Drone Carrier Software 2 (DCS2) v2.07a

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

OK, time for someone who knows about ADS RWE to step up and tells us why.
  • (Nicoman, where are you? ;) )


But that is a problem with RWE, anyway. How about DCS2 itself?

EDIT: Possible fix below.
Last edited by DrBullwinkle on Sun, 15. Dec 13, 23:49, edited 1 time in total.
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

Bug Fix

Drone Carrier Software 2 (DCS2) v2.07

[ external image ]

v2.07 (2013-12-15)
- Fixed issue with drones ignoring "Engage Enemy Status" under some conditions. (Lakz)

v2.06 (2013-12-14)
- Fixed language files. (Thanks, Tiek!)
- Changed pilot name (Tiek)

v2.05 (2013-12-13)
- Major Update: Lots of fixes and new stuff. See previous page for details.
User avatar
Tiek
Posts: 166
Joined: Sun, 15. Aug 04, 12:21
x3tc

Post by Tiek »

Hi Doc, it seems that I have a problem with the script "plugin.bw.emergency.jump.task"

From some tests done today no fighters back on board before the ship make the jump. All conditions are present: shields below the set level, the enemy ship within ten km, but the fighters homebased on ship and active in the sector don't move (their command window shows the current action or no command active if the fighter is stationary)

Looking into the log file, in fact it seems to me that the script can find only the fighters on board the ship and ignore those in the sector. For example, if I have two fighters docked and three flying, the log shows only the attempt to dock two fighters, those already docked I suppose (only one in a second test I made and that in fact was the only docked)

Obviously, seen that the fighters are already on board, the ship made the jump.

Any suggestions? :gruebel:
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

You have your test environment set up for this, so it is probably easier for you to test a possible fix than it is for me to do it. Try this:

At line 189, in the "find ship" statement, change "maxnum=0" to "maxnum=999".

If that solves the problem then I will post an(other) update.

Thank you for the report, Tiek.


EDIT: Note that Emergency Jump will only recall fighters that have homebase set to the carrier that is jumping. The default in DCS2 is for homebase to automatically be set to the carrier when the drone is in flight. The behavior can be changed in the t file.
User avatar
Tiek
Posts: 166
Joined: Sun, 15. Aug 04, 12:21
x3tc

Post by Tiek »

I modified the value at line 189 and inserted the new code at line 211 but nothing changed; I made two tests with 3 fighters on board and 2 in sector near the carrier running idle cmd (all with homebase set to carrier and docking computer installed), then I set the shield percentage on Carrier under the value of emergency jump and spawned a pirate ship within 10 km with Carrier as target... I heared the message "Attention, one of your ship is under attack" then the Carrier made the jump without retrieving the fighters.

The log file shows this: "Artemis is recalling fighters. k=3"
I think they're the three fighters dockded :wink:

So maybe the script simply ignores /doesn't see the fighters in sector, just those docked :?

EDIT:
Just to be sure... the emergency jump task is on stack on all my carriers, even those with no DCS2 running, it should work anyway, despite the DCS2 task is on stack too or not?
Last edited by Tiek on Mon, 16. Dec 13, 01:28, edited 1 time in total.
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

OK, I will investigate.

Thank you for the report, Tiek.
Last edited by DrBullwinkle on Mon, 16. Dec 13, 01:39, edited 1 time in total.
User avatar
Tiek
Posts: 166
Joined: Sun, 15. Aug 04, 12:21
x3tc

Post by Tiek »

To answer your previous question DCS2 at the moment works for me; if activated the drones are builded normally and launched when an enemy is present then docked :) :thumb_up:

Just one thing, with regard the bombers, at the moment the script only built the Falcon Hauler, I have not seen yet the M3B of XRM :gruebel:
Last edited by Tiek on Mon, 16. Dec 13, 01:49, edited 1 time in total.
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

Tiek wrote:At the moment it works or me, the drones are built normally and launched when an enemy is present then docked :) :thumb_up:

Just one thing, with regard the bombers, at the moment the script only built the Falcon Hauler, I have not seen yet the M3B of XRM :gruebel:
Good, thank you.

Falcon Haulers are the fall-back bomber if other bomber types do not work. You are the only person to report the problem. Therefore, you must be the only person (out of 60) who has tried DCS2 with XRM. ;)

Could I ask you another favor? Experiment with the bomber subtypes in the t file. The ship subtype is based on the ship's position in TShips. The "real" position is zero-based, while X3Editor reports the position as 1-based. So I had to guess at the correct numbers for the M3B bombers.

Try setting ID 311 to 682 or 684. Or maybe 681 or 685. We want it to be the ATF Norns. Let me know which number works correctly, and I will update the language files.
User avatar
Tiek
Posts: 166
Joined: Sun, 15. Aug 04, 12:21
x3tc

Post by Tiek »

Bingo!! The ATF Norns M3B is finally present on Carrier ready to be deployed!!

