[S][03.06.08][1.2] Fight Command Software MK3

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surefire_ven0m
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Post by surefire_ven0m » Fri, 6. Jun 08, 12:41

Yeah i'm really not sure what was going on there, i love your scripts they make my ships mean as hell but it's the only thing i added to my game before that happened :?

But i will try and use it again, i too did not believe that it was down to the FCS MK3 script but like i say, it was the only change that had been made :shock:

Btw keep up the good work dude, very impressive stuff, FCS MK3 is bloody essential for me... i play as a pirate :D
"do i look like a priest?" - "erm...yes...."

The funniest thread ever...

JackSlaughter
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Post by JackSlaughter » Sat, 7. Jun 08, 00:22

I read your post. It's just that the uninstall process "DIDN'T" remove the software from the game.

It took it out of the stations, but the ships all still have it in their inventory.

So just in case I dropped MK3 into space, docked the ship and bought MK3 again and it still didn't have the COMBAT menu show up as red. I mean does that mean that the script isn't working or it is, and maybe it's something else???

What do you think I should do?

I was thinking what if I dump all the MK3 modules out into space, shoot them. Then do the uninstall process. run the game. Then reinstall again.

JackSlaughter
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Post by JackSlaughter » Sat, 7. Jun 08, 00:51

OK... I tried something else and got mixed results.

I decided to go to a savegame file that was from a couple days ago.

Well when I loaded it the Combat menu was still red. GOOD!

Then I went into the log and it said that GAIUS had been upgraded from .7B to .8B. I thought I just installed MK3 like a week ago how did I download an old version. Turns out I was using .7 this whole time before I uninstalled, then installed Light, then uninstalled Light, and then downloaded MK3 again and then installed it. I guess I got the right version this time.

So everything working except I go to the AL menu and I can turn everything on except for the GAIUS Activated, it just announces "Access Denied!"

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X-Freak Cartman
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Post by X-Freak Cartman » Sat, 7. Jun 08, 19:13

erm... what?

You've got GAIUS 0.8b AND the FCS MK3 Light installed?

As I wrote, GAIUS won't work with the FCS MK3 Light, and that's exactly what's intended. The Light-Version is meant to use the FCS MK3 without the need of unnecessary GAIUS-Scripts. Installing both FCS MK3 Light and GAIUS results in "your" error: Not being able to run GAIUS.

That's why I wrote the readme: To prevent someone from crashing its savegame... what you just did.

Well, just for you, here's a small note of which version to use:

If you want to use GAIUS and the FCS MK3: MK3 with GAIUS.
This version is the only version you can update to from any GAIUS or FCS MK3 Version, except Light. That's why I wrote in the releasepost of every version of FCS MK3 1.17 or older that it requires GAIUS, wich always was included in the install-package.

If you don't want to use GAIUS but the FCS MK3: FCS MK3 Light without GAIUS.

Easy, isn't it?

And before installing, you have to read how to install it. Maybe twice. Maybe trice. Just read it and be sure that know how to install it. The Install notes are the first part of the readme, which can be found in the readme-folder of the install package. It contains further informations how to update or install when another version of either GAIUS or the FCS MK3 is already installed.

I'll have a closer look after whether the FCS MK3 won't be completely removed during the update, but when I uninstalled it in the three versions (1.2, 1.2L, 1.17), it has always been removed correctly.

However, have a nice day and enjoy the X-Universe ^^
- EL

<Edit>

And here's the uninstall-code which removes the FCS MK3 from every ship and supported station in the universe:

068 $Race.Value = 0
069 while $Race.Value < 19
070 ║inc $Race.Value =
071 ║@ $Race = [THIS] -> call script 'lib.ad.raceintegertorace' : Race Integer=$Race.Value
072 ║
073 ║$Array = get station array: of race $Race class/type=Dock
074 ║$Size = size of array $Array
075 ║while $Size
076 ║║dec $Size =
077 ║║$Station = $Array[$Size]
078 ║║$Amount = $Station -> get amount of ware $FCS.MK3 in cargo bay
079 ║║$Amount = - $Amount
080 ║║= $Station -> add $Amount units of $FCS.MK3
081 ║║$Station -> remove product from factory or dock: $FCS.MK3
082 ║end
083 ║
084 ║$Array = get ship array: of race $Race class/type=null
085 ║$Size = size of array $Array
086 ║while $Size
087 ║║dec $Size =
088 ║║$Ship = $Array[$Size]
089 ║║$Amount = $Ship -> get amount of ware $FCS.MK3 in cargo bay
090 ║║$Amount = - $Amount
091 ║║= $Ship -> add $Amount units of $FCS.MK3
092 ║║
093 * interrups ship and start uninstallation on it
094 ║║@ START $null -> call script 'fcs.mk3.uninstall.signal' : Ship=$Ship
095 ║║
096 ║end
097 end


