[SCRIPT] Afterburner MK1/MK2 V1.32 : Updated 17/07/2006

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Cycrow
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Post by Cycrow »

well, i guess the advantage of this is that the spped boost is much greater than the overtuning, plus it works out cheaper, coz u can just transfer the afterburner between ur ships so u only ever ha ve to buy one :P

as for the overtuning, i am going to be adding stuff in it, but only after alot of tunings have been added to the ship ;)

which will actaully prolly screw me over more than anyone, as my cuda goes 980m/s :P

with the afterburner on top thats a nice 1300m/s
would be nice in a race
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Dread
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Post by Dread »

Cycrow buddy sounds like youre onto another winner with this one :D

I was relieved to hear that once top speed has been reached then you can freely move as when first read the description (and anyone else who had images of this in their head, just say so which will help reassure me in not thinking Im Cuckoo :roll: ) I had this clip running through my head of the old 70's BattleStar Galactic when they flip the button on their control sticks and you see those cool ships woosh away with their afterburners! (cant say about the new one as havent seen it)

This means we can take our band of fighters on an intercept course of a capship or corvette and when getting in range we go to attackmode\speed, slam on the afterburner and wooosh in guns ablaze, dodging the enemy fire - how heartpumping\adrenaline that sounds. Oh yeah also handy for getting out of a tight situation
:lol:

While typing this I have thought of a couple of Q's or Suggestions for you mate:
1) On that note above about activating it as youre about to attack a ship that needs your ship to be fast if you are to survive, are you able to (and planning to) have all other ships able to have it equipped so the enemy AI sometimes pulls out a trick in battle and Afterburns away.
2) Also if you could\do enable other ships to have the option of installing the Afterburner, wouldnt it be good if you can install it onto your wingmen and have a command thats makes them activate it effectively.
3) Finally, due to its nature, the Afterburner Ive always thought is more a fighter feature. So for this I feel it should be reserved to M3/4/5's and maybe M6's

No doubt my thoughts will be met with 100% disagreement as Usual :lol:
But its a few things to consider.

Keep up that grand work old chap
999-JAY-999
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Post by 999-JAY-999 »

Heyyyyyy didn’t think about the possibility of transferring it between ships.. but then my style of play I use one capital ship for more or less everything....

Since new game in modified mode, I still have only one nippy ship.... struggling to kill anything mega and so gain enough notoriety to buy a better craft, and I cant get a better craft until I kill some more pirates!....

I have not got any ships to trade with either..... god I am crap...still, enjoying my slow slog regardless. Ha!
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Cycrow
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Post by Cycrow »

well, the reason for the straight flight at the bigging is simple due to scripting restrictions, basically its theo nly way to get the ship to fly at max speed

as for you suggestions
i like the idea of adding them into the AI, but not enterily sure the best way to script them in
one thing i could do is jsut have a script which can check any ships in sector for an afterburner, and randomly turn them on sometimes, this will give the impression there using them

as for making ships using the afterburner for good effect, that would require abit more work on the AI and to figurout how to trigger them to use it and stuff, maybe just make any in formation with you, use the afterburner at the same time you do

as for restricting it to fighters, its a good idea, but, some ppl might like the idea of pushing thier TS or cap ship abit faster to get to places, maybe i could have a seperate upgrade for them to use
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Dread
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Post by Dread »

well, the reason for the straight flight at the bigging is simple due to scripting restrictions, basically its theo nly way to get the ship to fly at max speed

as for you suggestions
i like the idea of adding them into the AI, but not enterily sure the best way to script them in
one thing i could do is jsut have a script which can check any ships in sector for an afterburner, and randomly turn them on sometimes, this will give the impression there using them

as for making ships using the afterburner for good effect, that would require abit more work on the AI and to figurout how to trigger them to use it and stuff, maybe just make any in formation with you, use the afterburner at the same time you do

as for restricting it to fighters, its a good idea, but, some ppl might like the idea of pushing thier TS or cap ship abit faster to get to places, maybe i could have a seperate upgrade for them to use
Thanks for the quick response, ill make this post now as heading back off to work and will pop back on when I get to work.

I absolutely agree with the flying in a straight line till max speed reached.

Yeah you could add a script checking the ships in a sector and activating them randomly, or maybe also add some sort of clever If statement that checks the status every so often (like a few minutes) of a ship you are attacking and if hull is down (say 25% for example) then the ship sometimes activates them, but this would have to be on some 'Chance basis' with a Low Chance that they do activate them (to stop every ship you are about to blow up or cap, from suddenly zooming off)

I agree some sort of trigger for wingmen to use their afterburners at the same time as you, like if flying in formation. But this again would need some thought as you might end up triggering your wingmen to later on in battle afterburn straight into the side of a station\capship - messy!!!

Thought about and yeah I can see a lot of ppl complaining that their TS\TL\M1\M2 does not have some sort of afterburner. With the thought of these ship being somewhat larger and heavier (larger and haevaier in the case of capships, and heavier in the case of Transport coz theyre transporters and may have cargo) there should be a difference in the way the afterburner acts, like slower afterburn due to size, but at same time uses more energy cells per second\minute due to size\weight.


Hope that gives some good feedback and help, I just got carried away a bit with this script as I think it has excellent potential to be a major installment to any ship.
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Stevio
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Post by Stevio »

andysonofbob wrote:Cycrow,

You seem to be a man of many scripts. Any chance of quickly writtin one to stop the pesky UT's stopping because of jump fuel issues?

