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

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DaveyP
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Post by DaveyP »

BlkKnight wrote:
All turrets, however, show "standby" and do not fire at any enemy target.
Save & re-load the save game.
Nope. Didn't work - gone back to v4.35,

Cheers, anyway.
xiriod
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Post by xiriod »

I have a strange thing happen, again, my turrets suddenly switch to "Defend Station" and won't stick to MARS settings. Then they some times switch to MARS setting, and then back to "Defend Station" again.

Anyone else have had this before? :?
MutantDwarf
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Post by MutantDwarf »

Are you next to a station when that happens? If so, then it's intended behavior - it's so that your ship doesn't accidentally shoot the station (or, at least, so it does it with less frequency).
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xiriod
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Post by xiriod »

MutantDwarf wrote:Are you next to a station when that happens? If so, then it's intended behavior - it's so that your ship doesn't accidentally shoot the station (or, at least, so it does it with less frequency).
I was too busy fighting to notice, but that might have been it. I will take notice next time it happens!
plynak
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Post by plynak »

Hello, I have one more question. I see MARS turret order even on ships without MARS installed. I can not however select these orders. Is it O.K. or is my 4.62 still buggy? Oh and does anyone know how to turn off the scripteditor so it is not shown under commands?
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MutantDwarf
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Post by MutantDwarf »

I see MARS turret order even on ships without MARS installed. I can not however select these orders. Is it O.K. or is my 4.62 still buggy?
This is intended behavior - you can't actually select that order if MARS isn't installed, but it shows up on the list of turret commands.
Oh and does anyone know how to turn off the scripteditor so it is not shown under commands?
The only way to do that is to start a new game without running any scripts (or mods?). If you want MARS or any other script, then you need to have the script editor activated.
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Gazz
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Post by Gazz »

plynak wrote:Hello, I have one more question. I see MARS turret order even on ships without MARS installed. I can not however select these orders. Is it O.K.
Yes. They are greyed out if the ship does not meet the requirements.
MutantDwarf wrote:The only way to do that is to start a new game without running any scripts (or mods?).
If you want MARS or any other script, then you need to have the script editor activated.
No.
Not required for any of the bigger projects.
They all switch the game to *modified* automatically - mostly to eliminate installation tech support. =)

xiriod wrote:I was too busy fighting to notice, but that might have been it. I will take notice next time it happens!
You can select several magnitudes of accuracy in avoiding stations.
Last edited by Gazz on Fri, 12. Jun 09, 22:16, edited 1 time in total.
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plynak
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Post by plynak »

MutantDwarf wrote:
I see MARS turret order even on ships without MARS installed. I can not however select these orders. Is it O.K. or is my 4.62 still buggy?
This is intended behavior - you can't actually select that order if MARS isn't installed, but it shows up on the list of turret commands.
Oh and does anyone know how to turn off the scripteditor so it is not shown under commands?
The only way to do that is to start a new game without running any scripts (or mods?). If you want MARS or any other script, then you need to have the script editor activated.
Thanks, for the explanation. I am happy that 4.62 now runs on as intended.

Aha, O.K. thanks again. Will revert to an earlier save then.
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Messer
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Post by Messer »

DaveyP wrote:
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.
You maybe changed an option in the combat menu. I tried several changes and it worked when I had the same problem0
MutantDwarf
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Post by MutantDwarf »

No.
Not required for any of the bigger projects.
They all switch the game to *modified* automatically - mostly to eliminate installation tech support. =)
Yes, yes, yes - but that also activates the script editor, unless I'm horribly mistaken.
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Gazz
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Post by Gazz »

MutantDwarf wrote:Yes, yes, yes - but that also activates the script editor, unless I'm horribly mistaken.
Yes, you are horribly mistaken.

Modified and Script editor activated are 2 different things.

You could run with a modded TShips and never look at the SE.
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Lancefighter
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Post by Lancefighter »

hey gazz - i noticed after a combat mission, a OWP trying to repair itself through combat drones..

I saw the drones working, shooting the OWP...But eh. They were just going right through it. I did note that it would slowly repair, as if by script, but the repair lasers just went right through their targets. If i put myself in their way, they gladly would shoot me, and i could tell they were hitting...

Also, is it possible to get the repair drones to repair a friendly?
Ive got my ts, with ample supply of drones available, and me in my damaged m3... Would it be possible to get those drones to repair me?
note - reading readme after i post this just in case

edit.

it seems they will repair something if its protected, if option is enabled... Ill check next time im ingame for the option.
Also, only 2/3 of damage? weird...
GobsmackedIII
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Post by GobsmackedIII »

I have the Anarkin Defence Systems carrier script and MARS installed, one of the two is stopping the correct ship from being created in the Treasure Hunt in 2.1, so you might want to check this out. Great script and I made all AI ships use it.
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Gazz
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Post by Gazz »

Lancefighter wrote:I saw the drones working, shooting the OWP...But eh. They were just going right through it. I did note that it would slowly repair, as if by script, but the repair lasers just went right through their targets. If i put myself in their way, they gladly would shoot me, and i could tell they were hitting...
If the OWP was repaired then the lasers did hit.

GobsmackedIII wrote:I have the Anarkin Defence Systems carrier script and MARS installed, one of the two is stopping the correct ship from being created in the Treasure Hunt in 2.1
No.
The treasure hunt is an MD mission so it is not affected by scripts.
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GobsmackedIII
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Post by GobsmackedIII »

Thanks Gazz, I will now go and check back with Technical support, as it is neither of the scripts that I am using.

When I installed I setup a type folder in C:\Program Files (x86)\X3 Terran Conflict and copied the TShips file which was in the MARS_Repair_Drone zip file, could that be my issue? Sorry for being such a noob in this, but could that be my issue?
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Gazz
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Post by Gazz »

Yes, because that is a MOD, not just a script.

And if you did not update that to the current version then you still have the ships as of the 2.0 patch.
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GobsmackedIII
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Post by GobsmackedIII »

I am a bit confused because that TShips file came with MARS and I cannot see any other TShips file in the X3 Terran Conflict folder and sub-folders. I defintaely updated to 2.1 after I installed MARS.

I have no idea what I have to do or how to do it, yet I am embarrased to keep pestring you for help on updates, installations and patching issues, so if you could tell me how I can install the 2.1 version of TShips I will be almost as grateful as I am for using this excellent script, I set it to AI too and really like the additional challenge.
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Gazz
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Post by Gazz »

GobsmackedIII wrote:I have no idea what I have to do or how to do it, yet I am embarrased to keep pestring you for help on updates, installations and patching issues, so if you could tell me how I can install the 2.1 version of TShips
Exactly the same way you installed the 2.0 versin of TShips...

Unpack the ZIP that MARS drops in that folder.
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GobsmackedIII
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Post by GobsmackedIII »

Excellent, thanks very much.
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Gazz
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Post by Gazz »

Version 4.64 released.

Colour coded the EC supply display on the MARS menu main level to match ammo and missiles.

Now if all supply items show green - no need for more than a glance.
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