[SCRIPT] Slipstream Drive V1.10 : Updated 09/06/2009
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doesn't seam to work with the newest version of emp-x tries to create the ware using "ZA_EMP_13213_BLANK_WARE_CUSTOM17_16"
i have modifed 2 entries of it in the scripts "setup.cycrow.slipstream" and "plugin.slipstream.start" to change the ware entry to "ZA_EMP_13233_BLANK_WARE_CUSTOM19_16"
however in the entry to that ware in emp-x's TwareT file requires that you have 1000000 notoriety thus displaying a readtext25-111 error and not letting you buy the ware. to fix this you need to change the notoriety to 350000(highest rank)using x3 editor 2.
[ external image ]
i have modifed 2 entries of it in the scripts "setup.cycrow.slipstream" and "plugin.slipstream.start" to change the ware entry to "ZA_EMP_13233_BLANK_WARE_CUSTOM19_16"
however in the entry to that ware in emp-x's TwareT file requires that you have 1000000 notoriety thus displaying a readtext25-111 error and not letting you buy the ware. to fix this you need to change the notoriety to 350000(highest rank)using x3 editor 2.
[ external image ]
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hate to say this cause I use quite a few scripts from you cycrow and they generally work out fine, but damn this one sucks and is broken as fook lol.
Even when I got it to run(3 times exactly, then it would just error out), it would shoot me off in random directions not at the direction I was pointing, and the worst part about it, is if it's a failed launch, it still zaps you of your energy reserves, like "oh no a space fly was in the way *panic*" just like when SETA will stop when they run into your ship when you're sitting in a spot churning forwards in time.
I noticed it works on the basic principle as your advanced thruster, which works fine(granted it is no where smooth while using it cause of how it works, but that's not your fault, it's egosofts for not doing newtonian physics in the game to start with).
Even when I got it to run(3 times exactly, then it would just error out), it would shoot me off in random directions not at the direction I was pointing, and the worst part about it, is if it's a failed launch, it still zaps you of your energy reserves, like "oh no a space fly was in the way *panic*" just like when SETA will stop when they run into your ship when you're sitting in a spot churning forwards in time.
I noticed it works on the basic principle as your advanced thruster, which works fine(granted it is no where smooth while using it cause of how it works, but that's not your fault, it's egosofts for not doing newtonian physics in the game to start with).
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I don't mean to be picky but physically the explanation doesn't make a whole lot of sense. It sounds like youre implying that the SSD is cavitating space as certain submarines/torpedoes do through water to travel at a higher velocity.
The problem is that cavitation is based on reducing drag forces while traveling through a viscous medium, but space is in vacuum so there is already no medium producing drag forces on, say, a space ship and by extension no medium through which to cavitate.
Fundamentally, there are no drag forces in space so velocity is not really dependent on engine "horsepower", but rather on total energy output, specifically meaning that a desirable spaceship engine is not one that has a high set power output, but one that can continuously output increasingly more energy over a longer period of time.
The reason you want an engine like this is because there are no drag forces (I know I keep saying this but its really the key to the entire explanation), and therefore acceleration is not limited by the medium but by relativistic forces which aren't important except at exceedingly high velocities, of order 98-99% the speed of light (3000000000m/s). For, as we all know, it takes no force to maintain a constant velocity, but it takes force to increase velocity, or accelerate.
So In air, in water, in honey, you want an engine that can accelerate against drag and maintain a high velocity through the medium; while in space you want an engine that can constantly accelerate a vehicle simply against its own mass and never worry about achieving some specific velocity.
SO perhaps a better name for this drive would be the Ripgate manipulator which takes advantage of the fact that space is folded over on itself and travels between the layers to effectively shorten the distance to a given destination; or the High Impact Ion Pulse drive which opens hydrogen collectors and electromagnetically accelerates them to 2/3s the speed of light to give your spacecraft a relativistic speed boost.
But I digress.....
The problem is that cavitation is based on reducing drag forces while traveling through a viscous medium, but space is in vacuum so there is already no medium producing drag forces on, say, a space ship and by extension no medium through which to cavitate.
Fundamentally, there are no drag forces in space so velocity is not really dependent on engine "horsepower", but rather on total energy output, specifically meaning that a desirable spaceship engine is not one that has a high set power output, but one that can continuously output increasingly more energy over a longer period of time.
