That's what I was hoping, but it rarely hurts to be extra cautious.DrBullwinkle wrote:You do not need to edit all of the t files -- just the one for your language. If you play in English, that is the -L044 file.
Drone Carrier Software 2 (DCS2) v2.07a
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Hmm...more odd behavior... I've got 15 drone interceptors on my Aran and the Aran's DCS2 is set to engage enemies within 50km. It's presently under attack by Kha'ak Scouts and while the drones have launched, they don't seem to be attacking the scouts... I'm OOS at the moment (blowing up pirate stations...), so I can't go visually verify. In any case, the drones are in space, but have no orders. Is this normal?
Edit: In the end, I sent my Vidar Sentinel to go kill the Scouts as I was getting tired of losing drones, though the locals in Legend's Home (where I have my Aran stationed) likely assisted as well.
Edit: In the end, I sent my Vidar Sentinel to go kill the Scouts as I was getting tired of losing drones, though the locals in Legend's Home (where I have my Aran stationed) likely assisted as well.
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Normal: Yes.Etyneo wrote:the drones are in space, but have no orders. Is this normal?
Intentional: No.
There are a couple of known bugs in the drone AI. I am working on them.
In the meantime, just give them an order, such as "Attack Enemies".
To make it easier, you can "Broadcast to all M3/M4/M5's in sector".
Or assign the drones to a wing, then give the wing a command. If you have only one DCS2 carrier, then you can allow DCS2 to automatically assign drones to wings (option is currently in the t file, although I plan to make it a per-carrier option on the menu).
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I will eventually be setting up real carriers, so don't want it to auto assign to a wing.
Out of curiosity, can a DCS2 carrier be assigned to attack a station, and actually build bombers to do so (assuming no bombers are present in peacetime)?
Out of curiosity, can a DCS2 carrier be assigned to attack a station, and actually build bombers to do so (assuming no bombers are present in peacetime)?
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So I once again increased the number of slots DCS2 is allowed to use on my Aran. Now up to 20, and there's this single Drone Bomber that won't go away even with Peacetime Bomber count set to 0%...perhaps a rounding issue?
Additionally, DCS2 when set to engage automatically will still not do so IS (not certain about OOS)/ The drones launch, but they just sit there with no orders. I know you're looking into it, just thought I'd mention it to help as much as I can. Never know (well, those of us who don't know the code well...), it might have been an issue encountered when changing the useable slot count.
I'm setting up the facilities I'll need to start using my PHQ to build ships. Once that's done, I'ma build either a Griffon or a Daedalus (I will have both eventually, mind you...) and once it gets built, I definitely want to use DCS2 in more than just a capacity for merely building the fighters...though I might look into ADS:RWE and ANCC:Scramble again...
Also, have not received a response to this:
Definitely losing credits any time I turn DCS2 off, quite noticeable when it decommissions 19 drone eclipses and 1 drone bomber.
Additionally, DCS2 when set to engage automatically will still not do so IS (not certain about OOS)/ The drones launch, but they just sit there with no orders. I know you're looking into it, just thought I'd mention it to help as much as I can. Never know (well, those of us who don't know the code well...), it might have been an issue encountered when changing the useable slot count.
I'm setting up the facilities I'll need to start using my PHQ to build ships. Once that's done, I'ma build either a Griffon or a Daedalus (I will have both eventually, mind you...) and once it gets built, I definitely want to use DCS2 in more than just a capacity for merely building the fighters...though I might look into ADS:RWE and ANCC:Scramble again...
Also, have not received a response to this:
Additionally, I lost ~140 mil credits when I had my Aran switch from using the standard drone interceptors to the Eclipse fighter, perhaps I should have made the switch after restarting DCS2, rather than before... Note that this loss occurred before it decommissioned any of the old interceptors, and also before building the new Eclipses.Etyneo wrote:Out of curiosity, can a DCS2 carrier be assigned to attack a station, and actually build bombers to do so (assuming no bombers are present in peacetime)?
Definitely losing credits any time I turn DCS2 off, quite noticeable when it decommissions 19 drone eclipses and 1 drone bomber.
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No.Etyneo wrote:Out of curiosity, can a DCS2 carrier be assigned to attack a station, and actually build bombers to do so (assuming no bombers are present in peacetime)?
As I have already said, some future version will allow you to set the number of bombers per-carrier.
- In the meantime, it is pretty quick to alt-tab out and change the t file temporarily.
Recycling ships should rebate credits (not cost credits). I will add that to the list of things to look into.
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Merry Christmas everybody who celebrates it!
Now onto my query!
I've set my bomber drone type to 403 as Xed2 gives an ID of 404 in cadius' .CAT's Tships file for the falchion m3b. It's still creating the specops bomber though
Changed it in both l089 and 044 with the specops as the final fallback instead of the hauler, do you have any ideas why this is happening?
-Thanks
Now onto my query!
I've set my bomber drone type to 403 as Xed2 gives an ID of 404 in cadius' .CAT's Tships file for the falchion m3b. It's still creating the specops bomber though

Changed it in both l089 and 044 with the specops as the final fallback instead of the hauler, do you have any ideas why this is happening?
-Thanks

