[SCR] Smart Turrets v4.7.2 (AP, 05-04-14), v2.6 (TC, 21-08-13)

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qwizzie
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Post by qwizzie » Thu, 28. Jul 11, 16:59

no chance to try out M7M yet.. it took me a week to get an M3 :wink:
You could try to install Gazz's Missile Safety script to see if that helps with missiles getting blown up too fast upon firing.

djrygar
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Post by djrygar » Thu, 28. Jul 11, 22:18

Shimrod wrote: Anyone tried missile turrets yet? Should make an M7M ideal for the final fury escort missions.
for that kind of mission, I found CODEA to be best help. It was total surprise that this kind of mission (especially first OTAS mission) became pleasant one when I used carriers

as for turrent script;
I like MARS, yet it very often does really strange thing: it leaves alone ships that are almost dead - one, two bullets more and fighter would be blown, but mars switches to other target and allows almost-dead-one to recharge shields. So I am very curious to try your toy and how it manages many attackig fighters at once. Does it improve AI turrets as well?

Shimrod
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Post by Shimrod » Fri, 29. Jul 11, 00:24

djrygar wrote: for that kind of mission, I found CODEA to be best help. It was total surprise that this kind of mission (especially first OTAS mission) became pleasant one when I used carriers
I'm an ADS carrier commands user myself, haven't tried CODEA yet :)
I like MARS, yet it very often does really strange thing: it leaves alone ships that are almost dead - one, two bullets more and fighter would be blown, but mars switches to other target and allows almost-dead-one to recharge shields.
I know what you mean with the MARS pausing, but I think that's actually intended for helping to cap ships. It pauses while they have some hull dmg to avoid a killing blow in case they're going to turn blue. Think it can be disabled via the t file. Long time since I explored the MARS config though.
So I am very curious to try your toy and how it manages many attackig fighters at once.
In the Smart case there's no pause, it checks after each shot is fired whether the target is still hostile and stop firing if it turns blue. I suspect the MARS system is more likely to preserve a bailed ship.

Smart will only shoot a target until a minimum of 2 shots are fired and 1-2 seconds (there's no millisecond timer :( ) elapse. After this it re-evaluates what the best target is, and then evaluates the best laser.

The threat value of a target is its laser strength. For missile boats this is its strongest missile's max damage, which is modified downwards if it can't substantially injure the player ship. This threat value is modified by range (closer preferred), and also by shield dmg (don't stop shooting the guy on 1% health).

Particularly for fighters it tries to avoid shooting them at long range, ignoring them unless their main guns are able to shoot at the player.
Does it improve AI turrets as well?
Only player ships. No plans to extend to AI. MARS has this capability, and this also means you can watch Smart duke it out with MARS AI ships :)

Shimrod
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Post by Shimrod » Fri, 29. Jul 11, 00:48

I've uploaded 1.2.

Fair bit of change including XTC compatibility, support for modding laser data underfoot, and of course improved laser selection for fighters. Full change list in 2nd post.

The t file has changed this time, be sure to replace that on upgrade. The DPS cache had to be reset on upgrade too due to the addition of more laser stats for purposes of detecting if game data changes vs cached data.

Mizuchi
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Post by Mizuchi » Fri, 29. Jul 11, 01:27

Download = GET 8)

DarthVain
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Post by DarthVain » Fri, 29. Jul 11, 11:02

Sorry,

Still can't download.

The message i get is:
Internet Explorer cannot display the webpage
Another one bites the dust!!

DarthVain

Shimrod
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Post by Shimrod » Fri, 29. Jul 11, 11:31

The link is working for me, and it's has plenty of downloads. Sounds like a comms problem between your machine and x1tp. Perhaps ISP, proxy, dns.

Try the URL below for the root page of the download host. If this link works, you should be able to find the Smart Turrets download page by looking in the X3 Terran Conflict -> FIGHT -> Turret Scripts category.

http://www.x1tp.com

If that link doesn't work, try pinging the site. If ping is unable to resolve an address, perhaps it's a DNS or proxy issue. You could try accessing it via IP address directly, or via an internet based proxy which should use its own DNS.

If you can resolve but not ping the site, this may be an issue in network infrastructure routing the requests to the target address. Tracert should help identify an IP address on the route that's the black hole. This might help identify whether it's your ISP infrastructure servers that're failing. The site itself is definitely alive so the problem would be a hop in between yourself and it.

If you can navigate the site ok but download fails, this may be something in your browser configuration. Try downloading and using google chrome instead see if that has more success.

DarthVain
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Post by DarthVain » Fri, 29. Jul 11, 11:48

Yes, a DNS problem:
Windows can’t find the host name "www.x1tp.com" using DNS.
what is the ip address to ping?
Another one bites the dust!!

DarthVain

Shimrod
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Post by Shimrod » Fri, 29. Jul 11, 12:11

My local ping and and this ping website both agreed on 209.190.61.32 when I checked just now.

http://www.websitepulse.com/help/testto ... -test.html

I can't access http://209.190.61.32 directly though. My guess is that this is is probably a proxy which is redirecting traffic depending on URL through to a real backend web server on a different address, possibly to map a fixed IP address onto a dynamic one, for some kind of load balancing or to improve site security or something of this nature. This might also go towards explaining why it might be confusing your browser/OS/router/proxy.

An alternative is an internet proxy like 'hide my ass' which I'd expect to operate based on its own DNS lookups. I think you'd not be talking to the server directly but via the proxy.

If you're doing it via work network though, it might be safest to wait and download from home later. If the work infrastructure is deliberately screening out the site, you might get into trouble trying to bypass that.

I'd be interested to understand the root cause of the problem if you figure it out. If it's going to be a common problem I can switch hosts, though this one is good in that there's are no ad's and no delay games for the unregistered. I'd like to avoid having multiple hosts.

