[SCR] Smart Turrets v4.7.2 (AP, 05-04-14), v2.6 (TC, 21-08-13)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 907
- Joined: Tue, 18. Feb 03, 01:43
-
- Posts: 2008
- Joined: Mon, 9. Jul 07, 23:33
-
- Posts: 911
- Joined: Sun, 17. Jul 05, 14:43
-
- Posts: 907
- Joined: Tue, 18. Feb 03, 01:43
I'll try to reproduce it. I jumped to a Xenon sector in XRM just now and it was okay.
Is this with the main guns or turrets or both?
Does it happen reliably or intermittently?
What ship are you flying? Anything unusual about loadout?
Is this an upgrade or clean install of Smart?
What sector are you jumping to, in what mod (I'm assuming XRM)?
Has this only happened since upgrading to 1.4?
Has game laser or ship loadout data changed since Smart has been installed in that savegame?
Is anyone else experiencing CTD?
So far:
- Tried jumping to Xenon sector in a K in a game upgraded from 1.3, using a point to point jump, worked okay.
- Started fresh game as terran, spawned hyperion, added JD and energy, did a mundane jump ok to Xenon, Pirate, Yaki sectors.
- Spawned a Kraken and enabled all Smart missile settings, P2P jumped both near and far away from enemies in Xenon sectors.
Is this with the main guns or turrets or both?
Does it happen reliably or intermittently?
What ship are you flying? Anything unusual about loadout?
Is this an upgrade or clean install of Smart?
What sector are you jumping to, in what mod (I'm assuming XRM)?
Has this only happened since upgrading to 1.4?
Has game laser or ship loadout data changed since Smart has been installed in that savegame?
Is anyone else experiencing CTD?
So far:
- Tried jumping to Xenon sector in a K in a game upgraded from 1.3, using a point to point jump, worked okay.
- Started fresh game as terran, spawned hyperion, added JD and energy, did a mundane jump ok to Xenon, Pirate, Yaki sectors.
- Spawned a Kraken and enabled all Smart missile settings, P2P jumped both near and far away from enemies in Xenon sectors.
Last edited by Shimrod on Tue, 9. Aug 11, 23:33, edited 1 time in total.
-
- Posts: 911
- Joined: Sun, 17. Jul 05, 14:43
xenon sectors are ok, the races specifically are paranid/split/teladi, possibly might be only core sectors, its guarenteed to happen if I jump in with smart active, if I jump in and then activate it there is no crash, though as an experiment after doing that I jumped to another sector with smart active and it CTD, I had the problem in 1.3 as well but didn't know what was causing it, when you say unusual load out how do you mean? checked with existing and fresh install same thing, try jumping into the split sector north of skullweaver...I normally have both active...
PhenomII X4 940 black edition
8GB DDR2
ATI HD4890
Windows 7 64bit
8GB DDR2
ATI HD4890
Windows 7 64bit
-
- Posts: 907
- Joined: Tue, 18. Feb 03, 01:43
I've tried jumping in and out of Nij's Deception in an M2, M6 with lasers removed, and M7M. I've tried setting split as enemy and jumping in and out, clearing the sector with the M7M then clearing another split sector.
Do you have Improved Races or anything interesting installed beyond XRM that I could install to repro the problem?
You mentioned 1.3: did you use 1.2 and earlier and did the problem only start to occur following 1.3? Around this time did you also install any other mod or update audio/video drivers?
Unless I can repro locally I'll need to rely on your help narrow down the problem to debug it. Some thoughts on debugging:
A crash should create an X3Crash.txt in the game folder. Was such a file created with a timestamp that ties in with the crash? Might give some indication what it was doing when it crashed.
Try excluding all lasers in Smart's laser settings before jumping, so that it can't swap anything in, see if that cures. If so then try allowing just one laser compatible with a turret. Still ok, allow half of them, and depending on success or fail add or remove half again, to isolate problem laser(s).
