"PDmod" ICX Overhaul

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TVR
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The next version of PDmod is ready to be released, and it includes the following updates:

* A simplification of the point defence system used, to make it easier to create new ICX-type devices. (Just swap the weapon UNID)
* A version for Transcendence 1.01, containing absolutely no changes other than to targeting algorithm behavior. (For vanilla purists)
* The ability to set ICX-type devices to automatically shoot at enemy ships and stations.
* Some more polish, removing dbgOutputs and such.
* A couple new ICX-type devices, including the Longreach Duo, an AK15 Partisan-based ICX, and the Type A Nanofield Generator.

But first, I was wondering if anyone had any comments, requests, or suggestions for the next version, or for the mod in general. I know someone asked if "Escort" mode could be made compatible with autons from Auton Assembly, but it would probably be best to use the hooks available and add (objSetData gSource "pds_mode" 1) & (objSetData gSource "pds_defendtarget" (objGetOrderGiver gsource)) to that mod.
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TVR
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In conjunction with the 1.1 RCs, a new version of the PDmod is now available on Xelerus: http://xelerus.de/index.php?s=mod&id=1168

Being the first Release Candidate, it includes:

* Actual weaponEffects for the Interceptor Missile Launcher and Area Defence System.
Screenshot-Transcendence-1.png
Screenshot-Transcendence-1.png (112.92 KiB) Viewed 6265 times
* A huge overhaul of the Anti-Beam Attenuator, 6 new modes and improved tracking of targets. A single system can stop almost all beam fire, incoming and outgoing.
Screenshot-Transcendence-2.png
Screenshot-Transcendence-2.png (100.97 KiB) Viewed 6265 times
* With PM's instructions, the mod is now more compatible with Auton Assembly, ICX-type devices will automatically activate mode 1 ("Escort mode") when installed on any auton.

* Plenty of bug fixes, had to disable mode 3 ("Attack mode") for the time being due to power use bug.

Check the readme or xelerus page for more details. Once again, it's located here

Click on the thumbnail below for a demo movie of the new features:
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TVR
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In short, all of RPC's above suggestions were implemented.

Beta 4 (2013/05/28) t+313d

* Introducing true F.F.A.S. (Friendly Fire Avoidance System), now most ICX-type devices are able to selectively hold fire if a friendly could be caught in the crossfire and redirect fire at another target if found. This means it is possible to use ICX-type devices near stations and other crowded areas without friendly fire.

* Multi-stage target acquisition with auto- and manual-prioritization implemented, bringing ICX-type devices the ability to automatically choose the best target-type. For example, shooting at enemy ships if there are no incoming missiles in range. Prioritization of targets is also manually adjustable via provided ICX mode control ROMs.

* Additional control options introduced for the Longreach Duo and Anti-Beam Attenuator, allowing the toggling of doubleshot mode and delayed detonation respectively.

* Fixed a (subtle) bug with the Interceptor missile's flight model. Also implemented a maximum operation time for those missiles.

* ICX-type devices can now target and intercept any incoming missile, regardless of IFF status, meaning an ICX in mode 6 will automatically engage Molotok Bounty Hunter MAGs and Corporate Cruiser Gotha-10s.

* The ICX mode control ROMs will now be automatically uninstalled if there are no ICX-type devices installed.

* Probably some other things.
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RPC
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

One incompatibility with Visible Damage. ICX devices target all weapon effects, and visible damage particles are weapon effects -- this means that ICX weapons might accidentally destroy damaged friendly ships.

Can I request ICX devices to not fire in the direction of friendly ships (or alternatively I can do a fix to Visible Damage but I don't know how to replicate the damage effect without using weaponsfire-- maybe look into sysCreateEffect instead?).
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TVR
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There's no risk to damaged friendly ships even with Visible Damage effects - as of Beta 4, almost every ICX system comes with an integrated FFAS (Friendly Fire Avoidance System) algoritmn, which I guarentee prevents 99.9% of friendly fire incidents.
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Reuploaded at 945 downloads, t+500d

> Beta 5 (2013/11/24)

* This version is needed for compatibility with Transcendence 1.2

* Updated all weapon fire effects to their 1.2 version.

* Updated the Anti-Beam Attenuator to function under the new passthrough= behavior in 1.2

* FFAS now also considers the size of friendly ships when calculating the possibility they could be hit. This addresses the issue where proximity and large size would often cause CSCs to be hit by friendly point defence fire.

* Added the Kinesis AMS, NAMI's new entry-level anti-missile system based on the A/RK15 with a cheaper light recoilless.
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TVR
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Reuploaded at 1204 downloads, t+712d

>Beta 5.1 (2014/06/25)

* Fixed a critical crash bug during game start caused by fire control ROMs being installed during initial system generation.

* Fixed a critical bug with the Smartcannon AMS and Interceptor missile that prevented them from doing damage in 1.2

* Updated FFAS algorithm with improved version from Omni+.
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