[SCR] CODEA Weapon System [09-06-03 X3TC 3.beta.19]

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

Locked
darkfear
Posts: 69
Joined: Thu, 11. Dec 03, 22:16
x4

[SCR] CODEA Weapon System [09-06-03 X3TC 3.beta.19]

Post by darkfear » Sat, 11. Apr 09, 14:35

First of all a few remarks:
All credit for this truly great script goes to Lucike. I just provided the translation.


CODEA Weapon System
(Carrier Orbit Defense of Enemy Attack)
(Version 3.beta.19 - June 3rd 2009)

[ external image ]

[ external image ] [ external image ]


CODEA Weapon System

Developer Information

CODEA is a carrier command software, developed by Machiel Software Corporation in accordance to argon military specifications. Designed for carrier class ships, CODEA was developed to be used against increasing pirate and xenon attacks. The Argon military noticed the need for extensive ship to ship communication in case of an attack and contracted argon scientists to start developing an entirely new command software.

Development costs have been enormous and the process required a completely new mindset, but despite of many difficulties, the argon military is proud to present CODEA.

Hidden behind the codename CODEA is a sophisticated software, combining tactical navigation and weapons control with hangar and docking control. The interactive communication between different ship systems is handled by the MEFOS weapon system. Already responsible for the communication between turrets and the carrier command and control center, MEFOS now assumes the coordination between CnC, hangar, and docking control.

The functions of CODEA include the detection and tracking of all enemy contacts. CODEA scans the surrounding space for enemy ships and classifies them according to size and threat level. Targeting data and launch permissions are relayed to the hangar control which assigns fighters to squadrons and launches attack wings.

CODEA also offers the ability to launch fighters, equipped with a docking computer, by catapult start. The catapult start was developed in conjunction with the CODEA software and uses the transporter device of the carrier.

Another feature of CODEA is the ability to combat land fighters in the vicinity of the carrier. Combat landings are based on a simple concept. The transporter device tracks ships in need and beams them directly into the hangar.

I hope you enjoyed this small presentation of our new software and we are looking forward to your order.

Sincerely,
Machiel Software Corporation
Herron’s Nebula


Responses from the press? Here's an article from the military journal "Fight and Win"
(An article by Alex Vanderbilt)

Improving fleet and combat logistics - CODEA Weapon System

The annual military summit this year took stock of combat operation, troop and fleet efficiency of the argon military. Although a direct result of significantly higher Kha'ak, Xenon and Pirate attacks, a severe shortfall between successful operations and lost military technology was observed. Especially carrier combat operations in enemy territory proved to be a costly undertaking in terms of human lives lost and military technology destroyed.

"Every so often, docked fighters are intercepted at launch or threaten the whole operation by interfering with scheduled launch and landing operations. Mission efficiency is also inadequate, which causes more harm than good." commented a spokesperson for the summit. This is a direct result of insufficient coordination between intelligence, command, and docking control.

To improve upon internal coordination, the summit agreed to the formation of a panel of experts to further analyze the various problems and submit possible solutions. The most promising project so far is CODEA, developed by the Machiel Software Corporation.

According to corporate sources, CODEA integrates fleet coordination and navigation, internal supply and weapons logistics of carriers, and the administration of docking and hangar operations with an extensive software solution. The MEFOS Weapon System assumes communication between different sections of the carrier and the fleet. This method has proven to be very effective and useful at handling communication between the carrier command center and the turret fire control. These existing commands are expanded with the ability to communicate with the carrier's docking control to reduce friendly fire incidents by turret fire.

CODEA is divided in several operational phases. Attacking enemy fighters up to M3 class are classified by type through CODEA, capital ship contacts are still handled by MEFOS. After assessing the threat , multiple squadrons, according to the size of the attacking formation, are launched to intercept. Remaining fighter squadrons are kept on standby to quickly react to any change in the situation.

Furthermore CODEA provides the ability of catapult starts, beaming fighters into space with the help of a transporter device and a docking computer. This removes the necessity for long and complicated command queues and avoids possible fighter collisions at launch.

Similar to the catapult start, CODEA offers the ability of combat landings to instantly dock fighters in the vicinity of the carrier. This is especially useful to save badly damaged fighters from destruction and thus rescue valuable and experienced pilots.

Thus CODEA provides an extensive Improvement of combat behavior and carrier logistics and again enables carriers to be used by large corporations as escorts for transports.



Overview: CODEA Weapon System
  • The CODEA Weapon System coordinates attack and defensive fighter squadrons, and performs a systematic attack or counterattack.
  • The CODEA Weapon System can be used on patrols.
  • The CODEA weapon system works IS (InSector) and OOS (OutOfSector).
  • The CODEA Weapon System manages the supply of the CODEA battle group
Preparing CODEA Weapon Systems

The Download

-> CODEA Weapon System (Version 3.beta.19)
-> Necessary "Libraries" (Required ! New Version 3.2.14)
-> CODEA Weapon System Manual (PDF) Not yet updated!

Please Update your Library Script files when installing the new beta.13 version of CODEA.

Required: X³ Terran Conflict Version 1.4 (not compatible with X³ Reunion) !!

The pdf manual will be updated in the event of mayor changes of the script or the expansion of the FAQ.

Activating the Script Editor

Activating the script editor is not necessary for using CODEA. CODEA includes a script that automatically sets the game to ***modified***.

With the script editor activated, the display of debug information can be enabled in the script editor menu. On default this option is disabled and it is recommended to be left off as it might be confusing to some gamers. To avoid this, it is possible to run other unsigned scripts without starting the script editor. This requires a change in the script's boot file, but will mark your game as ***modified*** as well.

Installation

Simply extract the *.zip file to your X³ TC folder. The .zip file includes the folders “\scripts\...” and “\t\...” which also exist in your X³ TC folder. Any additional folders in the *.zip file are for maintenance and uninstalling and should also be extracted to your X³ TC folder.

De-installation

Copy file setup.plugin.codea.weapon.system.pck from "\scripts.uninstall\" in your X3TC folder to "\scripts". Run X³ TC and load your saved game. De-installation is automatically started and finished when a message is sent to the logbook. The process takes about 10 to 20 seconds from when the game was loaded. Save your game.

Run "Delete all CODEA Weapon System scripts.bat" found in the "\scripts.delete" folder in your TC directory. This will delete the script's files.

Important: Never just delete scripts; they are connected to you savegame!

Updating to a newer version

Simply extract the new version to the X³ TC directory. There are files in "\scripts" and "\t", as well as other folders. These other files are used for maintenance and uninstalling. You may overwrite older files.
Do not forget to update the “Libraries” scripts as well.

To remove obsolete or unused files, run "Delete old CODEA Weapon System Scripts.bat", found in "\scripts.delete”. This step is not necessary, but will keep your script folders organized.

Ingame, nothing needs to be restarted. All ships and stations should run the new scripts automatically.



