[Script] Medusa Rapid Fire Missile Interface 1.4 19/7/10 [Overhall&EMP Fix]

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

Rate The Plugin

5/5
74
49%
4/5
12
8%
3/5
7
5%
2/5
0
No votes
1/5
1
1%
I have cream and tissues at the side of my bed
57
38%
 
Total votes: 151

Tiberiumkyle
Posts: 95
Joined: Tue, 13. Jun 06, 01:36
x4

Post by Tiberiumkyle »

Awesome work LV, but there's only 1 thing I've found that I don't like about it (may be a bug, not sure)

The Fire Medusa Single Target has a max range of 10km. I know the Medusa Multiple target has that as it's max range, but it seems rather odd to me for that to be max range for the single target as well.

Can that be fixed?
User avatar
LV
Sith Lord
Posts: 8255
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by LV »

from my memory (i'll use the term loosely atm) the 10k was the max distance for most missiles excluding the disruptor when i made this with X3 RU, if this has changed i'll have a look but at the moment i've just got up (22:48 here) after a marathon 12 hr day/night out and i'm feeling pretty delicate :oops:

i'm also very glad firefox has an instant spell checker
LV's TC Scripts
Readme's For All My Scripts


I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

si tacuisses, philosophus mansisses
Tiberiumkyle
Posts: 95
Joined: Tue, 13. Jun 06, 01:36
x4

Post by Tiberiumkyle »

Is the max distance for this determined by the missiles actual range, or something else? Most of the missiles I carry have ranges of 15-20km+, some of them reach out to 70-90km. (I use scouts to paint targets :D )
User avatar
Malakie
Posts: 1061
Joined: Tue, 13. Apr 04, 23:08
x4

Post by Malakie »

LV wrote:from my memory (i'll use the term loosely atm) the 10k was the max distance for most missiles excluding the disruptor when i made this with X3 RU, if this has changed i'll have a look but at the moment i've just got up (22:48 here) after a marathon 12 hr day/night out and i'm feeling pretty delicate :oops:

i'm also very glad firefox has an instant spell checker


Ahh here's to your 'delicate' status: WAKEUP, TIME TO GET SOMETHING DONE!!! :o :shock: :D


Here is coincidence for you.. I JUST brought this thread up for the EXACT same question.. the distance of firing.. I think a good distance thing to do is allow the user to set what they want but if it would be to much of a hassle to add that, I would say 15-17km distance would be great.. in my opinion of course.

Another idea I had was the ability for the ship to purchase say a very expensive device that could 'mask' missile and torpedo signatures until they get close enough to the enemy vessel for its radar to 'burn through' the jamming... Obviously the better their radar the farther away they will see incoming missiles. But with this special equipment, it would allow some of your missiles to stay undetected until within say a 1km....

Right now firing any kind of missile at many types of ships is a waste because they just shoot everything down. Where if you had this device installed and you fire 5 missiles at a target, perhaps you now would at least get one of two hits instead of automatically getting none...
Take it light.....

Malakie

----------------------------------------------------
Tiberiumkyle
Posts: 95
Joined: Tue, 13. Jun 06, 01:36
x4

Post by Tiberiumkyle »

Have to agree with Malakie, I've resorted to mostly just swarm missiles, otherwise enemy ships tend to shoot most if not all of them down. Same for boarding pods at any kind of distance :(
User avatar
Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz »

Malakie wrote:Another idea I had was the ability for the ship to purchase say a very expensive device that could 'mask' missile and torpedo signatures until they get close enough to the enemy vessel for its radar to 'burn through' the jamming... Obviously the better their radar the farther away they will see incoming missiles. But with this special equipment, it would allow some of your missiles to stay undetected until within say a 1km....
You can not alter detection of a missile.
You can, however, patch a WAIT interrupt script on top of the enemie's turret scripts.
Then they can't fire at all until the wait finishes and terminates. =P
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.
User avatar
LV
Sith Lord
Posts: 8255
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by LV »

Gazz wrote: =P
better still when i got up today i thought should a faff about linking into turrets or use my force powers.........



