[SCR] Security and Rescue Service [25th July 2010 X³:TC 3.2.01]
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Start your game in English if you like.
If you don't like, just take a Language file you like (e.g. the English one), open it and replace the language id inside the xml-file with the french one (33?). After you have saved your changes, you need to rename the file itself too, so it meets the french id too (e.g. 8012-L033.xml). Afterwards the french version of the game will find the language file too. If you don't like to have French and English mixed up ingame, you can translate the whole file for yourself first.
If you don't like, just take a Language file you like (e.g. the English one), open it and replace the language id inside the xml-file with the french one (33?). After you have saved your changes, you need to rename the file itself too, so it meets the french id too (e.g. 8012-L033.xml). Afterwards the french version of the game will find the language file too. If you don't like to have French and English mixed up ingame, you can translate the whole file for yourself first.
Saetan wrote:Technical Data: Security and Rescue Service
Language file
8012-L039.xml (ID 8012)
8012-L044.xml (ID 8012)
8012-L049.xml (ID 8012)
I never used X³ Editor 2 for that task, so I can't help you in that specific way.
I always used 7-zip to open and (un-)pack pck-files. You may want to try it with a regular packer, able to handle gzip-format I think, to unpack the xml-file too.
You even don't need to repack as a pck-file, as long as there is no pck-file inside the directory of the same language file. If you want to repack it anyways, just use the gzip-format and name it with a pck-extension.
I always used 7-zip to open and (un-)pack pck-files. You may want to try it with a regular packer, able to handle gzip-format I think, to unpack the xml-file too.
You even don't need to repack as a pck-file, as long as there is no pck-file inside the directory of the same language file. If you want to repack it anyways, just use the gzip-format and name it with a pck-extension.
I don't think that you can order a Wing to execute the SRS command. That SRS creates it's own SRS wings you already know, as far as I understood you. And I don't know exactly how SRS should react, if the leader get's killed.
You may ask Lucike himself (http://www.xuniversum.info) or suggest him to make wings usable for SRS or to (semi-)automatically set another leader if the first one gets destroyed.
You may ask Lucike himself (http://www.xuniversum.info) or suggest him to make wings usable for SRS or to (semi-)automatically set another leader if the first one gets destroyed.
Hummm?? Now i am totally lost. I downloaded the zip file from the germany site, there was 3 file in the "t" 8012-L039 8012-L044 and 8012-L049. All the file have .pck for extension. Impossible to double click to open it, cant read thoses files so i used x3 editor 2 to be able to read it and just modify the text file "language is 44" to "language id 33" and saved the file. I changed 8012-L044 to 8012-L033 and copy all thoses files in the x3tc emplacement. Now i have the message "language file does not exist when playing. I have no idea what to do next??Saetan wrote:I never used X³ Editor 2 for that task, so I can't help you in that specific way.
I always used 7-zip to open and (un-)pack pck-files. You may want to try it with a regular packer, able to handle gzip-format I think, to unpack the xml-file too.
You even don't need to repack as a pck-file, as long as there is no pck-file inside the directory of the same language file. If you want to repack it anyways, just use the gzip-format and name it with a pck-extension.
For questions or problems to X³ editor 2 you have to contact doubleshadow.
What I can tell you, pck-files are nothing else than file archives. If I remember correctly, they are of the type gzip file compression. So any pck-file can be opened with a file packer which is able to handle gzip compression, like 7-Zip.
In such an archive, there is one identically named script or language-xml-file, which can be modified with simple, that means non formating, editor programms (e.g. notepad, but not word).
A modified xml-file can also be repacked with the same packer programms by creating gzip-compressed files (but without heavy compressing, only saving-option) and naming them .pck instead of .gzip.
But X³ can also read xml-files and not only pck-files (but last ones have higher priority, if both of them exist with the same name), so you don't need to repack it, if you don't have the same file as .pck or you delete the .pck before playing.
