CODEA Weapon System is developed by Lucike, most of the translation of the manual is by darkfear. I just updated the manual to fit the actual version of CODEA. darkfear's old topic can be found here: [SCR] CODEA Weapon System [09-06-03 X3TC 3.beta.19]
CODEA Weapon System is also part of Lucikes Script Collection.
This topic is not up to date, most of the manual still applies to the recent version of the script, but you have to download the most recent version by downloading it as part of the script collection.
Content:
Part 1: CODEA Weapon System
Introduction; download & installation; ship equipment & ship class requirements, pilots & their abilities; CODEA Weapon System console; hangar & battle groups; personnel administration; armament & equipment; tender administration; code of conduct; general options; hotkeys
Part 2: CODEA Weapon System – Replenishment Tender
Handling; main menu; pilot settings; assisted carrier; orders; jump drive settings; automatic naming; configure reports; data storage
Part 3: Additional Information
Additional information; technical data; download; changelog; change of the command-slots
Part 4: Frequently Asked Questions
CODEA Weapon System; CODEA Replenishment Tender; compatibility to other scripts and modifications
Part 5: ( -- reserved -- )
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CODEA Weapon System
(Carrier Orbit Defense of Enemy Attack)
(Version 3.1.14 – 13th May 2010)
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CODEA Weapon System
Developer Information
CODEA is a carrier command software, developed by Machiel Software Corporation in accordance to argon military specifications. Designed for carrier class ships, CODEA was developed to be used against increasing pirate and xenon attacks. The Argon military noticed the need for extensive ship to ship communication in case of an attack and contracted argon scientists to start developing an entirely new command software.
Development costs have been enormous and the process required a completely new mindset, but despite of many difficulties, the argon military is proud to present CODEA.
Hidden behind the codename CODEA is a sophisticated software, combining tactical navigation and weapons control with hangar and docking control. The interactive communication between different ship systems is handled by the MEFOS weapon system. Already responsible for the communication between turrets and the carrier command and control center, MEFOS now assumes the coordination between CnC, hangar, and docking control.
The functions of CODEA include the detection and tracking of all enemy contacts. CODEA scans the surrounding space for enemy ships and classifies them according to size and threat level. Targeting data and launch permissions are relayed to the hangar control which assigns fighters to squadrons and launches attack wings.
CODEA also offers the ability to launch fighters, equipped with a docking computer, by catapult start. The catapult start was developed in conjunction with the CODEA software and uses the transporter device of the carrier.
Another feature of CODEA is the ability to combat land fighters in the vicinity of the carrier. Combat landings are based on a simple concept. The transporter device tracks ships in need and beams them directly into the hangar.
I hope you enjoyed this small presentation of our new software and we are looking forward to your order.
Sincerely,
Machiel Software Corporation
Herron’s Nebula
Responses from the press? Here's an article from the military journal "Fight and Win"
(An article by Alex Vanderbilt)
Improving fleet and combat logistics - CODEA Weapon System
The annual military summit this year took stock of combat operation, troop and fleet efficiency of the argon military. Although a direct result of significantly higher Kha'ak, Xenon and Pirate attacks, a severe shortfall between successful operations and lost military technology was observed. Especially carrier combat operations in enemy territory proved to be a costly undertaking in terms of human lives lost and military technology destroyed.
"Every so often, docked fighters are intercepted at launch or threaten the whole operation by interfering with scheduled launch and landing operations. Mission efficiency is also inadequate, which causes more harm than good." commented a spokesperson for the summit. This is a direct result of insufficient coordination between intelligence, command, and docking control.
To improve upon internal coordination, the summit agreed to the formation of a panel of experts to further analyze the various problems and submit possible solutions. The most promising project so far is CODEA, developed by the Machiel Software Corporation.
According to corporate sources, CODEA integrates fleet coordination and navigation, internal supply and weapons logistics of carriers, and the administration of docking and hangar operations with an extensive software solution. The MEFOS Weapon System assumes communication between different sections of the carrier and the fleet. This method has proven to be very effective and useful at handling communication between the carrier command center and the turret fire control. These existing commands are expanded with the ability to communicate with the carrier's docking control to reduce friendly fire incidents by turret fire.
CODEA is divided in several operational phases. Attacking enemy fighters up to M3 class are classified by type through CODEA, capital ship contacts are still handled by MEFOS. After assessing the threat , multiple squadrons, according to the size of the attacking formation, are launched to intercept. Remaining fighter squadrons are kept on standby to quickly react to any change in the situation.
