plynak wrote:Hello, thanks for finding the problem. The ship was freshly build and I was eager to test her. So I thought 500 fuel cells will suffice for at least one battle jump. My mistake
Yeah, I know how that feels. It's a very powerful ship, and your save looked like you fairly recently started your game, so I could imagine how exciting it could be to try it out. Sorry for the let-down. Performs a lot better with fuel, though.
plynak wrote:By the way I have captured some fighters and did not want to sell them, so I added them as an escort to my autominer Sequana. To my surprise, they somehow manage to jump with the ship. Is this because of this script? It is excellent. I was really tired of fighters using highways only making them totaly useless.
Yup, but shh! It's not very lore-friendly. I put that in until I find a better way to get the fighters to keep up. A much better way would be to get yourself a carrier of some sort and get Marvin's Carrier mod. Works gameplay-wise, though.
plynak wrote:Oh and I added two fighters as a wingmen to the strongest one and that strongest one as a wingman to the Sequana. Is it a good setup? Or shall I add all fighters to the Sequana directly?
Better that way than to have them individually escort the Sequana, I think. That way, they stay together until they actually break off to attack.
No particular benefit to have your fighters follow the most powerful fighter, though. Good idea would be to have the fighters escort the slowest fighter (keeps them together when moving), or the fighter with the largest radar range (makes them detect hostile ships sooner). Preferably both.
.......
@All, found that this still doesn't work 100%:
MICT changelog wrote:Bugfix: Was jumping facing towards the target regardless of optimal firing angle.
Problem is that it calculates optimal firing angle from where the ship is
before it jumps/boosts/moves, and uses that. After it jumps, it recalculates, and then uses the correct angle, but that first jump is almost always off. Working on it, but it's possible that there is no way to calculate orientation from the projected destination rather than from present position. Only situation where it really works is the second move of the Sucellus and Balor, where they orient towards the target without moving, and projected destination == present position.
edit: testing
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<orientation refobject="$target" orientation="$MICT_AimVector"/>
instead of
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<rotation value="$MICT_AimVector"/>
but that'll have to wait until later today.