CODEA Weapon System
Ship equipment and ship class requirements:

CODEA Carrier
  • A carrier-class ship
  • Fight Command Software MK1
  • Fight Command Software MK2
  • Cargo Bay Life support System
  • Navigation Command Software MK1
  • Transporter Device (optional: enables catapult launch)

CODEA Interceptor
  • A M3, M4 or M5 class ship
  • Pilot of the rank Recruit
  • Fight Command Software MK1
  • Fight Command Software MK2
  • Navigation Command Software MK1
  • At least one weapon installed
  • Docking Computer (optional: enables combat landing)

CODEA Attack fighter
  • A M3, M4 or M5 class ship
  • Pilot of the rank Recruit
  • Fight Command Software MK1
  • Fight Command Software MK2
  • Navigation Command Software MK1
  • At least one weapon installed
  • Docking Computer (optional: enables combat landing)

CODEA Bomber
  • A M8 class ship
  • Pilot of the rank Lieutenant
  • Fight Command Software MK1
  • Fight Command Software MK2
  • Docking Computer
  • Cargo Life support System
  • Navigation Command Software MK1
  • Scientist (ship crews require the MEFOS script to be installed)
  • Mechanic (ship crews require the MEFOS script to be installed)

CODEA cargo salvage
  • A M3, M4, or M5 class ship
  • Pilot of the rank Recruit
  • Fight Command Software MK1
  • Fight Command Software MK2
  • Navigation Command Software MK1
  • Special Command Software MK1
  • Docking Computer (optional: enables combat landing)
  • Cargo bay life support system (optional: enables the salvage of pilots)

CODEA Reconnaissance
  • A M5 class ship
  • Pilot of the rank Recruit
  • Fight Command Software MK1
  • Fight Command Software MK2
  • Navigation Command Software MK1
  • Triplex or Duplex Scanner
  • Docking Computer (optional: enables combat landing)

CODEA Patrol
  • A M3, M4 or M5 class ship
  • Pilot of the rank Recruit
  • Fight Command Software MK1
  • Fight Command Software MK2
  • Navigation Command Software MK1
  • Docking Computer (optional: enables combat landing)

CODEA Tender
  • A TS, TL or TM class ship
  • Pilot of the rank Commander (TL)
  • Pilot of the rank Lieutenant (TS or TM)
  • Fight Command Software MK1
  • Fight Command Software MK2
  • Navigation Command Software MK1
  • Jump Drive
  • Transporter Device

CODEA Corvette
  • A M6 class ship
  • Pilot of the rank Commander
  • Fight Command Software MK1
  • Fight Command Software MK2
  • Navigation Command Software MK1
  • Jump Drive
  • Transporter Device

CODEA Frigate
  • A M7 or M7M class ship
  • Pilot of the rank captain
  • Fight Command Software MK1
  • Fight Command Software MK2
  • Navigation Command Software MK1
  • Jumpdrive
  • Transporter device
CODEA Destoyer
  • A M2 class ship
  • Pilot of the rank Captain
  • Fight Command Software MK1
  • Fight Command Software MK2
  • Navigation Command Software MK1
  • Jumpdrive
  • Transporter device

Forbidden Equipment
Certain systems identify a fighter as a personal player ship and CODEA will not assign this ship to any fighter hangar. In addition the fighter equipment option can’t be used to equip player ships.
  • Boost extension
  • SETA
  • Video enhancement goggles
Forbidden Equipment


Pilots and their abilities
  • Recruit
    The recruit is fresh out of academy. He possess basic knowledge of flying a ship and can handle most weapons. The recruit earns 20 credits per mizura flown.
  • Petty Officer:
    The petty officer has at least 2 stazuras of flight experience. He is more adept in fighter maneuverability. The petty officer earns 25 credits per mizura flown.
  • Ensign:
    The ensign has at least 4 stazuras of flight experience. He is adept in advanced fighter maneuverability, thruster control and the use of the ejector seat. Furthermore the ensign is able to use fighter drones. The ensign earns 30 credits per mizura flown.
  • Lieutenant:
    The lieutenant has at least 6 stazuras of flight experience. He is a master of fighter maneuverability and thruster control. A lieutenant is able to command ships of the bomber or tender class. The Lieutenant earns 35 credits per mizura flown.
  • Commander:
    The commander has at least 8 stazuras of flight experience. A commander is able to command ships of the corvette class or TL class tender ships. The Captain earns 40 credits per mizura flown.
  • Captain:
    The captain has at least 10 stazuras of flight experience. A captain is able to command ships of the frigate class. The Captain earns 45 credits per mizura flown.
  • The Admiral:
    The Admiral has at lelast 10 stazuras of flight experience and at least 20 points in confirmed kills. Admiral is a honorary rank that that awarded to the pilot by the commodore. The Admiral earns 50 credits per mizura flown.


CODEA Weapon System

If the carrier meets all the requirements, the command "CODEA weapons system console" appears in the fight menu.

The CODEA console has several management settings, among them starting and stopping CODEA on the carrier, as well as hangar and personnel management.

The hanger of a CODEA carrier is subdivided into several branches of service namely Defense, Attack, Bombardment, cargo salvage, reconnaissance, patrol and supply.

Defense: The carrier's military security perimeter is 20km. If the security perimeter is breached by any enemy currently targeting the carrier, CODEA automatically launches Interceptor fighters (INC) to neutralize the threat. Additionally the inner security perimeter is 8km and CODEA will intercept any enemies regardless of their current target.

Attack: The operational area of a CODEA carrier encompasses 30km. It is limited by the scanner currently installed on the carrier. Enemies in this area are attacked by attack fighters (ATF).

Bombardment: The bomber is a special branch of service, that is assigned a target directly by the carrier with the command console. A squadron always consists of 4 bombers (BOM) to close in on enemy capital ships.

Cargo salvage: Every fight leaves precious cargo floating in space. The cargo salvager (CSV) is responsible for salvaging any cargo in the operational area of the carrier. The salvager starts, when all enemies have been neutralized and only collects cargo usable by the carrier.

Reconnaissance: The operational area of a carrier can be expanded by 30km by using a reconnaissance squadron (REC), which consists of six m5 class fighters. They will automatically position themselves at all six axis of coordinates.

Patrol: The patrol branch of service ensures the continuous protection of the area around the carrier. The patrol (PAT) consists of a small wing of fighters, which automatically engages small enemy forces inside the operational area. CODEA doesn't list them in the attack/defense management.

Supply: The supply branch of service consists of TS class tender ships (TDR) which care for a continuous inventory of equipment in the cargo bay of the carrier. In case of a breach of the inner security perimeter, they either retreat to the nearest station or a manually set refuge station. The supply tender is a specialized supply ship that restocks tenders from a supply base.

Light Defense: Corvettes (CRV) and Frigates (FRG) will engage all enemies within the inner military security perimeter, which is 8km around the carrier.

Heavy Defense: In order to hold its ground against a multitude of attacking enemy capital ships, destroyers (DES) take care of heavy defense. Destroyers will attack enemy capital class ships in the military security perimeter.

Light missile barrage Another task of the corvettes (CRC) is the light missile barrage against enemy capital class ships. Since the main task of the corvettes is the defense of the carrier, they will remain in the vicinity of the carrier.

Heavy missile barrage
Frigates (FRG) take on this task and launch a heavy missile barrage on enemy capital class ships. Missile Frigates will stay in the vicinity of the carrier, that means they will not engage enemy ships directly because missile frigates are not equipped for head-on confrontation.


The console of the CODEA weapon system:

[ external image ]

All settings are grouped by function and accessible in the main window of the console. The menu items “Corvettes”, “Frigates” and “Destroyers” are only accessible if the console was started with the hotkey.

Retreat Fighters
This command consists of two functions. First it orders all fighters to retreat to the carrier and secondly enacts the grounding of all ships. The status of the grounding order is displayed next to the command. Only bombers do not react to this retreat command. They have to be ordered to retreat with their own command "Retreat Bombers".

Retreat Interceptors
This command orders all Interceptors to retreat to the carrier and enacts a grounding order for them.

Retreat Attack Fighters
This command orders all attack fighters to retreat to the carrier and enacts a grounding order for them.

Retreat Bombers
This command orders all bombers to immediately retreat to the carrier.

Retreat Cargo Salvage
This command orders all cargo salvagers to retreat to the carrier and enacts a grounding order for them.

Bombard
This command sets the target for a coordinated bomber attack. The target has to be an enemy station or ship.

Patrol
This command starts and ends patrols. The status of the patrol is displayed next to the command. If no status is visible, the patrol is disabled.

Reconnaissance
This command starts and ends the recon fighter wing. If no status is visible reconnaissance is disabled.

Tender
Tender ships can also be ordered to retreat. If no status is visible, there are no tender ships assigned to your carrier. If there is one assigned, the status is either "in action" or "standby". Tender ships with the status "in action" will follow the carrier and exchange cargo. Tenders in "standby" mode dock at the nearest station or at a manually set refuge station.

Major Offensive
In order to destroy powerful capital class ships. Corvettes, Frigates and Destroyers, which aren’t currently tasked with the defense of the carrier, will attack the designated target. Ships defending the carrier will join the offensive as soon as all attackers have been neutralized.

