[BONUS Plug-In] Gunnery Crew turret plugin - Version 3.02

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Pinger
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Post by Pinger »

@stella it wouldnt work in real gaming anyway. When I'm in my Ody I'm constantly strafing to get the best angles for my turrets so can close 7km to 3 very quickly, so at 230 km/s and the closing speed of a freindly usually 150 mark so thats 380 plus the speed and range of the PSG wave.

So I still get caught out sometimes with friendly fire but would be worse if they worked differently for different quarters of the ships turrets.
stella
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Post by stella »

Fair point. I'll leave it.
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cynric
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Post by cynric »

Is it possible the script doesn't consider player owned ships as friendly? My Oddy kept firing PSGs although I had captured some enemy ships and they were still in range (about 1-2 km distance) - but it switched to non area effect weapons as soon as a friendly races ship came to check for illegal cargo.

I am sure it wasn't only "old" shots still around.
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Burianek
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Post by Burianek »

This is getting closer™ to being signed :D
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3iff
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Post by 3iff »

I'd like to confirm that the script seems to ignore friendly (player owned) ships when firing psg.

Certainly for captured ships, my Ody continues to fire psg at red enemy ships when a newly captured ship is in range...even allowing for the time lag between a ship changing from enemy to friendly.

To be safe, I load my psgs to a docked ship when using them is likely to cause friendly fire...like an extremely frustrating XI last night with a mad psg equipped nemesis and later 3 ospreys that all got in my way!!! Only one osprey died. I restrained myself!
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Reven
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Post by Reven »

Search range for a ship with Gamma PSGs is 7k. I know PSG's go a lot further than their 'rated' range, although they do almost no damage way out there. They still can upset the locals, though and perhaps destroy captured ships that don't have shields.

In the current (3.x) versions, though, I'm almost certain it works - there is a log entry when the system disqualifies WMDs due to non-combatants in the area, and my current log is full of captured ships cutting out PSG/IonD use.

I'll take another look, though, just to make sure.
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cynric
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Post by cynric »

I just tested it again, this time with 5 centaur wingman (no captured ships this time), and the PSGs still fired although some of my wingmen were nearly scraping my hull.
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Pinger
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Post by Pinger »

Thats one thing I've never had, usually if I get an unwanted capture I'll take over one turret to kill it or switch to maximise captures as I'm stuck with PPC fire until its destroyed, but not tested that with any Defined Wingmen maybe there labeled differently in X2. Annoying when it happens as usually have 10+ Xenon M3's around me so they do very quick work of my M2's shields.
stella
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Post by stella »

Whenever I use it in the Khaak sectors, it stops using PSG's if I cap an M5.

It did it the other day, when I was right on top of a KM2. I had to kill the KM5 with a Wasp, before I got my backside handed to me. Still took hull damage, though.

As far as I'm concerned, it does what it's meant to.
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stella
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Post by stella »

New question.

I've noticed, that, although I have a full compliment of GHEPTS, the AI only ever seems to switch to 1 per turret. No matter how close to the enemy I get (was 700m away from a K), the turret always seems to retain 2xPPC.

Is it my imagination, coincidence, or deliberate?

Cheers.

can't wait for the "new" version, btw. Mass drivers already stockpiled. :)
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Pinger
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Post by Pinger »

if I keep Hepts then yes they get used, but on a Ody they shoot at an extremely short range due to the hull length/bad positioning of the turrets, so I'm almost on top of the other M2 etc when they do. So I never have them on my ships.
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3iff
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Post by 3iff »

I've had Hepts available on an Oddy but the script seemed to use them sparingly, preferring PPCs even when ordered to maximise captures...

so it looks like there's no need/point in having them on board.
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stella
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Post by stella »

...And yet another question...

Do mass drivers get selected, even if you're out of ammo?
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stella
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Post by stella »

bump
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Cullen
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Post by Cullen »

Hurry up and sign this, please! My mass drivers are starting to get rusty. :)
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Reven
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Post by Reven »

stella wrote:Do mass drivers get selected, even if you're out of ammo?
Sorry so slow to answer.
No, the script checks for ammo before using them.

The signed version will be out very very very soon.
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stella
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Post by stella »

:D Excellent.

Can't wait.
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APOLLO13
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Post by APOLLO13 »

@Reven

I hope that's not a Burianek *very very very soon * :)
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Burianek
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Post by Burianek »

APOLLO13 wrote:@Reven

I hope that's not a Burianek *very very very soon * :)
:D Did I mislead you about anything?
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Reven
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Post by Reven »

Most of the delay has been mine, not Burianek or ticaki's. I had to write two new AL plugins, and an entirely new readme. Plus I rewrote the entire core firing algorithm that is a fairly complex dual task track and fire. And... I wrote a book on scripting while all that was going on.

I'm lucky I still have a wife after all that. :)

Burianek was very helpful brokering the agreement between ticaki and myself on the script signing back when I was still learning ticaki's unique dialect of English. :) And ticaki worked overtime finding the holes in my system. I may have written the book on scripting (heh - I can actually say that now), but I still had a lot of holes in it.

This is why a good software QA system NEVER EVER has the developer do the QA on his or her own software. The same thinking process that leads one to miss something writing the software will cause you to miss something in testing it.

Anyways, look for an announcement in, oh, about 3 minutes. :)
Last edited by Reven on Sun, 12. Dec 04, 16:26, edited 1 time in total.
You were warned... pirates will be hunted down like vermin.

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