[SCR] MARS Fire Control (v5.25 - 16.02.13)
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Being a big fan of MARS and having used it quite a bit (even printed out and read the manual a few times), I have a few questions regarding MARS, A.I. ships, and playerships.. and how performance is affected.
First - there are two toggles for AI and Capital ships so they can use MARS. One labeled "Enemy Capital Ships use MARS". That's pretty self-explanatory I think: Khaak and Xenon cap ships will use MARS. Possibly factions like Pirates. It is a little ambiguous with the use of the word "enemy" however, since a ship can turn from neutral to red in the blink of an eye. Any info on exactly how this works? Is MARS installed magically when it turns red?
Second question - "All AI Capital Ships use MARS", would mean that any capital ship that exists in the game has MARS installed and active at all times (possibly even when OOS?). I suspect this is the case, and would lead to a larger performance hit having this on, especially as your game grows and you place more satellites in the universe.
I would like to run MARS on my personal ship and any other ship I own where the MARS software is actually bought/installed (not on all of them). i.e. I might have 2 cap ships without it installed, but I might also have 10 docked M3+ all with MARS installed where I'd want it to run, including my personal ship. I'm not that concerned with every faction's cap ships running it - it seems that when both of the options I mentioned above are turned on, my performance takes a nose-dive.
As indicated, I did read the manual a number of times, but didn't pick up much information on these two options, nor how they affect performance of the game. Any light you can help shed on it would be grateful.
I realize that there are specific performance switches that affect all ships running MARS, but I wanted to get an idea of which ships run MARS under what configuration settings first.
First - there are two toggles for AI and Capital ships so they can use MARS. One labeled "Enemy Capital Ships use MARS". That's pretty self-explanatory I think: Khaak and Xenon cap ships will use MARS. Possibly factions like Pirates. It is a little ambiguous with the use of the word "enemy" however, since a ship can turn from neutral to red in the blink of an eye. Any info on exactly how this works? Is MARS installed magically when it turns red?
Second question - "All AI Capital Ships use MARS", would mean that any capital ship that exists in the game has MARS installed and active at all times (possibly even when OOS?). I suspect this is the case, and would lead to a larger performance hit having this on, especially as your game grows and you place more satellites in the universe.
I would like to run MARS on my personal ship and any other ship I own where the MARS software is actually bought/installed (not on all of them). i.e. I might have 2 cap ships without it installed, but I might also have 10 docked M3+ all with MARS installed where I'd want it to run, including my personal ship. I'm not that concerned with every faction's cap ships running it - it seems that when both of the options I mentioned above are turned on, my performance takes a nose-dive.
As indicated, I did read the manual a number of times, but didn't pick up much information on these two options, nor how they affect performance of the game. Any light you can help shed on it would be grateful.
I realize that there are specific performance switches that affect all ships running MARS, but I wanted to get an idea of which ships run MARS under what configuration settings first.
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Enemies of your ship. It's really that simple. =)Jaga_Telesin wrote:First - there are two toggles for AI and Capital ships so they can use MARS. One labeled "Enemy Capital Ships use MARS". That's pretty self-explanatory I think: Khaak and Xenon cap ships will use MARS. Possibly factions like Pirates. It is a little ambiguous with the use of the word "enemy" however, since a ship can turn from neutral to red in the blink of an eye. Any info on exactly how this works? Is MARS installed magically when it turns red?
That's the only way to do it since mission targets are often neutral race which can't be set to hostile.
Turret scripts do not run OOS. Ever.Second question - "All AI Capital Ships use MARS", would mean that any capital ship that exists in the game has MARS installed and active at all times (possibly even when OOS?). I suspect this is the case, and would lead to a larger performance hit having this on, especially as your game grows and you place more satellites in the universe.
Now if you enter a sector with an AI military fleet there can be quite a bunch of cap ships...
