Hmm now youve got me going on suggestions you might wish you had never asked
[Script][04-03-10] MarCon Ship Onboard Computer System Interface : [ V2 ]
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Spectre84
- Posts: 34
- Joined: Sun, 15. Jul 07, 13:29

Yes that would be ok but there may be a couple of problems - if it is a carrier with fighter support deployed will it jump out leaving the fighters behind and ho hum where the hell are the fighters or worse wait for the fighters to dock before jumping and getting blown up (ADS may want to do this). Anyway I can test and see what happens - thanks again for your quick reply.
Hmm now youve got me going on suggestions you might wish you had never asked
Hmm now youve got me going on suggestions you might wish you had never asked
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Spectre84
- Posts: 34
- Joined: Sun, 15. Jul 07, 13:29

I have another one
although this is probably a question for one of the other modders
I have a carrier full of salvaged fighters, I keep the m3's and sell the rest to make it a bit easier for fitting out - this is harsh's autoprep ships will fit out new ships that are all the same but not different ships that have stuff on them even if they can all fit the same equipment / weapons
On your bulk recycling menu, I can select a carrier, strip one or all ships and then use autoprep ships to fit out - nope it doesn't like that either although I can get autoprep to fit the same equipment but not weapons.
Ok, strip all ships of cargo / weapons (bulk recycling menu or perhaps ADS) and use ADS to equip all the fighters with the same weapon they can all use say pacs or hepts, (I am not sure you can do this through your bulk recycling menu) - this works but the fighters will not equip the main weapons, turrets if any are fine because mars takes care of that.
Now on to the actual question
could you force all the fighters on the carrier to equip the main guns all at once from the bulk recycling menu?
I have a carrier full of salvaged fighters, I keep the m3's and sell the rest to make it a bit easier for fitting out - this is harsh's autoprep ships will fit out new ships that are all the same but not different ships that have stuff on them even if they can all fit the same equipment / weapons
On your bulk recycling menu, I can select a carrier, strip one or all ships and then use autoprep ships to fit out - nope it doesn't like that either although I can get autoprep to fit the same equipment but not weapons.
Ok, strip all ships of cargo / weapons (bulk recycling menu or perhaps ADS) and use ADS to equip all the fighters with the same weapon they can all use say pacs or hepts, (I am not sure you can do this through your bulk recycling menu) - this works but the fighters will not equip the main weapons, turrets if any are fine because mars takes care of that.
Now on to the actual question
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mark_a_condren
- Posts: 1468
- Joined: Wed, 3. Aug 05, 05:05

No you can't. It will only remove the items and place them in the carriers cargobay, it will not put items onto another docked ship.Now on to the actual question, could you force all the fighters on the carrier to equip the main guns all at once from the bulk recycling menu?
Still working on the other ideas ...
MarCon
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Spectre84
- Posts: 34
- Joined: Sun, 15. Jul 07, 13:29

Here's another one from a slightly different angle.
I have been thinking about what is the most useful command that is missing from the late game when you have stuff all over the universe:-
A jump to sector command with a sector sorter that you can type in the first letter or couple of letters and it comes up with all the sectors beginning with what you typed in - click the sector and it jumps you to through a random gate, lets you specify one or P2P to the centre of the sector which ever is easiest to code.
Perhaps for balance call it an emergency jump as you would be jumping in blind that uses all your e cells so you can jump in but you aren't getting out in a hurry - this would be better than setting shields to zero as you would most likely be jumping in to save something which wouldn't be much good if you have no shields.
I have been thinking about what is the most useful command that is missing from the late game when you have stuff all over the universe:-
A jump to sector command with a sector sorter that you can type in the first letter or couple of letters and it comes up with all the sectors beginning with what you typed in - click the sector and it jumps you to through a random gate, lets you specify one or P2P to the centre of the sector which ever is easiest to code.
Perhaps for balance call it an emergency jump as you would be jumping in blind that uses all your e cells so you can jump in but you aren't getting out in a hurry - this would be better than setting shields to zero as you would most likely be jumping in to save something which wouldn't be much good if you have no shields.
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mark_a_condren
- Posts: 1468
- Joined: Wed, 3. Aug 05, 05:05

