[MOD] MIS: Hot Engines

The place to discuss scripting and game modifications for X Rebirth.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

Ginger470
Posts: 158
Joined: Sun, 20. Jun 04, 03:24
x2

[MOD] MIS: Hot Engines

Post by Ginger470 » Sat, 31. May 14, 23:36

[UPDATED 03 JUNE 2014]

NPC engines are now hot and produce a wake. Getting your ship caught up in that radioactive hot mess is not a good idea :)

Feedback is welcomed!

Can be removed from save games. No restart necessary.

From the readme:


INTRO:
----------------------------------------------------------------------

+ NPC ship engines produce a wake that will heat up the Skunk's hull.
+ The Wake is hottest at the engine nozzle and will increase with the speed of the ship (and the size of the engine)
+ Once the Skunk get's too hot, it'll start to loose shields (then hull) until it's cooled off.
+ If you're in a wake, the cockpit will shake (and Betty and Yisha will warn you) -- this means the hull temperature is rising (unless the skunk can dissipate the heat)
+ If the cockpit isn't shaking, the Skunk will be cooling off.
+ The Skunk will only dissipate so much heat at a time, so you may still be critically hot for a while even after leaving a wake.

This can be deadly. Don't park the Skunk in an engine :)


ABOUT HOT ENGINES
----------------------------------------------------------------------
A typical jet afterburner can produce temperatures in the range of 1500F -- this is just fuel burning in air. Temperatures around 27,000,000 F are required for fission and 100,000,000 F for fusion.

The engines in X Rebirth are physically large enough to park the playership in, yet produce no exhaust or wake.

At the same time, the Skunk can't survive planetary re-entry (approx 3000 F).

This mod aims to address this (as well as eliminate the engine blindspot). Engines are now 'hot' -- emmitting radiation that will fry the Skunk if you get too close.


DETAILS
----------------------------------------------------------------------

XL, L and M ship's engines now have a 'hot' wake directly behind each engine nozzle.

The temperature at any given point behind a nozzle is based upon the size of the engine, it's speed and how far from the engine the playership is.

This 'wake' is slightly conical, meaning that the further from the engine, the larger the radius of the wake.

Calculations are based upon proximity to the center of the wake. The closer you are to the cone's center axis, the hotter the temperature will be. Also, the closer to the engine you are, the hotter that point on the center axis will rise! Once outside this cone, no temperature effects are applied.

Finally, there's an emissions bubble that surrounds the engine component itself. This is nowhere near as hot as the wake behind the engine, but each engine will produce this bubble; if you're caught between two or three engines, expect the temperatures to rise!

As the Skunk cannot enter a planet's atmosphere, (3000F), calculations are based off this figure. Engine temperatures run in the region of 50,000 F at the engine nozzle (the hottest point) meaning the Skunk
has a survivability of maybe a minute if directly behind a large engine running at full speed.

The Skunk can dissipate only so much radiation per second, Once temperatures exceed this, the Skunk will start to overheat.

If the Skunk starts to overheat, the shields will start to drain. Once the shields have drained, the hull will take damage until 'KABOOM!' ... no more Skunk.

It takes a while for the skunk to cool down after being in an engine stream, so damage can still occur outside the wake if the Skunk has become too hot!

If the cockpit is juddering/shaking, then you're in an engine stream and the skunk's temperature will be rising (assuming it can't dissipate all the heat that's coming at it)

If the cockpit is not shaking, you're out of the stream and the Skunk will start to cool down.

You will receive visual and audio warnings that you are in a ship's wake (The skunk will start to judder and you'll hear turbulence buffering). Betty will also give a 'Danger' warning.

If you start to overheat the Skunk, Yisha will prompt you verbally that maybe it's not such a good idea to park your ship inside a fusion reactor

You have been warned


POTENTIAL ISSUES
----------------------------------------------------------------------

Currently, Yisha and Betty use pre-existing language specific voice files for warnings and feedback based on the English game version. There may be translation issues with other localizations, so let me know if anything they say makes no sense Smile



CHANGELOG
----------------------------------------------------------------------

v2.0 (Beta) 05.29.14
+ Complete rewrite of MIS Hot Engines
+ Public Release for balancing

v2.01 06.03.14
+ Increase time between 'Danger' warning
+ Added variable for external control of baffle efficiency

v2.02 06.24.14
+ Decreased length of trail by half
+ Doubled engine temperatures
+ Refined shake effect


Download: http://steamcommunity.com/sharedfiles/f ... =265849834
Last edited by Ginger470 on Wed, 25. Jun 14, 15:32, edited 4 times in total.

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 6058
Joined: Mon, 15. Dec 03, 19:53
x4

Post by BlackRain » Sun, 1. Jun 14, 02:12

This sounds pretty interesting. I hope you keep making immersion mods like this.

Reaperxvii
Posts: 350
Joined: Thu, 29. May 14, 19:03
x3ap

Post by Reaperxvii » Sun, 1. Jun 14, 06:13

I like the sound of it, the only issue I can see is when they're alot of capital ships like freighters on a jump beacon and they start moving to burn and they melt eachother :lol:

Unless thats been addressed somehow :)
"We are the middle children of History. Born too late to explore the earth, born to early to explore the stars."

"Time is the fire in which we burn"

Reaper's Mod Index

Ginger470
Posts: 158
Joined: Sun, 20. Jun 04, 03:24
x2

Post by Ginger470 » Sun, 1. Jun 14, 06:55

:D The 'heat' only effects the playership precisely for the reason you say. Otherwise, all ships would have to be aware of their wakes and react accordingly... this'd be a bit too heavy scriptwise for the intention here.

