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

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sazanami
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Post by sazanami »

I'm using the Combat Mod. Will MARS be affected in any (negative) way?
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Gazz
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Post by Gazz »

StormMagi wrote: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?
No.
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Chavve84
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Post by Chavve84 »

Tried downloading but it doesn't work, only a picture of a download button appeared lol, would appricate it if you could fix this.
Cheers.
semiliterate
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Post by semiliterate »

Chavve84
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Post by Chavve84 »

Thanks m8 :)
StormMagi
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Post by StormMagi »

Gazz wrote:
StormMagi wrote: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?
No.
Dang. Ah well I just have to remember to set each ship before tossing it into a wing.
aerick911
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Post by aerick911 »

I have combat mod and Mars seems to eat anything near it like a fat kid next to cake.
954flyer
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Post by 954flyer »

I've been using MARS for a while now and love it. I've been noticing something rather annoying lately though (maybe because I'm doing more combat now). When I fly toward a group of enemy fighters, my MARS turrets will smack each one down to a sliver of hull...and then switch targets. I end up with a group of fighters that have close to 1% hull, that are all still firing at me, before MARS will go back and finish them off.

Any idea why MARS stops firing and switches targets before finishing off an enemy? (I keep the enemy targeted but it still switches targets)

It also seems to refuse firing on a targeted capital ship when there are fighters around. When I go up against an enemy carrier, I almost kill the thing, then it starts shooting at fighters and allowing the carrier to launch its entire complement of fighters before I can go back and kill it.

Basically my MARS is acting as shoot-to-wound, not shoot-to-kill. Very frustrating..
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Zaitsev
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Post by Zaitsev »

954flyer wrote:I've been using MARS for a while now and love it. I've been noticing something rather annoying lately though (maybe because I'm doing more combat now). When I fly toward a group of enemy fighters, my MARS turrets will smack each one down to a sliver of hull...and then switch targets. I end up with a group of fighters that have close to 1% hull, that are all still firing at me, before MARS will go back and finish them off.

Any idea why MARS stops firing and switches targets before finishing off an enemy? (I keep the enemy targeted but it still switches targets)

It also seems to refuse firing on a targeted capital ship when there are fighters around. When I go up against an enemy carrier, I almost kill the thing, then it starts shooting at fighters and allowing the carrier to launch its entire complement of fighters before I can go back and kill it.

Basically my MARS is acting as shoot-to-wound, not shoot-to-kill. Very frustrating..
It says somewhere in the thread that it does that to give the ship's pilot a chance to bail, but at the rate Gazz is updating this puppy I don't know if it still holds true :P
It could however (supposedly) be turned off in the config file, but don't ask me how.
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semiliterate
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Post by semiliterate »

there's a line about pause for capture, i think. it's a seven-second pause whenever conditions are met, but can indeed be turned off. or just reduced.
rubberman
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Post by rubberman »

Odd Behaviour on several occasions now, that during a dog fight with a bunch of enemy, goblins are launching on what i presume are distraction & missile defence missions & as they launch the main target lock is switching from the enemy ship to it. A little distracting when i am trying to kill
954flyer
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Post by 954flyer »

there's a line about pause for capture, i think. it's a seven-second pause whenever conditions are met, but can indeed be turned off. or just reduced.
Do you know where I go to change this option? I don't see it in the configuration menu...
semiliterate
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Post by semiliterate »

7047-l44 (if your game is english, otherwise look at 7047-lxx and find one you understand). it's an xml file in your terran conflict\t directory, open it with wordpad.

worth playing around with.

quick question:

does anyone know what Experimental Target Lead Prediction does in the config file? it says x3 2.5 required, so i don't even know if it works in TC. but that's okay because i didn't know what it did in Reunion either...
semiliterate
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Post by semiliterate »

7047-l44 (if your game is english, otherwise look at 7047-lxx and find one you understand). it's an xml file in your terran conflict\t directory, open it with wordpad.

worth playing around with.

quick question:

does anyone know what Experimental Target Lead Prediction does in the config file? it says x3 2.5 required, so i don't even know if it works in TC. but that's okay because i didn't know what it did in Reunion either...

oh just in case i haven't said it yet: i love this script.
Mckye
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Post by Mckye »

hey Gazz, is this mod built to its extent? or if I had a couple good suggestions would you take them into consideration for addition to MARS?
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Gazz
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Post by Gazz »

Nothing is ever finished.
Just don't expect too much because many good suggestions have already been made but wouldn't fit within the scope of the script - like missile turrets.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
Mckye
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Post by Mckye »

suicide bombers, a hotkey to send a drone holding a squash mine toward the selected enemy.

and this is not a suggestion but something I have been thinking of doing for myself, a ship called something like 'Drone Hive' which has very little if any weapons and decent shields and a huge number of active goblins at one time. using it as a drone carrier.
DaveyP
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Post by DaveyP »

How do I turn it off?

Every time I try to turn off the turrets (I want to mobile mine), I get a message saying one of 2 quotes from 2001 and then switches it back on again. Infuriating! :evil:

cheers.
JudoHedgehog
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Post by JudoHedgehog »

I just wanted to say how awesome this script is. Sometimes when the enemies aren't a real threat I'll let the auto pilot attack and switch to external view just to watch MARS in action. Really impressive work, thanks.
caleb
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Post by caleb »

Awesome mod. Finally capital ships and any ship with a turret will fight as it should. Drones also fight and pick up loot for you.

With this mod, Xenon Qs are a pain. They can shoot down even swarmers with PBE, and anything smaller than an M3 is in serious danger when getting close. That is how it should be. Great work.

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