Thanks DrB. BTW, not all FoF missiles will retargetDrBullwinkle wrote:Auto-aim is for lasers.
[...]
Some are Friend-or-Foe missiles which can only be launched against enemy targets. FoF missiles have the added advantage that they will re-acquire a new target if the original target is destroyed while they are in-flight.
Can you make all the pirates friendly?
Moderator: Moderators for English X Forum
-
- XWiki Moderator
- Posts: 4473
- Joined: Wed, 28. Jan 09, 15:14
Wiki X:R 1st Tit capping
Wiki X3:TC vanilla: Guide to generic missions, Guide to finding & capping Aran
Never played AP; all X3 advice is based on vanilla+bonus pack TC or before: AP has not changed much WRT general advice.
I know how to spell teladiuminumiumium, I just don't know when to stop!
Dom (Wiki Moderator)
DxDiag
Wiki X3:TC vanilla: Guide to generic missions, Guide to finding & capping Aran
Never played AP; all X3 advice is based on vanilla+bonus pack TC or before: AP has not changed much WRT general advice.
I know how to spell teladiuminumiumium, I just don't know when to stop!
Dom (Wiki Moderator)

-
- Posts: 2493
- Joined: Mon, 2. Feb 09, 17:34
Friend Foe Table
edit: for ali-stool
Whenever a whole sector turns red, there is something to check.
Get to bottom of the Command Console and all the race settings. See if Pirate is Yes. Change it back to No and the sector will change to blue.
Whenever a whole sector turns red, there is something to check.
Get to bottom of the Command Console and all the race settings. See if Pirate is Yes. Change it back to No and the sector will change to blue.
Last edited by Bill Huntington on Thu, 15. Nov 12, 17:19, edited 1 time in total.
Bill in S.F., enjoying the game
-
- Posts: 1065
- Joined: Sat, 7. Feb 04, 16:01
Maybe they did. The curiosity about that is, the lasertowers and police ships turned white after that (there shouldn't be a change )Alan Phipps wrote:@ Old Drullo321: " and I (for sure, and iirc my AI cobra too) jumped out of sector " There you are, you did exactly what I said not to do and you personally if briefly left the sector by jumping, even if to the same sector. Hence all your launched missiles disappeared.
-
- Moderator (English)
- Posts: 31684
- Joined: Fri, 16. Apr 04, 19:21
-
- Posts: 680
- Joined: Thu, 8. Apr 10, 21:29
-
- Moderator (English)
- Posts: 31684
- Joined: Fri, 16. Apr 04, 19:21
@ Lelouch:
<playership> (flown personally by Player) jumping (even to same sector) = missiles disappear.
Player-owned ship that launched missiles jumping with Player always staying IS = non-attributed missiles.
Anyone other than above ships and/or target jumping = no effect on normal missiles, target or rep situation.
<playership> (flown personally by Player) jumping (even to same sector) = missiles disappear.
Player-owned ship that launched missiles jumping with Player always staying IS = non-attributed missiles.
Anyone other than above ships and/or target jumping = no effect on normal missiles, target or rep situation.
A dog has a master; a cat has domestic staff.
-
- XWiki Moderator
- Posts: 4473
- Joined: Wed, 28. Jan 09, 15:14
Tks for clearing that up, both
Wiki X:R 1st Tit capping
Wiki X3:TC vanilla: Guide to generic missions, Guide to finding & capping Aran
Never played AP; all X3 advice is based on vanilla+bonus pack TC or before: AP has not changed much WRT general advice.
I know how to spell teladiuminumiumium, I just don't know when to stop!
Dom (Wiki Moderator)
DxDiag
Wiki X3:TC vanilla: Guide to generic missions, Guide to finding & capping Aran
Never played AP; all X3 advice is based on vanilla+bonus pack TC or before: AP has not changed much WRT general advice.
I know how to spell teladiuminumiumium, I just don't know when to stop!
Dom (Wiki Moderator)

-
- Posts: 680
- Joined: Thu, 8. Apr 10, 21:29
-
- Moderator (English)
- Posts: 31684
- Joined: Fri, 16. Apr 04, 19:21
@ Lelouch: Yes you are correct and I was hasty. The correct version is this:
<playership> (flown personally by Player) jumping to another sector = missiles disappear.
<playership> (flown personally by Player) jumping to the same sector = missiles become non-attributable but lose guidance and will not home on a moving target (ie become Dumbfire only).
The others were correct. Thanks for the clarification.
<playership> (flown personally by Player) jumping to another sector = missiles disappear.
<playership> (flown personally by Player) jumping to the same sector = missiles become non-attributable but lose guidance and will not home on a moving target (ie become Dumbfire only).
The others were correct. Thanks for the clarification.

