The intention of this mod is to "fix" OOS combat without being the performance hog that OOSR v1 had to be.
I won't go into detail on why OOS combat needs an overhaul. Use the links in the 2nd post if you're interested.
- Compatibility: X3:TC vanilla ONLY
Other mods will have to wait.
No special coding required for other mods but I'll only tweak one laser set at this time.
This script / mod will not run unless custom made TLasers / TBullets are detected.
Several vanilla scripts will be overwritten.
The new versions are actually improved even without the OOSR script but if you want to keep the originals, back them up.
- !turret.swaptask.adv.pck
- !fight.attack.object.std.pck
- !plugin.acp.fight.attack.object.pck
- !fight.attack.object.owp.pck
- Mod Files
- \types\Globals.txt
- \types\TBullets.txt
- \types\TLaser.txt
That makes them easier to edit... and delete.
SG_OOS_FIGHT_MODE is enabled. That is why Globals.txt is one of the modded files. - Script Compatibility
Custom turret scripts like MEFOS will not switch lasers back to the IS versions.
Those that currently work are:- all vanilla turret scripts
- Missile Defense Mk2 (be sure to DL the latest version)
- MARS (be sure to DL the latest version)
- Used IS Laser Values (Changes)
Flamer: 90 %
CIG: 135 %
IPG: 130 %
ISR: 130 %
MAM: 130 %
All Flak: 95 %
The "slow" mid-sized lasers now do more damage than Flak so they aren't always a worse choice.
M6 can now do somewhat serious damage to make up for their sluggishness. Energy consumption not increased. - Used OOS Laser Values (Changes)
Unless otherwise stated, all OOS lasers do 5 % of their IS damage.
Flamer: about 75 % of HEPT damage
IBL / IC / GC / PSP / PPC: 15 % of their IS damage
PSG: 8 % more shield damage than PPC, only 1/3 of PPC hull damage. - OWP use their lasers OOS.
- Ammo Consumption
Lasers do not use ammo when OOS. (no, calm down!)
Laser energy and bullet speed have no effect on OOS combat. These are the only advantages of ammo-based lasers.
At their current damage values they have no advantage when OOS.
In order to justify ammo consumption, their OOS damage would need to be increased.
AI ships also do not have any kind of supply system, resulting in the capital ships usually having run out of ammo long before the player ever encounters them. - Logging is enabled by default.
Lots of logging.
If logging happens or not is controlled in setup.plugin.gz.oosr.
If disabled, the logging script is not called at all, giving an accurate impression of the CPU load of this script's "normal" operation.
Logging uses the exact same a.fight.script.fire26, that has been used for the original investigation of all OOS damage.
Since now "real" turrets and lasers are fired, this script does exactly the same thing as before. - OOS Combat
The setup script controls if classic behaviour (fire all turrets) is used or if ships only fire one random turret.
Installation default is:
Half the ship's turrets fire at it's attack target.
Remaining turrets may fire at another target, provided it is "the" closest enemy.
[ external image ]Download: ZIP
TFiles are included for english and german.
Starting a new game is not required if you had been using vanilla (or similiar) lasers.
Turret scripts on player ships may need a restart.
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- I copied the entirety of TLasers and TBullets and create a complete alternate set for all "fighting lasers".
The "other" IRE is simply the OOS IRE.
Ammo usage, size, ware transport class, price, etc.... all the same.
The big difference is, that these OOS lasers only do a tiny fraction of their IS damage, solving the issue that a single volley almost always end any OOS fight.
It also fixes the issue that an M7 can all-too-often one-shot a much heavier ship. The heavier ship would get to round 2, bringing it's much heavier firepower to bear on the M7...
Lasers that do not have an OOS version (like the tractor beam) will never be removed from a turret by the automated switching and will never be changed to a different laser type. - Since every OOS laser is now a unique item, it's stats can be adjusted up or down as needed.
- The SG_OOS_FIGHT_MODE switch does not only decouple the turrets from always firing all at the same time, it also fixes a few bugs, leading to weapons doing OOS damage in proportion to their listed IS damage.
That's a huge improvement over the "old" vanilla system already. - Some features of the old OOS-Rebalance script will certainly be worth revisiting, such as the counterfire / reactive counterfire system.
It will have to have a very different structure but the basic idea that an M2 can engage (and destroy) more than a single fighter drone in one full combat turn still has merit. - Of course there will be... issues.
Like... what do we do if the player cheats? How carefully do ships verify that the OOS mode is in effect? The player could just re-load the much more powerful regular lasers once the ship had switched to the OOS versions.
My answer is: who cares? If the player wants a fleet of super ships, nothing, absolutely nothing can prevent that from happening. - Auto-loadout of newly created ships.
AI ships (jobs) will all spawn with OOS weapons.
Right now this is solved by hacking into the vanilla fight scripts.
When the script intends to fire, it first checks if this ship has been set to the correct IS/OOS mode.
This should eliminate all loadout issues.
Turret scripts also do one such check on startup.
When a ship enters "IS", all of it's turret scripts are automatically restarted by the engine.
Lasers in the cargo bay are always carried as their IS versions so AI traders will be unaffected.
Only the installed lasers are switched and traders don't sell these.