[SCRIPT] Slipstream Drive V1.10 : Updated 09/06/2009
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Slipstream can only be navigated by an organic pilot; never by the AI.
It takes skill and intuition to fly the slipstream successfully. With a little practice, most organic pilots can master the skill.
It takes skill and intuition to fly the slipstream successfully. With a little practice, most organic pilots can master the skill.
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Slipstream is specifically not for combat, Argon Destroyer.
For combat, use your Turbo Booster.
The Slipstream Drive is intended for long-distance travel without using SETA. It has intentional limitations and attempts to not be too much of a cheat (although it is certainly not cheat-proof).
Note that the Slipstream Drive is less expensive than a Turbo Booster, which means that you can afford to buy one early in the game. Also, a nearby abandoned ship may have a Slipstream Drive installed so that you can capture one before you can afford to buy one.
However, a Slipstream Drive is no good for fighting. It is not even good for escaping from nearby enemies. Those roles are better suited to a Turbo Booster.
For combat, use your Turbo Booster.
The Slipstream Drive is intended for long-distance travel without using SETA. It has intentional limitations and attempts to not be too much of a cheat (although it is certainly not cheat-proof).
Note that the Slipstream Drive is less expensive than a Turbo Booster, which means that you can afford to buy one early in the game. Also, a nearby abandoned ship may have a Slipstream Drive installed so that you can capture one before you can afford to buy one.
However, a Slipstream Drive is no good for fighting. It is not even good for escaping from nearby enemies. Those roles are better suited to a Turbo Booster.
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I get the same results as swatti. Laser energy drops as expected.
swatti wrote:Tested, flew a fighter AND a cap-ship in the middle of nowhere, ALONE and tried the drive. Same issue as i mentioned. It just goes to normal mode where i can fly about normaly. Hitting the key just puts your ship into dead-stop, then back to normal max-speed.
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Swatti's report turned out to not be an issue, Kinnison. Read the rest of the discussion and give it another try.
If you continue to have trouble, then install the test version, try it a few times, then post your log file.
If you continue to have trouble, then install the test version, try it a few times, then post your log file.
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I did read the rest, and it continued to be an issue for me. However, after I installed the test version to no effect I swapped the ware to another ship and back - now it WAD.DrBullwinkle wrote:Swatti's report turned out to not be an issue, Kinnison. Read the rest of the discussion and give it another try.
If you continue to have trouble, then install the test version, try it a few times, then post your log file.
So I guess (I'm no scripter) that the swap-out reset/restarted the task running on my ship and the changes you made in 2.01 came into effect.
Thanks for your time.
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There is no task to restart. Pressing the hotkey starts the drive. Pressing again stops the drive.
The test version writes to the log file. It logs all of the ways that the drive can stop (other than turning it off yourself with the hotkey).
If you installed the old version before v2, then it is possible that you had an incorrect ware on your ship. Have I mentioned that custom wares are kind of sketchy in X3?
Anyway, I am glad that the drive is working for you now, Kinnison. And thank you for reporting your experience. I hope to improve reliability of custom wares in the future (because they are fun when they work).
The test version writes to the log file. It logs all of the ways that the drive can stop (other than turning it off yourself with the hotkey).
If you installed the old version before v2, then it is possible that you had an incorrect ware on your ship. Have I mentioned that custom wares are kind of sketchy in X3?

Anyway, I am glad that the drive is working for you now, Kinnison. And thank you for reporting your experience. I hope to improve reliability of custom wares in the future (because they are fun when they work).
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Problem with turbo is that it boosts EXISTING top speed by 50%(?) so a XRM M2+ with 41m/s top speed doesnt really go any faster...
The proximity warning is WAY too picky, i cant see everywhere and if theres a fighter flying near me i cant use this.
The deceleration is also a bit too slow, when i turn it off i want it to pretty much come to dead-stop that second or very fast anyways.
Ive uninstalled the drive because the random jumping has got me stuck to asteroroids, stations and crashed into other ships...
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REQUEST: Lite version
Simple "adds 120m/s speed to any ship its installed in" and eats all weapon and around 50% shields when used. Maybe heavy agility penalty too so cap-ships arent driven like fighters.
The weapon-energy drain could be active also few second after the drive is shut down.
Prox-warning at 200m, turning it off leaves ship at its normal max-speed. Must have full shields AND weapon energy to activate so you cant use it in combat to bail out of it.
Prox-warning penalty, cooldown to using the drive and longer no-juice-for-guns-time
The proximity warning is WAY too picky, i cant see everywhere and if theres a fighter flying near me i cant use this.
