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Logain Abler
Joined: 31 Oct 2005 Posts: 2195 on topic Location: Norwich, UK

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Posted: Tue, 4. Aug 09, 22:41 Post subject: [Script] - Logain Industries Capital Ship Energy Cell Generator (CSecG) v2 12/09/2010 |
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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
_________________ Freight Distribution Network|Strategic Sector Defence Network|Production Modules|Capital Ship Energy Cell Generator
Last edited by Logain Abler on Mon, 25. Apr 11, 14:32; edited 19 times in total |
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Osiris_sam
Joined: 24 Aug 2006 Posts: 422 on topic Location: UK

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Posted: Wed, 5. Aug 09, 02:08 Post subject: |
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sounds like a good idea, seemsperfectly viable, possibly quite interesting to script ;P
_________________
my scripts: TC:HQ Management and upgrade framework |
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apricotslice
Joined: 16 May 2004 Posts: 13374 on topic Location: Mapping beyond the Unknown Regions.

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Lancefighter
Joined: 19 Dec 2004 Posts: 2935 on topic

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Posted: Wed, 5. Aug 09, 03:25 Post subject: |
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maybe even something simple like a max 20% of cargohold?
for most ships (non TL), that should be 1500 e-cells or so.. Could do less i suppose.
_________________ in the market for a new sig, willing to pay 1 billion credits for a proper sig... |
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7ate9tin11s

Joined: 12 Nov 2005 Posts: 603 on topic Location: Over there!

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Posted: Wed, 5. Aug 09, 05:22 Post subject: |
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An easy limit to use is the refueling amount for auto jumping. 
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apricotslice
Joined: 16 May 2004 Posts: 13374 on topic Location: Mapping beyond the Unknown Regions.

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Logain Abler
Joined: 31 Oct 2005 Posts: 2195 on topic Location: Norwich, UK

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someone else
Joined: 18 Jun 2006 Posts: 2970 on topic Location: Italy

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Posted: Wed, 5. Aug 09, 17:03 Post subject: |
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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. 
_________________ 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. |
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Logain Abler
Joined: 31 Oct 2005 Posts: 2195 on topic Location: Norwich, UK

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Posted: Wed, 5. Aug 09, 17:40 Post subject: |
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| 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.  |
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.
LA
_________________ Freight Distribution Network|Strategic Sector Defence Network|Production Modules|Capital Ship Energy Cell Generator |
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someone else
Joined: 18 Jun 2006 Posts: 2970 on topic Location: Italy

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Posted: Wed, 5. Aug 09, 17:54 Post subject: |
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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?
_________________ 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. |
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Logain Abler
Joined: 31 Oct 2005 Posts: 2195 on topic Location: Norwich, UK

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Logain Abler
Joined: 31 Oct 2005 Posts: 2195 on topic Location: Norwich, UK

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Grimshad
Joined: 06 May 2009 Posts: 92 on topic

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Posted: Wed, 12. Aug 09, 12:38 Post subject: |
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Ignore this post, problem was operator error -_-
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muddy_soap14
Joined: 25 Jun 2009 Posts: 9 on topic

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Posted: Wed, 26. Aug 09, 22:26 Post subject: |
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dont seem to work, down loaded this but cant say its doing anyting at all!! when i go on to the command console then special, the CSecG menu command is there but when i click on it nothing happens it just takes me back to the original command consol, oh and im in an m7 shrike, can any one help?
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OOZ662

 
Joined: 08 Apr 2008 Posts: 1148 on topic Location: NW WA State

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Posted: Wed, 26. Aug 09, 22:28 Post subject: |
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You have to turn on the AL Plugin under Gameplay settings.
_________________ Usually ***modified*** after the first plot playthrough since Vanilla makes me sleepy. lolpurists
[MODs]Remove Various Warning Beeps Post more requests!
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