[SCR] CODEA Weapon System [13th May 2010 X³:TC 3.1.14]
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What steps did you do and where exactly is the problem? Did you already successfully add your freigther to the tender group and just the further settings are a problem? Or is the problem to add the freighter into the tender group? Or did you oversee that there is an own tender group, where freighters have to be added first?
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you first need to have a suitable ship added to the tender "wing" ... it's the same procedere as for any other convoying ship like corvettes or frigates ... as far as I remember, you already done such things successfully.
After the freigters are assigned to the tender group, the tender administration menu is available. You need to set a supply base, which needs to be player owned. From there, any wares to stock the carrier will be taken.
If you only have one tender, this tender is the supply tender. As far as I remember, only the wares which are listed in the egososft own supply settings can be delivered to your carrier then. This egosoft own setting multiplied by ten will be the amount, which are set for the carrier.
If you have more than one tender, only one acts as supply tender and any additional tender will be available as a kind of storage extension. Any wares in any amount can then be set individually inside the CODEA tender administration, just as you need it and as much as wares fit onto your convoying tenders. Only limitation, each ware can be only assigned once to the tenders .... but multiple wares can be set for one tender.
After the freigters are assigned to the tender group, the tender administration menu is available. You need to set a supply base, which needs to be player owned. From there, any wares to stock the carrier will be taken.
If you only have one tender, this tender is the supply tender. As far as I remember, only the wares which are listed in the egososft own supply settings can be delivered to your carrier then. This egosoft own setting multiplied by ten will be the amount, which are set for the carrier.
If you have more than one tender, only one acts as supply tender and any additional tender will be available as a kind of storage extension. Any wares in any amount can then be set individually inside the CODEA tender administration, just as you need it and as much as wares fit onto your convoying tenders. Only limitation, each ware can be only assigned once to the tenders .... but multiple wares can be set for one tender.
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I am having a problem. I cannot transfer pilots out of the cockpits. I have the manual and the FAQ open in front of me. All of the docked fighters are in the MAIN hangar. I have reset the weapon system. I have pulled every fighter from any kind of service and verified that they are indeed docked. I can't get the pilots out of the ships.
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Check your CBLS, and make sure you've got room in the cargo bay. And if that's all good, see if you can extract them with the Personnel Transfer Tool under Additional Commands.
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Doh!
Cargo Bay. You know I thought I was passed the "is your computer plugged in?" stage.
Cargo Bay. You know I thought I was passed the "is your computer plugged in?" stage.
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My bad, double post.
Last edited by Scion Drakhar on Tue, 26. Apr 11, 12:05, edited 1 time in total.
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I've sorted it out, basically I had moved a pilot already to the TS ship before attempting to add ship to Tender group. Basically I should have transfered the pilot from carrier first and then add to tender group.Saetan wrote:Sure ... TS are suitable if there is the pilot inside the cockpit and all equipment is correct. Did you already take a look into a recent log of CODEA?

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Let your pilots do safe patrol jobs as a CODEA Patrol or SRS Patrol for at least 8 ingame hours (flight time). After that, place these Lieutnants into Bombers, Tenders or Corvettes so they get promoted to Commander.CODEA Manual wrote:
- 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, corvette 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 frigate class or TL class tender ships. The Captain earns 40 credits per mizura flown.
Maybe direct placing in your frigate works too, although I'm not sure about.
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Only if they're already a commander. CODEA Recon also works to push them up.
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Lucike, very nice idea overall and I'm grateful for your efforts.
It could be somewhat more intuitive, though. Being able to look at the ships in the main hangar would be nice and if those ships can't be added to another hangar some sort of descriptive informing me why would be very helpful. A little more control over what's being unloaded from my fighters would also come in very handy. I'm finding myself repeatedly frustrated by suddenly having no cargo space, even with a tender. In particular this happens when I move fighters out of a hangar with the intention of moving them to another. The ability to arm and equip fighters of different classes within the same hangar would also open up more possibilities. If that's already a part of the software I apologize but I can't find it.
