Topic: Question about RA Plasma Torpedoes

In Romulan Armada, the owning player of a ship with Plasma Torpedoes has the option of firing them in direct fire or seeking mode. But this option doesn't seem to "cost" him anything in terms of SU's, which I think is fine for Romulan Armada  purposes but in a homebrew campaign setting where players have the option of creating their own weapons I would view it as an unfair advantage.

What is a fair way for costing a weapon that can be fired in direct mode or as a seeker with essentially unlimited ammunition? I'm thinking some variation of "Dual Mode" but am concerned about it going too far the other direction and being prohibitively expensive in terms of SU's, which I'm not looking for either.

Re: Question about RA Plasma Torpedoes

prader wrote:

In Romulan Armada, the owning player of a ship with Plasma Torpedoes has the option of firing them in direct fire or seeking mode. But this option doesn't seem to "cost" him anything in terms of SU's, which I think is fine for Romulan Armada  purposes but in a homebrew campaign setting where players have the option of creating their own weapons I would view it as an unfair advantage.

What is a fair way for costing a weapon that can be fired in direct mode or as a seeker with essentially unlimited ammunition? I'm thinking some variation of "Dual Mode" but am concerned about it going too far the other direction and being prohibitively expensive in terms of SU's, which I'm not looking for either.

Maybe the simplest way to point it would be to add in the CR cost for Carrier(X), where X= the carrier capacity of all of the flights that a given ship can possibly "launch"/fire in a turn. This should help reflect the added combat flexibility of the weapon system in CRs without adding the the used SUs of a design. I'm not sure using the Carrier capacity 1:1 is the best idea, but it was the first thing that came to mind (maybe the square root of Carrier Capacity  smile ?).
Cheers,
Erik

Re: Question about RA Plasma Torpedoes

prader wrote:

I would view it as an unfair advantage.

How so?
It seems that firing them in seeking mode is usually less interesting than in direct fire. Mainly because if you wait for the end phase, you could lose the torpedo during the direct fire and thus be unable to shoot it. There could be some tactical advantage to fire them in seeking mode, but then, they could be reduced by enemy firing or movement, blocked by a mere drone or shuttle, and the enemy ship may try to evade or at least present a better side.

Marc

Re: Question about RA Plasma Torpedoes

madpax wrote:
prader wrote:

I would view it as an unfair advantage.

How so?

Well, for one, if I have a choice of direct fire weapons that can be fired as seekers without any carrier capacity cost or  SU cost that don't count against my seeker limit, or spending SU's on actual seekers that I can only fire so many of, why would I ever choose the seekers? It seems like a waste.

I LOVE the concept of a direct fire weapon that can also be fired as a seeker (like Plasmas) and they work great as presented for RA, I just think there should be a reason why someone would choose seekers over a Direct fire/Seeker weapon in a campaign where players can design their own weapons. I'd even be happy with something like a straight modifier used for other traits (1.5, 2.0, etc), but I'm not sure what would be fair for that added capability.

The idea I had would be to first design the "Bolt" option, and then base it's seeker characteristics from that- I'll try to work an example later but right now I'm pressed for time.

Re: Question about RA Plasma Torpedoes

prader wrote:

Well, for one, if I have a choice of direct fire weapons that can be fired as seekers without any carrier capacity cost or  SU cost that don't count against my seeker limit, or spending SU's on actual seekers that I can only fire so many of, why would I ever choose the seekers? It seems like a waste.

I understand, but what I meant is, if a weapon with such a dual-mode (direct fire and seeker fire) is most of the time (if not all the time) better using direct fire, why design such a weapon?
In RA, there may be cases where plasma are more useful in seeker mode. For example, when firing at long range (ie, without any risk of losing the plasmas during the previous direct fire phase) then cloaking itself to ive it time to rearm. But usually, direct fire mode is much better.

I'd even be happy with something like a straight modifier used for other traits (1.5, 2.0, etc), but I'm not sure what would be fair for that added capability.

Designing such a weapon (unless copying the existing plasmas) could be a bit difficult. For example, how do you determine the modifier if there is one?


Marc

Re: Question about RA Plasma Torpedoes

madpax wrote:

I understand, but what I meant is, if a weapon with such a dual-mode (direct fire and seeker fire) is most of the time (if not all the time) better using direct fire, why design such a weapon?

