[X3TC Bonus Plugin] Turbo Boost

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JuddaDredd
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Post by JuddaDredd »

I also would prefer this to use shields/weapons before using credits...

I think that if it could use weapons power that would be the best as you tend to need shields while running from a bad engagement, plus it would mean you couldn't run straight in to a fight and then hit the target with a full can of whoop arse

eg get behind a sucker then overspeed right up to them and hit them hard...

But shields could also be fun if your'e in the sh*t and your shileds are almost gone and then need the speed to exit the fight, that could be real hairy...
Snowship
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Post by Snowship »

cezarip wrote:So Mk I is for ships smaller than M6 and Mk2 for M6 and higher? Or both are working for the M6 class?
The Mk1 work on my HCP :wink:
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xfir01
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Post by xfir01 »

cezarip wrote:So Mk I is for ships smaller than M6 and Mk2 for M6 and higher? Or both are working for the M6 class?
From looking at the code, anything that qualifies as a 'huge ship' requires the Mk2, which from a bit of testing seems to be M7 and up (not M8 tho). So a Mk1 should work fine for an M6.

As for going solely off the shields, that's not too difficult to tweak yourself assuming you've got the script editor enabled. Edit out a couple lines in plugin.turbo.checkengery so it doesn't factor e-cells at all.

Personally, I've got mine set up to run off shields as long as they're above 25% and then switch to e-cells.
supahfly
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Post by supahfly »

Perhaps anyone would be kind enough to actually post the revised version of the booster which will not use e-cells at all at any time? That's the only annoying feature of the TB.
xfir01
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Post by xfir01 »

supahfly wrote:Perhaps anyone would be kind enough to actually post the revised version of the booster which will not use e-cells at all at any time?
sure....

[ external image ]

This is the file from the bonus pack version of Turbo Boost (they are different). To install, copy it to the folder X3TC\scripts and then delete plugin.turbo.checkenergy.pck.

I'm not sure, but I can almost garuntee you need the script editor open to use this, so it probably won't work if you're trying to keep an un **modified** game.[/url]
supahfly
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Post by supahfly »

xfir01 wrote:
supahfly wrote:Perhaps anyone would be kind enough to actually post the revised version of the booster which will not use e-cells at all at any time?
sure....

[ external image ]

This is the file from the bonus pack version of Turbo Boost (they are different). To install, copy it to the folder X3TC\scripts and then delete plugin.turbo.checkenergy.pck.

I'm not sure, but I can almost garuntee you need the script editor open to use this, so it probably won't work if you're trying to keep an un **modified** game.[/url]
thanks mate, appreciate this!
Least Weasel
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No Boost bind option

Post by Least Weasel »

I know this is an old thread, but I thought it was better to post here than make a new thread.

I've bought the Turbo booster for a couple of ships, but there is no way to bind the turbo booster to a key. I've looked through every option in Gameplay and Controls (including the interface options). Am I missing something, or might this be fixed somehow?

Thanks
Cactus57
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Post by Cactus57 »

sorry to be another to bump an older thread, but to answer your question my hotkey for it shows up under: Controlls > Interface (tab) > Extensions right at the bottom of the list.

If yours isn't there, perhaps you need to reinstall it?

Now, to add a question of my own, I downloaded the "don't use energy cells" script, replaced the old one with it. But there was no "plugin.turbo.checkenergy.pck" file. So now when I hit turbo it takes away for initial cost from the sheilds, but never increases speed or uses further shield power. I'm guessing this is because I didn't have the file which needs removing? Or have I missed something?
irR4tiOn4L
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Post by irR4tiOn4L »

Minor rant:
Spoiler
Show
Open letter to modders:

Next time you mod in the next Killer feature or game breaking player advantage, either restrict its capabilities to the point it is no longer game breaking or correct the deficit in AI capabilities by allowing them to ALSO acquire and use these upgrades.

Else learn to accept that youve made such a killer/game breaking feature and GET OVER IT. Do NOT try and justify what you have done or otherwise allay this in your mind by giving the upgrade a STUPIDLY HIGH AND ABSOLUTELY ABSURD price, all for the sake of your clear conscience at night.

For God's sake, what is with you people? Why must every upgrade or software feature automatically come with a TRILLION ridiculous 'for balance' drawbacks like HUGE prices or RIDICULOUSLY IRRITATING micromanagement 'features' that necessitate ABSOLUTELY DRIVE YOU UP THE WALL ANNOYING 'training'

Just ACCEPT that you are giving the player an uber feature and leave it at that! Or better yet, give it to the AI too!


Im obviously referring to the ridiculous price and training requirements that come with this, Mk3 trader, CLS etc. THESE LIMITATIONS SHOULD NOT BE PART OF THE GAME AT ALL.

