Paul, there is no attack target command for turrets. There is an attack enemies command or an attack my target, and some others, but no attack target command.paulwheeler wrote:This is a problem with the vanilla AP missile boat scripts. It seems they didn't consider that one might want to fire on a station.
The only way you can do it is by ordering your main ship command to attack the station and then set the turrets to attack target (I think). The ship will end up doing an attack run on the station but I think they will eventually fire.
Its not an ideal solution though - anything else would require a rewrite to the vanilla scripts, or adding the barrage command back in - which is incredibly unbalanced and gives the player a massive advantage.
[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
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Sorry - it must be attack my target.BlackRain wrote:Paul, there is no attack target command for turrets. There is an attack enemies command or an attack my target, and some others, but no attack target command.paulwheeler wrote:This is a problem with the vanilla AP missile boat scripts. It seems they didn't consider that one might want to fire on a station.
The only way you can do it is by ordering your main ship command to attack the station and then set the turrets to attack target (I think). The ship will end up doing an attack run on the station but I think they will eventually fire.
Its not an ideal solution though - anything else would require a rewrite to the vanilla scripts, or adding the barrage command back in - which is incredibly unbalanced and gives the player a massive advantage.
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It certainly is not hardcoded, because it is not there, and I am in sector. I think paul even removed that command.morikaane wrote:I suggest you try targeting a hostile and then going the ORDER menu (via the in sector map) for the M7M ship and proceed to open up the order submenu (I'm not talking about the command console) and you'll see a launch missile barrage option --- that one is hardcoded. But you must be IN SECTOR (and have the missiles) for it to appear.BlackRain wrote:There is no missile barrage, Paul took it out of XRM.
M.
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Heard of a script called "Bounce"? I use it, but honestly I never ordered a remote ship to attack a station and see if it collides. I'll be back with that tonight.paulwheeler wrote:(Remote-ships-collide-with-station-when-attacking-it issue
What DoT would be, my noble friend?swatti wrote:(DoT Suggestion)
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Ye not know roleplaying games?
DoT = Damage over Time
In AP the DoT only affects shields. In short, beam touch you - you lose x-amount of shields in x-seconds.
Split PALC does nice dmg cause it last only short time, hence doing all its damage fast. While the "green beam" and both "blue beams" must be kept on target longer to do their full dmg. This the AI cannot do. Giving them the DoT-effect compensates the AIs lack of "I"
DoT = Damage over Time
In AP the DoT only affects shields. In short, beam touch you - you lose x-amount of shields in x-seconds.
Split PALC does nice dmg cause it last only short time, hence doing all its damage fast. While the "green beam" and both "blue beams" must be kept on target longer to do their full dmg. This the AI cannot do. Giving them the DoT-effect compensates the AIs lack of "I"
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[ external image ]BlackRain wrote:It certainly is not hardcoded, because it is not there, and I am in sector. I think paul even removed that command.
If it isn't hardcoded... then it must have something to do with the UI mod I'm using then. I assumed that you couldn't add commands to here (see image). If I have marines on the M7M an extra option to "Launch All Marines" appears.
*shrug*
M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
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I don't care if it is spam it and kill anything too easy. It is my game, not yours. If I want to spam missiles and kill shit it's my prerogative. Stay out of a conversation if you are not going to be productive in it. We were having a discussion.
Morikaane, you must be using a UI mod that keeps it there I guess. It certainly is not on my screen, suppose it can be taken out. What UI are you using>
Morikaane, you must be using a UI mod that keeps it there I guess. It certainly is not on my screen, suppose it can be taken out. What UI are you using>
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Hi Paul,
As some carrier type ships can also dock M6/TS/TP class would it be possible to add this to the ship description? At the moment you cannot tell until you try it. Some carriers let you dock several yet all that's reported is the total docking slots.
I guess all that's needed is one line added to the description of any vessel that has docking bays - even on M6's it'd be nice for "a single M5" to be confirmed when that's the case.
Cheers,
Scoob.
As some carrier type ships can also dock M6/TS/TP class would it be possible to add this to the ship description? At the moment you cannot tell until you try it. Some carriers let you dock several yet all that's reported is the total docking slots.
I guess all that's needed is one line added to the description of any vessel that has docking bays - even on M6's it'd be nice for "a single M5" to be confirmed when that's the case.
Cheers,
Scoob.
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Many ships already have that in their description. It is in my long term plans to do, but its a lot of ships and a lot of work...Scoob wrote:Hi Paul,
As some carrier type ships can also dock M6/TS/TP class would it be possible to add this to the ship description? At the moment you cannot tell until you try it. Some carriers let you dock several yet all that's reported is the total docking slots.
I guess all that's needed is one line added to the description of any vessel that has docking bays - even on M6's it'd be nice for "a single M5" to be confirmed when that's the case.
Cheers,
Scoob.
If you want a reference check out the BSD mod thread - most of the XRM docking is taken from this mod.
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Well, I have done some testing, will do more to confirm.
First AP.: there seemed to be no difference between using the no fog mod and not using the no fog mod, with regards to the FPS. I did see a little improvement when I reduced the draw distance to low, ( with no fog, ) but not much. This in Omicron Lyrae ( sp ) wit a moderate battle going on. Thing is it was much better today, no slide show, even at very high draw distance, just a little stuttering in the busiest views. Could this be because I had just started the game, had only been playing for a while? If so what causes the fps to slow after you have been playing for a while?
What I have also noted after playing Ap and TC so soon, one after the other, is that AP looks better, richer somehow. It also makes my GPU run hotter by a good 8 - 10 degrres C.! ( I will check this further. )
Second TC.: I removed the Mk 2 MMD and ran several tests in Grand exchange with Hawks with many Tommohawk missiles, versus quite a few Xenon.
I had no crashes, just a slight stutter when they launched their load once or twice. Everything fine with 7 Hawks offloading together, wheras before crash after crash! The only other problem was with two of the hawks blowing themselves up with their own missiles, WITHOUT and hostile fire nearby. Something wrong with the model? sorry I cannot check the model.
I have noticed that the sounds seem mostly the same between AP and TC, which leaves me wondering why sounds are sometimes a prob for me in AP, but not TC...
I think that is all for now.

