[Script] TerraCorps Fleet Package
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dmichailcz
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eladan
- Posts: 7168
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Gah! I turn my back for a second and the thread gets busy again!
@dmichailcz - you may simply not have enough ships in the TF, although I would be expecting that the M5s at least would be going out exploring (it's a single ship job.) Where exactly is your TF based, and what other sectors are assigned? Also, no - no other scripts/mods are required by this package.
@Rive, as long as there isn't any corruption of pilot data, any ship naming issues should fix themselves in due course - the global script does some cleanup of this nature on its rounds, although it can take a few minutes.
If the squad leader isn't showing that it's on patrol, then it isn't on patrol. Don't trust the TF report on that. The explanation that dminor gave is possibly the reason - the TF doesn't handle lack of docking space all that gracefully.Mahijiru wrote:The squad leader’s menu showed Command: none and Action: none, his followers were set to attack the same target. According to the TF report of the TF leader, those three ships should be on sector patrol. Well, they weren’t.
In order to respond to threats, they need to be running a script to do so. That happens in patrols, but when the patrol ends, so does that script. It would be possible to have something like that script active all the time, and that was indeed my plan for the total rewrite that I had in the works. The current script isn't equipped to be running permanently.Mahijiru wrote:Is it possible without too much effort to make TF members capable of reacting to such “personal” threats, maybe via your signal when targeted scripts? No cpilot should be a sitting duck...
Haven't seen that behaviour either. The combat script should run until the targeted ship is killed or otherwise unavailable for attack. Again, I don't know why it would quit before that happens.Mahijiru wrote:The leader’s menu shows Command: Attack Pirate Nova (eg) while Action is: move to Ianamus Zura or flying to position.
Exactly which version of the script do you have? There were some automove issues with recent versions, but the latest should have fixed them...Mahijiru wrote:When I checked the TF leader (sitting in a M6) I learned that he is looping through one of the addon.cpilots. TF.automove files. I got rid of this nuisance by substituting “Carrier” by “M1” in the TF.tracker file (line 175 ff). Well, it seems to work, at least for now....
Again, this should be fixed in the most recent version (v1.53e) - but this has been a bugger of a problem to pin down, so I'm not thoroughly confident that I've squashed it. I'll take a look at the lines you've highlighted though.Mahijiru wrote:I also encountered the good old FBC shutting itself down problem. I have 4 bases, all of them stopped working somewhere along the line. One of them after several days, another one after several hours. Stopping the command and restarting it helps for some time. Sooner or later they shut down again, some of them sooner, some of them later. So much for consistency...
@dmichailcz - you may simply not have enough ships in the TF, although I would be expecting that the M5s at least would be going out exploring (it's a single ship job.) Where exactly is your TF based, and what other sectors are assigned? Also, no - no other scripts/mods are required by this package.
@Rive, as long as there isn't any corruption of pilot data, any ship naming issues should fix themselves in due course - the global script does some cleanup of this nature on its rounds, although it can take a few minutes.
I'd left it with RRRoamer, if you recall, but I've not heard anything from him. IIRC, he had postponed it for RL reasons.dminor wrote:I've been busy with XTC. Did you find the time to include the new patrol script you where working on way back when.
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dmichailcz
- Posts: 170
- Joined: Thu, 18. Jun 09, 13:18
@Eladan - I created TF from one M7 (leader), two M3+ and two M5s (M5s were docked in M7 before creating taskforce). All ships were in sector Split Fire and after creating TF, i assigned them three sectors (three clicks on Brennan Triumphs for increased importance, one on Split Fire, one on Danna's Chance). After that, M3+ stayed in first sector, while M7 moved in Brennan's Triumph. Later, M3+ woke up and went to M7, but that was their last action taken...
And suggestion: Have you been thinking about adding possibility to give names ti ship instead of name of pilot? Something about with same principle as naming FBC...
Thanks for your time and help...
EDIT: Now i tried to create TF from M1 with 10 M3+ on board (is it normal, that I must select every single ship inside carrier by myself?)... Just going to first selected sector and after that, long sleep...
And suggestion: Have you been thinking about adding possibility to give names ti ship instead of name of pilot? Something about with same principle as naming FBC...
Thanks for your time and help...
