[SCRIPT] x0ne Turret Control System (TCS) 1.02 [UPDATED 31/12/2010]
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- Posts: 64
- Joined: Fri, 2. Jun 06, 03:14
Yes I've started using this script again and I must say I am very impressed by the results. I do have a few comments/suggestions though.
First off I wish there was a toggle (key, command, or script edit) which would force the turrets to engage missiles even if they won't do 1% damage. I run this script on m6 ships and even though the missile will hardly dent the shields it will send the ship spinning and flames everywhere which gets annoying.
Second thing is I've noticed a bit of oddness with the script favoring certain weapons over others. For example when I've had BPBEs and BFLAKs loaded on my M2, I've noticed that the script tends to favor the BPBEs and will use them over the BFLAKs against fighters even though the BFLAKs are far more effective at obliterating fighters.
Now I will say that my game is heavily modded (my own mod) and the weapons stats are fairly different (FLAKs got a major boost in range and are very lethal against fighter swarms). I also did customize the script to match the changes to the weapons, even still though the script still favors PBE over FLAK.
Anyhow my other suggestion is that the script somehow take damage into consideration. Though if this would weigh the script down a lot then I wouldn't bother. Another idea would be if the script has hard coded favorites that those favorites be easily editable. My solution to the issue was to not carry PBEs and I flaged my FLAKs in the script as anti missile (they do that extremely well too even though they are slow firing).
First off I wish there was a toggle (key, command, or script edit) which would force the turrets to engage missiles even if they won't do 1% damage. I run this script on m6 ships and even though the missile will hardly dent the shields it will send the ship spinning and flames everywhere which gets annoying.
Second thing is I've noticed a bit of oddness with the script favoring certain weapons over others. For example when I've had BPBEs and BFLAKs loaded on my M2, I've noticed that the script tends to favor the BPBEs and will use them over the BFLAKs against fighters even though the BFLAKs are far more effective at obliterating fighters.
Now I will say that my game is heavily modded (my own mod) and the weapons stats are fairly different (FLAKs got a major boost in range and are very lethal against fighter swarms). I also did customize the script to match the changes to the weapons, even still though the script still favors PBE over FLAK.
Anyhow my other suggestion is that the script somehow take damage into consideration. Though if this would weigh the script down a lot then I wouldn't bother. Another idea would be if the script has hard coded favorites that those favorites be easily editable. My solution to the issue was to not carry PBEs and I flaged my FLAKs in the script as anti missile (they do that extremely well too even though they are slow firing).
Hello, a question: How does this excellent script behave with B-EMPs (XTM mod)? Should it have support for them? (and other XTM weapons i suppose, but its the B-EMPs im concerned about atm )
I ask because it didnt seem to be using them correctly when I took my shiny new Odin out for a spin. I had four BEMPs in the cargo, and it was equipping just one on each turret, and nothing else in those turrets. So I had a situation where the foward turret had a single BEMP equipped, and was firing happily away all by itself. Meanwhile there were three other turrets with a single BEMP each doing nothing, when those guns could have been swapped to the foward turret. So um... help?
Other than that minor point its a brilliant script, love it Fast becoming one of my favorites.
I ask because it didnt seem to be using them correctly when I took my shiny new Odin out for a spin. I had four BEMPs in the cargo, and it was equipping just one on each turret, and nothing else in those turrets. So I had a situation where the foward turret had a single BEMP equipped, and was firing happily away all by itself. Meanwhile there were three other turrets with a single BEMP each doing nothing, when those guns could have been swapped to the foward turret. So um... help?
Other than that minor point its a brilliant script, love it Fast becoming one of my favorites.
Most likely this script (like most turret scripts) equips the longest range laser to have this turret scan for enemies.
You simply have too few lasers in the cargo bay. Go buy more. =P
You simply have too few lasers in the cargo bay. Go buy more. =P
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
- Rad Jeebus^
- Posts: 603
- Joined: Sat, 20. Mar 04, 21:41
Hm, is there any alternative download link as the original one doesn't seem to be working at the moment!
It denos't mtater waht oredr the ltteers in a wrod are, it's olny iprmoatnt taht the frist and lsat ltteer be at the rghit pclae.The rset can be a total mses and you can sitll raed it wouthit porbelm.Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe.
