[SCR] Missile Data Display (v1.03 - 22.01.12)
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[SCR] Missile Data Display (v1.03 - 22.01.12)
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This script furthers your laziness.
Feature 1: Installed missile data display
When you change the currently installed missile, it displays data about that missile type in the subtitle.
(yes, it would be helpful if you had subtitles enabled in your game options)
[ external image ]
WHAT data is displayed and in which order is controlled by the script's text file.
X3:TC: t\7073-L044.xml
X3:AP: addon\t\7073-L044.xml
You want the missile name on the right of the line? Set it's sort order number to 40 or so.
Want the "dumbfire" tag shown as the first thing? Set the sort order to 1.
Want no missile name displayed at all? Set it to 0.
Want more spacing?
Add more spacing.
It's a text file...
How often the script checks up on the installed missile and for how long the subtitle stays on screen... those values can also be edited there.
The available data fields are explained in the text file but I'll explain the ones you get with the installation default. (and see in the screenshot)
3 / 1063
You have 3 of these missiles in the cargo bay and you need to fire 1063 missiles to destroy your current target - assuming all hits.
Wasp Missile
The name of the missile.
If the current target is within the missile's max range, it is shown in green, otherwise in red.
560 m/s
The missile's speed.
If the missile is 15 % faster than the current target, it's shown in green.
If it's slower than the current target, it's shown in red.
These percentages can be changed in the text file.
18 km (target +11 km)
Two displays for the same thing.
18km is the missile's nominal range.
You can also see that my target is 6.88 km away. That means the missile's reach = target +11 km.
That way you can see how "in range" the missile actually is.
Dmg 8x 1000 (D 8000)
Two displays for the missile damage.
For personal use I'd probaby disable one of them.
in range
Somewhat redundant given that the display colour of the missile name already tells you that but if you want it spelled out... there it is.
SWARM
This is a swarm missile.
These missile tags are read from the engine directly.
Other tags would be FF (friend foe recognition), PROX, Manually detonated... the usual suspects.
Feature 2: Targeted missile data display
If you target a missile in space (maybe because it's incoming to your ship) the same display is given.
If does not automatically target any missiles.
The comparison stats of the target ship are now... those of your ship, regardless of where the missile is going.
So... if the display tells you that there is one missile required to destroy the target... you should do something about it. Real quicklike.
Same goes for the missile range or speed display.
If the speed is listed in red, your ship is faster than the missile.
You could just fly away.
If the missile is out of range well... it's not going to reach you .
[ external image ]Download: ZIP
Installation:
Unpack the archive into the TC folder.
Deinstallation:
Delete TC\scripts\setup.plugin.gz.msl.display.xml
or disable the script in the textfile.
Resources used:
Textfile: 7073
This script furthers your laziness.
Feature 1: Installed missile data display
When you change the currently installed missile, it displays data about that missile type in the subtitle.
(yes, it would be helpful if you had subtitles enabled in your game options)
[ external image ]
WHAT data is displayed and in which order is controlled by the script's text file.
X3:TC: t\7073-L044.xml
X3:AP: addon\t\7073-L044.xml
You want the missile name on the right of the line? Set it's sort order number to 40 or so.
Want the "dumbfire" tag shown as the first thing? Set the sort order to 1.
Want no missile name displayed at all? Set it to 0.
Want more spacing?
Add more spacing.
It's a text file...
How often the script checks up on the installed missile and for how long the subtitle stays on screen... those values can also be edited there.
The available data fields are explained in the text file but I'll explain the ones you get with the installation default. (and see in the screenshot)
3 / 1063
You have 3 of these missiles in the cargo bay and you need to fire 1063 missiles to destroy your current target - assuming all hits.
Wasp Missile
The name of the missile.
If the current target is within the missile's max range, it is shown in green, otherwise in red.
560 m/s
The missile's speed.
If the missile is 15 % faster than the current target, it's shown in green.
If it's slower than the current target, it's shown in red.
These percentages can be changed in the text file.
18 km (target +11 km)
Two displays for the same thing.
18km is the missile's nominal range.
You can also see that my target is 6.88 km away. That means the missile's reach = target +11 km.
That way you can see how "in range" the missile actually is.
Dmg 8x 1000 (D 8000)
Two displays for the missile damage.
For personal use I'd probaby disable one of them.
in range
Somewhat redundant given that the display colour of the missile name already tells you that but if you want it spelled out... there it is.
SWARM
This is a swarm missile.
These missile tags are read from the engine directly.
Other tags would be FF (friend foe recognition), PROX, Manually detonated... the usual suspects.
Feature 2: Targeted missile data display
If you target a missile in space (maybe because it's incoming to your ship) the same display is given.
If does not automatically target any missiles.
The comparison stats of the target ship are now... those of your ship, regardless of where the missile is going.
So... if the display tells you that there is one missile required to destroy the target... you should do something about it. Real quicklike.
Same goes for the missile range or speed display.
