[SCR] MARS Fire Control (v5.25 - 16.02.13)

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

Koritnaciino
Posts: 319
Joined: Sun, 26. Feb 06, 10:57
x4

Post by Koritnaciino »

Its there some version hystory please?
Whats the different between 5.24 and 5.25?
Ook
Posts: 39
Joined: Sun, 28. Dec 03, 12:53
x3tc

Post by Ook »

0.01 :)
Raaaak
Posts: 82
Joined: Fri, 29. Mar 13, 11:16
x3tc

Post by Raaaak »

I seem to have the same problem as you Drusek, didn't fully realize it at first as I was running a lightly armed TM. In my Python I have now several times been forced to run over 50% hull 0% shields Kha'ak fighters that my turrets refused to fire upon.

Thank you for the work around! I'll try it out and see if the situation improves.
Binesi
Posts: 43
Joined: Mon, 15. Mar 10, 14:50
x3ap

Post by Binesi »

In regard to my earlier post, the turret teleporting bug affecting MARS and SMART with collect wares special command I fixed here.
thatguyfromvienna
Posts: 151
Joined: Fri, 22. Mar 13, 05:32

Post by thatguyfromvienna »

So am I understanding everything correctly when I think that currently, MARS wouldn't destroy but rather only damage normal targets unless the fix mentioned a few posts earlier is applied?

I'm really interested in this since I'm about to install MARS.
Cascinova
Posts: 239
Joined: Mon, 27. Dec 10, 18:15
x3tc

Post by Cascinova »

thatguyfromvienna wrote:So am I understanding everything correctly when I think that currently, MARS wouldn't destroy but rather only damage normal targets unless the fix mentioned a few posts earlier is applied?

I'm really interested in this since I'm about to install MARS.
Regardless if there are some quirks, it is still a huge upgrade from Vanilla, trust me. once you use Mars you will not want to be without it.

The added utility and ability it has to hit, and hit consistantly, as well as cycle through the best weapons for the best targets is undeniable.
thatguyfromvienna
Posts: 151
Joined: Fri, 22. Mar 13, 05:32

Post by thatguyfromvienna »

Oh, absolutely! And I am really excited about MARS.
But it sounds odd that it wouldn't destroy ships and stop shooting once the shields are down.

Did you experience that behavior? Did the recommended fix, well, fix it?
Cascinova
Posts: 239
Joined: Mon, 27. Dec 10, 18:15
x3tc

Post by Cascinova »

thatguyfromvienna wrote:Oh, absolutely! And I am really excited about MARS.
But it sounds odd that it wouldn't destroy ships and stop shooting once the shields are down.

Did you experience that behavior? Did the recommended fix, well, fix it?
I've never had that experience, and if I have it was such a small pause (between taking down the shields and blowing it up) that I didn't even notice it.


I tend mainly to fly in corvetts, and later on Frigates. And I have NEVER seen it do that in my frigate. I blast stuff to death constantly with my Mars Turrets.

Again if it is happening it is so miniscule that I am not noticing it. I also use MARS and play XRM, so maybe it works better, however I don't think that would make a bit of difference.

Just look at the amount of posts on this thread, thousands of people use MARS, if it was a serious problem it would have been brought up a long time ago.
thatguyfromvienna
Posts: 151
Joined: Fri, 22. Mar 13, 05:32

Post by thatguyfromvienna »

That sounds good.
Won't be able to play this weekend. But I should have the financial means to purchase my first M7 next week and then it's MARS time!
Thanks for the advice.
haerzog
Posts: 24
Joined: Mon, 7. Feb 05, 10:56
x3

Mars Defense is nothing of the sort

Post by haerzog »

I want my turrets, when set to defense, to not automatically shoot at whatever comes into range when i am targeting them.

Perhaps the problem is that Mars should have more modes than simply Defense and Offense, or perhaps Offense should pay more attention to the console attack orders, so that if it is necessary that i would desire my ship to shoot everything in sight that it is not until i issue an "attack all enemies" command that the turrets will shoot everything on sight.

In any case, need a better way to not shoot at targets until I and only I decide they should be shot at, not when the turrets feel like it.
User avatar
surferx
Posts: 1251
Joined: Wed, 6. Nov 02, 20:31
x4

Re: Mars Defense is nothing of the sort

Post by surferx »

haerzog wrote: In any case, need a better way to not shoot at targets until I and only I decide they should be shot at, not when the turrets feel like it.
There's the on/off hot key to shut off the turrets.
If you want to go fast, go alone.
If you want to go far, go together.

