[SCR] MEFOS Weapon System [19th April 2010 X³:TC 3.2.03]

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Requiemfang
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Post by Requiemfang » Fri, 6. Aug 10, 03:49

Hmmm... honestly I don't know :oops:

Wilson-MG-
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Post by Wilson-MG- » Mon, 9. Aug 10, 08:42

Can you explain how the Commands work a little more clearly? I see Commands in my ship's AP Console, which seem to override my weapons groups when I set them. I also see guidelines both at the top level of the configuration and in each weapon group when Special Command is chosen. Many of these settings seem to reset themselves so I'm not sure what's working and what's not. I have all the personnel and all other requirements.

Argon Colossus M1 (all MEFOS and crew requirements met)

PRG = Phased Repeater Gun
CIG = Concussion Impulse Generator
FAA = Flak Artillery Array
PPC = Photon Pulse Cannon

T1 (Front)
1 - 4xPRG = Fighters
2 - 4xCIG = Capitals/Bombers

T2 (Right)
1 - 4xFAA = Fighters
2 - 4xPPC = Capitals/Bombers

T3 (Rear)
1 - 4xPRG = Fighters
2 - 4xCIG = Capitals/Bombers

T4 (Left)
1 - 4xFAA = Fighters
2 - 4xPPC = Capitals/Bombers

T5 (Top)
1/2 - 2xFAA = Missile Defence

T6 (Bottom)
1/2 - 2xFAA = Missile Defence

The goal is to switch from an Anti-Fighter role (1) to an Anti-Capital/Bomber role (2). Obviously the targeting priorities need to be switched when the weapons are switched.

Also, I'm sure it's been mentioned already, but there's a bug when you change the Commands within groups it changes the displayed weapon in the other turrets. Not really a big problem, I just wrote down what weapons belonged in what turret # and ignored what it displayed.

UPDATE

I figured out what the problem(s) was/were...

If I selected any options from the main console, it would override both the weapons configurations of my groups and the target priorities.

I also learned not to use the "save" option under the group configurations, this was resetting my targeting priorities to None, which was what my console settings were. I was clicking that every time because I thought you had to to get the configuration saved.

This is what worked...

-Make sure to delete any saved (Occupied) weapons groups.
-Make sure your overall Console commands for turrets are set to None.
-Set up your weapon group under your ship weapons.
-Record by pressing the assigned hotkey.
-Go into the configuration, set target priority under Command for each turret (Either Fighters, Capitals, or MD worked for me), then just back out of the menus, DO NOT click to save weapon group.
-Repeat as necessary.

Baleur
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Post by Baleur » Sat, 9. Oct 10, 23:17

Sorry for being a noob here, but i just installed this and on my M3 the rear turret is unusable, even manually! As far as i know MEFOS isnt active on my ship, nor do i have any gunners, nor have i selected any of the ship commands related to MEFOS.

Is this script "forced on", which results in me being unable to use the turret the "old fashioned way", or is something wrong with my noobishness? :shock:
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Requiemfang
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Post by Requiemfang » Sun, 10. Oct 10, 00:05

MEFOS in order to use the turrets you need personal, for fighters all you need is the required gunners for how many turrets are on the ship. Some M3's don't have turrets while some have 1 or 2 turrets. As for the weapon selector part of the script you assign a hotkey to the group and then hit it for easy weapon loadout switching. Like if you have a loadout of Impulse ray emitters or particle accelerators cannons. Also another thing to remember is to put the hotkey up for the menu for MEFOS to a key as well as hotkey for the transport ships that allow you to hire personal (this allows you to know the location where a transport craft will land next and anticipate it's arrival in order to hire the needed personal.)

Baleur
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Post by Baleur » Sun, 10. Oct 10, 03:11

But, i didnt select any Mefos weapon system command, just the default vanilla turret command, yet the turret is completely inert.
I guess i can just manually uninstall the script, but i was under the impression that it would not require gunners etc unless you actually use the shiny red "Weapon System: blahblah" commands in your turrets, or configure your ship with the Mefos config screen.
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Requiemfang
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Post by Requiemfang » Sun, 10. Oct 10, 03:31

The commands for the turrets only become available when you have personal on the required ship they are on. Yes it's in the turret command section in the command menu. They should be listed under the un-numbered commands in the turret command section. Again those commands for turrets won't be able to be used UNLESS you have personal on the ship or in it's cargo hold a.k.a. the gunner/s is all that's needed for a M3 which has a turret or two

paz3r
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Post by paz3r » Sun, 28. Nov 10, 19:52

Does the 'Special Command" actually work ? I have tried all kinds of guidance settings (including what Wilson-MG- posted) and none of my 'Special Command' turrets will fire at any target, ever. Standard MEFOS commads work just fine but since they will happily spread PPCs all over the screen their usefullness on heavy weapon turrets is pretty low.

orion84
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Post by orion84 » Mon, 21. Mar 11, 12:17

Can anyone confirm that they're still using this script or if it works on AI piloted ships?
***modified***

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Saetan
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Post by Saetan » Tue, 22. Mar 11, 11:33

Hello orion84

Do you have problems using this script, or do you just want to inform yourself before installing?

