[X3TC] Fighter missile attack question

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shabitz
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[X3TC] Fighter missile attack question

Post by shabitz » Mon, 26. Aug 13, 22:08

Are there any scripts out there that you can tell your fighters to perform a missile attack on your target but continue to protect or follow you? I've been looking but can't find anything.

I don't want them running off actually performing attack runs on target just to launch several mosquito or whatever I set them up with.

If there isn't anything like this, can it be scripted? If so I may have to dive into the the editor.

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Threesixtyci
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Post by Threesixtyci » Mon, 26. Aug 13, 22:27

Back in the day missiles got you killed.
You'd fire one and it would blow up in your face by enemy fire.
Then... Game over.

heh... those were the days.

Anyways... your thread is likely gonna be move to the mod forum.

shabitz
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Post by shabitz » Mon, 26. Aug 13, 23:07

Ah you do have a good point and the other night I couldn't figure out why I kept loosing one of my M8s after a few reloads and keeping an eye on the situation that's exactly what was happening.

However this intended use would be following me or staying out of weapon fire range. Launch some missiles to keep anti missile defenses busy so boarding pods don't get shot down. Wasps or mosquitos maybe 2 or 3 ships. Following in escort.

From everything I've experienced even with 100% probability they run off and start an attack run. Against certain ships this is not the best choice. I'm just wondering if something out there exists or maybe there's a certain way of going about what I want to achieve. There's a high likelihood I'm doing it wrong.

Case in point:
I'm still learning new stuff about this game everyday. Been playing for a month and a half and you should of seen the look on my face when I discovered you can use SETA by ejecting the module and flying to it in a space suit to speed up ship repair. After I had repaired up a Syndicate Carrack with about 13% hull left. UGH!

ajax34i
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Post by ajax34i » Tue, 27. Aug 13, 06:09

They run off because, as far as I know, the order to "protect ship" or "protect me" actually means:

- follow me when it's all clear
- whatever ship attacks me, attack it

Normally attacking ships are nearby in weapons range, but if you do this test:

- take all the missiles out of your escorting ship, just give it lasers (or set missile use chance to 0%), and

- get attacked by an M8 or M7M from long range

You will see your escorts peel off to attack the M8 or M7M with lasers.

What you want them to do, which is, ignore the attacking M8 or M7M and wait for the missiles to get close, then do missile defense while staying near you in formation, will have to be accomplished via a mod, and you have to ask about it in the Scripts and Mods forum. I have no clue if one exists.

EDIT: Some missiles have 50+ km range (Thunderbolt, Tomahawk, Flail Barrage). Your escorts, if carrying these, may shoot them at that range, which means they don't have to peel away from you to shoot. They still do, because their code tells them to go attack (including with lasers), but perhaps the target dies from missiles before your escorts get in laser range.

Instead of using M3 escorts, try using M8 escorts. M8's don't have lasers, so they'll shoot their tomahawks at targets 44 km away, which will kill a lot of targets pretty fast.

brownthomasw
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Post by brownthomasw » Tue, 27. Aug 13, 16:13

with bigger ships that you don't want escorts getting too close to, odds are flails will distract and keep shields down enough without destroying it using the right rythm. Drones can distract turrets too, too many can kill the ship. It may or may not be easier to get the timing right with flails than script something. I would like ships to launch missiles in formation though. I'd like them to stay in formation and add extra firepower like when you got an extra ship in galactica or something it stayed next to you and just shot more at whatever you shot. Would be cool. Maybe if i had m3+ just follow or protect me thier front turret would add some laser shooting. Things with turrets will shoot lasers at least and stay by your side.

For your problem, some people fly the fighter as its easier to remotely tell the m7m to launch pods than it is the other way around. You need to limit his holding of pods though to what he'll use this time or else he'll fire them all. Or you could launch pods, target your other ship with insert or delete keys, switch with x, and try to quickly fire wasps but your m7m will come to a stop and its tedius and time consuming to switch ships all the time.

It alo helps to be flying straight away from the target with them flying straight at you as thier front guns are less likely to shoot down pod unless they're shooting at you and hit the pods unintentionally. It's a bit cheap and cowardly but effective and I'm not risking getting marines shot down. they take forever to train.

shabitz
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Post by shabitz » Tue, 27. Aug 13, 18:29

brownthomasw wrote:with bigger ships that you don't want escorts getting too close to, odds are flails will distract and keep shields down enough without destroying it using the right rythm. Drones can distract turrets too, too many can kill the ship. It may or may not be easier to get the timing right with flails than script something. I would like ships to launch missiles in formation though. I'd like them to stay in formation and add extra firepower like when you got an extra ship in galactica or something it stayed next to you and just shot more at whatever you shot. Would be cool. Maybe if i had m3+ just follow or protect me thier front turret would add some laser shooting. Things with turrets will shoot lasers at least and stay by your side.

For your problem, some people fly the fighter as its easier to remotely tell the m7m to launch pods than it is the other way around. You need to limit his holding of pods though to what he'll use this time or else he'll fire them all. Or you could launch pods, target your other ship with insert or delete keys, switch with x, and try to quickly fire wasps but your m7m will come to a stop and its tedius and time consuming to switch ships all the time.

It alo helps to be flying straight away from the target with them flying straight at you as thier front guns are less likely to shoot down pod unless they're shooting at you and hit the pods unintentionally. It's a bit cheap and cowardly but effective and I'm not risking getting marines shot down. they take forever to train.
Yeah I think I'm going to have to start flying the fighter and learning to remote control the cobra.

