Hey, folks! I just acquired 6.0 and will be testing and updating my mods accordingly. Please allow time for that to happen and look for updates in the near future!
Cheers!
--EDIT-- Good news! Nothing seems to have broken with 6.0. Both modes work as expected in my tests. Please reach out if any issues arise.
Yeah, not a single mine mod is working with 7.5 update. Including this one. I suppose Devs did changed things in targeting settings, so mods can't apply to those, unless updated. Or maybe it was gravidar scripts, that were changed by the Devs, dunno.
I`ve posted info on mods i use and how i tested it in answer to a post lower.
1. VRO, kuertee friendly fire tweaks, surface elements targeting 2. Accepted mission to clear mines around a ship. Hyperion turrets do not engage mines no matter what. 3. Nothing, turrets do not attack mines.
Hi! Please give me some details and I can dig into this a bit. I haven't played the game in ages, but I'm open to loading it up to fix a mod if needed.
What other mods are you using?
How did you test whether this was working?
What behavior are you seeing?
Sorry to ask so many questions, but it's difficult to fix things if I don't have details. Thanks!
Bonjour, le mod est cassé sur la 7.10, attaqueallenemie. les tourelles ne tirent plus et ne détecte aucune cible... Pouvez-vous faire quelque chose ? Please
1. VRO, kuertee friendly fire tweaks, surface elements targeting 2. accepted mission to clear mines around a ship. Hyperion turrets do not engage mines no matter what. 3. Nothing, turrets do not attack mines.
I wish there was a mod that for "Attack all Enemies" turret setting would basically make Missiles/mines the priority but if there are none default to attack all enemies. Mostly because I am fighting the Vigor Syndicate and they LOVE to spam Missiles lol
Would it be possible to merge Missile Defence into Attack All Enemies? Maybe making Missile Defence a more defensive oriented attack all enemies? Something like going Missile Defence, Mine Defence, Attack Fighters, Attack Everything Else? Right now it's a case of halving or quartering my DPS JUST to have sufficient missile defence along side attacking everything.
There are two versions of this mod. The first works with the Mine Defence setup, the other works with Attack All Enemies. With that one you should get what you're after.
Are you looking for base Vanilla? I might still have the old logic for that somewhere. Otherwise I'd need to know what DLCs, if any, you'd want included. :)
-EDIT- I misread. I thought the question was "Is there a patch" not "Is one needed". I assume that one would be needed, as I assume they've made significant changes to the turret behavior.
original response:
Not at the moment. I assume both of those significantly change the logic for turrets. That said, I can reach out to those mod owners and see whether they're alright with me looking at their logic and working on a patch.
Can you explain to me how using the gravidar instead of a flat scan changes in a practical sense ?
Besides having the choice between having the mine defense with "Attack All Enemies" or "Missile Defence" is that the only difference with the original mod since now both mods are updated for the latest game version?
Can you explain to me how using the gravidar instead of a flat scan changes in a practical sense ?
From an end-user perspective? Not much. It's a different way of achieving the same results: a distance-capped way of scanning from the perspective of a ship. Might be a little more efficient, and ES uses it in their in-sector logic for finding enemies, but it isn't changing anything noticeable in game.
Besides having the choice between having the mine defense with "Attack All Enemies" or "Missile Defence" is that the only difference with the original mod since now both mods are updated for the latest game version?
Yep! That's it. I've updated both methods to work with 5.10, with no functional changes. ES updated their turret logic again in 5.10, which meant I had to update the hooks in this mod, so I do not expect any version prior to 510A or 510M to work with 5.10.
If your question indicated a desire for some other option, I'm open to suggestions!
Honestly I don't even think that it would be necessary to create a whole new turret mode just for Mine defense because it would a bit too conditional.
Perhaps renaming the the existing modes so that they display something like "Missile and Mine defense" and "Attack All Enemies and Mines" would be nice. Just so we can remember that it does that too now.