Because it is more flexible than either a straight direct fire weapon or seeker, in addition to being less costly than seekers in terms of SU's. Without some sort of cost for doing so, everyone would design weapons with that option.



madpax wrote:

how do you determine the modifier if there is one?

That's what I'm asking. What should the modifier be?

Re: Question about RA Plasma Torpedoes

prader wrote:

The idea I had would be to first design the "Bolt" option, and then base it's seeker characteristics from that- I'll try to work an example later but right now I'm pressed for time.

I've been thinking along these lines as well.  I want the plasma torpedoes in RA to be a little closer to the ones in Federation Commander in terms of their damage profile.  In FC a seeking torpedo typically has the potential to do around 2.5x the damage as a bolted torpedo, whereas in RA the Bolt will statistically do about 1.33x more damage than the seeking torpedo.  I'd like to reverse the RA situation and make the seeking torpedo a weapon worth taking seriously.

Here are a few of my thoughts

1)  All Plasma Torpedoes move Speed 9 (in FC they are all the same speed - the smaller ones just run out of damage sooner).
2)  Instead of the diminishing to hit number, Plasma Torpedoes get a new Fighter Trait:  Diminishing Size -2.  Diminishing as a general trait could have value of -1, -2, or -3.  In the Fighter Phase, any Torpedo that doesn't make an attack has it's Size reduced by the listed amount.  In the case of RA Torps, an S-Torp for instance would be Size 5 if it impacts on turn 1, but if not would be Diminished and would be a size 3 torp in the next turn, etc.  A Torpedo that is diminished to size 0 is removed.  This reduction scheme results in Torpedo ranges/durations fairly consistent with those in FC.
3)  If you are basing the seeker characteristics off of the Bolt profile, then make the Torpedo Starting Size = to the Bolt Imp x Dam or some similar formula.
4)  Seeking Plasma Torpedoes should be Damage 2.
5)  In a perfect world I'd like to balance the enhanced seeker with a less imposing bolt so that the whole thing is close enough to the same overall effectiveness that I don't have to repoint every Romulan ship.  The original seeker was of such limited utility compared to the bolt that it essentially didn't count, but an enhanced seeker certainly does...

So for instance, The plasma S torpedoes might look something like this...

Plasma S - Bolt          Rng: 5/10/15  ROF: 1  ACC: 4+  IMP: 2  DAM: 3  Slow Firing
Plsma S - Seeker       Size 5, Speed 9, ACC: 4+, DAM 2   Diminishing Size -2   

Brian

Re: Question about RA Plasma Torpedoes

bcantwell wrote:

I've been thinking along these lines as well.  I want the plasma torpedoes in RA to be a little closer to the ones in Federation Commander in terms of their damage profile.  In FC a seeking torpedo typically has the potential to do around 2.5x the damage as a bolted torpedo, whereas in RA the Bolt will statistically do about 1.33x more damage than the seeking torpedo.  I'd like to reverse the RA situation and make the seeking torpedo a weapon worth taking seriously.

Here are a few of my thoughts

1)  All Plasma Torpedoes move Speed 9 (in FC they are all the same speed - the smaller ones just run out of damage sooner).
2)  Instead of the diminishing to hit number, Plasma Torpedoes get a new Fighter Trait:  Diminishing Size -2.  Diminishing as a general trait could have value of -1, -2, or -3.  In the Fighter Phase, any Torpedo that doesn't make an attack has it's Size reduced by the listed amount.  In the case of RA Torps, an S-Torp for instance would be Size 5 if it impacts on turn 1, but if not would be Diminished and would be a size 3 torp in the next turn, etc.  A Torpedo that is diminished to size 0 is removed.  This reduction scheme results in Torpedo ranges/durations fairly consistent with those in FC.
3)  If you are basing the seeker characteristics off of the Bolt profile, then make the Torpedo Starting Size = to the Bolt Imp x Dam or some similar formula.
4)  Seeking Plasma Torpedoes should be Damage 2.
5)  In a perfect world I'd like to balance the enhanced seeker with a less imposing bolt so that the whole thing is close enough to the same overall effectiveness that I don't have to repoint every Romulan ship.  The original seeker was of such limited utility compared to the bolt that it essentially didn't count, but an enhanced seeker certainly does...

