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Vivicector
Joined: 10 Jul 2008
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Posted: Thu, 10. Jul 08, 09:28 Post subject: |
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This script is great for fighters and I had some interesting hours watching my M3+ fighting in Pirate sectors. But it is not useful for corvet class. And in XTM corvets can be docked to some ships and therefore can be used as a wingmans. So, the problems I have seen:
1) M6s don't use steering in full scale. If a ship has 16%, bot is flying on it just as it has 5%! Looks stupid.
2) They practically don't dodge from enemy bullets (and die fast).
3) Algorithms of M6s attacking big ships are awful. They start turning too late and crash in bigship.
That are main points I have found. I would be very greatful if you fix them!
And another problem. After updating to the last versions from 1.17 and 0.7b my ships don't use docking computer! I have set this option ON and OFF, reload my saves - doesn't help. Wanted to reactivate GAIUS, but after deactivation it says "Access denied"! Help please!
Sorry for my English - I'm only studying...
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JackSlaughter
Joined: 22 Jun 2006 Posts: 80 on topic

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Posted: Fri, 11. Jul 08, 03:32 Post subject: |
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To Vivicector,
Your using 1.17? The newest Version of FCS Mk3 is 1.2, you might want to check if you have the newest version. Which it sounds like you don't, so you should upgrade. If it turns out your using an old version that could fix your docking problem and some of the others you have been experiencing.
P.S. Your English looks good to me!
Except you should have used a comma in this instance. Also, don't start a sentence with, "but." This would have looked better.
"It is not useful for corvette class ships, however, since XTM's corvettes can be docked to some ships they can be used as wingmen!"
Or
"It is not useful for corvette class ships. However, since XTM's corvettes can be docked to some ships they can be used as wingmen!" <--- this one is probably better.
The plural of man is men... so no wingmans... WINGMEN!!!!
Sorry. I'm a journalist for the Army. Don't fret though. I have had to do writing as a living and I've learned that your best friend is your editor and spell check!
Plus, this is the internet, nobody uses proper grammar, sentence structure, or word usage. So basically nobody noticed.
To Deathwalker,
I have not noticed any problems between Terracorps Fleet Package 1.50, 1.51, or 1.52 and FCS Mk3.
Are you using them together, or you asking because you want to try them together?
To K.E.R.,
You might have been using an old version of Terracorps, in fact you might not even have the fleet package.
Also, Siath70 is currently working on a brilliant new version of TCFP that will completely reshape it and give it a plethora of new options.
If your interested you should check out the post.
The newest version by Siath70 that was repackaged and updated by RRRoamer to with addtional commands are at this part in the post.
http://forum.egosoft.com/viewtopic.php?t=146187&postdays=0&postorder=asc&start=1185
What I was saying about putting FCS Mk3 and TCFP is actually two seperate ideas.
1. have the 2 as one package, because they compliment each other so well - that is if we could get FCS Mk3 in a SPK file.
2. Make it so that FCS Mk3 works with the whole TC idea. I.E. In Terracorp as your pilots get higher in rank they also get increased speed and turning speed. Well what if you could match that together with a level system of FCS MK3 with each rank. A Lt. would use FCS at a 70 efficiency, while a Captain could use it at a 100 efficiency. (Naval Ranks of course.)
Not sure if this is actually possible, but I'd think if these two scripts could be linked into one script that expanded upon this idea, and added more, it would be a good thing.
However, thats just one man's opinion.
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Vivicector
Joined: 10 Jul 2008
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Posted: Fri, 11. Jul 08, 07:33 Post subject: |
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I am now using 1.2. And docking problems have started since I have installed it.
However, they were treated by using the script "move.gaius.dockingcomputer.xml" and "move.gaius.dockingcomputer.task.xml" from hotfix 0.7b. I don't know what was changed in new version, but only old one is working.
And corvet behavior hasn't changed in the last version.
P.S. And "mans" is my big and permanent problem.
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Erilaz
 
