[SCR] MARS Fire Control (v5.25 - 16.02.13)

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caldersey
Posts: 6
Joined: Tue, 19. Jul 11, 13:36
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Post by caldersey »

slickdrac wrote:Shift-G

You can change it in the "Interface" menu of your controls
Thank you!
Sirrobert
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Joined: Wed, 21. Aug 13, 13:55
x3ap

Post by Sirrobert »

I have a few questions about MARS for fighters.

Do you need to buy and install any software for fighters to use mars?

What exactly can the fighter version of MARS do, and what not? I've been trying it out abit, but for example when I wanted to launch goblins (with the hotkey), it said not installed. So either I missed software, or I have no idea what it can actually do


Extra question: I recently noticed that every single AI ship has only 1 laser per turret battery installed, as if MARS is controlling them. But I have MARS switched off for AI ships. Any idea what that means?
(In combat all turrets are full, out of combat they have 1 laser in each)
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MageKingS70
Posts: 179
Joined: Sat, 4. Sep 04, 05:41
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Post by MageKingS70 »

Sirrobert wrote:I have a few questions about MARS for fighters.

Do you need to buy and install any software for fighters to use mars?

What exactly can the fighter version of MARS do, and what not? I've been trying it out abit, but for example when I wanted to launch goblins (with the hotkey), it said not installed. So either I missed software, or I have no idea what it can actually do
To launch goblins, you need some in your cargo bay; either Fighter Drones (Mk. I or Mk. II) or Keris can be used as Goblins. The fighter version of MARS can do everything the regular version of MARS can do, but can control fewer Goblins at once (and, obviously, has fewer turrets to work with).
Sirrobert wrote:Extra question: I recently noticed that every single AI ship has only 1 laser per turret battery installed, as if MARS is controlling them. But I have MARS switched off for AI ships. Any idea what that means?
(In combat all turrets are full, out of combat they have 1 laser in each)
The vanilla weapon-switching scripts also leave only one laser in each turret, when that turret isn't actively shooting at something.
Sirrobert
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Joined: Wed, 21. Aug 13, 13:55
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Post by Sirrobert »

MageKingS70 wrote:
Sirrobert wrote:I have a few questions about MARS for fighters.

Do you need to buy and install any software for fighters to use mars?

What exactly can the fighter version of MARS do, and what not? I've been trying it out abit, but for example when I wanted to launch goblins (with the hotkey), it said not installed. So either I missed software, or I have no idea what it can actually do
To launch goblins, you need some in your cargo bay; either Fighter Drones (Mk. I or Mk. II) or Keris can be used as Goblins. The fighter version of MARS can do everything the regular version of MARS can do, but can control fewer Goblins at once (and, obviously, has fewer turrets to work with).
I have 5 Figher Drones in the bay, when I click the hotkey I get 'Not installed' warning. I get the same warning when I click 'ignore target' (wanted to try some things out)
Set priority does turn a neutral target red
(it's with an Elite, just in case)

Sirrobert wrote:Extra question: I recently noticed that every single AI ship has only 1 laser per turret battery installed, as if MARS is controlling them. But I have MARS switched off for AI ships. Any idea what that means?
(In combat all turrets are full, out of combat they have 1 laser in each)
The vanilla weapon-switching scripts also leave only one laser in each turret, when that turret isn't actively shooting at something.
I never noticed that, cool
steelgrey75
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Joined: Mon, 21. Jan 13, 10:24
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Post by steelgrey75 »

I have been using MARS and so far I think its great. I especially love the Goblins. However I am not sure if it automatically swaps turret weapons.
If I have 8 x PPC installed and have 8 x Ion Cannons in the hold, does MARS install the IC's when attacking an enemy that has full shields?
I havent experimented yet, was wondering of somebody could confirm this.
slickdrac
Posts: 26
Joined: Thu, 11. Dec 08, 03:32
x4

Post by slickdrac »

Locked up yet again in a different sector. Checked the logs again

Drone YDRMM-42 targeted - fleeing. Targets Target: Goblin: RKX XM2XS-24, T.MT: 7, null, null

Thousands of times again. What is wrong with this drone? That is exactly the same as the last lockup log.
Sirrobert
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Post by Sirrobert »

Sirrobert wrote:
MageKingS70 wrote:
Sirrobert wrote:I have a few questions about MARS for fighters.