So for instance, The plasma S torpedoes might look something like this...

Plasma S - Bolt          Rng: 5/10/15  ROF: 1  ACC: 4+  IMP: 2  DAM: 3  Slow Firing
Plsma S - Seeker       Size 5, Speed 9, ACC: 4+, DAM 2   Diminishing Size -2   

Brian

I like where you are going with this Brian.  The diminishing size thing is a great way to simulate the reduced effectiveness of the plasma torps as they travel for longer - and it also makes them easier to finish off with phasers after they have travelled a bit.

I can see coming up with a cost getting quite complicated and/or subjective.

What I think could be an elegant solution (and one that would add something to starmada) is to introduce a brand new weapon type called a seeker launcher.  This weapon would have an arch and unlimited ammo by default (although you could use the ammo trait).  It would be able to launch one flight of seekers per turn at a target in its arch.  The seekers would in all ways function like normal seekers.  This seeker launcher would not require carrier space or interact in anyway with the launch rate of the ship. 

The cost of a seeker launcher would have to be based on the cost of the seeker flights that it launched, modified by any other traits on the weapon itself (like slow firing, #arcs, ammo, and whatever else is appropriate). 

THEN, plasma launchers in RA could be dual mode weapons with a direct fire bolt portion and a seeker launcher in the other mode.

Re: Question about RA Plasma Torpedoes

Marauder wrote:

I can see coming up with a cost getting quite complicated and/or subjective.

That is true.  I personally am not really interested in designing a bunch of new ships and plan to stick to ships published for the Star Fleet universe, so I only have to get my torpedo internally consistent.  As I said, what I really want is for the package to be approximately equivalent to the current Super Bolt + Weak Torpedo, so I can just change the stats and not worry about repointing the ships.

Anyone else is free to take my ideas and make more generic SU modifiers

Re: Question about RA Plasma Torpedoes

bcantwell wrote:
Marauder wrote:

I can see coming up with a cost getting quite complicated and/or subjective.

That is true.  I personally am not really interested in designing a bunch of new ships and plan to stick to ships published for the Star Fleet universe, so I only have to get my torpedo internally consistent.  As I said, what I really want is for the package to be approximately equivalent to the current Super Bolt + Weak Torpedo, so I can just change the stats and not worry about repointing the ships.

Anyone else is free to take my ideas and make more generic SU modifiers

You know the thing is, once you start getting into ship design with all the funky spreadsheets people have made up its really really very easy.  The points get calculated for you automatically... But, I get your point.

Right now the cost of the plasma is equal to the cost of the bolt portion (since that follows regular starmada rules) - with the seeker thrown in for free.

I'll try coming up with the "launcher" cost and see if I can't come up with some dual mode weapons that have similar costs to the current configuration.  I don't really have a feel for the cost of "Diminishing" though.

Re: Question about RA Plasma Torpedoes

I have been trying to think of the simplest way to approach plasma torps so that the torpedo is better than the bolt, see if this makes any sense…

Step 1: Instead of having the plasma torpedo be a seeker flight and attack like one, what if you launched the torp like a seeker, it moves like a seeker, but it attacks with the statistics given in RA for the “Bolt” (with the exception being for range, which is ignored)  Bolting a torpedo is covered later…

Step 2: Torpedos all have the same speed; I'm thinking 9.

Step 3: In the first turn after launch, the seeker retains the same direct fire capabilities of its given class, but on each subsequent turn, the torp will have the attack statistics of the next class “down”. In other words, on the second turn of its time on the board, the Type R torpedo you launched last turn know attacks as a Type S, and so on…In addition, each hit from phaser fire lowers the “class” by one. This is a simple way to give the torpedo to “diminish” as others have mentioned.
Step 4: “Bolting” torpedos is supposed to be much less efficient, so create a second mode for each plasma torpedo representing a Bolt Mode, probably with the same ranges and ACC given for the plasma torps as they stand now, but with IMP & DMG reduced to 1's, and no Slow-Firing trait.