Your ships are not affected by these settings.I would like to run MARS on my personal ship and any other ship I own where the MARS software is actually bought/installed (not on all of them). i.e. I might have 2 cap ships without it installed, but I might also have 10 docked M3+ all with MARS installed where I'd want it to run, including my personal ship. I'm not that concerned with every faction's cap ships running it - it seems that when both of the options I mentioned above are turned on, my performance takes a nose-dive.
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That's all great to hear, thanks for illuminating how it works Gazz. 
I assume by your last comment that if I own a ship, and it is in-sector, and it has MARS installed, it will then process any MARS-related directives. That would include turrets, Goblins, etc. Essentially just what I was asking for. Regrettably I think installing it on a wing of 30 M3+ fighters with front/rear turrets might be unrealistic, but I understand why.
I'll assume then that the overall load due to # of ships isn't that high if MARS is kept to Capital and escort ships, and proceed to do some performance tweaking with the settings.

I assume by your last comment that if I own a ship, and it is in-sector, and it has MARS installed, it will then process any MARS-related directives. That would include turrets, Goblins, etc. Essentially just what I was asking for. Regrettably I think installing it on a wing of 30 M3+ fighters with front/rear turrets might be unrealistic, but I understand why.
I'll assume then that the overall load due to # of ships isn't that high if MARS is kept to Capital and escort ships, and proceed to do some performance tweaking with the settings.
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Seem to be having a problem with mars defense.
All options and hotkeys for mars offense seem to work fine, but most/all of my defense options are either unresponsive or respond incorrectly. I installed the script in an already active save.
My specific problem is with the hold fire hotkey. As when I ask it to cease fire it does the opposite and actually targets all drones and seems to put higher priority on the current. It says 'no target selected' when i just have the target active. Though when I mouse over the target so my reticule turns red it states 'target acquired'.
I've reinstalled the script, restarted, and saved. Is there some option that I have incorrectly selected, or simply a problem with the script?
All options and hotkeys for mars offense seem to work fine, but most/all of my defense options are either unresponsive or respond incorrectly. I installed the script in an already active save.
My specific problem is with the hold fire hotkey. As when I ask it to cease fire it does the opposite and actually targets all drones and seems to put higher priority on the current. It says 'no target selected' when i just have the target active. Though when I mouse over the target so my reticule turns red it states 'target acquired'.
I've reinstalled the script, restarted, and saved. Is there some option that I have incorrectly selected, or simply a problem with the script?
"It is far better to grasp the Universe as it really is than to persist in delusion, however satisfying and reassuring." - Carl Sagan
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Well, try it. =)Jaga_Telesin wrote:I'll assume then that the overall load due to # of ships isn't that high if MARS is kept to Capital and escort ships, and proceed to do some performance tweaking with the settings.
Fighters with MARS use fewer resources than cap ships but still a whole lot more than ES scripts.
I am confused.Gerik wrote:My specific problem is with the hold fire hotkey. As when I ask it to cease fire it does the opposite and actually targets all drones and seems to put higher priority on the current. It says 'no target selected' when i just have the target active. Though when I mouse over the target so my reticule turns red it states 'target acquired'.
Any kind of mouseover action is not part of the MARS Script but instead the X3 core interface.
It's normal that the hotkeys do not affect this.
The MARS menu shows all current cease fire states.
Hotkeys are now alpha sorted.semiliterate wrote:the list of assigned hotkeys in a control profile is in a set order without reference to the hotkeys. a new game started after the script will have them in a different order and so the keys will be different.
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.
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I have just used it in a singular game.semiliterate wrote:have you got more than one save game on the go, and if so have you checked your hotkeys?
the list of assigned hotkeys in a control profile is in a set order without reference to the hotkeys. a new game started after the script will have them in a different order and so the keys will be different.
When I have MARS set to offensive mode the script responds normally. I started to think that it was another script or something in the default default ui that had a contradictory command. I've sorted through most of the menu but I can't find anything that fits the case.
