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

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DaveyP
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Post by DaveyP »

I think that's more to do with the AI fight control software - a bit beyond the remit of a turret script
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Gazz
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Post by Gazz »

Correct, that's what the regular attack script does.
It has absolutely nothing to do with turrets.

Reunion had a Fight software Mk3. Much like MARS it tried to fight smarter but took a lot more horsepowers to run.
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DaveyP
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Post by DaveyP »

Bottom line, for me, is that MARS does what it does - It shoots things down. End of! It's not going to launch missiles, it's not going to send boarding parties, or make the tea, or whatever.

If we want something else, I suggest we all put out heads together, come up with what we're after, then bu**er off and go write it.

:D
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Gazz
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Post by Gazz »

The missile selection specifically mentioned is already a library call:
!lib.get.best.missile.fortarget.xml

If you hack that, fighters (or rather all ships) would pick the missile you prefer.

As for a new dogfight / maneuvering / autopilot AI - I ain't going there. (bu**er off)
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DaveyP
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Post by DaveyP »

Gazz:

!st up, cheers, mate - great script.

2nd. I'm after a turret script for my fighter, since I don't like the way the new "missile defence" default script shoots at enemy fighters once every several hundred thousand years.

I was thinking of trying MARS on it, but not sure it'd really work. Also, wouldn't want it switching weapons on me.

Am I going to have to write a new "missile defence but shoot the crap out of all enemies as well" script?

Cheers.
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Gazz
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Post by Gazz »

What ships can use a MARS turret script is in the manual.
Right at the top of the description of... the turret script.

Bad location, I know. Noone reads the manual.
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DaveyP
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Post by DaveyP »

:lol:

RTFM

How many times have I said that to people myself? ........ Durr.

Then again, I'm a bloke - we don't do manuals :roll:
pelador
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Post by pelador »

Gazz wrote:Noone reads the manual.
If it makes you feel any better Gazz, I read through it.

Quite comprehensive for such a complicated process with lots of permutations. Helped me plan purchases of the needed system upgrade also before implementation.
DaveyP
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Post by DaveyP »

Ok, having "R" the "TF" ing "M", what's MARS Lite, is it available, and if so, where do I get it?

Cheers.
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Gazz
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Post by Gazz »

It's the same software but doesn't do as much on a fighter.

Basically the shareware version.
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clevider
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Post by clevider »

DaveyP wrote:Ok, having "R" the "TF" ing "M", what's MARS Lite, is it available, and if so, where do I get it?

Cheers.
The only reference to "MARS Light/Lite" that I found in the manual was on page 2. It seems to cover all your questions pretty clearly:
  • Required equipment:
    Motion Analysis Relay System (sold in nearly all equipment docks)
  • Available for: M6 and bigger ships.
  • MARS Light available for: anything smaller
    • - no weapon switching
      - no automatic launch of goblins except for missile defense.
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Celeritas 5k
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Post by Celeritas 5k »

I'm not sure which is cooler... Having my goblins running around picking stuff up and turrets destroying everything, or having to deal with enemy ships' goblins when shooting missiles at them. This script adds a lot to the game...
DaveyP
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Post by DaveyP »

Gazz wrote:It's the same software but doesn't do as much on a fighter.

Basically the shareware version.
So I can just stick the same software on my fighter and it'll sort itsself out?

[EDIT]

Just tried it on my Chimera with 1xpbe on each turret. MUHAHAHAHAHA :twisted:

Missiles don't get anywhere near me and any m5 that comes into range is toast before I can get a shot at it manually.

Now, to get that enhanced Chimera.......
kelmen
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Post by kelmen »

I think MARS may need an update:

1) 1 of my TS ship with L size cargo bay keep lauching goblin attempt to pick up a XL type cargo.
The cargo is already near the ship, so the goblin pick it up and probably attempt to lodge it into the ship bay, but due to inproper bay size, it abandon and return to ship.
so the XL still floating outside, but goblin still being relaunch to attempt to pick it up.
So the process keep repeat, and Betty keep pronoucing "Cargo bar closed"

I have to shut off the auto-loot-collect in that sector.

2) is Electro-Magnetic Plasma Cannon being supported? I have a Cutlass as wingmen, which only can equip that type of weapon.
I noticed the turret fire mode is "Idle"
and whenever I navigate across different sector, I heard "Laser not ready" or soft of like that, about MARS can't pick a supported weapon for 1 of the turret slot.
I noticed that annoucement soft of happen when my wingmens pop through the gate, and then later noticed this "Idle" in my Cutlass

Noted: I run CMOD5.1, which mod the ship and weapon attributes.
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Gazz
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Post by Gazz »

kelmen wrote:The cargo is already near the ship, so the goblin pick it up and probably attempt to lodge it into the ship bay, but due to inproper bay size, it abandon and return to ship.
so the XL still floating outside, but goblin still being relaunch to attempt to pick it up.
So the process keep repeat, and Betty keep pronoucing "Cargo bar closed"

I have to shut off the auto-loot-collect in that sector.
Well, what you "have" to do is do is using a real freighter for the collecting. I didn't even know there was a TS that only carries L cargo...

2) is Electro-Magnetic Plasma Cannon being supported? I have a Cutlass as wingmen, which only can equip that type of weapon.
I noticed the turret fire mode is "Idle"
Does the ship even have a laser installed...?

Laser not available means that just. Quite literally so.
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semiliterate
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Post by semiliterate »

quick question.

any chance of MARS target selection for M7M missile turrets?

'cause, uh, the egosoft default script just hurls a hundred and fifty torpedos at every enemy m7, then has them chase about the sector in a massive cloud looking for new targets after they kill it seven times over.
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Gazz
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Post by Gazz »

I don't plan on doing that.

Maybe take a look at MEDUSA.
That's where such a feature would fit a lot better.
My complete script download page. . . . . . I AM THE LAW!
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semiliterate
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Post by semiliterate »

true true.

how does MARS know a weapon's range? does it autodetect the range, or does it have a value somewhere ('cause i see a note in the configuration file saying bullet speed is obsolete)?
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Gazz
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Post by Gazz »

Range is a value that a script can read.
So is bullet speed. That one is a new TC feature so the old Reunion way has became obsolete.
My complete script download page. . . . . . I AM THE LAW!
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StormMagi
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Post by StormMagi »

I love the MARS addon, but have a small question/suggestion. Would it be possible to add the MARS turret options to the Wing command menu?

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