Why is this turbo boost priced at 2 and 8 million? If its unbalanced, then why make it boost speed as much as it does in the first place? (for god's sake, it almost doubles speed!) Why not try and make it available to the AI instead of balancing by price? If none of these are satisfactory, then why not just accept that price is NO BALANCING MECHANISM and leave it at something reasonable like a couple of hundred thousand? (ala jumpdrive!)


My immersion is immediately and irrevocably broken every time I come across YET ANOTHER 'supposedly balanced' feature that introduces an absolutely overpowered boost 'but is justified because of price' - a price that NO OTHER UPGRADE IN THE GAME COMMANDS, not even something so much more advanced (technological terms) such as a jumpdrive. If i were the approval team for bonus mods, i would not approve ANY mods that introduced such annoying limitations until these were made to fit with the lore and other upgrades already in the game.

Give it up and stop this intellectual bankruptcy!

Other than that i like this mod, although i think the speed boost is too high and I would prefer a choice between draining shields/Ecells (and it would be nice to see AI boosting as well). I do very much appreciate the effort and thank the modder!
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Simoom
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Post by Simoom »

I have a question about this plugin.

How is the speed bonus of the turbo boost determined? Originally I thought the Turbo Boost just doubles the ship's speed when activated (this seemed to be the case when I was flying around in my Vidar, the result seems similar in Springblossom and most M6, M7, and M2)

However, the more and more ships I try with the Turbo Boost on, the more I notice the speed boost isn't linear. Some ships gain much more speed than others when the Turbo Boost is activated.

For example, in my Scabbard, which has a top speed of 165ms, the Turbo Boost bumps it to roughly 320ms or so. But in my Angel, which has a top speed of 155ms, I was getting a whooping 400+ms, and you would expect the opposite since the Angel has lower top speed.
ComedianGR
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Post by ComedianGR »

Hi!

I just installed the Turbo Boost from the bonus pack, equiped it on a ship (got the MK2 for the M7M Skirnir) but I can't find how to use it.

The top speed is still 91m/s and I can't fing in the controls how to enable it.

What am I doing wrong here?
Triaxx2
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Post by Triaxx2 »

You've got to assign it a Hotkey. I use Shift+Tab.
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ComedianGR
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Post by ComedianGR »

Yes, but how?
I searched the whole controls section and I didn't find it.

What's the option called?
rtg593
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Post by rtg593 »

Cactus57 wrote:sorry to be another to bump an older thread, but to answer your question my hotkey for it shows up under: Controlls > Interface (tab) > Extensions right at the bottom of the list.

If yours isn't there, perhaps you need to reinstall it?

...?
In reply to the most recent where's the button request:p

As far as non linear changes to speed, it increases the number of tunings, and those aren't linear either. So however much the increase is when you buy tunings at the shipyard, that's the kind of increases you'll see when you TurboBoost.

As far as the guy complaining about the price tag... It's only a couple mil, go make a few trade runs and you have it. I just graduated to TC (been playing Reunion), I had 25 UT's running by game day 3 flying the Hyperion (awesome ship in Reunion) with my PHQ pumping out fighters for my carriers... Then I realized I had done everything that was unique to Reunion and any further efforts would have to be duplicated in TC, so I decided to graduate myself :) As soon as I submit this post, starting my first TC game:-D

PS First post, woot!:-P
HotSake
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Post by HotSake »

rtg593 wrote:As far as the guy complaining about the price tag... It's only a couple mil, go make a few trade runs and you have it. I just graduated to TC (been playing Reunion), I had 25 UT's running by game day 3 flying the Hyperion (awesome ship in Reunion) with my PHQ pumping out fighters for my carriers... Then I realized I had done everything that was unique to Reunion and any further efforts would have to be duplicated in TC, so I decided to graduate myself
That's proving his point, isn't it? Money is not a balancing factor. If something is overpowered, but expensive, then it's just overpowered, and you should either change it to not be overpowered, or just admit that it is and say, "Have fun!". Claiming that a huge price tag makes it ok or non-cheaty when it otherwise wouldn't be is disingenuous. A huge price tag is a speed bump and an annoyance, nothing more, and your goal should never be to annoy the player.
rtg593
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Post by rtg593 »

HotSake wrote:
rtg593 wrote:As far as the guy complaining about the price tag... It's only a couple mil, go make a few trade runs and you have it. I just graduated to TC (been playing Reunion), I had 25 UT's running by game day 3 flying the Hyperion (awesome ship in Reunion) with my PHQ pumping out fighters for my carriers... Then I realized I had done everything that was unique to Reunion and any further efforts would have to be duplicated in TC, so I decided to graduate myself
That's proving his point, isn't it? Money is not a balancing factor. If something is overpowered, but expensive, then it's just overpowered, and you should either change it to not be overpowered, or just admit that it is and say, "Have fun!". Claiming that a huge price tag makes it ok or non-cheaty when it otherwise wouldn't be is disingenuous. A huge price tag is a speed bump and an annoyance, nothing more, and your goal should never be to annoy the player.
... I think I was tired, cuz suddenly that makes sense, lol. I took it as it's too hard to get that much money:p

I partially agree with the unbalanced arguement. I think, just like here on good ole earth, combat vessels would have turbo boosters (afterburners), it only makes sense. On the flip side, the AI ships not using them does make it a little unbalanced, you being the only ship using something available to everyone.

