There are two listed prerequisites =P First is, indeed, reputation with a supported faction. Secondly, you need to have a combat rank of Fighter Chief. Cheers!jelf wrote:Hi, I've downloaded this script from lucike's website.
However when I'm in the game the flight plan hot key doesn't seem to do anything. Every time I press it there's only a beep sound but nothing else.
I have max race reputation for both Terran and Argon. I've also installed all other lucike's scripts.
Another thing is I saw a Terran scabbard today with a speed of 362m/s. It seems to be carrying those personnels. But it didn't show any special color on the sector map. Is it normal?
Thanks.
[AL] Military Transport [7th May 2010 X³:TC 3.1.10]
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
I find these jobs confusing. As much for my own reference I've set down what I think the uses of each type are. Can someone confirm if I've understood correctly and help me fill in the blanks?
Flight Controller
System: None
Purpose: Improves ship top speed & maneuverability
Quantity: 1 per ship
Activates: Yes (i.e. name goes green when it's working)
Gunner
System: MEFOS only
Purpose: Operates turrets
Quantity: 1 per 3 weapons in turret.
Activates: No
Helmsman
System: None
Purpose: Improves ship maneuverability
Quantity: 1 per ship
Activates: Yes
Machinist
System: None
Purpose: Improves ship top speed
Quantity: 1 per ship
Activates: Yes
Navigator
System: None
Purpose: Improves ship maneuverability
Quantity: 1 per ship
Activates: Yes
Marine
System: None
Purpose: Adds a standard marine to the ship.
Quantity: As many as you want/the ship can carry
Activates: No
Mechanic
System: CODEA only
Purpose: Performs repairs on gocked ships. Allows M8s to dock successfully
Quantity: 1 on an M8. As many as you likr on the carrier.
Activates: No
Scientist
System: MEFOS only
Purpose: Operates turrets.
Quantity: 1 per ship.
Activates: No
Technician
System: MEFOS & CODEA
Purpose: MEFOS: Operates turrets. CODEA: Allows M8s to dock successfully
Quantity: MEFOS: 1 per turret. CODEA: 1 per ship on M8.
Activates: No
The marines really confuse me. Are they good for anything, or are they a relic of the days before marines were integrated into X3 natively?
Edit: Updated marines as per Saetan's explanation.
Flight Controller
System: None
Purpose: Improves ship top speed & maneuverability
Quantity: 1 per ship
Activates: Yes (i.e. name goes green when it's working)
Gunner
System: MEFOS only
Purpose: Operates turrets
Quantity: 1 per 3 weapons in turret.
Activates: No
Helmsman
System: None
Purpose: Improves ship maneuverability
Quantity: 1 per ship
Activates: Yes
Machinist
System: None
Purpose: Improves ship top speed
Quantity: 1 per ship
Activates: Yes
Navigator
System: None
Purpose: Improves ship maneuverability
Quantity: 1 per ship
Activates: Yes
Marine
System: None
Purpose: Adds a standard marine to the ship.
Quantity: As many as you want/the ship can carry
Activates: No
Mechanic
System: CODEA only
Purpose: Performs repairs on gocked ships. Allows M8s to dock successfully
Quantity: 1 on an M8. As many as you likr on the carrier.
Activates: No
Scientist
System: MEFOS only
Purpose: Operates turrets.
Quantity: 1 per ship.
Activates: No
Technician
System: MEFOS & CODEA
Purpose: MEFOS: Operates turrets. CODEA: Allows M8s to dock successfully
Quantity: MEFOS: 1 per turret. CODEA: 1 per ship on M8.
Activates: No
The marines really confuse me. Are they good for anything, or are they a relic of the days before marines were integrated into X3 natively?
Edit: Updated marines as per Saetan's explanation.
Last edited by Triscopic on Tue, 4. Mar 14, 23:10, edited 2 times in total.
Proudly lurking since 2004
Just another way to hire (trained) marines, they are no relict ... they got added afterwards. As they are handled as regular personnel, if I remember right, simply use "Personnel Transporter"-script to put them into the right place for marines.Triscopic wrote:The marines really confuse me. Are they good for anything, or are they a relic of the days before marines were integrated into X3 natively?
Thanks. I got it working now.Gaularn wrote:There are two listed prerequisites =P First is, indeed, reputation with a supported faction. Secondly, you need to have a combat rank of Fighter Chief. Cheers!jelf wrote:Hi, I've downloaded this script from lucike's website.
However when I'm in the game the flight plan hot key doesn't seem to do anything. Every time I press it there's only a beep sound but nothing else.
I have max race reputation for both Terran and Argon. I've also installed all other lucike's scripts.
Another thing is I saw a Terran scabbard today with a speed of 362m/s. It seems to be carrying those personnels. But it didn't show any special color on the sector map. Is it normal?
Thanks.
Just have another question. What is the use of Flight Controller? On Lucike's website he said Flight Controller has something to do with "airport" or whatever. Does he make you dock faster when using autopilot to dock?
Also, I've hired one and am sure that he doesn't increase the ships speed, acceleration or maneuverability in normal situations.
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- Posts: 193
- Joined: Sun, 23. Jan 11, 13:28
Hey, I started using this script. Downloaded it from http://www.xuniversum.info/index.php?op ... Itemid=109 .
