This script is based on milling_hordes's Advanced jumper for X2
I did a partial conversion, rewriting some things, adding some new
Basically you'll have 3 new ware that can be bought of Argon Eq.Dock
- Quantum Hyperbolic Drive
- Singularity Slope Tension Converter
- Singularity projector
It allows you to nullify the needs for E-cells
Quantum jump allows you to make fast travel in a sector at the expense of Energy Cells
Hyper jump allows you and the bunch of followers to do a precise point to point jump in another sector
- Subspace Displacement Drive (Jumpdrive)
The subspace displacement drive was the next logical step after the initial development of the first Jumpdrives. Designed by lead Boron Physicist Mi Ton, in conjunction with financial backing from Terracorp, and using plans donated by the Goners, the new drive system was capable of extrapolating and calculating the exact coordinates of any jump vector. Basing these off of the mass shadows of local starfields, the SDD could set a ship down right next to Argon One without a hitch. Unlike the old model jumpdrive, the Subspace Displacement Drive does not require the locations of gates to calculate near or far positions, and has much higher controlled accuracy over long range jumps. Part of this success was brought on by Julian Gardner, who's open ended jump into the Heart of Khaak space allowed Mi Ton to later trace the sensor logs he had installed in his Hydra to calculate the Jump Drive's exact effect on subspace. Other useful information sources that contributed to the development of the SDD were the wreckage from the Destroyed Khaak base in ore belt, as well as the flight record of Brennan's wrecked Dragon.
Due to the recent discover of earth and the need of precise traveling due to the Sol System not having the same gate technologies than the races of the X-Universe, Elena Kho supported by her daughter Saya as well the the Brennans put some pressure on the Goners so that the stock jumpdrive is now equipped with the subspace displacement software, however they couldn't do this without the support of the Navigation software MK1.
Both need to be present to be able to complete precise jump calculations.
- Quantum Hyperbolic Drive
The Quantum Hyperbola Subspace Anomaly Phase Shift Drive, 'Quantum Hyperbolic Drive' or in short, 'Quantum drive' was the third drive unit developed for achieving FTL velocities using Argon, Boron, and Goner technology. This new system took advantage of the gravitational distortions caused by the jump drive to create a relativity field that had a similar effect to a Jump Drive's displacement. However, instead of moving through subspace, the ship is phased in a constant stream of 'half jumps', not quite entering subspace, not quite leaving normal space. As the ship moves through this quantum hyperbolic space (which inspired the drive's name), it takes shortcuts between normal space positions, achieving displacement speeds greater than the speed of light by the second test. When sensor logs were recorded, the ship was never actually seen to physically move. No red shift was detected on the retreating test vessel. When Mi Ton explained how the system worked, he said to think of the ship as moving on a continuous serious of Quantum Hyperbolic paths, never moving from one point to another in normal space, but simply existing at each point separately before appearing at the next. The advantage of using such a drive system became obvious when one was test fitted to a Teladi M6 Osprey and used to intercept a pirate raiding party. The pirates were surprised completely when the slow Teladi monstrosity cleared half a sector in less than fifteen sezuras and cut them off five Kilometers from the south gate. During the entire transit, the crew manning the Osprey were completely aware of all changes going on, and were ready for the pirates the moment they returned to realspace without so much as having to reacquire.
- Augmentation of Quantum Hyperbolic Drive using Ecliptic Projector
When using the Quantum drive, calculations to maintain a safe and stable jump vector are done several times during each 'transition' and a course adjustment made in the direction of quantum hyperbolic dislocation. However, because the drive system showed a serious 'self location' error, the calculations tended to lead to misalignment in almost all quantum jumps. A test was performed by Mi Ton, in which he coupled the sensor calculation and positional projection systems in the Ecliptic Projector with those of the Quantum drive. In doing so, the system was able to more accurately plot a course to a destination by using the simulated Fixed Reference generated by the Ecliptic Projector. Since the Projector was a functional stand alone piece of technology, and coupling was a simple task, no redesign for the Quantum Hyperbolic Drive alone was done. Instead, the E.P. was designated as a major part of the 'Quantum jump' system that involved the combined use of all the drive systems.
