rmazurek wrote:TC
BTW: Is it intended or a bug, that if is set autmated ADS then any other orders are ignored? Actually not ignored but disabled after several seconds.
For example: If I set ADS on carrier and order it to jump to another sector, it starts procedure ("jump device charging... 10%... 20%...) and order is disabled before it makes jump.
The same is for any other order I tried on carrier and for differend ships.
PHEW, this is one of the most complicated things I stumbled upon when I did my autocarrier script.
Remember, that I tryed to keep wing fighter losses as low as possible when I did ADS-RWE.
In the original ADS, autocarrier runns on a higher task, while all tasks you order the carrier to do, will run on task 0 (the base task).
The autocarrier is executed no matter what you do with the carrier. When I played around with this variant, I found it difficult to handle. Why?
Imagine, you fly the carrier around in a sector, and a bunch of enemies comes into radar range. The carrier responds to the threat by sending his ships out to intercept the threat.
Meanwhile, you deceide to jump a coupple of sectors away to dock at some station to do some job.
The enemies in the original sector are wiped out. And now - what? Should the fighters capable of jumping jump directly back to the new sector where the carrier is in, or should they stick whith the ones that can not jump and fly back all the way back to the carrier? What, when some Xenon sector lies on the flight route?
This example is only one of many many possibilities that could occur, when player and autocarrier act independently. Or autocarrier with some other task, such as the regular patrol.
When I saw the results of the original ADS autocarrier, I was not pleased.
It would require a HUGE brain to overcome any thinkable situation to keep wing fighters at least reasonably safe.
I do not say it is impossible, but it would mean a shitload of work. Complicated work. I tried, but it was beyond me. I am simply not capable of doing such a 'brain' script.
Another problem is that parts of ADS-RWE I wrote earlyer would conflict with a player controlled autocarrier. At that time, I did not know that I would rework ADS almost completely. Llittle coding experience did the rest. Programming is a lot more complicated than it seems first....
So, I made another approach to the autocarrier. If it is called autocarrier, then why not let the carrier act completely autonomously with only few patrol options? Keep things simple.
So - basicly, if you set a carrier to autocarrier, you are not supposed to sit in that carrier. The carrier is supposed to be left alone and do it's job. It will basicly override any imputs you do.
And now I almost am no longer active coding for X3 due to lack of time. I might grab ADS-RWE when I will be in a mood, but not in the near future.