Defiant's Advanced Power Mod and CG Sovereign -1 reply

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Vic G

I post to get attention

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6th October 2003

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#1 15 years ago

When I installed Defiant's Advanced Power mod, I noticed that now whenever I go from green (or yellow) alert to red alert, the quantum torpedoes for CG's Sov no longer work.

Has anyone else had this prob and is there a fix?




Defiant

Free GNU user

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28th March 2002

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#2 15 years ago

don't trust your display. Of course when shutting down Power to the Torpedos they will be unloaded. After the normal recharge time your torpedos should be powered again.




Vic G

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6th October 2003

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#3 15 years ago

Unfortunately not; the photons load, but the quantums don't load and can't be fired no matter how long I wait.




CaptainFish

Captain Of the USS Seaworthy

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6th July 2003

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#4 15 years ago

Hmm, is it still the pulse cannon? because then you might need to set a really low recharge rate.....




Vic G

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6th October 2003

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#5 15 years ago

Yes, I use the pulse botton (g or middle mouse button) to fire the quantums. You may be correct, and I need to set a lower recharge rate. Um, how? :)




ACES HIGH

Oh for Cryin' out loud!

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30th September 2003

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#6 15 years ago

i noticed that that only happens when you add extra power to them if you leave the turrets at 100% they will still work




Defiant

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#7 15 years ago

hmm looks like I have to take a look at the CG Sovereign.




Dero

I have nothing to add

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3rd November 2004

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#8 15 years ago

It`s not only the CGSovereign. This problem happens with all ships that use pulse torpedoes (MVAM Prometheus, CGSovereign, Premonition ect.). But I think it has to do with the power the turret uses, because after you dock with Starbase 12 on red alert the torpedo turret works again.




elminster

Bridge Commander Master HPer

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26th October 2002

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#9 15 years ago

I might have an idea on this one. In order to get a finite load on the pulse system of the launcher (so you don't have infinite torpedoes), the recharge rate is set to zero, so the weapon will not recharge.

For some reason when you apply more power to it, and I'm guessing here, it gets set to a negative number, probably something to do with the way the Power Mod multiplies the power.

It would also explain why it works again when you dock, as the charge level is reset.




Vic G

I post to get attention

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6th October 2003

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#10 15 years ago

That does make sense. However, as a test I started up the game and changed from Red alert to Green alert. I then went back to Red without ever going into the Advanced Power screen and the same prob occurred.




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