Hi Spectre84,
Just letting you know that i'm doing some work on the 'jump' script you posted about. Q, Do you want to be able to jump any of your ships inc playership? (as long as they have JD installed of course).
The script i'm working on should allow for any of your ships with JD to use it. Getting the sellection parts down to a min of menus is hard, just trying to keep it simple and quick (the hardest type to script by the way).
It will use ecells if avail and shield energy if not (can't come up with a way of justifying it costing credits and still sound plausible )
Shield energy jumps will prob just be to a random location in the target sector, no targeting allowed. It is a emergency jump after all and no time for precise targeting, just "get us to that sector NOW!" or "get us the hell outta here NOW! anywhere in another sector will do, just try not to hit the big station in the middle."
Atm, i've got it so the first menu asks 'player ship' or 'other ship' if playership, it asks for destination location if you have ecells, otherwise you just get to choose the target sector. If 'other ship' you get asked for some letters for a sector name, then some letters from a ship name. Then you get a menu of sectors and ship names from what you put in. Just select the ship you want from those listed, only ships with JD's are listed. If it has enough ecells onboard to jump to that sector you get a sector and location choice as target, otherwise just a sector can be chosen (and bye bye shields).
It's still very much a WIP, but i'm sure i remember you volunteering to be a test bunny for it
.
I would like your thoughts on how to access the menu, Hotkey, via MarCon menu, via nav in player ships command menu, etc ...
There are still a lot of details to be worked out too. re, followers ships, do carriers wait for ships to dock or jump without them. Do carrier's emergency transport undocked support craft onboard when req'd to quick jump, and the cost of doing this etc etc .... i think you get the idea.
Don't you just love all the choices you have to make just for a simple 'jump script'
Looking forward to your responce.
BTW, i've had a piece of paper stuck on my computer room wall with 'rewrite Marcon main menu and clean up all code' for some time now. Every time i look at it i go
MarCon
Just letting you know that i'm doing some work on the 'jump' script you posted about. Q, Do you want to be able to jump any of your ships inc playership? (as long as they have JD installed of course).
The script i'm working on should allow for any of your ships with JD to use it. Getting the sellection parts down to a min of menus is hard, just trying to keep it simple and quick (the hardest type to script by the way).
It will use ecells if avail and shield energy if not (can't come up with a way of justifying it costing credits and still sound plausible )
Shield energy jumps will prob just be to a random location in the target sector, no targeting allowed. It is a emergency jump after all and no time for precise targeting, just "get us to that sector NOW!" or "get us the hell outta here NOW! anywhere in another sector will do, just try not to hit the big station in the middle."
Atm, i've got it so the first menu asks 'player ship' or 'other ship' if playership, it asks for destination location if you have ecells, otherwise you just get to choose the target sector. If 'other ship' you get asked for some letters for a sector name, then some letters from a ship name. Then you get a menu of sectors and ship names from what you put in. Just select the ship you want from those listed, only ships with JD's are listed. If it has enough ecells onboard to jump to that sector you get a sector and location choice as target, otherwise just a sector can be chosen (and bye bye shields).
It's still very much a WIP, but i'm sure i remember you volunteering to be a test bunny for it
I would like your thoughts on how to access the menu, Hotkey, via MarCon menu, via nav in player ships command menu, etc ...
There are still a lot of details to be worked out too. re, followers ships, do carriers wait for ships to dock or jump without them. Do carrier's emergency transport undocked support craft onboard when req'd to quick jump, and the cost of doing this etc etc .... i think you get the idea.
Don't you just love all the choices you have to make just for a simple 'jump script'
Looking forward to your responce.
BTW, i've had a piece of paper stuck on my computer room wall with 'rewrite Marcon main menu and clean up all code' for some time now. Every time i look at it i go
MarCon
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Spectre84
- Posts: 34
- Joined: Sun, 15. Jul 07, 13:29

