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Author Topic: Revisions to Q Drive  (Read 378 times)
AdmiralTigerclaw
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« on: January 23, 2009, 01:42:45 AM »

I remembered something from when I made 'Local Neighborhood'.  A mod where it took MINUTES, at extremely agressive Q Drive speeds to cross the vast distances between systems.

What I was remembering is there is a pathfinding glitch when a Q-drive has a setting of velocity in higher than something like fifteen or twenty. 

What occures is that upon reaching your course destination, your ship will actually overshoot the target, and then what occures is the rubber band effect.  You overshoot, and in a frame snap back and go the other way, over shoot, and do it again, indefinately until you get bored of it and manually kill the Q drive.

It makes precisions jumps using high Q values impossible because of the Q-banding.

So here's a proposal for a change on Q-drive mechanics.

Q drive, needs a ramp up value.   No matter WHAT, the initial start value of Q drive should be 1 C.  And then you have a value you can set in the module that determines how long it takes to ramp up to 'top speed'  and then how long from a pre-set destination before it kicks in the brakes and ramps you back down to a managable.  Thus no matter what, you have precision control of your jumps within a system, but speeds to deal with larger maps without it getting fudged up.

Any way to dynamicly change the rampping, post here.  I will not accept 'timed jumps' like Universal Combat and the battlecruiser series does... those make me sick with irritation.
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« Reply #1 on: January 23, 2009, 02:45:30 PM »

Timed jumps are annoying, simply because in UC weither you are far or super close, it took I believe 2 minutes (Don't recall) to jump. It was hellish, and a cheap way to code.

Ramp up seems like a neat idea.
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