This code can be found in the uninstall-script of the FCS MK3 light fcs.mk3.uninstall, which will even be called if you're uninstalling GAIUS with FCS MK3 Light installed, so there's no way of any dau to keep the software when the actual software has already been uninstalled. The only way to keep it is ejecting it before uninstalling. But then, it'll be useless after the uninstallation.

btw: If you want to uninstall any scripts, read the uninstall notes as well.

JackSlaughter
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Post by JackSlaughter » Sun, 8. Jun 08, 00:53

Yea what I think happened was I screwed up the uninstall process.

So what I did was I went to a game save thats before I made any changes. Now everything works fine and it also upgraded itself. So I'm good. I just have to relive 10 hours again. This time I'm making better choices.

Thanks!

Oh... I was talking to Siath70 and he seemed kind of interested in working MK3 into Terracorps Fleet Pilots Project. After he fixes it of coarse.

K.E.R.
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Post by K.E.R. » Mon, 9. Jun 08, 23:35

Hi,

Before i mess up my hole savegame(almost 300 hardly earned ships), i want to check everything i readed(like 5 readme's)worth the time...

So, i want this MK3 whit NO GAIUS!

I download FCS.MK3.Light_1.2.zip

I install FCS.MK3.Light_1.2.zip

Now i want to upgrade it to 1.5(1.6?)...

So i download UPDATE_TO_GAIUS_0.7_FCSMK3_1.16.zip (Damn GAIUS...)

But, is that thing updating the GAIUS i never wanted to have?, damn im messed up....,

Or i have to download the GAIUS-FCS version 1.2, then update from there, and then uninstall GAIUS???

Now i'm really messed UP! :cry:

Before i Go...
X-Freak Cartman wrote: However, I'm fine, as you see, and I'll pack a new package including the debugged and commented version of the FCS MK3 1.(Dontaskmewhichversionnumberitwillhave).

It won't fix GAIUS-issues, but there'l be a stand-alone-package without GAIUS.
Could you plz pack the latest version for non GAIUS users?

That way, you won't get a lot of dumb messages like mine =(

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X-Freak Cartman
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Post by X-Freak Cartman » Tue, 10. Jun 08, 18:27

  1. Open the Readme of Fight Command Software Light
  2. Read the first paragraph: Installation
  3. Understand the first paragraph: Installation
What does it say?

There are two cases that can happen:
  1. Neither GAIUS nor FCS MK3 have been installed
  2. GAIUS and/or the FCS MK3 have been installed
Second case first: You have to uninstall the old packages. Then, you fulfill the requirements for the first case.

First case (That's your one):

1.) Copy the "scripts"-folder of your X3 directory for safety.

2.) Copy the folders "scripts" and "t" of the install package into your X3 directory

3.) Open the Folder "Files" of the install package. It contains further folders which are named after other scripts and mods for X3.

4.) Open the folders of those scripts which are currently installed on your system and copy their content into your X3 directory.

<< WARNING!! >> If you've got both OCS Apollo AND the XTended Mod installed, please install the XTM-Files !first! and then the "OCS+XTM"-Files. If you don't do so, either OCS Apollo or the XTended Mod won't work properly.

5.) Run X3 and load or start a game. You can find the GAIUS- and MK3-Options amongst the AL-Options.


So... where do I tell you to use the update package? And where did you read something about 1.5 or 1.6? 1.2 is the latest version, check the history-part of the readme. Or the thread title:
[S] - It's a script package
[03.06.08] - Release date
[1.2] - Latest version
Fight Command Software MK3 - Name of the script package


All you have to do (in your case) is installing FCS MK3 Light. Nothing more or less. You will have the latest version, you'll have no GAIUS (and you should under no circumstances install it afterwards as it'll mess up your game. You'd have to uninstall MK3 Light first)


The Update Package is just for updating from an alpha version of GAIUS or FCS MK3 1.15 to a beta version or 1.16, 1.17 or 1.2. Unless you've got GAIUS 0.1a/0.11a or FCS MK3 1.0-1.15 installed, there's no need of updating using this script package.