Try enabling smart on 1 turret at a time before jumping, see if it occurs when a particular turret is active. Try uninstalling smart and using MARS for a period, see if it can be reproduced outside Smart.
In my experience I never managed to crash the game with a script, besides causing lockups. Crashes would usualy be linked to mods, or audio/video drivers.
Do you have Improved Races or anything interesting installed beyond XRM that I could install to repro the problem?
You mentioned 1.3: did you use 1.2 and earlier and did the problem only start to occur following 1.3? Around this time did you also install any other mod or update audio/video drivers?
Unless I can repro locally I'll need to rely on your help narrow down the problem to debug it. Some thoughts on debugging:
A crash should create an X3Crash.txt in the game folder. Was such a file created with a timestamp that ties in with the crash? Might give some indication what it was doing when it crashed.
Try excluding all lasers in Smart's laser settings before jumping, so that it can't swap anything in, see if that cures. If so then try allowing just one laser compatible with a turret. Still ok, allow half of them, and depending on success or fail add or remove half again, to isolate problem laser(s).
Try enabling smart on 1 turret at a time before jumping, see if it occurs when a particular turret is active. Try uninstalling smart and using MARS for a period, see if it can be reproduced outside Smart.
In my experience I never managed to crash the game with a script, besides causing lockups. Crashes would usualy be linked to mods, or audio/video drivers.
Last edited by Shimrod on Wed, 10. Aug 11, 03:21, edited 1 time in total.
-
- Posts: 911
- Joined: Sun, 17. Jul 05, 14:43
oh that's how I worked out it was smart, because if I do the exact same thing only with mars active the game remains fine with all the pew pew and that, right yest there is a crash file do you want me to post the text here? there's onlt one thing in it from what I can tell and it does specify smart, the coorindinator if that makes sense, tell you what I'll just post the text to make things quicker for you...
======================================
Crash event occurred on Tue Aug 09 22:08:35 2011
D:\Games\EGOSOFT\X3 Terran Conflict\X3TC.exe
The exception "Access violation" (0xc0000005) was caused at address 0023:00418d0a
Process owned by user:
Story call stack dump:
[000000]->[0351cc]#-38471(2022)[702].StartThisScriptID(9050, {"glen.turret.smart.coordinator",44,"Ancillary ship task started by turret/mainguns scripts",1,0,{...},{...},0,{...},0}, {0,0,0,0,0,0,0,0,0,0}, 0)
[03538b]->[035fcd]#-38471(2022)[702].__runScript({29365986,0,0,3,{...},{...},0,9050,{...},0,0,0,0}, {"glen.turret.smart.coordinator",44,"Ancillary ship task started by turret/mainguns scripts",1,0,{...},{...},0,{...},0}, 65542, -38471, {0,0,0,0,0,0,0,0,0,0}, 0)
[048377]->[02c73c]#-38471(2022)[1000].GetDistance(-247)
Stack dump:
d0bb2a44 230c4600 84c78513 02000000 b6350154 00000000 00000000 eb020000 ..*D #.F. .... .... .5.T .... .... ....
00000000 e216c001 cbe55100 dc010000 00000000 b0f71800 02000000 0a000000 .... .... ..Q. .... .... .... .... ....
00000000 00008500 58499d14 c0000000 b00a8500 1800090e 327d2e35 c0000000 .... .... XI.. .... .... .... 2}.5 ....
b00a8500 fbf35100 c08fde07 01000000 10f81800 fbf35100 00000000 00008500 .... ..Q. .... .... .... ..Q. .... ....
08bc0c20 dc010000 00f81800 a2002000 a4470500 6ce33f77 983e927c 6ce33f77 ... .... .... .. . .G.. l.?w .>.| l.?w
903e927c 05000000 94018500 00008500 6ce33f77 bc3e927c 2d000000 bc018500 .>.| .... .... .... l.?w .>.| -... ....
00008500 40f81800 a900e606 8b00d904 f08f0d0a 7e430d00 58036c03 0c8f5000 .... @... .... .... .... ~C.. X.l. ..P.
