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

Can't wait to try the new version, 5 o'clock can't come soon enough

Drew
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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.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.
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.
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.Hektos wrote: Can't wait to try the new version, 5 o'clock can't come soon enough
Drew
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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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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The lightning hose...ALMOST as annyoing as that blasted fire nova, ah sweet, sweet nostalgiaShimrod 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.

@ 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

Drew
Check out my mod Crystal Rarities
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Station targetting in engagement radius bug confirmed and fixed for next version. Nice find.
Certainly no need to train every time enabling Smart on a ship. It does nothing if the DPS cache knows about those lasers already.
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.
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.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
Certainly no need to train every time enabling Smart on a ship. It does nothing if the DPS cache knows about those lasers already.
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.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) EDIT: Not complaining, just a purely conversational question.
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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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
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

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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.
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.
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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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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
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
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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...
PhenomII X4 940 black edition
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ATI HD4890
Windows 7 64bit
8GB DDR2
ATI HD4890
Windows 7 64bit