Forums » Suggestions
Weapon fire and engines...
I have noticed something strange since I first started playing Vendetta, the weapons take the same amount of energy when the ship is a full speed as they do at a complete stop, even though the engine generating thrust. This is quite odd because for something move, it needs a certain amount of energy, in one form or another, so an engine creating thrust would need to draw energy from some outside source, such as a battery... so, if the engines are running, then the amount of energy delegated to the weapon is lower, thus it drains faster, which is not happening. Please fix this, it is annoying me...
~Nendain~
~Nendain~
This... is confusing me.
If you fire a gun out of a moving car, it doesnt take more gunpowder to make the bullet fly... bullet just goes a little faster because your already moving.
Most of the weapons in vendetta work this way as well. You are moving. Yes. But all that means is the weapon fires from an already moving target, not that it takes more energy to fire.
If you fire a gun out of a moving car, it doesnt take more gunpowder to make the bullet fly... bullet just goes a little faster because your already moving.
Most of the weapons in vendetta work this way as well. You are moving. Yes. But all that means is the weapon fires from an already moving target, not that it takes more energy to fire.
What he's really trying to ask is "Why don't engines take different amounts of power at different speeds". I made a long thread about this very early on in 3.2, asking why a heavy enigne at 65m/s consumes the same amount of power as a light enging at 10m/s, and people said it'd be too complicated to do, especially in physics mode.
Rogue, by 'people' do you men the devs, or other players? It seems to me it would not be that hard to impliment. Just, whenever you thrust, it takes some power. I think this would work well in conjunction with the idea I proposed in my powerplants thread. I say that because otherwise, people would get frustrated if they could concceivable run out of battery power while simply performing evasive maneuvers.
Kyphro: Except when you are engaging in 'turbo', the engines require a neglible (but continual) ammount of power to use.
As best as I can guess, the engine works by gripping the fabric of space and dragging the ship across it. Thus it is a reactionless drive, takes no fuel, and works equally well in all directions regardless of the ship's orientation. The engine is powered by a forced singularity, which generates a steady stream of gravitons or other exotic particle. To prevent the ship from overheating from waste energy, it radiates a large ammount of photons through its secondary drive system - the same 'engine' which it uses for 'turbo' (or Newtonian thrust).
Much like a gas turbine (for example on the M1A1), those engines consume the same ammount of power whether idling or going full throttle. Displaying this fact is no more useful to you than displaying how much power is consumed by your ship's life support systems. For one thing, at present there is no reason or capability to turn either off. You generators are designed to be able to always supply enough power for life support and basic movement. It's only when you draw power for additional systems that you might see a temporary depletion in your reserve energy.
Beyond that, its best not to ask too many questions, else we might have to start wondering why the speed of light was around 210m/s and so forth.
As best as I can guess, the engine works by gripping the fabric of space and dragging the ship across it. Thus it is a reactionless drive, takes no fuel, and works equally well in all directions regardless of the ship's orientation. The engine is powered by a forced singularity, which generates a steady stream of gravitons or other exotic particle. To prevent the ship from overheating from waste energy, it radiates a large ammount of photons through its secondary drive system - the same 'engine' which it uses for 'turbo' (or Newtonian thrust).
Much like a gas turbine (for example on the M1A1), those engines consume the same ammount of power whether idling or going full throttle. Displaying this fact is no more useful to you than displaying how much power is consumed by your ship's life support systems. For one thing, at present there is no reason or capability to turn either off. You generators are designed to be able to always supply enough power for life support and basic movement. It's only when you draw power for additional systems that you might see a temporary depletion in your reserve energy.
Beyond that, its best not to ask too many questions, else we might have to start wondering why the speed of light was around 210m/s and so forth.
Beyond that, its best not to ask too many questions, else we might have to start wondering why the speed of light was around 210m/s and so forth.
since in the game 210 isnt pictured as m/s, but as a special vendetta[TM] universal speedocalc :D
since in the game 210 isnt pictured as m/s, but as a special vendetta[TM] universal speedocalc :D
In answer to the question of "Why don't engines draw more power when accelerating." I can only say that open space has no drag-factor (well, as near to nothing as makes no odds.)
However, more energy would be used in reverse thrusting and of course escaping gravitational pull of large bodies.
But then, my knowledge of physics always was terrible. So perhaps you should ignore this.
However, more energy would be used in reverse thrusting and of course escaping gravitational pull of large bodies.
But then, my knowledge of physics always was terrible. So perhaps you should ignore this.
How did everyone miss the part where he was asking about weapons... not the engine. He asked why the weapons dont need more power to fire at a higher speed...
Ceadda: I got exactly what he was asking. You on the other hand didn't; that is why you said:
"This... is confusing me."
If you understood why he was confused, you wouldn't be confused at all. He was asking 'Why doesn't my energy allocation work more like the Star Wars games (or whatever other game he is more familiar with)'?
In the Star Wars games, if you are moving - ei allocating energy to the engines - the your weapons discharge their energy faster because less energy is being directed to them.
