[SCRIPT] Advanced Jumpdrive V1.50 : Updated 11/03/2007
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Can i do something about it?? can i ajust it in the script editor or something?
Wait i make a screenshot..
http://www.desertrabbits.com/yellowman/ ... n00079.jpg
Wait i make a screenshot..
http://www.desertrabbits.com/yellowman/ ... n00079.jpg
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All right the price is good now only a little bug but it's not soo super bad
http://www.desertrabbits.com/yellowman/ ... n00080.jpg

http://www.desertrabbits.com/yellowman/ ... n00080.jpg
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No thats why i said it isnt super bad.
But after a few tests i can report a few little things
1. Sometimes the shields dont return
2. Sometimes the lasers do not return
3. If u abort the jump u lose all the cargo inc shields and lasers
And when i jump to an other sector they are there again (accept number 3 they are permenantly removed).
My suggestion to u is pls remove that the shields and lasers ar down when u jump. I dont know what u think but i think that is the best.
But after a few tests i can report a few little things
1. Sometimes the shields dont return
2. Sometimes the lasers do not return
3. If u abort the jump u lose all the cargo inc shields and lasers
And when i jump to an other sector they are there again (accept number 3 they are permenantly removed).
My suggestion to u is pls remove that the shields and lasers ar down when u jump. I dont know what u think but i think that is the best.
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wwell, the shields down was designed, as the jumpdrive uses the shield energy to jump
if you dont want it, just delete the plugin.advjump.shields.xml from the scripts directory and it will no longer do it.
the aborting of jump is because to make the jump, it removes your cargo to make room for the energy cells it requires to jump, so it you quite the script in the middle, it doesn't add them back.
althou i could make it work better by having a watch script to check this, i might do this later
if you dont want it, just delete the plugin.advjump.shields.xml from the scripts directory and it will no longer do it.
the aborting of jump is because to make the jump, it removes your cargo to make room for the energy cells it requires to jump, so it you quite the script in the middle, it doesn't add them back.
althou i could make it work better by having a watch script to check this, i might do this later
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Update 1.30
V1.30
* Changed shielding draining, shield restores straight away after jumping now
* Improved freeing up cargo hold, goods are place back in cargo during the jump not at the end.
the cargo gets put back as soon as the jump starts now, so its almost instant, this should remove the problem with cancing mid jump and not getting ur cargo back, and not having weapons after the jump.
Also added an addon to replace the existing jump scripts to use the Advanced jumpdrive for any scripts that use it.
check the first page for download
* Changed shielding draining, shield restores straight away after jumping now
* Improved freeing up cargo hold, goods are place back in cargo during the jump not at the end.
the cargo gets put back as soon as the jump starts now, so its almost instant, this should remove the problem with cancing mid jump and not getting ur cargo back, and not having weapons after the jump.
Also added an addon to replace the existing jump scripts to use the Advanced jumpdrive for any scripts that use it.
check the first page for download
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Your talents cease to amaze me Cycrow
I definitely have to try this one out as I currrently use the Gateless Jumpdrive in my M0. The Advance Jumpdrive is most certainly more realistic to using the ship's resources for generating a jump.
Next thing I know you'll be developing a tractor beam specific for the carriers that will pull in an unmanned ship into their docking bays
Boy!!! would that be a sight especially on a M0 or the M1.

Next thing I know you'll be developing a tractor beam specific for the carriers that will pull in an unmanned ship into their docking bays

Another one bites the dust!!
DarthVain
DarthVain
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@Cycrow. Excellent script.
I've tested it out and works with no problem. The only concern I have is that all the shield energy is drained when I come out of the jump. Now, I used it on my M0 (Leviathan) which has 30GJ worth of shields. Would it be possible that the shield loss be adjusted to lets say only 60% loss?
The reason for that is that If one jumped into an enemy sector, you wouldn't have a chance to protect yourself if you had no shield strength at the very start especially if you had a stack of m3's with HEPTS firing at you.. Even though the shields start re-generating straight away, it takes quite some time to get reasonable strength. Ships with lesser shielding would have no hope. At least I don't believe so.

The reason for that is that If one jumped into an enemy sector, you wouldn't have a chance to protect yourself if you had no shield strength at the very start especially if you had a stack of m3's with HEPTS firing at you.. Even though the shields start re-generating straight away, it takes quite some time to get reasonable strength. Ships with lesser shielding would have no hope. At least I don't believe so.
Another one bites the dust!!
DarthVain
DarthVain
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Re: Update 1.30
it should restore after jumpingCycrow wrote:V1.30
* Changed shielding draining, shield restores straight away after jumping now

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Re: Update 1.30
Ah!! Stevio, I have V1.30 and when I jumped to the next sector, the shields were 0 then started restoring straight away but getting from 0 to a reasonable shield strength still takes a while and that is what I'm concerned about.Stevio wrote:it should restore after jumpingCycrow wrote:V1.30
* Changed shielding draining, shield restores straight away after jumping now
Another one bites the dust!!
DarthVain
DarthVain
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ah yes i see what you mean now, especially with big ships its a bit too much,
Cycrow > i believe there is but i will ask anyway.
is there away to take a certain amount of sheild energy depending on what ship class it is?
because you certainly won't need 30GJ to jump an M0
i.e: two thirds of their sheild power
M5 -> 2MJ
M4 -> 10MJ
M3 -> 50MJ
and so on
cheers stevio
Cycrow > i believe there is but i will ask anyway.
is there away to take a certain amount of sheild energy depending on what ship class it is?
because you certainly won't need 30GJ to jump an M0
i.e: two thirds of their sheild power
M5 -> 2MJ
M4 -> 10MJ
M3 -> 50MJ
and so on
cheers stevio
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