- [UPDATE-29.07] TuningUnit MK1 -finally signed-
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Constipated_Vigilante
- Posts: 2746
- Joined: Sun, 14. Mar 04, 05:07

Here's another suggestion if you're considering seriously working on this script as a project: Different levels of tuning. MkI, MkII, MkIII, etc. A battleship should be able to have the largest engine boost with those massve engines, after all. A small ship should be capable of holding boosters only so large. Also, instead of having this thing use energy cells, you could have it use the player's laser energy. This would make it so that it wouldn't be practical to use afterburners and weapons at the same time, which would give ships with larger cargo holds a huge advantage. After all, a Pegasus won't be able to burn for more than 2 seconds, but anything above TP and M3 classes would be able to burn for the full 12 seconds. This would limit ships not by cargo hold, but by their reactor capacities. When the energy reaches 0, then the booster should stop, instead of having a 12-second for every ship thing. A destroyer or carrier should be able to burn for longer periods of time than a scout ship, but their massive engines/boosters should take up more energy. Just more balancing suggestions. 
System:
AMD Athlon 64 3700+
Sound Blaster Audigy
Geforce 6800 GS
A8N-E Motherboard
2GB DDR RAM
AMD Athlon 64 3700+
Sound Blaster Audigy
Geforce 6800 GS
A8N-E Motherboard
2GB DDR RAM
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Edix - Intergalactic Taxi
- Posts: 154
- Joined: Tue, 15. Apr 03, 08:51

I agree, However do it as you see fit.Constipated_Vigilante wrote:Here's another suggestion if you're considering seriously working on this script as a project: Different levels of tuning. MkI, MkII, MkIII, etc. A battleship should be able to have the largest engine boost with those massve engines, after all. A small ship should be capable of holding boosters only so large. Also, instead of having this thing use energy cells, you could have it use the player's laser energy. This would make it so that it wouldn't be practical to use afterburners and weapons at the same time, which would give ships with larger cargo holds a huge advantage. After all, a Pegasus won't be able to burn for more than 2 seconds, but anything above TP and M3 classes would be able to burn for the full 12 seconds. This would limit ships not by cargo hold, but by their reactor capacities. When the energy reaches 0, then the booster should stop, instead of having a 12-second for every ship thing. A destroyer or carrier should be able to burn for longer periods of time than a scout ship, but their massive engines/boosters should take up more energy. Just more balancing suggestions.
AMD 64 3500+
XFX Gefroce 6600GT 128Mb
1Gbyte (x2 512) Corsair XMS Twin X Memory
GigaByte K8 Triton nForce3 250Gb Motherboard
XFX Gefroce 6600GT 128Mb
1Gbyte (x2 512) Corsair XMS Twin X Memory
GigaByte K8 Triton nForce3 250Gb Motherboard
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dPM_HeMan
- Posts: 820
- Joined: Mon, 16. Feb 04, 13:08

Thanks,GoateeCat wrote:FANTASTIC concept. I was thinking about how much I miss afterburners the other day. I like your implementation especially.
Now I'm all motivated to make the Bilarity Engine Time Accelerator MAXIMUM, or Betamax for short.
now what will this "Betamax" do ?
hmm, "power booster" sound interesting, we'll seeEdix - Intergalactic Taxi wrote:TuningUnit sounds odd, i would rethink the name, not really tuning anything more like an afterburner or power booster? Maybe use an acronym?
1) indeed this was my plan at the beginning, thats why it is called Mk1Constipated_Vigilante wrote:1) Here's another suggestion if you're considering seriously working on this script as a project: Different levels of tuning. MkI, MkII, MkIII
2) Also, instead of having this thing use energy cells, you could have it use the player's laser energy.
3) A destroyer or carrier should be able to burn for longer periods of time than a scout ship, but their massive engines/boosters should take up more energy. Just more balancing suggestions.
2) this was planed in my initial concepts aswell
3) this can easily be made what do you suggest ? 20 seconds ?
by the way what do you think of the 12 seconds ? is this period long enough ? should the ship become even faster ?
cu
HeMan
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Constipated_Vigilante
- Posts: 2746
- Joined: Sun, 14. Mar 04, 05:07