Hope you don't mess up your game much more, but reset before installing again - that's why i told you (in the readme) to copy the scripts-folder for safety.

If you didn't do that... than post it, I'll think of a way to save your game.

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surefire_ven0m
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Post by surefire_ven0m » Tue, 10. Jun 08, 19:12

I just wondered, does this script in any way conflict with the MARS script?

I know MARS uses

Command slot: COMMAND_TYPE_TURRET_46
Command slot: COMMAND_TYPE_TURRET_47
Command slot: COMMAND_TYPE_TURRET_48

So just wanted to confirm because together these two script would make my M6s much more deadlier!

Thanks in advance!
"do i look like a priest?" - "erm...yes...."

The funniest thread ever...

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X-Freak Cartman
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Post by X-Freak Cartman » Tue, 10. Jun 08, 21:51

No conflict.

K.E.R.
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Post by K.E.R. » Wed, 11. Jun 08, 00:27

X-Freak Cartman wrote:
  1. Open the Readme of Fight Command Software Light
  2. Read the first paragraph: Installation
  3. Understand the first paragraph: Installation
What does it say?

There are two cases that can happen:
  1. Neither GAIUS nor FCS MK3 have been installed
  2. GAIUS and/or the FCS MK3 have been installed
Second case first: You have to uninstall the old packages. Then, you fulfill the requirements for the first case.

First case (That's your one):
Etc....
:oops:

Thanks a lot man, it's a great script!

I don't know how you did it... But YOU DID IT! =D

I apologize for what must seen to you an stupid question... But... What can i do.... I'm stupid =)... xD

I'll keep an eye at the script and oncoming updates! =)

delta 38
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Readtext trouble

Post by delta 38 » Wed, 18. Jun 08, 12:32

Hi, I've been using your fcs script for a while now and can't help thinking its a brilliant one. (As before it I had gone off the idea of escorts and wingmen, cause they simply got killed or expensively damaged at every major encounter and would crash into basically any dockable object.)
So, I'm enjoying this script like mad, but I've got a problem...

I keep getting readtext messages, and some of the commands are classified as readtexts too (I don't get the red coloured combat commands either)
I've tried reinstalling and also on a another machine but I keep getting them.

On the forums I've read its probably due to files missing text in my language.
Now I'm half english so I'd be fine having english commands, but which files should I edit? and how?

I'm running the italian version of X3 with latest patches to 2.5 and bonus pack installed, plus your FCS with Gaius 1.2 script.

Anticipated thanks for any help or suggestions

Delta 38

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X-Freak Cartman
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Post by X-Freak Cartman » Wed, 18. Jun 08, 13:48

You have to rename the files 447733.xml, 447734.xml, 447823.xml and 448910.xml (if available) into 39####.xml. Then, you have to open the 4 files and change the language id (should be 44) into 39. (As far as I know, 39 is the italian language code)

Afterwards, you just need to load or start a game. Should work like this...

delta 38
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Post by delta 38 » Wed, 18. Jun 08, 14:14

Thanks, it worked fine


Delta 38 :)

K.E.R.
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Post by K.E.R. » Wed, 18. Jun 08, 20:30

Well, i can't say the less...

This is fantastic!

I can beat a Xenon Raid party in 3 minutes! (<Full Raiding! whit LX and the P think).... This ware should be aded to mods.... And give it a higher price..... Since the most likely thing to this is the "Terracorp Fleet Package"(Well not that likely) and for that... is a REAL del to train the pilots until they can fly a M3... and they are not THAT good...

Well, it's great i have to say....

Btw... My raiding fleet is made of.... 3 Novas(Raider, Vanguard, and simple...), 4 Falcons(I don't know wich they are... i think they are all pirate...), 2 Mamba, 1 Medusa, 2 Pericles Vanguard... and myself flying:

The Yatch of Pontifex Maximus Paranidia - I named her "Juana la Cubana"!... (Don't ask why ^.^)

They are the elite, all full of the better weapons... I'm not increasing the size of my raiding party anymore... they are good like that... and they look just Beautyfull when we fly in "The Shield" formation... ahhhh just loveable!

Thank you again...

----------------
Now playing: Eminem - Under the influence
via FoxyTunes

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Axeface
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Post by Axeface » Wed, 2. Jul 08, 19:01

Im going to install this script, reinstalled x3 after about a year away from the game. I just want to check how to do it.
I have advanced jumpdrive and XTM.

