[SCRIPT] Turbo Booster : V1.10 : 02/08/2011
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Cycrow Split Ship Speed Booster?
I have installed it and it shows active in Plug-in manager, option to choose ....Enable Turbo...listed in controls (used F4), bought level 1 and 2 from Family whi and installed it. When I used F4 I get no increase in speed from gauge (boron M7 with 1400+ energy cells on it), I get no change in rate of movement away from a stationary object that is targeted. I can not steer the ship or fire guns. So I am getting an effect from it but not speed. So what am I not doing or doing wrong?
Ironman
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- Posts: 975
- Joined: Thu, 15. Jan 04, 09:52
I'm probably missing a very obvious step here or something. I downloaded the SPK, installed it using the X-Plugin Manager and it shows it as being active, and have purchased both level 1 and 2 and am in my Vidar. I have no idea how to activate it the turbo mechanism. When I go into my controls to try and assign a hotkey to this action, I'm not seeing it as an option in the menu. In my command control menu for my ship, I'm not seeing it anywhere in there as an option either. It appears to be running when I check the scripts. Here's what I currently have installed:
Better Combat Frame Rate
Collect Wares in Sector
Explorer Command Extension
Jump to Me
Sector Scanner
Turbo Booster
Remove Rocks
All of these are activated through the X-Plugin Manager except for Remove Rocks.
Before I go through and start eliminating scripts as the culprit, I was wondering if there was something that I just wasn't doing right. Like the Turbo Boost doesn't work on the Vidar. I haven't tested it on any other ship, but even if I transfer it to another ship, I still don't know how to activate it.
Suggestions?
Comments?
Questions?
Thanks in advance for any advice.
Better Combat Frame Rate
Collect Wares in Sector
Explorer Command Extension
Jump to Me
Sector Scanner
Turbo Booster
Remove Rocks
All of these are activated through the X-Plugin Manager except for Remove Rocks.
Before I go through and start eliminating scripts as the culprit, I was wondering if there was something that I just wasn't doing right. Like the Turbo Boost doesn't work on the Vidar. I haven't tested it on any other ship, but even if I transfer it to another ship, I still don't know how to activate it.
Suggestions?
Comments?
Questions?
Thanks in advance for any advice.
I sure do like biscuits
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- Posts: 975
- Joined: Thu, 15. Jan 04, 09:52
- Ind0ctr1n3
- Posts: 16
- Joined: Sun, 22. Mar 09, 00:06
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. Btw, maybe I'm just asking for something that's impossible to do, I'm not really familiar with X3 scripting yet..
Never trust anything that bleeds for 3 to 5 days and doesn't die.
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.
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
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
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!
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?