I think the ship should be able to outrun any other ship with the tuning on, except another one with it. After all, this is for getting in and out of battle. Maybe this could also be used to help OOS transports. The transports are often too slow to outrun the khaak and pirates, but this could be engaged on an SPP seller for say, 4 seconds. It would get less money for delivered cargo, but it would keep its life, which is worth more money in equipment and hassle. Also, 20 seconds might be a good time for things above TL/M6 class. M3's/TS's should be able to burn for say, 15. Then, all the other smaller ships should get about 10 seconds, with their teeny engines. Same goes for speed. Say, an extra 70% for above M6/TL, 50% for M3/TS, and 30% for M5/TP/M4. These numbers probably need more tweaking, but I think since an M5 will already be fast, and it has a small reactor/engines, it shouldn't be able to use a big booster, but still enough to outrun any other ship.
System:
AMD Athlon 64 3700+
Sound Blaster Audigy
Geforce 6800 GS
A8N-E Motherboard
2GB DDR RAM
AMD Athlon 64 3700+
Sound Blaster Audigy
Geforce 6800 GS
A8N-E Motherboard
2GB DDR RAM
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marklaverty
- Posts: 270
- Joined: Mon, 23. Feb 04, 15:03

Just wanted to say that this sort of thing is EXACTLY what X2 needs.
This kind of creative scripting/modding is brilliant and what will make us all remember this game when were 90 years old and can no longer work a PC (Yeah I know they probably won't be called pc's by then but you get the idea)
Nice one ...

This kind of creative scripting/modding is brilliant and what will make us all remember this game when were 90 years old and can no longer work a PC (Yeah I know they probably won't be called pc's by then but you get the idea)
Nice one ...
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Reaper7
- Posts: 47
- Joined: Wed, 15. Oct 03, 11:57

conflict in scripts
Have salvage script V1.6 installed and notice that the tunning mod uses the same ware 5843.
is there any wat to edit the script to use a free ware so that I can use both?
is there any wat to edit the script to use a free ware so that I can use both?
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dPM_HeMan
- Posts: 820
- Joined: Mon, 16. Feb 04, 13:08

Re: conflict in scripts
it is not that easy because ware 5843 defines the price of the ware aswell and is refered to in nearly every part of the script, sorryReapper wrote:Have salvage script V1.6 installed and notice that the tunning mod uses the same ware 5843.
is there any wat to edit the script to use a free ware so that I can use both?
1) rewrite the 442244.xml in the "t"-folder - introduce new ware
2) rewrite "init.cmd.BoostX.xml" - replace old ware
3) rewrite "BoostX.xml" - replace old ware
though you could use the boost together with whatever ware the salvage script uses, this should work aswell as the boost only refers to ware-5843 and doesn't care what this ware actually is
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dPM_HeMan
- Posts: 820
- Joined: Mon, 16. Feb 04, 13:08