Thank being said, love it:p Between that, the docking computer, and the ancient skill of "Tri-chording" (Descent series, 1995-1999), you can get around alot quicker:-)

(Tri-chording - placing your target in the corner of your screen and strafing towards it, adding your strafe thrust to your main thrust, giving you a slight but noticeable speed boost)
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cheesemonkey
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Post by cheesemonkey »

xfir01 wrote:
supahfly wrote:Perhaps anyone would be kind enough to actually post the revised version of the booster which will not use e-cells at all at any time?
sure....

[ external image ]

This is the file from the bonus pack version of Turbo Boost (they are different). To install, copy it to the folder X3TC\scripts and then delete plugin.turbo.checkenergy.pck.

I'm not sure, but I can almost garuntee you need the script editor open to use this, so it probably won't work if you're trying to keep an un **modified** game.[/url]
I downloaded the file but it only partially worked, It seems to still use 5 energy cells to start the turbo boost. I tried having a look at the code but I have no idea what I'm doing.

Edit: Ok so I had a little play around and it seems you can disable it by opening plugin.turbo.switch in the in game script editor and changing the "$Need.fuel =" values to 0. You can find this under the "*Need to have at east 10 energy cells" section.

After you must delete plugin.turbo.switch.pck from the scripts directory in the game folder as it will override the new xml file of the same name (the one you just created by changing stuff in game) once you load up the game again and reset it back to what it was before. Hope this helps someone.
Sam97531
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Post by Sam97531 »

Ive noticed now in AP it sucks weapon-energy first then shield energy. Is there any way to control which energy is used? Preferably - in combat use, when I use it for short bursts, I would like it to use shields first, then fuel, then laser energy :)
Seygantte
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Post by Seygantte »

Sorry for resurrecting this thread, but I found a bug that lets you bypass the cooldown effect. I don't imagine this being important, but I bound the turbo to the mouse wheel button. The bug is simple:
Spoiler
Show
Burn the whole of the turbo down to 0%. As soon as it runs out and you see the "WARNING Turbo booster disengaged, requires cooldown" hit the boost button once more. If you are quick, the booster immediately starts back at 100%
The result is infinite boost.
Xannn
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Post by Xannn »

cheesemonkey wrote:
xfir01 wrote:
supahfly wrote:Perhaps anyone would be kind enough to actually post the revised version of the booster which will not use e-cells at all at any time?
sure....

[ external image ]

This is the file from the bonus pack version of Turbo Boost (they are different). To install, copy it to the folder X3TC\scripts and then delete plugin.turbo.checkenergy.pck.

I'm not sure, but I can almost garuntee you need the script editor open to use this, so it probably won't work if you're trying to keep an un **modified** game.[/url]
I downloaded the file but it only partially worked, It seems to still use 5 energy cells to start the turbo boost. I tried having a look at the code but I have no idea what I'm doing.

Edit: Ok so I had a little play around and it seems you can disable it by opening plugin.turbo.switch in the in game script editor and changing the "$Need.fuel =" values to 0. You can find this under the "*Need to have at east 10 energy cells" section.

After you must delete plugin.turbo.switch.pck from the scripts directory in the game folder as it will override the new xml file of the same name (the one you just created by changing stuff in game) once you load up the game again and reset it back to what it was before. Hope this helps someone.
Sorry for bumping the thread after half a year, but I'm really deseperate with this.

I tried to change the values so it doesn't use the energy cells at the start, but after the quoted line I just see [THIS] and no Need.fuel variables.

Code: Select all

* Need to have at east 10 energy cells
[THIS]-> set local variable: name='afterburn.spacefly' value=[FALSE]

if not [THIS]-> call script 'plugin.turbo.useenergy' : Ship=[THIS] a.start=[TRUE]
START speak text: page=13 id=135 priority=10
$text = read text: page=$page.id id=4
display subtitle text: text=$text duration=3000 ms
return null
end
So no "$Need.fuel" values found there, sorry for my newbie question as I suppose I'm missing something, just expent more than 1 hour and can't find what it is :( (Using the Turbo boost script files from the AP bonus pack)

Thanks in advance and sorry for any incoveniences that this post could cause, which I hope it doesn't ^^u.

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