Furthermore CODEA provides the ability of catapult starts, beaming fighters into space with the help of a transporter device and a docking computer. This removes the necessity for long and complicated command queues and avoids possible fighter collisions at launch.
Similar to the catapult start, CODEA offers the ability of combat landings to instantly dock fighters in the vicinity of the carrier. This is especially useful to save badly damaged fighters from destruction and thus rescue valuable and experienced pilots.
Thus CODEA provides an extensive Improvement of combat behavior and carrier logistics and again enables carriers to be used by large corporations as escorts for transports.
Overview: CODEA Weapon System
- The CODEA Weapon System coordinates attack and defensive fighter squadrons, and performs a systematic attack or counterattack.
- The CODEA Weapon System can be used on patrols.
- The CODEA weapon system works IS (InSector) and OOS (OutOfSector).
- The CODEA Weapon System manages the supply of the CODEA battle group
The Download
Lucike left after he got temporarly banned from the X-Universe Forums and asked me to remove the direct download links. Of course I respect his wish, so I replaced the download links with links onto his own homepage.
-> CODEA Weapon System (Version 3.1.14)
-> Befehlsbibliothek "Libraries" (Required, latest version during revision of the manual: 3.4.12, 7th May 2010)
-> Basic Salary (Recommended, to pay required personnel for additional functionality)
-> Military Transport (Optional, to hire required personnel for additional functionality)
-> Personnel Transporter (Optional, to transfer hired personnel or to train marines to become specific personnel)
Required: X³: Terran Conflict Version 2.5 or newer (not compatible with X³: Reunion) !!
Activating the Script Editor
Activating the script editor is not necessary for using CODEA. CODEA includes a script that automatically sets the game to ***modified***.
With the script editor activated, the display of debug information can be enabled in the script editor menu. On default this option is disabled and it is recommended to be left off as it might be confusing to some gamers. To avoid this, it is possible to run other unsigned scripts without starting the script editor. This requires a change in the script's boot file, but will mark your game as ***modified*** as well.
Installation
Simply extract the *.zip file to your X³ TC folder. The .zip file includes the folders “\scripts\...” and “\t\...” which also exist in your X³ TC folder. Any additional folders in the *.zip file are for maintenance and uninstalling and should also be extracted to your X³ TC folder.
Uninstallation
Copy the file "setup.plugin.codea.weapon.system.pck" from "\scripts.uninstall\" in your X3TC folder to "\scripts". Run X³ TC and load your saved game. De-installation is automatically started and finished when a message is sent to the logbook. The process takes about 10 to 20 seconds from when the game was loaded. Save your game.
Run "Delete all CODEA Weapon System scripts.bat" found in the "\scripts.delete" folder in your TC directory. This will delete the script's files.
Important: Never just delete scripts; they are connected to you savegame!
Updating to a newer version
Simply extract the new version to the X³ TC directory. There are files in "\scripts" and "\t", as well as other folders. These other files are used for maintenance and uninstalling. You may overwrite older files.
Do not forget to update the “Libraries” scripts as well.
To remove obsolete or unused files, run "Delete old CODEA Weapon System Scripts.bat", found in "\scripts.delete”. This step is not necessary, but will keep your script folders organized.
Ingame, nothing needs to be restarted. All ships and stations should run the new scripts automatically.
