[SCR] MARS Fire Control (v3.05 - 06.10.09)

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Kazansky22
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hmm....

Post by Kazansky22 » Mon, 28. Dec 09, 20:27

I dont mean to sound like an idiot but... hahaha

I've downloaded the mars files, did as I've seen people say to do, downloaded/ extract the files so the sript and the t go in the right places. started the game waited 2 minutes saved/reloaded, tried it again, and again. nothing happened, so I used my nifty cheat mod to add the mars program to a local station. installed it did the wait 2 minutes, save/reload again, got nothing, tried it again, got nothing, started a new game did all the same things, got nothing... I'm sure its something really easy and simple that I'm doing wrong.... and if I'm correct there should be new commands in the command console whens mars works right? Like it may very well be working, but I can't tell... and I fly an M6 heavy centaur with pretty much every upgrade there is if that makes a difference. Oh and the only other mod I have installed is that cheat mod.


*EDIT*

nevermind, I figured it out... I'm dumb lol

Greedy_Bastard
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Post by Greedy_Bastard » Thu, 4. Feb 10, 06:06

Well I have been using this script for some time and love it but I have also come across Combat Mod 2 by Ulfius, which changes many weapon values. Now I read the 1st page which said I could easily incorporate these changes myself and I was doing fine, until the lasers in the T-file restarted in a new list. Looking at it the 1st set comes out as
A - A (weapon initial) then another list with slightly different values(didn't look too much at them though) has AH - A (Weapon initial)
This pattern continues down the page, my question is is what does the A, AH, B, BH etc... stand for (Ship types?-there are 11 "lists" but off the top of my head only 10 true classes of ships) and do I have do edit ALL of them to get the turrets to fire and aim properly.

Edit: Snowed in today and I think I got it figured out, I think they are different mod compatibilities and I just overwrote one of them, /shrug, worked i guess.

Buck_Rogers
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Post by Buck_Rogers » Wed, 10. Feb 10, 16:17

Can someone tell me if MARS is really that good?

I've already got 2 turret scripts installed on my system. MEFOS (from German forum. Lucike's version of X2's AEGIS for X3R) and XOne Turret Control.

I have just tried out MEFOS on my heffalump and it still suffers from a: snowballs-chance-in-hell-of-hitting-anything! syndrome! Even though I've loaded it with every possible weapon it can take. Yes it does score hits on small fighters and yes it does change weapons, but generally not enough to blow them out of the sky.

If I go for MARS, will it improve my heffy's punch at all?
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digdug83
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Post by digdug83 » Wed, 10. Feb 10, 19:26

While I have no idea what ship you're using as it's not a standard ship name that I'm aware of, I do use MARS for all of my capital ships and aside from a few custom models that are so large as to be ridiculous it works quite well. Outside of the weapon switching aspect and aiming improvement (which you can adjust in the script files by the way) the additional functionality it provides via fighter drones is fantastic. I use this script in conjunction with the turret command suite from gazz for when I want to use something with main guns to provide weapon switching (like an M7 or fighter).

My only issue, and one that is spelled out up front on the first post, is that this script is NOT capture friendly. You can set it to hold fire for a period of time after it determines capture requirements have been met but since most of the time those requirements are before the next wave of 40 GPPC's hit it's rather pointless :D

Buck_Rogers
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Post by Buck_Rogers » Wed, 10. Feb 10, 20:29

digdug83 wrote:While I have no idea what ship you're using as it's not a standard ship name that I'm aware of.
:rofl:

Thats's my fault I'm afraid. Heffalump = Split Elephant :D

So, would it improve the accuracy over the other turret scripts I have installed?
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digdug83
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Post by digdug83 » Thu, 11. Feb 10, 00:09

I haven't used the one you're talking about but I've had good luck with MARS so far and it seems to be pretty accurate to me so long as the ship isn't ginormous (I use a Xenon M0 and it has issues with range finding). Just make sure that you don't try cross using two turret scripts on the same ship, otherwise you may wind up with conflicts over command slots and such. I use two different ones (gazz' TCS for fighters/M6/M7, MARS for M2/M1/M0/TL) depending on functionality. If you want the statistics he actually did a whole series of tests to evaluate the scripts that he posted back in the beginning of the thread. This script also has a high degree of customization available via the setup script which will allow you to change virtually any aspect of how it operates with relative ease.

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Gazz
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Post by Gazz » Fri, 12. Feb 10, 20:23

Buck_Rogers wrote:So, would it improve the accuracy over the other turret scripts I have installed?
No. With a single target the accuracy can not be increased by any script.
(beyond switching to the fastest laser but even the Egosoft scripts do that... for AI ships)

MARS works with multiple targets (and is unique in that regard) so when the projected chance to hit is far better on target B, it stops punching holes into space trying to hit target A.
So no, it does not increase accuracy.
It increases inflicted damage and reduces damage taken (from fighters and missiles).
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Buck_Rogers
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Post by Buck_Rogers » Sat, 13. Feb 10, 08:45

That's what I wanted to know. I'm fed up going into sector invasions with my Elephant (perhaps not the best choice, but it's all I have!) and watching it get shot to bits by fighters. All this while the squadron of M3's it's carrying kick butt!
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digdug83
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Post by digdug83 » Sat, 13. Feb 10, 09:09

Sorry for the confusion, that's sort of what I was getting at. I also managed to confuse Gazz with mrcann for some reason :D

I've had better luck using MARS on my big ships than, say, mrcann's TCS script instead or just vanilla. As I'm almost never engaging single targets in a capital ship it never really occurred to me about the accuracy statement despite having read most of this thread :lol: There's something innately amusing about fighter drones scrabbling back and forth bringing me things and saying "For the Overlord!" or "A present for you!".

