Thats whats causing it. Stumped me for a while too. Install the latest Script installer and all will be fine.I guess now it's time to see if there's a newer version of the script installer.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum
Yeah, I did think about that, so I didn't use both script functions at the same time on the same ship... That would surely make them behave like insaneedit, if only i could spell
I dont know about the Xai group scripts, but I would imagine using both scripts on one ship may cause very odd behavior, imo.
Do you have a turret weapon switching script running?Menion wrote:Hey!
I am wondering if ACC have some conflicts with the other fleet command scripts/mods such as XaiCorp Group Management System and TerraCorps Fleet Package... Because ACC is behaving quite weird, as I am trying to setup weapons load out, anti-capital on left/right, anti-fighter top/below, all-around on front/back (which means different weapons for different tasks), on the carrier, it removes all mounted weapons except the last one on the turret. Is this behavior normal, and if so, is there a way to turn it off?
Because I don't want to have a carrier mounted with only the heaviest weapons available, because they kinda suck against smaller crafts
Anyway, ACC is really cool! I was hoping ACC and TerraCorps Fleet Package could be integrated in some way... Would be awesome to be able to have the TerraCorps pilots on the carriers and maybe carrier commanders that will gain xp as well!
Regards,
Menion
Actually, moggy, I was wondering about that. I was using that turret weapon fix from XaiCorp and it would empty all of the bays except the last one on all the turrets except when it was in battle. It worked all right, but could it be possible to turn off the weapon switcher script while piloting the capital ship? I had to disable the script and then reload and set all the turret commands to none before it would stop switching against my will. It's useful, but I want to be able to configure my weapons to how I like when i'm piloting the ship myself.moggy2 wrote:Do you have a turret weapon switching script running?Menion wrote:Hey!
...
Regards,
Menion
Automated means 'automated'On topic: How come sometimes when i'm using ACC and the carrier is on Automate, I can't manually undock a homebased ship without it re-docking a few seconds later? I usually have to take off the automate command then wait a while for it to "wear off" so to speak.
This CTD thingy is puzzling me. I have 20 M1 running ACC 1.4 across my galaxy and i never had any issue in days of gamingI was having the same problem as russbo and it was the XaiCorp turret weapon fix! Now it works great (except occational CTDs, I don't know if this have to do with AAC 1.4 as russbo, but I didn't have them before...) Wink thanks for the help!
do this it will remedy the levi problemSerial Kicked wrote:Sorry, but no plan to do it. Adding the commands yourself isn't that hard, just give a look at the setup.anarkis.carrier file, and in the lines that looks like:Any chance of adding M2's to the next upgrade? With the new ships being created, and the new mods, having this functionality would be much appreciated.
Change "Battle Ship M1" by "Huge Ship". Save & reload your game, enjoy.Code: Select all
global script map: set: key=xxx, class=Battle Ship M1, race=null, script=...
Anyway I will write soon a AFC script (anarkis fleet commands) for M2 ships, making this discussion a bit pointless