The deceleration is also a bit too slow, when i turn it off i want it to pretty much come to dead-stop that second or very fast anyways.
Ive uninstalled the drive because the random jumping has got me stuck to asteroroids, stations and crashed into other ships...
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REQUEST: Lite version
Simple "adds 120m/s speed to any ship its installed in" and eats all weapon and around 50% shields when used. Maybe heavy agility penalty too so cap-ships arent driven like fighters.
The weapon-energy drain could be active also few second after the drive is shut down.
Prox-warning at 200m, turning it off leaves ship at its normal max-speed. Must have full shields AND weapon energy to activate so you cant use it in combat to bail out of it.
Prox-warning penalty, cooldown to using the drive and longer no-juice-for-guns-time
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Sorry, but you're just not using it correctly, swatti.
The proximity warning is very generous. The drive is for travel not for combat. I find it extremely useful, which is why I posted it.
The deceleration is intentionally slow. Learning to use it takes a few tries. Not many, but a few. You have to use your head a bit... that is why slipstream requires an organic pilot.
If you have another idea for how to balance the extremely high speed of the Slipstream Drive, then suggest it. Asking to ruin the Slipstream Drive is not likely to generate much sympathy.
The proximity warning is very generous. The drive is for travel not for combat. I find it extremely useful, which is why I posted it.
The deceleration is intentionally slow. Learning to use it takes a few tries. Not many, but a few. You have to use your head a bit... that is why slipstream requires an organic pilot.
If you have another idea for how to balance the extremely high speed of the Slipstream Drive, then suggest it. Asking to ruin the Slipstream Drive is not likely to generate much sympathy.
- (I do tend to agree that the Turbo Booster should boost current top speed rather than vanilla-tuned top speed. But that is a different topic, for a different thread, about a different purpose.)
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Only way to travel even loosely populated sector is to aim up, warp above the sector, then aim where you wanna go below and hope nothing comes close when warping to your intended target... And ofc save your game because this may take few tries/load-games.
For pure travel, fast M5 and then jump your cap to you when you need some muscle.
I dont want to use it "in combat" i want to use it to "get to combat" and also not "to get out of it" eighter.
As for the turbo, we both agree.
For pure travel, fast M5 and then jump your cap to you when you need some muscle.
I dont want to use it "in combat" i want to use it to "get to combat" and also not "to get out of it" eighter.
As for the turbo, we both agree.
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You're making it too difficult for yourself. It is not that hard; honest.swatti wrote:Only way to travel even loosely populated sector is to aim up, warp above the sector
It takes a small amount of skill and a little bit of practice to learn how to fly the slipstream successfully. That is kind of the point of the drive -- it makes travel fun (by adding a bit of challenge) rather than boring (like flying around on SETA).
Once you get used to how slipstream works, it is a very useful tool. It is not the only way to get around; there are still scouts, jump drives, jump beacons, and Turbo. It is just one of several tools -- but it is extremely convenient when you use it for its intended purpose.
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ok, not really working for me, i hear effects, i get energy drain(no shield drain tho)
here are the facts:
1. Im atleast 40k from everything
2. i pressed the hotkey and the ship comes to a dead-stop, system says "turbo engaged" and after 3 secs "conventional engine working" and the ship goes back to normal top speed.
3. im flying a pirate carrack.
4. i bought the thing from a station, not using a cheat.
5. i read the previous posts discussing this topic, but aint working.
any tips or help?
here are the facts:
1. Im atleast 40k from everything
2. i pressed the hotkey and the ship comes to a dead-stop, system says "turbo engaged" and after 3 secs "conventional engine working" and the ship goes back to normal top speed.
3. im flying a pirate carrack.
4. i bought the thing from a station, not using a cheat.
5. i read the previous posts discussing this topic, but aint working.
any tips or help?
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In that case, you have already installed the test version, used it a few times, and posted the log from it, right?cryptonite1 wrote: i read the previous posts discussing this topic
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Ok everyone I have posted a solution to this problem that is on going. It works. It is the scripting that Cycrow used. There are errors in it. So you have to fix them in the game using the script editor.
I have not been playing for a while due to going back to a civilian so. If you know even basic programming or logic follow what I have posted earlier.
[Trying to get the Slipstream Drive to work, I have for the first time edited the files inside of X3. With that said, I have made the Slipstream Drive able to be bought at the split equipment dock, by fixing errors in the programming.
The setup.cycrow.slipstream.xml has a error in the game script viewer.