EDIT: Now i tried to create TF from M1 with 10 M3+ on board (is it normal, that I must select every single ship inside carrier by myself?)... Just going to first selected sector and after that, long sleep...
I am not very good in english, so please, forgive me...
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Rive
- Posts: 2260
- Joined: Fri, 24. Apr 09, 16:36

I think there IS some corrupted data somewhere. I still has a buster dedicated to XY, piloted by Z. Where can I find the pilot information? If it is not in some encrypted format, then I will try to fix it manually. I don't want to lose any more pilot@Rive, as long as there isn't any corruption of pilot data, any ship naming issues should fix themselves in due course - the global script does some cleanup of this nature on its rounds, although it can take a few minutes.
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eladan
- Posts: 7168
- Joined: Sat, 7. Jan 06, 16:01

Creating a TF from the M1 with CP ships docked should automatically join those ships to the TF.dmichailcz wrote:Now i tried to create TF from M1 with 10 M3+ on board (is it normal, that I must select every single ship inside carrier by myself?)... Just going to first selected sector and after that, long sleep...
From the information you've given, I can't see anything wrong with what you're doing. The first TF should be sending out scouts, and the second should be able to send out patrols. How long have you waited for anything to happen?
Exactly what would you be suggesting? An example might help.dmichailcz wrote:And suggestion: Have you been thinking about adding possibility to give names ti ship instead of name of pilot? Something about with same principle as naming FBC...
Are you saying that a pilot report on both ships returns the same information?Rive wrote:I think there IS some corrupted data somewhere. I still has a buster dedicated to XY, piloted by Z. Where can I find the pilot information? If it is not in some encrypted format, then I will try to fix it manually. I don't want to lose any more pilot
I'd be rather surprised if it did turn out to be corrupt data. There are safeguards in place to try to prevent anything like that happening. You said the FBC fixed it - did it stay fixed? The same cleanup code I mentioned would rename it to what it was if the pilot was really still on board.
The pilot data isn't encrypted, but it's a bit messy to fiddle with. It's stored on the ship in a number of local variables. If you really want to look to change that data, probably the easiest place to find what's stored where is in plugin.cpilot.movepilot.move. You might have some trouble unless you have some scripting knowledge.
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Rive
- Posts: 2260
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dminor
- Posts: 1083
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Rive
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dmichailcz
- Posts: 170
- Joined: Thu, 18. Jun 09, 13:18
I found, by what is my problem caused - my TF leaders take long time before first actions are taken... In cause with M7 was problem in my impatience and in cause with M1 - i totaly forgot, that i've assigned some fighters from my academy (in Cloudbase North West) to carrier starting patrol in sector Home of Light, but i haven't ordered them to return home (instead, i gave them opportunity to finish their Tour of Duty). So after giving carrier order to patrol in sectors, TF leader was waiting for his remaining forces...Creating a TF from the M1 with CP ships docked should automatically join those ships to the TF.
From the information you've given, I can't see anything wrong with what you're doing. The first TF should be sending out scouts, and the second should be able to send out patrols. How long have you waited for anything to happen?
But in another try, M1 with 30 M3+ and 10 M5 onboard, after creating TF, ship stayed in first sector and waited for 4 game hours, before first fighter have taken action...
P.S. Yep, ships docked in carrier are also assigned to TF, if carrier is chosen. I confused it with M7 (ships in M7 are not assigned to TF, when M7 is chosen)...
Now ship name look like "M1 AB-12 RAdm. R. Paris", that replaced my name "T.C.S. Norad - Alfa Squadron Flagship". I've been thinking about replacing name and rank of ship captain with name of ship (created by special command, not every ship need own name, like fighters). So the name of ship will look like "M1 AB-12 T.C.S. Norad".Exactly what would you be suggesting? An example might help.
And my new problem: I have "bought" Cpt. Paris from BBS and trained her, so now she is Rear Admiral. But she also had 1972 xp and she keep asking to move to "bigger" vessel to gain next rank. Problem is, that she is already sitting in my only fully equiped M1. I tried to move her to M7, but it haven't helped...
P.S. I hope, you'll understand me. My english is really bad...
EDIT: I forgot - I was thinking about giving MANUALLY name of ship to her by script. Just renaming her by "Rename your ship" is overwritten by script...
I am not very good in english, so please, forgive me...