Pretty please? *simper*

ta
i am sure some body has already mentioned it, i am not sure whether it was 'work in progress' or just 'an idea'

but Cycrows scripts are always good and reliable i have never had a problem with them,

[except for when i was new to scripting and couldn't work out how to extract them and stuff]

good work Cycrow, i don't think i will down load this one though [due to overtune script] my ships are fast enough. great script though.

cheers

stevio
furstukin
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Post by furstukin »

ok will do thx
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Rikaelus
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Post by Rikaelus »

Cycrow wrote:accelerating a ship at insane speeds that the ships not mnt to be flying at for long periods of time can have an effect on your hull integrity ;)
It depends how you define the item, really.
If it's an "upgrade", then part of it should be making your ship capable of dealing with the speed boost. If it's an "overtune", then yeah... there can be negative reprecautions for the boost. That's my point of view on it, anyway.

What kind of application do you plan this for? It doesn't sound practical in combat situations, which is where I miss it most, based on other games.
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Post by furstukin »

Rikaelus wrote: What kind of application do you plan this for? It doesn't sound practical in combat situations, which is where I miss it most, based on other games.
It is very practical in combat situations where you are being chased from behind and need to quickly get out of firing range or outrun a missle (if you have no rear turret).
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Cycrow
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Post by Cycrow »

its good if you need to catch up to a target too
X-it
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Post by X-it »

Cycrow,

Did you see my earlier post above? I noticed you posted just a minute after me, so you probably missed it (or it was a really bad idea... :P).

Anyway regarding what you just said above, in X-btf the afterburner was a great help to catch up with hostiles, but since the shields went down gradually it could be dangerous as well.

When running away from bandits your shields are most likely almost gone anyway, so the option of having either ship energy or energy cells to fuel the afterburner would be great. I don't approve of the idea of the hull becoming damaged.

Anyway I've just tried two of your other scripts as the first scripts ever in X3. I've tuned my Nova Raider to 218 m/s, and I won 1,5 mill in the lottery! :D Great work.
Cycrow
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Post by Cycrow »

yeah i musta missed it :oops:

im not sure if ill put the hull damage in, but i could look at making it reduce ur shields when you run out of energy cells, sounds pretty good
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hmm

Post by Tritous »

sounds like a upgraded version of the mark I booster that got signed.

nice, in that you haven't got a set time restriction (stupid mark I) but the Ecells usage makes it harder for paranid ships (I got nemi before they decided to hate me lol, I got my ship, I'm happy)

perhaps there should be 3 varients: a standard version that eats fuel but is cheap: a fighter's version (slightly lower power consumption but can only be fitted to fighters, costs more) and a large version (much lower consumption, less boost, but very very very expensive and only for caps and TLs)

my main request for the fighter version is that like the mark I you can use alternative fuel: ie spaceflies. 1 spacefly = 150 ecells or something like that ratio. perhaps use spacefuel too with a similar ratio. When one fuel runs out it switches mode if there is another fuel source.

That way my nemi can hold a sustained boost in spite of only having about 200 free space in the cargo for JD fuel and anything else lol.

I don't think that should be too hard to add. the downsides of it are that they are illegal items, and hard to get hold of sometimes lol.
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Post by jlehtone »

How about, in addition or instead of causing hull damage, to have the Engine tunings decrease?

After all, engine tuning is about finding the optimal settings. If you do something harsh, like stress the engine way over its designed limits with a sledge hammer, you are bound to loose the optimal tune.

Of course, that is not as expensive to repair as hull. But if one would have an overtuned ship, one should ask: "Do I feel lucky?", before pressing that nitro switch.
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Cycrow
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Re: hmm

Post by Cycrow »

Tritous wrote:sounds like a upgraded version of the mark I booster that got signed.

nice, in that you haven't got a set time restriction (stupid mark I) but the Ecells usage makes it harder for paranid ships (I got nemi before they decided to hate me lol, I got my ship, I'm happy)

perhaps there should be 3 varients: a standard version that eats fuel but is cheap: a fighter's version (slightly lower power consumption but can only be fitted to fighters, costs more) and a large version (much lower consumption, less boost, but very very very expensive and only for caps and TLs)

my main request for the fighter version is that like the mark I you can use alternative fuel: ie spaceflies. 1 spacefly = 150 ecells or something like that ratio. perhaps use spacefuel too with a similar ratio. When one fuel runs out it switches mode if there is another fuel source.

That way my nemi can hold a sustained boost in spite of only having about 200 free space in the cargo for JD fuel and anything else lol.

I don't think that should be too hard to add. the downsides of it are that they are illegal items, and hard to get hold of sometimes lol.
well, actaully im already planning to use splaceflies to power it as well as energy cells
im also going to put in X--it's idea about reducing the shield when you run out of energy, so the burner can stay on

I'm also thinking about doing a MK2 for capitol ships as well, which will use alot more energy
Cycrow
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Update V1.10

Post by Cycrow »

New updated :)
added the MK2 for use with capitol ships
can now use spaceflies

look at at unising your shield when running out of energy in the next version :)

V1.10
* Added use of space flies
* Added Afterburn MK2 for capitol ships
* Increased time you can run the afterburner for
* Added start and stop sounds
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Post by X-it »

This is just great. I haven't installed it yet, but I will when it's done (or does it automatically update in game when you update script files? Not too familiar with scripts).

I think I'll go for this compared to your tuning script. I love it, but feel like I'm cheating, having the slow Nova going at 250+ m/s, even though it have cost me 5 or 6 million.
Cycrow
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Post by Cycrow »

you just have to download the new files and unpack them, they will jsut overright the old files and the script will carry on working in ur current game :)
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Post by X-it »

Thanks, that sounds good! And while I'm at the noob questions: Do we have to remove any scripts before installing new game patches?
Cycrow
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Post by Cycrow »

nope, shoudln't have to :)
scripts dont alter existing game files, they just add new files on top, so there shouldn't be any effect with a patch :)

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