Anyways, I suggest to use the most recent version of MEFOS in the script collection, and not the version linked in this topic. The directly linked one is outdated.

orion84
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Post by orion84 » Wed, 23. Mar 11, 04:47

Hey Saetan,

I've got no problems with the script, everything's working as it should. was just curious if the features would work on AI piloted ship on fire and forget missions.

Ex. Osaka with mefos on SRS duty.
***modified***

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Saetan
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Post by Saetan » Wed, 23. Mar 11, 09:07

MEFOS can be used on player owned AI ships, like it can be used at player controlled ships.

But it can't be used for non-player owned AI ships.

MetroWolf
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Post by MetroWolf » Wed, 31. Aug 11, 21:30

Need some final clarification assistance.

For automatic loading, all turrets are unassigned and cargo bay will be pulled as needed?

Is the main laser bay affected or do I still manually assign armament?

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Saetan
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Post by Saetan » Thu, 1. Sep 11, 01:46

MetroWolf wrote:For automatic loading, all turrets are unassigned and cargo bay will be pulled as needed?
Yes, you just need to have equipable lasers in your cargo bay. MEFOS will install the best fitting lasers for a target by itself, as long as the MEFOS turret commands are active for the turrets.
MetroWolf wrote:Is the main laser bay affected or do I still manually assign armament?
No, main lasers aren't affected, only turrets. For your own ship, you can set hotkeys to manually change the installed lasers. A.I. controlled player ships may change their main lasers by themselves, as long as they run a script which is capable to do that (e.g. CODEA controlled fighters/convoy ships or ships running SRS by Lucike)

MetroWolf
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Post by MetroWolf » Thu, 1. Sep 11, 19:49

Perfect, thanks for the help.

dantheman666
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Question about MEFOS

Post by dantheman666 » Sat, 5. Nov 11, 17:57

I see that when MEFOS is installed, it adds extra entries in the available weapons for any ship. For example, my Vidar:

Electromagnetic Plasma Cannon
o Electromagnetic Plasma Cannon (The o is green)

I've been searching an answer for quite a while now, what is the difference?

Thanks


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Post by Lord_Viader » Sun, 10. Feb 13, 13:02

Is MEFOS need MARS to change weapons properly? In my ships when I set "MEFOS Weapon System: Missile Defence" the turrets use havy weapons to attack missles, such as PSP, Fusion Cannon and Fusion beam disruptor and this just shooting less missles then standard Missle Defence with Matter/Anti-matter launcher. I have complete crew and MEFOS Software, I use XRM, CODEA and many other. Whare is a problem? Is MEFOS compatible only with vanilla weapons? Or maybe is fault adams ITT script (modifies turrets command)?

Sorry for my pure English.

Triaxx2
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Post by Triaxx2 » Sun, 10. Feb 13, 23:55

MEFOS is totally separate from MARS. They have nothing to do with one another. So no, neither is required for the other to function.
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ltdan81
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Needs more...

Post by ltdan81 » Sun, 4. May 14, 23:39

I love the idea of hiring a full crews for the battle fleet and seeing teamwork in action... I've gone OCD about training marines then have them train as pilots so I can retrain them for the "navigator", "helsman", and "machinist" which ends with only small but positive boosts to my fleet.

I'm really dissapointed in the missed potential of this script, there's alot of planning and work to build up a full crew for what seems to be more micromanagment rather than automation.

What i would love to see is to have this script more interactive with CODEA by adding a two more specialist which would not only automate, but make all the turrets of the battle group work together.

1: Fire Control Commander
This crew member takes coordinates with the technicians of all turrets on each ship and takes orders from the fire control commander of the fleet carrier.

2: Air Traffic Controller
Aside from some possible benefits that can be added to CODEA, the ATC is assigned to the fleet Carrier and provides the Fire Control Commander with flight data for all friendly ships. This is passed on to all ships in the battle group to swap out flaks and long range cannons or disarm turrets as needed to avoid friendly fire.
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Post by d_ka » Mon, 5. May 14, 07:22

The only problem is Lucike ain´t on this forums anymore. And the last updates for his collections were made last summer, iirc.
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JSDD
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Re: Needs more...

Post by JSDD » Mon, 5. May 14, 16:41

ltdan81 wrote:1: Fire Control Commander
This crew member takes coordinates with the technicians of all turrets on each ship and takes orders from the fire control commander of the fleet carrier.
... interesting idea, but that kind of "centralized" coordination of turrets could be (a bit "tricky" &) very cpu-intensive
... something like "target preference" for all turrets would be easier to implement

ltdan81 wrote:2: Air Traffic Controller
Aside from some possible benefits that can be added to CODEA, the ATC is assigned to the fleet Carrier and provides the Fire Control Commander with flight data for all friendly ships. This is passed on to all ships in the battle group to swap out flaks and long range cannons or disarm turrets as needed to avoid friendly fire.
... too difficult, that kind of controll would make your game end up in a "dia show"
// because you have to check frequently EVERY ship nearby if it is in range of ANY turret ^^ (looplooploopetc.)
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