Manoeuvring Thruster Restrictor Version 0.8 [5/6/05]
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- EGOSOFT
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Manoeuvring Thruster Restrictor Version 0.8 [5/6/05]
UPDATE
Ver.0.8
Thanks to Merroc and Commander Jamieson for hosting. MTR *Merroc*
MTR *Commander Jamieson*
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A new version is finished now. It adds better compatability with the current Mk1 Booster.
*NEW* The command is now in the ship command menu.
*NEW* The command grays out during the initail phase (when it is making noises.) It happens with both the MTR and the MK1 Booster.
**Note**
I did have to alter some of the original signed tuning scripts.
*plugin.tuning.select.init
*pluging.tuning.mk1
This is only for the greying out to work. Nothing has radicaly changed so infact it is just an update for those scripts for compatability with my own.
Thanks to Burianek and Merroc
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A new feature for the MK1 Booster has been developed. The ability to shunt power from the rudder optimisations to the propultion system, giving restrictive steering for higher speeds.
When used with the usual booster the speed of the ship is greatly increased.
The designed purpose of this upgrade is not to boost speed but to control the steering on very sensitive controls. A Pegasus can now become a controled craft even after it was full of rudder optimisations.
The system does build up heat so after about 1 minute and 40 seconds it will shut down. After that it will cool of an other 1 minute and 40 seconds. During the cooling phase you can access the system but the effects may not last long as it may not have cooled down much.
The input is simple. Enter the amount of rudders you want restricted. If you enter 0 the system will shut down and it will enter a cooling phase. If you enter a huge number it will ensure the least manoeuvring capapility but the largest boost.
The more rudders you restrict the bigger the boost. It is simple.
This upgrade is compatable with all ships with MK1 boosters.
Ver.0.8
Thanks to Merroc and Commander Jamieson for hosting. MTR *Merroc*
MTR *Commander Jamieson*
--------------------------------------------------------------------------------
A new version is finished now. It adds better compatability with the current Mk1 Booster.
*NEW* The command is now in the ship command menu.
*NEW* The command grays out during the initail phase (when it is making noises.) It happens with both the MTR and the MK1 Booster.
**Note**
I did have to alter some of the original signed tuning scripts.
*plugin.tuning.select.init
*pluging.tuning.mk1
This is only for the greying out to work. Nothing has radicaly changed so infact it is just an update for those scripts for compatability with my own.
Thanks to Burianek and Merroc
-----------------------------------------------------------------------------
A new feature for the MK1 Booster has been developed. The ability to shunt power from the rudder optimisations to the propultion system, giving restrictive steering for higher speeds.
When used with the usual booster the speed of the ship is greatly increased.
The designed purpose of this upgrade is not to boost speed but to control the steering on very sensitive controls. A Pegasus can now become a controled craft even after it was full of rudder optimisations.
The system does build up heat so after about 1 minute and 40 seconds it will shut down. After that it will cool of an other 1 minute and 40 seconds. During the cooling phase you can access the system but the effects may not last long as it may not have cooled down much.
The input is simple. Enter the amount of rudders you want restricted. If you enter 0 the system will shut down and it will enter a cooling phase. If you enter a huge number it will ensure the least manoeuvring capapility but the largest boost.
The more rudders you restrict the bigger the boost. It is simple.
This upgrade is compatable with all ships with MK1 boosters.
Last edited by Xenon_Slayer on Sat, 25. Feb 06, 14:51, edited 10 times in total.
Come watch me on Twitch where I occasionally play several of the X games
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- EGOSOFT
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Please tell me if it doesnt actualy work. I've had a bad day with that.
Is there a way to stop "Autopilot Activated"? Its annoying isnt it.
Also, if you download the current version of the Pirate Satalite Network Ver 0.5 make sure this "t" file in the MTR is in your "t" folder. Otherwise the command names for the MTR will not show.
Is there a way to stop "Autopilot Activated"? Its annoying isnt it.
Also, if you download the current version of the Pirate Satalite Network Ver 0.5 make sure this "t" file in the MTR is in your "t" folder. Otherwise the command names for the MTR will not show.
Come watch me on Twitch where I occasionally play several of the X games
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- EGOSOFT
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I am right now working on a new version of this script. Instead of the command being in the special menu it will be with the ship commands (ship_22) with the current booster command.
I notice that the MK1 booster command grays out when it is activated so you cant access it again untill the boost is added. I would like this in my MTR aswell so you cant access it until the first boost is finished. How can I do this? Simply I want it gray until either the MTR or the MK1 booster stops making noises.
I notice that the MK1 booster command grays out when it is activated so you cant access it again untill the boost is added. I would like this in my MTR aswell so you cant access it until the first boost is finished. How can I do this? Simply I want it gray until either the MTR or the MK1 booster stops making noises.
Come watch me on Twitch where I occasionally play several of the X games
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Simple answer, look at how the Mk1 booster does it 
in the command in your setup script that adds the command to the command menu, there is an alternate option that allows you to run a script to check to see if the command should be displayed or not. Have this script check if the command is currently running, and if so, gray out the command. Check one of the other signed scripts like bph or basic patrol to see how to do this. (or the booster script must do it too, check that one)
Cheers.