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eladan
- Posts: 7168
- Joined: Sat, 7. Jan 06, 16:01

Yep, TFs can be a bit slow to get underway. 4 hours seems a little excessive though...dmichailcz wrote:But in another try, M1 with 30 M3+ and 10 M5 onboard, after creating TF, ship stayed in first sector and waited for 4 game hours, before first fighter have taken action...
Hmm - interesting. I'll admit not having tested it on an M7, but it still should work, if I'm remembering the code correctly. There isn't a check on the type of ship, only whether it's a carrier (anything which can dock ships is classed as a carrier.)Yep, ships docked in carrier are also assigned to TF, if carrier is chosen. I confused it with M7 (ships in M7 are not assigned to TF, when M7 is chosen)...
If she's in an M1, then that's all she needs. You're saying it's still giving that message after she's in an M1? Don't be too impatient - give the script time to sort itself out.And my new problem: I have "bought" Cpt. Paris from BBS and trained her, so now she is Rear Admiral. But she also had 1972 xp and she keep asking to move to "bigger" vessel to gain next rank. Problem is, that she is already sitting in my only fully equiped M1. I tried to move her to M7, but it haven't helped...
The script probably is a little heavy handed in insisting how ships are named. There probably should be an option at least to tell it to leave ships alone, either individually or on a global basis.EDIT: I forgot - I was thinking about giving MANUALLY name of ship to her by script. Just renaming her by "Rename your ship" is overwritten by script...
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dmichailcz
- Posts: 170
- Joined: Thu, 18. Jun 09, 13:18
I gave her about two game days (and she is now 2 years older, is it normal?), but she is still Rear Admiral... She is now sitting in M1, commanding fleet of 37 ships, gaining xp (she must have now more than 2k), nothing have changed. I tried to move her to M7, i tried to disband TF and gave her time, nothing have helped...eladan wrote:If she's in an M1, then that's all she needs. You're saying it's still giving that message after she's in an M1? Don't be too impatient - give the script time to sort itself out.
I found great this "catalogue" naming for fighters - you don't need individual names for every fighter, this is looking well aranged. But it is strange in case with capital ships, I (and not alome, I presume) would prefer to have way to name my ship.The script probably is a little heavy handed in insisting how ships are named. There probably should be an option at least to tell it to leave ships alone, either individually or on a global basis.
Thx for your time...
P.S. How long can my pilots live before they die due old age?
I am not very good in english, so please, forgive me...
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Mahijiru
- Posts: 17
- Joined: Mon, 24. Oct 05, 09:29

Thanks for the tip. Better now, much better. Lots of TFs with 14 members thoughdminor wrote: I've seen 'A' in action before. I belive its caused by the hanger bay being full when the patrol is returning. I found that limiting the TF to the amout of hanger space the TFL was a way to work around it.
1.53e (the automove-files are 1.51)eladan wrote: Exactly which version of the script do you have? There were some automove issues with recent versions, but the latest should have fixed them...
The FBC still has problems. Yesterday three of my bases shut down after 10-12 hours operating time. The last one is running flawlessly for more than 3 days now. Whatever causes this must be hidden quite well...eladan wrote: Again, this should be fixed in the most recent version (v1.53e) - but this has been a bugger of a problem to pin down, so I'm not thoroughly confident that I've squashed it.
eladan wrote: It would be possible to have something like that script active all the time, and that was indeed my plan for the total rewrite that I had in the works.
Are there any drafts? I'm surely unable to achieve what you described if I would have to do it from scratch. But maybe, maybe if there is some foundation... Anyway, I really would like to try.eladan wrote: dminor wrote:
I've been busy with XTC. Did you find the time to include the new patrol script you where working on way back when.
I'd left it with RRRoamer, if you recall, but I've not heard anything from him. IIRC, he had postponed it for RL reasons.
Last edited by Mahijiru on Mon, 22. Jun 09, 16:42, edited 3 times in total.
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Rive
- Posts: 2260
- Joined: Fri, 24. Apr 09, 16:36

So. At least it seems I sorted it out. The move pilot command was fine for looong-long times, but.... On some point I've installed an MK3 Ware Lock script. The pilot moves after it was all messed up. Last day even the FBC starts messing with readtext# texts and so in the ship names. The manual pilot move was a massacre.
After removing the WareLock script, it seems OK. But the damaged info is still here. I will try to do some cleanup later.