58036c03 8c000102 f08f0d0a 701aff1f 00000000 58036c03 48006c03 2d000000 X.l. .... .... p... .... X.l. H.l. -...
40004333 00000000 782fd914 48006c03 70016c03 6822fe14 e0056c03 5414b50b @.C3 .... x/.. H.l. p.l. h".. ..l. T...
1cf81800 6ce33f77 34fb1800 cd1e4477 5414b50b 00000000 00008500 40004333 .... l.?w 4... ..Dw T... .... .... @.C3
2d000000 00000000 74030a0e 80430d00 28442973 00000000 6f418613 289a4233 -... .... t... .C.. (D)s .... oA.. (.B3
01000000 38004333 e8f81800 03e03f77 40004333 6822fe14 00000001 38004333 .... 8.C3 .... ..?w @.C3 h".. .... 8.C3
fcf81800 dd144f76 00008500 00000000 40004333 3cf91800 0c8f5000 00008500 .... ..Ov .... .... @.C3 <... ..P. ....
00000000 2b8f5000 9054a37a 6822fe14 05000000 00000001 00000000 10f91800 .... +.P. .T.z h".. .... .... .... ....
08000000 34fb1800 a0325100 a4f3ed7a feffffff 2b8f5000 115a4b00 40004333 .... 4... .2Q. ...z .... +.P. .ZK. @.C3
a0bb7b1f c29d4900 00000001 6d22fe14 b8784a00 40004333 05000000 0d1c4a00 ..{. ..I. .... m".. .xJ. @.C3 .... ..J.
a0147103 35000000 01000000 f7aa4a00 a0147103 00000000 af458d13 01000000 ..q. 5... .... ..J. ..q. .... .E.. ....
4cfb1800 feffffff 6ce33f77 d2e03f77 0c000000 00000000 26e03f77 0c000000 L... .... l.?w ..?w .... .... &.?w ....
00000000 701aff1f 48006c03 00000000 00008500 883e5f1a 0c000000 58f91800 .... p... H.l. .... .... .>_. .... X...
20002611 00000000 00008500 28e15e1a feffffff d0b45e1a 21003611 00000000 .&. .... .... (.^. .... ..^. !.6. ....
00008500 00000000 6ce33f77 643c927c 18000000 a4018500 00008500 678d0000 .... .... l.?w d<.| .... .... .... g...
ac470500 27004606 74097520 704f9523 6ce33f77 bc3c927c 0c000000 2800a605 .G.. '.F. t.u pO.# l.?w .<.| .... (...
74097520 44fa1800 03e03f77 58036c03 b2470500 18000000 a4018500 00000000 t.u D... ..?w X.l. .G.. .... .... ....
a00c3414 48006c03 64016c03 08e25e1a a8046c03 58036c03 f4f91800 0c000000 ..4. H.l. d.l. ..^. ..l. X.l. .... ....
f4fb1800 cd1e4477 5414b50b feffffff 6ce33f77 d2e03f77 18000000 00000000 .... ..Dw T... .... l.?w ..?w .... ....
26e03f77 00008500 c8eb5e1a 68065f1a 5414b50b 2b00fa0a 73097520 18f22e15 &.?w .... ..^. h._. T... +... s.u ....
00008500 00000000 00008500 40299f20 00000000 00008500 385cb72f 7e0e0000 .... .... .... @). .... .... 8\./ ~...
0a000000 4a01b339 5b7c8865 f0049f20 01000000 02000000 00000000 20000000 .... J..9 [|.e ... .... .... .... ...
305cb72f 18000000 aec95000 0d1c4a00 a0147103 79429113 01000000 fccb4200 0\./ .... ..P. ..J. ..q. yB.. .... ..B.
a0147103 00000000 79429113 01000000 d9350154 b75af700 e8eebb20 06f1bd20 ..q. .... yB.. .... .5.T .Z.. ... ...
