[SCRIPT] Advanced Jumpdrive V1.50 : Updated 11/03/2007
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So, if your shields are already down (or you have no shields) do you jump for free?
What about consuming shields proportional to the energy required for the jump? eg.
ShieldCost = RequiredEnergy * multiplier
if ShieldCost > CurrentShields then abort
(And you could always scale the multiplier with the ship class if you wanted to further penalize the big ships.)
What about consuming shields proportional to the energy required for the jump? eg.
ShieldCost = RequiredEnergy * multiplier
if ShieldCost > CurrentShields then abort
(And you could always scale the multiplier with the ship class if you wanted to further penalize the big ships.)
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Hail to Cycrow the script expert
I have one thought and maybe this could be implemented and that is:
If the jump sequence and jump .wav files in the 03.cat file of X3 could be found, would it be possible to implement the .wav files that Milling_Hordes used in his MH_Adv Jumper script in X2? found here:http://forum2.egosoft.com/viewtopic.php ... highlight=
I remembered quite clearly that these .wav files replaced the boring count-down sequencing sound files and also provided sound effects when the ship/s came out of jump.
I think that would be great to have included in your awesome jump script.
What you think?

If the jump sequence and jump .wav files in the 03.cat file of X3 could be found, would it be possible to implement the .wav files that Milling_Hordes used in his MH_Adv Jumper script in X2? found here:http://forum2.egosoft.com/viewtopic.php ... highlight=
I remembered quite clearly that these .wav files replaced the boring count-down sequencing sound files and also provided sound effects when the ship/s came out of jump.
I think that would be great to have included in your awesome jump script.
What you think?
Another one bites the dust!!
DarthVain
DarthVain
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i was thinking something like that
a use for m5 ships to allow you to jump to.
althou the targetting scanners are quite expensive, 17 million for them
plus they only work on the advanced jumpdrive which is another 9 million
so its basically 26 million per ship to be able to jump anywhere
however, i might had a cheaper upgrade for m5s to use as a sort of beacon as well
a use for m5 ships to allow you to jump to.
althou the targetting scanners are quite expensive, 17 million for them
plus they only work on the advanced jumpdrive which is another 9 million
so its basically 26 million per ship to be able to jump anywhere

however, i might had a cheaper upgrade for m5s to use as a sort of beacon as well
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The problem could arise when the player has more then one adv sat in a single sector. Besides that it could be a good idea, considering a satalite would have tracking technology, and possibly a small squad could jump to a sat to protect it if adv sats was implemented. Of course you would have to dish out 9 mill for each of the fighters I would imagine.captainfred wrote: Couldn't Advanced satellites be used for that reason only if you can place them anywhere in the sector?
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I agree on the proviso that sats cannot be placed in sectors other than the centre. If they could be placed somewhere else, then all one would need is a standard sat for placement anywhere where you wanted and ships could jump to that sat if needed to. My M0 has the advanced Jumpdrive and all the gadgets with it but my fleet just have a gateless jumpdrive and ecells. When I command them to follow or protect me, their entry point from the jump is within the vicinity of where my position is in the new sector. Most of the times they arrive before I do.SaintAshley wrote:The problem could arise when the player has more then one adv sat in a single sector. Besides that it could be a good idea, considering a satalite would have tracking technology, and possibly a small squad could jump to a sat to protect it if adv sats was implemented. Of course you would have to dish out 9 mill for each of the fighters I would imagine.captainfred wrote: Couldn't Advanced satellites be used for that reason only if you can place them anywhere in the sector?
Another one bites the dust!!
DarthVain
DarthVain
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hmm
As far as beacons go the generally best way is a special type of advanced nav or a very small station of some sort (I don't know if there are any shells small enough for them to be justified being L or even XL cargo.) at a moderate cost like 1m? A satelite is probably easier since it can be picked up again.
This gives two general options: ship charges in and drops the beacon, fleet jumps in and gives hell. It also allows for stations to be build very far from the eclipse with a beacon next to them. The issue of friendly/enemy beacon comes in...there is a whole script's worth here though.
Personally I think that should be the main responce, and the whole totally gateless and unlimites jump think FAR FAR more expensive, and I mean more than 26m. Of course, the other side of this jump beacon method is it should be useable using either the standard jump drive or a relatively cheap version of the advanced on. It is still locking onto a semi-gate and so it's not a huge technological advance. The gateless jump is a huge difference.
As far as energy is concerned....isn't it possible to jump to a special sector then instantly jump to the required target? This sector could be called The Gateway or something along those line, a sector where the subspace fluxes are particularly violent, allowing for jumping to nearly anywhere in the universe with only minimal energy....
If the targetting scanner was done as a ware rather than an upgrade then it would have a cargo size...say 20 units of M size. When jumping, only this is removed and 20 units of ecells put in for a jump to The Gateway, from which you only really get a glance before you jump into the target sector and get the scanner back. Probably a little safer, and doesn't have problems for small ships. If you are using a disco for example without cargo expansion it only has something like 25 cargo I think. that means if you want to jump over 5 units then you can't.
This gives two general options: ship charges in and drops the beacon, fleet jumps in and gives hell. It also allows for stations to be build very far from the eclipse with a beacon next to them. The issue of friendly/enemy beacon comes in...there is a whole script's worth here though.
Personally I think that should be the main responce, and the whole totally gateless and unlimites jump think FAR FAR more expensive, and I mean more than 26m. Of course, the other side of this jump beacon method is it should be useable using either the standard jump drive or a relatively cheap version of the advanced on. It is still locking onto a semi-gate and so it's not a huge technological advance. The gateless jump is a huge difference.
As far as energy is concerned....isn't it possible to jump to a special sector then instantly jump to the required target? This sector could be called The Gateway or something along those line, a sector where the subspace fluxes are particularly violent, allowing for jumping to nearly anywhere in the universe with only minimal energy....
If the targetting scanner was done as a ware rather than an upgrade then it would have a cargo size...say 20 units of M size. When jumping, only this is removed and 20 units of ecells put in for a jump to The Gateway, from which you only really get a glance before you jump into the target sector and get the scanner back. Probably a little safer, and doesn't have problems for small ships. If you are using a disco for example without cargo expansion it only has something like 25 cargo I think. that means if you want to jump over 5 units then you can't.
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[Suggestion]
The Jumpdrive Energy Generator, been thinking about this a bit, since it's a 'poor mans advanced jumpdrive' (as you still need the conventional jumpdrive and you can't use the targetting scanners with it) I think the notirety should be lowered a little?
At present they are both at Federation Marshal.
Maybe lower the energy generator to something like Truted Ally?
This thing would be ideal for the free trader, but you ain't ever gonna get to federation marshal in a TS and by the time you do you will want to be doin something different.
The Jumpdrive Energy Generator, been thinking about this a bit, since it's a 'poor mans advanced jumpdrive' (as you still need the conventional jumpdrive and you can't use the targetting scanners with it) I think the notirety should be lowered a little?
At present they are both at Federation Marshal.
Maybe lower the energy generator to something like Truted Ally?
This thing would be ideal for the free trader, but you ain't ever gonna get to federation marshal in a TS and by the time you do you will want to be doin something different.

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