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jlehtone Moderator

 
Joined: 23 Apr 2005 Posts: 14590 on topic Location: GalNet BBS

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Posted: Sat, 24. Apr 10, 19:57 Post subject: [X3TC Bonus Plugin] Turbo Boost |
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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 Moderator

 
Joined: 23 Apr 2005 Posts: 14590 on topic Location: GalNet BBS

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Posted: Tue, 27. Apr 10, 16:04 Post subject: |
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{Reserved}
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Harrass
Joined: 16 Oct 2006 Posts: 120 on topic

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Posted: Thu, 29. Apr 10, 20:21 Post subject: |
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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

Joined: 22 Aug 2008 Posts: 131 on topic

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Posted: Thu, 29. Apr 10, 21:19 Post subject: |
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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: 443 on topic

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Posted: Fri, 30. Apr 10, 10:12 Post subject: |
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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

Joined: 07 May 2008 Posts: 86 on topic Location: United States

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Posted: Fri, 30. Apr 10, 22:08 Post subject: |
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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'm no hero, never was, I'm just a person hired to do the wet work. |
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ncc386


Joined: 26 Apr 2004 Posts: 924 on topic Location: Gulf Coast, USA

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Posted: Fri, 30. Apr 10, 22:30 Post subject: |
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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 Moderator

 
Joined: 23 Apr 2005 Posts: 14590 on topic Location: GalNet BBS

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Posted: Sat, 1. May 10, 11:55 Post subject: |
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| 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 EGOSOFT


Joined: 09 Nov 2002 Posts: 8714 on topic Location: Ego HQ, Germany (Originally England)

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Posted: Sat, 1. May 10, 12:10 Post subject: |
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If you have no energy cells, it uses the shields (which I prefer anyway).
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Annoying BurnIt! since 2008... |
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rujikin
Joined: 22 Jul 2005 Posts: 185 on topic Location: Indiana, USA

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Posted: Sun, 2. May 10, 17:14 Post subject: |
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reminds me of freelancer now 
_________________ Using X3 TC 2.6 + Bonus
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mr.WHO
Joined: 12 Oct 2006 Posts: 540 on topic Location: Wroclaw - former Breslau

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Posted: Thu, 6. May 10, 16:54 Post subject: |
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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
Joined: 14 Mar 2006 Posts: 268 on topic

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Posted: Wed, 2. Jun 10, 21:22 Post subject: |
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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.
Thanks for the great mod BTW 
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mr.WHO
Joined: 12 Oct 2006 Posts: 540 on topic Location: Wroclaw - former Breslau

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Posted: Wed, 2. Jun 10, 21:25 Post subject: |
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From what I uderstand, Mk.2 (in addition to Mk.1) is required to turbo the capships (M6 up).
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ADStryker
Joined: 22 Jun 2009 Posts: 152 on topic

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Posted: Thu, 3. Jun 10, 03:48 Post subject: |
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| 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
Joined: 04 Feb 2009 Posts: 1671 on topic Location: The Bridge of my Boreas, probably in a Kha'ak or Xenon sector...

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Posted: Thu, 3. Jun 10, 03:52 Post subject: |
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But not with mine. My M6 runs fine with only Mk1. I would say M7 up.
_________________ Learn to use stickies. Look here for mods for X3TC and here for guides across everything since X2. If you haven't read the Forum Rules do so before we beat you with sticks. Above all have fun. |
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