[SCRIPT] Anarkis Defense System - v2.65.1 - [2010-08-13]
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Unfortunately I'm experiencing this problem as well. Fighters will launch, then immediately redock, even defensive wings. At first I thought they weren't launching at all because I wasn't getting back to the sector map fast enough.Infekted wrote:The issue with it not working is that it will not attack enemies. I've tried it on pirates, xenon and khaak. If auto-carrier is on (included in the additional commands) the fighters will not launch.
If I click the "clear sector" button, they all launch then re-dock immediately. I've let Serial know about it, and I believe he's working on it for the next update.
Perhaps I missed a setting somewhere?
EDIT: The problem has resolved itself. Apparently, as stated a few posts back, Carriers won't launch unless under specific terms. There was one carrier that had a problem, though. It would only launch, then dock, no matter what command.
But since that ship I haven't seen the problem again. Granted, since then I've learned to tweak my settings more, but there was a problem with that ship. But at this point, I don't see it anymore at all. All ships/stations launch defensive/buy/sell/attack ships correctly.
That being said, having Automated Mode on can sometimes make the owned ships act strange. I put a 5 unit wing on a defense command on my HQ with Auto OFF. Their command showed "Defense", or whatever. I turned Auto ON and their status changed to "Retreating". They formed a new position and held, but it was strange, nevertheless.
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I'm still interested to see if SK plan on or planned to implement a basic form of fleet management to combine multiple cap ships, say, how CODEA has battle groups.Infekted wrote:Having tested CODEA and ADS, I much prefer ADS.
Imo, the fighter arming/fitting/equiping is better on CODEA at the moment. You can do things like dock a carrier full of fighters at an EQ dock, and it will install all the software and tunings you want on every fighter it holds with a few simple clicks.
This feature I would love to see in ADS (nudge nudge wink wink)
However I personally find when it comes to actual combat that CODEA tries to be too clever for its own good. And it's annoying trying to get it to do exactly as you want rather than what it wants.
I find its menu's too long and annoying to use. I dont have enough keys free to keybind all the commands really needed to get the most out of this script.
Having to level up pilots is really annoying as well. CLS and CAG pilots are enough for me.
Whereas ADS's "clear sector" and "dock all fighters" does exactly what it says on the tin. Kills everything in the sector or gets the hell out of dodge respectively.
The other edges ADS has for me over CODEA is the defense grid (jumping to problem areas = sexy) and the ability to run from stations as well as carriers.
However, at the moment the automated carrier feature and sector defense feature don't seem to be working as intended. And I for one am waiting for the next update, to really have a good play with this script
Otherwise I'm thinking of mixing CODEA for big and huge ships and have ADS manage the little ones.
Oh the possibilities...
I fly an OWP. What about you?
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Okay Question on Repair
I have noticed a problem with hiring repair personal. I cannot hire personal in my SECTORS at all...Even with my HQ in that sector.
If I hire repair personnel in one sector they disappear when I enter another sector--my HQ sector or any of my other sectors. In fact they seem to disppear even if the ships do not leave the hiring sector.
I have Cargobay Life support software on the ship.
If I hire repair personnel in one sector they disappear when I enter another sector--my HQ sector or any of my other sectors. In fact they seem to disppear even if the ships do not leave the hiring sector.
I have Cargobay Life support software on the ship.
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BUG reporting
The marines on board won't help the repair work,and the mechanic repair rate seems differ from the docment said.
I cap a Galleon,send some marine in, they all have a >50 engineering or mechanic, repair carrier enabled,but these lazy marines won't work on the repair.Then I hire a mechanic,his repair rate is 25/min(which is differ from the doc said 15/min),either marines on board or not.
To LarryBurstyn
you have to hire mechanics in a sector which have a friendly trading station.In my game they works fine,I can hire them in Home of light and then jump to President end(I have my fleet and a EQ there),they won't disappear.
The marines on board won't help the repair work,and the mechanic repair rate seems differ from the docment said.
I cap a Galleon,send some marine in, they all have a >50 engineering or mechanic, repair carrier enabled,but these lazy marines won't work on the repair.Then I hire a mechanic,his repair rate is 25/min(which is differ from the doc said 15/min),either marines on board or not.
