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[X3TC Bonus Plugin] Turbo Boost
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jlehtone



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PostPosted: Sat, 24. Apr 10, 19:57    Post subject: [X3TC Bonus Plugin] Turbo Boost Reply with quote Print

Turbo Boost

Version: 2009-12-17
Scripter: Cycrow
Thread for development version
Bonuspack index



Introduction

When the Split decided they needed a bigger advantage in combat, they commissioned Cycrow Technologies Inc. to create a device capable of pushing their ships even faster.

The result was the Turbo Booster which is capable of temporarily speeding up ships beyond what's normally possible. Although the device was very successful it wasn't without its problems. Due to the amount of strain it adds to the ships engine the device needs to cool down after use and can only run for a limited time.

The device is available from all good Split Equipment Docks. The MK1 (1,845,524 cr) is for small ships, and the MK2 (7,926,236 cr) for large ships.



Using the Device

The device is designed to integrate into any ship and a simple hotkey can be used to activate and deactivate the device. Configure this hotkey in your ship's control system to use.

Energy Requirement

The device requires a certain amount of energy to use, this can come in 1 of 3 ways, either use (1) spaceflies, only one is required for the whole duration of the turbo. Or just use (2) good old energy cells, but the device would require a constant feed of these to remain active. Otherwise, (3) the device links into your shield generators to use your shield energy to power it.



Last edited by jlehtone on Wed, 2. Jun 10, 21:55; edited 2 times in total
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jlehtone



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PostPosted: Tue, 27. Apr 10, 16:04    Post subject: Reply with quote Print

{Reserved}

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Harrass





Joined: 16 Oct 2006
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PostPosted: Thu, 29. Apr 10, 20:21    Post subject: Reply with quote Print

Any hint, where exactly i can find this one to make a hotkey ?
The only boost i see is the standard one.

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quick brown
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PostPosted: Thu, 29. Apr 10, 21:19    Post subject: Reply with quote Print

Was looking for this myself.

Found it by going to controls and interface. Scroll down and you will see the command asking for a key bind.

Now to try it out myself!

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Predator02





Joined: 28 Jul 2007
Posts: 483 on topic

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PostPosted: Fri, 30. Apr 10, 10:12    Post subject: Reply with quote Print

Okay, crash on use issue.

Steam version 2.6 using 4.1.00 of the bonus pack
Turbo boost crashes on use when used in either in proximity to an enemy ship or near a large object (like a gate.)

Problem occurred in Neptune orbit, first battle of the Terran Start.

The older non bonus pack version from 10/20/2008 works fine though without the nice bottom screen meter.


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DeLoreanLover



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PostPosted: Fri, 30. Apr 10, 22:08    Post subject: Reply with quote Print

So basically it's Turbo Boost from X-Beyond The Frontiers that the Xperimental Shuttle had on board, it just doesn't drain the shields.

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ncc386



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PostPosted: Fri, 30. Apr 10, 22:30    Post subject: Reply with quote Print

I just wish it didn't have a cooldown period. It already eats energy. That should be enough of a penalty, IMO. Good mod, though. I do like it!

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jlehtone



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PostPosted: Sat, 1. May 10, 11:55    Post subject: Reply with quote Print

DeLoreanLover wrote:
So basically it's Turbo Boost from X-Beyond The Frontiers that the Xperimental Shuttle had on board, it just doesn't drain the shields.

I do not know what X-Btf had, but this script is pretty much the same as the Afterburner script in X2 and X3R; it does increase engine tunings (i.e. overtunes speed) of your ship temporarily.

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Xenon_Slayer
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PostPosted: Sat, 1. May 10, 12:10    Post subject: Reply with quote Print

If you have no energy cells, it uses the shields (which I prefer anyway).

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rujikin





Joined: 22 Jul 2005
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PostPosted: Sun, 2. May 10, 17:14    Post subject: Reply with quote Print

reminds me of freelancer now Very Happy


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mr.WHO





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PostPosted: Thu, 6. May 10, 16:54    Post subject: Reply with quote Print

Is it possible to switch between "Fuel" (flies or EC) and "shield" modes?

I carry EC for jump drive, don't carry spaceflies because they're illegal and I'm qiute happy with powering the booster with shields (or even with guns if it would be possible).

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Gruber1232002





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PostPosted: Wed, 2. Jun 10, 21:22    Post subject: Reply with quote Print

It may be helpful to mention the difference between mkI and mkII and the general energy consumption by ship type. For quite a while I thought mkII made mkI more efficient. Rolling Eyes

Thanks for the great mod BTW Smile


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mr.WHO





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PostPosted: Wed, 2. Jun 10, 21:25    Post subject: Reply with quote Print

From what I uderstand, Mk.2 (in addition to Mk.1) is required to turbo the capships (M6 up).

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ADStryker





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PostPosted: Thu, 3. Jun 10, 03:48    Post subject: Reply with quote Print

mr.WHO wrote:
...Mk.2 ... is required to turbo the capships (M6 up).


That's consistent with my limited testing.


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Targ Collective





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PostPosted: Thu, 3. Jun 10, 03:52    Post subject: Reply with quote Print

But not with mine. My M6 runs fine with only Mk1. I would say M7 up.


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