63b2bfff 0d87b62f 4cfb1800 f4fb1800 10a15200 ffffffff 14fc1800 d38b4a00 c... .../ L... .... ..R. .... .... ..J.
7cfb1800 0cc55000 b0fb1800 f4fb1800 8fb35200 ffffffff c0350154 14fc1800 |... ..P. .... .... ..R. .... .5.T ....
e00c4a00 01000000 f052b72f 09010000 02000000 bb350154 8c5b7203 a0147103 ..J. .... .R./ .... .... .5.T .[r. ..q.
00000000 b6350154 a0147103 80c78513 1857b71f 80830a15 1857b71f 50c70200 .... .5.T ..q. .... .W.. .... .W.. P...
09010000 08000000 a5000000 00000000 00000000 00000000 00000000 01000000 .... .... .... .... .... .... .... ....
8c5b7203 80128500 00000000 01000000 5ff24c00 08fc1800 00000000 00000000 .[r. .... .... .... _.L. .... .... ....
00000000 00000000 8c5b7203 68fd1800 f8945200 ffffffff 3c120000 00000000 .... .... .[r. h... ..R. .... <... ....
8c5b7203 80128500 8c5b7203 01000000 f3cb4900 f052b72f 80128500 db3a4000 .[r. .... .[r. .... ..I. .R./ .... .:@.
65000000 01000000 14fe1800 b6030000 d8e62314 cdabbadc 00000000 00000000 e... .... .... .... ..#. .... .... ....
8aa4555d 5cfc1800 78fc1800 00000000 82000000 4c5c7472 75655c78 756e6976 ..U] \... x... .... .... L\tr ue\x univ
65727365 206c6f67 6f5f4844 00feeb00 24000000 01000000 00000000 00000000 erse log o_HD .... $... .... .... ....
70000000 ffffffff ffffffff e96c3075 916d3075 58fd1800 01000000 00000000 p... .... .... .l0u .m0u X... .... ....
00000000 68fc1800 48813075 14fd1800 1ea63675 11068d0f feffffff 516d3075 .... h... H.0u .... ..6u .... .... Qm0u
c4773075 00000000 35073175 eb063175 58fd1800 00000000 00000000 00000000 .w0u .... 5.1u ..1u X... .... .... ....
00000000 206de800 00b8fdff 00000000 24fd1800 b7ec4c00 65000000 01000000 .... m.. .... .... $... ..L. e... ....
14fe1800 b6030000 00000000 64000000 65000000 01000000 b6030000 14fe1800 .... .... .... d... e... .... .... ....
5ff24c00 58fd1800 00000000 00000000 00000000 00000000 65000000 01000000 _.L. X... .... .... .... .... e... ....
14fe1800 b6030000 c0381615 50735400 1c221d00 01010000 1b000000 010001c0 .... .... .8.. PsT. .".. .... .... ....
04fe1800 ceb35200 ffffffff fb364000 f8ce5076 88fe1800 01000000 ac018800 .... ..R. .... .6@. ..Pv .... .... ....
00000000 ffffffff 805b7203 ffffffff 00000000 00000000 00000000 01018500 .... .... .[r. .... .... .... .... ....
7f000000 00296e03 1c000000 29000000 01000000 00000000 0f000000 20000000 .... .)n. .... )... .... .... .... ...
00116e03 00000000 00000000 29000029 00000000 0f000000 20000000 002e3137 ..n. .... .... )..) .... .... ... ..17
2e303031 302e3130 383600ff 00000000 0f000000 0090a6f9 2c38927c 54fe1800 .001 0.10 86.. .... .... .... ,8.| T...
2eb45200 ffffffff 00000000 60fe1800 d1264000 03000000 f8ce5076 88fe1800 ..R. .... .... `... .&@. .... ..Pv ....
01000000 feffffff 3ffb4077 00000000 58fe1800 c1e95100 50d15f00 00020000 .... .... ?.@w .... X... ..Q. P._. ....