- Singularity Slope Tension Converter
With these new FTL capable transit systems going into operation, it became appearant to Elena Kho that keeping them supplied with the Energy Cells needed would become a severe financial problem, even before she took into account the crystal shortage mounting throughout the known galaxy. So she went to Mi Ton again and asked if there was any possible way to get around it, even cut down on the power needed. Mi Ton theorized that there might just be a way. As had been seen, every use of the Jumpdrive and Subspace Displacement Drive unleashed a graviton shockwave on both ends. Mi Ton thought that there was a possibility that the gravitational effects used to generate the field could be kept powered by channeling gravity waves into the subspace distortion in the same way the distortion introduced the waves into realspace. All eyes turned to the SETA device. A standard component on almost all starships. The SETA produced a micro singularity, with a gravitational distortion similar in power to even the longest of jumps, only over a period of time. In a few mozuras, Mi Ton in cooperation with the Paranid mathematician and Priest Duke Isosocleslaut, managed to develop a device that would channel this excess energy from the SETA into the new drives. It was a stunning success. The new system was named the Singularity Slope Tension Converter, as it completely nullified the gravitational slope generated by the Singularity that was produced in the SETA. It could power a ship's jump systems without any requirement for anything more than the primary onboard power systems.
Thus introducing the limit of this technology, the SSTC couldn't enlarge the range of what a ship is capable of from stock.
- Singularity Projector
After the Development of the subspace Displacement Drive now integrated in standard jumpdrives... the Engineering experts who developed the jump concept studied the existing gate network. Applying the principles of the Subspace displacement drive to the theories behind Jump Gates... it was possible to create a semi-stable projection of the jump field. The power required to sustain a continuous projection however, proved to be a major problem for Mozuras until a way to use a mass body as an anchor for the field was conceptualized. This new jump field required two high mass anchor points, tied together by a resonating jump field programmed to exact coordinates. The power needed to maintain a two directional, stable, gate, was reduced to levels near what normal Jumpdrives required. Thus, the new mobile Jumpgate Projectors were created. These devices had to be installed on large ships, due to the need for a mass to anchor from, and can only be used on TLs, M7s, M2s, or M1s. Once a gate link is established, neither ship on either end of the Mobile Gate can move, or risk 'tunnel' collapse.
As the technology was refined, it was possible to create simulated projections of actual jumpgates, to help identify the actual jump field a vessel must fly through. As far as ships passing through Mobile gates, they have no difference to that of a standard gate. However, for the anchor ships, both ends must maintain a constant 'lock' by adjusting resonance to account for even the smallest disturbance. Unlike real jumpgates, which seem to maintain gate integrity despite being moved about quite a bit. It is also noted that before the gate can be generated, the PRECISE coordinates of the opposing anchor must be known, and a precise timing function must be established by both end's computers to synchronize the generators. All of which occurs during the charging phase which takes roughly 45 seconds.
Upon closing those temporary wormhole produce a big flash due to the release of graviton waves that disturb the actual space-time but engineers managed to control it so that no harm is done to the neighboring, however you may see thing from different reality for a brief moment.
- Hyperjump (Navigation Menu)
Navigation Software Mk1
Singularity Slope Tension Converter (optional): Hyperjump will cost no E-Cells if Singularity Slope Tension Converter is installed on ship
- Quantum jump (Navigation Menu)
Quantum Hyperbolic Drive
Navigation Software Mk1
Singularity Slope Tension Converter (optional): Quantumjump will cost no E-Cells if Singularity Slope Tension Converter is installed on ship
Ecliptic Projector (Option: Makes the Quantum jump significantly more accurate).Not present is stock TC
you can get a script to get it back here: Ecliptic Projector German thread
- AutoDrive (Additional ship commands)
Navigation Software Mk1
and any necessary upgrade for jump
All of the new upgrades may be found at the Argon Equipment Dock in the sector Argon Prime, as well as other Argon Equipment Docks scattered throughout the galaxy.
- The Hyperjump command:
Small video of a small 50 ships jumping at once (no casualties!!)
This command allows a ship and all of its followers (if wanted by the player) to use its jump drive to appear at any position in any known sector.