in the command in your setup script that adds the command to the command menu, there is an alternate option that allows you to run a script to check to see if the command should be displayed or not. Have this script check if the command is currently running, and if so, gray out the command. Check one of the other signed scripts like bph or basic patrol to see how to do this. (or the booster script must do it too, check that one)
Cheers.
"Nature's first green is gold" . . . stay golden.
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Confused
Why would you make a software to restrict the rudder control of a small ship when all you have to do is not max out it's rudder capacity? I know that peggy is a stomach smasher at full rudder lol I can get a headache if I mess with it too long but instead of this kind of software how about this...
Have you ever played Tachyon the Fringe? It was a pc game that had a very nice ship control ability that when used allowed the player to make the ship drift in the direction it was last pointed in and at the speed it was last traveling at while allowing the pilot to point the ship in any direction.
All the player had to do was hold down the button assigned to this feature and they could continue to drift until they release it. This would be much better than the standard maneuvering thrusters in X2. Imaging drifting down the length of a xenon K while pointed at it and firing your guns into it the whole time:-)
This would give an M3 or smaller ship a better chance at fighting larger ships as well as a better chance against the khaaka. Also if the combat AI ever used a feature like this it would be much more of a challenge against the player.
Have you ever played Tachyon the Fringe? It was a pc game that had a very nice ship control ability that when used allowed the player to make the ship drift in the direction it was last pointed in and at the speed it was last traveling at while allowing the pilot to point the ship in any direction.
All the player had to do was hold down the button assigned to this feature and they could continue to drift until they release it. This would be much better than the standard maneuvering thrusters in X2. Imaging drifting down the length of a xenon K while pointed at it and firing your guns into it the whole time:-)
This would give an M3 or smaller ship a better chance at fighting larger ships as well as a better chance against the khaaka. Also if the combat AI ever used a feature like this it would be much more of a challenge against the player.
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Re: Confused
It would be a good feature, yes, but it's not feasible.
...unless you'd artificially create something to bounce off of at high speed, as that's the only instance where I had seen a ship rotate independent of its move-vector.
...unless you'd artificially create something to bounce off of at high speed, as that's the only instance where I had seen a ship rotate independent of its move-vector.
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- EGOSOFT
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@ Burianek
I just tried that command and set "script" as the main MTR script that works on the ship.
Now, when I enter the ship command menu it goes crazy, starting up the MTR before I tell it to and going in a loop doing it over and over.
Help!
I just tried that command and set "script" as the main MTR script that works on the ship.
Now, when I enter the ship command menu it goes crazy, starting up the MTR before I tell it to and going in a loop doing it over and over.
Help!
Come watch me on Twitch where I occasionally play several of the X games
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- EGOSOFT
- Posts: 13123
- Joined: Sat, 9. Nov 02, 11:45
[awaiting hosting for new version]
A new version is finished now. It adds better compatability with the current Mk1 Booster.
*NEW* The command is now in the ship command menu.
*NEW* The command grays out during the initail phase (when it is making noises.) It happens with both the MTR and the MK1 Booster.
**Note**
I did have to alter some of the original signed tuning scripts.
*plugin.tuning.select.init
*pluging.tuning.mk1
This is only for the greying out to work. Nothing has radicaly changed so infact it is just an update for those scripts for compatability with my own.
Thanks to Burianek
A new version is finished now. It adds better compatability with the current Mk1 Booster.
*NEW* The command is now in the ship command menu.
*NEW* The command grays out during the initail phase (when it is making noises.) It happens with both the MTR and the MK1 Booster.
**Note**
I did have to alter some of the original signed tuning scripts.
*plugin.tuning.select.init
*pluging.tuning.mk1
This is only for the greying out to work. Nothing has radicaly changed so infact it is just an update for those scripts for compatability with my own.
Thanks to Burianek
Come watch me on Twitch where I occasionally play several of the X games
-
- EGOSOFT
- Posts: 13123
- Joined: Sat, 9. Nov 02, 11:45
Still little feedback? Must actualy be a very boring script or it doesnt work.
Anyway. What if this was part of the usual fleeing script. Where an attacked TS tries to run to a station. They could use this booster to move a bit quicker without the cost of ecells or spaceflys, but rudder optimisations instead. If I do find a way to develop this it will proberbly be made seperately from the main download as it will most likely alter Egosofts own scripts.
Does anyone have any comments, good or bad on the script so far?
Anyway. What if this was part of the usual fleeing script. Where an attacked TS tries to run to a station. They could use this booster to move a bit quicker without the cost of ecells or spaceflys, but rudder optimisations instead. If I do find a way to develop this it will proberbly be made seperately from the main download as it will most likely alter Egosofts own scripts.
Does anyone have any comments, good or bad on the script so far?
Come watch me on Twitch where I occasionally play several of the X games