[SCR] MARS Fire Control (v5.25 - 16.02.13)

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Gazz
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Post by Gazz »

MARS can "attack shields", too. In fact that's a lot easier than doing it manually or with drones and certainly more accurate than using a ship with cockpit guns with Egosoft's "attack shields".

Still - there's also a special hotkey just for regular drones to attack shields.
It's somewhere in the manual with the other 40398124 features.

That makes them even better decoys because they don't hurt the ship as much if used in great numbers.
Last edited by Gazz on Fri, 27. Feb 09, 11:52, edited 2 times in total.
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BlkKnight
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Post by BlkKnight »

Ah ok,

I was using drones as a decoy for my marines :)
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Nbolo
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Post by Nbolo »

Hi Gazz, great script but i have a question, i'm using the TC combat mod, now i understand that MARS can be altered to use a modified weapons my question is how, i've had a look through the file the manual claims needs editing but i'm just not sure what to put where.

Any help greatly appreciated.

Thanks
semiliterate
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Post by semiliterate »

look on the combatmod thread, a few pages from the end. there's a file there called 7047-L44. get it and drop it into your t folder to overwrite MARS' existing config file.
Psychocandy
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Post by Psychocandy »

The first post says:

"This mod is already included in the X3 v1.4 patch so there is no need to download it except for a little fine tuning and altered cockpit positions."

So if we have the latest X3TC patch then we basically have this mod? That can't be as it seems very, very popular?

What I want to know is what extra functions will I get from this mod over the latest TC patch? What is the little "fine tuning"?

Is all of the following part of the "fine tuning" as I don't seem to notice it in the game?

"# Launch goblin (Fighter Drone)
# Launch goblin Mk2 (Keris, Fighter Drone Mk2)
# Deploy Satellites (Advanced Satellites)
# Cease fire / Ignore target "
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Gazz
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Post by Gazz »

Psychocandy wrote:The first post says:
"This mod is already included in the X3 v1.4 patch so there is no need to download it except for a little fine tuning and altered cockpit positions."
And this is the paragraph that talks about the turret fix mod.
MARS is a script, not a mod.


The only connection between those two is the author.
Well, and the historical fact that the mod came together because MARS would mysteriously fail to perform on certain ships... and then I found out that the reason were sloppy models.
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StormMagi
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Post by StormMagi »

I thought they had included a version of MARS in the 1.4 patch?
f4rmerbo
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Post by f4rmerbo »

StormMagi wrote:I thought they had included a version of MARS in the 1.4 patch?
That's the turret fix mod. All of the turrets on the big ships were poorly implemented, so Gazz fixed it and the mod was included in the latest patch.
Psychocandy
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Post by Psychocandy »

Heh, yep, just realised that Gazz. Seems I didn't read the first page properly - or the pdf file. Ahem.

Anyway, installed MARS and... wow. It's beautiful flying into a swarm of small ships, switching to third person camera, and watching the guns tear everything asunder.

It almost feels overpowered. Of course, if you allow the AI pilots to use MARS then it's fair... I just can't bring myself to do that, though! I'm having to justify it to myself by role-playing that it is new, secretive, experimental turret software that my character has been entrusted with. Or something.

The extra drones controls are fantastic too - I was getting quite fed up of having to manually fly around collecting them.

Anyway, fantastic work!
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Gazz
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Post by Gazz »

Psychocandy wrote:Of course, if you allow the AI pilots to use MARS then it's fair... I just can't bring myself to do that, though! I'm having to justify it to myself by role-playing that it is new, secretive, experimental turret software that my character has been entrusted with. Or something.
Certainly you are on a mission from the gods! You, the guardian of the ancient Clit'Ric Sentinel, have been entrusted with the task of assembling a battle fleet to crush The Ancient Foe once and for all!
The Eaters of Noodly Appendages shall not be allowed to devour this galaxy!

Ramen!
My complete script download page. . . . . . I AM THE LAW!
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StormMagi
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Post by StormMagi »

My bad I was misremembering :P
Mckye
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Post by Mckye »

noodly appendages...

-ramen

that is fantastically fantastical, I like it.

Hey Gazz, I have a question, are goblin capacities in mars class specific? I ask because I am dying to increase the cap for certain ships (possibly the TM) significantly, making a drone carrier of sorts, I think it would be fantastic to jump in a TM carrying 500 drones and have it launch like 20 or 30 at a time, utterly swarming large ships and more thoroughly distracting or possibly damaging them. I have grandiose plans for a mk. II drone army.

[I know that my system will suffer if I add to many drones I.S., I don't want a stutter fest, however, I would still like this. If you could tell me what area of the code to modify and to what I would greatly appreciate it.]
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Gazz
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Post by Gazz »

IIRC the capabilities and size of the drone pool vary with object class. At least some of that is in the config file. The rest you'll have to find and hack to your liking.

mars.ship controls the automatic launches.
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semiliterate
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Post by semiliterate »

i'm using a doubled sector size from a mod. is it possible to increase goblin speed? if so, where's it held? if not, which script handles satellite deployment?
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Gazz
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Post by Gazz »

Hmm. Should be something obvious like goblin.launch.
Some parts may also be in goblin.control.

Or you just mod them and be done with it...
My complete script download page. . . . . . I AM THE LAW!
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semiliterate
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Post by semiliterate »

they're standard fighter drones in the tships?

'cos if so, colour me ashamed for not thinking of that.
Chris Bacon
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Post by Chris Bacon »

Gazz wrote:MARS can "attack shields", too. In fact that's a lot easier than doing it manually or with drones and certainly more accurate than using a ship with cockpit guns with Egosoft's "attack shields".

Still - there's also a special hotkey just for regular drones to attack shields.
It's somewhere in the manual with the other 40398124 features.

That makes them even better decoys because they don't hurt the ship as much if used in great numbers.
Is there a hotkey or command for the Goblins to attack shields. I have found the normal drone command but not the goblin one
regards
Chris
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Gazz
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Post by Gazz »

Chris Bacon wrote:Is there a hotkey or command for the Goblins to attack shields. I have found the normal drone command but not the goblin one
Hmm, not sure...
The number of goblins / ship is quite limited so I never thought them in any way useful for such a thing.
(MARS is primarily designed for cap ship turrets which are infinitely more capable at that task)

It's easier and more effective to just dump 50 or 100 regular drones and tell them to do it.
semiliterate wrote:they're standard fighter drones in the tships?
'cos if so, colour me ashamed for not thinking of that.
Hehe, yeah. This is a script. It could not mod anything. =P

Any preferrances on the paint job?
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.
semiliterate
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Post by semiliterate »

although... how does mars work out the towing speed for a goblin pulling a satellite?

also, any idea what i could change in the tships to increase the available energy for a drone, or is that hardcoded? although, taking a quick glance at the goblin master control, it seems like even if it could be changed, i'd have to change MARS' return home calculations.

EDIT: lord amercy... this Goblin code is insane!
Chris Bacon
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Post by Chris Bacon »

Its a cracking script by the way! Really good fun and great sound effects.

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