CODEA Weapon System
Ship equipment and ship class requirements:
CODEA Carrier
- A carrier-class ship
- Fight Command Software MK1
- Fight Command Software MK2
- Cargo Bay Life support System
- Navigation Command Software MK1
- Transporter Device (optional: enables catapult launch, required for CODEA Bombers)
CODEA Interceptor
- A M3, M4 or M5 class ship
- Pilot of the rank Recruit
- Fight Command Software MK1
- Fight Command Software MK2
- Navigation Command Software MK1
- At least one weapon installed
- Landing Computer (optional: enables combat landing)
CODEA Attack fighter
- A M3, M4 or M5 class ship
- Pilot of the rank Recruit
- Fight Command Software MK1
- Fight Command Software MK2
- Navigation Command Software MK1
- At least one weapon installed
- Landing Computer (optional: enables combat landing)
CODEA Bomber
- A M8 class ship
- Pilot of the rank Lieutenant
- Fight Command Software MK1
- Fight Command Software MK2
- Landing Computer
- Cargo Life support System
- Navigation Command Software MK1
- Technician (ship crews require the Military Transport script to be installed)
- Mechanic (ship crews require the Military Transport script to be installed)
CODEA Cargo Salvage
- A M3, M4, or M5 class ship
- Pilot of the rank Recruit
- Fight Command Software MK1
- Fight Command Software MK2
- Navigation Command Software MK1
- Special Command Software MK1
- Landing Computer (optional: enables combat landing)
- Cargo bay life support system (optional: enables the salvage of pilots)
CODEA Reconnaissance
- A M5 class ship
- Pilot of the rank Recruit
- Fight Command Software MK1
- Fight Command Software MK2
- Navigation Command Software MK1
- Triplex or Duplex Scanner
- Landing Computer (optional: enables combat landing)
CODEA Patrol
- A M3, M4 or M5 class ship
- Pilot of the rank Recruit
- Fight Command Software MK1
- Fight Command Software MK2
- Navigation Command Software MK1
- Landing Computer (optional: enables combat landing)
CODEA Escort
- A M3, M4 or M5 class ship
- Pilot of the rank Recruit
- Fight Command Software MK1
- Fight Command Software MK2
- Navigation Command Software MK1
- Landing Computer (optional: enables combat landing)
CODEA Tender
- A TS, TL or TM class ship
- Pilot of the rank Commander (TL)
- Pilot of the rank Lieutenant (TS or TM)
- Fight Command Software MK1
- Fight Command Software MK2
- Navigation Command Software MK1
- Jump Drive
- Transporter Device
CODEA Replenishment Tender
- A TM class ship
- Pilot of the rank Lieutenant
- Fight Command Software MK1
- Fight Command Software MK2
- Navigation Command Software MK1
- Special Command Software MK1
- Jump Drive (optional)
CODEA Corvette
- A M6 class ship
- Pilot of the rank Lieutenant
- Fight Command Software MK1
- Fight Command Software MK2
- Navigation Command Software MK1
- Jump Drive
- Transporter Device
CODEA Frigate
- A M7 or M7M class ship
- Pilot of the rank Commander
- Fight Command Software MK1
- Fight Command Software MK2
- Navigation Command Software MK1
- Jumpdrive
- Transporter device
- A M2 class ship
- Pilot of the rank Captain
- Fight Command Software MK1
- Fight Command Software MK2
- Navigation Command Software MK1
- Jumpdrive
- Transporter device
- A M1 or TM class ship
- Pilot of the rank Captain (M1)
- Pilot of the rank Lieutenant (TM)
- Fight Command Software MK1
- Fight Command Software MK2
- Navigation Command Software MK1
- Jumpdrive
- Transporter device
Forbidden Equipment
Certain systems identify a fighter as a personal player ship and CODEA will not assign this ship to any fighter hangar. In addition the fighter equipment option can’t be used to equip player ships.
- Boost extension
- SETA
- Video enhancement goggles
Pilots and their abilities
- Recruit
The recruit is fresh out of academy. He possess basic knowledge of flying a ship and can handle most weapons. The recruit earns 20 credits per mizura flown. - Petty Officer:
The petty officer has at least 2 stazuras of flight experience. He is more adept in fighter maneuverability. The petty officer earns 25 credits per mizura flown. - Ensign:
The ensign has at least 4 stazuras of flight experience. He is adept in advanced fighter maneuverability, thruster control and the use of the ejector seat. Furthermore the ensign is able to use fighter drones. The ensign earns 30 credits per mizura flown. - Lieutenant:
The lieutenant has at least 6 stazuras of flight experience. He is a master of fighter maneuverability and thruster control. A lieutenant is able to command ships of the bomber, corvette or tender class. The Lieutenant earns 35 credits per mizura flown. - Commander:
The commander has at least 8 stazuras of flight experience. A commander is able to command ships of the frigate class or TL class tender ships. The Captain earns 40 credits per mizura flown. - Captain:
The captain has at least 10 stazuras of flight experience. A captain is able to command ships of the carrier or destroyer class. The Captain earns 45 credits per mizura flown. - The Admiral:
The Admiral has at least 10 stazuras of flight experience and at least 20 points in confirmed kills. Admiral is a honorary rank that that awarded to the pilot by the player. The Admiral earns 50 credits per mizura flown.