Corvettes
Corvettes can also be ordered to standby. If no status is visible in the command console, there are no corvettes currently assigned to your carrier. If there is one assigned the status is either "in action" or "standby”. If corvettes are ordered to standby, they will fly to the next station. If a Homeport is configured in the codex of behavior, the corvettes will docked at this station instead.

Frigates
Frigates can also be ordered to standby. If no status is visible in the command console, there are no corvettes currently assigned to your carrier. If there is one assigned the status is either "in action" or "standby”. If corvettes are ordered to standby, they will fly to the next station. If a Homeport is configured in the codex of behavior, the corvettes will docked at this station instead.

Destroyers
Destroyers can also be ordered to standby. If no status is visible in the command console, there are no corvettes currently assigned to your carrier. If there is one assigned the status is either "in action" or "standby”. If corvettes are ordered to standby, they will fly to the next station. If a Homeport is configured in the codex of behavior, the corvettes will docked at this station instead.


Hangar and battle group

[ external image ]

The hangar and battle group administration classifies fighters into several branches of service, namely Defense, Attack, Bombers, Cargo Salvage, Reconnaissance, Patrol and Supply (etc).

All fighters, not belonging to a branch of service, are listed in the Main hangar. In order to assign a fighter to the Defense or Attack hangar, it needs at least one laser installed, or it won't be recognized by CODEA.
Also ships with a boost extension AND a SETA device AND video enhancement goggles are identified as a player ship and cannot be added to a hanger. Simply eject the extensions and try again.

Hangar and battle group - Interceptor Hangar

[ external image ]

Selecting a hangar of a branch of service displays an overview of all fighters currently assigned to that hangar. In this overview, fighters already assigned to the hangar can be selected and removed from the hangar with "Confirm".

[ external image ] [ external image ]

All ships are named in a specific pattern. The pattern consists of the branch of service identification and the ships name. To rename a specific ship, it has first to be selected with “Select ship”. After that you have to first input the new branch of service identification and then the new name. Aborting the input with ESC will result in the usage of the standard identification/name. The menu item “All ships of this hangar or battle group“ allow you to rename all ships in the hangar/battle group. The hangar of the commodore doesn’t have the ability to rename ships.

[ external image ]

To assign new ships to a hanger the option "Main Hangar" or “unassigned battle group ships” has to be selected. The option “Main Hangar/unassigned battle group ships” lists all ships not currently assigned to any branch of service. Again multiple ships can be selected and added to a hangar with "Confirm".

Fighters of the class Bomber (M8) have to follow the carrier with the "follow" command. If they do and all other conditions (see above) are met, they can be assigned to the bomber hangar. This also applies to the class Tender, frigate and corvette. As soon as the bombers are successfully added to the hangar, they will be docked automatically at the carrier. Tender, frigate and corvette ships can't dock at the carrier.


Personnel Administration

[ external image ]

The personnel administration lists all the personnel currently assigned to the carrier. The management enables the hiring, (re-) assignment and firing of personnel.

Personnel Overview

[ external image ]

The personnel overview lists all personnel currently stationed on the carrier. While it does include all the fighter pilots, it also lists all pilots in the lounge (currently not assigned to any fighter) and members of the flight crew. Selecting a specific entry grants access to a detailed overview of the pilot or the crew member.

Personnel Overview (Ace of Aces)
This option displays a kill ranking of all pilots. Selecting a specific entry will display a detailed performance report of the pilot.

Personnel costs
This option lists an overview of all personnel and supply expenditures.

Hire pilots

[ external image ]

To recruit new personnel, the carrier has to be docked at a military outpost. Then the bulletin board can be accessed with this command. The bulletin board lists all pilots available for hire. Once again you can select multiple pilots and hire them.

Transfer pilots

[ external image ]

This allows for the transfer of pilots to ships. Pilots can be moved to fighters from the lounge and vice versa.

Transfer pilot to cockpit

[ external image ] [ external image ]

This menu item presents an overview of all pilots currently standing by in the lounge. Selecting a pilot brings up an overview of all fighters without a pilot. Selecting any of these fighters will move the pilot to the ship.
To assign a pilot to a bomber or a tender, the ships has to follow the carrier and be within 10 km. The CODEA carrier needs a transporter device to transfer the pilots. Furthermore the ship can't already have a pilot or be assigned to any hangar.

Transfer pilot from cockpit

[ external image ]

This enables you to move pilots from fighters, not belonging to a branch of service, to the lounge. Simply select the desired fighter and the pilot will be moved to the lounge.
To remove a pilot from a fighter currently following the CODEA carrier, the fighter has to be within 10km and not assigned to any hangar. Additionally the carrier needs a transporter device.

Transfer all pilots to free cockpits
Use this command to assign new pilots to several fighters.

Transfer all pilots from cockpits
This command moves the pilots off all fighters in the main hangar bay to the lounge.

Promote pilots
This option allows / bans promotions on the carrier.

Fire personnel

[ external image ]

In order to fire personnel, the carrier has to be docked at a station. Pilots currently assigned to fighters have to be transferred to the lounge first, in order to fire them. Multiple pilots can be selected and then fired with "confirm".


Armament and equipment

[ external image ]

This option allows you to set the armament and equipment of your fighters.

Armament and equipment - Interceptors

[ external image ]

Selecting a branch of service provides an overview of the armament of the branch. This sets the weapons used by the fighters in the main and turret slots. The setting for the turret slot is valid for all turrets on the fighter. You can also add missiles and ammunition to the fighters. Missiles and ammunition of the fighters will be restocked at every start and landing. To confirm the change in armaments you have to select "rearm fighters". Additional note: Any combination of different lasers is not used by CODEA at the same time. They are only switched on demand.

Armament and equipment - Buy equipment from dock

[ external image ]

All fighters of the selected branch can be outfitted with equipment, if the carrier is currently docked at an equipment dock. Selecting this option lets you choose the equipment.

Armament and Equipment – Transfer weapon data to another carrier

The weapon configuration of all branches of service can be transferred to another CODEA carrier. After selecting this menu item, you have to select a carrier as destination. The carrier of origin is marked yellow.


Tender administration

[ external image ]

Ships of the tender class provide for a constant stock of supplies in the carrier’s cargo bay. Wares that should be stored in the tender can be selected here. The amount does not set the stock on the tender, but on the carrier. For example: selecting Energy Cells (500) means that the carrier will always have up to 500 energy cells in its cargo bay. Any excess stock is transferred to the tender. The tender will also transfer wares form its own cargo bay to the carrier, if the stock of the ware falls below the selected value. However the tender doesn't buy wares, it is essentially a storage space extension. A tender can store several wares, but the same ware can only be assigned to one tender at a time. See the FAQ for tips on tender management and supply.

An exception is the supply tender, which is responsible for restocking the standard tender ships. If the stock of a ware on the standard tender is depleted, the supply tender will resupply the ship from a Supply Base. The supply threshold can be adjusted. Thus a supply base, with all the necessary wares for the CODEA convoy in stock, has to be in operation. To start a supply tender, simply select a standard tender in the menu “Supply tender”. Any additional configuration is not necessary, but the supply factor can be manually adjusted. This factor determines the amount of the wares that is restocked by the supply tender.

If the CODEA carrier is under attack, or enemy ships have breached the inner security perimeter, the tender ships will automatically land at the nearest station. You can also select a specific station manually. When returning to the carrier, tender ships will refuel their own jumpdrive energy storage at the selected station. The jumpdrive energy reserve is 500 energy cells.

Tender ships, with all their settings, can be reassigned to other CODEA carriers. After selecting the menu item “Transfer tender to another carrier“ you have to select the destination carrier. The carrier of origin is marked yellow. If all tender ships are currently on assignment, they will transfer to the new carrier as soon as possible.


Code of conduct

The carrier, all fighters and the battle group have to abide by this code of conduct.

