Problem with engines
- Nieckey
- Thread is marked as Resolved.
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the combinable code is only use to stack items like the comodities, shield batt,ammo...
I think tou need to add some hard point on the cmp model and than you can set it for a second engine.
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Quote from "metquebec"
I think tou need to add some hard point on the cmp model and than you can set it for a second engine.
It won't work. Multiple engines on the CMP model are handled by one line (num_exhaust_nozzles =) in shiparch.ini which defines number of engine nozzles. More hardpoints will NOT mean more engines, but only more nozzles, in other words, more of those flame'y effects out of your ship's back.However certain mods allow mounting multiple engines on a ship, to stack up its movement stats. I played few.
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If I remember right someone had posted something about having multiple engine effects (=engines) on one ship, gotta search for it
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the num nozzles entry in the shiparch ini relates to how many exaust flames you have on the model and needs hardpoints in the cmp to match the number
the number of engines in the loadout
ie
addon = bwfrengine01, internalsticks in an engine without a hardpoint, for ingame calculations about energy refresh rates for the guns and thrusters, top speed etc
putting that line in more than once adds extra engines, giving more power, and more speed
it's a bit silly tho, if you want a faster ship, clone the engine entry, and mod the custom engine to a higher power output
48000 gives you top speed 80, 60000 gives 100, thats for fighters n freighters, cap ships n transports have different values as a rule due to higher engine mass and diff ship type coding in the game exe
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+ vanilla FL only has a 8 nozzles limitation