One question, can this be altered to stop the drones if the ship is firing, in addition to being attacked? Because i often kill my own drones, or have to stop the turrets or using the main battery on some ships because the drones commit suicide in friendly fire... lol Not sure if this is actualy so good, but worth a speparate version to try it out. What do you think?
Great mod but we need something more. If you could make it so repair drones get turned off when you try to activate travel mode... because my ship keeps colliding into them and its turning off the travel drive.
There is a mod that gives you one on/off button in the extention menu, only affecting the player ship, but after using it for quite a while i found it to be very unreliable or not working at all. Especially confusing when you may change the ship and forget the option was toggled, i never found out what kind of effect that has. Because toggling it mostly did nothing at all.
So i would also love to have a proper option, like for the other drones. But it seems the way Egosoft has programmed the repair drones is different. But i dont know, maybe someone will figure it out. I wish i had the knowledge to do so. Especially after boarding, if the boaarded ship only has a few left and you transfer more, they never deploy the additional unless repair is completed and they are toggled by new damage. Totally silly, and kind of typical halfbaked Egosoft gamedesign^^
I ran a 1 hour+ test with Wyvern (Miner) at Litany of Fury Xen gate. Initial findings seem to suggest that this mod works. The 10 repair drones hid quite fast. The 10 second timer seems to be working with the natural sluggishness of drone dock/undock action so they maybe take 30 seconds+ to come out again. It feels appropriate instead of frantic spazzing.
Now the repair drones might make sense instead of being expensive party poppers. I've been running only cargo drones for the longest time because they are the only ones that can be manually disarmed. Repair or defense drones were far too easy to lose. Defense drones always had an alternative in deployable laser towers. Repair drones not so much.
Note that I didn't test it with an AI ship. This mod's workshop page seems to suggest that then it's more specifically 10 seconds, but in a player ship the withdrawal is a bit slower "ASAP".
If player's ship'was attacked in less than 10 sec, then it willl not deploy repair drones. If drones were deployed and ship was attacked after - then drones wille be ordererd to withdraw as soon as possible.
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If not, please update ^^
Because i often kill my own drones, or have to stop the turrets or using the main battery on some ships because the drones commit suicide in friendly fire... lol
Not sure if this is actualy so good, but worth a speparate version to try it out. What do you think?
just came to write exactly the same question .. :)
So i would also love to have a proper option, like for the other drones. But it seems the way Egosoft has programmed the repair drones is different. But i dont know, maybe someone will figure it out. I wish i had the knowledge to do so. Especially after boarding, if the boaarded ship only has a few left and you transfer more, they never deploy the additional unless repair is completed and they are toggled by new damage. Totally silly, and kind of typical halfbaked Egosoft gamedesign^^
Now the repair drones might make sense instead of being expensive party poppers. I've been running only cargo drones for the longest time because they are the only ones that can be manually disarmed. Repair or defense drones were far too easy to lose. Defense drones always had an alternative in deployable laser towers. Repair drones not so much.
Note that I didn't test it with an AI ship. This mod's workshop page seems to suggest that then it's more specifically 10 seconds, but in a player ship the withdrawal is a bit slower "ASAP".