So, I move the XTM and AdvancedJumpdrive scripts to my script folder, then install the rest of the files correct?

What does the advancedjumpdrive script do?

Thanks loads for this amazing script, I used to use it :)

Thoradin
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Post by Thoradin » Thu, 3. Jul 08, 11:26

Posted this in the MARS thread but I guess it need to be posted here too...

BTW First kudos for FCS3, Awsome script, adds a whole new dimension to the game for player owned fighters, so much less of a liability now :)

Anyhow...

Not sure if anyones come accross this yet but I spent last night debugging my X3/XTM instance after repeatable Hangs.

It seems after much experimentation that MARS installed on my LX's, which were already running FCS3 (Fight Command System 3), were the reason that my X3 session completely locks up. Tried numerous different experiments, but it was 100% repeatable that if I launched my LX's into combat with both software's installed on each fighter (theres only 5) it would hang shortly after the firefight started (possibly when it started to try and use the rear turret?).

Removing MARS control of the turrents fixed the problem (even the ther ware was still in the ships).

Not sure if it effects larger craft (FCS3 is supposidly worth putting on craft upto M7 as they have the ability to dodge incoming PPC fire) but I'm guessing it does.

I might be something odd with my config, big mods :

XTM
Advanced Jumpdrive
FCS3
MARS
Bail Extension

few other smaller ones (like BBS overtune) etc.

I can certainly live without it, I'm guessing FCS3 happily handles front / rear? turrets in fighters, M6 / M7 will be slightly worse without FCS3 (guessing MARS > FCS3 as these models have more turrets).

All testing was done against a couple of J's + fighter escort

jumbled
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Post by jumbled » Thu, 3. Jul 08, 20:32

Just thought I'd put in a good word here for FCS Mk3 from my own experience.

I had a weird scenario up in Kingdom End where, I suspect, a Sohnen Observer (from XTM) was pulling in hundreds of split ships (mambas, scorpions and jaguars) into a pile right on top of it near the south gate. I don't know if it was a bug or a feature, but it had to go. So I cheated a tad and turned ALL "Split" ships in the sector into an "enemy race" (so I could kill them and not get a faction hit).

I then moved in with 2 combat pilot task forces (in "assault sector" mode), led by Captian level leaders and consisting mostly of capped LX's and some Eclipses. I also sent in a couple M6's on solo duty and a couple XTM frigates, but most of the work, I think, was being done by the TF pilots. I also went IS to make sure the action was clean to see the FCS Mk3 in action (OOS tends to work differently). Lag was unbelievable and the ships started spreading out all over the sector as the collision avoidance routines started kicking in.

I noticed one Captain TF leader, piloting a Split Elephant, boldly plotted a course into the center of the sector, right in the middle of this cloud of enemy ships. He must've been smoking too much space weed, or something...I don't know. He, and the other captain, sat down in nice, comfortable, if not crowded, strategic vantage points and started directing the other ships around the sector.

These guys cut a swath right through the center of this cloud and moved out in all directions. Up against many times their number, I only lost one LX (probably cuz he had too many bogies on his tail) and they killed everyone else in the sector (all the enemies, that is). Amazing, I expected to lose a lot more than this.

When the smoke cleared, I had scores of abandoned ships to claim (Bail Extensions and normal bails), plus the lag cleared up considerably. I also punched out that Sohnen guy for the trouble he put us all through. :D

JackSlaughter
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Post by JackSlaughter » Sat, 5. Jul 08, 18:29

K.E.R. wrote:Well, i can't say the less...

This is fantastic!

I can beat a Xenon Raid party in 3 minutes! (<Full Raiding! whit LX and the P think).... This ware should be aded to mods.... And give it a higher price..... Since the most likely thing to this is the "Terracorp Fleet Package"(Well not that likely) and for that... is a REAL del to train the pilots until they can fly a M3... and they are not THAT good...
I do agree FCS Mk3 is Fantastic, I don't agree it should cost more. haha. Although worth the price. The other night I had 80 million credits which after many purchases, (alot of them were FCS Mk3) I had no money left. Seems wrong to spend so much money for a life preserver.

My 2 cents is that FCS Mk3 should be implemented into Terracorps Fleet Package, if that could be do-able. It would make the most sense in the Roleplaying factor. Since TFP is suppose to super elite pilots, but all it does is make them faster and more nimble. They lack the ability to dodge incoming fire... and mostly get themselves killed.

