I think i found why i can't add any centaure to my "corvette groupe"
It's because there are capable of carrying a single ship and must be considered as a carrier by codea...
Anyone succed in adding a Heavy centaure in the corvette groupe?
Edit i successfully added a Skiron, it is something that can be fix i guess?
Edit 2: Finally i managed to add the centaure to the corvette groupe, i cloned the ship and put another pilote (last one seems buggy)
risbox: ships don't have to be assigned as a carrier, just because they are able to carry other ships. You can assign them to their proper ship class of course, as you already recognized.
As a hint for your next time, you get problems to add ships. Just use the "analysis to log" feature Lucike uses in most of his scripts to check for problems. In the case of CODEA, the created logfile (found in a textfile just beneath your savegame directory) contains information about missing items of following or docked ships.
CODEA and ADS don't conflict, but you can't use both on the same carrier. So choose which ships get what. Personally I only use CODEA, but I have ADS installed so Pirate Guild can take advantage of it.
CODEA is not a software extension. You need to have the required software onboard for it to be available under the Combat menu though. It's available on all ships that have a hangar bay and
Fight Command Software MK1
Fight Command Software MK2
Life support for cargo space
Navigation Software MK1
I strongly advise that your carrier have the transporter device and all your fighters have the Docking computer as well.
manole wrote:CODEA and ADS don't conflict, but you can't use both on the same carrier. So choose which ships get what. Personally I only use CODEA, but I have ADS installed so Pirate Guild can take advantage of it.
CODEA is not a software extension. You need to have the required software onboard for it to be available under the Combat menu though. It's available on all ships that have a hangar bay and
Fight Command Software MK1
Fight Command Software MK2
Life support for cargo space
Navigation Software MK1
I strongly advise that your carrier have the transporter device and all your fighters have the Docking computer as well.
thankyou
its a shame i cant get other military personnel, since being terran im at war with the argon
Hey everyone. Great script but i'm having some problems adding ships to my carrier fleet. I have a centaur and a griffon that refuse to join. In the codeas log it says that both ships "Weapons: not installed". I'm running Mars on the ships... turned that off.... moved the weapons in the turrets around. Just can't figure it out. I wondered if anyone has any ideas, or if this is a known bug.
Step by step for adding a big ship (M6 as an example) to your carrier.
step 1 be in space
step 2 make sure the m6 has at least 1 weapon installed in 1 slot.
step 3 order corvette to follow CODEA carrier
step 4 when corvette is in transporter range, open "Personel administration" and "transfer pilot to cockpit". Choose a lieutenant or higher rank and transfer him to the cockpit of the m6
step 5 make sure the pilot is in the cockpit and that the ship is following the carrier
step 6 go to "hangar and battle-group" and add the corvette in the corvette battle-group.
CODEA should be compatible with MARS, although I use MEFOS only.
thanks manhole. But i've already moved through those steps... at least i think i have.... codea is full of some crazy stuff and it's hard to wrap my head around all the requirements to get a ship in fleet. But i've already added a corvette and a frigate, i'm just having trouble adding a second corvette and frigate. In the log generated by codea it tells me the thing that is missing for both ships is weapons. But they have weapons and have them installed in the main weapon slot as well as turrets.
Idk, i might just be missing something simple... maybe i keep thinking i see navigation software installed, but it's not really there. It becomes a jumble of words and stuff after a while. I might just give up on these two ships and keep them for my own personal use.
A couple other questions if you or anyone else knows. First of all, i'm still learning my way through the codea system... so some things may later become clear... but i'm curious about resupplying ships in the carrier fleet. Whether they grab ECells from the carrier after jumping, if they resupply themselves from the carrier or tender at all. Or if i need to set up some CLS2s to do the job?
And finally, i've also been trying to set up my carrier to send off escort ships so i can battle it out with some wingmen watching my back. That seems to be working fine, but if i send the 'retreat fighters' command to the carrier... they retreat and dock, then launch, then dock then launch ad infinitum. Wondered if anyone else was having this problem.
Don't worry, when I first started using Lucikes scripts I was all kinds of confused at first, but now it's like second nature. The good thing about his scripts is that they are consistent, so once you master one you kind of know your way around most of them.
regarding logistics.
The carrier itself can be resupplied in various way, the most efficient being a TL tender with a TS supply tender. You can also use a CLS ship but CLS is a civilian ship, so it launches drones and runs away when it encounters enemies.
Now, the carrier resupplies every other ship in the battle group/hangar. The way it does this is by using the "armaments and equipment" menu.
Choose the battlegroup, then choose Corvette, and under the Ammunition section you can add how much E-Cells they should have.
The Tender beams E-Cells onto the carrier, and then the carrier fills up the rest of the ships. Same thing with missiles. Just make sure the ships are in transporter range, so regroup after jumps.
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Regarding personal escorts, I do that too. There is a hotkey you have to set called 'Escort of the Commodore' Use that instead of "retreat fighters" for your personal escort.
Awesome. Thanks! I tried accessing the armaments page for my ships, but i expected the ecells/jump range to be higher up in the menu... doh. Went through menu after menu setting up jump ranges wondering if that would fix it... and the tenders just sat around doing very little. This should solve everything.
I used this script last year when i was playing TC. Played it long enough to know it can do some things i want it to, but not long enough to remember how to do them. Gonna add the escort request to my keyboard, somewhere. Thinking about downloading Gazz's hotkey script so i can add some more. Can't believe you can't use alt/ctrl as modifiers.
1. help me understand how the patrol command works, i have 3 m4s that i set to patroll and 4 m3 set as escorts. they undocked and started there patroll and a khaak cluster with 1 m3 and 5 m5 appeard off in the distance where the patrol was heading. one they noticed it they turned around and redocked? arnt they supposed to engage targets?
i wanted to put the the XRM m3b in the fighter hanger so they would undock and aim at killing the bigger targets and patrol hanger for the conventional fighters
edit, i changed the 3 m4s to 7 m3s into patroll hanger but the same thing happed where they wouldn't undock even if a single enemy m5 was out.
2. in the armament and equipment section if i have a mixed composition of m3 and m3bs and tell it to load the m3b missiles will it load them into the m3 as well?
3. is it possible to put a lower lvl pilot into a m7 and let him just guard the carrier with the protect command in order to level up that pilot till he can be part of the battle group.
I'm not sure why your patrollers turned chicken, but mine always engage. Check all the individual settings to ensure that the patrol has been told to engage targets.
It will load all fighters equally.
No, because the default guard command is completely separate from the CODEA pilot structure. The best option would be to stick them in a corvette and use the Security and Rescue Service to level them, since that was also made by Lucike. It doesn't take too long to get to the right level.
I read the last twenty pages, and I'm surprised that this hasn't been asked yet (if it has, my apologies for missing it).
Is this compatible with Albion Prelude? I'm assuming that it is.... (already installed it, but haven't gotten far enough to start building my task forces)
And is Lucike going to continue to expand on this superb set of scripts, or has he move on to other things?
Triaxx2 wrote:I'm not sure why your patrollers turned chicken, but mine always engage. Check all the individual settings to ensure that the patrol has been told to engage targets.
is there a setting in the code of conduct that im missing? could you possibly share how you have your hangers and code of condusct is setup iv tryed adding them into wings and forcing them to attack, played with many of the weird settings in the code of conduct and still nothing should i do an analysis to log ad post that?