[SCRIPT] Salvage Command Suite V4.11 [29/12/2012]
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Hi Guffeh,
This is a 'feature' of the game and not something I can bypass.
If you use the SCS 'Collect/Collect All crates' commands they should not overtune your ship, additional Engine, Rudder and Cargobay are stored in the ships Inventory and can be transferred to a carrier/MRS and then equipped on other ships without the full amount.
This is a 'feature' of the game and not something I can bypass.
If you use the SCS 'Collect/Collect All crates' commands they should not overtune your ship, additional Engine, Rudder and Cargobay are stored in the ships Inventory and can be transferred to a carrier/MRS and then equipped on other ships without the full amount.
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Had this script for a while now and loving it. After the pach for AP was updated via Steam, all my game saves were currupt. I looked at the main forum and the nice Eggosoft person said that modified games were not (and why should they) guarrenteed to work and it may be one of the scripts being run that is causing the problem. Not a big problem. I did have a good setup in presidents end with HQ EQ dock and a couple of mines with a load of ships on patrol. But as I was not about to start to remove the scripts I did a fresh start. Now after a 6 hrs of game play I am running all ove the place picking up the loose ships first to get some credits. No combat really just the odd mision as I pass by. I went to get some Rudder optermisations and My Hyp' exploded. Thought I had hit an asteroid? reloaded last save ****** it was way back prob about 10 ships worth LOL. So have just managed to clean up again and jumped into my Gona Ozias? to start to collect some crates, me thinks lets upgrade the Rudder and speed LOL, Exploded on me again. just come out of game to post this to see if there is a fix or it can be looked into.
How it happens to be to the point. Jump into sector with Rudder crates, Target anything solid. Bring up the SCS and go to last scan. Scroll to the sector I am in and clik the Rudder crate, now thats fine, it show the crate in the distance (nomaly 75km odd away) I then use my free with credits jump go get to it. As I hit the jump key I explode.
How it happens to be to the point. Jump into sector with Rudder crates, Target anything solid. Bring up the SCS and go to last scan. Scroll to the sector I am in and clik the Rudder crate, now thats fine, it show the crate in the distance (nomaly 75km odd away) I then use my free with credits jump go get to it. As I hit the jump key I explode.
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It should be out soon, I've just added another feature as several people have said they would prefer a 'lite' version of the scripts, so you can now hide/unhide commands in the SCS menu so it's not so confusing/overwhelming.
Also I've imported the Satellite Network script from the old V2.8 scripts from X3R and am incorporating (and updating) them for the new version.
The delay (
) is due to a menu problem as there is a bug in the game that prevents scripts from running via the 'START->' command if they are called from a script that was already started with the same command (or something like that!), I've not worked out the exact reason for this, but I'm having to try to rewrite how the Satellite Network menu script is activated and how it then activates the Satellite Deployment script.
If it looks too problematic, I will release the scripts with the Satellite Network removed from the menu and continue working on it afterwards.
Hope that alleviates your concerns (if not your frustration)!
Also I've imported the Satellite Network script from the old V2.8 scripts from X3R and am incorporating (and updating) them for the new version.
The delay (

If it looks too problematic, I will release the scripts with the Satellite Network removed from the menu and continue working on it afterwards.
Hope that alleviates your concerns (if not your frustration)!
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I'll admit before I ask- I didn't look in the game or in the thread too hard. By the time it occurred to me my economy was already out of control. From this grievous combination:
Bailing addon
Anyway, now on start two with that script severely reduced, I have an important question. Does.. does the mobile repair ship, the one you can call to your aid that takes control of your ships, charge you?
If so then .. by how much?
I apologize I know the answer is somewhere in the dozens of pages but I'm tired and I know if I don't ask then I won't remember to look later. Thank you if you take a moment to answer.
Bailing addon

Anyway, now on start two with that script severely reduced, I have an important question. Does.. does the mobile repair ship, the one you can call to your aid that takes control of your ships, charge you?
If so then .. by how much?
I apologize I know the answer is somewhere in the dozens of pages but I'm tired and I know if I don't ask then I won't remember to look later. Thank you if you take a moment to answer.
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Hi Probe1,
The MRS you call in does charge you, the cost is relative to the amount of damage the ship has sustained, it is more expensive than sending a ship to a shipyard to be repaired though.
If you are just restarting, I would recommend restarting again (and again) until you get a free MRS as one of the eight freebies created when my scripts first run. It might take several restarts, but you should eventually get one and then all you have to do if go get it!
If you have your own MRS, it repairs your ships automatically (and for free!)
The MRS you call in does charge you, the cost is relative to the amount of damage the ship has sustained, it is more expensive than sending a ship to a shipyard to be repaired though.
If you are just restarting, I would recommend restarting again (and again) until you get a free MRS as one of the eight freebies created when my scripts first run. It might take several restarts, but you should eventually get one and then all you have to do if go get it!
If you have your own MRS, it repairs your ships automatically (and for free!)
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What's "free with credits jump"?[/quote
It's the 'Free jump (credits)' By Grax from 2008. I use it all the time as it's hot key bound and charges you to use it, I think the same amount it would if you were using Energy cells. And it's a lot faster than the normal one, no countdown to jump.
I have not had a ship blow up on me for while now but the auto scan (on entering a new sector) stoped working last night plus the "call the repair ship" is not there. I have rebooted it a couple of times but it's still not working. It's no big thing as I have enough credits to send to ship yard to repair before selling.