By using something like this you have large-ish weapons which are better at firing torps than bolts, and the torps “diminish” in strength as they stay on the board, which gives bigger torps a longer endurance, and therefore a greater stand-off range. I never played FC, but torps of this fashion are more like the SFB torps I remember from long long ago. Of course, this type of thing would really only be “fair” if used in the Trekmada setting, and I think there would really have to be another mechanic for generic Starmada designs to have weapons that fire seekers. Of course, there are those that might like the combination of cloaking and powerful but slow-firing bolts to simulate the cloak-shoot-cloak tactics the Romulans use…
Anyway, those are my thoughts on the issue.
Cheers,
Erik

PS next week I will mull over Hellbores!  lol

Re: Question about RA Plasma Torpedoes

Interesting thoughts Erik.

Like you, my recollection of plasma is from SFB, where an R torp inbound was not something you stopped to consider whether to shoot at it or just take it and pour your fire into the enemy.  There was no choice but to think survival first.

A couple of thoughts...
1)  I agree that they should all have the same speed (9)
2)  I'm not sure that downgrading each step will work.  for one, the range component of each bolt is a factor that gets washed out, so a G-torp and an F-torp are the same if you ignore the range.  My own system (diminishing size) needs a tweak to compensate for the difference in the G and F torps.  It would also essentially double the effectiveness of phasers against torps (as there are fewer steps to take)and they are already pretty effective at wiping out a plasma torp. 
3)  I think both the Bolt and the Torpedo mode should be slow firing - that's an essential part of the plasma flavor to me - you throw your big rock and the hope you can hang around long enough to get another chance.  The little Plasma D racks could be normal speed firing if you used the ammo rule, since they are "pre-loaded".  Would be an interesting way to represent those, especially in their close defense mode targeted at drones and such.

Brian

PS  Next week I'll mull over Maulers - Hellbores should be out this spring if the posted ABD product schedule holds

Re: Question about RA Plasma Torpedoes

2)  I'm not sure that downgrading each step will work.  for one, the range component of each bolt is a factor that gets washed out, so a G-torp and an F-torp are the same if you ignore the range.

Well, since the R torp has an additional "Step", it has an additional turn on the board, hence more more "range". At least that was my thinking.


It would also essentially double the effectiveness of phasers against torps (as there are fewer steps to take)and they are already pretty effective at wiping out a plasma torp.

That is probably true. I for one do not particularly like the phaser ROF increase, which I think makes them too effective against drones and plasmas...I'm thinking it would have been better to make them dual mode with Mode 1 being Phaser 1/2 with range based IMP instead of ROF, and mode 2 being phaser 3 as is. That way you have a lot less shots that can hit plasmas/drones, and if you want them to be slightly better at hitting by selecting Mode 2 you would have to sacrifice offensive fire power for the turn. But that's really another issue altogether  wink

3)  I think both the Bolt and the Torpedo mode should be slow firing - that's an essential part of the plasma flavor to me - you throw your big rock and the hope you can hang around long enough to get another chance.  The little Plasma D racks could be normal speed firing if you used the ammo rule, since they are "pre-loaded".  Would be an interesting way to represent those, especially in their close defense mode targeted at drones and such.

Agreed.

PS  Next week I'll mull over Maulers - Hellbores should be out this spring if the posted ABD product schedule holds

Awww, why wait for somebody else to do it when you can rack your own brain!   :geek: I like to pretend maulers don't exist anyway!
Cheers,
Erik

Re: Question about RA Plasma Torpedoes

bcantwell wrote:

1)  All Plasma Torpedoes move Speed 9 (in FC they are all the same speed - the smaller ones just run out of damage sooner).
2)  Instead of the diminishing to hit number, Plasma Torpedoes get a new Fighter Trait:  Diminishing Size -2.  Diminishing as a general trait could have value of -1, -2, or -3.  In the Fighter Phase, any Torpedo that doesn't make an attack has it's Size reduced by the listed amount.  In the case of RA Torps, an S-Torp for instance would be Size 5 if it impacts on turn 1, but if not would be Diminished and would be a size 3 torp in the next turn, etc.  A Torpedo that is diminished to size 0 is removed.  This reduction scheme results in Torpedo ranges/durations fairly consistent with those in FC.
3)  If you are basing the seeker characteristics off of the Bolt profile, then make the Torpedo Starting Size = to the Bolt Imp x Dam or some similar formula.
4)  Seeking Plasma Torpedoes should be Damage 2.
5)  In a perfect world I'd like to balance the enhanced seeker with a less imposing bolt so that the whole thing is close enough to the same overall effectiveness that I don't have to repoint every Romulan ship.  The original seeker was of such limited utility compared to the bolt that it essentially didn't count, but an enhanced seeker certainly does...

