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

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IronDuke
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Post by IronDuke » Sun, 25. May 08, 09:42

Hmm ok ill remove the point defence script and see what that does. As for the weapon not being in range all I have on my M7 are AHEPT and BHEPT and when im in close quarters combat close is up to 100 meters so distance shouldnt be an issue.

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Gazz
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Post by Gazz » Sun, 25. May 08, 13:31

IronDuke wrote:Hmm ok ill remove the point defence script and see what that does. As for the weapon not being in range all I have on my M7 are AHEPT and BHEPT and when im in close quarters combat close is up to 100 meters so distance shouldnt be an issue.
While I don't use any of those scripts, I'd rather suspect the capital ship crews or the Xone script.
These do more "stuff" beyond just firing lasers and you can't have more than 1 script trying to switch weapons on the same ship. =)
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Lancefighter
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Post by Lancefighter » Sun, 25. May 08, 17:24

wow i um fail :oops:

If the restriction were to be changed to m3 ships, would the m3 pilot see an improvement in his turret effectiveness?
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Gazz
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Post by Gazz » Sun, 25. May 08, 19:47

Lancefighter wrote:If the restriction were to be changed to m3 ships, would the m3 pilot see an improvement in his turret effectiveness?
I doubt that. Those turrets aren't a major part of the ship's firepower.
Try i if you like. The allowed ship class for the command is in the setup file. =)
IronDuke wrote:Yup it did just that every turret got unloaded im a gonna try the newer version and see how that works.
MARS now unloads all lasers from all turrets when on standby.
Now it should work the same way for everyone and everyone can be equally unhappy about it.
This makes it a lot easier to load the front guns you want on an M6 without the turret scripts stealing the lasers away. I always hated that.


Version 1.13 released.

Laser choice rewritten for the second time...
Looks a lot better to me now. =)

Capture Mode
We brake for... ships! Not for long mind you - MARS is a bloodthirsty god.
(Settings editable in t\xx7047.xml)

Maximum laser range around neutral stations is a no fire zone.
(Settings editable in t\xx7047.xml)
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Locksley
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Post by Locksley » Sun, 25. May 08, 20:53

Impressive...

I really like how much effort you put into it to make it easy to mod.

I've only been in one battle with 1.07, without changing anything yet, can't say much I was to busy staying alive - I'll get back to ya with more reports later :wink:

As of right now I am using a mod that is mainly based on Unfunf's mod for XTM with some tweaking of my own. He can do quantum physics math so I feel that the mod is at least very nicely calculated :D

What Unfunf's mod and my tweaks does is. Alot more damage per bullet shield wise (but not more damage per second), alot less rounds per minute thus saving lots of CPU power. I lowered the hull damage alot to make battles last longer and making hull count for something. Dumb missiles are alot faster, don't last long though... Anyhow, enough about me - I was going to ask if the command "set.shield.strength" (or what it's called) can set shield above 100% ? As you can imagine OOS combat takes even less time now than before since it does not take rof into considaration. Soooo, I was thinking if one could have a script that noticed when a player ship was targeted and raised the shields for all the ships involved in the furball 500% until the fight is over or they leave the sector (or if one gets IS suddenly). If it's doable one can actually manage OOS combat in a meaningful way. Other fights when the player is not involved could get solved as usual so as not to strain the CPU more than necessary when only the NPC's fights.

Eh... sorry, that was off topic - sort of. Any more thoughts on raising the price when installed first time on ship?

And I absolutely LOVE that they will have a safety distance from stations!!! How many times have one not cursed the turrets trying to get at a target THROUGH a station - stupid gits :gruebel:

Thanks again!

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Gazz
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Post by Gazz » Sun, 25. May 08, 22:19

Locksley wrote:Impressive...
I really like how much effort you put into it to make it easy to mod.
Oh, to be honest - that helps me a lot, too. =)
I tried the "clean" mathematical way but the laser types and targets are so plentiful that they don't fit into one common formula.
Well, not one that could possibly be used in a script that runs often on many targets...
A 5th order polynome maybe? Right. With integer math. Sure.

