March 29, 2024, 13:59:57

Author Topic: Speeding up the IP drive  (Read 10795 times)

Offline Mularac

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Speeding up the IP drive
« on: November 21, 2015, 23:48:01 »
Anyone knows of a way to speed up the IP drive charge? I don't want something instantaneous, but a good 5 or 10 seconds less would be very welcome. Specially on the bigger ships.

Offline The Old Dragon

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Re: Speeding up the IP drive
« Reply #1 on: November 23, 2015, 22:30:43 »
Hi Mularac,

I tried looking through the files but without any luck. The only things I could find were the arrival effects in the efx.ini. There isn't really anything to adjust in the tacticstypes, so I suspect that IP drive may well be hardcoded :(
Better to look the fool by asking, then prove them right with ignorance.

Offline Mularac

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Re: Speeding up the IP drive
« Reply #2 on: November 24, 2015, 03:20:51 »
Thought so... My own testing showed that the time was relative to the speed of the engine... up to some extent. Now I'm debating bothering to create a script to replace the engines of ships once they activated the ip drive... but I'm pretty sure it'll be more trouble than what it's worth.

Offline The Old Dragon

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Re: Speeding up the IP drive
« Reply #3 on: November 24, 2015, 09:07:08 »
An alternative would be to create your own IP drive device, Arparso's Freelance mod and the B5 project shows it can be done.
Better to look the fool by asking, then prove them right with ignorance.

Offline Arparso

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Re: Speeding up the IP drive
« Reply #4 on: November 24, 2015, 20:38:32 »
Yeah, you can see my attempt at it in my Freespace mod's "universe\mod_missions\includes\_include_me.inc". Have a look at the MACHINE "WarpIn" code and see if any of it is useful to you. It can be invoked via an "MEvent(MakeShipWarpIn, E.ship := M.MyShip);" command and just plays a certain effect and then moves the ship a certain distance.

It's a bit of a hackjob and definitely inspired from the B5 mod, but worked fine for me.


Offline Mularac

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Re: Speeding up the IP drive
« Reply #5 on: November 24, 2015, 23:35:38 »
Yeah, I wrote that code for the Stargate mod. I'm making a cannon mod, though. So I need the IP drive animation and stuff.
Oh well. My chief concern was that in this mod, using the ip drive in the middle of combat should be a viable tactic, but since it takes forever and drops your shield to boot, it's not optimal. I'll try and see if a small script that reduces the damage taken or install a massive-strength Counter Measures balances it somewhat.

Offline GeoModder

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Re: Speeding up the IP drive
« Reply #6 on: December 01, 2015, 17:57:07 »
Bit late to the party, but have you tried running engines on 200%. IIRC, that shortens the 'build-up time' for the effect.