00000000 28000000 20fe1800 78ff1800 48b45200 00000000 88ff1800 a7014d00 .... (... ... x... H.R. .... .... ..M.
03000000 b11d0000 02000000 02000000 03000000 6ccd5500 c7388800 d1388800 .... .... .... .... .... l.U. .8.. .8..
00000000 01000000 04c45200 dcfe1800 85385100 1e000000 dcfe1800 183a5100 .... .... ..R. .... .8Q. .... .... .:Q.
00000000 00000000 ccfe1800 233a5100 ccfe1800 cc975000 c5388800 00275200 .... .... .... #:Q. .... ..P. .8.. .'R.
00000000 80c75600 c0198500 d0078500 01f3ed7a 88ff1800 4f275200 00000000 .... ..V. .... .... ...z .... O'R. ....
22000000 00000000 04000000 98e25000 00004000 00000000 c7388800 01000000 "... .... .... ..P. ..@. .... .8.. ....
2452a37a 00000000 00000000 00e0fdff 44000000 70428800 50d48a00 30ff8a00 $R.z .... .... .... D... pB.. P... 0...
00000000 00000000 00000000 00000000 00000000 00000000 00000000 01080000 .... .... .... .... .... .... .... ....
01000000 00000000 ffffffff ffffffff ffffffff 050000c0 01000000 06000000 .... .... .... .... .... .... .... ....
00000000 00000000 08ff1800 40f31800 c4ff1800 a0325100 bccced7a 01000000 .... .... .... @... .... .2Q. ...z ....
94ff1800 9a334f76 00e0fdff d4ff1800 d29e4077 00e0fdff c839927c 00000000 .... .3Ov .... .... ..@w .... .9.| ....
00000000 00e0fdff 050000c0 f7765176 f7765176 a0ff1800 30f31800 ffffffff .... .... .... .vQv .vQv .... 0... ....
cd1e4477 3c03b50b 00000000 ecff1800 a59e4077 01e35000 00e0fdff 00000000 ..Dw <... .... .... ..@w ..P. .... ....
00000000 00000000 00000000 01e35000 00e0fdff 00000000 -------- -------- .... .... .... ..P. .... ....
======================================
PhenomII X4 940 black edition
8GB DDR2
ATI HD4890
Windows 7 64bit
8GB DDR2
ATI HD4890
Windows 7 64bit
-
- Posts: 907
- Joined: Tue, 18. Feb 03, 01:43
The coordinator script is a central ship task that scans targets to save doing the work in individual scripts.
Looks like it crashed doing something related to getting distance between objects, which ties in with it's role.
Try commenting out line 114 (v 1.4):
gosub GetShipTarget
Can comment a line in and out in game script editor using . and ,
Looks like it crashed doing something related to getting distance between objects, which ties in with it's role.
Try commenting out line 114 (v 1.4):
gosub GetShipTarget
Can comment a line in and out in game script editor using . and ,
-
- Posts: 907
- Joined: Tue, 18. Feb 03, 01:43
I've reproduced the problem, jumping to Xenon sector 695 using 'jump and fly to pos' where xenon are lurking right at the gate. Traps with same stack trace as yours.
Root cause: get distance between [THIS] and <sector>. Triggers when enemies are in range and the ship command is a sector. Fix is to filter target in CheckShipTarget to ship or station.
I've released 1.5 with the fix.
Root cause: get distance between [THIS] and <sector>. Triggers when enemies are in range and the ship command is a sector. Fix is to filter target in CheckShipTarget to ship or station.
I've released 1.5 with the fix.
-
- Posts: 13244
- Joined: Fri, 13. Jan 06, 16:39
Probably cleaner to check if the command target is in a sector. Then it can be any kind of object without the script complaining.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
-
- Posts: 907
- Joined: Tue, 18. Feb 03, 01:43
I'll try that out in the 1.6 code (same environment as target, ideally). This routine picks the preferred ship target for 'attack my target', ship and station are the meat and potatoes but granted maybe want some missile gravy on that too.
