EnglishGermanFrenchRussianPolishItalianSpanish
Log inRegister
 
[SCR] MARS Fire Control (v3.05 - 06.10.09)
Post new topic Reply to topic Goto page Previous  1, 2, 3 ... 20, 21, 22, 23  Next
View previous topic :: View next topic
Author Message
Kazansky22





Joined: 27 Dec 2009
Posts: 2 on topic

Thank you for registering your game
PostPosted: Mon, 28. Dec 09, 21:27    Post subject: hmm.... Reply with quote Print

I dont mean to sound like an idiot but... hahaha

I've downloaded the mars files, did as I've seen people say to do, downloaded/ extract the files so the sript and the t go in the right places. started the game waited 2 minutes saved/reloaded, tried it again, and again. nothing happened, so I used my nifty cheat mod to add the mars program to a local station. installed it did the wait 2 minutes, save/reload again, got nothing, tried it again, got nothing, started a new game did all the same things, got nothing... I'm sure its something really easy and simple that I'm doing wrong.... and if I'm correct there should be new commands in the command console whens mars works right? Like it may very well be working, but I can't tell... and I fly an M6 heavy centaur with pretty much every upgrade there is if that makes a difference. Oh and the only other mod I have installed is that cheat mod.


*EDIT*

nevermind, I figured it out... I'm dumb lol

Back to top
View user's profile Send private message
Greedy_Bastard





Joined: 04 Oct 2006
Posts: 86 on topic

Thank you for registering your game
PostPosted: Thu, 4. Feb 10, 07:06    Post subject: Reply with quote Print

Well I have been using this script for some time and love it but I have also come across Combat Mod 2 by Ulfius, which changes many weapon values. Now I read the 1st page which said I could easily incorporate these changes myself and I was doing fine, until the lasers in the T-file restarted in a new list. Looking at it the 1st set comes out as
A - A (weapon initial) then another list with slightly different values(didn't look too much at them though) has AH - A (Weapon initial)
This pattern continues down the page, my question is is what does the A, AH, B, BH etc... stand for (Ship types?-there are 11 "lists" but off the top of my head only 10 true classes of ships) and do I have do edit ALL of them to get the turrets to fire and aim properly.

Edit: Snowed in today and I think I got it figured out, I think they are different mod compatibilities and I just overwrote one of them, /shrug, worked i guess.

Back to top
View user's profile Send private message
Buck_Rogers





Joined: 21 Dec 2004
Posts: 1427 on topic
Location: Aberdeenshire
Thank you for registering your game
PostPosted: Wed, 10. Feb 10, 17:17    Post subject: Reply with quote Print

Can someone tell me if MARS is really that good?

I've already got 2 turret scripts installed on my system. MEFOS (from German forum. Lucike's version of X2's AEGIS for X3R) and XOne Turret Control.

I have just tried out MEFOS on my heffalump and it still suffers from a: snowballs-chance-in-hell-of-hitting-anything! syndrome! Even though I've loaded it with every possible weapon it can take. Yes it does score hits on small fighters and yes it does change weapons, but generally not enough to blow them out of the sky.

If I go for MARS, will it improve my heffy's punch at all?


_________________
Buck Rogers

Vice Admiral of Shadows Haven Alliance (SHA) visit us at:
SHA Forum
Feel free to join my DID
Too often we lose sight of life's simple pleasures. Remember, when someone annoys you, it takes 42 muscles in your face to frown. But only 4 to extend your arm and slap the bugger!
Back to top
View user's profile Send private message MSN Messenger
digdug83





Joined: 22 Aug 2006
Posts: 267 on topic
Location: Gilbert, AZ, US
Thank you for registering your game
PostPosted: Wed, 10. Feb 10, 20:26    Post subject: Reply with quote Print

While I have no idea what ship you're using as it's not a standard ship name that I'm aware of, I do use MARS for all of my capital ships and aside from a few custom models that are so large as to be ridiculous it works quite well. Outside of the weapon switching aspect and aiming improvement (which you can adjust in the script files by the way) the additional functionality it provides via fighter drones is fantastic. I use this script in conjunction with the turret command suite from gazz for when I want to use something with main guns to provide weapon switching (like an M7 or fighter).

