Fusion-Injector v3.0 (Bonus Pack) - Undocumented EC Consumption / Bug

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donzi
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Fusion-Injector v3.0 (Bonus Pack) - Undocumented EC Consumption / Bug

Post by donzi »

- X2 v1.5 + Fusion-Injector v3.0 (X² All In One Bonus Package v1.04.01)
- M3/4/5 consumption rate (tested with M3 only):
BP ReadMe wrote:max. 80 sec = 10 e-cells
Excess EC in cargo, EC consumption of a full run (until auto-deactivation) is 11 EC.

The additional 1 EC is somewhat a pain as it complicates the simple, even number EC provisioning of the ship. IE: 100 EC = 10 full run activations.

Since the documented EC consumption rates are either ending in 5 or 0 (same as JD) this seems to be a glitch in the script.


Notes:

Duration deligated by 3 specific factors AFAIK: static max (readme), less than static max, feight bay hatch. The latter being the only factor that will halt further EC consumption.

EC consumption will commence if using any/extra speed or not. EG: can activate at 0 m/s, never accellerate above 0 m/s and consume EC plus have ship (shield) fatigue.
BP ReadMe wrote:The increased power can only be achieved through the additional input of energy into the drive. This is not entirely unproblematic and contributes to drive damage, especially in M1, M2 and TL class ships. TS drives, similarly, display symptoms of fatigue.
..appears to translate into ~50 shield decay (for M3 at least) upon 'typical' auto-deactivation. Quick tests with 6 or 10 EC in cargo, run until auto-deactivation resulted in shield decay -- test with 1 EC did not. Similarly, opening/closing freight bay hasn't resulted in shield decay for me.

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