Yes this didn't crash and both evaluate false (was half expecting has same environment as [SECTOR] to return true!)
It's going to allow all sorts past though such as station debris, broken gates etc, whatever the player target or command target could be. I'll do some tests to check its reliability against arbitrary objects IS and OOS.
Yes this didn't crash and both evaluate false (was half expecting has same environment as [SECTOR] to return true!)
It's going to allow all sorts past though such as station debris, broken gates etc, whatever the player target or command target could be. I'll do some tests to check its reliability against arbitrary objects IS and OOS.
Code: Select all
$KE = {Kingdom End}
$CS = [PLAYERSHIP] -> get sector
$SameAsKE = [PLAYERSHIP] -> has same environment as $KE
$SameAsCurrent = [PLAYERSHIP] -> has same environment as $CS
-
- Posts: 911
- Joined: Sun, 17. Jul 05, 14:43
good news, gave 1.5 a roll and no CTD, though the turrets seem buggy now, I think its with regards to missile defense, you can see the launch effects but no laser effect, it seems to have died down, also some of the turrets seem to dissappear during battle...
...just thinking on your consideration of upping the laser count to two for drones how about if it uses the first two lasers on that turret, more times than most they are on the same turret model...
...just thinking on your consideration of upping the laser count to two for drones how about if it uses the first two lasers on that turret, more times than most they are on the same turret model...
PhenomII X4 940 black edition
8GB DDR2
ATI HD4890
Windows 7 64bit
8GB DDR2
ATI HD4890
Windows 7 64bit
-
- Posts: 907
- Joined: Tue, 18. Feb 03, 01:43
-
- Posts: 911
- Joined: Sun, 17. Jul 05, 14:43
-
- Posts: 907
- Joined: Tue, 18. Feb 03, 01:43
Staying with the unusual laser thing for starters, I'm less sure I actually managed to reproduce this. I might have had a turret coverage issue when they weren't shooting a ship.
I've been doing some antimissile testing with an ocelot and I get the impression when a 2nd incoming volley arrives that the guns are shooting but there are no bullets, yet the missiles die anyway. Not consistently reproducible though.
I haven't seen anything particularly odd with normal ship targets so far.
Does that fit with what you're seeing?
I've been doing some antimissile testing with an ocelot and I get the impression when a 2nd incoming volley arrives that the guns are shooting but there are no bullets, yet the missiles die anyway. Not consistently reproducible though.
I haven't seen anything particularly odd with normal ship targets so far.
Does that fit with what you're seeing?
-
- Posts: 911
- Joined: Sun, 17. Jul 05, 14:43
yeah the missiles went poof ok, its just no sign of bullet effects, as you say its not consistant, it was like that then it wasn't...
...oh just to point out, I'm using cycrows adv jump drive, which jumps you to the centre of the sector, I shall try it with a normal jump...
...oh just to point out, I'm using cycrows adv jump drive, which jumps you to the centre of the sector, I shall try it with a normal jump...
PhenomII X4 940 black edition
8GB DDR2
ATI HD4890
Windows 7 64bit
8GB DDR2
ATI HD4890
Windows 7 64bit
-
- Posts: 907
- Joined: Tue, 18. Feb 03, 01:43
I can consistently reproduce it with only PALC's available to the turrets intercepting hammer heavy torpedoes. Doesn't happen with incoming flails.
I've observed that when hammer torpedoes explode, their proximity detonation effect destroys nearby bullets, which immediately disappear. This has been a concern of mine as it destroys bullets en route to other missiles, diminishing the anti missile mode effectiveness (as soon as hull detonations begin, no bullets can shoot to intercept additional missiles)
My suspicion is the PALC beam bullet is rapidly destroying, and being destroyed by, the torpedo detonation such that it we never actually see it being shot. I've tried manually firing PALC's at hammer torpedoes and indeed the killing blow seems not to be displayed.
