[SCR] CODEA Weapon System [09-06-03 X3TC 3.beta.19]
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new weapons
hi i was just wundering how i'd add guns to the fighter equ. list
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- Posts: 357
- Joined: Sat, 13. Dec 08, 22:02
[/quote]If the option „Stop carrier during fighter deployment“ is deactivated and the carrier jumps to a remote system, while fighters are on their way back to the carrier, these fighters will patrol the area until the carrier returns. Up until now they would follow the carrier. [/quote]
quick question.
if this option is deactivated, i can have a carrier leave a patrol force in the area it just left while it responds to an attack elsewhere, correct?
so what happens if the option is activated and i give the carrier a jump command? will it recall fighters first? how about if it moves on to, say, the next system in its Security and Rescue Service patrol?
quick question.
if this option is deactivated, i can have a carrier leave a patrol force in the area it just left while it responds to an attack elsewhere, correct?
so what happens if the option is activated and i give the carrier a jump command? will it recall fighters first? how about if it moves on to, say, the next system in its Security and Rescue Service patrol?
Last edited by semiliterate on Mon, 27. Apr 09, 00:05, edited 1 time in total.
I have a question about the bombers. Right now what is their function? do they just sit in the carrier until manually instructred to obliterate a target?
What I'd like to have is a few m8s taking out everything bigger than a m3 well before they get in range, and the fighters would dispose of everything that's too fast for the missiles. I would like this to happen automatically.
What I'd like to have is a few m8s taking out everything bigger than a m3 well before they get in range, and the fighters would dispose of everything that's too fast for the missiles. I would like this to happen automatically.
I'm having a little trouble adding bombers to my carrier. I've gotten the MEFOS personnel and have a technic and mechanic on the bomber with a Lt. pilot and all the required equipment. CODEA let me assign the pilot to the bomber following my carrier w/o issue, but I can't get it to show up to be added in the bomber hangar.
- spacefueladdict
- Posts: 508
- Joined: Thu, 12. Jun 08, 15:42
Hi, is anybody having problems unzipping this file and the libraries file?
I have d/loaded these file numerous times and used various programs to unzip them and i either get messages that the file is 'Corrupt' or the 'file header is damaged'.
Any help regarding this issue would be apprieciated.
Thanks in advance
SFA.
I have d/loaded these file numerous times and used various programs to unzip them and i either get messages that the file is 'Corrupt' or the 'file header is damaged'.
Any help regarding this issue would be apprieciated.
Thanks in advance
SFA.
kelmen:
With this equipment (as far as I know, all of them ... only one or two of them don't matter) on your fighters, CODEA will not recognize them to add them. Thats because these equipment marks a fighter as a player-ship. If the fighters are already added, CODEA doesn't care anymore about these equipment.
spacefulladdict:
I just downloaded CODEA and the library and I've been able to open them with 7-Zip.
With this equipment (as far as I know, all of them ... only one or two of them don't matter) on your fighters, CODEA will not recognize them to add them. Thats because these equipment marks a fighter as a player-ship. If the fighters are already added, CODEA doesn't care anymore about these equipment.
spacefulladdict:
I just downloaded CODEA and the library and I've been able to open them with 7-Zip.
Yep, I've rechecked the equipment 20 times now and made sure I don't have any of the three forbidden extensions on that ship. When I transfer a Lt. pilot to the cockpit, I've also noticed that there rank never shows up, I just get "Niklas Gisler (Your Marlin Hauler)" in the personnel overview. I've tried it with several pilots, including commanders, but nothing seems to work.Lucike wrote:Docking Computer is installed?
Step by step.
- A ship of class M8 (Marlin Hauler is an Argon M8 ship, right?)
- set homebase to carrier
- Pilot of the rank Lieutenant
- Fight Command Software MK1
- Fight Command Software MK2
- Docking Computer
- Cargo Life support System
- Navigation Command Software MK1
- Technician
- Mechanic
The ship is in follow mode and in the same sector?
- A ship of class M8 (Marlin Hauler is an Argon M8 ship, right?)
- set homebase to carrier
- Pilot of the rank Lieutenant
- Fight Command Software MK1
- Fight Command Software MK2
- Docking Computer
- Cargo Life support System
- Navigation Command Software MK1
- Technician
- Mechanic
The ship is in follow mode and in the same sector?
