Reactivate the Power Modifier
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I start this topic as a serious attempt to reactivate the power_modifier into FL. I consider this to be an important effect, that could be used in dense nebulas and in systems with no sun to power the ships’ internal power supply. Since I don’t have the technical skills to do it myself, I’m asking for help here. The research I’ve done so far:
- The only place in vanilla FL where the power_modifier shows up is in the Tau-23 asteroid field:
[zone] nickname = Zone_Bw08_asteroid_field ids_name = 261340 pos = -4, 0, 298 shape = ELLIPSOID size = 90000, 30000, 90000 property_flags = 66 interference = 0.100000 power_modifier = 0.050000 drag_modifier = 1.050000 edge_fraction = 0.300000 damage = 0.030000 visit = 32 ids_info = 66224 spacedust = asteroiddust spacedust_maxparticles = 40 sort = 99 Music = zone_field_asteroid_rock
- In the topic ‘A mystery of Freelancer’ by Syd, the power_modifier is mentioned by Quarks, adoxa and Thaddeus (thanks anyway!), but unfortunately not recognised for its potential importance.
Since it is yet to be defined what the power_modifier does, this is my suggestion (other suggestions are welcome!):
[Power] ... capacity = <not affected="">charge_rate = original*(1-power_modifier) thrust_capacity = <not affected="">thrust_charge_rate = original*(1-power_modifier) ...</not></not> ```So that it would affect the charge rate of ships' (and solar's) power supply, but not their total capacity. Of course the power_modifier must remain independent. It would be cool, but probably impossible, to attach a board computer warning message, such as 'warning, power plant efficiency reduced', to the power_modifier. However, I've no idea how to reactivate the power_modifier if possible (maybe through a new DLL?). Any help appreciated. I really hope we are able to welcome the power_modifier back into the game.
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Depends on what it does. If the power supply of ships are powered by suns (which I think partially is true), then it would take effect in some systems that don’t have suns. And even if it doesn’t, it would be another possibility for modders to add in some zones to make combat more difficult.
EDIT: I’m sorry if the text above caused confusion, but it should’ve been: well, no. The power_modifier wouldn’t have much of an effect, unless it reaches values over 80%.
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I probably would have done it a few years ago, but not now.
Let’s look at some real numbers. When I was in Tau-23 the last time I played the story, I had a Crusader, Adv. Stunpulse, Pyros Type 1, 4 Pryros Type 2 and Pourpoint; I don’t think thruster would be used enough to matter. The power supply is 2500/248 - 5% reduction makes that 235.6. Full power allows 6.65s of continuous firing from all guns ([c]2500 / ((45+95+4*121) - 248)[/c]), taking 10.08s to recharge; reduced power makes it 6.44 & 10.61. That’s basically ineffective. The shield takes 10 power once it goes offline, so the reduced power will have no effect there, either. Okay, let’s try 50% reduction. Still no effect on rebuilding shield; continuous fire reduces to 5s, 20.16s to recharge. Still not really affecting fire, and the extra time to recharge just gives the shields more time as well (assuming you’re good enough at dodging). Of course, if you have the Nomad guns, power doesn’t really come into it at all.
Thruster might be affected at 50%, so let’s have a look at that. I had the Heavy Thruster, which draws 133; the power plant has 1000/100. That’s [c]1000/(133-100) =[/c] 30.30s of continuous thrust; reducing the recharge 5% makes it 26.32s; 50% drops it to 12.05s. That might make a difference, but not if you use engine kill.
So as far as guns and thrusters are concerned, I don’t see power_modifier having that big an effect. It could possibly influence shields, if you take the time to modify all the power settings (but don’t bother, 'cos I’m not going to implement it anyway).
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@adoxa
Thanks for your reply and your calculations (sorry I didn’t do them myself in my previous post). You’re right, it wouldn’t have much of an effect.adoxa wrote:
As the one who would probably be writing itSorry for not mentioning you in the first place, tried to keep it official :oops:
Moonhead wrote:
I have absolutely no idea about how difficult and/or labor-intensive those plugins you’ve made sofar, have beenSame counts for me, of course.
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EDIT:
Just to remember the idea, no reaction expected.
[c]power_modifier[/c] as a range from 0 to 1, indicating occasional power loss, as if electrical activity in a field or cloud can shortcut power supply or fuel supply for the engine.For example, [c]power_modifier = 0.05[/c] in [c]Zone_Bw08_asteroid_field[/c] would mean every, say, 10 seconds, there is a 5% probability to lose power for a short period of time, about 1 second, could be random, maybe even affected by the value of [c]power_modifier[/c].
In combination with adoxa’s [c]drop out of cruise once power reaches 0[/c] hack, this could also mean a ship ocasionally loses the ability to cruise. Optionally, it could also affect shields, causing them to temporarily fail.