[SCR] Smart Turrets v4.7.2 (AP, 05-04-14), v2.6 (TC, 21-08-13)

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garrry34
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Post by garrry34 »

you must have dumped some nitro it the last update(1.9) love it, though it might be something to do with the reset, the reason I requested it was to refreshed the scripts and setting, kind of like IR with its reinstall.
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Post by Shimrod »

No, it was definitely bugged in some way since maybe 1.6, I've had a nagging feeling of my own that it hasn't been performing at its best. Yours and Hektos' feedback made me certain of it.

I can't be sure exactly what was causing it but seeing it in operation I'm convinced antimissile is back to its old self again.
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Post by garrry34 »

just to clarify does the turret need to be set as on defense inorder to defend against missiles, I've be running my ship on all offense and I am now trying a mix of both...
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Post by Shimrod »

No, antimissile works in all modes. Defense mode makes it not target hostiles unless they've attacked the ship or have 'gun ports open' (we're set as their attack target). At least it should do - I haven't tried that for a while!

There's no 'missiles only' mode - hasn't come up yet.
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Drewgamer
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Post by Drewgamer »

Shimrod wrote:...The falcon in XRM is 180 m/s. In vanilla that's pretty fast for a fighter, M 300 m/s. I fear that if I lower the bar too greatly, in vanilla turrets will shoot PPC at nearby M3. I'm not unhappy with the Pteranodon performance versus 30 M's and falcons, even with flak ejected.
I was actually quite happy with performance (aside from anti-missiles) in 1.8, I wouldn't worry about it too much. SMART chooses the right turret very effectively. I was quite surprised (in a good way) when the Valhalla pulled off a few Point Singularity Projector shots on a passing M6 that slowed down to turn, then switched back to Matter/Anti-Matter Launchers as it sped up.
Shimrod wrote:No, antimissile works in all modes. Defense mode makes it not target hostiles unless they've attacked the ship or have 'gun ports open' (we're set as their attack target). At least it should do - I haven't tried that for a while!

There's no 'missiles only' mode - hasn't come up yet.
As of 1.8 (even with it's "broken" anti-missile defense) missile defense seems pretty good even when turrets are on Offense (I actually haven't tried Defense mode yet lol), even better than Vanilla missile defense :roll: So, unless someone requests it or you get get some free time, I wouldn't worry about doing a missile only mode.

Can't wait to try the new version, 5 o'clock can't come soon enough :D
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Post by Shimrod »

Hektos wrote:I was quite surprised (in a good way) when the Valhalla pulled off a few Point Singularity Projector shots on a passing M6 that slowed down to turn, then switched back to Matter/Anti-Matter Launchers as it sped up.
I initially had laser selection based on current speed rather than fixed max speed, however I found it ended up shooting PPCs at distant targets with 1% hull. Easily avoided by the majority even with the hull dmg due to their small size. Instead I'm using their max upgraded speed as a fixed quantity.

So probably just blind luck that it selected in this way. When nearby it'll use PPC on m6, when far off it'll be using faster lasers.
Hektos wrote: Can't wait to try the new version, 5 o'clock can't come soon enough :D
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Your in for a surprise when you see how antimissile performs in its original state then, it's like Diablo's lightning hose directed at an incoming barrage.

Also pretty when spawning hundreds of drones around yourself, especially if you have a good selection of antimissile qualifying lasers available with different colors :)

Be sure the ship is trained on its lasers before checking though. Delay sampling doesn't occur during antimissile and laser won't otherwise qualify if they have no samples.

I've made a post 1.9 tweak to improve turret turning visuals in antimissile, avoiding resetting the turn target after each round. But that's just cosmetic.
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Post by garrry34 »

Shimrod I don't think the player missile turrets are working properly when it comes to targeting stations, the only seem to launch at stations if I target them, and i have the option in the settings to on...
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Post by Shimrod »

Are the stations within the engagement radius? This is capped at the scan range of the ship, as the APIs are bugged in terms of finding things you can actually see or not on the sector map.

Whereas for all other targetting there's no cap except the range of the missile.
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Post by garrry34 »

Hmmm did not know that, it a relatively small sector and its not targeting stations within triplex range, I've noticed with the missile defense that it is only using one turret in a turret array namely the one that has lasers in it...
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Post by Drewgamer »

Shimrod wrote:Your in for a surprise when you see how antimissile performs in its original state then, it's like Diablo's lightning hose directed at an incoming barrage.

Also pretty when spawning hundreds of drones around yourself, especially if you have a good selection of antimissile qualifying lasers available with different colors :)

Be sure the ship is trained on its lasers before checking though. Delay sampling doesn't occur during antimissile and laser won't otherwise qualify if they have no samples.

