Darkfear, du hast ja schon fast alles selbst abgeglichen. Hier noch ein paar Änderungen:
"Hangar and battle group Administration" -> "Hangar and battle group"
Neue Hotkeys:
CODEA Waffensystem: Befehlshaber
Im Hangar des Befehlshabers sind Schiffe für seine Benutzung untergebracht. Mit diesem Hotkey wird eines der Schiffe über das angzeigte Menü ausgewählt. Das ausgewählte Schiff dockt ab und der Befehlshaber wird automatisch teleportiert. Ist nur ein Schiff im Hangar des Befehlshabers, dann erscheint kein Auswahlmenü und das einzige Schiffe dockt sofort ab. Der Befehlshaber muss sich natürlich auf dem Träger befinden.
CODEA Waffensystem: Träger
Mit diesem Hotkey werden alle CODEA Träger des aktuellen Sektors in einem Menü angezeigt. Eine Wahl eines Träger öffnet sofort dessen CODEA-Konsole.
CODEA Waffensystem: Ziel ignorieren
Mit diesem Hotkey kann ein feindliches Ziel gesperrt werden. Dazu muss der Spieler das Ziel anvisiert haben. Hat der Spieler kein Ziel anvisiert, so öffnet sich ein Menü mit allen feindlichen Schiffen der Großschiffklasse.
Die neuen Bilder sind auch fertig.
CODEA Weapon System
(Carrier Orbit Defense of Enemy Attack)
(Version 3.beta.11 - May 5th 2009)
http://www.lucike.info/x3_terran_confli ... nflict.jpg
http://www.lucike.info/x3_terran_confli ... r_flag.png http://www.lucike.info/x3_terran_confli ... g_flag.png
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
Preparing CODEA Weapon Systems
- 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
The Download
-> CODEA Weapon System (Version 3.beta.11)
-> Necessary "Libraries" (Required !)
-> CODEA Weapon System Manual (PDF) Not yet updated!
Please Update your Library Script files when installing the new beta.01 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 ship of class M3, M4 or M5
- 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 ship of class M3, M4 or M5
- 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 ship of class M8
- 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 ship of class M3, M4 or M5
- 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 ship of class M5
- 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 ship of class M3, M4 or M5
- 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 ship of class TL, TS or TM
- 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 ship of class M6
- Pilot of the rank Commander
- Fight Command Software MK1
- Fight Command Software MK2
- Navigation Command Software MK1
- Jump Drive
- Transporter Device
CODEA FrigateForbidden Equipment
- A ship of class M7 or M7M
- Pilot of the rank captain
- Fight Command Software MK1
- Fight Command Software MK2
- Navigation Command Software MK1
- Jumpdrive
- Transporter device
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.Pilots and their abilities
- Boost extension
- SETA
- Video enhancement goggles
CODEA Weapon System
- 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.
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.
Heavy Defense: Corvettes(CRV) and frigates(FRG) attack enemies in the inner military security perimeter. The inner security perimeter is 8km around the carrier.
Long-Range Missile Attack: Corvettes will also launch missile barrages at enemy capital ships. Because the main task of the corvette is the protection of the carrier, they will stay in its proximity.
The console of the CODEA weapon system:
http://www.lucike.info/x3_terran_confli ... onsole.jpg
All settings are grouped by function and accessible in the main window of the console.
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.
Hangar and battle group Administration
http://www.lucike.info/x3_terran_confli ... _group.jpg
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 administration - Interceptor Hangar
http://www.lucike.info/x3_terran_confli ... ceptor.jpg
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".
http://www.lucike.info/x3_terran_confli ... ervice.jpg http://www.lucike.info/x3_terran_confli ... p_name.jpg
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.
http://www.lucike.info/x3_terran_confli ... hangar.jpg
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
http://www.lucike.info/x3_terran_confli ... ration.jpg
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
http://www.lucike.info/x3_terran_confli ... erview.jpg
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
http://www.lucike.info/x3_terran_confli ... pilots.jpg
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
http://www.lucike.info/x3_terran_confli ... pilots.jpg
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
http://www.lucike.info/x3_terran_confli ... ockpit.jpg http://www.lucike.info/x3_terran_confli ... t_ship.jpg
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
http://www.lucike.info/x3_terran_confli ... ockpit.jpg
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
http://www.lucike.info/x3_terran_confli ... sonnel.jpg
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
http://www.lucike.info/x3_terran_confli ... ipment.jpg
This option allows you to set the armament and equipment of your fighters.
Armament and equipment - Interceptors
http://www.lucike.info/x3_terran_confli ... ceptor.jpg
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
http://www.lucike.info/x3_terran_confli ... m_dock.jpg
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.
Tender administration
http://www.lucike.info/x3_terran_confli ... ration.jpg
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. 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.
General options
http://www.lucike.info/x3_terran_confli ... ptions.jpg
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.
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.
Bomber attack formation
All bombers will fly in a tactical attack formation to their launch position. This option controls the type of formation used.
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.
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.
Restore defaults
This option resets all report setting back to default.
Hotkeys
There are twelve 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: Tender
Tender ships can also be ordered to retreat 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.
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.
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
Changelog CODEA Weapon System
Download (current and old versions)
-> CODEA Weapon System (Version 3.alpha.07)
-> CODEA Weapon System (Version 3.alpha.06)
-> CODEA Weapon System (Version 3.alpha.05)
-> CODEA Weapon System (Version 3.alpha.04)
-> CODEA Weapon System (Version 3.alpha.03)
Changelog
07.12.2008 (Version 3.alpha.01)09.12.2008 (Version 3.alpha.02)
- First version
10.12.2008 (Version 3.alpha.03)
- 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
13.12.2008 (Version 3.alpha.04)
- 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.
15.12.2008 (Version 3.alpha.05)
- 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.
25.12.2008 (Version 3.alpha.06)
- 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.
26.12.2008 (Version 3.alpha.07)
- 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.
30.12.2008 (Version 3.alpha.08)
- 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.
07.01.2009 (Version 3.alpha.09)
- 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.
15.01.2009 (Version 3.alpha.10)
- Fixed an error in the outfitting of fighters without a branch.
05.04.2009 (Version 3.alpha.11)
- 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.
12.04.2009 (Version 3.beta.01)
- 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.
19.04.2009 (Version 3.beta.02)
- 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.
- Expanded Weapon Selection of the fighters.
- The Alpha-Phase is completed.
- Several small improvements.
20.04.2009 (Version 3.beta.03)
- Supply Tender added (refer to Tender Administration in the manual).
- Performance of flying reconnaissance fighters improved.
- Several small improvements.
22.04.2009 (Version 3.beta.04)
- 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 II (Version 3.beta.05)
- 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.
28.04.2009 (Version 3.beta.06)
- Tender behavior revised.
29.04.2009 (Version 3.beta.07)
- 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.
01.05.2009 (Version 3.beta.08)
- 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.
02.05.2009 (Version 3.beta.09)
- 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 II (Version 3.beta.10)
- 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.
- Severall small improvements.
05.05.2009 (Version 3.beta.11)
- 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.
< Keywords: ScripterLucike, Script, Skript, Defense, carrier, fighter, administration >
- 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 situation 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.