jlehtone wrote:fight.attack.object calls plugin.acp.fight.attack.object only if this ship is Fighter, Drone, M6, or M7. Never with M1 or M2. And skill is used only on plugin.acp.*. Thus, M1 and M2 behaviour is not affected by skill, not even in sector.
Very interesting, could explain partially my observations (didn't know about the veterancy (sp?)/ fighskill ranking) - my "solid standing" patrols were rather experienced (280 or more flying hours without docking at a station, continuous/regular combat situation).
Another observation I don't know if it is known or not:
The engine seems to treat "Clusters" as own objects and does not 'switch' to Fighter/Scout or some commands are more efficient than others.
Yesterday while building a complex I sent an Orca to Kingdom End's shipyard. Weapon setup:
TR: 1 aHEPT , 1 aPBE
TL: 1 aHEPT , 1 aPBE
When I quickly checked the sector I saw a Kha'ak-Cluster. I gave the "Attack ..."-order to my Orca and watched on the sector map (sometimes with SETA):
The Cluster split (it was a big one) but to my surprise the Orca did not kill one single Scout though the shields went down considerably and I got the "Attention, one of your ships is under attack"-message several times. I am sure: no kill at all.
I decided then that the Orca should dock at the shipyard and was about to jump into the sector after Orca's docking to clean up the situation.
But as soon as the Orca had a new command it was instantly able to kill the Kha'ak-ships following and attacking him. The Orca killed all (at a very regular rhythm) but two that were in a dog-fight with two smaller Boron ships.
1. "Attack Cluster" does not switch to "Attack next target" : probable but not useful. The ship should defend itself.
2. Order DOES switch but "Attack next target" is highly less efficient than "Defend ship".
This last point is the very reason why I post it here. You probably know more.