Figured it out
A number of people have mentioned the ridiculousness of "top speeds" in space. This has lead to the concept of TCs built with every ship having an insanely high top speed, say, 2000. The biggest problem with this has been hyperspace; whenever you jump into a system, you enter going at your top speed - so ships like the Leviathan blow past the system center and spend a long time turning around.
I finally got a work-around to, well, work.
Ingredients: (ID numbers for example sake)
Quick version:
Cron to start a mission every day, and give player an outfit.
Outfit: top speed reducer, inertial dampener
Mission: destroy a "timer ship" - invisible, 0 armor, death delay 60, remove outfit and abort itself onshipdone
Long version:
Cron: 0 pre and 0 post holdoff, on start g128 s128 (give outfit 128, start mission 128)
Dude: timer ship
ship: timer ship: invisible, 0 armor, death delay 60 (for 2 seconds. Adjust to taste, but I've found it works better above 10 frames)
mission 128: Remove jump speed reducer - ship count 1, ship system -6 (wherever you are), Timer ship dude, goal: destroy all ships
On ship done: d128, a128 (destroy the outfit, abort the mission)
outf: jump speed reducer: speed mod -1500 (adjust to taste), and inertial dampener.
That last bit seems to be very important. When you jump in, your ship decelerates from 2000 to whatever, and depending on your settings, drifts a bit to the right or left. The effect isn't half bad, actually.
I've attached an example plug, coded in Windows. In it, the Shuttle is modified to have very high speed. Mac users will have to convert. Compressed with Stuff-it, .zip format. Tell me if you have problems opening it. Alternatively, you can download it uncompressed here: http://www.megaupload.com/?d=H3643WUQ
Enjoy!
Attached File(s)
- HighTopSpeed_SlowJump.zip (729bytes)
Number of downloads: 4
This post has been edited by n64mon : 18 February 2010 - 02:19 PM