[MOD] Astromech Droids (s + m ships self repair) (10th Jan '15)

The place to discuss scripting and game modifications for X Rebirth.

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

Revolution Rising
Posts: 57
Joined: Sun, 29. Jul 12, 00:19
x4

Post by Revolution Rising » Tue, 27. Jan 15, 04:51

Where's the download link ?

User avatar
YorrickVander
Posts: 2702
Joined: Tue, 29. Oct 13, 21:59
x4

Post by YorrickVander » Tue, 27. Jan 15, 09:55

Dropped from steam till the cpu lag issue is fixed.
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.

w.evans
Posts: 2963
Joined: Tue, 18. Nov 14, 16:23
x4

Post by w.evans » Tue, 27. Jan 15, 10:05

Do you know if the lag issue is directly connected with having engineers on smallships? Concerned that Copilot Convo might be affected as well. Haven't noticed any lag, but then my computer runs X:R pretty slow in any case.

User avatar
YorrickVander
Posts: 2702
Joined: Tue, 29. Oct 13, 21:59
x4

Post by YorrickVander » Tue, 27. Jan 15, 10:27

Just fixed the incorrect additions from Copilot; on my box I see the stutter after 1-1.5 hours of play.
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.

w.evans
Posts: 2963
Joined: Tue, 18. Nov 14, 16:23
x4

Post by w.evans » Tue, 27. Jan 15, 10:33

Oh, that sucks. Was good to have engineers in there. Oh well.

User avatar
NZ-Wanderer
Posts: 1623
Joined: Thu, 5. Aug 04, 01:57
x4

Post by NZ-Wanderer » Tue, 27. Jan 15, 14:18

YorrickVander wrote:Dropped from steam till the cpu lag issue is fixed.
Slightly offtopic, but if you pull something from steam, does it remain in our game?
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.

User avatar
YorrickVander
Posts: 2702
Joined: Tue, 29. Oct 13, 21:59
x4

Post by YorrickVander » Wed, 28. Jan 15, 00:25

It should remain afaik, just not be available for new people to d/l
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.

ihatebois
Posts: 2
Joined: Thu, 7. May 15, 12:57

Post by ihatebois » Thu, 7. May 15, 13:00

Any idea when this will be back up?

Or is there a 'manual' way I can have it?

Been looking for this mod high and low and would cry in a corner if I can't have it.

Igec
Posts: 11
Joined: Thu, 30. Oct 08, 03:11

Post by Igec » Sat, 28. Nov 15, 16:38

A must have mod...Please update it.

Thanks.

User avatar
YorrickVander
Posts: 2702
Joined: Tue, 29. Oct 13, 21:59
x4

Post by YorrickVander » Sat, 28. Nov 15, 16:40

Will try, or if you feel confident, go for a fix on your own! I tend to assume a BSD type license on my mods; free to explore the mod, change it and share the results if it pleases you to.
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.

Igec
Posts: 11
Joined: Thu, 30. Oct 08, 03:11

Post by Igec » Sat, 28. Nov 15, 16:56

Hmmm yes... but where is the download link?

Would like to try it despite the lag mentioned...

User avatar
YorrickVander
Posts: 2702
Joined: Tue, 29. Oct 13, 21:59
x4

Post by YorrickVander » Sat, 28. Nov 15, 19:46

Fair point :) Re-added to steam workshop but not updated.

EDIT :

Quick test after enabling visible engineers (see inline comments) one small change is required to enable engineers for job spawns in 4.0b3 :

Code: Select all

 <!-- cover existing games and job ship spawns -->
    <cue name="Yorrick_AddEngineer_ExistingShips" instantiate="true" namespace="this">
      <conditions>
        <check_any>
          <event_game_loaded />
          <event_cue_signalled cue="md.Setup.GameStart"/>
        </check_any>
      </conditions>
in AddSmallShipEngineer.xml

As the vanilla engineers now wait before starting repairs you will need to test properly to see if they are working fully and fixing hulls.
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.

Igec
Posts: 11
Joined: Thu, 30. Oct 08, 03:11

Post by Igec » Wed, 2. Dec 15, 17:30

I tried the mod and it works as intended(4.0.0. beta 3), but on the other side it is really a cause for lag, which is unbearable and i was forced to uninstall this great addition.

I hope you'll fix it.

w.evans
Posts: 2963
Joined: Tue, 18. Nov 14, 16:23
x4

Post by w.evans » Wed, 2. Dec 15, 20:37

If I remember correctly, I think the problem was the engineer script simply being too resource-intensive to run on so many small ships? Solution could be to write a relatively simple version of the engineer script, and have the astromech droids run that. Not sure if that's the best solution, though.

User avatar
Marvin Martian
Posts: 3547
Joined: Sun, 8. Apr 12, 09:40
x4

Post by Marvin Martian » Wed, 2. Dec 15, 23:21

i think it would be better to make it similar to the MICT_supp8 that Capital-Engineers repair there subordinates, or use instead simply MICT_supp8

anyway, since the repairrate without drones is only 0.1, the repairspeed will be incredible slow for smallships too

w.evans
Posts: 2963
Joined: Tue, 18. Nov 14, 16:23
x4

Post by w.evans » Thu, 3. Dec 15, 07:08

@Marv, thanks for the endorsement. MICT_supp8 won't work for wings of just small ships, though.

User avatar
YorrickVander
Posts: 2702
Joined: Tue, 29. Oct 13, 21:59
x4

Post by YorrickVander » Thu, 3. Dec 15, 13:47

The lag isn't entierly something I can change. The problem lies with job spawned ships (ie most of them). The create_ship command will not allow engineers to be placed on small/med ships and so the mod must scan every ship in the game every X seconds to make sure they are added. The best possible solution is to increase X atm since the changes made to the engineer ai are post release of this mod and prevent what is essentially engineer tanking. (Kinda like armour tank for you eve players where the repair rate mitigates incoming damage.) As the engineers will wait before attempting repair a new spawned job ship without an engineer added wont care much if it dies before said engineer could kick in anyway.
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.

User avatar
Marvin Martian
Posts: 3547
Joined: Sun, 8. Apr 12, 09:40
x4

Post by Marvin Martian » Thu, 3. Dec 15, 14:30

you could link into undock script to check if an engineer is available, because this will called from any pilot at starup

in that case it might be a good choice to make your own skript thats suits your needs
so you can make a wait order with interrupt when ship get attacked, or hull is low

or skip the engineer solution completely and add into the fighting skripts an handler that have the chance (depending on skills) to fix some systems in case the ship get damaged
but the only damage you get on smallships is hull in my opinion, because most systems invisible and hull-integrated, so you simply can push the shield once and make a withdraw (with new smallship boooooost) from battle (what requires access to the pilot behavior anyway, so <handler> would be better for this)

User avatar
YorrickVander
Posts: 2702
Joined: Tue, 29. Oct 13, 21:59
x4

Post by YorrickVander » Thu, 3. Dec 15, 19:50

I hadn't thought about it that way. Cheers Marvin will have a tinker when home tomorrow.
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.

User avatar
YorrickVander
Posts: 2702
Joined: Tue, 29. Oct 13, 21:59
x4

Post by YorrickVander » Sun, 6. Dec 15, 19:57

Unfortunately it seems creating new npcs in aiscripts is a no go, although I may be missing something.
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.

Post Reply

Return to “X Rebirth - Scripts and Modding”