[ external image ]

Stop Carrier during fighter deployment
If the CODEA carrier is assigned any command, e.g. "Attack all enemies", the carrier stops its command during fighter deployment until all fighters are docked again. This does not apply to reconnaissance and patrol fighters. During the time of fighter deployment, the carrier only reacts to direct attack and tries to keep its distance from stations and gates. This command ensures that no fighters are left behind by the carrier, if it e.g. continuous a patrol and jumps to another sector.

Remote control carrier from command ships
If the commander(player) is not personally aboard the carrier, this option allows the carrier to be remote controlled from another command ship. Only one carrier can be remote controlled at a time.

Size of Patrol Squadron
The default size is two fighters. The number of fighters used in a patrol can be adjusted here. There have to be enough fighters assigned to the Patrol hangar in order for the patrol to start.

[ external image ]

Fighters attack small class ships
This option determines if fighters attack small class ships.

Fighters attack big class ships
This option determines if fighters attack big class ships.

Fighters attack huge class ships
This option determines if fighters attack huge class ships.

Fighters defend themselves while returning to the carrier
When the carrier issues the recall order, all fighters should return to the carrier as fast as possible. If fighters are attacked while returning to the carrier, they try to evade enemy fire. This setting determines if fighters should engage enemies on their way home with full force or evade their fire.

Fighters use Missile Defense Mosquito
Missile Defense Mosquito is developed by the same manufacturer then CODEA. If the code allows for Missile Defense, pilots will independently start the software on their ship.

Bomber attack formation
All bombers will fly in a tactical attack formation to their launch position. This option controls the type of formation used.

Reconnaissance to fly even when enemy contact
Reconnaissance squadrons don’t start during enemy contact. Changing the codex will cause reconnaissance squadrons to start, even with enemies in the vicinity of the carrier.

[ external image ]

Corvettes perform long range missile attacks
One task of the corvettes is the use of long range missile attacks against enemy capital ships. Because the main task of the corvette is the protection of the carrier, they will stay in its proximity. Long range missile attacks can be enabled/disabled with this option.

Missile frigates perform long range missile attacks
One task of the missile frigates is the use of long range missile attacks against enemy capital ships. Because the main task of the corvette is the protection of the carrier, they will stay in its proximity. Long range missile attacks can be enabled/disabled with this option.

Corvettes take part in a major offensive
This option determines if corvettes take part in major offensives.

Frigates take part in a major offensive
This option determines if frigates take part in major offensives.

Destroyers take part in a major offensive
This option determines if destroyers take part in major offensives.

Battle group ships use Missile Defense Mosquito
Missile Defense Mosquito is developed by the same manufacturer then CODEA. If the code allows for Missile Defense, pilots will independently start the software. Corvette pilots will start Missile Defense Mosquito for Convois.

Homeport Corvettes
If corvettes are ordered to standby, they will fly to the next station. If a Homeport is configured in the codex, the destroyers will dock at the homeport instead.

Homeport Frigates
If frigates are ordered to standby, they will fly to the next station. If a Homeport is configured in the codex, the destroyers will dock at the homeport instead.

Homeport Destroyers
If destroyers are ordered to standby, they will fly to the next station. If a Homeport is configured in the codex, the destroyers will dock at the homeport instead.

[ external image ]

Tender flight
Tender ships will flee on enemy contact or if they are attacked directly. If you are using heavily shielded tender ships and they should only flee in case of a direct attack, the code can be adjusted here.

Supply tender accompanies the carrier
On default the supply tender accompanies the carrier and docks at the supply base, if there is a shortage of inventory. If the supply tender should wait in the supply base, you can change the code here.

Restore defaults
This option resets all report setting back to default.


General options

[ external image ]

Promotions
The CODEA Weapon System informs the commander about a successful participation in a training course by one of its pilots. These messages can be disabled here.

Enemy sightings
The CODEA Weapon System alerts the commander of enemy movement in the carrier’s sector. This option can be disabled here.

Acoustic signals at messages
At default setting the CODEA Weapons System sends messages without sound. Sound can be enabled here.

Enhanced Hangar Mechanism
The enhanced hangar mechanism, which allows for catapult starts and combat landings (via transporter device and docking computer; see additional information further down), can be enabled/disabled with this menu item.

Hangar maintenance
This enables the repair of damaged docked fighters with the help of hangar mechanics. In order to repair ships the carrier has to stock microchips and ore. One repair unit costs of one microchip and two pieces of ore and credits. Additionally hired mechanics have to be in the ship’s cargo bay. Mechanics are part of the turret personnel and are only available with the M.E.F.O.S. script.


Hotkeys
There are nineteen hotkeys with different useful functions. The hotkeys can be assigned via {options} -> {Controls} -> {Interface}:
These hotkeys are available:

CODEA Weapon System: On/Off
This hotkey enables / disables CODEA on the players carrier.
CODEA Weapon System Console
This hotkey opens the CODEA console on the players carrier.
CODEA Weapon System: Unload missiles
All fighters automatically resupply themselves with missiles at launch or at landing. This hotkey unloads all missiles on all docked fighters.
CODEA Weapon System: Load missiles
All fighters automatically resupply themselves with missiles at launch or at landing. This hotkey resupplies all docked fighters with missiles.
CODEA Weapon System: Retreat
This hotkey has two functions. First it orders all fighters to retreat to the carrier and secondly enacts the grounding of all ships. The status of the grounding of all ships is displayed next to the branch of service in the command console. Only bombers do not react to this retreat or no-fly command. They have to be ordered to retreat with their own command "Retreat Bombers".
CODEA Weapon System: Retreat INC
This hotkey orders all interceptors to retreat to the carrier.
CODEA Weapon System: Retreat ATF
This hotkey orders all attack fighters to retreat to the carrier.
CODEA Weapon System: Retreat BOM
This hotkey orders all bombers to immediately retreat to the carrier.
CODEA Weapon System: Bombardment
This hotkey sets the target for a coordinated bomber attack. The target has to be an enemy station or ship.
CODEA Weapon System: Patrol
This hotkey enables / disables the patrol on the players carrier. (audio-confirmation: one beep = enabled, two beeps = disabled)
CODEA Weapon System: Reconnaissance
This hotkey enables / disables the reconnaissance on the players carrier. (audio-confirmation: one beep = enabled, two beeps = disabled)
CODEA Weapon System: Standby Tender
Tender ships can also be ordered to standby with this hotkey. If no status is visible in the command console, there are no tender ships currently assigned to your carrier. If there is one assigned the status is either "in action" or "standby". Tender ships with the status "in action" will follow the carrier and exchange cargo. Tenders in "standby" mode fly to the nearest station or to a manually set refuge station.
CODEA Weapon System: Ships of the Commodore
The commodore’s hangar includes all ships for personal use. This hotkey presents a menu of all available ships. Selecting a ship will undock it and transfer the commodore to the ship. If only one ship is in the hangar, there will be no menu and the ship will instantly undock. The commodore has to be on board of the carrier in order for the hotkey to work.
CODEA Weapon System: Console Carrier in sector
This hotkey presents an overview of all CODEA carriers in the sector. Selecting a specific carrier will open its command console.
CODEA Weapon System: Ignore Target
This hotkey will exclude a target from all attacks of the CODEA carrier and its fighters. The player has to target the ship that should be ignored. If the player has not target, a menu with all enemy capital ships will be presented.
CODEA Weapon System: Standby Corvettes
Corvettes can also be ordered to standby with this hotkey. If no status is visible in the command console, there are no corvettes currently assigned to your carrier. If there is one assigned the status is either "in action" or "standby”. If corvettes are ordered to standby, they will fly to the next station. If a Homeport is configured in the codex of behavior, the corvettes will docked at this station instead.
CODEA Weapon System: Standby Frigates
Frigates can also be ordered to standby with this hotkey. If no status is visible in the command console, there are no frigates currently assigned to your carrier. If there is one assigned the status is either "in action" or "standby”. If corvettes are ordered to standby, they will fly to the next station. If a Homeport is configured in the codex of behavior, the frigates will docked at this station instead.
CODEA Weapon System: Standby Destroyers
Destroyers can also be ordered to standby with this hotkey. If no status is visible in the command console, there are no destroyers currently assigned to your carrier. If there is one assigned the status is either "in action" or "standby”. If destroyers are ordered to standby, they will fly to the next station. If a Homeport is configured in the codex of behavior, the destroyers will docked at this station instead.
CODEA Weapon System: Major Offensive
This hotkey selects a specific target for a major offensive. Corvettes, Frigates and Destroyers will then engage the selected target. If one of these ships currently defends the carrier, it will join the offensive once all attackers have been destroyed.