Joined: 08 May 2006 Posts: 160 on topic Location: South Africa

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Posted: Tue, 15. Jul 08, 22:38 Post subject: |
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Just to kick in on some of the ideas of the previous page, I'm also using FCS MKIII together with TCFP and it works wonders.
Provided the TCFP pilots are not assigned to a Task Force and not in a Fighter base, I've used them as wingmen plenty of times with no prob. The extra turning and speed maybe helps a little OOS? It also means that IS they tend to close with their target that little bit quicker.
FCS MKIII realy makes them shine IS with the initial firepower they pack out.
Using them together is awesome. I don't know if it's absolutely necessary to combine them into one package. I just use them together and it's great as it is. Sure each ship with both has it's price, but then again, that's what you have to do to get uber elite fighters. A TCFP pilot costs 100k and FCS MKIII costs 1mil. The CFP pilot takes a while to level up to max fight rank at Capt. So it sort of balances.
Though it would be really great if they were combined.
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Erilaz
 
Joined: 08 May 2006 Posts: 160 on topic Location: South Africa

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Posted: Wed, 16. Jul 08, 00:56 Post subject: |
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Sort of on a different note:
| Quote: |
| 2. Make it so that FCS Mk3 works with the whole TC idea. I.E. In Terracorp as your pilots get higher in rank they also get increased speed and turning speed. Well what if you could match that together with a level system of FCS MK3 with each rank. A Lt. would use FCS at a 70 efficiency, while a Captain could use it at a 100 efficiency. (Naval Ranks of course.) |
I've always thought that the TCFP pilots should be able to do the things that FCSMK3 does, by default. What you're describing here is actually really easy with the current TCFP code. I was planning on modding my own so that Pilots automatically have FCSMK3 for free and when they move to a new ship the upgrade moves with them. The ranks you describe above would be in effect too. It would of course require both TCFP and FCSMK3 to be installed and a manual file replace in the scripts (ie. 2 files, one replace and one new file. To uninstall would mean removing the one new file and just reinstalling TCFP to get the old file back.
Ideas?
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K.E.R.
Joined: 15 May 2007
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Posted: Fri, 25. Jul 08, 03:28 Post subject: |
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| Deathwalker1701 wrote: |
| So FCS Mk3 and TerraCorps Fleet Package are not compatible? |
No, well, when i tried it crashed... but that was sometime ago....
Maybe the scripter fixed this =D...
Note: I think it crashes because you are trying to activate two different AI's on the same object.... Wich make the game to crash...
It's like having two different brains...
Edit:
Sorry i didn't saw the new posts...
Well, i haven't used it in a long time... And that's because i got really pised when i tried to fight an small pirate combo... Just a couple of falcons and busters... And having 5 Nova...Hardly earned... and trained(Hours wasted)... They loosed... Dang....
Maybe nbow it's way more complete... But i wont take any chances.... i'll stay whit my FCS MKIII... =D
btw, vivicector, you are right, the M6's control is kinda messy....
Thats why i don't use them ... My M6's are only for patroling...
An JackSlaugther, thanks for the info =D!
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Erilaz
 
Joined: 08 May 2006 Posts: 160 on topic Location: South Africa

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Posted: Fri, 25. Jul 08, 21:09 Post subject: |
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@JackSlaughter
There's a new script in the TCFP thread on the front page, that adds some support for FCS MK3.
Enjoy.
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A5PECT

Joined: 03 Sep 2006 Posts: 3512 on topic Location: NJ, USA

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Posted: Sat, 26. Jul 08, 00:48 Post subject: |
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X-Freak,
If you haven't already, could you make some separate routines for corvettes running FCS Mk3? It's sad seeing a Centaur try to execute a barrel roll in combat.
_________________ "If we hit that bullseye, the rest of the dominoes will fall like a house of cards. Checkmate." |
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Deathwalker1701
Joined: 15 Oct 2006 Posts: 77 on topic