A dog has a master; a cat has domestic staff.
-
- Posts: 1065
- Joined: Sat, 7. Feb 04, 16:01
That seems to be true because switching between the ships before my missile attack sometimes showed me that behaviour but then after my (wrong) missile trick I should be back to hostile which wasn't the case.Alan Phipps wrote:@ Old Drullo321: Which means that the LTs and Police did not like your ship. NPCs can be hostile to just individual ships as well as to whole races and factions.
-
- Moderator (English)
- Posts: 31684
- Joined: Fri, 16. Apr 04, 19:21
-
- Posts: 680
- Joined: Thu, 8. Apr 10, 21:29
???Alan Phipps wrote:<playership> (flown personally by Player) jumping to the same sector = missiles become non-attributable but lose guidance and will not home on a moving target (ie become Dumbfire only).
We must be playing different games... My trusty typhoons are most definitely homing in on the future spacedust. (Shadow / Ghoul / Flail / Hammer won't re-acquire a new target after the first one has been destroyed though.).
To be sure i just tested and confirmed it with TC 3.2b and Poltergeist vs. Argon Discoverer.
-
- Posts: 2493
- Joined: Mon, 2. Feb 09, 17:34
reply
Shadows definitely reacquire another target. I have watched them do it many times. That is one of the more interesting experiences in TC, to put a target up on the monitor and watch the Shadows come in. Then you can watch them look for the next target.
I believe that Flails do to, but they don't have a really long life, so they might or might not actually attack the next one.
I believe that Flails do to, but they don't have a really long life, so they might or might not actually attack the next one.
Bill in S.F., enjoying the game
-
- XWiki Moderator
- Posts: 4473
- Joined: Wed, 28. Jan 09, 15:14
Re: reply
Flails definately reacquire. Lost an early Aran to firing Flails at assorted Xenon then making it hostile prior to boardingBill Huntington wrote:I believe that Flails do to, but they don't have a really long life, so they might or might not actually attack the next one.

Wiki X:R 1st Tit capping
Wiki X3:TC vanilla: Guide to generic missions, Guide to finding & capping Aran
Never played AP; all X3 advice is based on vanilla+bonus pack TC or before: AP has not changed much WRT general advice.
I know how to spell teladiuminumiumium, I just don't know when to stop!
Dom (Wiki Moderator)
DxDiag
Wiki X3:TC vanilla: Guide to generic missions, Guide to finding & capping Aran
Never played AP; all X3 advice is based on vanilla+bonus pack TC or before: AP has not changed much WRT general advice.
I know how to spell teladiuminumiumium, I just don't know when to stop!
Dom (Wiki Moderator)

-
- Posts: 680
- Joined: Thu, 8. Apr 10, 21:29
-
- Moderator (English)
- Posts: 31684
- Joined: Fri, 16. Apr 04, 19:21
@ Lelouch: Perhaps reacquiring missiles will acquire the nearest enemy target (not always necessarily the original target?) but plain one-target homing missiles lose lock and just fly in a straight line on wherever they were heading when you do the jump. I tested that in vanilla X3TC 3.2b with Spectres and a hostile moving TS target they were homing in on. After the in-sector jump, the Spectres all just flew straight past (just behind) the hostile TS in a line, totally ignoring it as it moved away from them.
I think we may have uncovered a situation with more system/game variables/conditionals than at first meets the eye. Perhaps it varies with how long the jump takes in real/cpu time? Where is Gazz when you need him?
By the way, I am talking about missiles launched from the Player-piloted ship that jumps to the same sector while the missiles are in flight.
I think we may have uncovered a situation with more system/game variables/conditionals than at first meets the eye. Perhaps it varies with how long the jump takes in real/cpu time? Where is Gazz when you need him?
By the way, I am talking about missiles launched from the Player-piloted ship that jumps to the same sector while the missiles are in flight.
A dog has a master; a cat has domestic staff.
-
- Posts: 680
- Joined: Thu, 8. Apr 10, 21:29
(Uhm. New Thread?) <May as well stay here for now as the OP topic is pretty much answered. I can split it if we get anywhere with it. Alan Phipps>
I tested the following scenario: 5km distance from a patrolling Argon Discoverer, my speed matched with his, but not directly following him. Engaged jump drive, and launched a PG at 90% jump-readiness. After re-entering the sector I F3'ed to my target and watched the missiles approach. They followed the target and when being very close they broke up their circling pattern and made a straight beeline for the poor Disco.
Maybe there's a difference between swarm- / non-swarm missiles since you tested (nearly typed testicled *chuckle*) with a Spectre and I vow for Typhoon/Poltergeist?
(This was in M148. I did not loose Argon License. No ships turned red afterwards.)
The order between shooting the missiles and engaging the jump drive does not matter. Normally I do it "shoot first, then jump" with the Typhoons, but the PG's range isn't that hot, so I simply switched it.
I tested the following scenario: 5km distance from a patrolling Argon Discoverer, my speed matched with his, but not directly following him. Engaged jump drive, and launched a PG at 90% jump-readiness. After re-entering the sector I F3'ed to my target and watched the missiles approach. They followed the target and when being very close they broke up their circling pattern and made a straight beeline for the poor Disco.
Maybe there's a difference between swarm- / non-swarm missiles since you tested (nearly typed testicled *chuckle*) with a Spectre and I vow for Typhoon/Poltergeist?
(This was in M148. I did not loose Argon License. No ships turned red afterwards.)
The order between shooting the missiles and engaging the jump drive does not matter. Normally I do it "shoot first, then jump" with the Typhoons, but the PG's range isn't that hot, so I simply switched it.
-
- Posts: 5715
- Joined: Sat, 17. Dec 11, 01:44
Alan Phipps wrote:@ Lelouch: Perhaps reacquiring missiles will acquire the nearest enemy target (not always necessarily the original target?)
Yes.
AFAIK, All Friend-or-Foe missiles should reacquire the next-nearest target; the game has no other way to distinguish behavior of missile types.
The trick probably will not work with a standard image-recognition missile (such as Spectre).
Yeah, the fire-then-jump technique is sometimes quoted as remote missile launch from a ship other than the playership. Typically using Hammers (a FoF missile). I don't know whether it matters who fires the missile, but the behaviors could be different.I am talking about missiles launched from the Player-piloted ship that jumps to the same sector while the missiles are in flight.
Where is Gazz when you need him?
Indeed.