Additional Information:

Transporter device: If a transporter device is installed on the carrier, fighters are launched by catapult start. Ships, which are about to launch, are automatically beamed outside the carrier, thus allowing for faster deployment.

Docking computer: If fighters are equipped with a docking computer they perform a combat landing. The ships are beamed on board with the docking computer if they are in close proximity (5km) of the carrier.

Stars in the name of the fighter: The amount of stars displays the damage to the ship’s hull. While one star is only minor damage and two stars severe damage, three stars render the ship incapable of launching. A ship with four stars is a case for the shipyard.

Ships of the commodore: Ships that should be ignored by CODEA must have three distinct extension installed: boost extension, video enhancement goggles and SETA.

Ship classes: M1, M2, M7 and TL class ships are part of the huge class. Big class ships encompass M6, M8 and TM class ships.M3, M4, M5, TS and TP class ships are part of the small ship class.

Confirmed kills: Confirmed kills is a performance index of the pilot’s kills. For every destroyed huge class ship, the pilots gains 5 points, 2 points for every big class ship and 1 point for every small class ship.




Technical Data CODEA Weapon System

Language file
8014-L044.xml (ID 8014)
8014-L049.xml (ID 8014)

Command Slots
COMMAND_TYPE_FIGHT_17 (317)
COMMAND_TYPE_CUSTOM_25 (725)
COMMAND_TYPE_CUSTOM_26 (726)
COMMAND_TYPE_CUSTOM_27 (727)

Object-Task
Global (Hotkeys and restart)
Ship task 46, 47, 48, 49 and 50

Official abbreviation
"das CODEA"
"the CODEA"

Authors of the introduction
GehirnPfirsich and Alex Vanderbilt
Last edited by darkfear on Wed, 3. Jun 09, 23:27, edited 23 times in total.