I spent umm... days... in front of a spreadsheet but it never worked out right.
The latest version lets you set a range of ships to be attacked by every laser and if the computer doesnt use a laser as much as you like - you increase it's damage in the file so it thinks that its a better choice.
But of course, that list isn't set in stone. If you don't give MARS the ideal lasers it starts improvising.

There's some more tweaking to do but at least the script is built for that. =)
Anyhow, enough about me - I was going to ask if the command "set.shield.strength" (or what it's called) can set shield above 100% ? As you can imagine OOS combat takes even less time now than before since it does not take rof into considaration.
No.
The only thing you can do OOS is recharge shields and... pull the trigger.
That what my Ring of Fire LT do. That way I could fix their terrible OOS performance, adjusting them to their proper IS firepower - and range.
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Lancefighter
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Post by Lancefighter » Mon, 26. May 08, 23:17

do you have a spk of it, or just the script/t files?
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Gazz
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Post by Gazz » Tue, 27. May 08, 01:56

So far only the ZIP version.
I'm still working on it a lot so I'm not going to bother with a flashier installation.

And on that note... version 1.15 released.

Mostly tweaking of the laser settings.

My test titan seems to kill a little slower but... loses roughly half the shield strength as with earlier versions!

In the last 3 battles (33 enemies each) it lost only 26, 34, and 28 % shields.
That's pretty nice.
My complete script download page. . . . . . I AM THE LAW!
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Lancefighter
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Post by Lancefighter » Tue, 27. May 08, 03:36

o.0 how did you manage that?
(downloading now)


Side note, maybe soon ill actually have a ship worth testing on :D
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Gazz
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Post by Gazz » Tue, 27. May 08, 08:07

Lancefighter wrote:o.0 how did you manage that?
On a longer test (22 battles overnight...) it turned out to be 43 % average shield loss with one unlucky peak of 75 %.
Average duration was 430 sec.

In the comparison test today (regular Titan with all flak/PBE/MD and Kill All Enemies script), in 19 battles the Titan lost 86 % shield strength average.
Average duration was 453 sec.

Quite surprising that the kill speed is almost the same as with the regular script.
The only real difference is that the MARS Titan lost half the shield strength in the same time.
It never "died" like the regular ship did a few times.

Earlier versions of MARS did indeed kill faster but what good is it to finish the battle 30 sec earlier, just so you can wait 10 min longer for your shields to recharge...?

The only reason for this change is a shift of target priorities and some tweaking to the laser selection.
MARS now interrupts more attack runs and if you keep the enemy on the defensive... you win the fight.
Good old split doctrine. =)
My complete script download page. . . . . . I AM THE LAW!
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Lancefighter
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Post by Lancefighter » Tue, 27. May 08, 18:19

o.0 wow.

I must say, that is rather ingenious.
Nice job
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Insane_Machine
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Post by Insane_Machine » Wed, 28. May 08, 02:52

Hey, This script sounds brilliant. But having some problems with it. I can't get it to work on my Colossus or on my Titan. Going through the script editor and spawning the battle one where it spawns a titan and Xenon fighters, the script seems to work properly. It switches from MARS Standby to MARS Defense.

But on my ships, it just sits on MARS Standby all the time, and all the weapon slots are empty.(Yes I have weapons installed :P)

Using the XTM mod with the Fight Command Software MK3 script and the Bonus Pack. Any Idea as to what is happening?

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Gazz
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Post by Gazz » Thu, 29. May 08, 11:51

Insane_Machine wrote:But on my ships, it just sits on MARS Standby all the time, and all the weapon slots are empty.(Yes I have weapons installed :P)
Someone provided a logfile of that so I could trace the bug to an installation problem. Somehow the script does not properly initialise - for some people.
For others it works.

But since I know where the problem is, I can fix it.
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Gazz
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Post by Gazz » Thu, 29. May 08, 12:30

Version 1.17 released.

Script should now initialise properly.
Debug is still enabled - just in case I missed something.
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Bacfe
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Post by Bacfe » Fri, 30. May 08, 10:24

Ugh, I hoped to remain a lurker and keep my postcount to zero. D=

I would like to inquire whether this script would make use of the EMPCs [Electro Magnetic Plasma Cannon things, Terran weapons] apparently introduced [to be mounted] with XTM mod, since I apparently may have to restock my small capital fleets with PPCs otherwise.

Ta. =D

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