To LarryBurstyn
you have to hire mechanics in a sector which have a friendly trading station.In my game they works fine,I can hire them in Home of light and then jump to President end(I have my fleet and a EQ there),they won't disappear.
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Anyone noticed a small bug with Defense Grid?
Here's a situation:
M2 patrolling in X472, and jumps out to my ANH sector for defense. Once all enemies are dealt with, the M2 does NOT return automatically. However, if there is a threat in X472, the M2 will jump back. The ship will then proceed to attack, and THEN resume the original action (i.e. patrolling).
Anyone else able to reproduce this?
Here's a situation:
M2 patrolling in X472, and jumps out to my ANH sector for defense. Once all enemies are dealt with, the M2 does NOT return automatically. However, if there is a threat in X472, the M2 will jump back. The ship will then proceed to attack, and THEN resume the original action (i.e. patrolling).
Anyone else able to reproduce this?
I fly an OWP. What about you?
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Hey,
I've been playing around with some new scripts etc. recently, this one amongst them, love the idea and everything, but i have an issue thats getting a little annoying, it will most likely be on my side so nothing bad against the script, just want to see if anyone knows how to fix:
-1-
I have an OTAS TM, automated carrier enabled with the MARS enabled, 4 diffirent fighters and 80% of the tries when im in sector, they crash into the TM when the fighters try to redock. (Adv. Eclipse, 2x buster sentinel, 1x Adv. Discoverer). Being OOS solves it but i want to be in the action too...
The above issue isn't perfect but i can live with it, the next issue im really desperate to fix:
-2-
OTAS TM (same as above), when launching the fighters for a clear sector command for example (its with all orders), They keep resetting to "Retreat" i can give them the orders, they recognize/accept (turn to go do it) and 2 seconds later they reset to "Retreating", going back into the TM that will make them crash... :'(
The only thing that seemed to stop it is to get them back into the TM, then unset everything and control them without using the script.
This is only about a TM, zephyrus? Not that big a deal, but at the moment it's my only shipcarrying ship and i fear when i buy a "real" carrier it will be the same and ill waste a ton of money on stuff that won't work right, hence me wanting to fix it badly.
Scrips installed:
Improved Races (not active, but installed)
Hotkeys, wing hotkeys, community plugin.
MARS
ADS
AP Libraries
Autorename properties ("your")
Please help and sorry for the long texts.
I've been playing around with some new scripts etc. recently, this one amongst them, love the idea and everything, but i have an issue thats getting a little annoying, it will most likely be on my side so nothing bad against the script, just want to see if anyone knows how to fix:
-1-
I have an OTAS TM, automated carrier enabled with the MARS enabled, 4 diffirent fighters and 80% of the tries when im in sector, they crash into the TM when the fighters try to redock. (Adv. Eclipse, 2x buster sentinel, 1x Adv. Discoverer). Being OOS solves it but i want to be in the action too...
The above issue isn't perfect but i can live with it, the next issue im really desperate to fix:
-2-
OTAS TM (same as above), when launching the fighters for a clear sector command for example (its with all orders), They keep resetting to "Retreat" i can give them the orders, they recognize/accept (turn to go do it) and 2 seconds later they reset to "Retreating", going back into the TM that will make them crash... :'(
The only thing that seemed to stop it is to get them back into the TM, then unset everything and control them without using the script.
This is only about a TM, zephyrus? Not that big a deal, but at the moment it's my only shipcarrying ship and i fear when i buy a "real" carrier it will be the same and ill waste a ton of money on stuff that won't work right, hence me wanting to fix it badly.
Scrips installed:
Improved Races (not active, but installed)
Hotkeys, wing hotkeys, community plugin.
MARS
ADS
AP Libraries
Autorename properties ("your")
Please help and sorry for the long texts.