What I can tell you, pck-files are nothing else than file archives. If I remember correctly, they are of the type gzip file compression. So any pck-file can be opened with a file packer which is able to handle gzip compression, like 7-Zip.
In such an archive, there is one identically named script or language-xml-file, which can be modified with simple, that means non formating, editor programms (e.g. notepad, but not word).
A modified xml-file can also be repacked with the same packer programms by creating gzip-compressed files (but without heavy compressing, only saving-option) and naming them .pck instead of .gzip.
But X³ can also read xml-files and not only pck-files (but last ones have higher priority, if both of them exist with the same name), so you don't need to repack it, if you don't have the same file as .pck or you delete the .pck before playing.
Ok here what i have done, i have used 7zip, open 8012-L044 with 7zip just double clicking on it, it asked me what program to open it, i used notepad. It was like xml but no color. I modified language ID 44 by 33 changed the name of the file and copy it to x3 directory. Start the game i still have the message "the language for security and rescue service does not exist".
If someone can try to modify this file for me and post it to my email, not sure it will work but i have nothing to loose.
thx!
If someone can try to modify this file for me and post it to my email, not sure it will work but i have nothing to loose.
thx!
Last edited by zoliss on Thu, 10. Nov 11, 16:24, edited 1 time in total.
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tbh if u want multiple ships to use SRS its best to use it with CODEA, Also i use XRM (SRM can work aswell)
Why im mentioning that is because many ships now have small docking capabilitys which let them become a CODEA carrier (although in it M2's only have a hanger for 3 ships, it can still have plenty of escorting M6's+M7's or even moe M2's
or you could just use this script http://forum.egosoft.com/viewtopic.php?t=257062
This is the 1 which is merged in XRM but is stand alone
Why im mentioning that is because many ships now have small docking capabilitys which let them become a CODEA carrier (although in it M2's only have a hanger for 3 ships, it can still have plenty of escorting M6's+M7's or even moe M2's
or you could just use this script http://forum.egosoft.com/viewtopic.php?t=257062
This is the 1 which is merged in XRM but is stand alone
zoliss:
Try this one: 8012-L033.pck
... or this one: 8012-L033.xml
But as I don't have french localized files installed, I wasn't able to test myself.
Try this one: 8012-L033.pck
... or this one: 8012-L033.xml
But as I don't have french localized files installed, I wasn't able to test myself.
Your pilots get promoted for flight time. They get promoted after they finish their actual task, like landing in a station or finishing their actual patrol and restarting it.
For each rank they need two ingame hours of military flight experience. Be aware that if you hire a, e.g. Lieutnant, directly, he doesn't even have one hour experience, just like a Recruit. So to train higher ranked pilots, it doesn't make a different by time if you hire a Recruit or a Lieutnant.
Only flight time gained by running a SRS task (or CODEA and DOBAG) will be counted as military flight time.
In fighters your pilots can only be promoted up to Lieutnant, for higher ranks you need to place them in bigger vessels first.
For each rank they need two ingame hours of military flight experience. Be aware that if you hire a, e.g. Lieutnant, directly, he doesn't even have one hour experience, just like a Recruit. So to train higher ranked pilots, it doesn't make a different by time if you hire a Recruit or a Lieutnant.
Only flight time gained by running a SRS task (or CODEA and DOBAG) will be counted as military flight time.
In fighters your pilots can only be promoted up to Lieutnant, for higher ranks you need to place them in bigger vessels first.
Ah, so they need a break in their patrol before they'll get promoted.
Hmm. If you can add stations as waypoints, would landing in them count?
And I know that they can only go up to Lieutenant in fighters, but since that's the rank I need to transfer them to my corvettes, it is sufficient for my purposes.
Are kills needed for promotion at all? They're mentioned in the guide in the first post as being one of the criteria. And if it's just time flown, are the numbers the same as those for CODEA? Two Stazuras to reach Petty Officer, four for Ensign, and so on?
