New Engine System |
This Idea sparked when i was playing with carrier battles (somewhere in 1.2 i think). It went into one of my unreleased versions of Starmasters mod. I use the common system that most mods use(thrust > mass). However the fun part went in to the drive reactor... every ship size had its own (restricted by mounts). With larger ships gaining the larger bonus.
The effect was all ships moving at the same speed like in Startrek. Although you can increase the speed of ships. the smaller ones getting the best advantage.
Im putting this system into my SEV version of Starmasters. Without the dam 100+ drive reactors. To do this my locking the editor when you place the drive reactor on it. This is because the reactor is doing to give bonus movement based of engine amount and ship size.
However i had one problem in SEIV... Nothing was organizing a set speed for an empire. what i am trying to say is, in startrek most ships move at warp 6 but some ships can move warp 8, with this system you just add more engines (a fixed amount) and you get faster. What i want is an "effective" point. Were if you put the right amount of engines the ship is good. However when taking engines off takes, your speed has a LARGE drop. Also when going over the "effective" point you slowly loses you drive reactors advantage.
The way i am hoping to have this happen is by giving all engines three values.
- min thrust
- effective thrust
- max thrust
- min thrust
This is the normal value you get from engines however its toned down so even the smallest ship with need several to move even one sector
- effective thrust
This is a value that will be used my the drive reactor. This number will be higher then the min thrust however the lower the number the less engines you need to be effective. To know how many engines you need use this formula...
A/((A/B)/C)
where:
A- is the size of the ship
B- is the min thrust of the engine
C- is the effective thrust
So for a 250 tonne ship to have effective movement with a min 10, eff 15 engine it would need.
250 / 10 = 25 to move one space
250 / (( 250 / 10) / 15)
250 / ( 25 / 15 )
250 / 1.6666667
150 engines to be effective, Or 6 times the movement.
- Max thrust
This is the point were the drive reactor will not give any more bonus movement. No, it sill gives bonus however adding more engines will only give its min movement to the ship. This "Afterburn" is ineffective.
Same as the effective movement the formula is
A/((A/B)/C)
where C is the max thrust stat.
so in the same example, if the engine had a max thrust of 20 then
250 / (( 250 / 10) / 20)
250 / ( 25 / 20 )
250 / 1.25
200 engines to be Maxed, Or 8 times the movement.
If the base speed of an empire was 12 then when effective the drive reactor would be giving out 6 bonus movement. If the max was 15 then the drive reactors bonus would be 7. After the max for the drive reactor has been reached it will only give out that amount. ie 7 bonus. to be faster this ship would need 25 more engines per movement.
For a larger ship (500) with the same other variables.
600 / 10 = 60 to move once
600 /(( 600 / 10 )/ 15) = 150 to be effective
600 /(( 600 / 10 )/ 20) = 200 to be arrrhh(some numbers), well i thought i had it wrong
Tell me what you guys think. 
p.s. no you do not need 200 engines this were some quick calcs sorry. however i had a solid theory. ill re do the formula at home were i have them printed out.

Re: New Engine System
So you want big ships to have a greater MAX speed, but small ships to have a greater OPTIMAL speed, huh? Hmm, that sounds tricky...
The "drive reactor" would then provide extra move points - similar to in Carrier Battles - but here it would be proportional to the number of engines on the ship, where larger ships by virtue of being larger can carry more engines? That's actually pretty cool...
And the thrust provided by each engine would be proportional to the max engines of the hull, huh? You would of course have to set a dummy ability (AI tag) on the hulls equal to the max engines, but that shouldn't be much of a problem...
~~~
HAI CAN HAS MINECODEZ PLZ KTHXBYE
*lays tons of mines on your homeworld* 




Re: New Engine System
OK, I'm having a hard time understanding what you wrote, but let me get this straight...
You want every hull to have a "sweet spot" for the number of engines it can hold - if you install too few, there will be a dramatic drop in speed, whereas if you install too many, you won't get much of an increase, right? And each hull would also have a "mass" rating which affects how many engines are required for a move point at that threshold? E.g. if a frigate had a sweet spot of 5 engines and a mass rating of 250 (since it's 250kT in stock/BM
), and an ion engine provided 500 move points, then a frigate's "sweet spot" with ion engines would be 500 * 5 / 250 = 10 move points? (Of course quantum engines, say, if they provided 800 move points, would have a "sweet spot" of 16 move points for a frigate!)
Then the trick is somehow to get some sort of nonlinear formula determining the actual speed of the ship, right? Engines-per-move is only a number, not a formula, if I recall correctly, so you'll have to fiddle with something else... how about the thrust generated by the engines? Say if you put a Get_Design_Ability_Total call (or whatever that function's called) into the engine component's thrust amount... would that work? I'm not sure if that function works in Components.txt but it's worth a try...
~~~
HAI CAN HAS MINECODEZ PLZ KTHXBYE
*lays tons of mines on your homeworld*