Ramming questions for my WIP. -1 reply

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blurb23

I take what n0e says way too seriously

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28th November 2004

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#1 13 years ago

I've got an Achilles mod that uses MVAM to allow it to enter a Ramming mode, that allows it to ram with little damage (but it does cost you). Just a few questions before I finish it up: - If the ship has got it's Warp Core at 1600, what power setting do I need to use to use up all the power after 2 minutes? - What script/setting should I use to let my ship ram another, while keeping the damage to my ship kinda low, but keeping the damage realistic? Basically, what the ship does is use MVAM to enter it's Ramming Mode. There, the ship visibly changes and is able to ram other ships without taking too much damage. To keep it from being an uber weapon, I've set the power consumption to run out and disable the ramming after about 2 minutes. I've just got to work out these finer details before actually releasing it.




CaptainFish

Captain Of the USS Seaworthy

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6th July 2003

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#2 13 years ago

Blurb, i suggest useing the Warp Core Balancer Mod on BC Files, it has a formula to eat up a core in however much time you allow. Very nice file in my opinion. Its made by Kenjar. http://bridgecommander.filefront.com/file/Kenjars_Core_Balance_Tool;44348




blurb23

I take what n0e says way too seriously

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28th November 2004

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#3 13 years ago

Thanks Fish! OK, got two more questions: 1) How do you remove a background from a .tga file. I'm trying to get the backgrounds of the tactical icons transparent. 2) Is there another way around the mass issue of ramming? If you set the mass too low, the ship that's doing the ramming takes most of the damage when ramming something of a higher mass (IE, station). But, when you set the mass at a somewhat-high level, the thing that you'll ram flies away at an incredible speed. For example, when the mass was kinda high, I rammed a Federation Outpost only to see it flying away from me at the unattainable speed of 14000+ kph.




CaptainFish

Captain Of the USS Seaworthy

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6th July 2003

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#4 13 years ago

The only thing i could see is the automatic activation of a tractor beam.....otherwise everyone will have to rebalace there ships to run with the mod. Otherwise we will have to make a new warp acelleration mod to keep up with it....




blurb23

I take what n0e says way too seriously

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28th November 2004

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#5 13 years ago

Fish! I love you! I'm going to try that out, and see if that works.




Guest

I didn't make it!

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#6 13 years ago

It would be nice to make a Ramming mode in which ship deploys a spear-like hull component which can ram another ships and rupture them, but is only a little damaged, like a hull component with higher hull strength. And it would be nicer to do the thing without many explosions, jsut rupture the hull and make the ship fall apart while your spike has only some scratches.




blurb23

I take what n0e says way too seriously

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28th November 2004

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#7 13 years ago

That would be real nice and fun to use, but I'm trying to keep it as realistic as possible. Even though what I'm doing isn't all too realistic, it's better than having hull pieces magically pop out of nowhere ;)