DarthVain
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Post by DarthVain » Sat, 30. Jul 11, 04:06

Nah, Trying to download from home. Ping worked fine so its got me beat.

Unfortunately no go when pressing the link for download.

Thanks anyway. Perhaps someone who has downloaded it can host it.
Another one bites the dust!!

DarthVain

Shimrod
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Post by Shimrod » Sat, 30. Jul 11, 11:40

The proxy route is definitely worth a go though.

1. Go to http://hidemyass.com
2. Put this URL in the textbox:
http://www.x1tp.com/root/index.php?opti ... 55&lang=en
3. Push 'Hide My Ass!'

When I did this just now it downloaded the file. In theory the data will be proxied via hidemyass.com and you won't have to deal with x1tp.com directly.

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SS_T
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Post by SS_T » Sun, 31. Jul 11, 14:27

I have disabled IP blocking on the website (which came with the component I use), try downloading it again. But I have to look at this closer as I don't know why your having problems with it.
New XDownloads: http://xdownloads.co.uk

DarthVain
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Post by DarthVain » Tue, 2. Aug 11, 02:49

SS_T wrote:I have disabled IP blocking on the website (which came with the component I use), try downloading it again. But I have to look at this closer as I don't know why your having problems with it.
Unfortunately that didn't work either.

I tried Shimrod's method and that worked fine and have installed v1.2.

Now how to set it up properly.
Another one bites the dust!!

DarthVain

Glimpse
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Post by Glimpse » Wed, 3. Aug 11, 00:40

I've got to say it is a great turret script. Fast and reliable. Great for someone who cleanses Xenon sectors every so often.

However, I hate short range weapons, so I made my own new 20KM range beam cannon of some sort.(A duplicated entry of laser beam of XRM 1.04) Smart ignores it when activated. Is there an entry must I do for each new laser?

Also I must also suggest a stance mod. I had to forcingly declare war on Boron because I kept killing Paranid transporters who were hostile to me. A simple offense and defence option should suffice. Perhaps a missile defence would be needed by some too.

Shimrod
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Post by Shimrod » Wed, 3. Aug 11, 02:48

Thanks for the feedback :)

I've split it out into separate offense, defense and attack my target modes in 1.3. Still a work in progress though, about to install SRM for some compatibility testing.

That 20km cannon is first going to be cut out due to the AlertRange limits in the central ship task (glen.turret.smart.coordinator.xml). This performs a simple scan for enemies at fixed ranges (15km m6+, 10km fighter), and if no enemies or missiles are in that range all the turrets just sleep to save cpu. I'll look at sizing those ranges dynamically in 1.3 around longest range laser+5km.

There's another check to avoid shooting fighter size targets at long range (>4km or so) unless they're stationary or their mainguns are in range to shoot us. Even then its usually impossible to hit them due to laser spread at long range.

Are you shooting fighters half a sector away with that thing? Perhaps I could relax that check if bullet speed > 5000 or so, can't otherwise detect beam lasers.

Glimpse
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Post by Glimpse » Wed, 3. Aug 11, 03:11

Oh after a game restart, turrets now use the newly added weapons, however as you said it doesn't fire or track over 15KM.

My main goal was to get rid of the cramped action that turns the battles into jousting matches and a kamikaze festivals. One could understand 1KM range on a fast and accurate weapon, but why we cannot have weapons that shoots over at 10KM for capital ships? I mainly fight M6 and above fighters usually become a splat on my hull before they become a nuisance.

I'm after long range battles, I hate it when a Xenon Q comes bashing into my hull. I hate it when a fully equipped M3 wants to fire it's 1KM range weapons and becomes a splat on the hull after the first attack run. I'd rather have long weapons equipped on all vessels, so that battles could be fought within a larger area.(Probably Q's headfirst diving mechanic cannot be fixed with weapon range, but hey! I can take him out before he hits me!)

Not sure how AI will react to 20-30KM weaponry installed on their ships, but if that doesn't work out, I can always have my own long range artillery weapons.

Shimrod
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Post by Shimrod » Wed, 3. Aug 11, 03:50

I'll be giving it a try too at least for checking the script changes :)

I'd be concerned that some of the builtin commands (is target in firing range of turret, get nearest enemy in range of turret, etc) might have hardcoded range limits, only way to tell is to test.

I suspect the AI will be pretty dumb with target selection. It'll probably just shoot the nearest target single mindedly. MARS works on AI ships, but I don't know how MARS handles customized laser data especially if its a whole new laser rather than an edited one. Smart is player only, at least for now.

Out of interest what version of Smart do you have installed? 1.2 should be detecting changes to TBullets rebuilding its caches. A fresh game start would certainly work with any version. 1.3 will also have an uninstall option should all else fail.

DarthVain
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Post by DarthVain » Wed, 3. Aug 11, 04:04

Will Smart Turrets actually add weapons if they are not listed as compatible for your ship?
Another one bites the dust!!

DarthVain

garrry34
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Post by garrry34 » Wed, 3. Aug 11, 04:29

when you say player only do you mean player ship or player owned ship, as I'm using it on ally my ships. I love the single laser shots for missile's that is totally awesome, does this get picked up by wing turret commands and ADS?
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Glimpse
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Post by Glimpse » Wed, 3. Aug 11, 05:08

I've the 1.2 version and it does detect the changes. I've meant to say restarting the X3TC not starting a new game.(silly me :p) I'm using my beam weapon up to 15KM now. It works quite good on fighters, considering their agility.

Vanilla turrets are rather boring to play with. You often have to take over to shoot that little bugger doing moondance around. I'll be doing some testing on weapon range to find out if AI can adapt to long range fights.

Still, turrets really do their jobs efficiently. And it can only be better with stances in 1.3.

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