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The -L089.xml file is just documentation. If you play in English, the file that you want to edit is -L044.xml.
The ID that you want to change is the *first* bomber, not the last. So change ID 310 in 8562-L044.xml.
The ID that you want to change is the *first* bomber, not the last. So change ID 310 in 8562-L044.xml.
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Sorry, yes that's what I did in language 044 (Yes i'm playing in English)
<t id="310">403</t>
But to make sure I left in a failsafe I changed the last one to give the specops bomber just in case
<t id="312">293</t>
I'll try changing it back to the hauler in the last slot and see what happens. Cadius' falchion bomber should work as it's M3 class I was just wondering if I got the ID right by subtracting one from the value given by Xed2
Ps: Thanks for the reply on today of all days, you must be as... 'Social?' as I am haha
EDIT: FIXED
I set the first two to 403 and 404 just to be sure and it actually works now apart from not loading phantom missiles on the falchions but that may because the depot is set to a complex.
Thanks doc, amazing script now I've sorted the immersion aspect; Respect and MERRY CHRISTMAS from a happy flat-head
<t id="310">403</t>
But to make sure I left in a failsafe I changed the last one to give the specops bomber just in case
<t id="312">293</t>
I'll try changing it back to the hauler in the last slot and see what happens. Cadius' falchion bomber should work as it's M3 class I was just wondering if I got the ID right by subtracting one from the value given by Xed2

Ps: Thanks for the reply on today of all days, you must be as... 'Social?' as I am haha

EDIT: FIXED
I set the first two to 403 and 404 just to be sure and it actually works now apart from not loading phantom missiles on the falchions but that may because the depot is set to a complex.
Thanks doc, amazing script now I've sorted the immersion aspect; Respect and MERRY CHRISTMAS from a happy flat-head

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Sorry for the double post, another edit was going to get a little bit too big 
Okay so I've not been able to convince the created bombers to mount the phantoms even when setting the carrier as the depot with hundreds onboard.
Setting the bomber peacetime to 30% and manually loading the missiles before launching into an unfriendly sector DID work to a certain degree in that the bombers went off hunting an enemy M2 and fired off the onboard payload but new bombers that were created after I gained air superiority did not load missiles, nor did those already deployed reload.
An interesting twist however was that setting the carrier as a depot stripped it of defence batteries as these were fitted with EMPCs that were then 'given' to the newly created M4 interceptors. This might be too small an issue to bother with though as this is a rare (and probably mod-related) conflict of interest since the next level of carrier type uses starbursts instead of EMPCs.

Okay so I've not been able to convince the created bombers to mount the phantoms even when setting the carrier as the depot with hundreds onboard.
Setting the bomber peacetime to 30% and manually loading the missiles before launching into an unfriendly sector DID work to a certain degree in that the bombers went off hunting an enemy M2 and fired off the onboard payload but new bombers that were created after I gained air superiority did not load missiles, nor did those already deployed reload.
An interesting twist however was that setting the carrier as a depot stripped it of defence batteries as these were fitted with EMPCs that were then 'given' to the newly created M4 interceptors. This might be too small an issue to bother with though as this is a rare (and probably mod-related) conflict of interest since the next level of carrier type uses starbursts instead of EMPCs.
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Yeah, the issue with phantoms has already been reported regarding XRM M3B's. I expect that my upcoming fix for M3B's will also work for your Cadius bombers.
Stations do not have weapons, and DCS2 does nothing involving them. So that sounds like a Cadius issue.
Stations do not have weapons, and DCS2 does nothing involving them. So that sounds like a Cadius issue.
- PS: I have always liked the Flatheads. Lord Dimwit Flathead the Excessive was one of my favorites.
Last edited by DrBullwinkle on Wed, 25. Dec 13, 19:35, edited 3 times in total.
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Thanks Dr, good to hear. As an interesting point though, I'm not using XRM 
It's probably something to do with Cadius' mod as his xtra ship/stations pack massively expands the terrans and I honestly recommend it to anyone who likes vanilla gameplay (not XRM) but wants something a bit new. I'm not sure if phantom missiles are a terran thing in vanilla or not to be honest as I've used cadius' pack since TC days
Thanks again dude!

It's probably something to do with Cadius' mod as his xtra ship/stations pack massively expands the terrans and I honestly recommend it to anyone who likes vanilla gameplay (not XRM) but wants something a bit new. I'm not sure if phantom missiles are a terran thing in vanilla or not to be honest as I've used cadius' pack since TC days

Thanks again dude!
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Sorry, I misspoke. Phantoms *are* supported by DCS2. They just don't work on user-selected bombers for some reason (a known bug).
(I corrected my previous message.)
(I corrected my previous message.)
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Sorry DrBullwinkle I don't quite understand that bit? I mean, I know stations don't have weaponsDrBullwinkle wrote:
Stations do not have weapons, and DCS2 does nothing involving them. So that sounds like a Cadius issue.

