[SCRIPT] (FSUP) Fleet Support Ship software by Xai Corporation
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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this script is excellent, i use it all the time.
i was using it with the salvage network script as sort of a work around to quickly find the pilotless ships. i had it deploy an advanced satellite, so it would give me the coords of the ship. unfortuneately, when i recovered the satellite, it turned into a regular satellite in the cargo hold (m4)!
i'm using v2.7
i was using it with the salvage network script as sort of a work around to quickly find the pilotless ships. i had it deploy an advanced satellite, so it would give me the coords of the ship. unfortuneately, when i recovered the satellite, it turned into a regular satellite in the cargo hold (m4)!
i'm using v2.7
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Why can't M3's run this software?
I have a few Falcons that I'd like to use to ferry heavy weapons around. Unfortunately, the software is incompatible with them. My freighters are a bit too slow, and I'd like to use them for my factories, anyway.
Other than that, though, this script is a must!
(I'm glad to hear that the Advanced Sats turning into Nav Sats has been fixed.
I'll have to DL the updated version!)
Other than that, though, this script is a must!


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This script has been pretty reliable for restocking jump energy on my fleet, however I have noticed some consistent problems when trying to stock other wares.
The two I noticed yesterday were 25MJ shields and Silkworm missiles. The stations with the stock are my own, and the ship to resupply is a carrier. The cargo ship would go to the station in question, collect the needed cargo, then undock and do nothing. The command would still indicate the script was running, but the action was 'None'. The only way I could get it going again was to manually set it to fly to the sector where the carrier was, then reissue the stock command, at which point it would move to the carrier and transfer the wares.
The two I noticed yesterday were 25MJ shields and Silkworm missiles. The stations with the stock are my own, and the ship to resupply is a carrier. The cargo ship would go to the station in question, collect the needed cargo, then undock and do nothing. The command would still indicate the script was running, but the action was 'None'. The only way I could get it going again was to manually set it to fly to the sector where the carrier was, then reissue the stock command, at which point it would move to the carrier and transfer the wares.
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The .spk is broke.
The language files (xx7206.xml) get installed into the /scripts folder, rather than the /t folder.
This causes a lock up (unless you already had the xx7206.xml files in your /t folder from a prior install).
EDIT: Re-downloaded, got version 2.10 instead of 2.9 (which I got yesterday). Removed 2.9, and installed 2.10...works fine. Thx!
The language files (xx7206.xml) get installed into the /scripts folder, rather than the /t folder.
This causes a lock up (unless you already had the xx7206.xml files in your /t folder from a prior install).
EDIT: Re-downloaded, got version 2.10 instead of 2.9 (which I got yesterday). Removed 2.9, and installed 2.10...works fine. Thx!
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Firstly this is an ace script great for resupplying my colossus with fighter parts.
Thanks!
Is there any way though to stop my transports supplying ALL their energy cells to the ship before moving off at snail speed to the nearest SPP? it's annoying to watch it supply 500 e-cells then go six sectors away for e-cells without using it's jumpdrive....
Other that that it's brill

Is there any way though to stop my transports supplying ALL their energy cells to the ship before moving off at snail speed to the nearest SPP? it's annoying to watch it supply 500 e-cells then go six sectors away for e-cells without using it's jumpdrive....
Other that that it's brill
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"Software upgrades delivered" ... "Transporter device may be required"
Might that include delivery of upgrades like "Transporter Device" or "Jumpdrive"?
And if the supplier has some when it starts, will it have any left when it is done?
"... if does not have, buys ..." How it might find the goods? "Buy for best price within N jumps"? Smarter than MTC?
I did saw in this thread that it will not drop satellite, if one is already deployed in the sector. I assume it will not wander into uncharted space by itself. But what about known hostile space, like Xenon sector. If the ship chooses its satellite delivery route systematically, it will always end up in the same Xenon sector, doesn't it?
I'm on the verge of contributing into L3 Testing, but I'd rather figure out an useful experiment to conduct before allocating game time to it.
Edit: Ignore the stupid questions on this post, I did have a peek at the much more verbose Readme down in L3.
Might that include delivery of upgrades like "Transporter Device" or "Jumpdrive"?
And if the supplier has some when it starts, will it have any left when it is done?
"... if does not have, buys ..." How it might find the goods? "Buy for best price within N jumps"? Smarter than MTC?
I did saw in this thread that it will not drop satellite, if one is already deployed in the sector. I assume it will not wander into uncharted space by itself. But what about known hostile space, like Xenon sector. If the ship chooses its satellite delivery route systematically, it will always end up in the same Xenon sector, doesn't it?
I'm on the verge of contributing into L3 Testing, but I'd rather figure out an useful experiment to conduct before allocating game time to it.
Edit: Ignore the stupid questions on this post, I did have a peek at the much more verbose Readme down in L3.
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It'll deliver jumpdrives no problem. For Transporter devices it curently will deliver the first then complain it doesn't have one, if you're using the resupply group command.
Fsup uses the same library as MTC to find the best buy. If it doesn't find anything with that, It'll go to the closest source without checking the price. so having navsats in every sector will help it find the best prices.
It'll only place sats in sectors that belong to races that are flagged as Friend in the Friend/Foe
I've been updating the Readme to include some of this information.
Fsup uses the same library as MTC to find the best buy. If it doesn't find anything with that, It'll go to the closest source without checking the price. so having navsats in every sector will help it find the best prices.
It'll only place sats in sectors that belong to races that are flagged as Friend in the Friend/Foe
I've been updating the Readme to include some of this information.
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Moggy, I've run into a seeming glitch here. I'm trying to resupply Beta Phased Shockwaves to a group of ships. The ships are in Paranid Prime. My freighter (the gopher), while in Paranid prime won't fetch the goods, saying that it can't find any. Yet, I'm looking at a factory in Two Grand that has a sizeable stock.
When I move the freighter to Two Grand, the script runs fine until it unloads its first batch of cargo back at Paranid Prime. Then it farts and tells me it can't find wares again (which I confirmed is false).
There's probably a max jumps barrier here. If that's the case, could you let me know where that setting is? I could change it myself.
Thank you.
(You are a scripting God.)
When I move the freighter to Two Grand, the script runs fine until it unloads its first batch of cargo back at Paranid Prime. Then it farts and tells me it can't find wares again (which I confirmed is false).
There's probably a max jumps barrier here. If that's the case, could you let me know where that setting is? I could change it myself.
Thank you.
(You are a scripting God.)
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1. 60 is more than needed. No jump is that long. 40 will do the same and still be more than needed. What is the longest possible jump in the current universe?Litcube wrote:I found it set at 10, and changed it to 60. The supply is successful. Is there going to be any side effects here?
2. The ship has to check every station within the jumprange. Longer range, more checks.
3. The design intention (and documentation) say "local". Supply the fleet with local resources. That is already a huge help in fleet management. The idea of the script (I guess) is to work on supplies present in the fleet refuelling location. You are supposed to "play" the supplies gathering with other methods. "Do-it-all" scripts are not so nice.
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the main reason there's a jump limit is the way it's searching for places to buy from. at 10 it doesn't take too long to find somewhere, at 20 it's just sitting there for a sizable amount of time and people might start thinking it's not working.
I've been making some modifications recently, and I think there's a compromise that'll give it a better search capabilities.
I've been making some modifications recently, and I think there's a compromise that'll give it a better search capabilities.
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