Topic: Increasing the Maximum Impulse speed in sfcOP  (Read 3454 times)

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Offline njoel

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Increasing the Maximum Impulse speed in sfcOP
« on: June 30, 2010, 12:31:09 am »
Hi there

Was wondering if there was a way to go beyond the maximum speed of 31 for a ship? I notice the probes seem to travel at speeds of 150 and thought it would be cool if you can modify the ship and bump up their top speeds a little?

Offline Lieutenant_Q

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Re: Increasing the Maximum Impulse speed in sfcOP
« Reply #1 on: June 30, 2010, 01:18:10 am »
Top Speed is kinda hard coded for Starships at 31.  Evil Dave (and I think Evil Karnak did as well) built some mission scripts that allowed you to "Go to Warp."  Increasing your speed to 200 or so.  Sort of like giving you the ability to warp like in SFC3.  However Dave did his Warp for disengagement only, once you engaged it, it was engaged and there was no stopping it.  You flew in a straight line until you flew off the map, or ran into something.

These were specific script modifications so they only worked if the mission script was running.  You couldn't just add a module and it worked in all of your missions.

So... the answer to your question is... no.
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Offline Age

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Re: Increasing the Maximum Impulse speed in sfcOP
« Reply #2 on: July 04, 2010, 09:13:03 pm »
I believe in SFC OP impulse speed it at 4 over that and you are at warp as I think this is in SFBattles.The missions ED made up you had to go to green alert to go to warp.

Offline Nemesis

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Re: Increasing the Maximum Impulse speed in sfcOP
« Reply #3 on: July 04, 2010, 09:44:44 pm »
The fastest you can propel your ship to is 31.  There are however 2 circumstances where you can go faster.

1/ Tractor fast drones to push you (or pull if they are going to a target you want to reach)

2/ Dive into a black hole.

Yes you can do both at once and then use the black hole to "sweep" the tractored drones.  ;)  I've used both.  Droners hate it when they see you going so fast their drones can't catch you.  :)

Note: You CANNOT tractor probes, photons or plasma torpedoes to pull you to higher speeds.  I've tried.  I thought it would be funny to "warp" into battle almost immediately and scare the heck out of my opponents :) but it didn't work. 
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Offline FoaS_XC

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Re: Increasing the Maximum Impulse speed in sfcOP
« Reply #4 on: July 05, 2010, 09:34:32 am »
I did not know this, Nem
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Offline Riskyllama

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Re: Increasing the Maximum Impulse speed in sfcOP
« Reply #5 on: July 05, 2010, 09:47:11 am »
Dave set the conditions for the warping effect to going to green alert in order to prevent people from abusing the mechanic in multi-player, the effect doesn't have to be used for disengagement only, but is tied to scripting like you said.
Dizzy had a mission made for Andro's that allows the andros to warp around if controlled by humans. 
Tracey had a group of missions that used used scripted speeds as a "warp in" effect but, Starbases didn't have a stop command in the script and so you could tractor them as they go by and get across the map pretty fast.
I think either karnak or tracey had a version using the comm panel to control warping.

So if you replaced all of your mission scripts with versions that allow "warping" you could. But the effect has drawbacks.
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Offline Nemesis

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Re: Increasing the Maximum Impulse speed in sfcOP
« Reply #6 on: July 05, 2010, 10:55:06 pm »
I did not know this, Nem

The drone push and the black hole acceleration are I believe well known.  The Black Hole is straight out of SFB, the drones pushing are pure SFC and I've used it pretty much from the beginning.  Fighters and shuttles can also tow you though mostly the shuttle is too slow.

I tried the others to use against friends in battlefests, but they didn't work.  Just imagine how the Romulans would scream if you could tractor their Plasma R and have it push you to safety ahead of their weaker torps.  Imagine how in a droner you could cross a map and wreck opponents before their weapons charged the first time if Probes could be tractored (or use the Probe to outrun Plasma/Drone swarms).  I've seriously annoyed some of my friends by shooting down their probes so they are coming in blind while my probe gets information on them. 

I find it best to try all sorts of wild and wacky things in games as sometimes the programmers put in "specials" or make errors that allow weird things to be done. 
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Offline FoaS_XC

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Re: Increasing the Maximum Impulse speed in sfcOP
« Reply #7 on: July 07, 2010, 12:29:41 am »
Well, to be honest, I'm not a very strong SFC/SFB player. I just make pretty models.
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Offline Dizzy

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Re: Increasing the Maximum Impulse speed in sfcOP
« Reply #8 on: August 02, 2010, 01:34:42 pm »
There were two versions of karnak scripts. Tigerheart cartel could warp to I think speed 50 for a few seconds using deep scanners and the other was using the comms panel. I think ED did one using the comms panel. Both were different.

But you can exceed 31 2 more ways not mentioned above. Time it right and when you exit the map after charging up a HET, you can turn back into the map and you're going pretty fast, like 500+. Another is to double tractor rotate with an ally, course that would be cheating. Most of the functionality of going fast must be addressed in the script. It'd be easy to 'keep' a ship at a set speed faster than 31, u'd just have to code the script accordingly.

Offline sfcv

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Re: Increasing the Maximum Impulse speed in sfcOP
« Reply #9 on: August 10, 2010, 01:39:41 am »
What about when you pass the red line? Then, you go extra fast. I remember 1 speed value: 1890.80 and it's original speed was 31.0
That's a sort of going to warp.
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