Do you need to buy and install any software for fighters to use mars?

What exactly can the fighter version of MARS do, and what not? I've been trying it out abit, but for example when I wanted to launch goblins (with the hotkey), it said not installed. So either I missed software, or I have no idea what it can actually do
To launch goblins, you need some in your cargo bay; either Fighter Drones (Mk. I or Mk. II) or Keris can be used as Goblins. The fighter version of MARS can do everything the regular version of MARS can do, but can control fewer Goblins at once (and, obviously, has fewer turrets to work with).
I have 5 Figher Drones in the bay, when I click the hotkey I get 'Not installed' warning. I get the same warning when I click 'ignore target' (wanted to try some things out)
Set priority does turn a neutral target red
(it's with an Elite, just in case)
Does anyone know a way around this?
Blaank
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Joined: Wed, 23. Jan 13, 09:08
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Post by Blaank »

I'm in an M7 Panther Raider with MARS equipment installed. Weapon switching works fine. I'm unable to get any goblin cargo collection working. I have a fighter mk1 and a mk2. Pressing [launch goblin at target (mk1 and mk2)] while targeting a cargo container gives the audio message "not installed". Going to the mars fire control menu and turning on automatic cargo collection says "fighter drone salvage crew ready". Nothing happens and if I close down the menu then open it again, the setting is once again turned off.

No enemies in sector, multiple cargo containers of legal wares <2km away, ship is stationary, default settings on all the cargo stuff, goblin launch clearance is granted, can't find anything in there that would stop it from collecting this stuff. Please help me get this working.

Not allowing M6 and M7 to use the collect wares commands is one of the most baffling and infuriating things I've come across in this game. I was hoping to use the goblin cargo collection to get around this.
slickdrac
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Joined: Thu, 11. Dec 08, 03:32
x4

Post by slickdrac »

Goblins seem to be very broken in MARS presently. My cargo collection isn't doing anything either.
sigurhel
Posts: 37
Joined: Thu, 11. Jul 13, 16:25
xr

Post by sigurhel »

Running MARS on my Heavy Centaur (M6).

My cargo collection works well. You might have to be stopped for it to start.
Also check the settings, eg. collect dumbfire missiles etc. Also see to that you have space in the cargo hold of your ship.
sigurhel
Posts: 37
Joined: Thu, 11. Jul 13, 16:25
xr

Post by sigurhel »

If the MARS author(s) are still alive and kicking here on the forums...

I just want to say THANKS, this script doubled my enjoyment of the game.

p.s. I really do love the goblins!
Blaank
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Joined: Wed, 23. Jan 13, 09:08
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Post by Blaank »

Used cheat console to install equipment. Installed the mars extention (have it installed already, did it a second time) As soon as I set to collect cargo all my drones start jetting off to grab cargo. Loaded up an older save and the ship did not have the MARS software installed. Was still showing up in the config menu and turrets were working as mars fine. I don't know why or how they were working without the mars software installed as that is listed as required equipment for the turrets to function.

Is the computer plugged in?
Tindahbawx
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Joined: Fri, 20. Sep 13, 12:16
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Post by Tindahbawx »

Why would my turrets not be willing to fire on enemies?

MARS is working, its detecting hostiles and launching Goblins at them to attack automatically, I put MARS Turrets into Offensive Mode, but they'll just remain on "standby" forever, never shooting. I've made sure the target is set to enemy in the ship commands window, I've tried marking a ship as a priority target, I've tried reversing my ship into things to see if that would trigger them to fire. I turned off all the safety overrides like being too close to aneutral station, etc too, but no dice.

Everything else to do with MARS is working just fine, but the turrets just will not shoot at all!

