i take a closer look for this into the scriptw.evans wrote: edit: forgot:At the moment, this is set to <set_value name="$MICT_MinAimDist" exact="this.ship.maxcombatrange.all * 0.5f"/>Marvin Martian wrote:also it might be better not jump/boost/move around and stay in position as long as possible but always nose straight to main-target
If MOCT_supp3 is installed, Sucellus IHC range is 18,000m bringing bug-out range to 9,000m, which is excessive. That gives you a 1km buffer before anything other than a Balor's torpedoes come into play.
However, set it to that because if someone does not have MOCT_supp3, IHC range drops down to 8km, and bug-out range is then 4km. Well into JET/MA range, and coming into Plasma/MA range. Could fix it to a particular distance, but then it won't work very well for something like your Cerberus which uses that behavior but at a closer range.
Effectively, compromise is between modularity, compatibility with any other mods, and absolute effectiveness.
Think it's an ok compromise for now, but am open to suggestions.
i think the main-"problem" is, that the fight is one big while
so you can't work with label and resume for to do what you need instead of whats next, so the movement process will be done always, and like i said in the other thread, sometimes the enemy come close for a good fight, but the ship is processing a movement to a position that outdated long ago
then i found some Aimvectors that only used from non-LR ships, that may be the reason why the LR ship often jump/boost on top of the enemy, mainweapon direction straight into nowhere
now it works like
you positioning the LR ship at start - so far so good, but then the the movement-actions beginning and the LR ship never gets really placed against the target into a good position again
i know to change that skript now is a problem, but i had used more label and resume-label to process movements, do wait actions, calculate postions and so on
maybe it might be possible to add a own section lable name=lrfight in front of the "label fight"-while for LR ships that only positioning look_at target and do only wait, if nothing happend resume that, don't move, otherwise resume-fight to process movements
you could do that also with more do_if/else/elsif stuff inside the while but that makes more redundant code and isn't necessary