It'd certainly be great to see captains use their engines as a defense mechanism :D ... but the payoff would be too small I think for the scripting involved.

That said, it looks like I need to consider drones when in VR mode ;)

Sparky Sparkycorp
Moderator (English)
Moderator (English)
Posts: 7516
Joined: Tue, 30. Mar 04, 12:28
x4

Post by Sparky Sparkycorp » Sun, 1. Jun 14, 15:18

Hi again, Ginger,

I've tested out your mod and it is very nice. Thank you very much once more for creating it :)

I'm going to complete the plot un-modded so that I have a post-plot starting point for future beta testing and then I will be diving back into this mod ASAP.

Regards,
Sparks

Saquavin
Posts: 452
Joined: Thu, 22. Aug 13, 17:12
xr

Post by Saquavin » Sun, 1. Jun 14, 16:07

Bravo ! I love your idea, keep working !
I will try your mod for sure, but I'm not far enough in the plot yet, so I'll continue easy boarding a bit :D

Madgamer13
Posts: 59
Joined: Thu, 11. Mar 10, 13:46
x3tc

Post by Madgamer13 » Sun, 1. Jun 14, 16:21

Greets!

I've played the mod since yesterday and I really like the consideration for engine wakes!

It has made combat with capital ships far more interesting now. I'll keep an eye for any more mods that add this type of flavour. +1

Cheers!

Ginger470
Posts: 158
Joined: Sun, 20. Jun 04, 03:24
x2

Post by Ginger470 » Sun, 1. Jun 14, 17:53

TY all :)

For anyone who's using it, how's the balancing? Does the Skunk blow up too quick/too slow?

For anyone using a non-English version, is Yisha making sense in her warnings (I hope Egosoft directly translated the phrases from one language to another, but I don't know)

Again Thanks :)

H.E.I.N.Z.
Posts: 41
Joined: Thu, 11. Mar 04, 15:50
x3tc

Post by H.E.I.N.Z. » Sun, 1. Jun 14, 20:12

Tested the mod a bit and for me its a really great mod!

I think the damage is ok as long as the skunk is behind the engines. But when the skunk get's damage you need to go too far away from the engines (even when you left the engine nozzles) to get no damage anymore. So maybe less damage would be better.

Also It would be nice if the skunk would be pushed away from the engines (if this is possible with the XRB engine).

Ginger470
Posts: 158
Joined: Sun, 20. Jun 04, 03:24
x2

Post by Ginger470 » Sun, 1. Jun 14, 21:48

Thanks H.E.I.N.Z.

To clarify -- it takes a while for the skunk to cool down after being in an engine stream, so what you may be seeing is damage due to the Skunk still being hot....

to check:

if the cockpit is juddering/shaking, then you're in an engine stream and the skunk's temperature would be rising (assuming it can't dissipate all the heat that's coming to it)

If the cockpit is not shaking, you're out of the stream and the Skunk will start to cool down.

You will take damage once the Skunk's hull is over a certain temperature, so even if you're out of a ship's wake, if the hull has become hot enough damage will still occur. The hotter the Skunk is, the longer it'll take to cool down.

As for pushing the Skunk, that's certainly on my wish list too ... all I can find is how to set the Skunk's speed to a percentage of it's max velocity but not how to get it's current speed as a percentage.

Sparky Sparkycorp
Moderator (English)
Moderator (English)
Posts: 7516
Joined: Tue, 30. Mar 04, 12:28
x4

Post by Sparky Sparkycorp » Sun, 1. Jun 14, 21:56

Is it possible to set it to a negative percentage of maximum and have the Skunk reverse?

Not quite the same as a slowing down effect but the Skunk may often have the throttle set zero if it is trying to hug the engines within ride range. Thus it might not be that different to a slowing effect in practice. It would be a bit odd if trying to fly past the engines at speed (as would a straight-line slowing effect) but I could pretend it was an ABS :)

Ginger470
Posts: 158
Joined: Sun, 20. Jun 04, 03:24
x2

Post by Ginger470 » Sun, 1. Jun 14, 22:29

@Sparky Sparkycorp
Is it possible to set it to a negative percentage of maximum and have the Skunk reverse?
Yes, but it's not the answer to this puzzle unfortunately :(

I think speed is set only on the ship's z axis, not effecting x or y axes .... if you're flying perpendicular to an engine it should push you away, but using force_speed you'd start flying backwards, which would be odd.

Sparky Sparkycorp
Moderator (English)
Moderator (English)
Posts: 7516
Joined: Tue, 30. Mar 04, 12:28
x4

Post by Sparky Sparkycorp » Sun, 1. Jun 14, 23:26

Yeah, quite odd. I'd be happy to pretend it was some kind of emergency reverse to get the Skunk out of trouble but if we reversed into the engines to begin with, it would indeed be pretty crazy :)

swatti
Posts: 1255
Joined: Sun, 7. Dec 03, 13:03
x4

Post by swatti » Mon, 2. Jun 14, 13:56

Any visible effect in this? Boosting ships could leave longer lasting hot trails too.

User avatar
Miniding
Posts: 910
Joined: Fri, 14. Dec 07, 12:33
x4

Post by Miniding » Mon, 2. Jun 14, 16:00

I m not very far from my plot's end so I will take a look at it when done!

I m a french user so I will tell you if any translation issue will come if nobody does before me!

Nice work though!!
Miniding
X3 Reunion - X3 Terran Conflict - X3 Albion Prelude - X Rebirth - X4 CE...

Post Reply

Return to “X Rebirth - Scripts and Modding”