The reason you want an engine like this is because there are no drag forces (I know I keep saying this but its really the key to the entire explanation), and therefore acceleration is not limited by the medium but by relativistic forces which aren't important except at exceedingly high velocities, of order 98-99% the speed of light (3000000000m/s). For, as we all know, it takes no force to maintain a constant velocity, but it takes force to increase velocity, or accelerate.
So In air, in water, in honey, you want an engine that can accelerate against drag and maintain a high velocity through the medium; while in space you want an engine that can constantly accelerate a vehicle simply against its own mass and never worry about achieving some specific velocity.
SO perhaps a better name for this drive would be the Ripgate manipulator which takes advantage of the fact that space is folded over on itself and travels between the layers to effectively shorten the distance to a given destination; or the High Impact Ion Pulse drive which opens hydrogen collectors and electromagnetically accelerates them to 2/3s the speed of light to give your spacecraft a relativistic speed boost.
But I digress.....
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Thanks for that TEMO.
And I do have a question. If you change it in the script editor does it change it in the .spk file? I don't think it would, so it'll be better to edit that correct?
It's actually plugin.slipstream.run, not plugin.slipstream.start. I found it and did the same you did and it does run better. I'm going to take another step and cut off the collision safeties and see if I can handle the power.First, thanks to Cycrow for all his scripts.
I’ve opened plugin.slipstream.start.xml for editing and changed the red highlighted variable shown below from $z to $y. bingo... it works.
i have zero scripting experiences; but it seems logic to me that y = y
since when y = z !!!
pretty sure it's a typo. i roughly understand the code, but i have no clue what is this section means or do.
seriously Cycrow; what is this $moveAmt?!
incase of something wrong with the above img.
the line# i'm talking about is 099
And I do have a question. If you change it in the script editor does it change it in the .spk file? I don't think it would, so it'll be better to edit that correct?
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The .spk needs to be editted.Maxces C Covert wrote:Thanks for that TEMO.
It's actually plugin.slipstream.run, not plugin.slipstream.start. I found it and did the same you did and it does run better. I'm going to take another step and cut off the collision safeties and see if I can handle the power.First, thanks to Cycrow for all his scripts.
I’ve opened plugin.slipstream.start.xml for editing and changed the red highlighted variable shown below from $z to $y. bingo... it works.
i have zero scripting experiences; but it seems logic to me that y = y
since when y = z !!!
pretty sure it's a typo. i roughly understand the code, but i have no clue what is this section means or do.
seriously Cycrow; what is this $moveAmt?!
incase of something wrong with the above img.
the line# i'm talking about is 099
And I do have a question. If you change it in the script editor does it change it in the .spk file? I don't think it would, so it'll be better to edit that correct?
Another one bites the dust!!
DarthVain
DarthVain
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slipstream drive. . .
the slipstream drive cycrow talks about reminds me of the transwarp drive on StarTrek, it works with the transporter system teleporting your whole ship in front of you constantly as you are warping through space. therefore the blinking effect from one location to the next.
what do you think,
Cheetahhawk
what do you think,
Cheetahhawk
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Slipstream Drive
I am new to the scripts, well, the whole game really. Anyway, I've installed the Plugin Manager Lite (V1.40 Beta 13). I have installed the Slipstream Drive Script.
How do I use it? Do I have to purchase something in an equipment dock? I do not see this as a configurable option in the game control settings.
Thanks for any help, like I say, still trying to figure this out. So far, this seems amazing.
How do I use it? Do I have to purchase something in an equipment dock? I do not see this as a configurable option in the game control settings.
Thanks for any help, like I say, still trying to figure this out. So far, this seems amazing.
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Hey Cycrow, you seem to do some damn good scripts. Thanks for them.
2 questions, if you don't mind:
1 - Have you fixed this SSD? From what I've read, it has some bugs, which you mentioned you'd fix but haven't posted in over a year about it.
2 - I haven't done any scripting for this game myself, but was trying to clean up some typos in some scripts and decided to try to learn how they work. That seems to be difficult without a list of the base syntax & commands. Where would I find that info to try writing my own scripts? How did you learn to script this game?
Adding in hotkeys for game functions seems like it'd be much easier than creating your own objects/items or improving marines.
2 questions, if you don't mind:
1 - Have you fixed this SSD? From what I've read, it has some bugs, which you mentioned you'd fix but haven't posted in over a year about it.
2 - I haven't done any scripting for this game myself, but was trying to clean up some typos in some scripts and decided to try to learn how they work. That seems to be difficult without a list of the base syntax & commands. Where would I find that info to try writing my own scripts? How did you learn to script this game?
