[SCRIPT] Afterburner MK1/MK2 V1.32 : Updated 17/07/2006
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[SCRIPT] Afterburner MK1/MK2 V1.32 : Updated 17/07/2006
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Name: X3 Afterburner
Version: V1.32
Author: Cycrow
Updated: 17/07/2006
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Now part of the Bonus Pack, Download Removed
To install the script package file, you need the X3 Script Installer from Here
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V1.32
* Improved Activation of auto afterburner
* Turns of afterburner when going into a new sector
V1.31
* Fixed registering of manual hotkey
V1.30
* Made afterburn more friendly for non player ships
* Added manual afterburn command.
V1.20
* Added shield usage to afterburner when no energy
* Fixed distance to station, so wont activate if too close
V1.10
* Added use of space flies
* Added Afterburn MK2
* Increased time you can run the afterburner for
* Added start and stop sounds
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This script adds two available upgradesfor you ship
The MK1 Afterburner: Allows a small ship ship to travel faster while its activated.
The Mk2 Afterburner: Allows a capitol class ship (TL/M2/M1) to travel faster while its activated.
* The MK1 wont work on the capitol ships, and the MK2 wont work on small class ships.
1. Using Afterburner
To use the afterburner, you must first purchase the upgrade, available from Split Equipment Docks.
With this installed, you then use an assigned hotkey to turn on and turn off the afterburner, the hotkey
must be assigned before you can use it.
Pressing the hotkey once will activate it, and pressing it again will turn it off.
2. Assigning Hotkey
In the controls options, you goto the Interface tab, and near the bottom you will find a section called Extensions
The hotkey for Afterburn will be in this section, just assign a key to it like you would any other control.
There are 2 hotkeys to assign, manual, and auto afterburner.
the manual afterburner will not engage the autopilot and you have to manually increase the speed.
3. Energy Required
MK1 Afterburner:
The afterburner requires 5 energy cells to start up and 1 every few seconds to keep running
The afterburner will only activate if theres at least 10 energy cells in the cargo hold
It will also work with just 1 spacefly, the spacefly will power up the afterburner as well as maintain it so no additional energy is required
MK2 Afterburner:
The MK2 requires 50 energy cells to start up and uses 5 every few seconds to keep running
The MK2 will only activate if theres at least 100 energy cells available
The MK2 can also use spaceflies, but requires 5 to activate, and doesn't require any additional energy to run
* if no energy is available, it will divert your shields energy into the afterburner to use
4. Notes
* The afterburn will not engage if your too close to a station.
* When the afterburner is enabled, the autopilot will activate and fly you in a straight line until u've
reached maximum speed.
* The afterburner will deactivate after a certain time of use. It can be reactivated again straight away
at the cost of an additional start up energy cells
5. Future Versions
* Adding enemy craft to use the afterburner in battle
* Add ability for your wingman to use the afterburner
===========================================
Name: X3 Afterburner
Version: V1.32
Author: Cycrow
Updated: 17/07/2006
===========================================
Now part of the Bonus Pack, Download Removed
To install the script package file, you need the X3 Script Installer from Here
===========================================
V1.32
* Improved Activation of auto afterburner
* Turns of afterburner when going into a new sector
V1.31
* Fixed registering of manual hotkey
V1.30
* Made afterburn more friendly for non player ships
* Added manual afterburn command.
V1.20
* Added shield usage to afterburner when no energy
* Fixed distance to station, so wont activate if too close
V1.10
* Added use of space flies
* Added Afterburn MK2
* Increased time you can run the afterburner for
* Added start and stop sounds
===========================================
This script adds two available upgradesfor you ship
The MK1 Afterburner: Allows a small ship ship to travel faster while its activated.
The Mk2 Afterburner: Allows a capitol class ship (TL/M2/M1) to travel faster while its activated.
* The MK1 wont work on the capitol ships, and the MK2 wont work on small class ships.
1. Using Afterburner
To use the afterburner, you must first purchase the upgrade, available from Split Equipment Docks.
With this installed, you then use an assigned hotkey to turn on and turn off the afterburner, the hotkey
must be assigned before you can use it.
Pressing the hotkey once will activate it, and pressing it again will turn it off.
2. Assigning Hotkey
In the controls options, you goto the Interface tab, and near the bottom you will find a section called Extensions
The hotkey for Afterburn will be in this section, just assign a key to it like you would any other control.
There are 2 hotkeys to assign, manual, and auto afterburner.
the manual afterburner will not engage the autopilot and you have to manually increase the speed.
3. Energy Required
MK1 Afterburner:
The afterburner requires 5 energy cells to start up and 1 every few seconds to keep running
The afterburner will only activate if theres at least 10 energy cells in the cargo hold
It will also work with just 1 spacefly, the spacefly will power up the afterburner as well as maintain it so no additional energy is required
MK2 Afterburner:
The MK2 requires 50 energy cells to start up and uses 5 every few seconds to keep running
The MK2 will only activate if theres at least 100 energy cells available
The MK2 can also use spaceflies, but requires 5 to activate, and doesn't require any additional energy to run
* if no energy is available, it will divert your shields energy into the afterburner to use
4. Notes
* The afterburn will not engage if your too close to a station.