Operating System:
Windows 11 Pro 64-bit CPU: 13th Gen Intel Core i9-13900KF RAM: 32606 MBytes MBO: Gigabyte Z790 UD AC (U3E1) GPU: ZOTAC GEFORCE RTX 4080 Trinity OC NVIDIA 16 GB GDDR6 SSD: AJP600M2TB 1907 GB
xenicle
Posts: 19
Joined: Mon, 13. Jun 11, 05:12
x4

Post by xenicle »

Tried MARS 5.25 on Beta X3TC/Linux version and have "ReadText0-250" in "Articial Life Setup" menu instead of MARS menu and when clicked the menu only have "ReadText" string in it, after checked the manual it's seem I've installed this mod correctly...

Does anyone have MARS working on Linux version ?

Thanks
Shimrod
Posts: 907
Joined: Tue, 18. Feb 03, 01:43
x4

Post by Shimrod »

Try docking, saving and reloading.

Some script init routines avoid firing unless it's a game load rather than first time game start, where the last can encounter problems such as player ship not existing at the point the script executes.
xenicle
Posts: 19
Joined: Mon, 13. Jun 11, 05:12
x4

Post by xenicle »

Thanks for the help Shimrod it's works now !
Archaryon
Posts: 6
Joined: Tue, 30. Apr 13, 18:02

Post by Archaryon »

Hi, which file should I edit and which line for MARS doesn't remove turrets I install instead of keep only one, while leaving it decide which turret shoot what???
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

Swap ID's 20381 and 20811 in your lasers file.

The trick is figuring out which file is your laser's file -- it depends on whether you are using one of the major mods:

7047- vanilla
7048- XTM
7049- CMOD4
7051- Multi Galaxy Mod MGM
7052- OOSRv2
7053- TotT
7054- XRM

All of the above are language files in your t folder (TC) (or addon\t for AP).

For example, if you do not use a major mod (vanilla lasers), and your language is English (44), then your lasers file is 7047-L044.xml.
Skorne Tet'Zu
Posts: 126
Joined: Mon, 27. Mar 06, 11:42
x3

Repair Drone

Post by Skorne Tet'Zu »

How do you get the drones to repair a damaged ship?

I am running XRM Mod, and loaded MARS as prescribed. I currently have Keris Drones (but also tried with regular Fighting Drone MK I). The fighter I'm attempting to repair is an M3 currently at 53% hull. And in the configuraton menu I have marked 'Yes' to Drone repair.

I've tried targetting the M3 and pressing the Drone (Attack/Freight Pick-Up) Hot Key, but nothing.

One thing of note is: I am using the drones for most everything in MARS with the exception of any fighting, anti-missile or any other item which auto sends them into battle. Oh... and the attempts at repair are always when the fighting is done.

Passed that... I have no idea.

Advanced thanx for any help.

Lastly, of course... AWESOME MOD... LOVING IT!!
Skorne Tet'Zu
Corny Signture Saying Removed
Fensus
Posts: 27
Joined: Wed, 22. May 13, 02:25
x3ap

Post by Fensus »

Hi Guys,

I had a couple quick question about mars that I wasn't able to determine through use.

1. I know mars is primarily for "turrets" I'm but does all of its nifty weapon switching and accuracy work on my main lasers when I issue the autopilot:attack command?

2. I know that you can only issue the mars defebse/offense turret command if you've bought he mars equipment. But do smaller ships benefit from any automatic mars accuracy etc without buying the XL mars upgrade?

Basically I'm unsure if mars is supposed to improve accuracy in general, or only on secondary turrets that ALSO have a mars upgrade installed AND have a been issued mars:offebse/defense.

Thanks
thatguyfromvienna
Posts: 151
Joined: Fri, 22. Mar 13, 05:32

Post by thatguyfromvienna »

MARS stopped launching Goblins to intercept missiles all of a sudden for me.
Everything else works; turret control, even ship repair by Goblins works automatically.
Goblins have launch clearance, I have tried missile defense both on "on" and "auto" - but they don't launch anymore.
Any ideas?
pingkiller
Posts: 39
Joined: Mon, 11. Jul 11, 16:42
x3tc

Post by pingkiller »

What's the reason for goblins not to be able to claim ships? It seems like it would be a nice addition.

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