[SCRIPT] Salvage Command Suite V4.11 [29/12/2012]
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that's a really bad mechanic.... damages your ship before repairing it.TECSG wrote:Hi,
The problem with the repair lasers is that several routines like Salvage Debris and Upgrading the MRS use the repair laser as a non-destructive weapon that the NPC ship can 'fire' at the ship/object...
Currently, upgrading the MRS causes damage to it!
what if you use the mining drill, or pretend there's a repair laser, or ask litcube if he can add the repair laser back.
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Ah yes I remember that quirk now having to use a repair laser in Vanilla on the Aran to make it hostile so you can board it.TECSG wrote:Hi,
The problem with the repair lasers is that several routines like Salvage Debris and Upgrading the MRS use the repair laser as a non-destructive weapon that the NPC ship can 'fire' at the ship/object...
Currently, upgrading the MRS causes damage to it!
I think in that case probably the best way would be to ask Litcube nicely if he could add the repair laser back in like Joelnh said... even if its not available to buy anywhere as long as the reference to it is in the code that would solve part of the problem at least.

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I think the repair laser is still in the game files but not buyable and ships can't mount it. so, could your script be modified to add it to the cargo bay and use it from there?
or how about use one of the ships that are not used... i.e. Khaak.... seeing a khaak ship repairing ships would be weird / funny.... but a possible solution.
or how about use one of the ships that are not used... i.e. Khaak.... seeing a khaak ship repairing ships would be weird / funny.... but a possible solution.
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Hi, I use this wonderful script along with the X3 Rebalance Mod. I'm well into what's become a very long game and all this time I've been using the "Salvage Menu->Donate->Player" on any unique ship I salvage since the game kept telling me every time that the blueprints would be transferred to an HQ once I got one. In XRM you can buy those and I finally managed to save up enough money to get one, but all those blueprints I'd presumably stored up never arrived. Any idea how I can kickstart the transfer from whereever they're stored?
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Maybe it's because it's a purchased XRM HQ? The script definitely detects the PHQ, I tested it donating to player with a ship I hadn't discovered before I'd gotten the HQ and it sent the blueprint to it, but the ones I'd done before the HQ are still MIA and I can't re-donate them to player since the script seems to assume I've already done so. The only other HQ affecting mod I have is Ware Blueprint Manager, but I actually cleaned the save of that mod and tried dropping the first HQ again, and no blueprints showed up, so it appears that's not the issue.
Update: I tried rebooting the script. After the load, I got a message "Transfering "L" blueprints to your HQ" (I guess that was first on the list or something?) but when I looked at the HQ there were still no new blueprints available.
Edit: Ok, I think I've definitively found the culprit and I'm pretty sure it's not SSC. I use a mod called autosave that essentially creates an HQ every 15 minutes out in the fringes of the system you're in, docks you to it, saves, and then puts you back where you were and destroys it. I should have realized really. Derp. Sorry for wasting your time.
Update: I tried rebooting the script. After the load, I got a message "Transfering "L" blueprints to your HQ" (I guess that was first on the list or something?) but when I looked at the HQ there were still no new blueprints available.
Edit: Ok, I think I've definitively found the culprit and I'm pretty sure it's not SSC. I use a mod called autosave that essentially creates an HQ every 15 minutes out in the fringes of the system you're in, docks you to it, saves, and then puts you back where you were and destroys it. I should have realized really. Derp. Sorry for wasting your time.
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Final note from me: After getting rid of the autosave mod, a simple restart of the script and all the blueprints were where they should be, safe and sound. The following is more of an FYI for anyone that wants to use this mod and Ware Blueprint Manager - don't. The two mods do not play well whatsoever, even the compatibility version for that mod. I experienced crashes, freezes, a variety of strange issues like the HQ not being able to reverse engineer, not properly updating blueprints. In the end axing Ware Blueprint Manager solved all issues and the HQ now works just fine. So if you want to use that mod, you'll have to pick between this and that.
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I have a question.I have a SCR installed on remote salvage ship and i find and claim some ships with that ship.
It is possible to call repair ship using that ship or is only possible if my controlled ship is in the same sector with the ships which i claime.
So put in another words is possible to call repair ship using remote and how?
It is possible to call repair ship using that ship or is only possible if my controlled ship is in the same sector with the ships which i claime.
So put in another words is possible to call repair ship using remote and how?