darkfear
Posts: 69
Joined: Thu, 11. Dec 03, 22:16
x4

Post by darkfear » Sat, 11. Apr 09, 14:35

Changelog CODEA Weapon System

07.12.2008 (Version 3.alpha.01)
  • First version
09.12.2008 (Version 3.alpha.02)
  • It wasn't possible to transfer pilots to the fighters. Ships were not listed in the overview. Fixed.
  • Reconnaissance squadrons didn't follow the carrier to a different sector. Fixed.
  • Some fighters didn't follow the carrier to a different sector. Fixed.
  • Tender were not equipped with new weapons and equipment. Fixed.
  • Recruitment of pilots revised
10.12.2008 (Version 3.alpha.03)
  • CODEA can pause the main command, even with fighters still on deployment.
  • Fighters without a branch of service can be equipped and pilots can be transferred over.
  • Reconnaissance fighters are no longer required to have a triplex scanner installed.
  • Arming tender ships now works without problems. Up until now, lasers were only transferred to the tender but not equipped.
  • The standard attack command is disabled while CODEA is activated.
  • The Patrol squadron size can now be adjusted.
  • Promotion of pilots can be disabled.
13.12.2008 (Version 3.alpha.04)
  • A CODEA carrier docked to an equipment dock can buy equipment for its fighters.
  • CODEA carriers don't wait anymore for wingmen of a single patrol.
  • CODEA carriers aren't standing by anymore in the proximity of stations and gates. They try to keep their distance
  • Several small improvements.
15.12.2008 (Version 3.alpha.05)
  • CODEA fighters will give their own fired missiles a head start.
  • The Cargo Salvage branch now has its own retreat command.
  • Pilots couldn't be moved to bomber and tender ships. Fixed.
  • Badly damaged fighters can't launch anymore.
  • Reconnaissance fighters don't launch if enemy contacts are within the military security perimeter.
  • Several small improvements.
25.12.2008 (Version 3.alpha.06)
  • Every branch of service now has its own grounding order.
  • Firing missiles from a distance improved.
  • Expanded selection of wares and equipment for tender ships.
  • The cargo salvage branch will not launch if all ships have a full cargo bay.
  • The stars, displaying the damage to the fighters, don't disappear anymore.
  • The Enhanced hangar mechanism (Catapult start, combat landings) can be disabled.
  • Dodging behavior of fighters under fire improved.
  • Several small improvements.
26.12.2008 (Version 3.alpha.07)
  • Fighter repairs on the carrier are now possible. Please consult the additional information for instructions. The repair hangar has to be started first and there have to be enough resources in stock. Also at least one mechanic has to be available on the carrier.
  • Communication between bombers optimized. At least three bombers have to be in position to start the bombardment.
  • Deinstallation now possible.
30.12.2008 (Version 3.alpha.08)
  • Fighter armament and equipment revised.
  • Pilot transfer revised. Pilots can now be assigned/removed to/from ships following the carrier. Only assignment was possible up until now.
  • Tender ware list expanded.
  • Tender ships, which are removed from the hanger, will automatically follow to carrier to allow the transfer of its pilot.
07.01.2009 (Version 3.alpha.09)
  • Fixed an error in the outfitting of fighters without a branch.
15.01.2009 (Version 3.alpha.10)
  • Fixed an error in the retreat command of far-out fighters. This includes patrol fighters which changed their command to standby.
  • If the carrier jumps more than one sector away, fighters left behind change to patrol mode until the carrier returns to the sector. Squadrons are preserved. Reconnaissance squadrons dock at the nearest station until the carrier returns.
05.04.2009 (Version 3.alpha.11)
  • If necessary software was removed from the carrier, the CODEA command was stopped. The notification for the console wasn't deleted. Fixed.
  • All products are now selectable as wares for the tender.
  • Some small improvements.
12.04.2009 (Version 3.beta.01)
  • Tender ships on their way back to the carrier will now jump to a gate and not only to the middle of the sector..
  • Improved selection and approach of a refuge sector by a tender ship.
  • • Performance requirements of the Reconnaissance squadrons reduced.
  • Weapon selection of fighters improved.
  • Alpha-Phase finished.
  • Several small improvements.
19.04.2009 (Version 3.beta.02)
  • Supply Tender added (refer to Tender Administration in the manual).
  • Performance of flying reconnaissance fighters improved.
  • Several small improvements.
20.04.2009 (Version 3.beta.03)
  • The supply factor of supply tender ships can be set manually in the tender administration.
  • Tender ships don’t transfer wares to docked carriers.
  • If the option „Stop carrier during fighter deployment“ is deactivated and the carrier jumps to a remote system, while fighters are on their way back to the carrier, these fighters will patrol the area until the carrier returns. Up until now they would follow the carrier.
  • Fighters did not check their stock of missiles at launch. Fixed.
  • Several small improvements.
22.04.2009 (Version 3.beta.04)
  • CODEA corvette added (Pilot rank requirements!).
  • Tender ships will take their own planned selection of wares into account, when transferring wares.
    [*The highest achievable rank on a CODEA carrier was Lieutenant. Now pilots on a tender can be promoted to commander.
  • Reconnaissance fighters will take position around the station the carrier is docked to
  • Tender and corvettes will fly in a holding pattern while the carrier is docked.
  • Mechanics do now repair the carrier.
  • Tender ships of the class TL now require a pilot of the rank commander.
  • All options regarding player notification have been moved to the general options menu.
  • Several small improvements.
22.04.2009 II (Version 3.beta.05)
  • Tender behavior revised.
28.04.2009 (Version 3.beta.06)
  • TL class tender ships will only retreat if they are attacked heavily by enemies in the inner security perimeter.
  • Pilots with confirmed kills are promoted more quickly.
  • Changed combat behavior of pilots of high rank with a high amount of kills
  • Weapon, missile and equipment selection improved.
  • Bombers can now use one of two attack formations.
  • Automatic weapon switching improved and expanded.
  • The long range missile attack of corvettes can now be toggled off.
  • All pilots can use combat drones for defense.
  • The personnel overview now displays a performance report of your pilots.
  • Losses are now logged. An analysis is coming at a later date.
  • Fixed error in deinstallation process.
29.04.2009 (Version 3.beta.07)
  • With the attack pattern hammer, bomber pilots will now calculate the amount of missiles to use by analyzing the enemies‘shield strength.
  • The supply tender didn’t consider the supply factor. Fixed.
  • Equipment selection expanded.
01.05.2009 (Version 3.beta.08)
  • Corvettes wouldn’t fire long range missile attacks if attack fighters were grounded or there were no attack fighters assigned to the carrier. Fixed.
  • Ordering a tender to retreat, while enemies were in the inner security perimeter, could cause the tender ship to abort the command. Fixed.
  • The stockpile of M8 bomber missiles is is evenly distributed to all bombers in case of a shortage of missiles.
  • Pilots are now able to use fighter drones for attack as well as defense.
  • There is a chance that experienced pilots will eject before their ship is destroyed.
  • Salvage ships can now collect fighter drones and pilots.
  • Pilots of higher rank change their combat behavior.
  • Pilots won’t use the mass driver against capital class ships any more.
  • Performance review of pilots in the personnel administration improved.
  • Ships are now able to have a unique name/name of branch of service.
  • Cosmetic revision of the CODEA console.
  • Several small Improvements.
02.05.2009 (Version 3.beta.09)
  • Improved tender behavior on enemy contact.
  • Handling of the tender administration matched to the Ship armament and equipment.
  • The commander (Player) can administrate his own private hangar. CODEA functions like fighter armament are possible as well.
  • New hotkey: Ships in the commander’s hangar can be undocked automatically. The Commander is teleported to the corresponding ship. (s. Hotkeys)
  • New hotkey: All CODEA carriers within the sector are displayed in a list. Selecting a carrier will open its command console.
  • A new menu item in the General options allows the CODEA carrier to be remote controlled via hotkey by another ship.
  • Several small improvements.
02.05.2009 II (Version 3.beta.10)
  • If changing the name and the branch of service identification of all ships in the hangar with the option „All ships of this hanger or battle group“, all ships added to the hangar later, will also have the new name.
  • On destroying an enemy target, interceptor and attack fighters will wait a short period of time before returning to the carrier.-During this time they will search for enemy targets in their proximity.
05.05.2009 (Version 3.beta.11)
  • CODEA frigates added (Pilot rank requirements!).
  • The highest achievable rank on a CODEA carrier was commander. Now pilots on a frigate can be promoted to captain.
  • New Hotkey: Selected enemy ships can be excluded from being attacked.
  • Ships in the CODEA battle group frequently adopt the friend/enemy identification of the carrier.
  • Bomber will automatically adjust their target’s identification to enemy and block it for attack fighters.
  • Experienced pilots will handle their front weapons more efficiently.
  • CODEA-Pilots with jump drive will now follow the emergency jump settings of the CODEA console and will carry out an emergency jump in emergency situations.
  • Cargo salvage optimized. More salvage ships will be dispatched.
  • The cargo salvage will ignore MARS-goblins.
  • Cargo salvage will be dispatched during enemy contact if pilots ejected from their ships. In these situations all cargo salvage ships will be accompanied by patrol ships. The salvage of pilots has now the highest priority
  • A small overview of personnel and supply costs is now available.
  • Tender, corvettes and frigates will follow the carrier to sectors without a jump gate.
  • Tender, corvettes and frigates will delay a jump if the carrier is in the proximity of a gate.
15.05.2009 (Version 3.beta.12)
  • Bug fix: The cargo salvage ignored ammunition containers.
  • Bug fix: The cargo salvage ignored other containers, while pilots or fighter drones were in space.
  • Bug fix: The cargo salvage didn’t start if pilots had to be rescued.
  • Bug fix: Rearmament of tender ships caused them to unload all their current freight.
  • Bug fix: Patrol and Reconnaissance reacted slowly to a retreat command.
  • The commodore can promote a captain with good performance reviews to admiral (s. Pilot ranks, Personnel Overview and additional Information).
  • Codex of behavior added. Several codes of conduct can be established / edited.
  • Weapons configuration can now be transferred to another carrier.
  • Tender ships, including all supply settings, can now be transferred to another carrier.
  • Because of all the different armaments, the commodore has now his own hangar and battle group.
  • Major Offensive. All Battle group ships can take part in a major offensive against enemy capital class ships.
  • Corvettes, Frigates and Destroyers can be given the order to retreat. Additionally Homeports can be configured for these ships.
  • Missile Frigates will defend themselves in case of an attack and will use small missiles.
  • New Rockets: Banshee, Wildfire, Wraith und Firestorm.
  • New Weapons: Photon Puls Cannon, Starbust Shockwave Generator.
  • Four new hotkeys: Major Offensive, Standby Corvettes, Standby Frigates, Standby Destroyers.
  • Performance optimizations.
  • Major modifications and optimizations.
17.05.2009 (Version 3.beta.13)
  • Bug Fix: Patrols caused an error, if the sector itself was hostile.
  • Bug Fix: If the target of a major assault was deleted, big ships nevertheless flew to the target..
  • New Weapon: Point Singularity Projector.
21.05.2009 (Version 3.beta.14)
  • Bug Fix: Tender ships did not follow the carrier, if the start or destination sector was hostile.
  • Bug Fix: Missile Frigates used the CODEA missile command in turrets that are unable to fire missiles.
  • New Weapons: Cluster Flak Array, Flak Artillery Array and Incendiary Bomb Launcher.
21.05.2009 II (Version 3.beta.15)
  • Bug Fix: Fighters unloaded software and upgrades while restocking their missile inventory.
23.05.2009 (Version 3.beta.16)
  • Bug Fix: Verbandsschiffe des Befehlshabers sind bei einem Sprung des Trägers nicht korrekt nachgesprungen.
  • Tender Administration reorganized. The supply factor can be set for each ware individually.
  • New to the Fighter code: Fighters use fighter drones during an attack
  • New to the tender code: tender flight
  • New to the tender code: Supply tender accompanies carrier
  • New Weapon: Fragmentation Bomb Launcher.
25.05.2009 (Version 3.beta.17)
  • Bug Fix: If the Supply tender does not accompany the carrier, a place was nevertheless reserved in the formation.
  • Bug Fix: The Supply tender did not recognize need wares on the tender ships, if it accompanied the carrier.
  • Bug Fix: The pay of pilots, especially wingmen, was miscalculated under certain circumstances.
01.06.2009 (Version 3.beta.18)
  • Bug Fix: The pay of CODEA pilots was miscalculated. Data is restored.
  • Bug Fix: Ships from the hangar of the commodore could loose their affiliation with the hanger.
02.06.2009 (Version 3.beta.19)
  • Bug Fix: The supply tender could be caught in an infinite loop to resupply itself with jump energy. Restart not necessary.
  • Bug Fix: The docking of the carrier could cause an error in fighter and battle fleet ship behavior.
  • The supply threshold of the supply tender was at 80%. This can now be adjusted manually.


Frequently Asked Questions (FAQ):
The FAQ tries to explain some of the more complicated options / settings of the CODEA Weapon System and provides solutions for common problems. If you encounter any problems, first read this topic. Over time I will expand the FAQ.