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)
-
- Posts: 13244
- Joined: Fri, 13. Jan 06, 16:39
I haven't played around with the missiles' auto target switching much.
I know that a missile that loses it's target will acquire the next hostile target... period. There are no other conditions.
The next hostile target can also be missile owned by a hostile race...
(AFAIK, this is the only way to find/target a missile by script when you don't know it's target)
Hostility is an issue of it's own in X3.
A missile has a race. It also "knows" which ship fired it (no collision detection with that ship!) but that value is not available at a scripting level.
Now we can go and assume several things...
- The missile checks sector conditions and notorieties (I figured this stuff out some time ago) and determines who is an enemy.
- The missile considers missiles incoming to it's launching ship hostile.
- The missile uses the launching ship's FF settings.
Which of these are true? You would have to test those cases...
My money is on the first only.
But for an in-system jump?
Missiles can not be OOS objects so it's probable that the engine never even considers re-creating them with their correct target.
It's never necessary when flying to another sector...
FF missiles don't care. If they have no target, they keep looking for one.
We used to have a loading screen on in-system jumps. Back then missiles were cleaned out, I think.
If you launch from your ship, you can eject and order your ship to jump out.
Just more convenient if you have more than one ship present.
I know that a missile that loses it's target will acquire the next hostile target... period. There are no other conditions.
The next hostile target can also be missile owned by a hostile race...
(AFAIK, this is the only way to find/target a missile by script when you don't know it's target)
Hostility is an issue of it's own in X3.
A missile has a race. It also "knows" which ship fired it (no collision detection with that ship!) but that value is not available at a scripting level.
Now we can go and assume several things...
- The missile checks sector conditions and notorieties (I figured this stuff out some time ago) and determines who is an enemy.
- The missile considers missiles incoming to it's launching ship hostile.
- The missile uses the launching ship's FF settings.
Which of these are true? You would have to test those cases...
My money is on the first only.
But for an in-system jump?
Missiles can not be OOS objects so it's probable that the engine never even considers re-creating them with their correct target.
It's never necessary when flying to another sector...
FF missiles don't care. If they have no target, they keep looking for one.
We used to have a loading screen on in-system jumps. Back then missiles were cleaned out, I think.
The only thing that matters is that the firing ship is no longer in the sector at the time of impact.DrBullwinkle wrote:Yeah, the fire-then-jump technique is sometimes quoted as remote missile launch from a ship other than the playership. Typically using Hammers (a FoF missile). I don't know whether it matters who fires the missile, but the behaviors could be different.
If you launch from your ship, you can eject and order your ship to jump out.
Just more convenient if you have more than one ship present.
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.
-
- Posts: 4320
- Joined: Sun, 6. Nov 05, 23:53
I definitely remember exploiting #3 when I switched on and off Terrans as enemies during boarding operations to a) avoid hitting the target b) destroy any RRF and military ships that are trying to interfere.Gazz wrote: - The missile checks sector conditions and notorieties (I figured this stuff out some time ago) and determines who is an enemy.
- The missile considers missiles incoming to it's launching ship hostile.
- The missile uses the launching ship's FF settings.