Hyde911 wrote: Those inactive turrets are performing "defend station" order. What could be a reason??
A station.
You can adjust that behaviour in the config menu.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
Has anyone else been having a problem with the MARS Configuration menu?
When I press the hotkey with no enemies in the sector it works fine, but if there's any enemies the configuration screen pops up and then immediately CTD.
Running stock Albion Prelude with MARS.
Can anyone help?
"God's in his heaven. All's right with the world" - NERV Motto
I installed MARS with the plugin manager and now my Albion prelude installation is screwed it crashes even before getting to the main menu? How can I fix that now?
If the game crashes before you load a saved game, then it is probably not a script causing the crash. If it still does it after a reboot, then verify your files on Steam.
It's extremely rare that scripts are the reason for a crash.
Yep, reinstall X3 or let Steam verify the local files.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
I don't use steam (i have the TC-AP package), but i know that it still creates the steam directory... Why did it happen if it's not caused by any script? I installed the mars archive and then nothing worked anymore. I had to uninstall the game, delete the folder manually and reinstall everything and oh surprise: my saved games were still there!
Can someone explain what i'm missing right now? I feel like being the stupid kid in the class!
Saved games are in your windows documents folder. Somewhere.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
I've spotted some weird behavior of MARS turrets. I have MARS running on all AI ships.
Situation 1: Xenon I vs boron large OWP. OWP was firing at xenon "I" and as soon as its shields went down OWP changed target to another ship. OWP could easily destroy that ship but thanks to turrets swiching targets it was destroyed by it instead. Another thing - when the "I" was close enough, OWP switched PPC's to flaks...
Situation 2: Why ships carrying ion cannons never switch to other lasers (at last not in turrets that can fit IC). Boron M2 fighting some m3s was firing IC all the time, never switched its guns. M3s shield were long gone and large m2 could not destroy them because of low hull dmg of IC. Same thing with vs bigger ships.
I'm using XRM t file for mars. Disabled "cap mode" long time ago and reloaded mars scripts.
I had this problem with CMOD and mars earlier, and I never found the solution (turrets switching targets after shields dropped, using too much ICs). Had to unistall cmod then.
You can take a quote from me if you want Gazz, for old time's sake.
In X2 I took out destroyed in a Bayamon (Pirate M4). The shields in X3 meant i needed the firepower of an M6 and a little patience. Then I installed MARS, and learnt how to be afraid of capital ships. The first time those PPCs were swapped and I took a faceful of FLAK was a painful learning curve.
Give a man a fire, he'll stay warm for a day
Set a man on fire, he'll stay warm for the rest of his life
MARS comes with several language files. It tries to automatically select the correct file for the mod that the user is playing. There is a file for vanilla, as well.
Could probably find it if I trawled through the script, but it's not something I'm looking at changing. What I'd say is it's probably not a speed, it's probably done through moving the object and then waiting. Look for where in the script it moves the target object and consider the distances it moves (could make it look non smooth) or the time it waits (could increase cpu load).
Give a man a fire, he'll stay warm for a day
Set a man on fire, he'll stay warm for the rest of his life