Overview:
Control
  • My patrol doesn’t start
  • If I give a retreat order to the patrol, it takes a long time for them to land.
  • CODEA only starts a small fraction of fighters on enemy contact.
  • M8 Bomber remarks
Personnel administration
  • I cannot assign pilots to bomber or tender ships
  • I’m unable to hire personnel
  • Which ranks can my pilots achieve?
  • I cannot transfer pilots from/to my ships
  • I cannot hire mechanics and technicians
  • My pilot lost his rank. What should I do?
Hangar Administration
  • Repairing docked ships
  • I cannot add fighters to a hangar
  • Tender and bomber ships are not displayed in the main hangar
Fighter Armament
  • I cannot arm fighters.
  • Fighters don't use all available weapons
  • Fighters only use some kind of missiles
Tender Administration
  • The Tender does not buy the wares I assigned to it
  • Supply the tender with the Commodity Logistics Software MK2
General:

My Patrol doesn't start:

First of all make sure you have enabled the patrol. You should see the status “in action” next to the patrol command in the console.

Then make sure you have enough fighters assigned to the patrol hangar. You can set the size of the patrol squadron in the command console’s general options. The default size is two fighters, so you have to have at least two fighters assigned to the patrol hangar for the patrol to start.

Additionally if any patrol fighters are destroyed during patrol, the wing will not start, until these fighters are replaced.

If I give a retreat order to the patrol, it takes a long time for them to land:

The patrol will at least finish part of the current route before returning to the carrier. Be patient.

CODEA only starts a small fraction of fighters on enemy contact.

CODEA classifies enemy contacts according to type and will start an adequate number of fighters to engage the enemy:

Enemy class M5 class fighter:
  • 1 attack wing consisting of 1 M5 + 2 wingmen
  • 1 attack wing consisting of 1 M4 + 1 wingman
  • 1 attack wing consisting of 1 M3
Enemy M4 class fighter:
  • 1 attack wing consisting of 1 M4 + 2 wingmen
  • 1 attack wing consisting of 1 M3 + 1 wingman
Enemy M3 or M8 class fighter:
  • 1 attack wing consisting of 1 M3 + 2 wingmen
Enemy Kha'ak Cluster:
  • 2 attack wings consisting of 1 M3 + 4 wingmen
Enemy M6 class frigate or TL class Transporter:
  • 3 attack wings consisting of 1 M3 + 3 wingmen
Enemy M1, M2 or M7 class capital ship:
  • 5 attack wings consisting of 1 M3 + 4 wingmen
M8 Bomber remarks:

In vanilla X3TC M8 bombers cannot dock at carriers. CODEA changes that. After you have added the M8s to the bomber hangar, CODEA will automatically dock them to the ship. They cannot be docked manually.

To be able to add M8 to the hangar, they have to fulfill all the requirements listed at the beginning of the manual. For the mechanics and technicians, the MEFOS Weapon System script has to be installed. The german version already includes a language file, but I have yet to finish the translation of the manual.


Personnel Administration:

I cannot assign pilots to bomber or tender ships: [/u][/b]

In an unmodified X3TC both M8 bombers and TL/TS/TM tender ships cannot dock at a carrier. In order for you to assign pilots to them, they have to be following the carrier with the “follow” command and have to be within 10km of the carrier. Additionally the carrier needs a transporter device.
Another option is to dock the carrier and the bomber/tender at the same station to transfer the pilot.

I’m unable to hire personnel:

To hire personnel, the carrier has to be docked at a military outpost. Pilots are not bought like marines, but are hired through the CODEA command console -> Personnel administration option. Make sure your carrier has a cargo bay life support system and enough room in the cargo bay.

Which ranks can my pilots achieve?

Fighter ranks are as follows:
  • Recruit
  • Petty Officer
  • Ensign
  • Lieutenant
  • Commander
  • Captain
Promotion is only dependent on flight time, so make sure to use pilots in patrols or on reconnaissance in order for them to gain experience.

The rank of a pilot has no effect on his flight skill. This is bound to be changed in the future.

Sometimes pilots are only promoted on finishing their current assignment.

I cannot transfer pilots from/to my ships:

Make sure your ships are not assigned to any branch of service. Pilots from all ships in a branch of service cannot be transferred, because these ships should remain operational. The ship has to be removed from the hangar first, which is possible in the hangar administration.

I cannot hire mechanics and technicians mentioned in the manual:

As mentioned several times before, the MEFOS Weapon System has to be installed in order to hire mechanics and technicians. Although there is no translation of the manual yet, the script itself contains an English language file. Perhaps at a later date I will translate the manual and write a detailed guide on how to get the crew personnel needed for your bombers.

Without MEFOS you can’t use bombers and hangar repairs, but everything else works fine.

My pilot lost his rank. What should I do?

Don’t worry if the rank of your pilot disappeared from his name. Although the designation has been lost, internally the pilot still retains his rank.


Hangar Administration:

Repairing docked ships:

You need mechanics in order to repair damaged fighter on board your carrier. I refer you to this FAQ topic on mechanics (I cannot hire mechanics and technicians).
You’ll need 1 unit of ore and 2 units of microchips for every repair point.

I cannot add fighters to a hangar

First make sure the ship has all the required equipment and has a pilot assigned to it.
Fighters will need to have at least one laser installed. After they are added to the hangar, the laser can be removed or replaced.

Additionally CODEA classifies all ships with boost extension AND video enhancement goggles AND SETA as player ships. Player ships cannot be added to any hangar, so simply eject one of the extensions to be able to use them.

Tender and bomber ships are not displayed in the main hangar

Make sure the ships you want to add are following the carrier and have all required equipment (especially crew personnel and pilots of a certain rank).


Fighter Equipment:

I cannot arm my fighters:

Once you have added your fighters to a branch of service, they can be equipped with the command. Fighters without a branch (in the Main hangar) can only be equipped if they do not have all three of the following extension: SETA, video enhancement goggles or a boost extension.
Additionally all fighter have to have the carrier assigned as a homebase.

Fighters don't use all available weapons

CODEA fighters switch their main weapons dependant on the situation but they will never use different main laser at the same time, because a mixed armament is ineffective. Turret weapons will not be switched.

In sector the simultaneous usage of some laser is limited, e.g. only 4 HEPTS are installed on fighters to avoid an energy problem. OOS all available lasers are used without restriction.

Projectile cannons can be used IS but for OOS combat, regular energy weapons should be available to the fighters.

An example posted by Lucike on how to arm the fighters effectively:

Front: 8 x HEPT, 8 x PAC / Turret (if available): 1 x HEPT
Against Fighters: 8 x PAC
Against corvettes and capital class ships: 4 x HEPT IS / 8 x HEPT OOS

Front: 8 x HEPT, 8 x PRG / Turret (if available): 1 x PRG
Against Fighters: 8 x PRG
Against corvettes and capital class ships: 4 x HEPT IS / 8 x HEPT OOS

Front: 8 x EBC / Turret (if available): 1 x HEPT
Against Fighters: 8 x EBC
Against corvettes and capital class ships: 8 x EBC

HEPT = High Energy Plasma Thrower
PAC = Particle Accelerator Cannon
PRG = Phased Repeater Gun
EBC = Energy Bolt Chaingun


Fighters only use some kind of missiles

Fighters will use the missiles most suitable for the current situation.


Tender Administration:

The tender does not buy the wares I assigned to it:

As previously mentioned, tender ships do not actually buy wares. They essentially expand the cargo space of the carrier by storing wares in their own cargo bay and transferring them over to the carrier on demand.

The wares and the value you set in the command console, under tender administration, determine the stock level of those wares on the carrier. Excess stock or shortages are balanced by the tender. This of course only works if the tender has enough wares to resupply the carrier.

An example:
You have set the energy cells to (500) in the tender administration. If you previously had 1000 ecells in the cargo bay of the carrier, the tender will have transferred 500 over to its own cargo bay. If the carrier jumps, the tender will restock the carrier’s ecells to 500.

Supply the tender with the Commodity Logistics Software MK2:

To resupply the tender, you have to use another script, e.g. the Commodity Logistic Software MK2. Please refer to this thread for information.

If will briefly explain the settings needed:

[ external image ] [ external image ]

These two pictures show an example of how to supply the tender with the CLS MK2. In this case, the CLS pilot would load 1000 ecells and 40 tomahawk missiles at one of my factories and deliver them to the tender. The option “transfer up to” makes sure that only up to 1000 ecells at a time are stored in the tender.