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Check to see if the 'Detect Crates' command is still running on your ship (in the command console is should be under 'Additional Commands'). It will be automatically deactivated if you switch to a ship that doesn't have the SCS Software installed.DHSkully wrote:the auto scan (on entering a new sector) stoped working last night plus the "call the repair ship" is not there.
To fix the Repair Ship, run the script 'scs.bonus.scripts' and select the 'Fix broken repair queue' command.
Let me know how you get on!
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question
Hi,
first off, excellent script..Have been using it a great deal the last few days..Really adds a whole new, and more hassle-free element to the game. Two questions though,
a) How can I get in touch with the mobile pirate base to do area salvage? The thing is I'm currently playing XRM with MBRR, and I've set it up so that the Terrans are currently at war with everybody. Being terran myself, this means I'm pretty much stuck to the Terran sectors until I get bigger ships that might be able to survive expeditions outside of the Terran sectors. Is there any way I can get in touch with the pirate base? Or do I have to physically be in the same sector as it is in order to get it to do anything?
b) I've not yet encountered any station wreckages/debris. But I have encountered a Xenon wreckage, and can't seem to figure out how to start salvage on it. Am I supposed to be able to salvage it at all? When I use the salvage hotkey on it, I get the regular salvage menu, but no option to salvage the wreckage.
thank you
first off, excellent script..Have been using it a great deal the last few days..Really adds a whole new, and more hassle-free element to the game. Two questions though,
a) How can I get in touch with the mobile pirate base to do area salvage? The thing is I'm currently playing XRM with MBRR, and I've set it up so that the Terrans are currently at war with everybody. Being terran myself, this means I'm pretty much stuck to the Terran sectors until I get bigger ships that might be able to survive expeditions outside of the Terran sectors. Is there any way I can get in touch with the pirate base? Or do I have to physically be in the same sector as it is in order to get it to do anything?
b) I've not yet encountered any station wreckages/debris. But I have encountered a Xenon wreckage, and can't seem to figure out how to start salvage on it. Am I supposed to be able to salvage it at all? When I use the salvage hotkey on it, I get the regular salvage menu, but no option to salvage the wreckage.
thank you
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Hi mkrco,
Gald you like the scripts.
The MPW patrols an area of about a dozen sectors around Loomankstrat's Legacy(sp?), until the owners trust you, all transactions have to be made in person (after you have gained their trust, you can access the MPW remotely from the SCS menu), so your best bet would be to send a fast ship down there and put satellites in the sectors surrounding LL and when you see the MPW, jump as close to it as possible.
To access it once you find it, target the MPW and 'follow' it, when you get within 2-3000m, they will comm. you.
Where did you find the Xenon wreckage (and what game start are you playing?), I will have a look to see if I can see why it is not being recognised.
EDIT:
As most of the other races are hostile towards you, you had better place Stealth Satellites, otherwise (with 'normal' satellites) they will just get destroyed within a few minutes of you placing them.
Gald you like the scripts.
The MPW patrols an area of about a dozen sectors around Loomankstrat's Legacy(sp?), until the owners trust you, all transactions have to be made in person (after you have gained their trust, you can access the MPW remotely from the SCS menu), so your best bet would be to send a fast ship down there and put satellites in the sectors surrounding LL and when you see the MPW, jump as close to it as possible.
To access it once you find it, target the MPW and 'follow' it, when you get within 2-3000m, they will comm. you.
Where did you find the Xenon wreckage (and what game start are you playing?), I will have a look to see if I can see why it is not being recognised.
EDIT:
As most of the other races are hostile towards you, you had better place Stealth Satellites, otherwise (with 'normal' satellites) they will just get destroyed within a few minutes of you placing them.
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- Joined: Sun, 18. Jan 04, 21:19
Hi, I guess I'll have to go looking for it..It'll be a challenging mission for sure, should be fun!TECSG wrote:Hi mkrco,
Gald you like the scripts.
The MPW patrols an area of about a dozen sectors around Loomankstrat's Legacy(sp?), until the owners trust you, all transactions have to be made in person (after you have gained their trust, you can access the MPW remotely from the SCS menu), so your best bet would be to send a fast ship down there and put satellites in the sectors surrounding LL and when you see the MPW, jump as close to it as possible.
To access it once you find it, target the MPW and 'follow' it, when you get within 2-3000m, they will comm. you.
Where did you find the Xenon wreckage (and what game start are you playing?), I will have a look to see if I can see why it is not being recognised.
I'm using the terran defender start in XRM. The xenon wreckage is in Dark Space Cluster, not too far from the south gate.
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- Posts: 1610
- Joined: Tue, 17. Feb 04, 22:06
Hi mkrco,
I've found (and investigated) the Xenon Wreckage in Dark Space Cluster, it's not 'genuine' (vanilla) wreckage, it's added by the XTM mod.
I'm not sure about your game, but in mine it's also invisible.
The reason my script don't register the wreckage is because they look for the word 'debris' in the name of the object. I can modify them to check for 'Xenon Wreckage' as well though.
If it is visible in your game, can you let me know if it's a wreck of a ship or station?
I've found (and investigated) the Xenon Wreckage in Dark Space Cluster, it's not 'genuine' (vanilla) wreckage, it's added by the XTM mod.
I'm not sure about your game, but in mine it's also invisible.
The reason my script don't register the wreckage is because they look for the word 'debris' in the name of the object. I can modify them to check for 'Xenon Wreckage' as well though.
If it is visible in your game, can you let me know if it's a wreck of a ship or station?
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- Joined: Sun, 18. Jan 04, 21:19