[Question] Explorer Software
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[Question] Explorer Software
Game already has an Explorer software in it and I wanted to create a ship that would create satellite network for me. When I use the option - Develop Satellite Network it asks me to point at some station. My question is how this software exactly works? There is only one version of it and I was hoping to send some fast scout to establish satellite network for me, in other words visit each sector and if there is no satellite already in there drop one and in case if there is danger in the sector to drop danger beacon. I liked this script in Reunion but it seems that TC 'official' version is different. Can anyone advise?
Thanks.
Thanks.
“The dark and the light, they exist side by side." ... “It is often in the darkest skies that we see the brightest stars."
Well, it is different. In Reunion Explorer script I had to equip the ship appropriately and then there was an option Under navigation - 'Start Exploration' or something like that.
This Explorer version under navigation only allows 'Explore Sector...' and 'Build Satellite network'. Explore the Sector allows the ship to explore only 1 sector.
if I use "Build Satellite network" it asks me to point to the space station I have no idea why. My ship has enough cargo space for at least a few satellites.
In Reunion script as soon as ship was equipped and i chose 'Start Exploration' ship would automatically start to roam the sectors and drop beacons. And if it ran out of beacons it would find the station where beacons were sold and continued to explore until it was destroyed. This script doesn't have this option to execute the script.
Still need advise.
Thanks.
This Explorer version under navigation only allows 'Explore Sector...' and 'Build Satellite network'. Explore the Sector allows the ship to explore only 1 sector.
if I use "Build Satellite network" it asks me to point to the space station I have no idea why. My ship has enough cargo space for at least a few satellites.
In Reunion script as soon as ship was equipped and i chose 'Start Exploration' ship would automatically start to roam the sectors and drop beacons. And if it ran out of beacons it would find the station where beacons were sold and continued to explore until it was destroyed. This script doesn't have this option to execute the script.
Still need advise.
Thanks.
“The dark and the light, they exist side by side." ... “It is often in the darkest skies that we see the brightest stars."
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you use the arrows on the number pad to move the point where you want to drop the first sat, then the ship goes and drops a sat in every sector there isn't one, but he only detects his own sats so if your dropped your own in a few sectors he will place another there. He buys his own sats and from what I can tell he will only use the regular ones.
So it won't do advanced sats?ACrazyGerman wrote:you use the arrows on the number pad to move the point where you want to drop the first sat, then the ship goes and drops a sat in every sector there isn't one, but he only detects his own sats so if your dropped your own in a few sectors he will place another there. He buys his own sats and from what I can tell he will only use the regular ones.
Also, is there a way to tell it not to drop sats in sectors that already have them?
It will use either NavSats or AdvSats depending on which is onboard the ship when you start the command. If the ship has both it'll ask you which to use.
It shouldn't place a satellite in sector if there's already a satellite, of either type, within 20km of the target position.
Unfortunately this bit isn't working. There seems to be a bug in detecting the other satellites. Hopefully that'll be fixed in the next patch.
It shouldn't place a satellite in sector if there's already a satellite, of either type, within 20km of the target position.
Unfortunately this bit isn't working. There seems to be a bug in detecting the other satellites. Hopefully that'll be fixed in the next patch.
Excellentmoggy2 wrote:It will use either NavSats or AdvSats depending on which is onboard the ship when you start the command. If the ship has both it'll ask you which to use.
Doh! Back to manual placementmoggy2 wrote:It shouldn't place a satellite in sector if there's already a satellite, of either type, within 20km of the target position.
Unfortunately this bit isn't working. There seems to be a bug in detecting the other satellites. Hopefully that'll be fixed in the next patch.
Oh no... Well, I used a cheat to open all sectors, what I want to do is to have a satellite network that I can check for enemy presence at any time in any sector not just default set up. Will help me to plan my operations.
“The dark and the light, they exist side by side." ... “It is often in the darkest skies that we see the brightest stars."
MARS (TC) has a working satellite deploy feature.
It won't do any traveling through sectors.
That's never been the main purpose of the script - this feature was meant for satellite deployment during a battle for extra intel.
Positioning and retrieval works, though. =)
It won't do any traveling through sectors.
That's never been the main purpose of the script - this feature was meant for satellite deployment during a battle for extra intel.
Positioning and retrieval works, though. =)
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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I mentioned in another thread the problem with Deploy Satellite Network is a trivial scripting error, so I would be surprised if it wasn't fixed in the next update.
To reiterate, the script checks if there is already a satellite in the sector using the satellite ware-type rather than ship-type - a simple issue to fix for anyone who knows how (which includes the devs, of course).
To reiterate, the script checks if there is already a satellite in the sector using the satellite ware-type rather than ship-type - a simple issue to fix for anyone who knows how (which includes the devs, of course).
- Carlo the Curious
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Correct the other script that was not in bonus pack is more complete and more useful than currect one.Carlo the Curious wrote:That wasn't the same script as in the bonus pack, iirc.reanor wrote:Well, it is different. In Reunion Explorer script I had to equip the ship appropriately and then there was an option Under navigation - 'Start Exploration' or something like that.
Explorer software should make a ship to go around find new gates, get local stations and fly through the new gates and drop AdvSats on their way... This is what is useful, now current script for player to order a ship/ships to fly through gates is pointless overhead micro-management and not practical.
This TC script should really be removed or replaced by a better one used on X3R.
Regards
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I do doubt that Ego will adopt the more usefull Explorer software and replace the existing one.mpcribeiro wrote:Correct the other script that was not in bonus pack is more complete and more useful than currect one.Carlo the Curious wrote:That wasn't the same script as in the bonus pack, iirc.reanor wrote:Well, it is different. In Reunion Explorer script I had to equip the ship appropriately and then there was an option Under navigation - 'Start Exploration' or something like that.
Explorer software should make a ship to go around find new gates, get local stations and fly through the new gates and drop AdvSats on their way... This is what is useful, now current script for player to order a ship/ships to fly through gates is pointless overhead micro-management and not practical.
This TC script should really be removed or replaced by a better one used on X3R.
Regards
So to my eyes this post is valid to be under Script forum since are 2 distinct scripts. And I ask for script gurus to adapt the X3R usefull explorer software to replace the X3TC one.
Thanks
yes, seconded definitely. I miss my cherished network of a constellation of 8 adv sats, with the network maintained, and multiple explorer ships working together. It cost millions to set up, but it was a joy to play with once done (and gave an extra incentive to stop pirates and so on as even one pirate m5 could tear up half a sector of sats)