[SCR] MARS Fire Control (v5.25 - 16.02.13)
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No.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?
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There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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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..
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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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 true954flyer 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 could however (supposedly) be turned off in the config file, but don't ask me how.
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DiDs:
Eye of the storm Completed
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Black Sun - Completed
Endgame - Completed

DiDs:
Eye of the storm Completed
Eye of the storm - book 2 Inactive
Black Sun - Completed
Endgame - Completed
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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...
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...
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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.
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.
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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.
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.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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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.
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.
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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.
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.