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1.Try to install transport device on every fighter or use a docking computer script(if you try this ,install docking computer instead,since it's cheaper than a TD ),either of them will make your fighters dock instantly(the first is provided by ADS itself )
2. DO NOT use ADS ship command menu when automated carrier actived,the automated carrier command have ship order priority.If you need a ship "clear sector",then disable the automate command first
2. DO NOT use ADS ship command menu when automated carrier actived,the automated carrier command have ship order priority.If you need a ship "clear sector",then disable the automate command first
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I have the same issue, which is a shame because I would really fancy using ADS. It happened with a Boa in another game, and now with also a Zephyrus.Moizo wrote: They keep resetting to "Retreat" i can give them the orders, they recognize/accept (turn to go do it) and 2 seconds later they reset to "Retreating", going back into the TM that will make them crash... :'(
The only thing that seemed to stop it is to get them back into the TM, then unset everything and control them without using the script.
Everytime I order any two fighters (only tried M3s) to dock, either with ADS:dock all ships, or with ADS:automated carrier (happens when both are on or one at a time), what happens is this: the first M3 docks ok; then the second M3 will perform the docking move, but then he doesn't "disappear" into the TM when he's supposed to, he just keeps looping back and forth reproducing the docking maneuver over and over without ever docking.
I though this could have something to do with the fighter docking delay in seconds, so I jumped SETA for a while, but the fighter never manages to dock.
Then this is when I try unsetting home base, turning off everything ADS, orders, etc. Now that one fighter resets to "retreat", no matter what order it's given to it. And now since the TM is not expecting anything to dock, the fighter now dances around the TM without making contact.
The only thing that solves it is getting aboard the fighter and manually (continually overriding the autopillok every 2 secs) dock it into the TM. When inside the TM, all ok then.
Btw the mods I have are:
Capital Ships energy Cell Generator
Light Support Drone Carrier
GPR
SRM
IR
Marine Repairs
Pirate Guild
Economy and Supply Trader
Commercial Agent
Display Ranks
Command Queuing
Auto Prep Ships
Global Friend Foe Update
Custom Wing Manager 1.21
Improved Boarding
with Plugin Manager 1.3 RC1 (happened with 1.2 too)
Maybe can you look into this? I would really prefer not to have to jump into CODEA right now... I thought I was the only one with this issue, but I found it curious it happened the very first and only times I'd used anything ADS in carriers. True I only used it in TMs.. Maybe it's some combination of mods I have.
If all else fails I'll have to go back to vanilla simple carrier commands or try CODEA. I really liked the ADS concepts but seeing this issue happening the very first times I tried it kinda turned me off...
Anyway I just thought on posting this to see if it's just me or if it's really a bug it can be looked at properly.
Main Mods: IR and SRM
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Having a small issue, i recently restarted a new game and all my scripts are working ok except this one. I am not at the point were i can buy a carrier, but normaly the equipment docks have the carrier command software available at the docks. I checked all the equipment docks in the main argon sector of space and didnt see a one. Oddly the ads manager still shows under the interface section and i can still bring up the general ads menu.(tho i have nothing to controll at this point_)
So were is the Software at, and should i reinstall the script. Im gonna reinstall it anyways to see if that helps but figured id ask here.
Edit, I reinstalled the script and still the same problem any ideas.
Edit 2 DUH... its not sold in argon space... its in teladi space... good lord ignore my stupidity.
So were is the Software at, and should i reinstall the script. Im gonna reinstall it anyways to see if that helps but figured id ask here.
Edit, I reinstalled the script and still the same problem any ideas.
Edit 2 DUH... its not sold in argon space... its in teladi space... good lord ignore my stupidity.
Packing a K frame model 15-3 S&W .38spc.
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Don't expect Serial Kick to reply as he's a busy man,
http://afmodding.comli.com/news/
he left a message on his main site back in Nov
http://afmodding.comli.com/news/
he left a message on his main site back in Nov
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Hey for some reason when ever there is supposed to me a message related to this script it just says unknown? For instance if one of my fighters using the defense system gets killed it would say ship from factory tokyo destroyed by...... and i was happy, but now i don't even get readable messages of ship deaths. Just UNKNOWN MESSAGE! Anyway to fix this like uninstall reinstall the script? and if so just to make sure i uninstall with the Uninstall ADS.bat and will this do anything to the ships already using this script?
You can't have SLAUGHTER without LAUGHTER!!!
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