Carrier Command Software issues

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Novvak
Posts: 88
Joined: Sun, 29. Jan 17, 11:35
x3ap

Carrier Command Software issues

Post by Novvak » Wed, 7. Jul 21, 18:53

I think I have seen some mentions of this problem around the forum, but can't find the right thread.

In any case, I'm getting a whole host of problems with the Carrier Command Software:

1. Once a ship becomes a carrier, it will spam the player with never ending flurry of notifications that it has completed the action, even if it has no command. For this to happen, the ship doesn't even need docked fighters, just using the software for the first time will turn it into a notification generator.
There is no way to turn the ship back to NOT being a carrier anymore as far as I know.
The only way to stop the notifications is to give the ship a neverending order, such as "Defend Position" or "Defend Sector".

2. The fighters get released by the carrier, but do not update their commands based on orders from the carrier, they will pick the orders themselves as it suits them.
They do not react to orders from the Carrier command group: "Recall local ships" and "Pick up managed ships", they also ignore when you use the "Broadcast to my ships in the sector..." and select "Return Home" (all fighters have the carrier selected as home station).
- When I have ordered the carrier to destroy one ship in sector, the fighters melted the ship rather quickly and only then their command updated to go back to the ship.
- On another occasion, I have attacked a pirate Solar Power Plant in Hatikvah's Faith in order to get an achievement (which doesn't seem to work btw) as the sector seemed safe enough, but a Brigantine showed up with an escort of few fighters, so I have recalled my fighters to protect them from certain death. The ships carried on performing their original order, and when they have destroyed the station, they went to fight with pirates. There was no way to cut my losses, the fighters operate with a kamikaze approach, they will either kill everything in sight and go back home or die trying.

3. Ships managed by the carrier ignore the distance settings you specify in the Carrier Management menu.
I have commanded my Shrike to defend Ministry of Finance and after a while I have noticed my fighters are in Family Rhy, 2 sectors away, chasing a freighter (that was even farther away).
Their setting "Maximum sectors for ships to travel" is set to 0, as I want my fighters to travel exclusively on board of the carrier, they have no jumpdrives nor E-Cells as I want all the cargo space filled with missiles.

Am I using the software wrong somehow, or is it just glitched?
As an alternative to the Carrier Command, is there a reliable way to command large amounts of ships in X3FL?

Hwitvlf
Posts: 484
Joined: Tue, 13. Apr 21, 21:36

Re: Carrier Command Software issues

Post by Hwitvlf » Wed, 7. Jul 21, 21:58

Novvak wrote:
Wed, 7. Jul 21, 18:53
As an alternative to the Carrier Command, is there a reliable way to command large amounts of ships in X3FL?
I've run into some of these issues, and they seem to happen with Drone Carriers also. You might try adding the fighters to a wing instead of using Carrier Command. A word of caution though, don't add Extended Drones to a wing. If they're in a wing when a Drone Carrier takes control of them, they get stuck running the wing's last command with no easy way to stop them.

Novvak
Posts: 88
Joined: Sun, 29. Jan 17, 11:35
x3ap

Re: Carrier Command Software issues

Post by Novvak » Wed, 7. Jul 21, 22:42

Thanks Hwitvlf, I will give it a go.
I don't have a drone carrier as of now, so can't really make a comparison.
The kamikaze approach doesn't seem that bad with drones IMO as you can mass produce them, so it doesn't take too much effort to replace losses.
It's way worse if you need to spend 7m on an Enhanced Chimera, put some weapons on it, add missiles etc.
But the view of dozens of fighters shooting down Tornado Missiles on a station is just unbeatable :D

Snafu_X3
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Re: Carrier Command Software issues

Post by Snafu_X3 » Wed, 7. Jul 21, 23:37

Novvak wrote:
Wed, 7. Jul 21, 18:53
There is no way to turn the ship back to NOT being a carrier anymore as far as I know.
Can you not simply transfer the CCS module to another ship?
2. The fighters get released by the carrier, [...] They do not react to orders from the Carrier command group: "Recall local ships" and "Pick up managed ships", they also ignore when you use the "Broadcast to my ships in the sector..." and select "Return Home" (all fighters have the carrier selected as home station).

Is this IS, OOS or both? How much time do you allow for the fighters to give up their previous commands & obtain new ones?
3. Ships managed by the carrier ignore the distance settings you specify in the Carrier Management menu. [...]
Their setting "Maximum sectors for ships to travel" is set to 0
I dunno, but maybe this script interprets 0 as 'null''? If you set their range to 1 dos their behaviour improve?
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Novvak
Posts: 88
Joined: Sun, 29. Jan 17, 11:35
x3ap

Re: Carrier Command Software issues

Post by Novvak » Thu, 8. Jul 21, 09:12

I will try moving the software to another ship and see if it resolves the problem with notifications.

The lack of reaction to commands was happening both IS and OOS. I have allowed few minutes on SETA x10, fighters were able to cross two sectors before I decided to release them from the carrier command and ordered to dock at the ship manually. I'm glad I ran into those problems with my Shrike that holds 8 fighters, and not with a Raptor :D

I had the range set to 1 initially and fighters just flew wherever they wanted. The one thing I can confirm is working is the hull percentage threshold for repairs, as one of the fighters went to the closest shipyards post-combat. However, that shipyard was outside of the allowed range I have set up in the carrier command.

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