Drone Carrier Software 2 (DCS2) v2.07a

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

Sparky Sparkycorp
Moderator (English)
Moderator (English)
Posts: 8074
Joined: Tue, 30. Mar 04, 12:28
x4

Post by Sparky Sparkycorp »

I've not used DCS2 for a while but I think Shasslar's suggestion is good.

- DCS2+CODEA if you really want to invest a lot of time into carriers.
- DCS2+ADS if you'd like automation without so much time-cost.

Personally, I'd recomend DCS2+ADS because in XRM, particularly with MARS, you will find that capitals can nuke fighters relatively easily (every race has effective beam and flak weapons).

I don't think it would be very easy to realise the return on the greater investment CODEA requires.
Viviox
Posts: 59
Joined: Thu, 10. Jun 10, 06:45
x3ap

Post by Viviox »

Shasslar wrote:
Viviox wrote:Hi, I just start using your DCSv2 recently and found a major problems in which I spent 2 hours and couldn't figure out how to fix it.

I have a Magnatar TM using your DCS2 command. It creates 3 drones, 1 bomber and 2 Interceptor. I have 20 millions credits available but once the drones are made, I'm down to 2 millions.

Another problem is with attacking. I spawned several enemy ships to test. The Magnatar will engage the enemy, but it drop the 3 drones stationary in place. The drones does not follow or move to engage the enemy. It does not move at all. The RTB doesn't work properly in the menu. It keeps turning off. I have to manually send the drones back to the carrier using hotkey.

Spent a lot of time and still couldn't figure out how to set it to patrol multiple sectors, SWEN addon, or using ADS new version, properly.

Also, there's an ADS Carrier command in DCS2 menu, what's that for? is that the same as ADS or your own version of ADS?

I am using the following mods:
XRM
ADS Real Wing
CODEA
BOUNCE
DCS2
MARS
NPC Bailing
Salvage Command Suite
Hi there Viviox.

I also started using it yesterday, managed to modify the script to my tastes (no more random race drones !).

So, your problems :

- I see that you're using XRM. It's normal that you went down from 20 to 2 million - ships in XRM cost A LOT, especially bombers. If you had only built the fighters, it would've cost a lot less - unless you're using custom interceptors. Then you pay full price for the ship + the equipment.

Second, you have CODEA and ADS. You don't need the two, pick one (I'm not very familiar with ADS, but it's clearly simpler than CODEA).

I think there's a conflict between your DCS2 and your ADS - did you set DCS2 to build drones only ?

If you did, then it's an ADS issue if your drones aren't moving.

If you didn't, then it's a DCS2 issue.
Hi,

I was able to find out the problem was due to ADS Real Wings edition. It is the newly updated version of the original ADS. I guess one or two of the script didn't work probably with DCS2. I think DCS2 was made with the intention to work well with the original ADS. I uninstall ADS real wing, and installs the original and now everything is working as expected. One problem still remain is that DCS2 doesn't create enough drones to fill my carriers. I have 4 slot available, it only creates 3 drones. If i have 16 available, it only creates 14-15 drones. Don't know what's wrong there.
Sparky Sparkycorp
Moderator (English)
Moderator (English)
Posts: 8074
Joined: Tue, 30. Mar 04, 12:28
x4

Post by Sparky Sparkycorp »

IIRC, that is working as intended. The idea being to leave a slot for the Player to dock their ship or store a ship when flying the carrier. I think there was an in-game option somewhere to change that if preferred.
Censor
Posts: 12
Joined: Thu, 12. Sep 13, 07:44
x3ap

Post by Censor »

I'm trying to replace my bomber with the default M4 drone. What value should I put into ID 310 (currently 293)?
feygan
Posts: 147
Joined: Fri, 26. Dec 03, 18:41
x4

Post by feygan »

I have looked through this thread and so may have missed something but hope someone can clarify an issue I have.

I use this alongside CODEA, for 99% of things it all works perfectly. However I do have an issue with pilots. A CODEA fighter requires a pilot in the ship before it can be assigned to a hanger, this script seems to not place pilots in the cockpit and thus fighters cannot be assigned to CODEA hangers until I manually input pilots.

Now I know with CODEA I can assign a bunch of pilots in one go but it can still become slightly annoying and gets somewhat too close to micro management for my liking. Is there an option or way that this scripts can place a pilot into the cockpit along with building the ship so I can just assign them to hangers or am I stuck with the current method?
Pierre'70
Posts: 124
Joined: Sat, 30. Apr 05, 12:19
x4

Post by Pierre'70 »

Has anyone been able to successfully use this with XRM? I've edited the t file and can change the drone bomber type, but they never spawn with missiles. Also, I can't get the option to create drones in wings to work - this would be a most useful feature.
Sparky Sparkycorp
Moderator (English)
Moderator (English)
Posts: 8074
Joined: Tue, 30. Mar 04, 12:28
x4

Post by Sparky Sparkycorp »

Pierre'70 wrote:Has anyone been able to successfully use this with XRM? I've edited the t file and can change the drone bomber type, but they never spawn with missiles. Also, I can't get the option to create drones in wings to work - this would be a most useful feature.
When I used DCS2 with XRM earlier in the year, it was working but my "Bombers" were Telardi Falcons IIRC, rather than XRM's M3Ms. I can't remember if they used missiles or not though, sorry.
ProdigyToby
Posts: 61
Joined: Wed, 13. Jun 12, 22:17

Post by ProdigyToby »

For some reason the drones appear to only work whenever they feel like it? I start up DCS2, have my settings on engage enemies and the carrier will start spawning the drones, then the drones just stay in space stationary not really doing anything. If I constantly restart DCS sometimes they will work, but they will almost always end up stationary not flying or doing anything. Anyone know whats going on?
User avatar
Liath
Posts: 190
Joined: Sun, 25. Dec 05, 08:16
x4

Post by Liath »

Same problem. Also I get issues with ADS after a while with this. It sops ADS from sending out ships

Thinking of trying with ADS-Real wings, but worried that it wont work because of a previous post
X games - addictive as heck. Always something to come back to.
User avatar
Liath
Posts: 190
Joined: Sun, 25. Dec 05, 08:16
x4

Post by Liath »

Well, the previous post was bum. Apparently something I installed (XRM I think) borked all the bombers. manually fixed that part.

