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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Movement: speed, acceleration, turn rate

Submitted by jimbob on Sat, 2007-11-10 22:30. SE:V MODs

Is it possible to modify the speed, acceleration and turn rates of a particular ship (or engine components going onto the ship) such that you could produce:

1) a ship with a very slow speed but turn-on-a-dime manouverability and accel. to speed (great for missile ships - by the time they turn they're often damaged)
2) a ship with very high total speed, but poor accel and low turn rate (Star Destroyer)
etc) combinations and permutations

Cheers
Jim

‹ Adamant mod for SE: V GidMod 4.7.0b ›
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Re: Movement: speed, acceleration, turn rate

Submitted by Brad on Sun, 2007-11-11 00:40.

You can modify the values for a hull type directly in VehicleSizes.txt. As far as I know there's no way for a component to change the hull values though.

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Re: Movement: speed, acceleration, turn rate

Submitted by jimbob on Sun, 2007-11-11 01:02.

Thanks Brad

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Mod Designer

Re: Movement: speed, acceleration, turn rate

Submitted by Gideon on Sun, 2007-11-11 12:30.

You might try putting a formula in those sections rather than a flat number. They probably don't accept formulas, but you never know for sure until you try. If it accepts a formula, then you can have it based off of a particular tech level rather than just the value.

"Only by being constantly at war with evil in all things, including yourself, can you truely know peace."
Download my mod here: GidMod

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Isopsyco's picture
Mod Designer

Re: Movement: speed, acceleration, turn rate

Submitted by Isopsyco on Sun, 2007-11-11 20:22.

If you put a formula in it will be determined upon ship design. So for every ship type you create with each advancement you can effectively change those values. I was playing with those earlier this month:)

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Mod Designer

Re: Movement: speed, acceleration, turn rate

Submitted by Gideon on Mon, 2007-11-12 00:07.

Sweet. Since you can call tech levels from within that file, you could create a tech tree to modify those attributes, and then use the tech level with some math to determine them.

"Only by being constantly at war with evil in all things, including yourself, can you truely know peace."
Download my mod here: GidMod

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Re: Movement: speed, acceleration, turn rate

Submitted by jimbob on Mon, 2007-11-12 01:13.

Advanced Physics --> Decreased turn rates from Anti-inertia fields anyone?

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Isopsyco's picture
Mod Designer

Re: Movement: speed, acceleration, turn rate

Submitted by Isopsyco on Mon, 2007-11-12 09:18.

I haven't tried it with retrofitting or upgrading ships, it may stay with current level stats without considering the new components because the hull was made previously.

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Romulus68's picture
Mod Designer

Re: Movement: speed, acceleration, turn rate

Submitted by Romulus68 on Mon, 2007-11-12 13:21.

I tried this and its only useful if you are using Directional Armor in my opinion.

I may revisit and see what I can come up with.

SE5 Files hosted on Filefront (Patches, Mods, Races, etc)

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Isopsyco's picture
Mod Designer

Re: Movement: speed, acceleration, turn rate

Submitted by Isopsyco on Mon, 2007-11-12 14:46.

SJ and his Gritty Galaxy ran into that problem, and the AI was never resolved on how to position the armor and components.

If you change your firing arcs then weapon position and maneuverability become useful, kinda like the old sail ships.

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Re: Movement: speed, acceleration, turn rate

Submitted by Jaii der Herr on Tue, 2007-11-13 16:23.

Is a formular possible? Last time I testet was 1.44 and there I could write a Formula in, but it wouldn't had any effect. It has just taken the first value (and the modding.pdf said they were decimal values EDIT: in 1.58 it still says they are Devimal Values, perhaps it changed with the newest patch?).

So if formulars are working know, I could start over in making my mod...

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Re: Movement: speed, acceleration, turn rate

Submitted by Isopsyco on Tue, 2007-11-13 18:55.

I'm not sure when it determines the values for the formulas. It sounds like it determines them during empire creation/game start up. So a tech advancement wouldn't work to change the turn/accel settings.

I know when I tried it the values where all predetermined before I put the first component on the ship. I suppose you could use the debug settings find out when or if the formula is calculated.....

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Re: Movement: speed, acceleration, turn rate

Submitted by Jaii der Herr on Wed, 2007-11-14 02:10.

ok, so all is as it was befor. I'll then have to wait for the entry in changelog, as i've done all the way along...

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