[SCR] Personnel Transporter [7th May 2010 X³:TC 3.3.01]

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Strategist
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Post by Strategist » Sat, 10. Jul 10, 02:35

If I use my Marines as fighter pilots can they get fight experience when engaged in space combat?

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Saetan
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Post by Saetan » Sat, 10. Jul 10, 03:42

Blueberry SheWolf
As already mentioned in the post before, maybe to less clear, hired pilots or personnell can't be trained as marines. The reason is somewhat, that marines get technically destroyed when being trained. Lucike has to bypass the loss of the skills through that destroying, before enabling marine training for his pilots first. One step on that way was to introduce the social security number to be able to identify any personal. But don't ask me for details, I just write what I can recall from my memory.


Strategist
The actions of marines and the actions of the pilots and other personell are not linked to each other. Therefore the expiericne-gaining isn't that too.

No marine skills get increased by fighting as a pilot.

Strategist
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Post by Strategist » Sun, 11. Jul 10, 16:19

how do I increase civilian/military flight time?

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Saetan
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Post by Saetan » Sun, 11. Jul 10, 19:22

civilian flight time: ... it's the time which the pilot is flying as CAG, EST, CLS, ... pilot.

military flight time: ... it's the time which the pilot is flying as CODEA, SRS, ... pilot.

Solomon Short
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Post by Solomon Short » Thu, 15. Jul 10, 13:51

It was mentioned in one of the other threads (Military Transport or Jump Beacon, can't recall which) that Personnel Transporter is an alternative to Military Transport for acquiring/training Navigators, from the explanatory post on the 1st page it appears to me that only Marines with combat experience can be crosstrained this way?

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Saetan
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Post by Saetan » Thu, 15. Jul 10, 18:38

Solomon Short wrote:... from the explanatory post on the 1st page it appears to me that only Marines with combat experience can be crosstrained this way?
Depents of the job which they should do afterwards. You either need to train the marines in the military outpost to the needed amount of stars (of course, not possible for the fighting skill) or you need to hire marines which already have the needed amounts of stars.

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Post by taukarrie » Fri, 16. Jul 10, 21:28

this is the first im hearing about all this. trained personel? there looks like a lot of different "jobs". does it actually do anything when you put a skilled fighter pilot into one of your wingmen ships? or a navigator in a M1?

also, reagarding these skills there seems like a lot of detail is lacking. im assuming there is another script that adds this "pilot's union" and that this script is just a way to transport them around?

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Saetan
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Post by Saetan » Fri, 16. Jul 10, 21:40

taukarrie wrote:im assuming there is another script that adds this "pilot's union" and that this script is just a way to transport them around?
Check out Lucike's scripts. Personnel Transporter is just a piece of a big puzzle.

Dinoff
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Post by Dinoff » Tue, 7. Sep 10, 22:42

how would i remove the flight/fight time requirement for the personell that need it. i tried setting the timer to 0 but that doesnt seem to do it

Loner87
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Post by Loner87 » Fri, 1. Oct 10, 00:13

I had 2 Marines with 5 stars everywhere -even in fight- and trained them up to Major Dealer and Captain but I can't select Flight Instructor as a Retrain Marine option, which should be logically in the possibilities now (but it's ok for the others i try to convert into Machinists or Helmsmen).

Did I do something wrong ?


Edit : the 5 stars fighting come from a training (Marine Training Manager) not ingame boarding. Maybe the game or your sript can see a difference on that point ?

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Post by A_Sebastian » Sun, 10. Oct 10, 22:36

I have a question regarding changing professions. I have not found the option to change one of my trained pilots into a Flight Instructor. Prior to attempting to change him, he was 5* across the board, 21:00 hours of civilian flight time and 12:00 hours of military flight time. He was a 5 star marine, trained in civilian piloting as a CLS pilot up to Logistician rank and trained in military piloting as a CODEA pilot up to Lieutenant rank, in that order. When trying to change his profession I got the options to turn him into nearly all other professions, i.e. navigator, technician, gunner, scientist, mechanic, prospector..., but not Flight Instructor.

My next question, that I cannot seem to find the answer for but has been asked multiple times in this thread... What is a Flight Instructor? Or rather, what purpose does he serve and where does he go? I have checked the other threads, like Military Transport, and have found at least a base description on all the other possible professions, but the Flight Instructor description has eluded me. Forgive me if it is buried in there. I am not the most observant person.

Thanks for the help!
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Saetan
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Post by Saetan » Mon, 11. Oct 10, 01:00

The only official information about the flight instructor:
Lucike wrote:Der Fluglehrer existiert bisher nur auf dem Papier. Er wird in Zukunft mehrere Aufgaben bekommen. Seine Hauptaufgabe wird sein, den Pilotentransfer auf Trägern selbstständig durchführen. Das heißt, er wird mitten im Betrieb die erfahrenden Piloten aus den Jägern holen und durch Rookies ersetzen. Im zivilen Bereich wird der Fluglehrer den Lernprozess der Händler verkürzen, wenn er an Bord mitfliegt ...
... for those of you, who don't speak German.