If a Singularity Slope Tension Converter is installed, the Hyperjump will cost no E-Cells, for convenience's sake (if you can afford these upgrades, you'll see that the price more than makes up for the "free" jumps).Although jump range capabilities isn't enlarged
The hyperjump command is also available for wings, find it in your wing navigation console
Note: When hyperjumping massive fleet wait for Betty to acknowledge your command before doing something else, massive jumping needs every ship doing proper calibrations to not collide You've been warned
- The Quantum jump command:
Small demo on how to travel big sectors in a second:
This command allows a ship to use its Quantum hyperbolic drive to very rapidly cross space in its current sector. The cost to Quantum jump is 1 E-Cell per 20 kilometers traveled.
Warning: Quantum jumping near or through the gravity wells of other solid objects may cause your ship to return to normal space (stop in mid-jump).
Warning: Quantum jumping is possible without the Ecliptic Projector installed, but this will result in the jump being somewhat inaccurate.
Ecliptic projector is not available in Vanilla TC however you can get it as a script here:Ecliptic Projector German thread
If a Singularity Slope Tension Converter is installed, the Quantum jump will cost no E-Cells, for convenience's sake (if you can afford these upgrades, you'll see that the price more than makes up for the "free" jumps).
If an Ecliptic Projector is installed, the Quantum jump will be completely accurate.
The quantum jump command is also available for wings, find it in your wing navigation console
- The Autodrive command:
This ship command runs in one of the additional ship command slots. When it detects that the ship's target is either very far away or that the target is in another sector, it attempts to Hyperjump or Quantumjump the ship, respectively.
This works for "follow", "dock at", "protect" and "fly to sector" commands, and even trading commands (I should note that when traders use this command, it only really successfully works with either E-Cell traders or traders equipped with the SSTC, since a trader that fills up its cargo bay is unable to load the temporary E-Cells it needs to perform the Quantumjump).
- The Project Warpgate Command:
Small demo linking Bluish Snout far east to Argon Prime
This command causes a (TL, M7, M1, or M2) ship equipped with the Singularity Projector to stop in its tracks and generate a semi-permanent Warpgate between itself and another ship equipped with the Singularity Projector upgrade.
If you are in the same sector as one the gate ship, that same gate ship will try to point itself toward the future warpgate ( so you have a idea where it will be (about 10km away from the gate ship, depending on the size). However the "normal" entry/exit that NPC and AI controlled ship will use is the opposing side the gate ship is positioned/facing, this is to avoid collision between ship getting in or out of the gate and the gate ship.
The warpgate remains in effect as long as both ships perform no other "Main" actions and the warpgate is fed with energy.
Ships with the Project Warpgate command active are still able to fire turrets and launch/dock smaller ships.
The cost to maintain an active warpgate is either 1 E-Cell per minute per sector square away of the connecting warpgates or completely free if the ship also has the SSTC upgrade.
This new warpgate will begin to attract the attention of other race's vessels, and they too will begin to take advantage of the shortcut. Because no self-respecting mogul would provide such a powerful service for free, AI ships are charged 10 credits per jumpgate that the projected warpgates circumvent.
Note: The warpgate has a 45-second charge time before it becomes active. This drawback often prevents the device from being extremely useful as a tactical weapon. During this charging time, you'll get a nice powering-up sound that should serve as an audible indicator (if you are in a 20km range) for how far along the process is.
Note: The true strength of the device lies in the power to reshape the universe. The large investment required to do so makes it a practical investment almost only by a mogul with a very large trader fleet. Think about 70 millions to have a pair of gate ready ( 2 TL and 2 singularity projector at the very minimum )
- The hotkey: You have a new hotkey available upon installation, set it; then one key press engage hyperjump, double keypress engage quantum jump, triple press engage quantum jump with destination as your currently aimed target (Thanks gazz for your multiple-press hotkey library)
Hotkey is named Adv.HyperDrive, look carefully for it
- For all cheaters out there, you can go to Cycrow's configuration menu and activate a cheat that make all your ship using hyperjump using your account cash to get the necessary ecells for jump, this is for now only working with hyperjumping. Thus those ships will have a virtual SSTC
- v1.0 internal release
Conversion of Freejump command from MH_AdvJumper X2 script
Eliminating the need for the Subspace Displacement Drive, regular jumpdrive suffices.