I hope it will be OK.
After removing the WareLock script, it seems OK. But the damaged info is still here. I will try to do some cleanup later.
I hope it will be OK.
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eladan
- Posts: 7168
- Joined: Sat, 7. Jan 06, 16:01

About the "getting older" bit, yes, it's normal. The original script had a rationale that the technology used to integrate the pilot into the ship caused them to age at an accelerated rate.dmichailcz wrote:I gave her about two game days (and she is now 2 years older, is it normal?), but she is still Rear Admiral... She is now sitting in M1, commanding fleet of 37 ships, gaining xp (she must have now more than 2k), nothing have changed. I tried to move her to M7, i tried to disband TF and gave her time, nothing have helped...
For the rest, that's definitely not normal. I was thinking minutes rather than days. Can you post a pilot report on that pilot?
Not implemented (I think.) Age is just a flavour at the moment.P.S. How long can my pilots live before they die due old age?
Should be fine. You said the TF leader was in an M6 - have you made any modifications to have them able to dock ships? 'Carrier' includes any ship capable of docking other ships. I can't see why the automove code would be even be run if that's not the case...Mahijiru wrote:1.53e (the automove-files are 1.51)eladan wrote: Exactly which version of the script do you have? There were some automove issues with recent versions, but the latest should have fixed them...
Yep, it clearly is. Bugger.Mahijiru wrote:The FBC still has problems. Yesterday three of my bases shut down after 10-12 hours operating time. The last one is running flawlessly for more than 3 days now. Whatever causes this must be hidden quite well...eladan wrote: Again, this should be fixed in the most recent version (v1.53e) - but this has been a bugger of a problem to pin down, so I'm not thoroughly confident that I've squashed it.
Drafts for which? The patrol scripts are essentially finished - what RRRoamer was doing was integrating them into the current version - which still requires some work, as the scripts work a little differently than the current ones. I have various completed or partly done work on various other scripts scattered all over the place. The FBC is essentially finished, having been redone as an AL plugin. It's not a complete rewrite, mind, just changes the bits that required being run on the station. Incidentally, I believe that would fix the FBC stopping problem. Other bits here and there aren't in any decent shape.Are there any drafts? I'm surely unable to achieve what you described if I would have to do it from scratch. But maybe, maybe if there is some foundation... Anyway, I really would like to try.
If you're asking about the code for running the combat script full time, I haven't done anything on that. The problem I had is that it needs to run with, and gracefully handle, other combat-type commands running. E.g. if you have a cpilot on a ship that you have set as a wingman, with a "protect my ship" order, you don't want the cpilot script taking over and having the ship hare halfway across the sector to attack a ship which is no threat to yours... This is a surprisingly difficult issue to find a solution for without hardcoding specific exceptions, which I really, really want to avoid.
:EDIT: Quote fix.
Last edited by eladan on Tue, 23. Jun 09, 17:32, edited 1 time in total.
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dmichailcz
- Posts: 170
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eladan
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Got it, thanks.
Problem solved. The pilot isn't going up in rank because her rank is limited by her trait. Once she hit Rear Admiral, she shouldn't have been saying that she needed to move to a bigger ship though? Are you sure it was happening after she ranked to Rear Admiral? There's nothing in the pilot report about that (I would expect there to be if that was the case.)
the post here outlines the max ranks which can be achieved by given traits.
Problem solved. The pilot isn't going up in rank because her rank is limited by her trait. Once she hit Rear Admiral, she shouldn't have been saying that she needed to move to a bigger ship though? Are you sure it was happening after she ranked to Rear Admiral? There's nothing in the pilot report about that (I would expect there to be if that was the case.)
the post here outlines the max ranks which can be achieved by given traits.
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dmichailcz
- Posts: 170
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I got it now... I was under impression, that cpt. Paris (that captain given by BBS) is able to gain max. rank...
But two things still remain. In her report is not written anything about max. rank and i've received message from her, in which she was asking for bigger ship (i remember it very good, because i've tried to move her to some another vessels)...
But two things still remain. In her report is not written anything about max. rank and i've received message from her, in which she was asking for bigger ship (i remember it very good, because i've tried to move her to some another vessels)...
I am not very good in english, so please, forgive me...
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eladan
- Posts: 7168
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