Hello I just started playing X3: TC and found out that for some unknown reason Egosoft has not included any turret wepons changing script again. Do you plan to update your script for the TC as well? It is the best one I have ever used in the Reunion.
Intel Core i5 4590, 2 x 8GB DDR3 1600, MSI GTX 1060 Armor, Asus H97 Pro, Asus Xonar DG, Crucial MX100 128GB SSD + 1TB WD Caviar Blue, Seasonic S12G 550W, Corsair 550D, 22'' LG
Hello all,
Weird problem:
I've been using this script for a while now, and everything worked just fine.
However, I just finished building two new Split Pythons and suddenly, I can no longer find x0ne TCS Interface MK2 in each of the Equipment docks I visited. (Both Argon and Split.)
No matter where I look, x0ne TCS Interface MK2 appears as 0/2.
Any idea what I can do to get it back?
- Gilboa
Weird problem:
I've been using this script for a while now, and everything worked just fine.
However, I just finished building two new Split Pythons and suddenly, I can no longer find x0ne TCS Interface MK2 in each of the Equipment docks I visited. (Both Argon and Split.)
No matter where I look, x0ne TCS Interface MK2 appears as 0/2.
Any idea what I can do to get it back?
- Gilboa
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- Posts: 269
- Joined: Sat, 20. May 06, 14:55
I had the same problem in my second game. When I first installed the script, I found about 4 in stock which is enough for my need. But when I started a new game, all EDs were empty
Intel Core i5 4590, 2 x 8GB DDR3 1600, MSI GTX 1060 Armor, Asus H97 Pro, Asus Xonar DG, Crucial MX100 128GB SSD + 1TB WD Caviar Blue, Seasonic S12G 550W, Corsair 550D, 22'' LG
Which cheat script?(----____JEFF____----) wrote:cheat it in and subtract the money from your account? Other wise if your a bit of a scripter you can probably write a small script to add stock to the station, I don't know if you can do that with cheat scripts too.
As for subtracting the money, well, I've got ~2BCR in the bank and two shipyards... 9M is child's play.
OT question: Is it possible to build these items? (x0ne, advanced jump drive, etc?)
- Gilboa
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- Posts: 269
- Joined: Sat, 20. May 06, 14:55
any cheat script that allows you to script in wares. LV's cheats will do the trick, but there are probably more that can do it. If you don't mind cheating then leave out the money subtraction part, it'll take even less effort that way I just thought I mention it, cause some people around here don't like the idea of scripting in stuff for free.
As for building, I don't know. Maybe if you add them to a factory, that's the only way I could see it happen. That's something your going to have to do on your own, cause I don't think xOne is going to write that for you.
As for building, I don't know. Maybe if you add them to a factory, that's the only way I could see it happen. That's something your going to have to do on your own, cause I don't think xOne is going to write that for you.
Ouch. New problem....
Big one.
I'm doing the Valhalla mission (XTM 0.7.5, currently I'm in Omicron Lyrae) and I'm getting hammered by a single K.
The reason being, all my ships are equipped with TCS and they all target the 3 x Xenon Q's (M7, but the game mistakeably marks them as M1's) instead of targeting the K with its array of GPPC... which in turn, reaps my M2's into shreds. (Even though the M2's are ordered to attach the K).
Any idea how I can manually prioritize the TCS to hit the K instead of the relatively harmless Q's?
Thanks,
- Gilboa
Big one.
I'm doing the Valhalla mission (XTM 0.7.5, currently I'm in Omicron Lyrae) and I'm getting hammered by a single K.
The reason being, all my ships are equipped with TCS and they all target the 3 x Xenon Q's (M7, but the game mistakeably marks them as M1's) instead of targeting the K with its array of GPPC... which in turn, reaps my M2's into shreds. (Even though the M2's are ordered to attach the K).
Any idea how I can manually prioritize the TCS to hit the K instead of the relatively harmless Q's?
Thanks,
- Gilboa
xOne still here?
Hey, is this still being actively developed? Been a long time since I saw an update.
If I seem super-critical lately, it's due to having played X2 and X3, which were awesome games. X:R's release was a hard fail, however there *were* improvements, especially with stations, capitals, and capturing/boarding. X4 right now feels like the best parts of X2/3 and Rebirth all got thrown out the friggin window. I'm honestly hopeful that X4 will turn out awesome, but I'm already hugely disappointed in ES as I have seen them do better and really expect more from them.