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

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gandy|UKCS|
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Post by gandy|UKCS| »

I think i have only seen that when using the FAA's as i don't have many of them.
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Gazz
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Post by Gazz »

Hehehe. Then you answered your own question.
MARS cannot install FAA that are not on board.
It already releases unused lasers for use in other turrets but there's a limit to that...

Don't forget to bring your guns if you go to war!
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gandy|UKCS|
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Post by gandy|UKCS| »

tbh Gazz if the script is that confident it only needs to put one weapon on a turret to kill the enemy.. who am i to argue that.

it is a complex script that's for sure and seem to end up dog fighting with a load of M3's or smaller with it when i fly my tiger but that's cool as most of them bail anyway.

I have learnt slower the better when going against M7, M2 and M1's, i slow to about 30ms and use strafe to avoid fire from those ships when about 10km from them.
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Gazz
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Post by Gazz »

gandy|UKCS| wrote:tbh Gazz if the script is that confident it only needs to put one weapon on a turret to kill the enemy.. who am i to argue that.
Oh, the script would sure like to fully utilise turrets but you have to supply the necessary equipment.
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DaveyP
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Post by DaveyP »

I just sit still and let it blow the granny out of 'em all. I've got a full compliment of just about everything my Boreas can take and MARS makes jam out of everything. Love it!

What it needs is ........ err ........ nothing :D

Well, maybe a "return all Goblins" hotkey, but it may well have that anyway and I just don't realise it.

Serious bit of kit, mate.
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Zayltsin
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Post by Zayltsin »

Gazz: When MARS picks the weapons to use will it show the change in the weapons tab? Or will it simply show the laser that was already installed?

The reason i ask is because my mate is reporting the same probelm to me and the fact its doing the same to we just got me curious.

Also to the posts i wrote earlier my ships cargobay always has spare weapons.
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Gazz
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Post by Gazz »

The guns page is updated in real time.

On the whole I can't really spot a problem.
So you have some ship (I think it was an M6) where MARS mounts an amount of some type of laser during combat in some turret or other while having an amount of lasers in the cargo bay.
There was a hint, though, that the amount would be "not many", which could definitely be a problem. You may want to increase that number to a few, if not a couple. A bunch would be splendid.

To me that sounds like perfectly normal operation.


I often enjoy a good feinting game but I'm tired and in a spoilsporty mood. Sorry.
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Zayltsin
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Post by Zayltsin »

Gazz: No problem, im going to load up the cargobay with 10 of each weapon it can carry and see if the problem pursists, and if it does ill sell the Xenon PX and go board something better that works :D
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gandy|UKCS|
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Post by gandy|UKCS| »

i use the Tiger, When all turrets are firing forward along with manual firing of the 8 IBL's it looks and sounds impressive

My weapon load out for MARS to play with

CIG - 20
EBC - 8
FAA - 4
FBL - 5
HEPT - 12
IRE- 5
IBL - 14
ISR - 2
PAC - 13
PRG - 10
PBE - 8

I also i have some cant use.. so best to move them off on to the weapon storage soon.

I did do a Pirate run yesterday for weapons and cleared out 3 sectors of Pirates and there bigger ships ( Maelstrom to Gaian Star ) and i got alot of weapons i cant use on the tiger :(
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Gazz
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Post by Gazz »

I wouldn't give a ship any IRE or PAC when it can use PRG. The latter are just better in every way.
Even HEPT are only borderline useful then. They may be slightly more efficient but that advantage is eaten up by their far lower accuracy.
For AI ships/turrets I always use PRG over HEPT.
Accuracy is a huge bonus for the AI.

And by all means get rid of those FBL! You don't ever want one of your ships using those.

Some lasers are simply made obsolete by others and a condensed laser list can save some CPU power because absent lasers are not evaluated.
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Zayltsin
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Post by Zayltsin »

Zayltsin wrote:Gazz: No problem, im going to load up the cargobay with 10 of each weapon it can carry and see if the problem pursists, and if it does ill sell the Xenon PX and go board something better that works :D
Seems the PX is just a waste of time, loaded it up with 10 of each weapon it could carry and it insisted on one weapon for every fight no matter what.

So i took the weapons off stuck them in a freigther and went and destryoed my rep with the Paranid and boarded a Hyperion Vanguard! let me say one thing, this ship is mental, totally outclasses all M6 corvette's except the stupid Aldrin one.

Oh and MARS is working like a charm with the Hyperion. :D :D :D
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Gazz
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Post by Gazz »

Some ships are bugged when "acquired" by hostile takeover.
Why or how I don't know. It's an enigma. Let's just marvel and move on...

If it's rebuilt in the PHQ as a reverse-engineered copy, you always get a "clean" version.
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pelador
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Post by pelador »

You could run a "null" script through the ship first using a START call:

<RetVar/IF/START><RefObj>call script<Script Name>:<Parameter>

As i understand using the START portion at the begining will stop all other scripts, so might clean things up? Never used it as an option.

(Related to the problematic ship not MARS)
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Gazz
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Post by Gazz »

No, this starts a task 0 script on the target. That's all.

I wasn't referring to scripts anyway. MARS would simply overwrite the AI turret scripts.
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Zayltsin
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Post by Zayltsin »

Gazz wrote:Some ships are bugged when "acquired" by hostile takeover.
Why or how I don't know. It's an enigma. Let's just marvel and move on...

If it's rebuilt in the PHQ as a reverse-engineered copy, you always get a "clean" version.
Ok so nothing to do with your MARS script, weird enigma as you said.
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Gazz
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Post by Gazz »

Version 4.29 released.
  • Goblins can repair ships and stations.
  • By default this is turned off in the configuration menu.
  • They automatically repair their own ship but only if the area is completely safe.
    Any enemy or missile would do damage faster than they could repair it so they are kept in reserve to defend against that instead.
  • They also repair neutral objects they are protecting.
  • This is no invisble scripted action.
    You can watch them buzz around the ship, using an actual repair laser.
    (Don't tell me this is not possible. I know that.)
  • There is an optional mod in the package which makes the repair business look better.
    It is not functionally required.
    See the updated manual for installation instructions.
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semiliterate
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Post by semiliterate »

i'm using a ship mod.

will adding the repair laser to all three fighter drones in my tships be the same changes as your tships?

also

woo.

also

is the 7047 file still the same? ie, do i have to overwrite it and go through changing everything again?
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Gazz
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Post by Gazz »

semiliterate wrote:i'm using a ship mod.

will adding the repair laser to all three fighter drones in my tships be the same changes as your tships?
Yes. (repair laser = mining laser)
is the 7047 file still the same?
Yes.
My complete script download page. . . . . . I AM THE LAW!
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Lancefighter
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Post by Lancefighter »

damn i went ahead and checked the changes for myself, just to find that gazz already posted them :x
semiliterate
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Post by semiliterate »

wait.

THREE fighter drones? the keris, the normal, and ?

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