How stop engine kill
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have you tried un mapping that command? there is not a keylist or something like that which defines what does what shrug
just an idea
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Unmapping it won’t help. I can log onto any server I want and my key setup remains the same.
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One way to sort of disable engine kill would be to make the linear_drag entry for the ship(s) high enough so if the player did engine kill they would slow down fast enough that they wouldn’t go too far. You’ll also probably have to increase the force of the engine to maintain the same top speed of the ship if you increase the linear_drag; I’m not sure.
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**Why not just simply swap the engine drag with the ship drag. Or somewhere in between, always maintaining 600 as the final value.
M0tah, I think you may have hit upon a solution for this.**
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Yeah, any linear_drag on an engine will be “turned off” when Engine Kill is enabled - however, any linear_drag on the shiparch entry will still be “turned on” when Engine Kill is enabled. I use this on Capital Ships, so they can’t hit Engine Kill and do drive-bys at 800m/s. Also, in Flak, ships that can use Engine Kill (any small ships, fighters, freighters, etc.), the shiparch entry has 0 linear_drag, allowing the ship to float indefinitely if Enging Kill were to be enabled. No matter what though, the two drag entries always add up, so as Lancer said you can mix and match as you please.
Also, on the topic of Engine Kill, a neat trick found long ago (can’t remember who found this) - if you have two engines mounted on a ship at once, and you hit Engine Kill, both engine’s linear_drag values “turn off,” but one engine’s max_force value remains on - so, if you had two engines with 12000 force and 120 linear_drag each for a total of 24000 force / 240 drag (100m/s), upon hitting Engine Kill you’d have 12000 force going against 0 drag - technically, a speed of infinity (well, an undefined speed, since you’re dividing by 0) - limited by constants.ini’s “anom_limits_max_velocity” setting.
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Hehe, they also tend to blow up with 2 engines, especially if they go in reverse. I was using a standard engine and an engine with 0 thrust, so that may have been what blew them to pieces
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Actually, I can’t really take credit for the solution…fox Unit 01 (foxBox) was the one who first used it to “disable” engine kill in '88 Flak.
General note -
If this is a serious comment then I am unhappy.
We are taking the “credits” thing too far here. ::)
I and almost every other modder including most who have passed through Lancers Reactor and many since, have experimented alone with a lot of params including this one, and do not expect “credits” from others for the results I make public. This is just tampering with game settings and is not creditworthy or even noteworthy, just passing on the info is good sportsmanship, in that it allows others to not waste time experimenting themselves.
Now had I designed an original ship model for this game and someone else had pirated it then I would be very unhappy if no mention of my name was given.
Extending this - if I had modelled a ship I saw in Babylon 5 or any other place, for example, again I would not expect to be credited - after all this is not original work, despite the hours I decide to put into it.
So, with due respect to FoxUnit01 who has published a lot of great info, but has not dispelled this credit, this is not a creditworthy item.
In my opinion of course. Others may disagree. In which case I will stand on my soapbox and claim harassment!
And then I will claim a great many “findings” as my own and start a war with someone else who is equally grumpy as I tonight…
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I just think M0tah simply wanted to point out he learned this trick from foxBox and therefore could not accept the praise given to him. It’s nothing to do with credits, just simple honesty. You may be pushing a bit too far into the deep meanings route ;D
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Yeh, not meant as a jab at either of them but as a general grump at general goings-on, like I said - was having a grumpy day.
grrrr. ;D
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Yeah, any linear_drag on an engine will be “turned off” when Engine Kill is enabled - however, any linear_drag on the shiparch entry will still be “turned on” when Engine Kill is enabled. I use this on Capital Ships, so they can’t hit Engine Kill and do drive-bys at 800m/s. Also, in Flak, ships that can use Engine Kill (any small ships, fighters, freighters, etc.), the shiparch entry has 0 linear_drag, allowing the ship to float indefinitely if Enging Kill were to be enabled. No matter what though, the two drag entries always add up, so as Lancer said you can mix and match as you please.
Also, on the topic of Engine Kill, a neat trick found long ago (can’t remember who found this) - if you have two engines mounted on a ship at once, and you hit Engine Kill, both engine’s linear_drag values “turn off,” but one engine’s max_force value remains on - so, if you had two engines with 12000 force and 120 linear_drag each for a total of 24000 force / 240 drag (100m/s), upon hitting Engine Kill you’d have 12000 force going against 0 drag - technically, a speed of infinity (well, an undefined speed, since you’re dividing by 0) - limited by constants.ini’s “anom_limits_max_velocity” setting.
Haha, I remember that thread… ** Tutorial ** Adding a Warp Drive
that is quite fun in my opinion