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[Script] - Logain Industries Capital Ship Energy Cell Generator (CSecG) v2 12/09/2010
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Logain Abler





Joined: 31 Oct 2005
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PostPosted: Tue, 4. Aug 09, 22:41    Post subject: [Script] - Logain Industries Capital Ship Energy Cell Generator (CSecG) v2 12/09/2010 Reply with quote Print

Logain Industries Capital Ship Energy Cell Generator (CSecG)

Arrow 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.


Arrow Current Version:
CSecGv2


Arrow Technical Info:
Text Page: 9914
Command Slots:
COMMAND_TYPE_SPECIAL_55


Arrow 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


Arrow Thanks
Big thanks to StormMagi for providing ftp access and hosting for my mods Smile


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


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Last edited by Logain Abler on Mon, 25. Apr 11, 14:32; edited 19 times in total
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Osiris_sam





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PostPosted: Wed, 5. Aug 09, 02:08    Post subject: Reply with quote Print

sounds like a good idea, seemsperfectly viable, possibly quite interesting to script ;P


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apricotslice





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PostPosted: Wed, 5. Aug 09, 02:47    Post subject: Reply with quote Print

It would be good to have a non-intrusive way of keeping capital ships resupplied with ecells for jumping.

It would need a max figure to produce, so that a player can restrict how much of the cargo bay is used, especially on the player ship, where you want cargo space for collecting containers.


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Lancefighter





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PostPosted: Wed, 5. Aug 09, 03:25    Post subject: Reply with quote Print

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.


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7ate9tin11s





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PostPosted: Wed, 5. Aug 09, 05:22    Post subject: Reply with quote Print

An easy limit to use is the refueling amount for auto jumping. Very Happy

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apricotslice





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PostPosted: Wed, 5. Aug 09, 05:29    Post subject: Reply with quote Print

Thats not enough if you have capital ships set to follow you or protect you.

You may be doing a series of rapid jumps and they need enough to be able to follow you.


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Logain Abler





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PostPosted: Wed, 5. Aug 09, 08:13    Post subject: Reply with quote Print

Hi All,

The amount produced will be a player set limit as it can be tweaked to the players needs.

It will probably be after next week before I move this idea forward, I'm away on a course so won't be about Sad

LA


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someone else





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PostPosted: Wed, 5. Aug 09, 17:03    Post subject: Reply with quote Print

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... Rolling Eyes the fluff-stuff-machinery uses up the "surplus" energy required for this to work... just to dont' make self-powered fab-ships. Very Happy


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Logain Abler





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PostPosted: Wed, 5. Aug 09, 17:40    Post subject: Reply with quote Print

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... Rolling Eyes the fluff-stuff-machinery uses up the "surplus" energy required for this to work... just to dont' make self-powered fab-ships. Very Happy


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. Cool

LA


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someone else





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PostPosted: Wed, 5. Aug 09, 17:54    Post subject: Reply with quote Print

balancing between "support production" and "having enough cells for jumps" can be quite hard... Very Happy if you place a restriction you can balance only the latter.

anyways how much cells/hour will produce this?


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Logain Abler





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PostPosted: Wed, 5. Aug 09, 18:02    Post subject: Reply with quote Print

someone else wrote:
balancing between "support production" and "having enough cells for jumps" can be quite hard... Very Happy if you place a restriction you can balance only the latter.

anyways how much cells/hour will produce this?


I was thinging about 20 to 30 a minute.

LA


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Logain Abler





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PostPosted: Sun, 9. Aug 09, 16:31    Post subject: Capital Ship Energy Cell Generator v1 Beta released 09/08/2009 Reply with quote Print

Logain Industries Capital Ship Energy Cell Generator (CSecG) v1 Beta Released.

See OP for details.

LA


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Grimshad





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PostPosted: Wed, 12. Aug 09, 12:38    Post subject: Reply with quote Print

Ignore this post, problem was operator error -_-

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muddy_soap14



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PostPosted: Wed, 26. Aug 09, 22:26    Post subject: Reply with quote Print

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 Confused 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



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PostPosted: Wed, 26. Aug 09, 22:28    Post subject: Reply with quote Print

You have to turn on the AL Plugin under Gameplay settings.


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