[SCRIPT] Turbo Booster : V1.10 : 02/08/2011
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Cyrow,
Small question/request; if you could take a look at this thread (Yes I probably should just have asked here...)
I'd like to have a slightly different boost modification, one that won't require energy to be used, much like the original boost extention. Also making the cooldown period regenerate back to 100%, but still able to use it before it reaches full strenght again.
Basically; would you mind if I modified/used part of your script? Any help would be greatly appreciated too obviously.
Btw, maybe I'm just asking for something that's impossible to do, I'm not really familiar with X3 scripting yet..
Small question/request; if you could take a look at this thread (Yes I probably should just have asked here...)
I'd like to have a slightly different boost modification, one that won't require energy to be used, much like the original boost extention. Also making the cooldown period regenerate back to 100%, but still able to use it before it reaches full strenght again.
Basically; would you mind if I modified/used part of your script? Any help would be greatly appreciated too obviously.

Never trust anything that bleeds for 3 to 5 days and doesn't die.
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Hi,
I'd like to say that this script has saved my hide on numerous occasions, however would it be possible for it to save my wingmen & other assets too?
What I mean is would it be possible to script an AI controlled ship to engage it's Turbo Boost under certain player-defined criteria? I.e. shields < 10% = run away & boost - say just for 10-15 seconds or so, then fly back at normal speed back into combat.
Just a thought.
Cheers,
Scoob.
I'd like to say that this script has saved my hide on numerous occasions, however would it be possible for it to save my wingmen & other assets too?
What I mean is would it be possible to script an AI controlled ship to engage it's Turbo Boost under certain player-defined criteria? I.e. shields < 10% = run away & boost - say just for 10-15 seconds or so, then fly back at normal speed back into combat.
Just a thought.
Cheers,
Scoob.
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2 small (or big?) improvement suggestions:
1.
Possibility of the priority settlement, e.g. 1-st spaceflies 2-nd shield 3-rd energy cells
2.
Keep "minimum" of energy cells, so that it has enough for some jumps. (This would make the first suggestion unnecessary -- cause you don't need priorities if you know that you will have enough energy cells.)
Greetz
1.
Possibility of the priority settlement, e.g. 1-st spaceflies 2-nd shield 3-rd energy cells
2.
Keep "minimum" of energy cells, so that it has enough for some jumps. (This would make the first suggestion unnecessary -- cause you don't need priorities if you know that you will have enough energy cells.)
Greetz
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I've slept a time or two since I installed it (I used the version in the Bonus Pack), but as I recall you need to go to the usual hotkey setup location to select the Turboboost option and select a hotkey (I used <shift>-<tab> so it is similar to the usual hotkey for boost extension).Walterses wrote:err hows it work?
Mk 1 for M6s and below. Mk2 for M7s and above. Speed increase seems to be about a factor of 2, so a Panther M7 might turboboost up to around 300 m/s, while a Springblossom M6 might boost up to around 600 m/s.
It is expensive, though, so I'll only be equipping ships I'm likely to pilot myself.
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New Update: 1.10
Changes Cooldown:
Turbo will now charge back up to 100%, and can be reused again straight away unless the power level is below 15%
Added Laser Energy:
The turbo booster can now make use of your laser energy as well as shields.
Advanced Configuration:
Using the menu from the Community Plugin menu you can configure the turbo and tell it what energy types you wish to use.
You can also change the order that they will be used in and the threshold needed to use
Changes Cooldown:
Turbo will now charge back up to 100%, and can be reused again straight away unless the power level is below 15%
Added Laser Energy:
The turbo booster can now make use of your laser energy as well as shields.
Advanced Configuration:
Using the menu from the Community Plugin menu you can configure the turbo and tell it what energy types you wish to use.
You can also change the order that they will be used in and the threshold needed to use
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Apologies in advance - you'll note from the join date and post count that I'm not seasoned when it comes to scripting & X3TC. I strongly suspect I'm missing something blindingly obvious....
Anyway, I'm using this latest version 1.1 installed via your plug in manager (v1.30). The turbo booster works fine except it doesn't seem to remember the energy priorities all the time.
I'm still trying to work it out, and half of the problem is I probably die half of the time before I dock and save after changing it to have shield as the first choice of energy use. However, on more than 1 occasion I have deliberately set the priority then immediately saved, and it still reverts to the default of energy cells first. I have also tried using the back arrow, the x and just esc to exit the menu (which should I be using?
)
EDIT: it does remember the other options like minimum shield strength and which energy to use, just doesn't remember the priorities. So for me a fix is just to disable the other energy options. So the side note below stands!
On a side note, I may be fairly new to the x-universe, and even newer to scripting, but it's obvious that the community is fantastic and certain members have done some fantastic work. You sir would seem to have done some sterling work!
Anyway, I'm using this latest version 1.1 installed via your plug in manager (v1.30). The turbo booster works fine except it doesn't seem to remember the energy priorities all the time.
I'm still trying to work it out, and half of the problem is I probably die half of the time before I dock and save after changing it to have shield as the first choice of energy use. However, on more than 1 occasion I have deliberately set the priority then immediately saved, and it still reverts to the default of energy cells first. I have also tried using the back arrow, the x and just esc to exit the menu (which should I be using?