The promotion of a pilot depends on his overall time of duty, his kills and the class of ship he is flying. On ships of class M3, M4, M5 an M8 a pilot can be promoted up to the rank of a Lieutenant. On ships of class TS, TP, TM and M6 up to the rank of a Commander and on ships of class M7 up to Captain. Captains of ships of class M7 or M2 can get promoted to the rank of a Admiral after special accomplishments.
CODEA Weapon System
If the carrier meets all the requirements, the command "CODEA weapons system console" appears in the fight menu.
The CODEA console has several management settings, among them starting and stopping CODEA on the carrier, as well as hangar and personnel management.
The hanger of a CODEA carrier is subdivided into several branches of service namely Defense, Attack, Bombardment, cargo salvage, reconnaissance, patrol and supply.
Defense: The carrier's military security perimeter is 20km. If the security perimeter is breached by any enemy currently targeting the carrier, CODEA automatically launches Interceptor fighters (INC) to neutralize the threat. Additionally the inner security perimeter is 8km and CODEA will intercept any enemies regardless of their current target.
Attack: The operational area of a CODEA carrier encompasses 30km. It is limited by the scanner currently installed on the carrier. Enemies in this area are attacked by attack fighters (ATF).
Bombardment: The bomber is a special branch of service, that is assigned a target directly by the carrier with the command console. A squadron always consists of 4 bombers (BOM) to close in on enemy capital ships.
Cargo salvage: Every fight leaves precious cargo floating in space. The cargo salvager (CSV) is responsible for salvaging any cargo in the operational area of the carrier. The salvager starts, when all enemies have been neutralized and only collects cargo usable by the carrier.
Reconnaissance: The operational area of a carrier can be expanded by 30km by using a reconnaissance squadron (REC), which consists of six m5 class fighters. They will automatically position themselves at all six axis of coordinates.
Patrol: The patrol branch of service ensures the continuous protection of the area around the carrier. The patrol (PAT) consists of a small wing of fighters, which automatically engages small enemy forces inside the operational area. CODEA doesn't list them in the attack/defense management.
Escort: The escort (ESC) branch of service is responsible for safeguarding in different operations. This includes escorting the cargo salvager in dangerous situations and escorting the commodore if he is in sector and not on board the carrier.
Supply: The supply branch of service consists of TS class tender ships (TDR) which care for a continuous inventory of equipment in the cargo bay of the carrier. In case of a breach of the inner security perimeter, they either retreat to the nearest station or a manually set refuge station. The supply tender is a specialized supply ship that restocks tenders from a supply base.
Light Defense: Corvettes (CRV) and Frigates (FRG) will engage all enemies within the inner military security perimeter, which is 8km around the carrier.
Heavy Defense: In order to hold its ground against a multitude of attacking enemy capital ships, destroyers (DES) take care of heavy defense. Destroyers will attack enemy capital class ships in the military security perimeter.
Light missile barrage Another task of the corvettes (CRC) is the light missile barrage against enemy capital class ships. Since the main task of the corvettes is the defense of the carrier, they will remain in the vicinity of the carrier.
Heavy missile barrage
Frigates (FRG) take on this task and launch a heavy missile barrage on enemy capital class ships. Missile Frigates will stay in the vicinity of the carrier, that means they will not engage enemy ships directly because missile frigates are not equipped for head-on confrontation.
The strengthening of the fighter squadrons: To get even more fighters into a Battle, the Commodore can set up accompanying carriers (CAR). This way the fighters battle strength gets increased. The accompanying carriers don't intervene into a battle themselves, they just make additional fighters available. CODEA can be run respectively must be run on these carriers too.
The console of the CODEA weapon system:
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All settings are grouped by function and accessible in the main window of the console.
Retreat Fighters
This command consists of two functions. First it orders all fighters to retreat to the carrier and secondly enacts the grounding of all ships. The status of the grounding order is displayed next to the command. Only bombers do not react to this retreat command. They have to be ordered to retreat with their own command "Retreat Bombers".
Retreat Interceptors
This command orders all Interceptors to retreat to the carrier and enacts a grounding order for them.
Retreat Attack Fighters
This command orders all attack fighters to retreat to the carrier and enacts a grounding order for them.
Retreat Bombers
This command orders all bombers to immediately retreat to the carrier.
Retreat Cargo Salvage
This command orders all cargo salvagers to retreat to the carrier and enacts a grounding order for them.