I think it's the boron M8 (Actually, it's probably a pirate variant that I capped). I have all the above requirements met. Could it matter if the carrier is not an M1? I'm using an M7 panther.Lucike wrote:Step by step.
- A ship of class M8 (Marlin Hauler is an Argon M8 ship, right?)
- set homebase to carrier
- Pilot of the rank Lieutenant
- Fight Command Software MK1
- Fight Command Software MK2
- Docking Computer
- Cargo Life support System
- Navigation Command Software MK1
- Technician
- Mechanic
The ship is in follow mode and in the same sector?
It's definitely not the panther. I'm using a panther with 4 M8 split bombers.aka1nas wrote: I think it's the boron M8 (Actually, it's probably a pirate variant that I capped). I have all the above requirements met. Could it matter if the carrier is not an M1? I'm using an M7 panther.
Just remembered, make sure you have free docking ports on your panther.
How about submitting and entry into the [url=http://forum.egosoft.com/viewtopic.php?t=216690]TC Download Library[/url]?
Do corvettes and tenders take up a docking "spot" even if they can't actually dock in the ship? I should have had a spot or two free for the M8, but I will try removing a few ships to make sure. Anything else I can try?darkfear wrote:It's definitely not the panther. I'm using a panther with 4 M8 split bombers.aka1nas wrote: I think it's the boron M8 (Actually, it's probably a pirate variant that I capped). I have all the above requirements met. Could it matter if the carrier is not an M1? I'm using an M7 panther.
Just remembered, make sure you have free docking ports on your panther.
Ok, I figured out what's wrong from the screenshots in the first post. My mechanics and technics are not showing up as part of the carrier's personnel. I ,um ,"liberated" this batch by taking over one the Military transports with the Cheat Scripts and transferring the personnel to my Panther. Out the airlock with the lot of them!
I guess I'll have to do this the right way. If I want to use the method where you get the carrier to the outpost right before the transport, do I need to be piloting the carrier?
Also, I've tried using the method where I leave one of the CODEA carrier's ships at a Military Outpost (with a Lt. pilot installed , a CLS, and plenty of cargo space), but they never seem to recruit any personnel. How long should this normally take?
I guess I'll have to do this the right way. If I want to use the method where you get the carrier to the outpost right before the transport, do I need to be piloting the carrier?
Also, I've tried using the method where I leave one of the CODEA carrier's ships at a Military Outpost (with a Lt. pilot installed , a CLS, and plenty of cargo space), but they never seem to recruit any personnel. How long should this normally take?
I have a question regarding the missile use of the attackfighters:
I have a flight of Eclipses armed with Thunderbolts. Each time they land they reset the missile fire probability to 0% but they do fire the missiles! What is the rule for this? They automatically check whether the target is worthy of the missile?
And if the ship is armed with different sorts of missiles, will the fighter pick the best missile for the job?
If I would attack a capital ship with my Eclipses armed with Thunderbolts and Wasps, would they first fire Wasps to distract the turrets and then the Thunderbolts?
Great script Lucike, really loving it
I have a flight of Eclipses armed with Thunderbolts. Each time they land they reset the missile fire probability to 0% but they do fire the missiles! What is the rule for this? They automatically check whether the target is worthy of the missile?
And if the ship is armed with different sorts of missiles, will the fighter pick the best missile for the job?
If I would attack a capital ship with my Eclipses armed with Thunderbolts and Wasps, would they first fire Wasps to distract the turrets and then the Thunderbolts?
Great script Lucike, really loving it
Like a thousand other commanders on a thousand other battlefields, I wait for the dawn...
I've been watching this and can no longer resist the urge to try it out, now that I'm starting to assemble somewhat of a decent carrier fleet and feeling the need for more control.
Just to be sure I don't mess up my entire installation or anything, by "install the required libraries" you mean I have to copy/paste the scripts & t folders in the Befehlsbibliothek "Libraries" (Version 3.2.08 ) to my installation and just start up X3:TC?
Can I copy/paste the CODEA scripts in there immediately as well, or should I first run TC with the libraries?
Just to be sure I don't mess up my entire installation or anything, by "install the required libraries" you mean I have to copy/paste the scripts & t folders in the Befehlsbibliothek "Libraries" (Version 3.2.08 ) to my installation and just start up X3:TC?
Can I copy/paste the CODEA scripts in there immediately as well, or should I first run TC with the libraries?