Hi Marcon
Happy New Year from the UK - I have got a banging headache and lost my voice so I must have had a good night
Yes I would say shield energy if there are no ecells is ok and I agree costing credits is implausible.
Yep random location sounds good.
For the player ship do you still get asked for a few letters for the sector name as the biggest problem for me is flitting around the map trying to find the sector being attacked - the other ship part looks ok we can try that out.
I'm hopping already
I actually access the marcon menu through the community script menu - one hotkey press and one mouse click and I'm there so I would say the Marcon main menu for now? and maybe move it / hot key it after some testing if it is not too much of a pain to do afterwards
Perhaps just one question for playership - do you want followers to jump - y yes? n no? For carrier support ships that is a bit of a tough one - if you make the carrier wait it will probably be destroyed - in a "real" situation the carrier would wait until the very last minute before jumping out and leaving anyone behind; I suppose this could be simulated with a dock ships command and jump when shields hit 5% or something before leaving the rest behind but for simplicity, playability and avoiding possible conflicts with other carrier command scripts just jump the whole lot out and strip all the shields?
Main menu looks ok to me
Happy New Year from the UK - I have got a banging headache and lost my voice so I must have had a good night
Yes I would say shield energy if there are no ecells is ok and I agree costing credits is implausible.
Yep random location sounds good.
For the player ship do you still get asked for a few letters for the sector name as the biggest problem for me is flitting around the map trying to find the sector being attacked - the other ship part looks ok we can try that out.
I'm hopping already
I actually access the marcon menu through the community script menu - one hotkey press and one mouse click and I'm there so I would say the Marcon main menu for now? and maybe move it / hot key it after some testing if it is not too much of a pain to do afterwards
Perhaps just one question for playership - do you want followers to jump - y yes? n no? For carrier support ships that is a bit of a tough one - if you make the carrier wait it will probably be destroyed - in a "real" situation the carrier would wait until the very last minute before jumping out and leaving anyone behind; I suppose this could be simulated with a dock ships command and jump when shields hit 5% or something before leaving the rest behind but for simplicity, playability and avoiding possible conflicts with other carrier command scripts just jump the whole lot out and strip all the shields?
Main menu looks ok to me
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Etyneo
- Posts: 253
- Joined: Fri, 25. May 12, 00:21

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X2-Illuminatus
- Moderator (Deutsch)

- Posts: 25130
- Joined: Sun, 2. Apr 06, 16:38

Make a backup of your saves and try it out. Most scripts for TC are compatible with AP and judging from the OP there is no reason, why it shouldn't work with AP.
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zhukov032186
- Posts: 127
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mark_a_condren
- Posts: 1468
- Joined: Wed, 3. Aug 05, 05:05

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Spectre84
- Posts: 34
- Joined: Sun, 15. Jul 07, 13:29

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mark_a_condren
- Posts: 1468
- Joined: Wed, 3. Aug 05, 05:05

@ Spectre84
Hi ... it's been a while
It's been a looooooong time since i did anything on this script, and don't see that changing any time soon.
If you do use it with AP and come across any problems pls post them here, if nothing else it will let others know what to watch out for.
I hope you enjoy your return to the X universe
MarCon
Hi ... it's been a while
Umm ... NopeMarcon have you not finished my requests yet? hehe
It's been a looooooong time since i did anything on this script, and don't see that changing any time soon.
If you do use it with AP and come across any problems pls post them here, if nothing else it will let others know what to watch out for.
I hope you enjoy your return to the X universe
MarCon
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Spectre84
- Posts: 34
- Joined: Sun, 15. Jul 07, 13:29

@ Marcon
Yes it has been so long I can't remember what I did to get a lot of things working with each other with false patches and t file edits etc. it's like learning it all over again. I've spet a lot more time setting everything up than actually playing it. you would probably get the 'duh what the hell did I do that for' even if you did pick it up again hehe.
Looking back to my posts on the previous page it seems they have actually included some of the requests like sector sorter in the vanilla AP, yay result.
Anyway, this works fine with AP and no problems so far.
Yes it has been so long I can't remember what I did to get a lot of things working with each other with false patches and t file edits etc. it's like learning it all over again. I've spet a lot more time setting everything up than actually playing it. you would probably get the 'duh what the hell did I do that for' even if you did pick it up again hehe.
Looking back to my posts on the previous page it seems they have actually included some of the requests like sector sorter in the vanilla AP, yay result.
Anyway, this works fine with AP and no problems so far.
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mark_a_condren
- Posts: 1468
- Joined: Wed, 3. Aug 05, 05:05

@ Spectre84
...
...
MarCon
Yeah, kinda like... 'duh what the hell did I do that for' ...
You can thank CBJ for most of the sorting and cosmetic changes in APs menus etc. I can remember the odd @#$%^&* coming from his general direction while we were working on it. It wasn't a good time to 'interupt' him if you get my drift.Looking back to my posts on the previous page it seems they have actually included some of the requests like sector sorter in the vanilla AP, yay result.
BonusAnyway, this works fine with AP and no problems so far.
MarCon