[ external image ]

This picture shows the corresponding settings in the tender administration of CODEA. In total the carrier stores 1500 ecells, 500 in its own cargo bay and 1000 in the tender ship’s cargo bay.
Last edited by darkfear on Wed, 3. Jun 09, 23:32, edited 4 times in total.

russbo
Posts: 862
Joined: Sat, 12. Nov 05, 21:53
x4

Post by russbo » Sat, 11. Apr 09, 15:00

Another must have script from Lucike (and many thanks to Darkfear for doing a proper translation. God knows I was losing my mind trying to understand this with google...).

We greatly appreciate the work that you guys have done to bring this to us! I'm enjoying the script and all of its capabilities immensely.

pelador
Posts: 1399
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by pelador » Sat, 11. Apr 09, 15:06

Many, many, many thanks for this translation darkfear.

Feature rich and well thought out as can be expected from Lucike.

A timely and much needed introduction to comprehensive carrier management.

KaZTek
Posts: 282
Joined: Fri, 26. Dec 08, 08:58
x3tc

Post by KaZTek » Sat, 11. Apr 09, 15:25

:o OHSNA- :o

That means Lucike must have been confident enough to share this DIAMOND of a script to the english community. Thank you so much for the translation, and the same round of beers to Lucike :D
--

Makita
Posts: 123
Joined: Sat, 14. Jan 06, 01:32
x4

Post by Makita » Sat, 11. Apr 09, 17:16

Woot it HERE :):) thanks Lucike and Darkfear, another must have !

captain1
Posts: 148
Joined: Sat, 17. Jan 04, 23:45
x3

Post by captain1 » Sat, 11. Apr 09, 20:39

thanks for the script also
i am going to give it a try

dminor
Posts: 1083
Joined: Sun, 14. Oct 07, 00:16
x3tc

Post by dminor » Sat, 11. Apr 09, 20:50

Thanks lads another new script. Quick question does a pilots rank add anything to their fight skills?
" I'm a Sexy Shoeless GOD of WAR " Belkar

User avatar
Lucike
Posts: 12969
Joined: Sun, 9. May 04, 21:26
x4

Post by Lucike » Sat, 11. Apr 09, 21:44

dminor wrote:Quick question does a pilots rank add anything to their fight skills?
Not to the standard fight skills, but we get "Flying Aces" in the next versions. "Flying Aces" fight better, than normal pilots.

[ external image ] [ external image ]
Image

dminor
Posts: 1083
Joined: Sun, 14. Oct 07, 00:16
x3tc

Post by dminor » Sun, 12. Apr 09, 00:04

Ok you had me at Flying Aces. I don't know how but i offer to bear your young
" I'm a Sexy Shoeless GOD of WAR " Belkar

russbo
Posts: 862
Joined: Sat, 12. Nov 05, 21:53
x4

Post by russbo » Sun, 12. Apr 09, 06:07

I won't bear his young, and I certainly won't watch you try to accomplish that for him, but I am looking forward to the Flying Aces bit. As usual, outstanding work. The gods in the German forum are most lucky indeed to be able to have complete access to Lucike's work.

bigdan6248
Posts: 76
Joined: Mon, 21. Jan 08, 04:34
x4

Post by bigdan6248 » Sun, 12. Apr 09, 06:44

Are there any plans for the ships being renamed to show their pilots with ranks for each ship in the group?...

... and this is awesome. Of all the scripts available, this is the one I was most looking forward to. Top notch.

russbo
Posts: 862
Joined: Sat, 12. Nov 05, 21:53
x4

Post by russbo » Sun, 12. Apr 09, 20:28

Is it so designed that patrol size determines the number of ships in that specific wing, and not define the number of ships on patrol at a designated period of time?

I have my patrols set to a standard of 2.

Two ships are in each patrol (a ship and a WM)
There are nine patrols at once, that is, all of the ships that I have in the Patrol Hangar go out on patrol at once.

Is this the design?? If I limit the number of ships in the Patrol Hangar, I will therefore limit the number of ships out on patrol? (They don't take turns...?)

Awesome script.

darkfear
Posts: 69
Joined: Thu, 11. Dec 03, 22:16
x4

Post by darkfear » Sun, 12. Apr 09, 20:57

russbo wrote:Is this the design?? If I limit the number of ships in the Patrol Hangar, I will therefore limit the number of ships out on patrol? (They don't take turns...?)

Awesome script.
It is designed that way. The patrol size only determines the number of ships in one patrol. But there can be several patrols at once.

They don't take turns. With about 50-60 fighters in a carrier, a large patrol is rather ineffective. The patrol will only targets weak enemies due to their limited strength. The carrier will always dispatch attack fighters for larger targets.

In order to keep a sector free of enemies, a small patrol force and a large attack fighter wing (combined with a reconnaissance squadron to increase the operational area to 60km) would be more effective if you expect some larger targets.

Malkuth74
Posts: 295
Joined: Fri, 31. Dec 04, 19:31
x3tc

Post by Malkuth74 » Mon, 13. Apr 09, 05:21

This sounds too cool.

Now I have to buy a carrier to try this out.

Boy thats going to be expensive. Just bought another boreas though.. So guess I will have to save up for all the fighters, carriers and bombers, and tenders and holly crap.. Lots of monies.

russbo
Posts: 862
Joined: Sat, 12. Nov 05, 21:53
x4

Post by russbo » Mon, 13. Apr 09, 05:59

Thanks Darkfear, that's what I thought. And if you want to rest your pilots and get experience built up for other ones that you might be carrying, transfer them from the lounge into ships and vice versa. To minimize the amount of pilots on patrol overall, reduce the number of ships in the pilot hangar.

All very well thought out. Impressive. A little bit of micromanagement, but, a very powerful script for carrier use. Without a doubt, a must have for TC. Carriers are nonsense without this.

User avatar
Freeman_79
Posts: 298
Joined: Tue, 28. Aug 07, 03:31
xr

Post by Freeman_79 » Mon, 13. Apr 09, 06:05

oooh nice.
I almost completely gave up hope on the carriers, but this seems to offer me another try with the carriers.

Btw, does this script work with the 2.0 patch ?


//Freeman

russbo
Posts: 862
Joined: Sat, 12. Nov 05, 21:53
x4

Post by russbo » Mon, 13. Apr 09, 07:33

Yes, it works great so far with latest patch as far as I can tell. Very in depth piece of work.

THE_BIG_FISH:Leo
Posts: 490
Joined: Wed, 27. Jul 05, 17:10
x4

Post by THE_BIG_FISH:Leo » Mon, 13. Apr 09, 13:33

since i installed this Cycows afterburner turbo thing no longer works :cry: I have uninstalled this mod and reinstalled the afterburner but unfortunately it has not fixed it. I think it might have something to do with the Libraries that this mod needed installing, as i don't read German i have no idea what they are or how to remove them properly? i tried removing all the files it adds but my gamed CTD's when ever i try to start the game so i had to put the files back :(

(sorry about the readability of this post i have had no sleep so its probably a little confusing :S)

darkfear
Posts: 69
Joined: Thu, 11. Dec 03, 22:16
x4

Post by darkfear » Mon, 13. Apr 09, 19:05

THE_BIG_FISH:Leo wrote: I have uninstalled this mod
Have you used the proper uninstall routine as described in the manual? Or have you just deleted the script files?

Concerning the Library script: It is a collection of scripts that are used by all off Lucike scripts. If you have uninstalled CODEA with the uninstall option, it is safe to just delete the library files. (If you use no other scripts that are dependent on the library) You can use the provided "Delete all library Scripts.bat" in the scripts.delete folder.

If you just deleted CODEA, reinstall it and use the proper uninstall routine.

But I can't imagine that the library has sth. to do with your CTDs. Does X3 TC also CTD when you start a new one?

P.S. Lucike has released a new beta version of CODEA. I will update the post and the download links within the hour.

darkfear

Locked

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”