EDIT: it does remember the other options like minimum shield strength and which energy to use, just doesn't remember the priorities. So for me a fix is just to disable the other energy options. So the side note below stands!
On a side note, I may be fairly new to the x-universe, and even newer to scripting, but it's obvious that the community is fantastic and certain members have done some fantastic work. You sir would seem to have done some sterling work!

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not sure y it wouldn't be saving the prioerities, its possible that it is saving, but they are getting reset for some reason.
when do you notice it happens, ie do you change them then reopen the menu and they are reset, or is it when you reload the game ?
also, what does it reset to, is it always to the defaults, or perhaps to the previous settings you had before the change?
when do you notice it happens, ie do you change them then reopen the menu and they are reset, or is it when you reload the game ?
also, what does it reset to, is it always to the defaults, or perhaps to the previous settings you had before the change?
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It saves the changed energy priorities whilst the current game is still in use i.e. if you go back into the menu immediately after exiting it, the changed energy priorities are still remembered. So you are probably right - it is better described as them being reset to default when the save game is loaded again. Whether that is what is actually happening behind the scenes is another matter!
I did try changing to something different before changing to what I would want as the priorities, but it did seem to go back to the default settings.
Let me know if there's any other info that would help or anything you want me to try.
oh, & thanks for the quick reply!
I did try changing to something different before changing to what I would want as the priorities, but it did seem to go back to the default settings.
Let me know if there's any other info that would help or anything you want me to try.
oh, & thanks for the quick reply!
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Priorities are definitely getting reset, and it seems to happen on loading the save game rather than when reopening the menu. Oddly my usage thresholds are staying in place though, ie. Laser Energy: 25%, Shield Energy: 35%.
Or... just noticed: basically what gw42 said!
Still a small price for the huge functionality over even the BP version.
Or... just noticed: basically what gw42 said!

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If this update information write in your first page as update history, it will be more helpful for new usersCycrow wrote:New Update: 1.10
Changes Cooldown:
Turbo will now charge back up to 100%, and can be reused again straight away unless the power level is below 15%
Added Laser Energy:
The turbo booster can now make use of your laser energy as well as shields.
Advanced Configuration:
Using the menu from the Community Plugin menu you can configure the turbo and tell it what energy types you wish to use.
You can also change the order that they will be used in and the threshold needed to use

Something more, I installed Turbo Booster V1.1 but cannt found the configuration menu in the Community Plugin menu, Why?
X3TC V3.1, and here's my scripts list:
X Plugin Manger V1.3
Community Configuration Menu V1.5
X3TC Cheat Package V1.6
Command Queuing V1.21
Hotkey Manager V1.11
Ware Manager V1.1
Numeric Race Rank Titles, Notoriety list with point values
Everything seems update...except Bonus Package V4.1.01.
Turbo Booster conflict? Should I uninstall the Bonus Package? And how?
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Hi,
I am not sure if this is the right thread for the AP bonus pack version.
Anyway, I have noticed a consistently reproducable (on my install
) issue with the turbobooster.
When it deactivates at 0%, immediately activating it again (<1 sec?) resets the charge immediately to 100%, skipping the whole recharging part.
I am unable to test on a purely vanilla + BP install, (I forgot to make an archive backup before modifying my install), but I do not think I have any scripts installed that interfere with the BP.
I am not sure if this is the right thread for the AP bonus pack version.
Anyway, I have noticed a consistently reproducable (on my install

When it deactivates at 0%, immediately activating it again (<1 sec?) resets the charge immediately to 100%, skipping the whole recharging part.
I am unable to test on a purely vanilla + BP install, (I forgot to make an archive backup before modifying my install), but I do not think I have any scripts installed that interfere with the BP.
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Bonus Package uninstalled and problem solved!Keomars wrote:If this update information write in your first page as update history, it will be more helpful for new usersCycrow wrote:New Update: 1.10
Changes Cooldown:
Turbo will now charge back up to 100%, and can be reused again straight away unless the power level is below 15%
Added Laser Energy:
The turbo booster can now make use of your laser energy as well as shields.
Advanced Configuration:
Using the menu from the Community Plugin menu you can configure the turbo and tell it what energy types you wish to use.
You can also change the order that they will be used in and the threshold needed to use
Something more, I installed Turbo Booster V1.1 but cannt found the configuration menu in the Community Plugin menu, Why?
X3TC V3.1, and here's my scripts list:
X Plugin Manger V1.3
Community Configuration Menu V1.5
X3TC Cheat Package V1.6
Command Queuing V1.21
Hotkey Manager V1.11
Ware Manager V1.1
Numeric Race Rank Titles, Notoriety list with point values
Everything seems update...except Bonus Package V4.1.01.
Turbo Booster conflict? Should I uninstall the Bonus Package? And how?
