[SCR] MARS Fire Control (v5.25 - 16.02.13)

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plynak
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Post by plynak »

It is possible as the 4.031 version allows me tu run MARS even on ships without MARS bought. But I have not enabled it, I just installed MARS some time ago. And I have just checked and there are log files created in teh directory where saves are located. How to turn the debug off?

EDIT

I have just upgraded to 4.42 and it seems ok. Three beeps and all the texts. Strange...

EDIT 2

And from 4.42 to 4.62 again readtext error :( And I still can use MARS on ships without one installed. I have taken a look into the script editor and there is script debugging off, but I have no knowledge of this editor so maybe I am wrong.

EDIT 3

O.K. With no knowledge of the script editor I managed not only to run it, but even to find a line in the script saying debug=TRUE. I changed it to FALSE and now at least I can no longer run MARS on ships without one installed. But the game still generates log files. I am completely lost now. Any help would be appreciated.
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Fith
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Post by Fith »

Can you actually get MARS to work on ships without MARS installed or are you like me and find that selecting offence or defence in the menu dose nothing? The numbers at the side are greyed out...
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Gazz
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Post by Gazz »

@ plynak

Why did you decide to bring 4.42 into this?

Delete all script files with "MARS" in the name, copy current version over.

No more, no less.

Debug can be toggled in the MARS menu.
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plynak
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Post by plynak »

Hmm, I have not tried to run MARS on ships without one installed as I considered it to be cheating.
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plynak
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Post by plynak »

Gazz wrote:@ plynak

Why did you decide to bring 4.42 into this?

Delete all script files with "MARS" in the name, copy current version over.

No more, no less.

Debug can be toggled in the MARS menu.
Beacuse I wanted to try to update to a more recent version and then to 4.62. I deleted all files as you said and copied the new ones and I had only one menu under the AL settings. BTW what difference is between deleting old and copying new ones and overwriting?


EDIT

I deleted all *mars*.* sripts again, copied the new ones and again I have only MARS for AI ships in the AL menu :(
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DaveyP
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Post by DaveyP »

ok, nearly there.

I ran the uninstall from script editor, saved, then reinstalled latest version. Now I only have MARS on my Boreas and my Chimera. No more audio messages (yay!). All turrets, however, show "standby" and do not fire at any enemy target.

Has anyone else reported this?

It's my own fault, I know, for not backing up.

Cheers.
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Gazz
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Post by Gazz »

plynak wrote:Beacuse I wanted to try to update to a more recent version and then to 4.62. I deleted all files as you said and copied the new ones and I had only one menu under the AL settings. BTW what difference is between deleting old and copying new ones and overwriting?
That way you get rid of all outdated files that have no use or purpose in the current version.

...like unused AL plugins.

DaveyP wrote:All turrets, however, show "standby" and do not fire at any enemy target.
Has anyone else reported this?
No.
Can not reproduce.
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plynak
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Post by plynak »

Gazz wrote:
plynak wrote:Beacuse I wanted to try to update to a more recent version and then to 4.62. I deleted all files as you said and copied the new ones and I had only one menu under the AL settings. BTW what difference is between deleting old and copying new ones and overwriting?
That way you get rid of all outdated files that have no use or purpose in the current version.

...like unused AL plugins.
O.K. so to have only one item under the AL is correct? If not, then I do not see any other way to get 4.62 working properly. Only by reinstalling the game, which I consider a very last option.
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DaveyP
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Post by DaveyP »

No.
Can not reproduce.
ok, thanks for trying. I'll keep playing about with it. Yhink I might have an old version on another machine.
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Gazz
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Post by Gazz »

plynak wrote:O.K. so to have only one item under the AL is correct?
Yes. That's why the others hadn't had their Readtext entries any more. They haven't existed for weeks or months by now.
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nikvest
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Post by nikvest »

Gazz wrote:types\MARS_Repair_Drones.zip
updated for 2.1.


Now also included as
mods\MARS_Repair_Drones.cat
This is very important question: do I use just one of these options?

In other words, if I choose to use mod, do I have to delete types directory in X3TC root directory alltogether?