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Posted: Sat, 26. Jul 08, 11:22 Post subject: |
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just to let you know I been using FCS Mk3 and TerraCorps Fleet for a while and had no problems.
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Cronos988
Joined: 27 Aug 2007 Posts: 447 on topic

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Posted: Fri, 19. Sep 08, 12:45 Post subject: |
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Hi,
I'm sorry if this has already been asked but i don't want to read 30 pages.
I'm using FCS MK III v. 1.15. Now i want to updat to the newest version including Gaius. I've got that I have to run the update to the newest version first, then uninstall the upgraded version, then install a fresh new version.
Now the question is:
I'm already using some ships with FCS MK III, and i dont want them to get messed up, i.e. i want em to keep their software and everything.
Now should i first uninstall the upgraded version and then install a new one,
or install a new one on top of the upgraded version and then uninstall the upgraded version? (instructions were a bit unclear)
And second: where's the tutorial/readne to uninstall FCS + Gaius?
Thanks in advance
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xandalis
Joined: 21 Mar 2006 Posts: 4 on topic

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Posted: Sun, 30. Nov 08, 01:56 Post subject: |
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Okay, forgive me if I missed a post about this, but reading through nearly 30, sometimes things get missed...
Onto the problem: I have installed the FCS MK3 - Lite 1.2 version of this script. The item is not showing up in game at all. Though, after manually loading the scripts into the game using the script editor, they are all showing up in the library.
I am running straight XTM, A.R.E.S, ADAMS-ITT, and all of Cycrow's scripts. No conflicts with files, etc that I can find during install.
Any ideas anyone?
Edit: Okay, well now it's showing up. I don't know what I did, but it's in my game now. *shrugs*
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AsterXiphos
Joined: 26 Jul 2004 Posts: 140 on topic

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Posted: Sun, 18. Jan 09, 01:51 Post subject: |
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I love this script in X3, any chance of it finding it's way into TC? It seems like it could fit will with the new wings. What do you think?
_________________ And after hundreds of years of evolution, the common housefly still doesn't know that the big, solid, clear thing is a window . . . |
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xxx73
Joined: 10 Mar 2004 Posts: 102 on topic

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Posted: Sat, 25. Apr 09, 05:32 Post subject: |
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Does this script also control the turrets?
The reason I ask is that there is a lot of good turret script out there, and I wonder if there is any point of using a turret script to together with this script. Many of the features I see in this script also exist in some of the turret scripts, like Cease Firing, Launch Missiles, Destroy Stations, Missiles are chosen more intelligent etc
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subaluigi
Joined: 23 Dec 2004 Posts: 373 on topic Location: République fédérale d'Allemagne, région Ulm/Danube

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Posted: Sun, 26. Apr 09, 11:18 Post subject: |
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Salut xxx73,
| xxx73 wrote: |
Does this script also control the turrets?
The reason I ask is that there is a lot of good turret script out there, and I wonder if there is any point of using a turret script to together with this script. Many of the features I see in this script also exist in some of the turret scripts, like Cease Firing, Launch Missiles, Destroy Stations, Missiles are chosen more intelligent etc |
As much as I know, it doesn't show effect, how turrets target enemies. Me, I use the script almost since 2 Years now and when Gazz's MARS came out in an very early version last year in March, I also installed it together with my FCS-MK3. Since that time it works very fine for me, without any problems. Best thing would be: make a backup of your savegames, also of your t- and scripts-folder from your X3Réunion installation folder and check it out. If u get troubles, u still have the backup, replace the files and nothing got lost.
Au revoir,
subaluigi
_________________ ¨¨¨¨¨¨¨¨¨¨¨¨¨***modified***
¨¨¨¨¨¨¨¨¨¨¨¨¨and proud of it!!
'Cause X without scripts is like girls without tits...
another new video of the: >>Terran Conflict<< |
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xxx73
Joined: 10 Mar 2004 Posts: 102 on topic

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Posted: Sun, 26. Apr 09, 16:04 Post subject: |
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Thanks for your reply subaluigi. "MARS" look good, so I will do as you suggested.
Tore
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