My only issue, and one that is spelled out up front on the first post, is that this script is NOT capture friendly. You can set it to hold fire for a period of time after it determines capture requirements have been met but since most of the time those requirements are before the next wave of 40 GPPC's hit it's rather pointless Very Happy

Back to top
View user's profile Send private message Send e-mail Visit poster's website MSN Messenger
Buck_Rogers





Joined: 21 Dec 2004
Posts: 1427 on topic
Location: Aberdeenshire
Thank you for registering your game
PostPosted: Wed, 10. Feb 10, 21:29    Post subject: Reply with quote Print

digdug83 wrote:
While I have no idea what ship you're using as it's not a standard ship name that I'm aware of.


Rolling on the floor laughing

Thats's my fault I'm afraid. Heffalump = Split Elephant Very Happy

So, would it improve the accuracy over the other turret scripts I have installed?


_________________
Buck Rogers

Vice Admiral of Shadows Haven Alliance (SHA) visit us at:
SHA Forum
Feel free to join my DID
Too often we lose sight of life's simple pleasures. Remember, when someone annoys you, it takes 42 muscles in your face to frown. But only 4 to extend your arm and slap the bugger!
Back to top
View user's profile Send private message MSN Messenger
digdug83





Joined: 22 Aug 2006
Posts: 267 on topic
Location: Gilbert, AZ, US
Thank you for registering your game
PostPosted: Thu, 11. Feb 10, 01:09    Post subject: Reply with quote Print

I haven't used the one you're talking about but I've had good luck with MARS so far and it seems to be pretty accurate to me so long as the ship isn't ginormous (I use a Xenon M0 and it has issues with range finding). Just make sure that you don't try cross using two turret scripts on the same ship, otherwise you may wind up with conflicts over command slots and such. I use two different ones (gazz' TCS for fighters/M6/M7, MARS for M2/M1/M0/TL) depending on functionality. If you want the statistics he actually did a whole series of tests to evaluate the scripts that he posted back in the beginning of the thread. This script also has a high degree of customization available via the setup script which will allow you to change virtually any aspect of how it operates with relative ease.

Back to top
View user's profile Send private message Send e-mail Visit poster's website MSN Messenger
Gazz
Moderator (Script&Mod)
Moderator (Script&Mod)



Joined: 13 Jan 2006
Posts: 12159 on topic
Location: Bavaria
Thank you for registering your game
PostPosted: Fri, 12. Feb 10, 21:23    Post subject: Reply with quote Print

Buck_Rogers wrote:
So, would it improve the accuracy over the other turret scripts I have installed?

No. With a single target the accuracy can not be increased by any script.
(beyond switching to the fastest laser but even the Egosoft scripts do that... for AI ships)

MARS works with multiple targets (and is unique in that regard) so when the projected chance to hit is far better on target B, it stops punching holes into space trying to hit target A.
So no, it does not increase accuracy.
It increases inflicted damage and reduces damage taken (from fighters and missiles).


_________________
My complete script download page. . . . . . Xai-Corp MSCI List is scripter's friend. I AM THE LAW!
Dogs and colour blindness explained: People with green eyes can't see dogs.
Back to top
View user's profile Send private message Visit poster's website
Buck_Rogers





Joined: 21 Dec 2004
Posts: 1427 on topic
Location: Aberdeenshire
Thank you for registering your game
PostPosted: Sat, 13. Feb 10, 09:45    Post subject: Reply with quote Print

That's what I wanted to know. I'm fed up going into sector invasions with my Elephant (perhaps not the best choice, but it's all I have!) and watching it get shot to bits by fighters. All this while the squadron of M3's it's carrying kick butt!