Edit: was I supposed to copy tships file in types directory in the first place???
plynak
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Post by plynak »

Gazz wrote:
plynak wrote:O.K. so to have only one item under the AL is correct?
Yes. That's why the others hadn't had their Readtext entries any more. They haven't existed for weeks or months by now.
Aha, thanks for the explanation. So I will have only AI ships can use MARS under AL. And I guess the rest is set up under the new MARS setup menu, right? Thanks again for the explanation.
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JustAJ
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MARS good or too buggy?

Post by JustAJ »

Because I placed it in the wrong forum (sorry, im also just new :P ) I copy it here :)

I have some questions about the MARS add on
Ive read that it is really usefull, but in the MARS thread there are really much pages from people who have all kinds of troubles and bugs.
So I have this question: Im playing the vanilla game, should I install it, or does it come with too many troubles?
Second question: does it really add much pleasure etc. to your game, and doesnt it spoil much of the fighting?
I just got the Vidar, so when you guys say its really good, Im gonna try it on that ship.

Im looking forward to your reactions! :D
plynak
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Post by plynak »

Well I had some small problems with upgrading to a new version, but Gazz now explained it to me and what I considered to be a bug (only one selection under the AL menu) is in fact a correct feature of the new version. Will install it again when I get home.
Other than that I have not found any bugs and tbh I can not imagine playing my game without MARS anymore. It is the best turret script and one of the best scripts ever made for X3.
But next time, try not to start a new thread. This question could have been asked in the MARS thread directly.
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Post by xiriod »

MARS is golden. It's one of the top5 must-have scripts really, imho. I have it enabled for me and for the AI that have the MARS equipment installed. I enabled it for all AI ships by mistake, and that made all ships stop dead in the water and not moving :D I guess perhaps you need a really good computer for it to handle that one.
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Re: MARS good or too buggy?

Post by jlehtone »

JustAJ wrote:Because I placed it in the wrong forum (sorry, im also just new :P ) I copy it here :)
Nanook wrote:Ask in the appropriate thread in the Scripts & Modding forum.
[url=http://forum.egosoft.com/viewtopic.php?t=216696][b]T[/b][b]C[/b] [b]S[/b]&M Posting [b]R[/b]ules[/url] wrote:
12. When you download a script or mod from the Scripting and Modding forum post any questions, problems or comments in relation to that script/mod in the thread you got it from. Do Not create a new topic for them.
:roll: Merge.
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BlkKnight
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Post by BlkKnight »

All turrets, however, show "standby" and do not fire at any enemy target.
Save & re-load the save game.
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Gazz
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Re: MARS good or too buggy?

Post by Gazz »

JustAJ wrote:I have some questions about the MARS add on
Ive read that it is really usefull, but in the MARS thread there are really much pages from people who have all kinds of troubles and bugs.
It's "just" a turret script... that comes with a 15 page manual.
(that certainly needs a few more pages again...)
But of course there were a lot of real bugs, too. Just look at the size of the thing.
Will there be more? Most likely. Eventually.

But this is how I imagine a fire control system to work. To do what it can do instead of what you tell it to do. You don't have 6 eyes to keep track of every turret's workspace. (I know, I know - assumption)

One Script to rule them all, One Turret to find them, One Goblin to bring them all and in the darkness bind them.

Second question: does it really add much pleasure etc. to your game, and doesnt it spoil much of the fighting?
It outfits every M2 with a jacuzzi. YA'RLY!
And well, it typically spoil's your enemy's fighting. It's in the job description.

But if you prefer - use vanilla scripts yourself but enable MARS for the AI.
See how that feels. =)
Last edited by Gazz on Fri, 12. Jun 09, 19:06, edited 2 times in total.
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nikvest
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Post by nikvest »

Question repeated due to thread merging:
Gazz wrote:
types\MARS_Repair_Drones.zip
updated for 2.1.

Now also included as
mods\MARS_Repair_Drones.cat

This is very important question: do I use just one of these options?

In other words, if I choose to use mod, do I have to delete types directory in X3TC root directory alltogether? Was I even supposed to copy tships file in types directory in the first place???
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Gazz
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Post by Gazz »

Neither of those is activated by merely extracting the ZIP.

Some may prefer a fake patch. The other way is described in the manual.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.

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