Does that sound reasonable or might there be some other issue with Smart (beyond the trap issue)?
I'll focus on reproducing the crash issue assuming you're happy with that hypothesis regarding PALC's. You definitely have 1.5 right? Version number is displayed in the Smart menu.
Something to try is broadcasting a Terminate to yourself then restarting it, before testing jumps. Terminate will halt tasks and clear ship local data, much more thorough than just stopping the command. This will eliminate the possibility that, somehow, the old version of the coordinator task might have been running.
Yes it'd be useful to understand if it's reproducible only with cycrow's jump command. I'm using Grax's free jump script as its a lot simpler for quick testing I do without ware requirements etc. But there may certainly be a difference in terms of ship command targets the scripts set.
I've observed that when hammer torpedoes explode, their proximity detonation effect destroys nearby bullets, which immediately disappear. This has been a concern of mine as it destroys bullets en route to other missiles, diminishing the anti missile mode effectiveness (as soon as hull detonations begin, no bullets can shoot to intercept additional missiles)
My suspicion is the PALC beam bullet is rapidly destroying, and being destroyed by, the torpedo detonation such that it we never actually see it being shot. I've tried manually firing PALC's at hammer torpedoes and indeed the killing blow seems not to be displayed.
Does that sound reasonable or might there be some other issue with Smart (beyond the trap issue)?
I'll focus on reproducing the crash issue assuming you're happy with that hypothesis regarding PALC's. You definitely have 1.5 right? Version number is displayed in the Smart menu.
Something to try is broadcasting a Terminate to yourself then restarting it, before testing jumps. Terminate will halt tasks and clear ship local data, much more thorough than just stopping the command. This will eliminate the possibility that, somehow, the old version of the coordinator task might have been running.
Yes it'd be useful to understand if it's reproducible only with cycrow's jump command. I'm using Grax's free jump script as its a lot simpler for quick testing I do without ware requirements etc. But there may certainly be a difference in terms of ship command targets the scripts set.
-
- Posts: 911
- Joined: Sun, 17. Jul 05, 14:43
PALC were the loaded weapons at the time, to be honest it wasn't a biggy for me, just realised I had not popped up to 1.5, I downloaded it but forgot to install it, I was running with 1.4, I'll do that now...I working with a new install and a clean XRM game...
PhenomII X4 940 black edition
8GB DDR2
ATI HD4890
Windows 7 64bit
8GB DDR2
ATI HD4890
Windows 7 64bit
-
- Posts: 907
- Joined: Tue, 18. Feb 03, 01:43
Sounds like 1.5 could be vindicated, thanks for double checking 
Yeah this exploding missile destroying bullets issue is really irritating me. Smart fires off bullets at all the missiles, as soon as one blows up all the bullets are gone. Reduces antimissile efficiency horribly, little can be done.
What's also annoying is the hammer detonation doesn't appear to affect nearby hammers, only the incoming bullets. Guess they did that so barrages wouldn't go up in one big chain reaction when the first one hits or gets shot.
PALC's seem to be the perfect counter to the problem with their instant (albeit invisible vs proximity missile) shots. They take out hammer barrages no problem, PALC's are my new best friend
I'll make a note of 2 guns for shooting drones in antimissile in case I forget.

Yeah this exploding missile destroying bullets issue is really irritating me. Smart fires off bullets at all the missiles, as soon as one blows up all the bullets are gone. Reduces antimissile efficiency horribly, little can be done.
What's also annoying is the hammer detonation doesn't appear to affect nearby hammers, only the incoming bullets. Guess they did that so barrages wouldn't go up in one big chain reaction when the first one hits or gets shot.
PALC's seem to be the perfect counter to the problem with their instant (albeit invisible vs proximity missile) shots. They take out hammer barrages no problem, PALC's are my new best friend

I'll make a note of 2 guns for shooting drones in antimissile in case I forget.
-
- Posts: 23
- Joined: Sun, 28. Dec 08, 09:32