The flight instructor exists only in theory yet (state of 28th may 2010, there's no updated information about that I'm aware of). That's may the reason, why flight instructors can't be selected yet.

He will have multiple tasks in the future. Main task will be to rotate the pilots on a (CODEA-) carriers automatically. That means that experienced pilots will be taken out of their cockpits and replaced by new ones. In the civil sector a flight instructor will shorten the process of learning for the traders, if he's flying on their ships.

A_Sebastian
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Post by A_Sebastian » Mon, 11. Oct 10, 01:19

Thanks much Saetan! With the ability to train CLS pilots via a saved training course, a Flight Instructor could be of use, but not supremely necessary. However, it is good to know that I most likely wasn't doing anything wrong.

I am really liking the idea of the combat pilot auto-rotation for CODEA ships. While doing it manually isn't that hard, having it done automatically would be fantastic.

I am truly enjoying this script and can't thank you guys enough for the work you have been doing on this one and the others that accompany it. Please be sure to pass along my thanks, if reviewing these forums is not high on his to-do list!
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Strategist
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Post by Strategist » Wed, 10. Nov 10, 07:09

Can mechanics repair ships on board a carrier, and if so do they need any special resources?

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Saetan
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Post by Saetan » Wed, 10. Nov 10, 10:29

CODEA Weapon System - FAQ wrote:
  • What do I need for the Hangar Maintenance and how does it work?
You need at least one mechanic on your carrier. You also need one unit of microchips and two units of ore per repair unit.
If you have more than one mechanic, multiple fighters can be repaired at once. If you have more mechanics than fighters to be repaired, multiple mechanics will work on the same fighters. So, the more mechanics you've got, the faster the repairs will be finished, as long as you've got the needed materials.
A repair unit is individual to each fighter. One unit gets calculated through the minimal prices of the ore and microchips, the repair costs at a shipyard and the damage of the fighter. One unit gets repaired by any mechanic every 20 seconds.

schutzengel
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Post by schutzengel » Thu, 3. Feb 11, 11:54

I think I need a more detailed explanation... can someone walk me through what I need to do to get a full crew for my pirate Carrack?

I have a TP, I can hire apprentices, but I can't get them into my M7... I can make them a pilot of another TP, but even the marine converted to gunners can't transfer into my ship :(

Can someone walk me through this?

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Saetan
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Post by Saetan » Thu, 3. Feb 11, 15:10

Do I get right, you are able to hire the personnel and your only problem is to get them onto your desired ship?


Only the pilot needs to be transferred into the cockpit of any ship, all the others just get moved into the cargo bay via the normal egosoft ware transfer command. Just don't forget to install the cargo bay life support system first.

schutzengel
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Post by schutzengel » Thu, 3. Feb 11, 20:47

oh ok thanks, but another question: Can I only hire pilots from stations? because I was hoping to train my whole crew up from scratch, but other than pilots I can't figure out how to train, or how much I need to train the other new guys to get them to function on my ship...

I have apprentice technicians, and gunners, but I can't hire scientists mechanics and the others I need as crew for my Carrack... I just want to get everyone on my ship or in a ship training so that I can get everything I need later, like navigators machinists ect...

Or is the only way to hire them from Military transports?

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Saetan
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Post by Saetan » Thu, 3. Feb 11, 22:22

Jobs like Gunners, Technicians, Mechanics and Scientists can be hired automatically by TP's (or other suitable ships) with a Lieutnant in the cockpit. Also, they can be hired by yourself of course, if you get to dock before (and wait for) the docking blue-colored military transport.

Specialists like Helmsmen, Navigators, Machinists can only be hired by yourself from a military transport.

All offered personnel by a Military Transport is by random.

Flight Instructors are not in the game yet.

Pilots can be hired at Military Outposts via CODEA. Also all the trader scripts (not sure for SRS, which is military), automatically hire civil pilots for their freighters if they get run without a pilot and docked at a station while beiing started.

Anyone can be reassigned and retrained in another job, als long as they meet the requirements. That means, anyone can be used as a pilot as pilots don't have special requirements.

Normal (bought) Marines can be trained to fullfill the requirements of any job to get used as one of them. The hired personnel can't be retrained as Marines (yet) and therefore they can't be used as any other job than pilots and their origin ones.

schutzengel
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Post by schutzengel » Sun, 6. Feb 11, 20:24

Thank you all for your help! I've got everything working now :) I just had a few recommendations for future updates...

1. Just add a simple command for all ships in the additional commands section to 'Display Crew Roster' just so we can see who's all onboard in more detail...

2. Maybe also a list of what we "need" to run the ship. I know you can check what you need to activate the MOSFET system, but that's the only one I could find. It'd be nice to see that and the Codea all in one place, maybe even list their efficiency for fun ;)

----------------------------------------------------------------------------------

this one's just for fun, but:

*maybe a script to show what your crew is up to, like if they're on the bridge, sleeping, eating ect...

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