* When the afterburner is enabled, the autopilot will activate and fly you in a straight line until u've
reached maximum speed.
* The afterburner will deactivate after a certain time of use. It can be reactivated again straight away
at the cost of an additional start up energy cells
5. Future Versions
* Adding enemy craft to use the afterburner in battle
* Add ability for your wingman to use the afterburner
===========================================
Last edited by Cycrow on Fri, 13. Oct 06, 18:25, edited 10 times in total.
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- Posts: 263
- Joined: Sun, 23. Jan 05, 17:58
Instant acceleration, I agree, would cause damage to a non-support infrastructure. But ramped up acceleration would cause very little damage to the hull's integrity itself.
Look at NASA's ion drive which accelerates at a constant 1g/h-squared. Built on a test chassis far more frail than what is in the X universe and has very little structural fatigue.
Rather a stupid point on my part, considering this is nothing more than a game.
Look at NASA's ion drive which accelerates at a constant 1g/h-squared. Built on a test chassis far more frail than what is in the X universe and has very little structural fatigue.
Rather a stupid point on my part, considering this is nothing more than a game.
Cycrow
Thanks for the afterburner. Sound effects?
I was looking through the wav files for some sounds for the thief script which XxNeOXx is working on and started to list the noises that i could work out. Would it be useful to the scipters and modders to continue listing the different sounds and posting the list?
Edit
Could not download afterburner. I went to your homepage for it, is it hidden somewhere?
I did find something else (beatfusion) i'll have a go and tell you what i think.
Re edit
download crashed could not get back looks like your remaking your site.
Thanks for the afterburner. Sound effects?
I was looking through the wav files for some sounds for the thief script which XxNeOXx is working on and started to list the noises that i could work out. Would it be useful to the scipters and modders to continue listing the different sounds and posting the list?
Edit
Could not download afterburner. I went to your homepage for it, is it hidden somewhere?
I did find something else (beatfusion) i'll have a go and tell you what i think.
Re edit
download crashed could not get back looks like your remaking your site.
yeah it is 1.8million, as that one was on of the only avaialbe ware slots to usefurstukin wrote:Is it just me or does everyone'e afterburner cost roughly 1.8 million credits and show up as something like new_ware_sw_2_new_sw in the equipment dock? Beyond that it works great (if not a little too extreme on the max speeds ).
the product should show up as Afterburner MK1, if its showing up as the SS_NEW_WARE it most likly means the t file isn't loaded
EDIT: seems it wasn't loading the t file, it should be fixed now if you redownload
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- Posts: 622
- Joined: Mon, 7. Apr 03, 16:29
in a way, but it increases ur max speed quite considerable, instead of ur acceleration999-JAY-999 wrote:So this is an enhanced SUPER version of the BOOSTER (TAB) in a way ?
of course, your max speed only stays like that while the afterburner is activated
once you at max speed, you can steer and move around with it enabled, it will only deactivate when you press the hotkey or if you run out of energy.xalien wrote: Nice work, especially about that hotkey thing Thumb up .
A question: after reaching max speed can you change directions, or it would deactivate like SETA? Also, any info about speed gains for different ship classes?
I havn't tested all the classes for speed gain, but what it does is add a fixed number of tunings to your ship, so it really depends what effect the tunings have on the ship to how fast you will go
i might make a later version work differnetly for each ship class, but i will need to test the effect it has on each class first
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This is out done by the OVERTUNE option in my opinion.
As there are no major negative come backs (to my knowledge) with overtuning, I personally see it far better to utilise this method than the limited booster option... that will forever need fuelling with energy cells.
Hehehe unless you have any nasty surprises in store for the overtune fanatics like myself.
As there are no major negative come backs (to my knowledge) with overtuning, I personally see it far better to utilise this method than the limited booster option... that will forever need fuelling with energy cells.
Hehehe unless you have any nasty surprises in store for the overtune fanatics like myself.
System Spec :-
AMD Athlon(tm) 64 Duel 6000+ (3.01GHz)
Windows XP Home Ed. SP 3
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G9 RAZOR Mouse
AMD Athlon(tm) 64 Duel 6000+ (3.01GHz)
Windows XP Home Ed. SP 3
ATI Radeon HD 4850 (512)
Creative X-FI Soundard
2.00 GB of RAM
G9 RAZOR Mouse
Cycrow,
Not sure if you were around in the X-btf days, but there we had an afterburner as standard equipment. When using it, the entire ship was shaking, and shields were gradually decreasing, since it took away the energy. And when shields were down, the afterburner couln't be used again until you had some energy. Would it be an idea to use this feature instead of the hull being degraded in future versions?
Maybe two types; one that used energy cells and one that used ship's power, or one common where you could set this manually. Starting to get complicated I know...
Anyway, great idea with the afterburner!
Not sure if you were around in the X-btf days, but there we had an afterburner as standard equipment. When using it, the entire ship was shaking, and shields were gradually decreasing, since it took away the energy. And when shields were down, the afterburner couln't be used again until you had some energy. Would it be an idea to use this feature instead of the hull being degraded in future versions?
Maybe two types; one that used energy cells and one that used ship's power, or one common where you could set this manually. Starting to get complicated I know...
Anyway, great idea with the afterburner!