Also, in CODEA, it's stated that a Commander can pilot an M7, but here in SRS it says that a Captain is needed. Are both true for the respective scripts?
What's DOBAG, by the way? I've seen it mentioned, but it's not a part of the script collection and I haven't yet found a mention of its purpose.
EDIT: Some answers to the questions:
1. Ships can be promoted in flight, it seems.
2. It is indeed 2 Stazuras of flight for Petty Officer.
The rest I don't yet know about.
Hmm. If you can add stations as waypoints, would landing in them count?
And I know that they can only go up to Lieutenant in fighters, but since that's the rank I need to transfer them to my corvettes, it is sufficient for my purposes.
Are kills needed for promotion at all? They're mentioned in the guide in the first post as being one of the criteria. And if it's just time flown, are the numbers the same as those for CODEA? Two Stazuras to reach Petty Officer, four for Ensign, and so on?
Also, in CODEA, it's stated that a Commander can pilot an M7, but here in SRS it says that a Captain is needed. Are both true for the respective scripts?
What's DOBAG, by the way? I've seen it mentioned, but it's not a part of the script collection and I haven't yet found a mention of its purpose.
EDIT: Some answers to the questions:
1. Ships can be promoted in flight, it seems.
2. It is indeed 2 Stazuras of flight for Petty Officer.
The rest I don't yet know about.
The ranks and criteria for the ranks should all be the same for Lucikes scripts, so there shouldn't be a difference for SRS, CODEA and DOBAG.
Pilots can be promoted without needing to stop them their actual job, guess I didn't describe clearly. Each job is a sum of different tasks, like landing in a station, reaching the end of a patrol and starting from the first again, or most likely also reaching a patrol point and heading for the next one. Everytime such a task is done, it's checked if a pilot is able to be promoted.
Kills aren't needed for normal rank promotion, as far as I remember. Only if you want to get an admiral, he may need kills and manual promotion by yourself anyway.
DOBAG is a fleet management, similar to CODEA, just meant for derstroyers. It's in development, so it's not part of the collection. But you'll find it at least in Lucikes own forum.
Pilots can be promoted without needing to stop them their actual job, guess I didn't describe clearly. Each job is a sum of different tasks, like landing in a station, reaching the end of a patrol and starting from the first again, or most likely also reaching a patrol point and heading for the next one. Everytime such a task is done, it's checked if a pilot is able to be promoted.
Kills aren't needed for normal rank promotion, as far as I remember. Only if you want to get an admiral, he may need kills and manual promotion by yourself anyway.
DOBAG is a fleet management, similar to CODEA, just meant for derstroyers. It's in development, so it's not part of the collection. But you'll find it at least in Lucikes own forum.
Hi, I got a problem within SRS.
I certainly use SRS v3.2.10 with XRM v1.7 in TC v3.2.
In the game, I produce a M7, Forseti, and 25 M3s, Fenrir, then command M3 dock on M7 and set M7 as M3s' home.
Then I order M7 to SRS duty, and M3s to protect M7. Of course, the M7's pilot is a Captain.
I run the game with SETA for a while.
I find all M3s' task become to "Attack target of...." and fly around M7.
Is that affected by SRS?
How could I command M3s to protect M7 when engage the enemy and dock back when all enemy get killed with SRS?
Because of JumpDrive's ware-size has been change to XL, and M3's cargo bay size has been adjusted to L, it will be terrible when I command M7 to patrol several sectors.
I certainly use SRS v3.2.10 with XRM v1.7 in TC v3.2.
In the game, I produce a M7, Forseti, and 25 M3s, Fenrir, then command M3 dock on M7 and set M7 as M3s' home.
Then I order M7 to SRS duty, and M3s to protect M7. Of course, the M7's pilot is a Captain.
I run the game with SETA for a while.
I find all M3s' task become to "Attack target of...." and fly around M7.
Is that affected by SRS?
How could I command M3s to protect M7 when engage the enemy and dock back when all enemy get killed with SRS?