Bombard
This command sets the target for a coordinated bomber attack. The target has to be an enemy station or ship.
Major Offensive
In order to destroy powerful capital class ships. Corvettes, Frigates and Destroyers, which aren’t currently tasked with the defense of the carrier, will attack the designated target. Ships defending the carrier will join the offensive as soon as all attackers have been neutralized.
Other operational orders
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Patrol
This command starts and ends patrols. The status of the patrol is displayed next to the command. If no status is visible, the patrol is disabled.
Reconnaissance
This command starts and ends the recon fighter wing. If no status is visible reconnaissance is disabled.
Tender
Tender ships can also be ordered to retreat. If no status is visible, there are no tender ships assigned to your carrier. If there is one assigned, the status is either "in action" or "standby". Tender ships with the status "in action" will follow the carrier and exchange cargo. Tenders in "standby" mode dock at the nearest station or at a manually set refuge station.
Corvettes
Corvettes can also be ordered to standby. If no status is visible in the command console, there are no corvettes currently assigned to your carrier. If there is one assigned the status is either "in action" or "standby”. If corvettes are ordered to standby, they will fly to the next station. If a Homeport is configured in the codex of behavior, the corvettes will dock at this station instead.
Frigates
Frigates can also be ordered to standby. If no status is visible in the command console, there are no frigates currently assigned to your carrier. If there is one assigned the status is either "in action" or "standby”. If frigates are ordered to standby, they will fly to the next station. If a Homeport is configured in the codex of behavior, the corvettes will dock at this station instead.
Destroyers
Destroyers can also be ordered to standby. If no status is visible in the command console, there are no destroyers currently assigned to your carrier. If there is one assigned the status is either "in action" or "standby”. If destroyers are ordered to standby, they will fly to the next station. If a Homeport is configured in the codex of behavior, the destroyers will dock at this station instead.
Carriers
Carriers can also be ordered to standby. If no status is visible in the command console, there are no carriers currently assigned to your carrier. If there is one assigned the status is either "in action" or "standby”. If destroyers are ordered to standby, they will fly to the next station. If a Homeport is configured in the codex of behavior, the destroyers will dock at this station instead.
Hangar and battle group
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The hangar and battle group administration classifies fighters into several branches of service, namely Defense, Attack, Bombers, Cargo Salvage, Reconnaissance, Patrol and Supply (etc).
All fighters, not belonging to a branch of service, are listed in the Main hangar. In order to assign a fighter to the Defense or Attack hangar, it needs at least one laser installed, or it won't be recognized by CODEA.
Also ships with a boost extension AND a SETA device AND video enhancement goggles are identified as a player ship and cannot be added to a hanger. Simply eject the extensions and try again.
If a ship got successfully added, a new command gets available in the fight command menu of the added ship. With that command you can show a status report and there you have also the possibility to cancel the membership to the carrier without having to open the CODEA console.
Hangar and battle group - Interceptor Hangar
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Selecting a hangar of a branch of service displays an overview of all fighters currently assigned to that hangar. In this overview, fighters already assigned to the hangar can be selected and removed from the hangar with "Confirm".
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All ships are named in a specific pattern. The pattern consists of the branch of service identification and the ships name. To rename a specific ship, it has first to be selected with “Select ship”. After that you have to first input the new branch of service identification and then the new name. Aborting the input with ESC will result in the usage of the standard identification/name. The menu item “All ships of this hangar or battle group“ allow you to rename all ships in the hangar/battle group. The hangar of the commodore doesn’t have the ability to rename ships.
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To assign new ships to a hanger the option "Main Hangar" or “unassigned battle group ships” has to be selected. The option “Main Hangar/unassigned battle group ships” lists all ships not currently assigned to any branch of service. Again multiple ships can be selected and added to a hangar with "Confirm".
Fighters of the class Bomber (M8) have to follow the carrier with the "follow" command. If they do and all other conditions (see above) are met, they can be assigned to the bomber hangar. This also applies to the class Tender, frigate and corvette. As soon as bombers are successfully added to the hangar, they will be docked automatically at the carrier. Tender, frigate and corvette ships can't dock at the carrier.
Personnel Administration
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The personnel administration lists all the personnel currently assigned to the carrier. The management enables the hiring, (re-) assignment and firing of personnel.
