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:
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+ 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
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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
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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
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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
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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