Name: X3 Afterburner
Version: V1.32
Author: Cycrow
Updated: 17/07/2006
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Now part of the Bonus Pack, Download Removed

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V1.32
* Improved Activation of auto afterburner
* Turns of afterburner when going into a new sector
V1.31
* Fixed registering of manual hotkey
V1.30
* Made afterburn more friendly for non player ships
* Added manual afterburn command.
V1.20
* Added shield usage to afterburner when no energy
* Fixed distance to station, so wont activate if too close
V1.10
* Added use of space flies
* Added Afterburn MK2
* Increased time you can run the afterburner for
* Added start and stop sounds
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This script adds two available upgradesfor you ship
The MK1 Afterburner: Allows a small ship ship to travel faster while its activated.
The Mk2 Afterburner: Allows a capitol class ship (TL/M2/M1) to travel faster while its activated.
* The MK1 wont work on the capitol ships, and the MK2 wont work on small class ships.
1. Using Afterburner
To use the afterburner, you must first purchase the upgrade, available from Split Equipment Docks.
With this installed, you then use an assigned hotkey to turn on and turn off the afterburner, the hotkey
must be assigned before you can use it.
Pressing the hotkey once will activate it, and pressing it again will turn it off.
2. Assigning Hotkey
In the controls options, you goto the Interface tab, and near the bottom you will find a section called Extensions
The hotkey for Afterburn will be in this section, just assign a key to it like you would any other control.
There are 2 hotkeys to assign, manual, and auto afterburner.
the manual afterburner will not engage the autopilot and you have to manually increase the speed.
3. Energy Required
MK1 Afterburner:
The afterburner requires 5 energy cells to start up and 1 every few seconds to keep running
The afterburner will only activate if theres at least 10 energy cells in the cargo hold
It will also work with just 1 spacefly, the spacefly will power up the afterburner as well as maintain it so no additional energy is required
MK2 Afterburner:
The MK2 requires 50 energy cells to start up and uses 5 every few seconds to keep running
The MK2 will only activate if theres at least 100 energy cells available
The MK2 can also use spaceflies, but requires 5 to activate, and doesn't require any additional energy to run
* if no energy is available, it will divert your shields energy into the afterburner to use
4. Notes
* The afterburn will not engage if your too close to a station.
* When the afterburner is enabled, the autopilot will activate and fly you in a straight line until u've
reached maximum speed.
* The afterburner will deactivate after a certain time of use. It can be reactivated again straight away
at the cost of an additional start up energy cells
5. Future Versions
* Adding enemy craft to use the afterburner in battle
* Add ability for your wingman to use the afterburner
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