I'm also using XRM http://forum.egosoft.com/viewtopic.php?t=304158 .
I dunno if ranks are important, but here they are: http://i.imgur.com/9ONQN.jpg
My problem is there are no military transports whatsoever anywhere. Calling "Military Transport: Flight plan" via hotkey does nothing.
Any ideas?
I'm also using XRM http://forum.egosoft.com/viewtopic.php?t=304158 .
I dunno if ranks are important, but here they are: http://i.imgur.com/9ONQN.jpg
My problem is there are no military transports whatsoever anywhere. Calling "Military Transport: Flight plan" via hotkey does nothing.
Any ideas?
it's the colored map,uninstall it and this script will workdispostableatheist wrote:Hey, I started using this script. Downloaded it from http://www.xuniversum.info/index.php?op ... Itemid=109 .
I'm also using XRM http://forum.egosoft.com/viewtopic.php?t=304158 .
I dunno if ranks are important, but here they are: http://i.imgur.com/9ONQN.jpg
My problem is there are no military transports whatsoever anywhere. Calling "Military Transport: Flight plan" via hotkey does nothing.
Any ideas?
delete one file or two for xrm
Being a big fan of the life Lucike's scripts bring into the game, I regularly use the Military Transport having a couple of TPs waiting at designated stations. Problem always was that dozens of units I didn't actually need had been hired while I was just looking for a new navigator for example. This extension, accessible by Cycrow's community plugin configurator, lets you
Download Militaertransport_X3TC_V3303_scedit.zip
To install, unzip and overwrite existing files.
Note: Tried to contact Lucike to see if it's ok to post this here.. doesn't seem to be around anymore though
- configure which type of personnel should be transferred to your AI TPs
- double recruitment efforts for the cost of credits (double personnel count for 10k/transfer)
- receive a vocal notification after successful transfer
Download Militaertransport_X3TC_V3303_scedit.zip
To install, unzip and overwrite existing files.
Note: Tried to contact Lucike to see if it's ok to post this here.. doesn't seem to be around anymore though
Re: [AL] Military Transport [7th May 2010 X³:TC 3.1.10]
What about the other personnel not mentioned here? Flight Controller and Flight Instructor? What do they do?
Also, one thing I have noticed is that the Mechanist (capital ship engineer) seems to have an extremely low spawn chance in those personnel carriers. Is my RNG just bad, or has anyone else noticed this?
Also, one thing I have noticed is that the Mechanist (capital ship engineer) seems to have an extremely low spawn chance in those personnel carriers. Is my RNG just bad, or has anyone else noticed this?
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- Posts: 68
- Joined: Wed, 16. Jul 14, 19:27
Re: [AL] Military Transport [7th May 2010 X³:TC 3.1.10]
Look at the second post at the top of this page. Flight Instructor speeds up pilot leveling for every job ;(CODEA, CAG, CLS1 & 2,). Getting kills for CODEA pilots is faster than the instructor boost. From my experience Mechanist & flight controllers have been rare for me.Aseron wrote: ↑Sat, 15. Dec 18, 00:02What about the other personnel not mentioned here? Flight Controller and Flight Instructor? What do they do?
Also, one thing I have noticed is that the Mechanist (capital ship engineer) seems to have an extremely low spawn chance in those personnel carriers. Is my RNG just bad, or has anyone else noticed this?
Re: [AL] Military Transport [7th May 2010 X³:TC 3.1.10]
[quote=CloneSargaent post_id=4796585 time=1544894648 user_id=471370]
[quote=Aseron post_id=4795114 time=1544828550 user_id=488886]
What about the other personnel not mentioned here? Flight Controller and Flight Instructor? What do they do?
Also, one thing I have noticed is that the Mechanist (capital ship engineer) seems to have an extremely low spawn chance in those personnel carriers. Is my RNG just bad, or has anyone else noticed this?
[/quote]
Look at the second post at the top of this page. Flight Instructor speeds up pilot leveling for every job ;(CODEA, CAG, CLS1 & 2,). Getting kills for CODEA pilots is faster than the instructor boost. From my experience Mechanist & flight controllers have been rare for me.
[/quote]
Do the flight instructors stack? Like can I have, say, 10 of them on one ship and reap the benefits from all 10?
[quote=Aseron post_id=4795114 time=1544828550 user_id=488886]
What about the other personnel not mentioned here? Flight Controller and Flight Instructor? What do they do?
Also, one thing I have noticed is that the Mechanist (capital ship engineer) seems to have an extremely low spawn chance in those personnel carriers. Is my RNG just bad, or has anyone else noticed this?
[/quote]
Look at the second post at the top of this page. Flight Instructor speeds up pilot leveling for every job ;(CODEA, CAG, CLS1 & 2,). Getting kills for CODEA pilots is faster than the instructor boost. From my experience Mechanist & flight controllers have been rare for me.
[/quote]
Do the flight instructors stack? Like can I have, say, 10 of them on one ship and reap the benefits from all 10?
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- Posts: 295
- Joined: Fri, 20. Mar 09, 16:38
Re: [AL] Military Transport [7th May 2010 X³:TC 3.1.10]
No.
Just one count.
It`s described on his web side...
Just one count.
It`s described on his web side...