Topic: ship speed  (Read 1454 times)

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DonKarnage

  • Guest
ship speed
« on: April 22, 2004, 03:14:33 pm »
i got a problem with the speed of one ship, i can't get faster that 19, i try some change in the shiplist with ship edit but i still get the same speed, yes i did save both asset and meta asset but no change.

Captain Ron

  • Guest
Re: ship speed
« Reply #1 on: April 22, 2004, 04:55:38 pm »
What ship are we talking about here?

and if you increase warp power you should get better speed out of the deal.

DarkScream

  • Guest
Re: ship speed
« Reply #2 on: April 22, 2004, 05:46:54 pm »
dont you mean impulse? if you increase warp you get more power but your impulse is what gives him speed.  and your helmsman if you work him up.

DonKarnage

  • Guest
Re: ship speed
« Reply #3 on: April 22, 2004, 06:41:54 pm »
i got other ship with less power that go faster, and its not the date.

Qob'nuH

  • Guest
Re: ship speed
« Reply #4 on: April 22, 2004, 07:09:22 pm »
More info might be helpful...did you create specs from scratch or copy or replace an existing ship?
What class, move cost,size, etc. do you have set? Anything in the special role column?  

MajorRacal

  • Guest
Re: ship speed
« Reply #5 on: April 22, 2004, 07:13:05 pm »
Another major factor in speed is overall hull mass - the bigger and more heavily equipped the vessel, the more mass it has.  This results in slow movement and poor turning circles - a techniique that I use is to strip down ancilliary features (eg Tractors and Transporters), and compromise on the shields and warp engines and install the highest possible impulse drive and thrusters - it usually lightens the hull considerably and boosts speed and is useful for hit and run tactics.  Although many other people don't favour this, I usually find it works to my advantage... Its satisfying to watch your foes squeal as you out maneouver them in a Sphere or Negh'Var that hit 80+...    

Captain Ron

  • Guest
Re: ship speed
« Reply #6 on: April 22, 2004, 07:18:47 pm »
More importantly what game and version

DonKarnage

  • Guest
Re: ship speed
« Reply #7 on: April 22, 2004, 11:32:31 pm »
game: op 2525

ship class: ca and ca+

race: federation

era: tos

engines
 R/L Warp: 12

Impulse: 4

Battery: 4

Hull System

Bride: 6
Lab: 8
Security: 3



Transporters: 3
Tractors: 4

Movement

Size class: 3
Turn Mode:  D
Move cost: 1
Acceleration: 10
Stlealth (+ECM): 6
HET Breakdown: 4

System

Sensors: 6
Scanners: 6
Damage control: 12
Probs: 2

Shields

Shield 1: 30
Shield 2 and 6: 24
Shield 3 and 5: 20
Shield 4: 20


i try some change but no change, the ship is still slow at impulse  

Captain Ron

  • Guest
Re: ship speed
« Reply #8 on: April 22, 2004, 11:57:23 pm »
engines
R/L Warp: 12

there it is right there!
with 24 total warp power if nothing else took power than your top speed would be 25.  With things running you will eat up about 5.5 points of power top speed is now 19.5 not counting weapons or CounterMeasures depending on what you prioritized for power. So if you increase the Warp power to 15 you should get about 24-25 in speed. So more Warp power the better off you are.

DarkScream

  • Guest
Re: ship speed
« Reply #9 on: April 23, 2004, 12:50:18 am »
why do I get the feeling we are talking SFC 2 and not SFC 3

jimkirk

  • Guest
Re: ship speed
« Reply #10 on: April 23, 2004, 04:03:44 am »
Ok Guys I will explain this to you once and I won't repeat it anymore BTW in SFC2 EAW/OP:

The ships speed in game is related to L/R Warp or Center Warp in Shiplist.txt. Right?  
If you have shipedit and if you want your ship to go faster you should count the speed which you want to assign to your ship. How to do this? It's easy enough to understand. I'm giving you a formula:

    Ships speed = ((L/R Warp*2) + (Center Warp) +   1       - the game engine always adds    1   to the warp power to get ships speed. But I have included this factor in my formula

  !!!Remember "Impulse" have nothing to do with the actual ships speed in the game!!!  