Now I'm up to problem #2.

The drones are made, and with ADS they work, but ads doesn't work with some of the capital ships in XRM, and the ads-rw version... doesn't work for osome reason for me

The issue is that the carrier deploys the drones with no command. so the drones are there, but with no commands whatsoever.
X games - addictive as heck. Always something to come back to.
feygan
Posts: 147
Joined: Fri, 26. Dec 03, 18:41
x4

Post by feygan »

IS there a way to instantly add pilots to ships for codea? I am trying to get this to play well with the drone carrier software 2 mod but run into a problem. Here is how I have to do things.

1. Start DCS2 to build fighters (input the amounts and ship types desired)
2. Wait until the required amount is built.
3a. Start an SRS ship which creates a rookie pilot in a ship, then cancel it back to a standard ship in my hangar.
3b. Ensure I have plenty of pilots that have been hired at a station in my cargo bay.
4. Assign the ships to interceptor/patrol/etc hangers in CODEA
5. Use as a normal CODEA fighter group from there onwards.

3a & 3b are interchangable as they both serve to just put a pilot in the fighter, without that step CODEA simply will not let me assign a ship to a hanger group, this is obviously due to them having a rookie pilot as one of the requirements.

So ideally I would like to be able to simply assign a ship to a fighter hanger and have it slap a pilot in there for me at rookie level. This is due to my game now being at a stage where I am wanting to equip full carriers at a time and manually adding in 40+ pilots is a chore.
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

Yeah, adding pilots for CODEA is on the wishlist for the next version, if there is one. Lucike does not document how to do it, and it is my understanding that the process is not as straightforward as simply adding a pilot.

Part of the process is in my TrainPilot package, on Bullwinkle's List, although it is incomplete.

I have offered to add pilots immediately if someone can figure out what is required. Being either a CODEA player and/or someone who reads German would make it easier to figure out.

Tolmos submitted the naming code, which is simple enough, although pilots were not on his list. More importantly, training is not included in the snippet that he submitted, and it is my understanding that experience is the most important part of the job.

I don't use CODEA myself, so reports submitted here are important.
feygan
Posts: 147
Joined: Fri, 26. Dec 03, 18:41
x4

Post by feygan »

Good to hear, I have no idea on how the scripting works for CODEA so can''t help but will st on crossed fingers for the day when we can just have drones grow a pilot too.
SpenzOT
Posts: 129
Joined: Tue, 21. Oct 08, 05:14
xr

Post by SpenzOT »

So far I am liking the mod, but the bombers are almost completely useless to me. I use XRM and ADS, and the bombers are always built as teladi falcons. I even went into the t file and changed all the bomber subtypes over to XRM bombers, but there is not effect. It only spawns teladi falcons no matter settings I use.

Any possible solutions?
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

SpenzOT wrote:Any possible solutions?
The only thought that I have is to do it right. ;)

Be sure that you are modifying 8562-L044.xml.

As long as id 310 is set at the default value of 293, DCS2 should build ATF Norns in XRM. Others have reported that it works correctly, so I do not know why it is not working for you.

You are using v2.07 (linked on the first page of this thread)?
SpenzOT
Posts: 129
Joined: Tue, 21. Oct 08, 05:14
xr

Post by SpenzOT »

L044....hurp durp. Wow I feel like an idiot. Opened L089 because it had the fancy name and looks exactly the same as L044. I need to pay better attention to details. Thx for rectifying my stupidity.
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

Yeah, that confuses people sometimes. The -L089 files are just documentation, but I am the only guy who uses them, AFAIK.

However... you should not have to modify the -L044 file for XRM. At least, I think so. It is intended to work with XRM out of the box.

If you discover otherwise, then please let me know.
SpenzOT
Posts: 129
Joined: Tue, 21. Oct 08, 05:14
xr

Post by SpenzOT »

yeah it has to be something on my end. Modifying the file did nothing. Still having nothing but Falcon Haulers spawning. I do have DCS 2.07 and the drones themselves (the M4's) work perfectly fine. Since my bombers are essentially useless and cost a lot I should probably try and turn them off.

My XRM is out of date as is my X3:AP (mainly because it is stable...it works. X3 is a house of cards as it is and I don't want to fk with it). That probably has a major part in what is wrong.
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

I would not expect out of date AP or XRM to cause the ship ID numbers to change; not for mature ships like the M3B's.

Falcon Haulers are not bad as M3 bombers go, so it is not terrible that you get those. But I don't know why you are not getting M3B's.

There used to be several XRM players who use DCS2.
SpenzOT
Posts: 129
Joined: Tue, 21. Oct 08, 05:14
xr

Post by SpenzOT »

well the issue I am having with the falcons is that they don't seem to fire missiles at all. Are they supposed to auto-spawn heavy missiles like hammerheads and hornets and such on their own for a heavily inflated price or do you have to provide?

All they do is shoot 8 plasma projectors, which as you know in XRM are a joke, especially when fighting against large vessels, plus they hit my poor M4 drones running around and aggro sector defense forces. I don't know how many times I have lost massive amounts of rep because of just one of the falcon bombers.

In any case the M3B's would be much better simply because they don't use those plasma burst projectors.

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”