I'm trying to explain to him that his question is based of false assumptions about how the game works, and that the solution is not to make this game work just like games he is familiar with. In fact, no solution is actually needed.
"This... is confusing me."
If you understood why he was confused, you wouldn't be confused at all. He was asking 'Why doesn't my energy allocation work more like the Star Wars games (or whatever other game he is more familiar with)'?
In the Star Wars games, if you are moving - ei allocating energy to the engines - the your weapons discharge their energy faster because less energy is being directed to them.
I'm trying to explain to him that his question is based of false assumptions about how the game works, and that the solution is not to make this game work just like games he is familiar with. In fact, no solution is actually needed.
No solution is needed, however, it would be cool to be able to power down and hide from radar. (Allowing a time interval to power up, of course)
Sorry, I couldn't resist.
Sorry, I couldn't resist.
Your battery is a dedicated Gun-Operations System, your engines require no power from the battery to go, BOOST or TURBO is you manually dumping raw power into the engines to generate a massive amount of thrust. The raw power works to magnify the internal combustions or ionic reactions powering the craft along.
Your engines operate by sucking space-time matter into and litterally spitting it out the back. If your engine was to suddenly cut out, *poof* mini-black hole :P (okay so I borrowed some EVN there, but who's noticed!)
A nice feature would be a powerdown/cloak device allowing a craft to lower it's radar blip to a smaller size and passing off differently, maybe as a roid of something. Also detction range could drop, instead of reading to 3000m when online, the craft could be read and read others at only say 1000m. Or for that matter a Stealth Expansion Package for about 100k that equips your craft with Stealth armor hiding it at all but very close range.
Your engines operate by sucking space-time matter into and litterally spitting it out the back. If your engine was to suddenly cut out, *poof* mini-black hole :P (okay so I borrowed some EVN there, but who's noticed!)
A nice feature would be a powerdown/cloak device allowing a craft to lower it's radar blip to a smaller size and passing off differently, maybe as a roid of something. Also detction range could drop, instead of reading to 3000m when online, the craft could be read and read others at only say 1000m. Or for that matter a Stealth Expansion Package for about 100k that equips your craft with Stealth armor hiding it at all but very close range.
There's an antimatter generator in your engine. It spits out the same amount of antimatter regardless of how fast you're going, but when you accelerate/decelerate the engine exposes more/less of the antimatter to real matter and limits the reaction that way.
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Don't ask. Just tell.
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Don't ask. Just tell.
Umm, all of you missed my point, the engins take no energy, even when moving... this makes no sence, no matter how it operates...
~Nendain~
~Nendain~
They don't take a *measurable* amount of energy. Either way, it's a game, not real life, so some things that aren't wuite possible, are.
"Umm, all of you missed my point, the engins take no energy, even when moving... this makes no sence, no matter how it operates..."
I didn't miss your point at all, and you aren't listening.
Either the engines take no significant ammount of energy, or else (more likely) the energy that they require is automatically deducted when figuring out how much is left over for you to use.
Right now, the numbers _that are displayed_ to you might be that you generating say 50 power units per second, but there is nothing that says this isn't merely _excess_ power. It might be that all the engines take 10 power units continiously, (whether you are moving or not), and your radar is using 3 points of power, and your life support and what not is consuming another 2 power units continiously, and your power plant is actually producing 65 units of power. BUT, to keep things simple the 15 units of power consumption that you can't avoid and the 15 units of minimal power required for them is just not reported. At present, you have no reason or need to know about that power. If we have a reason to turn off your engines and float but not turn off your generator, or turn off your radar then we can start talk about evalutating the results of doing so.
Stop assuming that you are right, and therefore anything that doesn't work exactly like you expect it to is wrong. Rather, start with the assumption that the way things work is correct and starting from there figure out how things must work. Understand, however, that your suppositions aren't really important. What is important is the game.
I didn't miss your point at all, and you aren't listening.
Either the engines take no significant ammount of energy, or else (more likely) the energy that they require is automatically deducted when figuring out how much is left over for you to use.
Right now, the numbers _that are displayed_ to you might be that you generating say 50 power units per second, but there is nothing that says this isn't merely _excess_ power. It might be that all the engines take 10 power units continiously, (whether you are moving or not), and your radar is using 3 points of power, and your life support and what not is consuming another 2 power units continiously, and your power plant is actually producing 65 units of power. BUT, to keep things simple the 15 units of power consumption that you can't avoid and the 15 units of minimal power required for them is just not reported. At present, you have no reason or need to know about that power. If we have a reason to turn off your engines and float but not turn off your generator, or turn off your radar then we can start talk about evalutating the results of doing so.
Stop assuming that you are right, and therefore anything that doesn't work exactly like you expect it to is wrong. Rather, start with the assumption that the way things work is correct and starting from there figure out how things must work. Understand, however, that your suppositions aren't really important. What is important is the game.
The engines are Self-Propelled and contain their own power plant. The only power you see on your HUD is the Weapons Discharge Power (WDP) the amount of power you have to fire your weapons, the engines you don't worry about since they run on an internal supply. BOOSTing and TURBO follow the guidelines I previously explained.