Hey bro! Your mod is not working!! please remove the delay in the start of the rescue operation from the scripts. Because with frequent battles, the delay until everything subsides becomes endless and thus the script does not work out the rescue. I noticed that when the enemy reappears, the target of the rescue ship disappears and it hangs in place...
I also ask you to add a rescue ship assignment function to the fleet, similar to attack protection, interception, and so on...
Excuse me. But it can't not work at all. And the rescue started immediately after any ship is destroyed and spacesuits found in space. By interruption. If you sure - please share the screen with settings, the best - record a video. And - if you can - start with debug log.
Regarding submenu to the fleet - not sure in it. But you can assign it on any big ship, rescuer will dock on it.
Please see my screen. https://drive.google.com/file/d/1CjeVNssDjDrW_bOeFl0ByqnojJ8IPbQa/view?usp=drive_link The order appears and disappears periodically. I've tried tying the ship to both the ship and the station. When anchored to the station, the rescue vessel docks and sits in place. Sometimes a command appears and disappears immediately. The ship is boarding the station again. It's the same when tethered to a ship. It is very rare for a lifeguard to pick up a spacesuit.
I've opened access. Please take a look. I'm still testing now. The rescue team is still not being worked out. Maybe you need some kind of report file...?
By the way, my friend. I have "escape pod mod" (https://www.nexusmods.com/x4foundations/mods/596).. Maybe this mod gets in the way at the script level? Because by default, escape capsules (not spacesuits) are not saved even with the old version of your mod that worked earlier...
A question - can we pick a ship to serve as a "home station"? I.e., setting the "dormitory" ship as the home station as well. Like if I'd use a high crew capacity L class ship to just roam and patrol sector, I could have an S class (fighter or scout actually) or a few dedicated to rescue duty as a constant part of that ship's fleet.
Ah! I'm exactly the same, I have a rapier type that I keep docked to my carriers and flagships which is specifically reserved for sending out to rescue downed pilots. It's default orders are dock to its mother ship and I click the "rescue people in range" order when I need it to go do the job, then I have to micro manage transfers of unassigned personnel. If this mod identified a "mothership" or "motherstation" that the rescue boat would fly home and dock to, then it would fit me perfectly...
edit: eh wait a minute... in the pictures it looks like it does!? Ok I'm going to download and try
Excuse me, will check, why I not received an alerts about posts. It possible, and in next version it will be available. Now it fixed on station, but I can change it.
Having a lifeboat as a standing order is a great idea given that ships now disgorge dozens of spacesuits (and we're not allowed to have escape pods that carry 2-6)
I have dedicated 3-passengner scouts that I dock on my capitals that are my "rescue/recovery" boats. I can have them set to rescue ranger and transfer to a L Incarcatura freighter for later redistribution to my fleet. Going to try this rn. Just had to rescue the survivors of a L freighter that bumbled into a XEN I.
22 comments
Your mod is not working!! please remove the delay in the start of the rescue operation from the scripts. Because with frequent battles, the delay until everything subsides becomes endless and thus the script does not work out the rescue. I noticed that when the enemy reappears, the target of the rescue ship disappears and it hangs in place...
I also ask you to add a rescue ship assignment function to the fleet, similar to attack protection, interception, and so on...
Tahnks!!)
But it can't not work at all.
And the rescue started immediately after any ship is destroyed and spacesuits found in space.
By interruption.
If you sure - please share the screen with settings, the best - record a video.
And - if you can - start with debug log.
Regarding submenu to the fleet - not sure in it. But you can assign it on any big ship, rescuer will dock on it.
The order appears and disappears periodically. I've tried tying the ship to both the ship and the station. When anchored to the station, the rescue vessel docks and sits in place. Sometimes a command appears and disappears immediately. The ship is boarding the station again. It's the same when tethered to a ship. It is very rare for a lifeguard to pick up a spacesuit.
I'm still testing now. The rescue team is still not being worked out. Maybe you need some kind of report file...?
Because by default, escape capsules (not spacesuits) are not saved even with the old version of your mod that worked earlier...
There is a part of it's features:
- New! Crew on all player-owned ships also use escape pods. The number of survivors depends on the skills and morale of each person.
So, you have to not use both in parallel, have no senseFixed
Added
Like if I'd use a high crew capacity L class ship to just roam and patrol sector, I could have an S class (fighter or scout actually) or a few dedicated to rescue duty as a constant part of that ship's fleet.
edit: eh wait a minute... in the pictures it looks like it does!? Ok I'm going to download and try
It possible, and in next version it will be available.
Now it fixed on station, but I can change it.
Version 1.03 - 2025-03-02
Added
- Added a new "Fleet support" mode. If Home station is not set - the Fleet support mode is enabled.
Version 1.03 - 2025-03-02
Added
- Added a new "Fleet support" mode. If Home station is not set - the Fleet support mode is enabled.
And version with capital ship as home is coming too
Having a lifeboat as a standing order is a great idea given that ships now disgorge dozens of spacesuits (and we're not allowed to have escape pods that carry 2-6)
I have a constant battle at Hatikva Choice, to train a pilots against Xenons ... Thats why I created it ... To not lose the trained pilots ...
- multiple sectors, like for trade, mining, etc.
- sorting by oxygen remained
Multiple sectors can be non-effective, if range too big, more than 2, i think.
Maybe I will made the 3 - as a maximum, instead 5 for trade ...