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QNP and You (or me)

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Space Emperor

Joined: Dec 21, 2008

PostPosted: Tue Oct 13, 2009 6:21 am    Post subject: QNP and You (or me) Reply with quote

Ok so can i get a quick tutorial on how you came up with the figures that you did?

I'm interested to know what percentage of mass = 1 move point.

I'm considering doing something similar with a mod i'm working on right now.

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Galactic Guru

Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Tue Oct 13, 2009 4:50 pm    Post subject: Reply with quote

There are a set of ModWorks Concept Mods designed as tutorials for such systems, including one for QNP. You can find them here:

As far as Adamant, I think I set up the engines per move values for the ship hulls at tonnage / 50, and then just came up with a scale of movement ability on the engines that resulted in a nice set of speeds at various technological levels. From Ion Engines upward, it's fairly similar to Pirates and Nomads mod. Then, I split the movement and supply abilities into separate components, and halved the sizes of each.

If you consider a 150 kt ship (3 engines per move), and an ion engine with 3 movement ability, you get 1 actual movement point per engine. This works out to 5 / 150 = 3.33% of the hull, with another 3.33% recommended for analogous supply storage as a base. In a more traditional mod like Pirates and Nomads, this would just be a flat 6.66% of the hull for 1 movement point and one block of supplies. Naturally, less or more advanced engines will change the percentage of each hull you need per move point.

Smarter than your average Texrak.

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