Adding in hotkeys for game functions seems like it'd be much easier than creating your own objects/items or improving marines.
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arg, got a problem, To use the slipstream drive, i have to have EMP installed,
However, if I have EMP installed, Cycrow's Advanced Jumpdrive doesn't work properly.
Arg, decisions, decisions.
Cycrow, maybe you could make it so it runs off of the EMP that's in the plugin manager, so I could use both.
Also as kind of an aside, if Egosoft ever does make a Multiplayer X.
They have both of your scripts to make it really kick butt.
use your "slipstream drive" as the new SETA,
And your advanced jumpdrive would make for some killer fleet battles. all BSG style and such.
-Æ
However, if I have EMP installed, Cycrow's Advanced Jumpdrive doesn't work properly.
Arg, decisions, decisions.
Cycrow, maybe you could make it so it runs off of the EMP that's in the plugin manager, so I could use both.
Also as kind of an aside, if Egosoft ever does make a Multiplayer X.
They have both of your scripts to make it really kick butt.
use your "slipstream drive" as the new SETA,
And your advanced jumpdrive would make for some killer fleet battles. all BSG style and such.
-Æ
[ external image ]
"I suppose I could part with one and still be feared."
"I suppose I could part with one and still be feared."
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Trying to get the Slipstream Drive to work, I have for the first time edited the files inside of X3. With that said, I have made the Slipstream Drive able to be bought at the split equipment dock, by fixing errors in the programming.
The setup.cycrow.slipstream.xml has a error in the game script viewer.
It reads ZA_EMP_BLANK_WARE_CUSTOM17_16 I had to change this to ZA_EMP_13233_BLANK_WARE_CUSTOM19_16 to match the emp2.7 script. I also changed in game the $y = $z to $y = $y as mentioned above. After the ware name was reading correctly I noticed the Split ReadText25-111 error. The readtext 25-111 is calling the page ID 25 and its sub ID 111. I noticed it only went up to 110 for the highest reputation. From what I realized it was the EMP2.7 and ware manager mod/scripts that was making the error. EMP2.7 has the reputation at 1000000 which from what I can tell is the highest you can have, but the ware manager is somewhere, in the programming, increasing the value of that higher, above 1000000.
Soooo... using X3 Editor2 I changed the EMP2.7 file, ID=19_16, rep requirement to 333333 (maybe 999999 might work? I have not tried it). Yes that doesn't make you have the highest rep with Split but mine is already maxed, but I just wanted the damn thing to work.
Also, look through the rest of the Slipstream Drive scripts in game for any of the 17_16 codes and change them appropriately.
So please Cycrow or who ever knows more about the scripting please fix the emp2.7 and or ware manager to fix the requirement for max rep.
BTW... ZA_EMP_BLANK_WARE_CUSTOM1_16 through 20_16 have the rep requirement to 1000000.
The setup.cycrow.slipstream.xml has a error in the game script viewer.
It reads ZA_EMP_BLANK_WARE_CUSTOM17_16 I had to change this to ZA_EMP_13233_BLANK_WARE_CUSTOM19_16 to match the emp2.7 script. I also changed in game the $y = $z to $y = $y as mentioned above. After the ware name was reading correctly I noticed the Split ReadText25-111 error. The readtext 25-111 is calling the page ID 25 and its sub ID 111. I noticed it only went up to 110 for the highest reputation. From what I realized it was the EMP2.7 and ware manager mod/scripts that was making the error. EMP2.7 has the reputation at 1000000 which from what I can tell is the highest you can have, but the ware manager is somewhere, in the programming, increasing the value of that higher, above 1000000.
Soooo... using X3 Editor2 I changed the EMP2.7 file, ID=19_16, rep requirement to 333333 (maybe 999999 might work? I have not tried it). Yes that doesn't make you have the highest rep with Split but mine is already maxed, but I just wanted the damn thing to work.
Also, look through the rest of the Slipstream Drive scripts in game for any of the 17_16 codes and change them appropriately.
So please Cycrow or who ever knows more about the scripting please fix the emp2.7 and or ware manager to fix the requirement for max rep.
BTW... ZA_EMP_BLANK_WARE_CUSTOM1_16 through 20_16 have the rep requirement to 1000000.
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- Joined: Wed, 15. Sep 10, 13:09
Well i've came to a strange thingy. I belive it is not designed for AP anyway but for some reason it sometimes works (could be bought and so on) and sometimes not (ZA_EMP_WARE...). And this doesn't depend on scripts installed as it happens with exactly the same script/mod setup.