I have the sneaking feeling that I'm missing something blatantly obvious and its infuriating! :oops:
Yupsolo
Posts: 128
Joined: Fri, 2. Feb 07, 12:30
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Post by Yupsolo »

Hello!
I have found a weird and annoying behavior of MARS. When faced to 3 or 4 frigates and/or destroyer simultaneously (here 3 Xenon Q and a Xenon J) MARS attack first there shield (with CPP first followed by Ion Canon) and when the shield of one target reach 0 MARS start to fight another target. So finally you have 3 Xenon Q at 75% hull that continue to fight you with CPP when normally MARS can destroy them very rapidly... Here it take a long time before MARS finish them with CPP or GC...

Of course I didn't used the command attack the shield of...
blattgeist
Posts: 12
Joined: Tue, 12. Sep 06, 21:23
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Post by blattgeist »

Taro8 wrote:I tried again with PM, made sure its AP selected, english and 3.0. I just installed the archive started new game and nothing. In AL I only have readtext0 -250. Im pretty sure its MARS as it does have AL configuration menu and it is only mod that currently dosent show up in my AL.

Im all out of ideas.
I'm having the exact same problem. With mars installed + xrm and the language file for mars I get that readtext error. When I click it it gives a whole list of options, all named readtext (starting with 2415).

I searched the 2415 with agentransack (a windows search program) and a bunch of mars files showed up. So I think it must somehow be linked to mars. I have the german version of x3 albion prelude installed. 0049 and 0044 language files are present (from xrm mod).

Edit: Problem solved, I read in an earlier comment that you have to save+load at a station to correctly start the mars script. That worked. Thanks.
Arisk
Posts: 38
Joined: Fri, 4. Jan 13, 10:04
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Post by Arisk »

Yupsolo wrote:Hello!
I have found a weird and annoying behavior of MARS. When faced to 3 or 4 frigates and/or destroyer simultaneously (here 3 Xenon Q and a Xenon J) MARS attack first there shield (with CPP first followed by Ion Canon) and when the shield of one target reach 0 MARS start to fight another target. So finally you have 3 Xenon Q at 75% hull that continue to fight you with CPP when normally MARS can destroy them very rapidly... Here it take a long time before MARS finish them with CPP or GC...

Of course I didn't used the command attack the shield of...
You have to alter the mars values of the laser file, there you can decide not to cap so the turrets will continue to fire until the end also set the value for target enemy so you can focus mars to one of your choosing targets.
sonanth
Posts: 1
Joined: Fri, 25. Oct 13, 19:28

Post by sonanth »

Love the idea of this script. However, I'm not sure if I've gotten it to work. I'm running the steam version with AP.

Currently I'm using it on a Xenon LX and a Nova Prototype. Both of these can use PACs, however, the turrets will not fire on missiles when set to Defense or fire on hostile ships when set to Offense.

I downloaded the version repacked for Plugin Manager. Also waited around for 2 mins then then save/load at a station. Everything looks like it should work, but the turrets will not fire.

I've read the first 20pgs and the last 20pgs of the thread from the end and verified I was setting this up right, but to no avail. I don't know what I am missing.

Any help is greatly appreciated.
blueharmony
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Joined: Sat, 27. Jul 13, 00:53
x3tc

Post by blueharmony »

HI i have been trying to install this but i cant seem to do it. I installed it after i installed xrm but none of the Mars stuff has appeared. I did save and reload and still nothing is working. Can some one help?

Also when waiting the two minutes is there suppose to be some indication before and during or do i just wait?
firestorm79
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Post by firestorm79 »

blueharmony wrote:HI i have been trying to install this but i cant seem to do it. I installed it after i installed xrm but none of the Mars stuff has appeared. I did save and reload and still nothing is working. Can some one help?

Also when waiting the two minutes is there suppose to be some indication before and during or do i just wait?
did you also install the MARS data file for XRM? It's on the XRM thread, first page. Make sure you install that (and replace anything it asks you to replace).

I am running XRM and MARS just fine.
djmidex
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Joined: Wed, 22. Sep 10, 07:41
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Post by djmidex »

can somebody help me? why do i have "mars offense" and "mars defence" turret commands disabled? i`m running Argon Elite with all the fight software installed. I can`t install mars software as it only for XL size ships. As i have understood, "mars lite" does not need to be installed and should work on small ships by default... or .. am i wrong?

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