AgamemnonArgon
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Post by AgamemnonArgon » Thu, 29. Aug 13, 13:10

Or fly an M8 and hit the big enemy ships with ones own heavy missiles
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firestorm79
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Post by firestorm79 » Thu, 29. Aug 13, 13:49

shabitz wrote:I'm still learning new stuff about this game everyday. Been playing for a month and a half and you should of seen the look on my face when I discovered you can use SETA by ejecting the module and flying to it in a space suit to speed up ship repair. After I had repaired up a Syndicate Carrack with about 13% hull left. UGH!
how would you fire your repair laser in SETA?

RayF
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Post by RayF » Thu, 29. Aug 13, 14:09

firestorm79 wrote:
shabitz wrote:I'm still learning new stuff about this game everyday. Been playing for a month and a half and you should of seen the look on my face when I discovered you can use SETA by ejecting the module and flying to it in a space suit to speed up ship repair. After I had repaired up a Syndicate Carrack with about 13% hull left. UGH!
how would you fire your repair laser in SETA?
fire,shabitz
what are your TC versions?

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Threesixtyci
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Post by Threesixtyci » Thu, 29. Aug 13, 15:12

shabitz wrote:Ah you do have a good point and the other night I couldn't figure out why I kept loosing one of my M8s after a few reloads and keeping an eye on the situation that's exactly what was happening.
Strange.
A patch put an invincibility delay on all missiles, though.
Last edited by Threesixtyci on Thu, 29. Aug 13, 15:50, edited 1 time in total.

shabitz
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Post by shabitz » Thu, 29. Aug 13, 15:14

RayF wrote:
firestorm79 wrote:
shabitz wrote:I'm still learning new stuff about this game everyday. Been playing for a month and a half and you should of seen the look on my face when I discovered you can use SETA by ejecting the module and flying to it in a space suit to speed up ship repair. After I had repaired up a Syndicate Carrack with about 13% hull left. UGH!
how would you fire your repair laser in SETA?
fire,shabitz
what are your TC versions?

After you have picked up the SETA in your space suit. You just hold down both left control and J


Edit - I also later found the information here... http://www.x3wiki.com/index.php/Ships

Seta Repair:
The player can eject the ship's SETA, eject the ship as an astronaut, and collect the seta device. The player can then use SETA when out of ship.
To repair quickly, use bore fire to fire the Repair Laser while holding down the SETA key.
Notes:
SETA will not transfer back into the ship upon reentry.
SETA will not stay in the astronaut suit forever. It effectively disappears upon entering a ship.
If the player is unable to both fire the laser and use SETA at the same time, the player may need to bind SETA to a different key. E.g., Ctrl to fire and Alt to SETA fixed this issue.
It is advised to use SETA repair near a shipyard or other dock at which the player can buy SETA. Otherwise, SETA is lost upon entering the ship, and it may take a long time to dock at a station that sells seta.
Sometimes SETA will eject several KM away. Just fly to it in the ship and eject nearby.
The astronaut suit has 2 hours of oxygen. SETA accelerates time. Keep this in mind. Using SETA 10x, the player can survive in space up to 12 minutes of real time.

shabitz
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Post by shabitz » Thu, 29. Aug 13, 15:24

Strange, a patch but an invincibility delay on all missiles, though.
Not that I've noticed. I knew there was a mod that did this but I had it happen to me alot when I first started playing couldn't figure it out. But I've also killed alot of ships just as they fire and I accidentally hit their launch. Many the moment I engage them so they have full shields and hull , after that boom they are dead. I'm using the latest version that Steam patches out 3.2?

firestorm79
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Post by firestorm79 » Thu, 29. Aug 13, 15:35

shabitz wrote: After you have picked up the SETA in your space suit. You just hold down both left control and J


Edit - I also later found the information here... http://www.x3wiki.com/index.php/Ships

Seta Repair:
The player can eject the ship's SETA, eject the ship as an astronaut, and collect the seta device. The player can then use SETA when out of ship.
To repair quickly, use bore fire to fire the Repair Laser while holding down the SETA key.
Notes:
SETA will not transfer back into the ship upon reentry.
SETA will not stay in the astronaut suit forever. It effectively disappears upon entering a ship.
If the player is unable to both fire the laser and use SETA at the same time, the player may need to bind SETA to a different key. E.g., Ctrl to fire and Alt to SETA fixed this issue.
It is advised to use SETA repair near a shipyard or other dock at which the player can buy SETA. Otherwise, SETA is lost upon entering the ship, and it may take a long time to dock at a station that sells seta.
Sometimes SETA will eject several KM away. Just fly to it in the ship and eject nearby.
The astronaut suit has 2 hours of oxygen. SETA accelerates time. Keep this in mind. Using SETA 10x, the player can survive in space up to 12 minutes of real time.
wow... will give it a go as I've got a few battered Ls, Ms, Ns and pirate novas docked in my megaladon and chokaro

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ahddib
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Post by ahddib » Thu, 29. Aug 13, 23:12

well described. can't think of anything to add to the seta repair process.
Game Player, Designer, Fanatic

shabitz
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Post by shabitz » Thu, 29. Aug 13, 23:43

I'm just glad that I'm not the only one that didn't know this existed. I was getting tired of putting a wrench on my mouse button and going off and doing something else for while. :lol:

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