Details about V2
V2 Beta introduces a new shiptype-specific system that effects speed, time and amount of e-cells.
For example M3 ships are much faster now but their tuning only lasts 76 seconds at a maximum usage of 10 e-cells whereas M2 can fly with tuning for 160 seconds at decent extra speed.
For details look at this:
-----------------------------
Technical Details (in work):
---------------------------------------
sorry for some german names, don't know their english versions *g*
M3:
approx. + 200 m/s
max. 76 sec = 10 e-cells
- Nova: 163 -> 359
- Barracuda: 204 -> 408
- Perseus: 210 -> 409
- Mamba: 286 ->
- Falke: 136 -> 313
M6:
approx. + 140 m/s
max. 120 sec = 20 e-cells
- Centaur: 207 -> 324
- Hydra: 302 -> 463
- Nemesis: 260 ->
- Dragon: 324 ->
- Falke: ??? ->
M2:
approx. + 100 m/s
max. 160 sec = 40 e-cells
- Titan: 176 -> 280
- Ray: 234 -> 324
- Odysseus: 225 ->
- Python: 292 -> 382
- Phoenix: 153 ->
TS:
approx. + 160 m/s
max. 45 sec = 45 e-cells
- Mercur: 130 ->
- Dolphin: 102 ->
- Demeter: 117 ->
- Kaiman: 159 ->
- Vulture: 124 ->
to be continued ...
as you can see this list is still in work and needs you to find ships that are way out of specification
just like teladi m6 for example.
cu
HeMan
V2 Beta introduces a new shiptype-specific system that effects speed, time and amount of e-cells.
For example M3 ships are much faster now but their tuning only lasts 76 seconds at a maximum usage of 10 e-cells whereas M2 can fly with tuning for 160 seconds at decent extra speed.
For details look at this:
-----------------------------
Technical Details (in work):
---------------------------------------
sorry for some german names, don't know their english versions *g*
M3:
approx. + 200 m/s
max. 76 sec = 10 e-cells
- Nova: 163 -> 359
- Barracuda: 204 -> 408
- Perseus: 210 -> 409
- Mamba: 286 ->
- Falke: 136 -> 313
M6:
approx. + 140 m/s
max. 120 sec = 20 e-cells
- Centaur: 207 -> 324
- Hydra: 302 -> 463
- Nemesis: 260 ->
- Dragon: 324 ->
- Falke: ??? ->
M2:
approx. + 100 m/s
max. 160 sec = 40 e-cells
- Titan: 176 -> 280
- Ray: 234 -> 324
- Odysseus: 225 ->
- Python: 292 -> 382
- Phoenix: 153 ->
TS:
approx. + 160 m/s
max. 45 sec = 45 e-cells
- Mercur: 130 ->
- Dolphin: 102 ->
- Demeter: 117 ->
- Kaiman: 159 ->
- Vulture: 124 ->
to be continued ...
as you can see this list is still in work and needs you to find ships that are way out of specification
cu
HeMan
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Kailric
- Posts: 985
- Joined: Sun, 7. Dec 03, 05:15

Sweet, would love to see thatdPM_HeMan wrote:i'm very excited today, because BurnIt told me that the script has very good chances to become official
so please keep on testing and tell me if you find bugs.
Expect to see an update soon![]()
cu
HeMan
"Try not. Do or do not, there is no try."-Yoda
"[Its] time for the human race to enter the solar system"-Dan Quayle
"[Its] time for the human race to enter the solar system"-Dan Quayle
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Lorelei
- Posts: 88
- Joined: Sat, 7. Feb 04, 18:31

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Kailric
- Posts: 985
- Joined: Sun, 7. Dec 03, 05:15

Hey, I am hard at work scripting on the new AI..just wondering if this tunning software here can be coded to be used with other races..like pirates/xenon and such. If so it would make an excellent addition to elite fighter classes that the players may face along with the advanced AI code?
"Try not. Do or do not, there is no try."-Yoda
"[Its] time for the human race to enter the solar system"-Dan Quayle
"[Its] time for the human race to enter the solar system"-Dan Quayle
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dPM_HeMan
- Posts: 820
- Joined: Mon, 16. Feb 04, 13:08

It can be used with every ship, if you download the new Beta2 version you should be able to activate the script on a ship with the command:Kailric wrote:Hey, I am hard at work scripting on the new AI..just wondering if this tunning software here can be coded to be used with other races..like pirates/xenon and such. If so it would make an excellent addition to elite fighter classes that the players may face along with the advanced AI code?
Code: Select all
001 $your.ship="a ship that you want to tune"
002 @ START $BoostX.dummy -> call script 'plugin.tuning.Mk1' : tune this ship=$your.ship feel free to use my script in your AI code
cu
HeMan
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Kailric
- Posts: 985
- Joined: Sun, 7. Dec 03, 05:15

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dPM_HeMan
- Posts: 820
- Joined: Mon, 16. Feb 04, 13:08