So for instance, The plasma S torpedoes might look something like this...

Plasma S - Bolt          Rng: 5/10/15  ROF: 1  ACC: 4+  IMP: 2  DAM: 3  Slow Firing
Plsma S - Seeker       Size 5, Speed 9, ACC: 4+, DAM 2   Diminishing Size -2   

Brian

I like that first batch, for what it's worth (what I think...).

BTW, what I don't like in the phaser being range based rof is mainly because they are real ship-killers. I have the feeling it makes them more bloody than in FC. Against drones, That's not a problem, as drones are launch by the dozens. You need something to kill them quickly.

Marc

Re: Question about RA Plasma Torpedoes

madpax wrote:

BTW, what I don't like in the phaser being range based rof is mainly because they are real ship-killers. I have the feeling it makes them more bloody than in FC. Against drones, That's not a problem, as drones are launch by the dozens. You need something to kill them quickly.

Marc

I don't have a problem with phaser-1s being ship killers at close range.  To me that's a matter of degrees and they still keep much of their flavor with range based ROF (e.g. incremental type of damage versus the more all-or-nothing aspect of the heavy weapons).  The plasma torps to me are a more pressing matter as they have a completely different feel than I was anticipating.

Brian

Re: Question about RA Plasma Torpedoes

I played a couple of more solo games using my working plasma rules and thought I'd post some some quick thoughts ...

I did two games.  In the first I largely fired the torpedoes as bolts and even with the to hit reduced to 4+ to compensate for the enhanced seeker, the bolt was still definitely a value added weapon, especially the S and R torps.  On one occasion in this game I did set the fire mode for the Condor to fire Torpsm but was unable to launch two of the 5 weapons due to incoming weapons damage.  The other three wound up a bit short as the targeted Fed NCA rolled 4 successes (and no 1's) to apply Emergency Thrust and accelerated away from the torps.  The combined fire of the cruiser and three destroyers wiped the torp spread (an R, and S, and an F) from the map easily.

In the second game I decided to try and see what I could do with the weapons going strictly in Torpedo mode.  This fight had 2 War eagles and a Battle Hawk against a Fed CA, FF, and Battle FF.  The two War Eagles each launched their R torps at the Frigate from about 11 hexes away as the squadrons closed.  The BFF was able to do a U turn and get just far enough away and the combined phaser fire of the squadron blasted the torps.  Part of the purpose of the first strike had been to break up the fed formation, which had worked, and the Roms cloaked immediately and moved to new firing positions.  The Battlehawk got in behind the BFF as it turned back around and launched it's 2 Plas-G's, but the Frigate accelerated away and just did outrun them. allowing them to be easily phasered away.  One of the war Eagles decloaked in the wrong place and was was destroyed before the torpedo could be launched. 

Now part of this might be a need to develop better plasma tactics, but in general, I find it really hard to justify putting the Plasma into torpedo mode in the orders phase.  Although the bolt is less effective, you are guaranteed to at least get to shoot it.  The fact that a launcher that is destroyed does not get to launch the torpdeo is really crippling, especially for a ship like the War Eagle.  Drone racks don't suffer this limitation unless you are using the critical damage rules and even there, you have to take about 1/3 hull hits before you run even a risk of losing the drone racks.  You can lose a plasma launcher with just a single lucky weapons hit from long range.  I might experiment with allowing the torps to be launched as part of the weapons fire phase (i.e. you would get to launch them even if the launcher was destroyed in that turn).

I do like the Speed 9 and Diminishing Siz as a torp life control mechanism.  It seems much more intuitive than the 3 turns, different speeds, and declining to hit of the rules in RA.  In my test games I had the Fed ships run away from the torps, extend them, then blast them with phasers (the classic anti-plasma maneuver) and that worked well.  In the games I did recently I was having the Romulans recloak after firing (partially to try damage control on the lost plasma tubes), but one of these times I shouls try following the torps in with phasers blasting, hoping that the enemy will have to use the phasers to defeat the torp and not fire at me (part of the developing plasma tactics thing).

Re: Question about RA Plasma Torpedoes

bcantwell wrote:

I might experiment with allowing the torps to be launched as part of the weapons fire phase (i.e. you would get to launch them even if the launcher was destroyed in that turn).

