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[SCR] MARS Fire Control (v3.05 - 06.10.09)
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Deeparth





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PostPosted: Wed, 7. Sep 11, 15:37    Post subject: Reply with quote Print

Is it compatible with XTM?

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Deeparth





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PostPosted: Fri, 23. Sep 11, 00:22    Post subject: Reply with quote Print

Is it possible to make it compatible with XTM?

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X2-Illuminatus
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PostPosted: Fri, 23. Sep 11, 00:35    Post subject: Reply with quote Print

Based on the fact that there is a video showing XTM capital ships using MARS linked in the OP I would assume that MARS is already compatible with the XTM.


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Deeparth





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PostPosted: Fri, 23. Sep 11, 06:53    Post subject: Reply with quote Print

Well, it doesn't work for me then. I dont see the mars turret commands. I have used the cheat script a couple of times to add the mars ware but no success.
It works like a charm in vanilla and I love it.

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Jakesnake5



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PostPosted: Wed, 12. Oct 11, 05:27    Post subject: Reply with quote Print

Ok, something very stupid, at least for me.

I often use MARS to deploy sats, 1 per gate, and get really testy when the Goblins decide to park them in the MIDDLE of the gate.

Did this in several systems, and get odd results.

Take Hatikvah's Faith. Sat numbering for the gates is 1 E, 2 W and 3 N. Gate 2 gets a sat parked 10km inside, and 20km above. This I'd think would be normal. Gates 1 and 3, however get sats parked dead center of the gates themselves. wtf?

I haven't checked the scripts to see what may be going haywire yet, but I'm tempted.

HF isn't the only system where things can get odd like that.

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Gazz
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PostPosted: Thu, 13. Oct 11, 12:01    Post subject: Reply with quote Print

Doess that happen IS?
Collision calculations can do strange things around huge objects like gates.


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Pesanur



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PostPosted: Thu, 13. Oct 11, 20:14    Post subject: Reply with quote Print

Gazz wrote:
MARS works with multiple targets (and is unique in that regard) so when the projected chance to hit is far better on target B, it stops punching holes into space trying to hit target A.
So no, it does not increase accuracy.
It increases inflicted damage and reduces damage taken (from fighters and missiles).


But this is a problem, in some combats MARS stopped firing to a 4 Km and closing K that is firing againt my Python to start tracking fighters. Sad


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Gazz
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PostPosted: Fri, 14. Oct 11, 09:40    Post subject: Reply with quote Print

While somewhat unlikely, that's not impossible.

MARS does not see "one capital ship + other stuff", it sees every single target and evaluates all of them continuously.
It would require a super-sweet firing solution on a fighter to look better than a mediocre one on a capital ship but... it can happen.

Other turret script select their target first, then try to hit it. Somehow.
MARS does not work that way and it has practically no cast-in-stone rules. It... evaluates.


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rafezetter





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PostPosted: Mon, 16. Apr 12, 03:03    Post subject: mars using only 1 gun per turret?? Reply with quote Print

I've now got the M7 and installed MARS and set it to offense for all turrets, but the weapon bays are only showing 1 gun per turret being used instead of the 2 or 3..

Is this correct?

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Buck_Rogers





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PostPosted: Mon, 16. Apr 12, 22:12    Post subject: Reply with quote Print

From the opening post.

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.


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rafezetter





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PostPosted: Wed, 18. Apr 12, 08:07    Post subject: Reply with quote Print

Buck_Rogers wrote:
From the opening post.

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.


ok I deserved that! RTFM!! Laughing

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Hellfire_Daemon





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PostPosted: Sat, 21. Jul 12, 18:13    Post subject: Reply with quote Print

I love the overlord references. Overall so much win Smile

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