[SCR] MARS Fire Control (v3.05 - 06.10.09)

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xxx73
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Post by xxx73 »

Gazz wrote:This ensures compatibility with the Racial Laser Mod.
Ok, but if I don't use the racial laser mod, do I still need to change the laser/bullets data for all the races to make i compatible with CmodII?
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Post by xxx73 »

I try again. maybe I formulated my self in a bad way :)

I want to use MARS together with CmodII for XTM. To do that I need to change the laser data in xx7047.xml. But in the xx7047.xml file there is a lot of different laser data set for each race so it can be compatible with Racial Laser Mod. But I do not want to use the Racial Laser Mod.

So my question is:
To get MARS to work with CmodII for XTM, do I need to change all the data sets for all the races, or is one specific set of laser data I need to change?

I'm very great full for any help to solve this problem, and I'm sorry for being very slow to understand this :oops:
Tritous
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Post by Tritous »

I was under the impression that MARS directly read tlasers and got the weapon stats to work from. It's weapon preferences are not a set order and so if you mod the weapons it just adapts automatically without need for you to dip into it.

I think gazz just set special settings for the racial weapons mod because it's a massive beast otherwise lo
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xxx73
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Post by xxx73 »

Tritous wrote:I was under the impression that MARS directly read tlasers and got the weapon stats to work from. It's weapon preferences are not a set order and so if you mod the weapons it just adapts automatically without need for you to dip into it.
Gazz wrote:MARS can be adapted to modded weapons easily.
All the data it needs is found in Textfile xx7047.xml.
So you have to change the xx7075.xml file if you want to use MARS together with laser changing mods like CmodII for XTM. But since MARS is compatible with Racial Laser Mod there is a lot of different laser sets in this file. So the question is what kind of laser sets, if not all, need to be changed to make it work well with e.g. CmodII?
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Post by Peanutcat »

Ben playing with it for a few small battles but i've not really noticed any diffrence... No 'Goblins' Not sure what they wud look like... and the Auto loot does not work i still have to loot myself (not sure if im doing it right?) and the MARS Defence offence shit... is that activated by the way u choose turret behaviour... like.. attack all enemies makes them go to MARS offence?
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Post by X2-Illuminatus »

Are you sure that you installed MARS correctly? The OP mentions a AL Plugin that shows the current MARS version. What version is displayed? Did you get any message by MARS in your log telling you that any files are missing?
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Post by Peanutcat »

Ignore what i said there i except for goblins

I now have the problem that mars removes all guns in the turret bay but one, kinda annoying that it makes my capital ships go with one gun per turretbay

As for goblins do u need fighter drones in inventory?
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Post by X2-Illuminatus »

You should read the OP more carefully. ;)
Peanutcat wrote:I now have the problem that mars removes all guns in the turret bay but one, kinda annoying that it makes my capital ships go with one gun per turretbay
From the OP:
Gazz wrote:It is normal that only 1 laser is installed when there is nothing to shoot at.
These lasers are available for other turrets when not needed.
Peanutcat wrote:As for goblins do u need fighter drones in inventory?
In your cargo bay, yes.
Gazz wrote:MARS automatically uses Fighter Drones in the cargo bay, loads them with new software and launches them as Goblins.
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Post by Peanutcat »

Oh, so.. u dont need a shitloads of PPCs all u need is enuff for one side? :0
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Post by X2-Illuminatus »

I wouldn't do this. I never used MARS, but even if it switches weapons between the turrets, it's possible that you are attacked by more than one target from differenet positions. And then it might be better to have enough weapons for all turrets. Also, if your ship is OOS afaik the amount of weapons is important for the combat calculations.
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Post by Deeparth »

Is it compatible with XTM?
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Post by Deeparth »

Is it possible to make it compatible with XTM?
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Post by X2-Illuminatus »

Based on the fact that there is a video showing XTM capital ships using MARS linked in the OP I would assume that MARS is already compatible with the XTM.
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Post by Deeparth »

Well, it doesn't work for me then. I dont see the mars turret commands. I have used the cheat script a couple of times to add the mars ware but no success.
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Post by Jakesnake5 »

Ok, something very stupid, at least for me.

I often use MARS to deploy sats, 1 per gate, and get really testy when the Goblins decide to park them in the MIDDLE of the gate.

Did this in several systems, and get odd results.

Take Hatikvah's Faith. Sat numbering for the gates is 1 E, 2 W and 3 N. Gate 2 gets a sat parked 10km inside, and 20km above. This I'd think would be normal. Gates 1 and 3, however get sats parked dead center of the gates themselves. wtf?

I haven't checked the scripts to see what may be going haywire yet, but I'm tempted.

HF isn't the only system where things can get odd like that.
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Post by Gazz »

Doess that happen IS?
Collision calculations can do strange things around huge objects like gates.
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Post by Pesanur »

Gazz wrote:MARS works with multiple targets (and is unique in that regard) so when the projected chance to hit is far better on target B, it stops punching holes into space trying to hit target A.
So no, it does not increase accuracy.
It increases inflicted damage and reduces damage taken (from fighters and missiles).
But this is a problem, in some combats MARS stopped firing to a 4 Km and closing K that is firing againt my Python to start tracking fighters. :(
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Post by Gazz »

While somewhat unlikely, that's not impossible.

MARS does not see "one capital ship + other stuff", it sees every single target and evaluates all of them continuously.
It would require a super-sweet firing solution on a fighter to look better than a mediocre one on a capital ship but... it can happen.

Other turret script select their target first, then try to hit it. Somehow.
MARS does not work that way and it has practically no cast-in-stone rules. It... evaluates.
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mars using only 1 gun per turret??

Post by rafezetter »

I've now got the M7 and installed MARS and set it to offense for all turrets, but the weapon bays are only showing 1 gun per turret being used instead of the 2 or 3..

Is this correct?
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Post by Buck_Rogers »

From the opening post.

It is normal that only 1 laser is installed when there is nothing to shoot at.
These lasers are available for other turrets when not needed.
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