This has been updated for 5.10 and now both Attack All Enemies and Missile Defence modes are available! They can be run together, but they are both incompatible with any earlier versions of the mod. Please uninstall the original before installing the update!
Not to bother but... I you have time it might be good to move this back to missile defense for 4.1. Now that this function is working again. Having anti-missile turrets working has me properly designating defensive turrets again. I haven't had a chance yet to see if this mod is even working in 4.1. I need to go find a minefield. It didn't break Attack All as far as I can tell.
This entire time I was fighting with the problem that I thought was this mod and it was... a bug in X4. Son of a - ... So yes. I will subscribe to the 4.1 beta and work on a 4.1 version that uses missile defence.
I know a lot of you are waiting for the 4.0 update, so here's some hopefully good news:
I've had to completely rebuild how/where this logic is inserted, but as of now I have this working with Attack All Enemies. The hope is to be able to give you all a fully-working product this week.
I am continuing to struggle with the game removing targets assigned while in Missile Defence mode. That said, I've added the version that works with Attack All Enemies and am going to keep digging. I hope this will be enough to tide you all over while I try to work this out.
31 comments
Cheers!
--EDIT-- Good news! Nothing seems to have broken with 6.0. Both modes work as expected in my tests. Please reach out if any issues arise.
I`ve posted info on mods i use and how i tested it in answer to a post lower.
1. VRO, kuertee friendly fire tweaks, surface elements targeting
2. Accepted mission to clear mines around a ship. Hyperion turrets do not engage mines no matter what.
3. Nothing, turrets do not attack mines.
Sorry to ask so many questions, but it's difficult to fix things if I don't have details. Thanks!
les tourelles ne tirent plus et ne détecte
aucune cible...
Pouvez-vous faire quelque chose ? Please
Merci de répondre à ces questions :
1. Quels autres mods utilisez-vous ?
2. Comment avez-vous testé si cela fonctionnait ?
Je vais réinstaller le jeu ce week-end pour effectuer des tests en mode débogage, mais toute information sera utile. (traduit par Google)
2. accepted mission to clear mines around a ship. Hyperion turrets do not engage mines no matter what.
3. Nothing, turrets do not attack mines.
I wish there was a mod that for "Attack all Enemies" turret setting would basically make Missiles/mines the priority but if there are none default to attack all enemies. Mostly because I am fighting the Vigor Syndicate and they LOVE to spam Missiles lol
But yeah, Endoresed ;D
original response:
Not at the moment. I assume both of those significantly change the logic for turrets. That said, I can reach out to those mod owners and see whether they're alright with me looking at their logic and working on a patch.
Besides having the choice between having the mine defense with "Attack All Enemies" or "Missile Defence" is that the only difference with the original mod since now both mods are updated for the latest game version?
From an end-user perspective? Not much. It's a different way of achieving the same results: a distance-capped way of scanning from the perspective of a ship. Might be a little more efficient, and ES uses it in their in-sector logic for finding enemies, but it isn't changing anything noticeable in game.
Yep! That's it. I've updated both methods to work with 5.10, with no functional changes. ES updated their turret logic again in 5.10, which meant I had to update the hooks in this mod, so I do not expect any version prior to 510A or 510M to work with 5.10.
If your question indicated a desire for some other option, I'm open to suggestions!
Perhaps renaming the the existing modes so that they display something like "Missile and Mine defense" and "Attack All Enemies and Mines" would be nice. Just so we can remember that it does that too now.
This has been updated for 5.10 and now both Attack All Enemies and Missile Defence modes are available! They can be run together, but they are both incompatible with any earlier versions of the mod. Please uninstall the original before installing the update!
Cheers!
I know a lot of you are waiting for the 4.0 update, so here's some hopefully good news:
I've had to completely rebuild how/where this logic is inserted, but as of now I have this working with Attack All Enemies. The hope is to be able to give you all a fully-working product this week.
Cheers!