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have a automatic reinforcement part to it (one fighter gets destroyed carrier builds and launches replacement)
The second one would need some sort of watchdog system asking every drone is it fine after each N seconds and imo just not worth it in the main script, also because of characters limit. Though it is a nice idea, maybe for some support script.
As for the plane parts thing maybe it's setting i have
While solo scouting I sometimes like to board a ship, or need to because I run out of ammo or guns get destroyed. So having the ability to activate the script and have my vehicle circle (and possibly still attack) the target to distract the turrets while I board would be a pretty cool feature.
Or even using it for drop pods that you can fly to the target ship then have the auto pilot make it circle around it as a distraction.
So I've been giving that a go with OK results, but it's been pretty temperamental.
I'd say for the most part it's working really well (can circle and take out most enemies with minimal damage) and I've found workarounds for most issues, but there are still some aspects I don't have control over.
(not using any mods btw, so all base game)
Doesn't seem to like using the base game rail gun for some reason on my ship.
It also only takes over once the ship is within 800m of the target (using small grid turret and defense AI) so I can't get it to auto engage outside that range.
I've been able to use the turret to change targeting systems, and turning the turret on/off and hotkeying recycle/clear-defs I can regain full control or let the script take back over. However the Ignore feature doesn't seem to work at all (kinda how the Attack command doesn't kick in and take control until I'm within weapons range) so not sure what's going on there.
Is there any way to completely kill the script? sometimes if the PB or gyro or turret gets destroyed the ship just starts flying at max speed off to Narnia, so having a master kill switch would be nice.
At times I want to be able to turn thruster dampening off to conserve fuel/energy without having to kill all thrusters, but the script overrides that.
Also can't use the "match speed" command once I neutralize a ship in space because the script is still in control of dampening and brings me to stop every time.
- what are the issues specifically?
>It also only takes over once the ship is within 800m of the target (using small grid turret and defense AI)
- that's how the game works, a script can't access defense block target and works through turret, which gets its target through AI block locking feature. That means up to 2000m for large arty turret.
>However the Ignore feature doesn't seem to work at all
- response Ignore/Attack/FreeFire settings switch the reaction on emerged target, i.e. Ignore would ignore them, but if there Attack task going on it would continue even if you switch that
- so you need to batch Ignore setter and remove current task, e.g. using command:next. WIP version has a command to clear the whole task queue
>At times I want to be able to turn thruster dampening off to conserve fuel/energy without having to kill all thrusters, but the script overrides that.
- there is a dampening switch command
>Is there any way to completely kill the script?
- there is an internal command that releases thrusters, gyros and stops flight control, but it is not exposed to user. I'll consider adding that.