I've made a post 1.9 tweak to improve turret turning visuals in antimissile, avoiding resetting the turn target after each round. But that's just cosmetic.
The lightning hose...ALMOST as annyoing as that blasted fire nova, ah sweet, sweet nostalgia :)

@ training, I'm sure I've asked this before, do I need to run this command everytime I enable smart on a ship or is it just used to build the DPS cache? I've been building the cache by just equipping a ship with SMART and letting it blow stuff up, perhaps I've been doing it wrong :?

Also, as a side note, what made you go with a ship-command-driven menu for SMART as opposed to using the Community Plugin Menu like MARS (not that I'm comparing your script to MARS :P) EDIT: Not complaining, just a purely conversational question.

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Post by Shimrod »

Station targetting in engagement radius bug confirmed and fixed for next version. Nice find.
Hektos wrote:@ training, I'm sure I've asked this before, do I need to run this command everytime I enable smart on a ship or is it just used to build the DPS cache? I've been building the cache by just equipping a ship with SMART and letting it blow stuff up, perhaps I've been doing it wrong :?
Letting it build naturally is fine. My motivation for the training option was for main guns as if the main guns have lasers not available to turrets they won't otherwise get trained on, since main guns are under manual control. Makes the main guns option useful for fighters with no turrets.

Certainly no need to train every time enabling Smart on a ship. It does nothing if the DPS cache knows about those lasers already.
Hektos wrote:Also, as a side note, what made you go with a ship-command-driven menu for SMART as opposed to using the Community Plugin Menu like MARS (not that I'm comparing your script to MARS :P) EDIT: Not complaining, just a purely conversational question.
It started out that I wanted a wing based context menu for broadcasting my turret command as the builtin wing turret cmd brodacast menu is not extensible. It turned out that wings lack the custom or whatever equivalent ship menu, so hanging it off the combat menu seemed most logical at the time.

It followed that the ship based menu should go in the same place too for consistency.

I could easily open it from the AL plugin menu too but haven't felt the urge, just left that as a simple on/off toggle.
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Post by Shimrod »

I've resurrected idle lasers (as Fill Turrets) with granularity off/player(ship)/all.

I'll give it a while to collect bugs coming out of 1.9 testing before releasing it. Seems right to roll over the major version rather than going to 1.10, Smart has come a long way since 1.0. Any really nasty bugs and I'll release earlier of course...

Try enabling Smart on enemy ships and fighting some Xenon. If an M7M is about that'll really exercise the antimissile! You have the advantage that they need to train their laser delays up naturally, which may give you an edge - until they adapt :)
garrry34
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Post by garrry34 »

I still don't think the missile turrets are playing ball...
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Post by Shimrod »

I haven't uploaded 2.0 yet with the fix for targetting stations. Is there a different missile turret bug?
garrry34
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Post by garrry34 »

sorry I thought you had done a mini update under the 1.9 flag, so I had downloaded and reinstalled, forget I said anything lol
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Post by Shimrod »

No worries. I was just waiting for a day or 2 in case you found another issue. You have an uncanny knack for finding bugs.

If you've pretty much finished your testing I can upload it...

... 2.0 now uploaded. Changelog is small:

- Resurrect the idle lasers setting, now called Fill Turrets with off/player/all levels. The player level is specific to the playership and allows its use without crippling NPCs.
- Improved turret turning visuals during antimissile.
- Fixed a bug where missile turrets would not fire at stations within the engagement radius.
garrry34
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Post by garrry34 »

no no, the bugs find me...

...tbh in my game I give the AI MARS and reserve SMART for my fleet...
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garrry34
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Post by garrry34 »

I was going to report that missile turrets are still bugged but the realised it prioritised enemy ships over stations, also I think I've realised why I'm not finding the missile defense is not as affective, It seems locked to the first 2 slots and isn't utilising all available slots on that turret...the same applies to drones...
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Post by Shimrod »

When antimissile is disabled or there are no qualifying antimissile lasers available to a turret, it'll shoot missiles and drones as if they were regular targets.

There's a limit when firing on regular targets of shooting 1 gun at missiles and 2 guns at drones. This is simply to avoid wasting too much laser energy on them in the general case.

This matches the symptoms. Question is what lasers are available in cargobay for the turret shooting only 2 guns and are they trained up?

These are the current antimissile laser restrictions. The qualifying refire delay has been reduced from 1000 to 650 to avoid things like M/AM launchers qualifying. This only operates efficiently with fast refire delays.

* - By Delay Ascending
* - Speed >= 650
* - Range <= 5000
* - Delay <= 650
* - At least 1 DPSCache sample
* - At least 1 hull dmg
garrry34
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Post by garrry34 »

its on my playership and she's fully kitted out, the comparison I was going with was from an earlier version were all laser slots were used in missile/drone defense, all the lasers I use are trained up, I was thinking it was something to do with the changes to 2 lasers for drones, I was thinking this was locking the slots for missile defense...
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