Engines
From NexusWiki
#
- The serial number of the device. It has to be unique among the devices (Weapon, Shield, Engine, Support).
- Name
- The name of the device. With this name you can refer to the weapon in #name format, as a constant in the script or in the subsequent parts of the chart.
- Category
- Engine, always 3.
- Civilization
- Which civilization’s device.
- Sets
- Into which SETs does the device belong to.
- Shortcut
- The keycombination that helps to turn on the engine.
- EnergyOutput
- The engine provides this much energy in every tick.
- EnergyIn
- This much energy is needed for the 100% functioning.
- VelocityFactor
- The engine is capable of this speed. The maximum speed can be calculated from this and that value that was given by the shipclass.
- SideVelFact
- The speed of sidewards movement.
- RotVelFact
- The speed of the rotation.
- Dodge
- The speed of the dodging speed, this can be seen, when someone is shooting to the ship. Short, quick sideward movement.
- DodgeRot
- The speed of the dodgeing rotation, it is difficult to lock the devices.
- Detected
- In case the device is functioning, it modifies the ship’s perceptability with Detected percent.
- Scanned
- In case the device is functioning, the chance of for the identifing of the device is increased in percentile with this value.
- CM 2
- A value that jams the aiming of weapons that are in Combat distance.
- CM 3
- A value that jams the aiming of weapons that are in Artillery distance.
- Hpmax
- The Health Point of the device.
- RepairHP
- The given device can recover with maximum this amount in every tick, that is, in aprroximately every tenth of a second.
- Efx
- The number and size of the engine’s effect.
- SoundEfx
- The number and size of the engine’s soundeffect.
- Special
- A special engine feature, only one can be written into one column:
- Automatic: Automatic, always active.
- Gravity: the pull of gravity of the black hole does not affect it.
- Crisis <num>: if used, it causes a crisis, the power systems service will decrease temporarily.
- Jump: jumpengine, if the normal engine has a target, when it is activated, it teleports the ship into the destination zone. Its functioning can be set to be random, and it can be only activated, if the required amount of reserve energy available.