[SCR] Super Tractor (v1.07 - 24.12.08)

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Gazz
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[SCR] Super Tractor (v1.07 - 24.12.08)

Post by Gazz » Thu, 25. Dec 08, 00:40

English / Deutsch


A Tractor Beam replacement where the cargo does not move like the tail of a rabid mad cow.
  • Required equipment:
    Tractor Beam (who would have guessed?)
  • The target is always the current target of your ship.
    You can however order another ship to tow this target.
  • Every object you can target from your ship can be towed.
    Catch an UFO, create a zoo of space flies...
    Don't like the position of the Goner Temple? Change it...
  • A Jumpdrive can be used when towing ships or asteroids. Yes, the cargo will jump with your ship.

    Every sector costs Energy Cells, even if you used a jump gate. (not recommended with a 4km asteroid in tow)
    If your tow ship does not have enough EC a log book message will tell you how much it would have needed.

    The smaller your tug is compared to the cargo, the higher the cost in EC.
  • Any ship with laser or turret capability and a tractor beam on board qualifies.
    I never saw the reasoning behind only letting military ships tow stuff.
    Your car breaks down. Do you call a tow truck or a battle tank?
  • Firing any laser disengages the Tractor Beam.
  • Executing the menu command again disengages the Tractor Beam.
  • If the tow ship is in the same sector as the towee it will fly to this target and leash it. That is all the navigation this script will do.
  • After the cargo is on the hook you may issue any nav command you want.
  • The alignment of the cargo is exactly the same as the tow ship. You can move and rotate a station as accurately as you can move or rotate a ship.
  • The freight is towed with 1km distance to the ship.
  • The tow ship is completely safe from the cargo. The rest of the sector is not.
Scripts for the complex builder: ComplexCleaner, Super Tractor, Factory Complex Constructor

To tow something:
Target the object from your ship.
Order your own or another ship to tow. (Special Menu)


ImageDownload: ZIP


Resources used:
COMMAND_TYPE_SPECIAL_34
T-File / PageID 7033
Task IDs (ships) 7033
Last edited by Gazz on Thu, 25. Dec 08, 00:55, edited 3 times in total.
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Gazz
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Post by Gazz » Thu, 25. Dec 08, 00:41

** reserved **

xiriod
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Post by xiriod » Thu, 25. Dec 08, 00:44

Great, I thought about this yesterday and hoped for a TC version soon. Thanks! :)

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Gazz
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Post by Gazz » Thu, 25. Dec 08, 00:50

Well, then merry christmas. =P
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Re: [SCR] Super Tractor (v1.07 - 24.12.08)

Post by Kadatherion » Thu, 25. Dec 08, 01:04

Gazz wrote:
  • The tow ship is completely safe from the cargo. The rest of the sector is not.
Hmmmmmm...
<looks at a big asteroid...>
Ahem...
<looks at the Goner Temple...>
Now they'll learn how much i was grateful for that crappy unfocused jumpdrive! :twisted:

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Gazz
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Post by Gazz » Thu, 25. Dec 08, 02:00

Hehe.
My first action was to tow the IBL/PBG forges off the main traffic lanes where the military recons would be unlikely to find em. =)
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Krewzur
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Post by Krewzur » Sat, 27. Dec 08, 17:41

So....... what happen when the tow ships docks somewhere?? Does the towee disconnect, or does something magical happen.
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Gazz
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Post by Gazz » Sat, 27. Dec 08, 18:39

If the towing ship docks, the towee is boarded by pink gremlins who then proceed to paint a big red bullseye on the hull.
When they are done a pentagram shaped pattern of xenon lasertowers spawns and reduces the towee to rubble.
Then a soft and wet pattern of squash mines spawns and destroys the rubble.
When all this has been completed, a construction crew of green gremlins builds a ship that is identical to the previous towee and places it at the same coordinates.

I omitted a few minor steps but basically that's it.
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Creston
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Post by Creston » Sun, 4. Jan 09, 03:34

Awesome stuff, thanks Gazz :)

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lips of a moose
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Post by lips of a moose » Mon, 5. Jan 09, 12:45

Gazz wrote:If the towing ship docks, the towee is boarded by pink gremlins who then proceed to paint a big red bullseye on the hull.
When they are done a pentagram shaped pattern of xenon lasertowers spawns and reduces the towee to rubble.
Then a soft and wet pattern of squash mines spawns and destroys the rubble.
When all this has been completed, a construction crew of green gremlins builds a ship that is identical to the previous towee and places it at the same coordinates.

I omitted a few minor steps but basically that's it.
My green gremlins failed to show up so i'm left with a pile of rubble, did i do something wrong ?

Other than that, this is yet another great script Gazz, many thanks.

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Ikaruga
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Post by Ikaruga » Mon, 5. Jan 09, 18:02

Is it possible to tow a complex or an enemy ship with that ?

If yes, then I love it :D
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Post by TemplarThano » Sun, 15. Feb 09, 14:27

Edit : X3:R version is Here
Last edited by TemplarThano on Tue, 3. Mar 09, 19:46, edited 1 time in total.

argon_emperor
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Post by argon_emperor » Sat, 28. Feb 09, 02:48

I tried using this script, I have a tractor beam on board, and the command shows up in the menu, but regardless of what I target, when I run the command, I get a verbal notification of 'malfunction'. Is something wrong? does anyone else get this problem?

Skott
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Post by Skott » Wed, 4. Mar 09, 22:38

The tractor beam should be present in the cargo bay, not installed...

All in all, I actually like the stock tractor beam better. It has the benefit of a sort of clumsy majesty. But there are times when you just feel the need to slam a gigantic asteroid into an unwitting station, you know? And the stock tractor beam has the unfortunate indignity of not being able to tow anything you don't own. Silly, silly, silly. It should at least be able to snag asteroids.

Cdaragorn
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Post by Cdaragorn » Mon, 9. Mar 09, 22:37

Skott wrote:The tractor beam should be present in the cargo bay, not installed...
Actually, it doesn't matter whether the tractor beam is installed or not, I've tried it both ways and it works just fine. Make sure that you do not fire any weapons while towing or you'll lose the object you're towing, tho.

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