new Update !
was working a lot on balancing. Major changes:
- fixed TS Speeds
- fixed M5 Speeds: time reduced to 24 sec. speed approx. + 500 m/s
- changed name to "MK1 Engine Boost"
- lot more
look at detail list:
----------------------------------------
Tech Details:
----------------------------------------
M3:
approx. + 200 m/s
max. 80 sec = 10 e-cells
- Nova: 163 -> 359
- Barracuda: 204 -> 408
- Perseus: 210 -> 409
- Mamba: 286 -> 480
- Falke: 136 -> 321
M4:
approx. + 200 m/s
max. 76 sec = 10 e-cells
- Buster: 176 ->
- Mako: 245 ->
- Pericles: 209 ->
- Scorpion: 330 ->
- Bussard: 181 ->
M5:
approx. + 500 m/s
max. 24 sec = 10 e-cells
- Disco: 490 -> 1062
- Octopus: 540 -> 1054
- Pegasus: 1009 -> 1715
- Jaguar: 540 -> 1108
- Harrier: 349 -> 926
M6:
approx. + 140 m/s
max. 120 sec = 40 e-cells
- Centaur: 207 -> 351
- Hydra: 302 -> 444
- Nemesis: 260 -> 400
- Dragon: 324 -> 459
- Falke: 171 -> 316
M2:
approx. + 110 m/s
max. 160 sec = 80 e-cells
- Titan: 176 -> 297
- Ray: 234 -> 342
- Odysseus: 225 -> 345
- Python: 292 -> 405
- Phoenix: 153 -> 270
M1:
approx. + 110 m/s
max. 160 sec = 80 e-cells
- Collossus: 162 ->
- Shark: 200 ->
- Zeus: 194 ->
- Raptor: 234 ->
- Condor: 126 ->
TS:
approx. + 200 m/s
max. 45 sec = 45 e-cells
- Mercur: 130 -> 235
- Dolphin: 102 -> 209
- Demeter: 117 -> 222
- Kaiman: 159 -> 264
- Vulture: 124 -> 232
to be continued ...
cu
HeMan
was working a lot on balancing. Major changes:
- fixed TS Speeds
- fixed M5 Speeds: time reduced to 24 sec. speed approx. + 500 m/s
- changed name to "MK1 Engine Boost"
- lot more
look at detail list:
----------------------------------------
Tech Details:
----------------------------------------
M3:
approx. + 200 m/s
max. 80 sec = 10 e-cells
- Nova: 163 -> 359
- Barracuda: 204 -> 408
- Perseus: 210 -> 409
- Mamba: 286 -> 480
- Falke: 136 -> 321
M4:
approx. + 200 m/s
max. 76 sec = 10 e-cells
- Buster: 176 ->
- Mako: 245 ->
- Pericles: 209 ->
- Scorpion: 330 ->
- Bussard: 181 ->
M5:
approx. + 500 m/s
max. 24 sec = 10 e-cells
- Disco: 490 -> 1062
- Octopus: 540 -> 1054
- Pegasus: 1009 -> 1715
- Jaguar: 540 -> 1108
- Harrier: 349 -> 926
M6:
approx. + 140 m/s
max. 120 sec = 40 e-cells
- Centaur: 207 -> 351
- Hydra: 302 -> 444
- Nemesis: 260 -> 400
- Dragon: 324 -> 459
- Falke: 171 -> 316
M2:
approx. + 110 m/s
max. 160 sec = 80 e-cells
- Titan: 176 -> 297
- Ray: 234 -> 342
- Odysseus: 225 -> 345
- Python: 292 -> 405
- Phoenix: 153 -> 270
M1:
approx. + 110 m/s
max. 160 sec = 80 e-cells
- Collossus: 162 ->
- Shark: 200 ->
- Zeus: 194 ->
- Raptor: 234 ->
- Condor: 126 ->
TS:
approx. + 200 m/s
max. 45 sec = 45 e-cells
- Mercur: 130 -> 235
- Dolphin: 102 -> 209
- Demeter: 117 -> 222
- Kaiman: 159 -> 264
- Vulture: 124 -> 232
to be continued ...
cu
HeMan
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QuantaCat
- Posts: 59
- Joined: Mon, 15. Mar 04, 20:51

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Constipated_Vigilante
- Posts: 2746
- Joined: Sun, 14. Mar 04, 05:07

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dPM_HeMan
- Posts: 820
- Joined: Mon, 16. Feb 04, 13:08

1700 m/s will only last 20 seconds as you can see in the list and may i remind you that the ship only has 10 units of cargo bayQuantaCat wrote:Pegasus to 1700? That's somehow... overkill.
but the 10 secs or so with 1700 are *whooooshhh*
cu
HeMan
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Constipated_Vigilante
- Posts: 2746
- Joined: Sun, 14. Mar 04, 05:07

