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[SCR] MARS Fire Control (v3.05 - 06.10.09)
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Gazz
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PostPosted: Thu, 11. Mar 10, 16:24    Post subject: Reply with quote Print

You have to update xx7047.xml with your changes.


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xxx73





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PostPosted: Thu, 11. Mar 10, 20:39    Post subject: Reply with quote Print

Gazz wrote:
You have to update xx7047.xml with your changes.


Thanks for your fast reply Gazz. That seem to be a lot of work Shocked
Thats to bad, I really wanted to use this mod Sad

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Tritous





Joined: 15 Jan 2005
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PostPosted: Sun, 21. Mar 10, 11:44    Post subject: Reply with quote Print

I've been having problems for a while. At first I thought it was a mixup with one of the other scripts but now I'm using a completely different set of scripts (i felt like a change) it's still having the same problem.

The actual running is fine, but for some reason the setup script is faulting. The AL options and all other aspects of the script are not loading, when I manually run the setup script it still doesn't work, and while I can bodge it to force the turret and goblin setup, I don't know enough on the script engine to get the AL options to come up and it's a faff each time.

It used to work, maybe something in your most recent update doesnt like me? I have completely redownloaded the script so I know I have the most up to date version. It really would be nice if it was in SPK form, would be much easier to work with, but I never had this issue before

Occasionally it picks up and starts working again after loading so maybe it's just the game initialisation part that is bugged


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xxx73





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PostPosted: Tue, 23. Mar 10, 01:10    Post subject: Reply with quote Print

hmm...I set out to change the laser/bullets data in 7047 t file because I use a modified version of CmodII. After looking through the file I saw that all the lasers is repeated over and over again with different values. After a new search through this thread I found out that the reason for that is that all races have different laser data.

Do I need to change the date for all the races?

Why is the laser data different between the races?


Any help is greatly welcomed

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Gazz
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PostPosted: Tue, 23. Mar 10, 13:06    Post subject: Reply with quote Print

This ensures compatibility with the Racial Laser Mod.


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PostPosted: Tue, 23. Mar 10, 14:36    Post subject: Reply with quote Print

Gazz wrote:
This ensures compatibility with the Racial Laser Mod.

Ok, but if I don't use the racial laser mod, do I still need to change the laser/bullets data for all the races to make i compatible with CmodII?

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PostPosted: Sat, 27. Mar 10, 18:19    Post subject: Reply with quote Print

I try again. maybe I formulated my self in a bad way Smile

I want to use MARS together with CmodII for XTM. To do that I need to change the laser data in xx7047.xml. But in the xx7047.xml file there is a lot of different laser data set for each race so it can be compatible with Racial Laser Mod. But I do not want to use the Racial Laser Mod.

So my question is:
To get MARS to work with CmodII for XTM, do I need to change all the data sets for all the races, or is one specific set of laser data I need to change?

I'm very great full for any help to solve this problem, and I'm sorry for being very slow to understand this Embarassed

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Tritous





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PostPosted: Tue, 30. Mar 10, 11:44    Post subject: Reply with quote Print

I was under the impression that MARS directly read tlasers and got the weapon stats to work from. It's weapon preferences are not a set order and so if you mod the weapons it just adapts automatically without need for you to dip into it.

I think gazz just set special settings for the racial weapons mod because it's a massive beast otherwise lo


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PostPosted: Wed, 31. Mar 10, 16:30    Post subject: Reply with quote Print

Tritous wrote:
I was under the impression that MARS directly read tlasers and got the weapon stats to work from. It's weapon preferences are not a set order and so if you mod the weapons it just adapts automatically without need for you to dip into it.

Gazz wrote:
MARS can be adapted to modded weapons easily.
All the data it needs is found in Textfile xx7047.xml.


So you have to change the xx7075.xml file if you want to use MARS together with laser changing mods like CmodII for XTM. But since MARS is compatible with Racial Laser Mod there is a lot of different laser sets in this file. So the question is what kind of laser sets, if not all, need to be changed to make it work well with e.g. CmodII?

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Peanutcat





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PostPosted: Fri, 5. Aug 11, 18:40    Post subject: Reply with quote Print

Ben playing with it for a few small battles but i've not really noticed any diffrence... No 'Goblins' Not sure what they wud look like... and the Auto loot does not work i still have to loot myself (not sure if im doing it right?) and the MARS Defence offence shit... is that activated by the way u choose turret behaviour... like.. attack all enemies makes them go to MARS offence?


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X2-Illuminatus
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PostPosted: Sat, 6. Aug 11, 11:29    Post subject: Reply with quote Print

Are you sure that you installed MARS correctly? The OP mentions a AL Plugin that shows the current MARS version. What version is displayed? Did you get any message by MARS in your log telling you that any files are missing?


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Peanutcat





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PostPosted: Sat, 6. Aug 11, 12:15    Post subject: Reply with quote Print

Ignore what i said there i except for goblins

I now have the problem that mars removes all guns in the turret bay but one, kinda annoying that it makes my capital ships go with one gun per turretbay

As for goblins do u need fighter drones in inventory?


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X2-Illuminatus
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PostPosted: Sat, 6. Aug 11, 21:19    Post subject: Reply with quote Print

You should read the OP more carefully. Wink

Peanutcat wrote:
I now have the problem that mars removes all guns in the turret bay but one, kinda annoying that it makes my capital ships go with one gun per turretbay


From the OP:

Gazz wrote:
It is normal that only 1 laser is installed when there is nothing to shoot at.
These lasers are available for other turrets when not needed.


Peanutcat wrote:
As for goblins do u need fighter drones in inventory?


In your cargo bay, yes.

Gazz wrote:
MARS automatically uses Fighter Drones in the cargo bay, loads them with new software and launches them as Goblins.



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Peanutcat





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PostPosted: Sat, 6. Aug 11, 21:40    Post subject: Reply with quote Print

Oh, so.. u dont need a shitloads of PPCs all u need is enuff for one side? :0


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PostPosted: Mon, 8. Aug 11, 17:06    Post subject: Reply with quote Print

I wouldn't do this. I never used MARS, but even if it switches weapons between the turrets, it's possible that you are attacked by more than one target from differenet positions. And then it might be better to have enough weapons for all turrets. Also, if your ship is OOS afaik the amount of weapons is important for the combat calculations.


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