So i've written in the Medusa Holographic Interface which scans ships for turrets and fires holographic missiles to spoof them before the real missiles are fired and also built ECM into the firing arc ;)

Should be ready tomorrow
LV's TC Scripts
Readme's For All My Scripts


I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

si tacuisses, philosophus mansisses
Tiberiumkyle
Posts: 95
Joined: Tue, 13. Jun 06, 01:36
x4

Post by Tiberiumkyle »

You sir, are awesome.
User avatar
Malakie
Posts: 1061
Joined: Tue, 13. Apr 04, 23:08
x4

Post by Malakie »

LV wrote:
Gazz wrote: =P
better still when i got up today i thought should a faff about linking into turrets or use my force powers.........



So i've written in the Medusa Holographic Interface which scans ships for turrets and fires holographic missiles to spoof them before the real missiles are fired and also built ECM into the firing arc ;)

Should be ready tomorrow

Kick ass awesome... 8)
Take it light.....

Malakie

----------------------------------------------------
User avatar
Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz »

LV wrote:So i've written in the Medusa Holographic Interface which scans ships for turrets and fires holographic missiles to spoof them before the real missiles are fired and also built ECM into the firing arc ;)
I also had this idea for a potential MARS missile turret but I doubt I'll get around to it anytime soon - if ever.

You can not run a script on a missile but you can remote control it.
get / set rotation
works on missiles.
Well enough to make them... dance... into the fire, that fatal kiss is all we need...

Err, got carried away. I mean dance into the turret fire and give the ship a fatal kiss... instead of flying a straight and easy to intercept course.
Disco, Baby!

Rotations of +/- 1000 on a 20-40 ms timer appear fluid enough and all you need is to divert the missile a little off course. Then you release control for a while and let it track normally.
No need for any tricky 3D math so it's fast. Once missile enters laser range, random diversion off normal by a few degrees on 1-2 random axis. Big deal.

This would put a wholly new meaning into "guided" missile and go very well with the "interface" theme.


I also considered "hacking" missiles and sending them back to the M7M they came from.
But that would be evil, no?
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.
User avatar
Malakie
Posts: 1061
Joined: Tue, 13. Apr 04, 23:08
x4

Post by Malakie »

Gazz wrote:
LV wrote:So i've written in the Medusa Holographic Interface which scans ships for turrets and fires holographic missiles to spoof them before the real missiles are fired and also built ECM into the firing arc ;)
I also had this idea for a potential MARS missile turret but I doubt I'll get around to it anytime soon - if ever.

You can not run a script on a missile but you can remote control it.
get / set rotation
works on missiles.
Well enough to make them... dance... into the fire, that fatal kiss is all we need...

Err, got carried away. I mean dance into the turret fire and give the ship a fatal kiss... instead of flying a straight and easy to intercept course.
Disco, Baby!

Rotations of +/- 1000 on a 20-40 ms timer appear fluid enough and all you need is to divert the missile a little off course. Then you release control for a while and let it track normally.
No need for any tricky 3D math so it's fast. Once missile enters laser range, random diversion off normal by a few degrees on 1-2 random axis. Big deal.


I also considered "hacking" missiles and sending them back to the M7M they came from.
But that would be evil, no?

These are great ideas. You could make this another piece of equipment that a player could purchase to equip their ship with! Expensive but worth it. It would allow certain missile types to initiate evasive maneuvers until a certain distance from the target where then it goes into terminal strike mode...

And then make another item just for the missile hacking where you can send them back to the target that launched them! You could have this box have only a 30-40% chance of working and only on certain missile types but boy would it be fun just to see this happen once in a while... Of course this tech would be seriously expensive to purchase as well.

BTW, I was United States Navy until all my injuries finally were enough to have them say enough and here is your disability pay for the rest of your life. Then they said go enjoy being retired the rest of your life..btw, I am only 45 so I plan on enjoying it! LOL (I make it sound so 'happy'... believe me it is not. To hell and back many times but no regrets. I also do not plan on letting my injuries keep me from enjoying what I can)

Anyhow, All these ideas are right on for technology we use today in our military forces... Many of my own ideas are directly from technology in use. I figure if we can do this in real life, why not in X3 life?
Take it light.....