The right value is: 684 :wink:
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

Excellent. Thank you.
User avatar
Tiek
Posts: 166
Joined: Sun, 15. Aug 04, 12:21
x3tc

Post by Tiek »

Welcome Doc, I'm glad to have been of help! I'm the one who must say thank you for your constant commitment in making X3 even more valuable and interesting!! :D :thumb_up: :thumb_up:
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

My pleasure, Tiek. I could not do it without reports from players (such as you).

If you (or anyone else) want to see me help to make Rebirth better, then PM Bernd and Xenon_Slayer. Maybe CBJ. The more "votes" they hear, the more likely it is to happen.
Etyneo
Posts: 253
Joined: Fri, 25. May 12, 00:21
x4

Post by Etyneo »

DrBullwinkle wrote:My pleasure, Tiek. I could not do it without reports from players (such as you).

If you (or anyone else) want to see me help to make Rebirth better, then PM Bernd and Xenon_Slayer. Maybe CBJ. The more "votes" they hear, the more likely it is to happen.
You mean, aside from scrapping it and starting over? :P

Remember I also play XRM, though, I've been away from it due to illness, and will remain away for another day or two at least.

Enough forum trolling for me, time for more sleep...

Edit: Ok forum, you can stop trolling back by giving me SMTP errors when posting...kinda odd since this isn't an email...
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

Tiek wrote:EDIT: Just to be sure... the emergency jump task is on stack on all my carriers, even those with no DCS2 running, it should work anyway, despite the DCS2 task is on stack too or not?
Yes. It is the same script as the standalone Emergency Jump. Therefore, it will run on any player-owned Big Ship.

I just bundled it with DCS2 because it fit so well with defending carriers.
Lakz
Posts: 127
Joined: Tue, 19. Feb 13, 04:20

Post by Lakz »

DrBullwinkle wrote:OK, time for someone who knows about ADS RWE to step up and tells us why.
  • (Nicoman, where are you? ;) )


But that is a problem with RWE, anyway. How about DCS2 itself?

EDIT: Possible fix below.
I use the regular ADS. RWE has no support for automated carriers. Anyway, your latest release fixed the problem! Now ADS works just fine. :thumb_up:

I'm trying to figure out how to deactivate the turbo boost. My heavy M3s are flying around a 605 m/s :roll: . I edited the t file and and brought the multiplier percentage back to 100, with no luck. That's about the only issue I've encountered this far.
foxtrot76
Posts: 75
Joined: Fri, 12. Mar 10, 21:44

Post by foxtrot76 »

DrBullwinkle wrote:
  • (If someone figures out how to add ships to CODEA hangars, then I will add that feature as well.)
Adding drones to the CODEA hangars might prove to be too much of a hussle due to how CODEA works with multiple hangars/roles (interceptors, patrols etc) and requering pilots etc. I'll try contacting the author on his site to ask if he'd be willing to release a modified version... but I wouldn't count on it since he's been inactive from X for some time now.
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

foxtrot76 wrote:I'll try contacting the author on his site to ask if he'd be willing to release a modified version.
:)

I appreciate your enthusiasm, foxtrot, but Lucike is not going to remove pilots from CODEA just for you or me! Nor should he. The pilots are an integral part of everything that he does, and some people love them.

I am not afraid to create pilots for CODEA. My TrainPilot script has most of the code to do that already. It is the hangars that I have no clue how to do. It probably is not difficult.

My vision is to allow the player to select how many drones to build for each hangar. Should be simple to do and just what the player wants. All I need to know is "How do I add a ship to a hangar in CODEA? (by script)".
Last edited by DrBullwinkle on Tue, 17. Dec 13, 04:40, edited 1 time in total.
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

Lakz wrote:Now ADS works just fine. :thumb_up:

I'm trying to figure out how to deactivate the turbo boost. My heavy M3s are flying around a 605 m/s :roll: . I edited the t file and and brought the multiplier percentage back to 100, with no luck. That's about the only issue I've encountered this far.
OK, that is great news.

I will take another look at the Turbo Boosters. I thought I fixed those (*sigh*)... they were not turning off correctly in previous versions. Perhaps they still are not. I will look into it.

Thanks for the report, Lakz.
Etyneo
Posts: 253
Joined: Fri, 25. May 12, 00:21
x4

Post by Etyneo »

So, I've got a Hyperion with no ships docked (has 2 slots), got my peacetime bomber percent to 0. Theoretically, DCS2 should produce 2 interceptors when set to use 2 slots, right? It's not...and it shouldn't be a money thing either... I do not have a custom drone type set up, it makes one of the default Drone Interceptors and stops. Note the Hype is my playership, so it's not OOS. Build time is the default 30 seconds. Running 2.07.
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

You have it almost right, Etyneo, except for one thing. DCS2 never fills *all* hangar slots. It always leaves a hangar slot for the player's personal yacht.

In your case, your Hyperion *is* your personal yacht. :)

It is an interesting situation, and perhaps not uncommon. I will allow an "override" to fill all slots. Thanks for the report.
Last edited by DrBullwinkle on Tue, 17. Dec 13, 05:17, edited 2 times in total.

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”