   

The top speed is also being dependent of "Move Cost entry". My settings are based for Move Cost = 1
« Last Edit: April 23, 2004, 04:05:38 am by jimkirk »

DonKarnage

  • Guest
Re: ship speed
« Reply #11 on: April 23, 2004, 07:32:15 am »
yea but i got a frigate with 12 for engine power and it can go to 30, so why does the ca is slower whit the same power?.


 

Captain Ron

  • Guest
Re: ship speed
« Reply #12 on: April 23, 2004, 10:42:44 am »
Quote:

yea but i got a frigate with 12 for engine power and it can go to 30, so why does the ca is slower whit the same power?.


 




Because he forgot to divid by the movement cost. A movement cost of 1 means that it takes one warp power point to move per speed increment of 1.

so 30 warp points at movement cost one means top speed 30 (heavy cruiser)
30 warp points at movement cost of 1.5 means a top speed of 20 (dreadnaught)
30 points at a movement cost of 2 means a top speed of 15 (battleship)


on the other way
you have movement costs
.66 (light cruisers)
.5 (Destroyers)
.33 (frigates)

so the formula to get to speed 30 is this:
[(Right/leftWarp*2) + Center Warp] divided by the movement cost
example on a Federation Dreadnaught
[(15*2) + 15]/1.5
[30 + 15]/1.5
45/1.5
=30

The +1 from his formula is from Impulse power as long as you have enough to over come the movement cost then you will get ONE point of speed from them no more, no less that is all impulse will provide.

No this only holds true is you have enough power to cover your ship at red alert (shields, Life support, plus other house keeping) in excess of the power needed to travel at a particular speed. So once again a Federation Dreadnaught can be used for an example:

1.5 movement cost
45 warp power (top speed available possible 30)
6 Impulse (needs 2 to get 1 point of speed)
2 APR (provides no movement)

so by just looking here you would think ok, there is enough power to go 31 (30 by warp, +1 from Impulse) and it will use up 47 of the avaialbe 51 that can go into movement leaving 4 spare points + 2 apr to pwer the rest of the ship. Now house keeping at red alert on a class 2 size ship is about 10 points of power you only have 6. This means that power from warp will not be the full 45 you though you had, 4 points will be pulled away before you can use it to move. so now it looks like this:

1.5 movement cost
41 warp power (top speed available possible 27.3)
6 Impulse (needs 2 to get 1 point of speed)
2 APR (provides no movement)

and a new top speed of 28.3 at red alert, as long as no weapons are charging or Electronic Counter Measures are being used. Also Defensive Tractors will eat away at this speed as well. These all use power on a one to one ratio every ECM/ECCM point (6 points Maximum) uses a point of power, every tractor set to defend takes a point of power. So now the Example again use 6 points of power to cover the ECM/ECCM and 2 points to cover the 2 tractors to defend against incoming drones.

1.5 movement cost
33 warp power (top speed available possible 22)
6 Impulse (needs 2 to get 1 point of speed)
2 APR (provides no movement)

Now your top speed is about 23. hope this starts to explain the complexity of this game in something considered as simple as movement.

Praxis

  • Guest
Re: ship speed
« Reply #13 on: April 23, 2004, 05:49:50 pm »
Quote:

dont you mean impulse? if you increase warp you get more power but your impulse is what gives him speed.  and your helmsman if you work him up.  




You're thinking of SFC3.

SFC 2 and OP don't let you train helmsmen, and also in SFC3 your speed is directly relative to the power generation of your ship.

Both impulse engines and warp engines generate power, so technically, increasing the warp power will increase the top speed just as much as increasing impulse power.