I think this might be a good rules change.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Question about RA Plasma Torpedoes

cricket wrote:
bcantwell wrote:

I might experiment with allowing the torps to be launched as part of the weapons fire phase (i.e. you would get to launch them even if the launcher was destroyed in that turn).

I think this might be a good rules change.

I agree  :oops: .
This is one of the drawbacks when firing a plasma as a torp.

Marc

Re: Question about RA Plasma Torpedoes

cricket wrote:
bcantwell wrote:

I might experiment with allowing the torps to be launched as part of the weapons fire phase (i.e. you would get to launch them even if the launcher was destroyed in that turn).

I think this might be a good rules change.

I set up the second fight from above (2x WE, 1x BH vs 1x CA, 1x FF, 1x BFF) again last night and tried it out with plasma launchers able to place torps during regular shooting.  Again, I tried only using the torps as seekers (and with my torp rules - Same sizes, speed 9, ACC 4+, Dam 2).  This game played out much closer.  Three times in the game one of the light Romulan ships was destroyed by Federation fire, but was able to put their torp on the table instead of losing it.  The first (an R) was directed at the FF (only target in arc), which suffered some engine damage.  Despite a favorable Emergency Thrust roll, the torpedo was just able to chase down the fleeing frigate and scored several hits and finished off the ship.  Later the battlehawk decloaked in front of the Fed CA.  Phaser fire from the BH dropped the FP shield and damaged the CA's engines, leaving it with only three engine power.  The BH dropped it's pair of G torps before disappearing under 3 overloaded photon torpedoes.  The fed cruiser could not run. but turned to present a full strength shield to the oncoming torps.  The Romulans rolled badly and only scored 3 of a possible 8 hits, all of which were absorbed by the Fed's shields.  The last War eagle decloaked and found itself at point blank range head on to the Battle Frigate.  Again the phaser fire damaged the Fed's engines while the War Eagle was crushed beneath the return phasers and a pair of OL Photons through the shield, but not before the big R torp was on the map and targeting the BFF.  The Frigate attempted Emergency Thrust, with disasterous results (3 ones and no successes) and could only fly slowly and take the hit on an up shield.  4 hits got through (Dam 2 each the way I've been playing it) and the BFF was swallowed in plasma - but I rolled six even numbers on 8 dice and although the ship was stripped of all engines, it was intact.

So in this interation, the Romulans still lost, but by being able to at least launch their torpedoes, were able to inflict damage and the Feds certainly limped away with both of the remaining ships below half hull and with the Frigate engineless and sporting a -3 Engine Rating.

Sample Size of 1 doesn't mean a lot, but I liked the feel of that game a lot better.  The Romulans didn't feel nearly as crippled and I could see that in this case there was a viable choice to make between setting up to bolt or launch torps.  I currently have the torps set to do about twice the average damage of against an unshielded target than the bolts do, but firing the torp does give the enemy a chance to accelerate away (especially using the Emergency Thrust rule, which adds some drama in that "Scotty, I need warp power now or we die" sort of way). 

The last experiment I'd like to look at is ACC 4+, Dam 2 versus ACC 2+, Dam 1.  Both put approximately the same average damage on the target, so don't know if there is much difference that would be noticable without running it a bunch of times so that you saw the high and low jackpots of the ACC 4+, Dam 2.

Re: Question about RA Plasma Torpedoes

madpax wrote:
cricket wrote:
bcantwell wrote:

I might experiment with allowing the torps to be launched as part of the weapons fire phase (i.e. you would get to launch them even if the launcher was destroyed in that turn).

I think this might be a good rules change.

I agree  :oops: .
This is one of the drawbacks when firing a plasma as a torp.

Marc

In my limited experience, it is the main drawback.  Getting zero damage from you heavy weapon is a killer, especially if you lose it due to some fluky long range shot.

Re: Question about RA Plasma Torpedoes

cricket wrote:
bcantwell wrote:

I might experiment with allowing the torps to be launched as part of the weapons fire phase (i.e. you would get to launch them even if the launcher was destroyed in that turn).

I think this might be a good rules change.

I like this too, not just because it makes it more likely for you to actually fire a torpedo, but it makes it "feel" less like a seeker flight and more like the hybrid system it is.
Erik