I've taken my Kha'ak M2 into Xenon sectors and was able to clear them out pretty easily so long as I didn't try to take on more than one K at a time (range disadvantage ftl). It's funny just sitting there and letting wave after wave of fighters slam into my defense grid.

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Post by Buck_Rogers » Mon, 15. Feb 10, 10:48

Well. I've just tried out MARS on a squad of Pirate ships and I must say, I'm VERY impressed! :D

My Elephant actually managed to sustain hits on each one till they all went BOOM! :o I tried the same scenario without MARS and could'nt take out a single one of them. Yes I scored hits, but not enough.

So, well done Gazz/ Brillaint script mate!

I' m now off to see if I can take over a few Pirate sectors! :twisted:
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Post by Buck_Rogers » Sat, 20. Feb 10, 19:38

Whats the correct way to uninstall this script, before I remove it from the PM? I can't see any instructions in Gazz's 1st post and there is nothing in the script .zip file.

I'm having some "Laser not available" problems on my Elephant. Despite the fact that it's loaded with 8 of everything it can carry! I think it's due to the Racial Laser's Mod. I've managed to remove that, but now I'm having trouble with MARS. :( It worked before, but now it does'nt. So I was going to try and remove it, then reinstall and see if that fixes my problem.

Any help? Please! :D
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digdug83
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Post by digdug83 » Sun, 21. Feb 10, 02:35

My first suggestion is to re-install it, wait for it to initialize again, then make sure any ships running it in their turret commands are switched off. Then remove the script files.

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Post by Buck_Rogers » Sun, 21. Feb 10, 22:09

I think I've fixed it.

I ran the uninstall script, then left the game to run for a bit. Then I saved and removed everything to do with MARS. Before adding it back into the PM again and starting the game. Although I did not get any message regarding installation confirmation, all seems to be running smoothly again.

I hope!
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Post by Jakesnake5 » Wed, 10. Mar 10, 16:02

OMFG! Gazz, I didn't think to try this script set earlier. Now I have, and it's the bomb.

I haven't really seen the turret parts of the script running yet, but the Goblins fetching is the best. No more sending that Super Freighter in to collect (with salvaging extentions running) into a location near a gate to collect loot then having a J/K pop in and pop the ship.

To understand what I have set up, let's ID my script sets:

Xenon SHipyard (by me)
Bail Signal Extentions
BOF Drones Plus (can't collect other races drones while a Goblin is out however)
Race Response Fleets
Salvage Extensions Commands and
Salvage Claim Software
(and others)

The Xenon Shipyard is spawned where X2 had it, in X472. If you destroy any Xenon in the other sectors, they will by overwhelming preference, spawn at that shipyard, and migrate to their sectors.

This means their first jumps are into Thyn's Abyss and Black Hole Sun. With RRF, the Split or Argon are usually jumping in to deal with the roamers. This creates a LOT of loot, which is hard to get at at the best of times, and a race with the RRF ships to collect. With MARS, my freighters sit back and launch Goblins to collect the goodies :).

I also use a modified Xenon J. This sucker has twice the hull, twice the shield regen rate and 1 x 10gj shield. It also has fully functional landing/launch bays (I created orginally for TC, but they decided to use something else).

To say the least, one can oft times take out a single destroyer by itself. This creates even more loot.

But until last week, I hadn't even tried MARS. Now, I could just shoot myself. :)

Good job Gazz.

xxx73
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Post by xxx73 » Thu, 11. Mar 10, 13:08

Hi

Thanks to Gazz for making this and a lot of other great mods.

I want to use MARS together with XTM and CmodII. After what I understand MARS do have a problem with CmodII. I have also modified laser, missiles and bullets in CmodII to my preference. So what must I do to make this mod work with XTM and CmodII?
dostillevi wrote:And if you're running CMODII you need to install a special T file to make the guns compatible. I think its posted either on this thread or the CMOD II thread
Is this something I need, and if so, where can I find it? I can't seem to find it here or in the CmodII thread.

I'm grateful for any help.

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Gazz
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Post by Gazz » Thu, 11. Mar 10, 15:24

You have to update xx7047.xml with your changes.
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xxx73
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Post by xxx73 » Thu, 11. Mar 10, 19:39

Gazz wrote:You have to update xx7047.xml with your changes.
Thanks for your fast reply Gazz. That seem to be a lot of work :shock:
Thats to bad, I really wanted to use this mod :(

Tritous
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Post by Tritous » Sun, 21. Mar 10, 10:44

I've been having problems for a while. At first I thought it was a mixup with one of the other scripts but now I'm using a completely different set of scripts (i felt like a change) it's still having the same problem.

The actual running is fine, but for some reason the setup script is faulting. The AL options and all other aspects of the script are not loading, when I manually run the setup script it still doesn't work, and while I can bodge it to force the turret and goblin setup, I don't know enough on the script engine to get the AL options to come up and it's a faff each time.

It used to work, maybe something in your most recent update doesnt like me? I have completely redownloaded the script so I know I have the most up to date version. It really would be nice if it was in SPK form, would be much easier to work with, but I never had this issue before

Occasionally it picks up and starts working again after loading so maybe it's just the game initialisation part that is bugged
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xxx73
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Post by xxx73 » Tue, 23. Mar 10, 00:10

hmm...I set out to change the laser/bullets data in 7047 t file because I use a modified version of CmodII. After looking through the file I saw that all the lasers is repeated over and over again with different values. After a new search through this thread I found out that the reason for that is that all races have different laser data.

Do I need to change the date for all the races?

Why is the laser data different between the races?


Any help is greatly welcomed

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Gazz
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Post by Gazz » Tue, 23. Mar 10, 12:06

This ensures compatibility with the Racial Laser Mod.
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