If the speed is listed in red, your ship is faster than the missile.
You could just fly away.
If the missile is out of range well... it's not going to reach you .
[ external image ]Download: ZIP
Installation:
Unpack the archive into the TC folder.
Deinstallation:
Delete TC\scripts\setup.plugin.gz.msl.display.xml
or disable the script in the textfile.
Resources used:
Textfile: 7073
Last edited by Gazz on Sat, 28. Jan 12, 08:02, edited 6 times in total.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
Cracking script! Playing vanilla this time thru, but this (along with quite a few others of your's ) is definitely going on next time thru
Tim
Tim
Struggling to find something from the forums - Google it!!!
No. It knows everything.
Your thoughtcrimes will not be concealed forever!
Version 1.02 released.
Added display mode for damage in "k", which corresponds to the shield strength nomenclature in MJ.
You could also rename "k" to "MJ" in the textfile if you like. It's all text...
Your thoughtcrimes will not be concealed forever!
Version 1.02 released.
Added display mode for damage in "k", which corresponds to the shield strength nomenclature in MJ.
You could also rename "k" to "MJ" in the textfile if you like. It's all text...
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
Thanks for the script. Seems to work great with AP.
That said, would it be difficult to make it so that it updates the display on target change? e.g. the id "20" variable is set at 100s and all the while will change depending upon what target is selected.
Also, what happens when another script wants to post text to that text area? Is it displayed immediately or does it wait for the id "20" variable to expire?
That said, would it be difficult to make it so that it updates the display on target change? e.g. the id "20" variable is set at 100s and all the while will change depending upon what target is selected.
Also, what happens when another script wants to post text to that text area? Is it displayed immediately or does it wait for the id "20" variable to expire?
Subtitles have no priority value like voices so they cannot be queued.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
Hi, since already know the missile speed, enemy speed and the range between player ship and enemy ship. We can calculate the seconds of missile travel time approximately.
How about add following text display when firing missile.
Missile xxx will hit target in yyy seconds.
It is useful when firing long range missile like topedo on target.
How about add following text display when firing missile.
Missile xxx will hit target in yyy seconds.
It is useful when firing long range missile like topedo on target.
Function for ETA added.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
Whenever you edit the textfile and assign it a position on your display.wga wrote:When will the ETA info display ? Press 'L' or 'M' ?
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
Cant seem to find the text file 7073 ...
I have installed both in tc and Ap scripts folder .
( your installation instructions said on in TC folder , but that didnt work so i installed in AP folder as well , since I run AP )
The t/ folder in any of them does not contain any 7073 text file .
Although in Artificial life plugin settings i can see the Missile Data enabled.
Subtitles are on , but all i get is the standard subs files.
In your zip file there is an X3AP_MIssile_safety_Ai folder, i extracted those to addon/scripts also ( dont know where else these could go )
I run AP 2.5.1 + XRM + PureX V2 Hud mod.
Any help ?
***edit
Seems I have downloaded wrong file !
What confused me was the Missile Display tag on top of your Missile Safety zip file , I think its misplaced , maybe you d' want to fix that .
All seems to be good now , ty for this script
I have installed both in tc and Ap scripts folder .
( your installation instructions said on in TC folder , but that didnt work so i installed in AP folder as well , since I run AP )
The t/ folder in any of them does not contain any 7073 text file .
Although in Artificial life plugin settings i can see the Missile Data enabled.
Subtitles are on , but all i get is the standard subs files.
In your zip file there is an X3AP_MIssile_safety_Ai folder, i extracted those to addon/scripts also ( dont know where else these could go )
I run AP 2.5.1 + XRM + PureX V2 Hud mod.
Any help ?
***edit
Seems I have downloaded wrong file !
What confused me was the Missile Display tag on top of your Missile Safety zip file , I think its misplaced , maybe you d' want to fix that .
All seems to be good now , ty for this script
-
- Posts: 16
- Joined: Thu, 26. Oct 06, 22:46
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- Posts: 16
- Joined: Thu, 26. Oct 06, 22:46
Just checked the code of this mod - there is no such thing as an required input from the player. The issue you have must be related to something else.BrianManeke wrote:It seems this mod is continusoulsy asking me for the amount of missile salvos, after typing a number in it does nothing. Just keeps popping up every 1-3 minutes... whats going on?
- DrBullwinkle
- Posts: 5715
- Joined: Sat, 17. Dec 11, 01:44
Do you have Missile Safety installed?BrianManeke wrote:It seems this mod is continusoulsy asking me for the amount of missile salvos, after typing a number in it does nothing. Just keeps popping up every 1-3 minutes... whats going on?
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
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- Joined: Thu, 26. Oct 06, 22:46
- DrBullwinkle
- Posts: 5715
- Joined: Sat, 17. Dec 11, 01:44
Missile Safety Possible Bug - "Enter Number of Missile Salvos"BrianManeke wrote:I did.
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)