Once again, though, thank you so much for improving the game. I love being able to equip an entire hangar simply by docking the carrier. Having multiple automated roles for fighters is wonderful. Thanks to CODEA my carriers are now the best sec-def in my arsenal with the most options available.
It could be somewhat more intuitive, though. Being able to look at the ships in the main hangar would be nice and if those ships can't be added to another hangar some sort of descriptive informing me why would be very helpful. A little more control over what's being unloaded from my fighters would also come in very handy. I'm finding myself repeatedly frustrated by suddenly having no cargo space, even with a tender. In particular this happens when I move fighters out of a hangar with the intention of moving them to another. The ability to arm and equip fighters of different classes within the same hangar would also open up more possibilities. If that's already a part of the software I apologize but I can't find it.
Once again, though, thank you so much for improving the game. I love being able to equip an entire hangar simply by docking the carrier. Having multiple automated roles for fighters is wonderful. Thanks to CODEA my carriers are now the best sec-def in my arsenal with the most options available.
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What hangar are you trying to move them too? There are occasional subtle differences between hangars. And it might have been CODEA jerking shields off of fighters, which it tends to do, or if you've set it to disarm fighters on landing, and they have no guns. That's happened to me.
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X-tra ship pack introduced new M3B ship type which is M3 (can dock at the carrier) with bomber capabilities (can launch bomber missiles).
Is there any way to add M3B to bomber squadron in CODEA?
Another question - how can I force CODEA armament scripts to see new AWRM weapons?
And another question. I have properly working CODEA Panther with CODEA Centaur in corvette hangar. I'm using Cycrow's Advanced Jumpdrive - Panther has full version that doesn't require ecells and Centaur has standard jumpdrive with energy generator that uses shields energy for jump.
Does CODEA work with these jumpdrives? I cant make Centaur jump after my Panther if there is no ecells aboard.
Is there any way to add M3B to bomber squadron in CODEA?
Another question - how can I force CODEA armament scripts to see new AWRM weapons?
And another question. I have properly working CODEA Panther with CODEA Centaur in corvette hangar. I'm using Cycrow's Advanced Jumpdrive - Panther has full version that doesn't require ecells and Centaur has standard jumpdrive with energy generator that uses shields energy for jump.
Does CODEA work with these jumpdrives? I cant make Centaur jump after my Panther if there is no ecells aboard.
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Hi Saetan, sorry to bug you again. I'm having trouble having CODEA launch fighters OOS. Hanger is full of ATF fighters w/ pilots. Ship just sits there and will even get destroyed by enemy fighers. If I jump into system it immediately launches fighters. I know it used to work fine. Did something change? All my libraries are up to date and I'm using the newest CODEA.
Fixed it. Library file was wrong.
Fixed it. Library file was wrong.
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What should I change in CODEA scripts to make it see new AWRM lasers during fighter armament?
EDIT: There is much newer (3.3.03) CODEA version available in Lucike's script collection, which works with AWRM lasers.
I hope someone will update this thread and post some changelog.
EDIT: There is much newer (3.3.03) CODEA version available in Lucike's script collection, which works with AWRM lasers.
I hope someone will update this thread and post some changelog.
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Hi there i seem to be having a problem, i currently am not piloting my carrier, decided to fly a smaller ship with main guns just to support my larger capitals, anyways to the point i still call my carrier in battles were i need help. the problem is if it gets hit once its fighters come out to defend the carrier even when i gave it the order to prohibit flights.
any suggestions how i can get the fighters to come out when the carrier is shot at?
thanks in advance
Edit: after tinkering around i think i solved it by making it a commodore of the fleet, now it completely scraps its former vanilla carrier actions
any suggestions how i can get the fighters to come out when the carrier is shot at?
thanks in advance
Edit: after tinkering around i think i solved it by making it a commodore of the fleet, now it completely scraps its former vanilla carrier actions
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