Til I can find the problem it seems I'll be a bit more destructive than I would prefer .

"It is far better to grasp the Universe as it really is than to persist in delusion, however satisfying and reassuring." - Carl Sagan
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Problems with 2 weapons turrets
hello,
i have a weird problem with MARS script for turret control, every time i put mars on the turrets (in offense and defense) one of the weazpon of each turret is systematically removed and placed in the cargo bay.
i have constated it for at least the ship VIDAR and CERBERE (french names for argo ship)
is there something i need to do to use all the weapons of the turret or it is a bug ?
for information i have a French version of X3TC
i have a weird problem with MARS script for turret control, every time i put mars on the turrets (in offense and defense) one of the weazpon of each turret is systematically removed and placed in the cargo bay.

i have constated it for at least the ship VIDAR and CERBERE (french names for argo ship)
is there something i need to do to use all the weapons of the turret or it is a bug ?
for information i have a French version of X3TC
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I love this script, but I have just one problem with it. MARS insists on using FAA at ranges that are somewhat long. This was especially annoying when trying to kill a pirate M1 after I first got a Panther and it would insist on attacking the M1 with FAA while I'm trying to get max range out of my CIGs. It does the same elsewhere, trying to hit ships at 3.5+ km, when I've never seen it hit anything with FAA at a range farther than 2.0.
Is there any way I can tell MARS not to use the FAA like that?
Is there any way I can tell MARS not to use the FAA like that?
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Gazz wrote: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...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.
Does the ship even have a laser installed...?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"
Laser not available means that just. Quite literally so.
I'm trying to use a Cutlass with MARS (decided to fly it myself for a change), and I'm getting the "laser not available" error, myself.
Any ideas? I've done the save/reload thing, deleted old MARS installs and reinstalled them (both in-game and out, heh), and generally can't figure out why the turrets aren't working. Are there any troubleshooting options I've missed?
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It won't work unless the EMPCs are in its inventory and not in its main gun mounts. I had no problems with my CutlassSkott wrote:Gazz wrote: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...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.
Does the ship even have a laser installed...?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"
Laser not available means that just. Quite literally so.
I'm trying to use a Cutlass with MARS (decided to fly it myself for a change), and I'm getting the "laser not available" error, myself.
Any ideas? I've done the save/reload thing, deleted old MARS installs and reinstalled them (both in-game and out, heh), and generally can't figure out why the turrets aren't working. Are there any troubleshooting options I've missed?
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I read some of the thread and it seemed like people were modding the files for MARS to work with CMOD. I think you can dl them.baric wrote:I have seen the question asked a couple of times but not sure I saw an answer. Does MARS work out of the box with the Combat MOD 3. I am one of those people who is afraid to edit any files myself aka the text files for damages or whatever.
Thanks
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Hi Gazz, great work on the mod.
Just a small observation:
I'm in an M6 about to go on a boarding operation to cap another ship.
MARS Turrets are currently active shooting all and sundry.
Now, once target shields are down, I want to stop turrets firing at the target - but continue to attack other ships.
(no problem, hit the ignore target button).
BUT, I also want to send fighter drones to attack shields of target - but I am unable to launch drones as "target not available".
Any ideas?
Just a small observation:
I'm in an M6 about to go on a boarding operation to cap another ship.
MARS Turrets are currently active shooting all and sundry.
Now, once target shields are down, I want to stop turrets firing at the target - but continue to attack other ships.
(no problem, hit the ignore target button).
BUT, I also want to send fighter drones to attack shields of target - but I am unable to launch drones as "target not available".
Any ideas?
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GA-EX58-UD5
6x 1gb DDR3 1600 hz OCZ
1 x Dell Perc 6/i
4 x Samsung HD103UJ 1TB (raid 5)
1 x WD VelociRaptor WD3000HLFS
Force3d 4870 512MB PCI-E
Dell Perc 6/i RAID project