_________________
Buck Rogers

Vice Admiral of Shadows Haven Alliance (SHA) visit us at:
SHA Forum
Feel free to join my DID
Too often we lose sight of life's simple pleasures. Remember, when someone annoys you, it takes 42 muscles in your face to frown. But only 4 to extend your arm and slap the bugger!
Back to top
View user's profile Send private message MSN Messenger
digdug83





Joined: 22 Aug 2006
Posts: 267 on topic
Location: Gilbert, AZ, US
Thank you for registering your game
PostPosted: Sat, 13. Feb 10, 10:09    Post subject: Reply with quote Print

Sorry for the confusion, that's sort of what I was getting at. I also managed to confuse Gazz with mrcann for some reason Very Happy

I've had better luck using MARS on my big ships than, say, mrcann's TCS script instead or just vanilla. As I'm almost never engaging single targets in a capital ship it never really occurred to me about the accuracy statement despite having read most of this thread Laughing There's something innately amusing about fighter drones scrabbling back and forth bringing me things and saying "For the Overlord!" or "A present for you!".

I've taken my Kha'ak M2 into Xenon sectors and was able to clear them out pretty easily so long as I didn't try to take on more than one K at a time (range disadvantage ftl). It's funny just sitting there and letting wave after wave of fighters slam into my defense grid.

Back to top
View user's profile Send private message Send e-mail Visit poster's website MSN Messenger
Buck_Rogers





Joined: 21 Dec 2004
Posts: 1427 on topic
Location: Aberdeenshire
Thank you for registering your game
PostPosted: Mon, 15. Feb 10, 11:48    Post subject: Reply with quote Print

Well. I've just tried out MARS on a squad of Pirate ships and I must say, I'm VERY impressed! Very Happy

My Elephant actually managed to sustain hits on each one till they all went BOOM! Surprised I tried the same scenario without MARS and could'nt take out a single one of them. Yes I scored hits, but not enough.

So, well done Gazz/ Brillaint script mate!

I' m now off to see if I can take over a few Pirate sectors! Twisted Evil


_________________
Buck Rogers

Vice Admiral of Shadows Haven Alliance (SHA) visit us at:
SHA Forum
Feel free to join my DID
Too often we lose sight of life's simple pleasures. Remember, when someone annoys you, it takes 42 muscles in your face to frown. But only 4 to extend your arm and slap the bugger!
Back to top
View user's profile Send private message MSN Messenger
Buck_Rogers





Joined: 21 Dec 2004
Posts: 1427 on topic
Location: Aberdeenshire
Thank you for registering your game
PostPosted: Sat, 20. Feb 10, 20:38    Post subject: Reply with quote Print

Whats the correct way to uninstall this script, before I remove it from the PM? I can't see any instructions in Gazz's 1st post and there is nothing in the script .zip file.

I'm having some "Laser not available" problems on my Elephant. Despite the fact that it's loaded with 8 of everything it can carry! I think it's due to the Racial Laser's Mod. I've managed to remove that, but now I'm having trouble with MARS. Sad It worked before, but now it does'nt. So I was going to try and remove it, then reinstall and see if that fixes my problem.

Any help? Please! Very Happy


_________________
Buck Rogers

Vice Admiral of Shadows Haven Alliance (SHA) visit us at:
SHA Forum
Feel free to join my DID
Too often we lose sight of life's simple pleasures. Remember, when someone annoys you, it takes 42 muscles in your face to frown. But only 4 to extend your arm and slap the bugger!
Back to top
View user's profile Send private message MSN Messenger
digdug83





Joined: 22 Aug 2006
Posts: 267 on topic
Location: Gilbert, AZ, US
Thank you for registering your game
PostPosted: Sun, 21. Feb 10, 03:35    Post subject: Reply with quote Print

My first suggestion is to re-install it, wait for it to initialize again, then make sure any ships running it in their turret commands are switched off. Then remove the script files.