Because of JumpDrive's ware-size has been change to XL, and M3's cargo bay size has been adjusted to L, it will be terrible when I command M7 to patrol several sectors.
I have a M6 (non-hanger) that I want to use for SRS. Since it's a big ship, I realize I need to transfer a pilot to the ship. Am I correct in that I should be able to use any CODEA lieutenant for that purpose?
If so, how come I cannot transfer one to the ship. When I try using the CODEA Personnel Administration interface, and I select the pilot, it never pulls up a list of valid target ships (even though he is withing 1 km and I have a transporter). The target M6 has all the criteria required for SRS. Thank you.
I am running the current version of Lucike's script pack on X3TC 3.2.
Edit: Additionally, if I try to use the SRS Reassign Pilot command while docked at a station, it shows the target M6 but it gives a failure beep when I try to reassign the pilot this way. I've verified that the target ship has all the SRS criteria (Fight Mk1&2, Nav Mk1, Patrol).
Edit 2: Okay the SRS Reassign Pilot was failing because I had mistakenly switched ships into the target M6. Once I switched back to my carrier M6 and tried the reassign to the intended M6, it worked.
So I guess what this means is that SRS pilot transfers are working for me, but I guess we cannot recruit CODEA pilots into SRS duty? It's odd because they both show up identically in the Personnel Transporter listings. Perhaps Lucike just never implemented such a feature. I'll assume this is true unless someone comes along and corrects my assumption. Thanks again.
If so, how come I cannot transfer one to the ship. When I try using the CODEA Personnel Administration interface, and I select the pilot, it never pulls up a list of valid target ships (even though he is withing 1 km and I have a transporter). The target M6 has all the criteria required for SRS. Thank you.
I am running the current version of Lucike's script pack on X3TC 3.2.
Edit: Additionally, if I try to use the SRS Reassign Pilot command while docked at a station, it shows the target M6 but it gives a failure beep when I try to reassign the pilot this way. I've verified that the target ship has all the SRS criteria (Fight Mk1&2, Nav Mk1, Patrol).
Edit 2: Okay the SRS Reassign Pilot was failing because I had mistakenly switched ships into the target M6. Once I switched back to my carrier M6 and tried the reassign to the intended M6, it worked.
So I guess what this means is that SRS pilot transfers are working for me, but I guess we cannot recruit CODEA pilots into SRS duty? It's odd because they both show up identically in the Personnel Transporter listings. Perhaps Lucike just never implemented such a feature. I'll assume this is true unless someone comes along and corrects my assumption. Thanks again.
My X3:R Scripts: Law Enforcement Device MK1 | Turrets Command Cycle | Cargo Cloaking Device MK1 | Ship Claim System MK1
Of course you can, I can't get you problem, you already said you managed to place a pilot into your M6? Anyway, if you have problems placing pilots into cockpits via CODEA, you simply could use the personnel transporter for that task too.Greg_G wrote:So I guess what this means is that SRS pilot transfers are working for me, but I guess we cannot recruit CODEA pilots into SRS duty?
Thanks for the response. I suspected it should work and didn't give up on it. Ultimately, I had to delve into the CODEA script to figure out the problem. In plugin.codea.config.part.personnel, in the PersonnelAdminMoveToCockpit subroutine, it uses the "get formation follower ships" to iterate through potential ships before checking if they are within 10km. So all I had to do was set the target M6 to follow the CODEA carrier and it suddenly showed up!Saetan wrote:Of course you can, I can't get you problem, you already said you managed to place a pilot into your M6? Anyway, if you have problems placing pilots into cockpits via CODEA, you simply could use the personnel transporter for that task too.
Also, thank you for the suggestion of using a Personnel Transporter. I'm still learning Lucike's scripts and hadn't gotten into using that yet.
My X3:R Scripts: Law Enforcement Device MK1 | Turrets Command Cycle | Cargo Cloaking Device MK1 | Ship Claim System MK1