Wonder if there is any chance this won't be considered necro and if the script will be updated?
If not - maybe it should be moved to "no longer supported" section of the library not to cause disturbances in space-time continum?
Wonder if there is any chance this won't be considered necro and if the script will be updated?
If not - maybe it should be moved to "no longer supported" section of the library not to cause disturbances in space-time continum?
Haste-whip TrixX!
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Cycrow has this been updated, or if not, will it work correctly with the latest TC version as of 12-10-2012?
I ask, as a few posts back, I read where you said it hadn't been updated as yet, but that was sometime ago. I used your "advance jumpdrive" back in X3R, and I just installed your TC version for X3TC, but this script sounds awesome, as in sector travel can take a long time, even using SETA.
Thanks Cycrow!
I ask, as a few posts back, I read where you said it hadn't been updated as yet, but that was sometime ago. I used your "advance jumpdrive" back in X3R, and I just installed your TC version for X3TC, but this script sounds awesome, as in sector travel can take a long time, even using SETA.
Thanks Cycrow!
Reputation is made in a moment character, however, comes from a lifetime of choices.
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I installed this on my Nova through the cheat menu to test it and I am getting a malfunction warning and shutdown.
The Slipstream drive drains all power on activation and then shutsdown. Maybe the Nova can't run it, but there is no advisory of this limitation to the drive. I also tried activating unlimited Laser Power, but this still causes the energy to drain and then refresh a tenth of a second later.
Is this a bug or working as intended?
The Slipstream drive drains all power on activation and then shutsdown. Maybe the Nova can't run it, but there is no advisory of this limitation to the drive. I also tried activating unlimited Laser Power, but this still causes the energy to drain and then refresh a tenth of a second later.
Is this a bug or working as intended?
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Slipstream Drive 2
[ external image ]
Slipstream Drive 2.02
I made a few changes to this great script:
Installation
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- DO NOT INSTALL EMP.
- Most Users: Install with the Plugin Manager for custom ware support.
- XRM Users: May not require PM. (Please give feedback on this).
- Ware Manager is optional.
- Optional: Manual installation (does not use custom ware).
History
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v2.02 (2013-06-14)
- Added logging of reasons for drive to quit. May help players who are having trouble using the drive (but only if you actually post your log!).
Log file is: %USERPROFILE%\Documents\Egosoft\X3AP\log09606.txt
v2.01 (2013-06-11)
- Fixed ware spawned in derelict.
- Attempt to identify ware conflicts. If a conflict is detected, then the script will use Navigation Command Software.
.
[ external image ]
Slipstream Drive 2.02
I made a few changes to this great script:
- Travel long distances in a short burst of very high speed (thousands of kps).
- Steering Disabled; acceleration and deceleration are slow. You can rotate your ship while in Slipstream, but it will continue to move in the same direction that you began with.
- Because of the slow deceleration, you have to plan in advance, and turn off the Slipstream well before you reach your destination.
- Be careful about objects in the path of your slipstream. You could re-enter normal space inside of a gate or asteroid!
- Nearby objects may cause your ship to "bounce" out of slipstream. If that happens, you may go off course. Possibly far off course.
- Laser power is reduced to zero while in the slipstream, and Shield energy is greatly reduced (the amount depends on the class of the ship). Laser and Shields continue to remain low during the cooldown period after the drive stops.
- Optional: Can be installed manually (uses Navigation Command Software if you install manually).
- Install with Plugin Manager to use custom ware. If installation fails, then the script will work anyway (use Navigation Command Software if custom ware does not work).
Installation
-------------
- DO NOT INSTALL EMP.
- Most Users: Install with the Plugin Manager for custom ware support.
- XRM Users: May not require PM. (Please give feedback on this).
- Ware Manager is optional.
- Optional: Manual installation (does not use custom ware).
History
----------
v2.02 (2013-06-14)
- Added logging of reasons for drive to quit. May help players who are having trouble using the drive (but only if you actually post your log!).
Log file is: %USERPROFILE%\Documents\Egosoft\X3AP\log09606.txt
v2.01 (2013-06-11)
- Fixed ware spawned in derelict.
- Attempt to identify ware conflicts. If a conflict is detected, then the script will use Navigation Command Software.
.
Last edited by DrBullwinkle on Sat, 15. Jun 13, 00:06, edited 11 times in total.
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Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
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