First AP.: there seemed to be no difference between using the no fog mod and not using the no fog mod, with regards to the FPS. I did see a little improvement when I reduced the draw distance to low, ( with no fog, ) but not much. This in Omicron Lyrae ( sp ) wit a moderate battle going on. Thing is it was much better today, no slide show, even at very high draw distance, just a little stuttering in the busiest views. Could this be because I had just started the game, had only been playing for a while? If so what causes the fps to slow after you have been playing for a while?
What I have also noted after playing Ap and TC so soon, one after the other, is that AP looks better, richer somehow. It also makes my GPU run hotter by a good 8 - 10 degrres C.! ( I will check this further. )
Second TC.: I removed the Mk 2 MMD and ran several tests in Grand exchange with Hawks with many Tommohawk missiles, versus quite a few Xenon.
I had no crashes, just a slight stutter when they launched their load once or twice. Everything fine with 7 Hawks offloading together, wheras before crash after crash! The only other problem was with two of the hawks blowing themselves up with their own missiles, WITHOUT and hostile fire nearby. Something wrong with the model? sorry I cannot check the model.

I have noticed that the sounds seem mostly the same between AP and TC, which leaves me wondering why sounds are sometimes a prob for me in AP, but not TC...

I think that is all for now.

Last edited by greypanther on Tue, 24. Apr 12, 22:02, edited 1 time in total.
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'Cause there's bugger all down here on Earth
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Why, of course! How did I let myself not to see that?swatti wrote: Ye not know roleplaying games?
DoT = Damage over Time
Yes, AP I don't know, but TC has some half-second-long beams, at least the ones I use. It's fine for me, since I ignore MARS and do fight a lot of fighters (and those darn things move fast!). Improved duration on beams would only be pleasant if one is fighting large and slow ships. Fighters move too much for a 3-sec-long beam.swatti wrote: In short, beam touch you - you lose x-amount of shields in x-seconds.
I got one interesting solution to this, which I consider to be playing real dirty: Change, in TMissiles, the desired missile "fire rate". For instance, I got Tomahawks at 500 missiles per minute. Combine that with a trained finger and you got a explosive machine-gun; real M2-killer.The fellas discussing Missile Barrage wrote:(Their discussion)
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UPDATE ON THE 1.20 UPDATE
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Good news - its nearly done and its big, and actually quite a lot of it will be for both AP and TC.
Bad news - probably wont be finished till some time next week.
There are quite a few new features (don't worry none will affect performance!) and I want to make sure they are 100% right, but I'm not getting a huge amount of time to test. I'm not going to give you all the details yet as I'm not 100% sure on all of it yet.
Anyway, here is a little teaser for one of the graphical updates coming in 1.20:
[ external image ]
---------------------------------------
Good news - its nearly done and its big, and actually quite a lot of it will be for both AP and TC.
Bad news - probably wont be finished till some time next week.
There are quite a few new features (don't worry none will affect performance!) and I want to make sure they are 100% right, but I'm not getting a huge amount of time to test. I'm not going to give you all the details yet as I'm not 100% sure on all of it yet.
Anyway, here is a little teaser for one of the graphical updates coming in 1.20:
[ external image ]
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You mean how the ship is cast in a red glow just like the sun?paulwheeler wrote:Thats not Immersive Environments. Its the current XRM Backgrounds pack.
The new feature is the sun effect...
I though TC always did that.....

I thought about an idea for Taxi's. Basically it's liike hiring a TL to build a station for you. Taxi's would use a TM so you can use it's jump drive for small ships. You would basically hire a taxi TM and the ship's control is transferred to you. You dock with it and Jump to the sector you wanted to go to. The Ship is returned to the AI when you undock your fighter/s and you are charged a fee for the distance of the jump and the amount of E-cells used, and if you transported more than 1 ship. Plus a small fee for initially using it of course. If the ship is destroyed because you jumped into a Kha'ak sector for instance, the ship's cost along with all it's equipment are added to your bill along with a small ding in rep.
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I like it but it sounds complex to makeOsiris454 wrote:You mean how the ship is cast in a red glow just like the sun?paulwheeler wrote:Thats not Immersive Environments. Its the current XRM Backgrounds pack.
The new feature is the sun effect...
I though TC always did that.....
I thought about an idea for Taxi's. Basically it's liike hiring a TL to build a station for you. Taxi's would use a TM so you can use it's jump drive for small ships. You would basically hire a taxi TM and the ship's control is transferred to you. You dock with it and Jump to the sector you wanted to go to. The Ship is returned to the AI when you undock your fighter/s and you are charged a fee for the distance of the jump and the amount of E-cells used, and if you transported more than 1 ship. Plus a small fee for initially using it of course. If the ship is destroyed because you jumped into a Kha'ak sector for instance, the ship's cost along with all it's equipment are added to your bill along with a small ding in rep.