Personnel Overview
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The personnel overview lists all personnel currently stationed on the carrier. While it does include all the fighter pilots, it also lists all pilots in the lounge (currently not assigned to any fighter) and members of the flight crew. Selecting a specific entry grants access to a detailed overview of the pilot or the crew member.
In this detailed overview you can also promote a Captain to a Admiral. Not every Captain can get promoted. He must be commanding a ship and he needs confirmed kills of at least 20 points.
Personnel Overview (Ace of Aces)
This option displays a kill ranking of all pilots. Selecting a specific entry will display a detailed performance report of the pilot.
Personnel and wares costs
This option lists an overview of all personnel and supply expenditures.
Reset personnel and wares costs
By choosing this menu item, the entire data of personnel and wares cost will be deleted.
Hire pilots
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To recruit new pilots, the carrier has to be docked at a military outpost. Then the bulletin board can be accessed with this command. The bulletin board lists all pilots available for hire. Once again you can select multiple pilots and hire them.
Transfer pilots
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This allows for the transfer of pilots to ships. Pilots can be moved to fighters from the lounge and vice versa.
Transfer pilot to cockpit
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This menu item presents an overview of all pilots currently standing by in the lounge. Selecting a pilot brings up an overview of all fighters without a pilot. Selecting any of these fighters will move the pilot to the ship.
To assign a pilot to a bomber or a tender, the ships has to follow the carrier and be within 10 km. The CODEA carrier needs a transporter device to transfer the pilots. Furthermore the ship can't already have a pilot or be assigned to any hangar.
Transfer pilot from cockpit
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This enables you to move pilots from fighters, not belonging to a branch of service, to the lounge. Simply select the desired fighter and the pilot will be moved to the lounge.
To remove a pilot from a fighter currently following the CODEA carrier, the fighter has to be within 10km and not assigned to any hangar. Additionally the carrier needs a transporter device.
Exchange pilot
This menu item presents an overview of all pilots currently standing by in the lounge. After selecting a pilot, an overview of all fighters with a pilot is brought up. As soon as you have selected a pilot and a fighter, the new old pilot gets replaced with the new one.
Transfer all pilots to free cockpits
Use this command to assign new pilots to several fighters.
Transfer all pilots from cockpits
This command moves the pilots off all fighters in the main hangar bay to the lounge.
Promote pilots
This option allows / bans promotions on the carrier.
Train pilots in combat
Normally the fighters with the best pilots get started. With this function enabled you start the training program. So the unskilled pilots can learn the art of fighting in smaller combats.
Fire personnel
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In order to fire personnel, the carrier has to be docked at a station. Pilots currently assigned to fighters have to be transferred to the lounge first, in order to fire them. Multiple personnel can be selected and then fired with "confirm".
Armament and equipment
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This option allows you to set the armament and equipment of your fighters.
Armament and equipment - Interceptors
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Selecting a branch of service provides an overview of the armament of the branch. This sets the weapons used by the fighters in the main and turret slots. The setting for the turret slot is valid for all turrets on the fighter. You can also add missiles and ammunition to the fighters. Missiles and ammunition of the fighters will be restocked at every start and landing. To confirm the change in armaments you have to select "rearm fighters". Additional note: Any combination of different lasers is not used by CODEA at the same time. They are only switched on demand.
Armament and equipment - Buy equipment from dock
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All fighters of the selected branch can be outfitted with equipment, if the carrier is currently docked at an equipment dock. Selecting this option lets you choose the equipment. If the fighters should be equipped with cargo bay extensions, engine tunings or rudder optimizations there needs to be a free docking slot at the equipment dock, because they get equipped there one after another.
Set homebase
For ships without a branch this menu point is shown. They get the carrier set as their new homebase.
Delete homebase
For ships without a branch this menu point is shown. This will delete the homebase of these ships.
Armament and Equipment – Transfer weapon data to another carrier
The weapon configuration of all branches of service can be transferred to another CODEA carrier. After selecting this menu item, you have to select a carrier as destination. The carrier of origin is marked yellow.
Tender administration
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Ships of the tender class provide for a constant stock of supplies in the carrier’s cargo bay. Wares that should be stored in the tender can be selected here. The first value sets the stock on the carrier. For example: selecting Energy Cells (500) means that the carrier will always have up to 500 energy cells in its cargo bay. Any excess stock is transferred to the tender. The tender will also transfer wares form its own cargo bay to the carrier, if the stock of the ware falls below the selected value. However the tender doesn't buy wares, it is essentially a storage space extension. A tender can store several wares, but the same ware can only be assigned to one tender at a time. See the FAQ for tips on tender management and supply.