Thats why I think every Terracorps Combat Pilot needs FCS Mk3. I don't send any of my TCFP out without FCS Mk3.

Ever think the Coders for X3 are checking out all of these scripts, and saying man, why didn't we put this in the game. Hopefully, they say, "DAMN!!! The next X game has to have fight software this good..."

In all hope, I hope they steal your Code X-Freak.

K.E.R.
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Post by K.E.R. » Sat, 5. Jul 08, 19:20

JackSlaughter wrote:
K.E.R. wrote:Well, i can't say the less...

This is fantastic!

I can beat a Xenon Raid party in 3 minutes! (<Full Raiding! whit LX and the P think).... This ware should be aded to mods.... And give it a higher price..... Since the most likely thing to this is the "Terracorp Fleet Package"(Well not that likely) and for that... is a REAL del to train the pilots until they can fly a M3... and they are not THAT good...
I do agree FCS Mk3 is Fantastic, I don't agree it should cost more. haha. Although worth the price. The other night I had 80 million credits which after many purchases, (alot of them were FCS Mk3) I had no money left. Seems wrong to spend so much money for a life preserver.

My 2 cents is that FCS Mk3 should be implemented into Terracorps Fleet Package, if that could be do-able. It would make the most sense in the Roleplaying factor. Since TFP is suppose to super elite pilots, but all it does is make them faster and more nimble. They lack the ability to dodge incoming fire... and mostly get themselves killed.

Thats why I think every Terracorps Combat Pilot needs FCS Mk3. I don't send any of my TCFP out without FCS Mk3.

Ever think the Coders for X3 are checking out all of these scripts, and saying man, why didn't we put this in the game. Hopefully, they say, "DAMN!!! The next X game has to have fight software this good..."

In all hope, I hope they steal your Code X-Freak.
There was a time, when i tried to use the TFP...

It's not even a bit of this, the more you train them, the more you spend and loss...

I've tried to use them together... But if i add a pilot to a ship, i can't activate the wingmen... Or the game crashes u.u...

Anyway, i keept this one =D

BTW... Again, then software showed it's capabilities...

I took out...

22 Falcon
18 Blastclaw
12 Elite
9 Nova
8 Kea
1 Carrack
and a lot of fighters....

Whit the 12 Ships i have, I am now the happy owner of Zephrain... =D

Deathwalker1701
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Post by Deathwalker1701 » Tue, 8. Jul 08, 15:13

K.E.R. wrote:
JackSlaughter wrote:
K.E.R. wrote:Well, i can't say the less...

This is fantastic!

I can beat a Xenon Raid party in 3 minutes! (<Full Raiding! whit LX and the P think).... This ware should be aded to mods.... And give it a higher price..... Since the most likely thing to this is the "Terracorp Fleet Package"(Well not that likely) and for that... is a REAL del to train the pilots until they can fly a M3... and they are not THAT good...
I do agree FCS Mk3 is Fantastic, I don't agree it should cost more. haha. Although worth the price. The other night I had 80 million credits which after many purchases, (alot of them were FCS Mk3) I had no money left. Seems wrong to spend so much money for a life preserver.

My 2 cents is that FCS Mk3 should be implemented into Terracorps Fleet Package, if that could be do-able. It would make the most sense in the Roleplaying factor. Since TFP is suppose to super elite pilots, but all it does is make them faster and more nimble. They lack the ability to dodge incoming fire... and mostly get themselves killed.

Thats why I think every Terracorps Combat Pilot needs FCS Mk3. I don't send any of my TCFP out without FCS Mk3.

Ever think the Coders for X3 are checking out all of these scripts, and saying man, why didn't we put this in the game. Hopefully, they say, "DAMN!!! The next X game has to have fight software this good..."

In all hope, I hope they steal your Code X-Freak.
There was a time, when i tried to use the TFP...

It's not even a bit of this, the more you train them, the more you spend and loss...

I've tried to use them together... But if i add a pilot to a ship, i can't activate the wingmen... Or the game crashes u.u...

Anyway, i keept this one =D

BTW... Again, then software showed it's capabilities...

I took out...

22 Falcon
18 Blastclaw
12 Elite
9 Nova
8 Kea
1 Carrack
and a lot of fighters....

Whit the 12 Ships i have, I am now the happy owner of Zephrain... =D
So FCS Mk3 and TerraCorps Fleet Package are not compatible?

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