It reads ZA_EMP_BLANK_WARE_CUSTOM17_16 I had to change this to ZA_EMP_13233_BLANK_WARE_CUSTOM19_16 to match the emp2.7 script. I also changed in game the $y = $z to $y = $y as mentioned above. After the ware name was reading correctly I noticed the Split ReadText25-111 error. The readtext 25-111 is calling the page ID 25 and its sub ID 111. I noticed it only went up to 110 for the highest reputation. From what I realized it was the EMP2.7 and ware manager mod/scripts that was making the error. EMP2.7 has the reputation at 1000000 which from what I can tell is the highest you can have, but the ware manager is somewhere, in the programming, increasing the value of that higher, above 1000000.
Soooo... using X3 Editor2 I changed the EMP2.7 file, ID=19_16, rep requirement to 333333 (maybe 999999 might work? I have not tried it). Yes that doesn't make you have the highest rep with Split but mine is already maxed, but I just wanted the damn thing to work.
Also, look through the rest of the Slipstream Drive scripts in game for any of the 17_16 codes and change them appropriately.
So please Cycrow or who ever knows more about the scripting please fix the emp2.7 and or ware manager to fix the requirement for max rep.
BTW... ZA_EMP_BLANK_WARE_CUSTOM1_16 through 20_16 have the rep requirement to 1000000.]
I will be playing again soon. If I have to I can re-upload the corrected files.[/quote]
I have not been playing for a while due to going back to a civilian so. If you know even basic programming or logic follow what I have posted earlier.
[Trying to get the Slipstream Drive to work, I have for the first time edited the files inside of X3. With that said, I have made the Slipstream Drive able to be bought at the split equipment dock, by fixing errors in the programming.
The setup.cycrow.slipstream.xml has a error in the game script viewer.
It reads ZA_EMP_BLANK_WARE_CUSTOM17_16 I had to change this to ZA_EMP_13233_BLANK_WARE_CUSTOM19_16 to match the emp2.7 script. I also changed in game the $y = $z to $y = $y as mentioned above. After the ware name was reading correctly I noticed the Split ReadText25-111 error. The readtext 25-111 is calling the page ID 25 and its sub ID 111. I noticed it only went up to 110 for the highest reputation. From what I realized it was the EMP2.7 and ware manager mod/scripts that was making the error. EMP2.7 has the reputation at 1000000 which from what I can tell is the highest you can have, but the ware manager is somewhere, in the programming, increasing the value of that higher, above 1000000.
Soooo... using X3 Editor2 I changed the EMP2.7 file, ID=19_16, rep requirement to 333333 (maybe 999999 might work? I have not tried it). Yes that doesn't make you have the highest rep with Split but mine is already maxed, but I just wanted the damn thing to work.
Also, look through the rest of the Slipstream Drive scripts in game for any of the 17_16 codes and change them appropriately.
So please Cycrow or who ever knows more about the scripting please fix the emp2.7 and or ware manager to fix the requirement for max rep.
BTW... ZA_EMP_BLANK_WARE_CUSTOM1_16 through 20_16 have the rep requirement to 1000000.]
I will be playing again soon. If I have to I can re-upload the corrected files.[/quote]
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Nice script Doc.
Installed just fine manually in XRM-AP without the Plugin Manager.
Very handy piece of equipment to have for taxi runs in XRM's Advanced Universe where there's only a handful of jump beacons around.
It also puts a little "THINK" into the game as you need to pay attention to what might be in your path and decide if you can go without shields for a short time near that next gate (will I have to deal hostiles suddenly coming through the gate?), also takes a little skill to judge when to turn it off.
Thanks
Reido
Installed just fine manually in XRM-AP without the Plugin Manager.
Very handy piece of equipment to have for taxi runs in XRM's Advanced Universe where there's only a handful of jump beacons around.
It also puts a little "THINK" into the game as you need to pay attention to what might be in your path and decide if you can go without shields for a short time near that next gate (will I have to deal hostiles suddenly coming through the gate?), also takes a little skill to judge when to turn it off.
Thanks
Reido
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Guys, I'm sorry to revive a necro but I ABSOLUTELY want to get this mod working but I can't! The Splitstream drive never appears in the Encyclopedia, and doesn't seem to be available in the specified shipyard. I also tried to install the no ware version, and while I do see the hotkey option for splitstream activate drive, it doesn't do anything with the Navigation Module Software installed. Any help would be greatly appreciated.
EDIT : Got it! It seems like it did not work with the Navigation Module, I need to buy the ware.
EDIT : Got it! It seems like it did not work with the Navigation Module, I need to buy the ware.