[SCR] Smart Turrets v4.7.2 (AP, 05-04-14), v2.6 (TC, 21-08-13)

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ASSTEROIDS
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Post by ASSTEROIDS » Sat, 14. May 16, 05:52

This is the best turret mod I tried, works like a charm. :)

Mr.YaR
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Post by Mr.YaR » Thu, 8. Jun 17, 07:19

Anyone tryed this with LU+Mayhem?
Are there chances that this will work?

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Zaitsev
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Post by Zaitsev » Fri, 9. Jun 17, 00:10

Mr.YaR wrote:Anyone tryed this with LU+Mayhem?
Are there chances that this will work?
Not made specifically for LU = not compatible, unless Litcube or any of the experienced modders like Joubarbe or memeics say it's ok. Simple as that.
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BlackArchon
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Post by BlackArchon » Fri, 9. Jun 17, 19:04

Mr.YaR wrote:Anyone tryed this with LU+Mayhem?
Are there chances that this will work?
I have successfully used the latest Smart Turrets script with LU. However, I dared only to use the laser switching part, which worked fine.

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alt3rn1ty
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Post by alt3rn1ty » Fri, 8. Dec 17, 21:04

@Shimrod TC and AP were updated https://forum.egosoft.com/viewtopic.php ... 27#4691927

Is this version of Smart Turrets still okay ?

With the changes listed in the release post I cant imagine this mod being affected, but would be nice if you could give it a quick look over and confirm.

Brinnie
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Post by Brinnie » Tue, 17. Jul 18, 13:55

I would simply like to set my fighters to chose the appropriate weapons for the situation, like switching to fast lasers vs small crafts and to heavier ones such as HEPTs vs bigger ships.

What would be the best approach to use?
This script, given the name, seems to be the right choice but it does offer a number of options that are confusing me. I would be satisfied with being able , for ex., to equip 3 PACs and 2 HEPTs in my M3s loadout and have them to automatically switch between the groups appropriately just as the player does.

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TechSY730
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Re: [SCR] Smart Turrets v4.7.2 (AP, 05-04-14), v2.6 (TC, 21-08-13)

Post by TechSY730 » Sun, 16. Dec 18, 01:35

If anyone is using this script and MARS at the same time, and tried to apply both to AI ships, you may have noticed that they will conflict, both fighting control over AI ships.
I have made a change to Smart to allow the conflict to be resolved:

4.7.3_TechSY730_hack
- Added the option to only apply SMART to AI ships of less then M6 class, to avoid conflicting with MARS
- You should be able to get to it either from the main configuration or the artificial life settings
- There shouldn't be anything needed to prevent player ships from having this issue, as you can only run one command per turret, so MARS and Smart can't both run on a single turret

Smart4_7_3_TechSY730_hack.zip:
https://drive.google.com/open?id=18joMV ... 5wHzv0ylAJ

Taylor2008
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Re: [SCR] Smart Turrets v4.7.2 (AP, 05-04-14), v2.6 (TC, 21-08-13)

Post by Taylor2008 » Sun, 16. Dec 18, 03:00

Thank you for your improvement ! :)

unknown1
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Re: [SCR] Smart Turrets v4.7.2 (AP, 05-04-14), v2.6 (TC, 21-08-13)

Post by unknown1 » Fri, 14. Jan 22, 19:02

Anyone tested this for FL ? Gonna install it anyway and post results later on.

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alexalsp
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Re: [SCR] Smart Turrets v4.7.2 (AP, 05-04-14), v2.6 (TC, 21-08-13)

Post by alexalsp » Tue, 11. Apr 23, 14:15

Tell me, is 4.7.2 only for Albion or for TC too? or for TC only version 2x?
unknown1 wrote:
Fri, 14. Jan 22, 19:02
Anyone tested this for FL ? Gonna install it anyway and post results later on.
And how are the tests? Works ?

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X2-Illuminatus
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Re: [SCR] Smart Turrets v4.7.2 (AP, 05-04-14), v2.6 (TC, 21-08-13)

Post by X2-Illuminatus » Tue, 11. Apr 23, 21:32

alexalsp wrote:
Tue, 11. Apr 23, 14:15
Tell me, is 4.7.2 only for Albion or for TC too?
This is mentioned in the Compatibility notes in the opening post:
Shimrod wrote:
Sun, 24. Jul 11, 17:50
Compatibility Notes
- 4.x is for Albion Prelude and will not work on Terran Conflict. Tested on XRM and Vanilla.
- 2.x is for Terran Conflict and is optimized use with the XTC mod.
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alexalsp
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Re: [SCR] Smart Turrets v4.7.2 (AP, 05-04-14), v2.6 (TC, 21-08-13)

Post by alexalsp » Wed, 12. Apr 23, 16:09

Thank you. I am blind. I'm sorry. :D

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