points per engine, and so 5 engines provide 500 total movement points. A Frigate requires 40 movement points to travel 1 hex, so it has a movement of 12 per turn (as movement is always rounded down).
There is a max engine cap for each hull, so it's not quite a free QNP system where you can add as many engines to a design as you want.
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Space Empires Depot | SE:V Balance Mod