Malakie

----------------------------------------------------
User avatar
Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz »

Malakie wrote:These are great ideas. You could make this another piece of equipment that a player could purchase to equip their ship with!
No, I won't. LV will!
This is not the scripter you are looking for. Move along. *mysterious hand wave*

I just tried it and technically it works. It's also relatively simple to implement so I doubt he can resist. =P

Anyhow, All these ideas are right on for technology we use today in our military forces... Many of my own ideas are directly from technology in use. I figure if we can do this in real life, why not in X3 life?
The MARS script is all about that. Predicting actual hit probabilities instead of a "shoot the red dot roulette" and using cheap but high speed drones to act as decoys to draw fire away from the ship or intercept missiles...
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.
User avatar
LV
Sith Lord
Posts: 8255
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by LV »

updated to 1.2 see first post

plugin now has the Medusa Holographic Interface which creates holographic missiles

update instructions

just remove 1.1 and install 1.2, no need to turn the plugin off
LV's TC Scripts
Readme's For All My Scripts


I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

si tacuisses, philosophus mansisses
User avatar
Malakie
Posts: 1061
Joined: Tue, 13. Apr 04, 23:08
x4

Post by Malakie »

Gazz wrote:
Malakie wrote:These are great ideas. You could make this another piece of equipment that a player could purchase to equip their ship with!
No, I won't. LV will!
This is not the scripter you are looking for. Move along. *mysterious hand wave*

.

:D Heh I was just throwing it against the wall to see what sticks.....
Take it light.....

Malakie

----------------------------------------------------
Tiberiumkyle
Posts: 95
Joined: Tue, 13. Jun 06, 01:36
x4

Post by Tiberiumkyle »

I've recently been playing around with M8's and M7M's, and found they have a missile barrage command in the additional ship commands. When selected, it has you choose your sector, then a target, and it then fires 9 missiles, all at once, instead of rapidly 1 by 1 like Medusa. It's also not limited by range, all it cares is that the target is in the same sector as you are. Is it possible to incorporate that command into Medusa, perhaps a hotkey to make it a bit more convenient?
Rawr!
Stealth17
Posts: 325
Joined: Thu, 1. Nov 07, 19:11
x3tc

Post by Stealth17 »

Hey LV,

Nice script! Great work. It's just great to seem my M7M launch 27 Flails rapidly and see just about the same number of ships blow up :lol:.

Anyway, I've been creating bomber-wings to quickly jump in, launch 3-6 Tomahawks at a target and get out. Medusa works perfectly if you use only 1 ship for it but unfortunately the script doesn't work with a wing. I tried setting the missile fire probability at 100% as an alternative but my smart-as-a-brick bombers just started following the targeted Q. Needless to say, they didn't live to tell the tale...
So here's my question: is it possible to add a function that allows a wing to launch missiles using Medusa if all ships have the system installed? Create a Wing Launch Medusa under the Combat menu?
Perhaps I've simply overlooked another option or the option is already there, in which case, please slap me in the face to wake me up :lol:.
Tiberiumkyle
Posts: 95
Joined: Tue, 13. Jun 06, 01:36
x4

Post by Tiberiumkyle »

I can't seem to get the Holographic Interface to show up anywhere, nor can I install it via the cheat package. I can find it under the add any ware, and add it to my freight bay, but I can't install it.

Running 1.2.1 Steam version of TC, I do have the EMP installed.
Rawr!
User avatar
LV
Sith Lord
Posts: 8255
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by LV »

Tiberiumkyle i take it you have the M RFMI in the wares list if so i'm perplexed as to why it's not in there

open plugin.medusa.install ingame and see if the holoface is listed

you should see this

Code: Select all

001   $m = Medusa RFM Interface
002   $e = ECM Counter Measure
003   $h = Medusa Holographic Generator
as far as the other posts, they are good ideas and i may build in wing commands but first i need to get DMA out which is no easy feat
LV's TC Scripts
Readme's For All My Scripts


I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

si tacuisses, philosophus mansisses
Tiberiumkyle
Posts: 95
Joined: Tue, 13. Jun 06, 01:36
x4

Post by Tiberiumkyle »

[removed by Tiberiumkyle]


EDIT: figured out what was wrong. Script doesn't care that it's a trade good. Only cares that I have it onboard. :oops:
Rawr!
User avatar
Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz »

About those Holo Missiles. I hear they are timed but end up circling / flying through the target ship.

Would it not be more realistic (and look better =) if they poofed when Distance.to.target < Target.Object.Size / 3 ?

Once the missile has "hit" the target, the spoof "has been discovered". After that it's merely exploiting the stupid turret scripts that target "the" closest missile - even if that one is flying circles inside the ship.


Also, are you planning a way to enable this for AI ships?
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.

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”