When I mentioned the station complex I was implying the complex produces phantom-class missiles. Sorry if we got crossed wires there and also sorry for not spotting the known bug, I did look through the previous posts but believed the issue to be XRM-related

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Apparently I misread your report that you set the *carrier* as the Weapons Depot.
I would classify that as a "problem between seat and stick".
. Choosing the carrier as the Depot is an interesting alternative, so I wouldn't want to prohibit it. Carriers do not ordinarily use fighter weapons, so it is unlikely that most players would ever see the phenomenon.
It isn't even really a "problem". It is just an effect that occurs because of a decision that the player made. In any case, it should not take long to figure out even if it *does* happen.
But thanks for clarifying (and giving me a smile)!
I would classify that as a "problem between seat and stick".

It isn't even really a "problem". It is just an effect that occurs because of a decision that the player made. In any case, it should not take long to figure out even if it *does* happen.
But thanks for clarifying (and giving me a smile)!

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I don't see anything dark about fixing an obvious problem. 
Any good Jedi would do the same.

Any good Jedi would do the same.
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Yeah that's true. After changing the turrets in Xed2 to use starbursts the issue of stolen weapons has evaporated.
I'm still seeing the occasional repeat of the aforementioned 'sitting without orders' bug and of course you already said you were working on addressing the unloaded bombers.
For now I'll use 0% peacetime and keep my carriers as hornet nests leaving the heavy work to myself: It's still a world less work than it was before I found this script!
Looking forward to the next update though thanks for what you've done so far man, it's a keeper
I'm still seeing the occasional repeat of the aforementioned 'sitting without orders' bug and of course you already said you were working on addressing the unloaded bombers.
For now I'll use 0% peacetime and keep my carriers as hornet nests leaving the heavy work to myself: It's still a world less work than it was before I found this script!
Looking forward to the next update though thanks for what you've done so far man, it's a keeper

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I'd be curious to know the specific circumstances where people are getting DCS2 to actually issue orders to the drones when it's set to auto-engage. Particularly what the carrier's orders are when DCS2 decides to launch drones. In all cases where I've had DCS2 set to auto-engage, the drones launch, and sit there since they have no orders. The carrier has either been the player ship, or has no orders (yes, I cancel the Defend Sector that DCS2 issues it).
In my current playthrough, I have no dedicated carrier, but I do have an Aran. I've set the Aran up as a repair ship in my sector (Unknown 9-7) which I've claimed. I get pirates spawning out of extremely thin air (being in space and all...), so typically send any ships from bailouts to the Aran for repairs (Marine Repairs & Training FTW). I had been wanting to use the Aran as a light carrier as well, albeit a stationary one, so that I'd have some drones to help kill the pirates. Unfortunately, with DCS2 not issuing them orders after launching them, that plan doesn't work well and I have to micromanage them a bit (not as much as without DCS2...but still). Should be noted that for the most part, the Aran sits still at a location in the sector where I've told it to go, and has no orders. It has no weapons and is slow, therefore having it move around is silly.
Currently for sector defense, I've got a Cerberus (I do run XRM) which is fantastic for killing fighters, but often kills the ship even when the pilot bails, and a Tempest; which is generally too slow to get to the fight before the Cerb...unless the fight spawns in ontop of it... The Heavy Centaur Prototypes I'd been trying to use for sector defense got themselves killed by mass driver armed fighters as they can't seem to hit the backside of a barn with their turrets, let alone maneuvering fighters; either with MARS or Smart... Now looking for another M6 to fill that role...
In my current playthrough, I have no dedicated carrier, but I do have an Aran. I've set the Aran up as a repair ship in my sector (Unknown 9-7) which I've claimed. I get pirates spawning out of extremely thin air (being in space and all...), so typically send any ships from bailouts to the Aran for repairs (Marine Repairs & Training FTW). I had been wanting to use the Aran as a light carrier as well, albeit a stationary one, so that I'd have some drones to help kill the pirates. Unfortunately, with DCS2 not issuing them orders after launching them, that plan doesn't work well and I have to micromanage them a bit (not as much as without DCS2...but still). Should be noted that for the most part, the Aran sits still at a location in the sector where I've told it to go, and has no orders. It has no weapons and is slow, therefore having it move around is silly.
Currently for sector defense, I've got a Cerberus (I do run XRM) which is fantastic for killing fighters, but often kills the ship even when the pilot bails, and a Tempest; which is generally too slow to get to the fight before the Cerb...unless the fight spawns in ontop of it... The Heavy Centaur Prototypes I'd been trying to use for sector defense got themselves killed by mass driver armed fighters as they can't seem to hit the backside of a barn with their turrets, let alone maneuvering fighters; either with MARS or Smart... Now looking for another M6 to fill that role...
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The carrier's order have no relation to drones attacking. It does not matter whether the carrier is set to Sector Defense, Idle, or even Standby.
Drones launch and attack reliably for me most of the time. When they launch and do nothing, it is usually either because their original target has died, or there are no targets within scanner range of the drone. This can easily happen if you set the engagement range of the carrier very high.
Drones launch and attack reliably for me most of the time. When they launch and do nothing, it is usually either because their original target has died, or there are no targets within scanner range of the drone. This can easily happen if you set the engagement range of the carrier very high.
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