[Script] - Logain Industries Capital Ship Energy Cell Generator (CSecG) v2 12/09/2010
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[Script] - Logain Industries Capital Ship Energy Cell Generator (CSecG) v2 12/09/2010
Logain Industries Capital Ship Energy Cell Generator (CSecG)
Introduction:
Logain Industries are developing an Energy Cell generator for Capital class Ships (CSesG)
Logain Industries engineers calculated that 99% of the time Capital ships used less than 50% of their overall energy producing capabilities, the CSesG integrates with and monitors the ships Shields and uses any surplus to generate Energy Cells. The smart monitoring will place the CSesG module into passive mode when the ships energy is required for Shield regeneration.
Current Version:
CSecGv2
Technical Info:
Text Page: 9914
Command Slots:
COMMAND_TYPE_SPECIAL_55
Download:
CSecGv2
via Google Code
Install of script files:
Use Plugin Manager by Cycrow Link to install the script .spk file Beta V1.30 (RC1) or greater.
Required script files:
Ware Manager by Cycrow Link
Thanks
Big thanks to StormMagi for providing ftp access and hosting for my mods
Guide:
The CSecG Menu is accessed via the ship Special command Menu.
The command will only be available to Capital sized ships (TM and above) with a Energy Cell Generator equipped.
The amount of Energy Cells produced is based on the ships power generator, the time per cycle is based on the ships class.
There are two commands
Energy Cell Generator: On/Off
Energy Cell Cap: The amount of E-Cells the generator will produce.
The Generator will monitor shield levels and go inactive if the shields are recharging.
The script adds Energy Cell Generator as a new ware to Equipment Docks for each of the main races.
LA
Introduction:
Logain Industries are developing an Energy Cell generator for Capital class Ships (CSesG)
Logain Industries engineers calculated that 99% of the time Capital ships used less than 50% of their overall energy producing capabilities, the CSesG integrates with and monitors the ships Shields and uses any surplus to generate Energy Cells. The smart monitoring will place the CSesG module into passive mode when the ships energy is required for Shield regeneration.
Current Version:
CSecGv2
Technical Info:
Text Page: 9914
Command Slots:
COMMAND_TYPE_SPECIAL_55
Download:
CSecGv2
via Google Code
Install of script files:
Use Plugin Manager by Cycrow Link to install the script .spk file Beta V1.30 (RC1) or greater.
Required script files:
Ware Manager by Cycrow Link
Thanks
Big thanks to StormMagi for providing ftp access and hosting for my mods
Guide:
The CSecG Menu is accessed via the ship Special command Menu.
The command will only be available to Capital sized ships (TM and above) with a Energy Cell Generator equipped.
The amount of Energy Cells produced is based on the ships power generator, the time per cycle is based on the ships class.
There are two commands
Energy Cell Generator: On/Off
Energy Cell Cap: The amount of E-Cells the generator will produce.
The Generator will monitor shield levels and go inactive if the shields are recharging.
The script adds Energy Cell Generator as a new ware to Equipment Docks for each of the main races.
LA
Last edited by Logain Abler on Mon, 25. Apr 11, 14:32, edited 19 times in total.
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- apricotslice
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- apricotslice
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this will be quite useful for MPM....
is there a way to make the "energy ship" transfer automatically the cells on the "fab ship"?
p.s. I'd suggest to make this not work if the ship has MPM too... the fluff-stuff-machinery uses up the "surplus" energy required for this to work... just to dont' make self-powered fab-ships.
is there a way to make the "energy ship" transfer automatically the cells on the "fab ship"?
p.s. I'd suggest to make this not work if the ship has MPM too... the fluff-stuff-machinery uses up the "surplus" energy required for this to work... just to dont' make self-powered fab-ships.
Trade, Fight, Build, Think, Modify.
Ship Rebalance Mod
OOS Rebalance
Resized Aldrin Big Rock
SIDE/TOP/FRONT Ship Size Comparison
Remember young Padawan: money stolen can be, time cannot.
Ship Rebalance Mod
OOS Rebalance
Resized Aldrin Big Rock
SIDE/TOP/FRONT Ship Size Comparison
Remember young Padawan: money stolen can be, time cannot.
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I see you point, but this wont be a mobile SPP type deal, the E-Cells will be generated a to slow a pace to support production.someone else wrote:this will be quite useful for MPM....
is there a way to make the "energy ship" transfer automatically the cells on the "fab ship"?
p.s. I'd suggest to make this not work if the ship has MPM too... the fluff-stuff-machinery uses up the "surplus" energy required for this to work... just to dont' make self-powered fab-ships.
LA
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balancing between "support production" and "having enough cells for jumps" can be quite hard... if you place a restriction you can balance only the latter.
anyways how much cells/hour will produce this?
anyways how much cells/hour will produce this?
Trade, Fight, Build, Think, Modify.
Ship Rebalance Mod
OOS Rebalance
Resized Aldrin Big Rock
SIDE/TOP/FRONT Ship Size Comparison
Remember young Padawan: money stolen can be, time cannot.
Ship Rebalance Mod
OOS Rebalance
Resized Aldrin Big Rock
SIDE/TOP/FRONT Ship Size Comparison
Remember young Padawan: money stolen can be, time cannot.
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Capital Ship Energy Cell Generator v1 Beta released 09/08/2009
Logain Industries Capital Ship Energy Cell Generator (CSecG) v1 Beta Released.
See OP for details.
LA
See OP for details.
LA
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I have an idea .
Why not base the number of Ecells produced on the laser (and shield?)recharge rate of the ship the generator's on. After all it stands to reason that a more powerful laser generator can provide more energy when needed. I don't know how easy it'd be to script but it would certainly make matters interesting (and we'd see Split/Terran ships zooming all over the place with massive Ecell reserves...).
Why not base the number of Ecells produced on the laser (and shield?)recharge rate of the ship the generator's on. After all it stands to reason that a more powerful laser generator can provide more energy when needed. I don't know how easy it'd be to script but it would certainly make matters interesting (and we'd see Split/Terran ships zooming all over the place with massive Ecell reserves...).
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Yes, I've thought of that and it's easy to do. It will be on the next update with a feature to boost the shields and/or lasers from the CSesG E-Cells.imperium3 wrote:I have an idea .
Why not base the number of Ecells produced on the laser (and shield?)recharge rate of the ship the generator's on. After all it stands to reason that a more powerful laser generator can provide more energy when needed. I don't know how easy it'd be to script but it would certainly make matters interesting (and we'd see Split/Terran ships zooming all over the place with massive Ecell reserves...).
I'll get around to it but it's on the back burner at the moment.
Have FDN to get ready (the best I can) for the X-SUPERBOX, the next update to MPM which includes new production complexes, oh and real life
LA
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