Back to top
View user's profile Send private message Send e-mail Visit poster's website MSN Messenger
Buck_Rogers





Joined: 21 Dec 2004
Posts: 1427 on topic
Location: Aberdeenshire
Thank you for registering your game
PostPosted: Sun, 21. Feb 10, 23:09    Post subject: Reply with quote Print

I think I've fixed it.

I ran the uninstall script, then left the game to run for a bit. Then I saved and removed everything to do with MARS. Before adding it back into the PM again and starting the game. Although I did not get any message regarding installation confirmation, all seems to be running smoothly again.

I hope!


_________________
Buck Rogers

Vice Admiral of Shadows Haven Alliance (SHA) visit us at:
SHA Forum
Feel free to join my DID
Too often we lose sight of life's simple pleasures. Remember, when someone annoys you, it takes 42 muscles in your face to frown. But only 4 to extend your arm and slap the bugger!
Back to top
View user's profile Send private message MSN Messenger
Jakesnake5



MEDALMEDALMEDAL

Joined: 17 Feb 2006
Posts: 2657 on topic

Thank you for registering your game
PostPosted: Wed, 10. Mar 10, 17:02    Post subject: Reply with quote Print

OMFG! Gazz, I didn't think to try this script set earlier. Now I have, and it's the bomb.

I haven't really seen the turret parts of the script running yet, but the Goblins fetching is the best. No more sending that Super Freighter in to collect (with salvaging extentions running) into a location near a gate to collect loot then having a J/K pop in and pop the ship.

To understand what I have set up, let's ID my script sets:

Xenon SHipyard (by me)
Bail Signal Extentions
BOF Drones Plus (can't collect other races drones while a Goblin is out however)
Race Response Fleets
Salvage Extensions Commands and
Salvage Claim Software
(and others)

The Xenon Shipyard is spawned where X2 had it, in X472. If you destroy any Xenon in the other sectors, they will by overwhelming preference, spawn at that shipyard, and migrate to their sectors.

This means their first jumps are into Thyn's Abyss and Black Hole Sun. With RRF, the Split or Argon are usually jumping in to deal with the roamers. This creates a LOT of loot, which is hard to get at at the best of times, and a race with the RRF ships to collect. With MARS, my freighters sit back and launch Goblins to collect the goodies Smile.

I also use a modified Xenon J. This sucker has twice the hull, twice the shield regen rate and 1 x 10gj shield. It also has fully functional landing/launch bays (I created orginally for TC, but they decided to use something else).

To say the least, one can oft times take out a single destroyer by itself. This creates even more loot.

But until last week, I hadn't even tried MARS. Now, I could just shoot myself. Smile

Good job Gazz.

Back to top
View user's profile Send private message Send e-mail
xxx73





Joined: 10 Mar 2004
Posts: 102 on topic

Thank you for registering your game
PostPosted: Thu, 11. Mar 10, 14:08    Post subject: Reply with quote Print

Hi

Thanks to Gazz for making this and a lot of other great mods.

I want to use MARS together with XTM and CmodII. After what I understand MARS do have a problem with CmodII. I have also modified laser, missiles and bullets in CmodII to my preference. So what must I do to make this mod work with XTM and CmodII?

dostillevi wrote:
And if you're running CMODII you need to install a special T file to make the guns compatible. I think its posted either on this thread or the CMOD II thread
Is this something I need, and if so, where can I find it? I can't seem to find it here or in the CmodII thread.

I'm grateful for any help.

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic Reply to topic Goto page Previous  1, 2, 3 ... 20, 21, 22, 23  Next
 
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You cannot download files in this forum
Control Panel
Login Data
The time now is Thu, 20. Jun 13, 13:38

All times are GMT + 2 Hours


Board Security

Copyright © EGOSOFT 1989-2009
Powered by phpBB © 2001, 2005 phpBB Group
Template created by Avatar & BurnIt!
Debug: page generation = 1.21519 seconds, sql queries = 74