aka1nas wrote:On 10, they will almost bail every time, almost never on 1.
The thing with capital ship bailing is that by the time they bail, there is a good chance that the volume of fire in the air will finish them off IS if they are fighting other capital ships. You may want to tweak the hull setting for huge ships until it feels right.
The sector bail script runs on a 200% scale.
0 = 0%
1 = 10%
10 = 100%
20 = 200%
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
Oh ok so the bail rate / bail hull factor is directly a percentage, I tougth that it was more of just an increased chance. (ie: 1=10%, 2=12%, etc)
I've been using NPC Bailing for a couple of years and recently I've noticed that Huge ship bailing is on the decrease. Usually I add a line to move the huge ship 500-1000m up or down when it bails so it dodges the incoming fire; epic cheating from my part, but I still haven't seen a cap ship bail with settings at 7 factor/8 hull for big ships. Wouldn't want to miss out on the single big ship that bails out.
Small ships bail plenty-wise, but I feel that even with both settings matched, i.e small=big=huge settings, the larger ones still bail out less.
But I assume huge ships have a huge bravado. Where's my bioscanner when I need it...
As for dodging, maybe I should call an instant-jump then evacuate the pilots, might be more natural, if that is even possible (jump w/o countdown).
Subjectively at least, it feels like mission-generated ships have fairly low bravado and bail more often than job-spawned ships. You typically only see small and big-ships in missions, so overall you might see more such bails over the relatively rare huge ships.
Yes it's actually a fact (ok, not a fact, but I've seen mission-spawned Xenon bailing the instant I get to their hull) that mission ships have a terribly low bravado, but I'm talking about parking my M7 in Empire's Mine and letting the turrets go their work (MARS turrets at that).
will bailed ships floats there forever? since I'm using IR there will be lots of bailed ships does this script also have somekind of cleaning function like the no wreckage addon from IR script?
nap_rz wrote:will bailed ships floats there forever? since I'm using IR there will be lots of bailed ships does this script also have somekind of cleaning function like the no wreckage addon from IR script?
The No wreaks addon for IR is a mod, Not a script, As such you can use it with other scripts
If you look at the npc bailing addon config menu, you'll see the timer for ships that have bailed to self destruct
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"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
I've noticed the Capital/M6/M7/TM ships aren't doing anything with their fighters.
Had a M1 bail the other day and it still had 30 fighters docked and homebased on it. So, I don't know what the deal is but it might be borked in 3.0 or I could have a bad install of the script.
Can some one confirm this is happening in their game too?
Edit Update:
I found an error in the code.
No this error was due to how I was looking at it it's correct. sorry thought I had found a problem.
Last edited by siath70 on Sun, 5. Dec 10, 15:31, edited 2 times in total.
If a ship is landed everything works fine and it removes the homebase and send them on their way. However, if the ship is in space fighting or whatever it doesn't. Probably just needs a check where it runs through all the ships in a sector to see if they're homebased at the carrier and just set those homebases to null.
That's how you end up with ships landed, if they're all in space and the larger ship bails and they survive they will land back at the bailed ship which is still their homebase.
QUESTION: Do astronaughts floating in space take alot of cpu, even oos?
I ask this because im using improved races and anywhere there is any type of battle (everywhere basicly) there is usually large amounts of empty transporters and fighters strewn about like candy but also around 10-20 astronaughts moving to gate/station at any one time.
I can go to a pirate sector where Pirate guild is active and I swear theres just transporter after transporter and usually large number of astronaughts going somewhere. I am having performance issues in my current game with low FPS and its not my graphics card so Im thinking maybe all the bailed ships and astronuaghts are clogging my CPU.
Anyway to kill astronaugts on eject at the script level. They don't serve a purpose anyway than to clog up resources it seems. And what would you recommend I put the self destruct to, it defaults to 2 hours but that seems way off. Also, the bravado reating on some military ships seems way too low.
Just started with X3 again and thought that "Military Base Response revamp" and "NPC Bailing Addon" would be very nice additions.
Problem is that both scripts use the file "plugin.mbase.cfg.mnu.xml" but with different content. Are both scripts incompatible? If not, which XML should I use?
I really like the idea of this script but there is an issue which should be corrected if you're still working on it. Your own ships can "Bail" aka, when under heavy fire from the enemy, you lose control over ship and it's abandoned and you have to re-claim it.
Do you expect your own pilots to commit suicide and stay in the ship?
I've never seen it happen but if own pilots bail I would consider it an extremely cool feature. It's better than loosing a ship after all.
Khaakbuster wrote:Do you expect your own pilots to commit suicide and stay in the ship?
I've never seen it happen but if own pilots bail I would consider it an extremely cool feature. It's better than loosing a ship after all.
Point is, my ships are controlled by the command console, aka computer control, no pilots. So how the hell does computer eject? Lol. If you know how to disable this annoying thing please let me know soon!
Got a Problem: Playing german version, and NPC Austiegserweiterung is in Plugin Configurations, but when I open it, there is nothing in there. Is it possible it does not work when Cycrows Improved boarding is installed?
Archangel_Luzifer wrote:Got a Problem: Playing german version, and NPC Austiegserweiterung is in Plugin Configurations, but when I open it, there is nothing in there. Is it possible it does not work when Cycrows Improved boarding is installed?
A required library installed JSON parser library v1.1?
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ. [ external image ]