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Reverse Engines Mod

This is a discussion on Reverse Engines Mod within the ST:BC Modding and Editing forums, part of the Star Trek: Bridge Commander category; Hi all, If I have asked this before, I apologise. In the Star Trek TNG Episode 'Where No One Has ...

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Old April 18th, 2005
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Lightbulb Reverse Engines Mod

Hi all,

If I have asked this before, I apologise. In the Star Trek TNG Episode 'Where No One Has Gone Before', A time Traveller managed to propel the USS Enterprise NCC1701D faster than it has ever gone before. After a while at this greatly enhanced speed, Captain Picard gave the command to the helm to 'Reverse Engines' , which brought the Enterprise to an immediate stop. As someone who has played Bridge Commander in Quickbattle for a while now and prefers to play this way for the time being anyway, I've noticed that this option is not yet available on the Helm Menu. Are there any modders out there who could possibly find the time and would be interested in writing a 'Reverse Engines' Mod to bring the player's ship to an instant stop? I feel this would bring more realism to the game, especially when wanting to come to an immediate stop from a really fast warp speed?

Thanks.
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Old April 18th, 2005
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Default Re: Reverse Engines Mod

You can already reverse engines in the game. Just hit R. It's not an immediate stop, but it is "reverse engines"
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Old April 18th, 2005
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Default Re: Reverse Engines Mod

I think he means a more Immediate stop. Just adjust your ships mass if you want to have quicker ship reposnse times.
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Old April 18th, 2005
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Default Re: Reverse Engines Mod

i think that there may be an Emergency Stop mod (from the SFC games) available on BCFiles

it should do what you are describing
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Old April 18th, 2005
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Default Re: Reverse Engines Mod

I never got that to work
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Old April 18th, 2005
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Default Re: Reverse Engines Mod

it was a Beta, if i remember correctly. maybe there's the final one on BCU?
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Old April 19th, 2005
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Default Re: Reverse Engines Mod

i think it would be good though if, since we have some breen energy dampening torpedo scripts out, we could create that effect on the ship when the power is drained, right along the hull, like a bunch of lightning bolts, draining everything, just like in DS9 when the defiant was destroyed.
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Old April 19th, 2005
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Default Re: Reverse Engines Mod

I'm not sure how much of that is possible. A lot of these ideas in this forum, require a lot of rescripting. I've been trying to rescript the single player mission files, so that Scotchy's Galaxies and LC's Ambassadors will work in them. But, when you change the name of the ship class to be loaded, the game runs into issues with certain files not loading when called for, hencing it creates problems in being able to play the game. Course, I could just be too much of a novice and not know what the heck I'm doing...

Anyway, if you do figure out how to do it, good luck :-)
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Old April 19th, 2005
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Default Re: Reverse Engines Mod

i gave up on trying to get the SNS Galaxy into SP... i think i may have run into a mod for that a while back though, or i could be imagining things

the Breen weapon idea does seem like a good one, and it shouldnt take too much time/effort if we dont do the animation
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