- v1.1 internal release
Rewriting of the whole code for hyperjumping, allowing wings and mass fleet jumps
Wing command working, Freejumping renamed Hyperjump
Hyperjumping fully working
AHD now complete for mass fleet jump at once
- V1.2 internal release
Added the "Cheat" ability using Cycrow's configuration plugin menus
- v1.3 internal release
Conversion and adaptation of the Project Warpgate command
Redesign of the rotating used for the Gate ship using a modified version of Gazz "align with ecliptic" script
(Thanks you Gazz for allowing me to use your code)
- v1.4 internal release
Added the sound effect for hyperjumping (directly from the X2 sound effect)
Added the Singularity Slope Tension Converter (no need for E-cells to jump), jump range capabilities stays the same.
- v1.5 first public release
Addition of the Quantum jump command (Conversion from X2 script)
Addition on the Quantum jump sound (Directly from the X2 sound effects)
Auto-Drive not yet working
Addition of the wing Quantum jump command
Addition of a double functionality hotkey
- V1.51 Bug Fix release
Corrected the script started via hotkey
- v1.6 The auto-drive release
Auto-drive command fully implemented
Corrected the behaviour of followers after jump when trying to SETA
Corrected order of mass fleet hyperjumping, big ship and formation leader try to jump first
Added an big flash explosion on mobile wormhole closing
Hotkey has now a triple function, triple press engage Quantum jump to currently aimed target
Corrected non waiting rotation script on wormhole creation
- v1.7 The user choice release
Auto drive won't intervene in explorer commands
Auto-drive now works with most wings commands (need to activate auto-drive on each wingmen)
Fix behavior of auto-drive command when ship is docked
Added ability to choose between TOA or Gate to use with singularity projector (default is gate)
Added Player ship headstart on fleet hyperjumps (user configurable, default is 2000ms)
Added Cooldown period between each use of quantum jump (user configurable, default is 10 seconds)
Quantum jump now only check the necessary e-cell to initiate the drive ( ie the first 20km)
Quantum drive will return ship to normal space if ship lacks e-cells to reach final destination
Quantum jump price adjusted, cost doubled for big ship and freighters, quadrupled for huge ships
All message are now in text-id file, ready for any possible translation.
Added in-game description to all command used.
Various fixes and bug corrections
- v1.8 The "No crash" release
Added option for user to disable the custom playership sound while hyperjumping
Added option for playership to jump thought gate, if a gate is selected as an hyperjump destination
Auto drive script completely reworked (thanks WDog for all the great input), this should get rid of most if not all auto-drive related crash
Various fixes and bug corrections
Various code cleaning and optimizations
Note to previous version user, you'll need to disable and re-enabled auto-drived ship for auto-drive change to be effective.
- 1.9 internal release
Fix ships not undocking before quantum jump if docked
Fix ships not undocking while OOS before hyperjumping
2.0 The "Strange" release (hopefully the last version of AHD)
Compatibility with EMP 2.0 and X3:TC v2.0a fixed
- You won't hear the player specific "exit from hyperspace" sound if you have the "show warp tunnel" ( Egosoft default it on) options turned on in your general game preference
- Quantumjumping over very long distances (250+ km) can cause the early "facing angles" to be considerably wrong (off by up to 90 degrees). The ship tends to correct itself as it gets closer to its destination. This problem is due to the limitations of using pseudo-fixed point numbers in
scripting. The effort required to somewhat correct this is considerably greater than the effort I'm reasonably willing to put into these script.
Go to the Plugin configuration menu, click on the plugin status to desintall
You'll get a meassage telling you to save and THEN shut down your game and remove the files
Installation (For a fresh install):
This script comes as 2 versions, one for the EMP mod users and one for the others
Note for scripters: I had to modify the TwareT.txt files (reason of the 2 versions)
- This script NEEDS Cycrow's configuration menu installed, you can get it here
- Use Cycrow's plugin manager and install the package
- Unzip directly into your Terran Conflict directory preserving path of files
Uninstall via plugin manager, install new version (see just above)
As simple as that
Enjoy and comment
Report any bug in this thread
-Fixing bug if any are left
For modders out there
- This mod uses the commands COMMAND_TYPE_NAV_59, COMMAND_TYPE_NAV_60, COMMAND_TYPE_NAV_61, COMMAND_WING_TYPE_NAV_60, COMMAND_WING_TYPE_NAV_61
- Tfiles id used: 8620
- Also 3 ware slots are used SS_WARE_SW_NEW18, SS_WARE_SW_NEW19, SS_WARE_SW_NEW20 (price adjusted)