An exception is the supply tender, which is responsible for restocking the standard tender ships. If the stock of a ware on the standard tender is beneath the second value, the supply tender will resupply the ship from a Supply Base. The supply threshold can be adjusted. Thus a supply base, with all the necessary wares for the CODEA convoy in stock, has to be in operation. To start a supply tender, simply select a standard tender in the menu “Supply tender”.
If the CODEA carrier is under attack, or enemy ships have breached the inner security perimeter, the tender ships will automatically land at the nearest station. You can also select a specific station manually. When returning to the carrier, tender ships will refuel their own jumpdrive energy storage at the selected station. The jumpdrive energy reserve is 500 energy cells.
The ware data of a tender can be transfered to another tender. Therefore the source and target tenders have to be registered in the hangar administration. After selecting the command "Transfere ware data to another tender" you first have to select the source and afterwards the target tender. Existing ware datas on the target tender don't get overwritten and will be additionally set.
Tender ships, with all their settings, can be reassigned to other CODEA carriers. After selecting the menu item “Transfer tender to another carrier“ you have to select the destination carrier. The carrier of origin is marked yellow. If all tender ships are currently on assignment, they will transfer to the new carrier as soon as possible.
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For an additional but easy possibility of supply you can use only one tender which is classified as supply tender. There must not be any other tenders then, so CODEA knows that you want to use this kind of supply. The tender will wait in his Supply Base and deliver direct to the carrier if needed. The amounts used for the supply get set up in the normal weapon control for ammunition, multiplied by ten.
Code of conduct
The carrier, all fighters and the battle group have to abide by this code of conduct.
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Stop Carrier during fighter deployment
If the CODEA carrier is assigned any command, e.g. "Attack all enemies", the carrier stops its command during fighter deployment until all fighters are docked again. This does not apply to reconnaissance and patrol fighters. During the time of fighter deployment, the carrier only reacts to direct attack and tries to keep its distance from stations and gates. This command ensures that no fighters are left behind by the carrier, if it e.g. continuous a patrol and jumps to another sector.
Remote control carrier from command ships
If the commander(player) is not personally aboard the carrier, this option allows the carrier to be remote controlled from another command ship. Only one carrier can be remote controlled at a time.
Size of Patrol Squadron
The default size is two fighters. The number of fighters used in a patrol can be adjusted here. There have to be enough fighters assigned to the Patrol hangar in order for the patrol to start.
Size of Escort Squadron
The default size is two fighters. The number of fighters used in a escort can be adjusted here.
Store and control friend-foe identification
CODEA Weapon System evaluates the friend-foe identification of the carrier for its own administration. If CODEA should regularly check the friend-foe identification this option must be enabled.
Attack civilian ships
The code of conduct determines that civilian ships won't get attacked. You can change that behaviour here.
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Fighters attack small class ships
This option determines if fighters attack small class ships.
Fighters attack big class ships
This option determines if fighters attack big class ships.
Fighters attack huge class ships
This option determines if fighters attack huge class ships.
Fighters defend themselves while returning to the carrier
When the carrier issues the recall order, all fighters should return to the carrier as fast as possible. If fighters are attacked while returning to the carrier, they try to evade enemy fire. This setting determines if fighters should engage enemies on their way home with full force or evade their fire.
Fighters use Missile Defense Mosquito
Missile Defense Mosquito is developed by the same manufacturer then CODEA. If the code allows for Missile Defense, pilots will independently start the software on their ship.
Fighters use fighter drones during attack
If the fighters have fighter drones they use them against targets of big ships- or huge ships-class. If they shouldn't use fighter drones you can change that here.
Bomber attack formation
All bombers will fly in a tactical attack formation to their launch position. This option controls the type of formation used.
Reconnaissance to fly even when enemy contact
Reconnaissance squadrons don’t start during enemy contact. Changing the codex will cause reconnaissance squadrons to start, even with enemies in the vicinity of the carrier.
Escorts follows cargo salvage
You can assign a escort to the cargo salvager. You can command the escort to follow the cargo salvager in general or only while they are rescuing personnel.
Escorts follows the Commodore
You can assign a escort to the Commodore. The escort starts anytime if the Commodore is in the sector and not on board of the carrier.
Cargo salvager salvage personnel only
If the cargo salvager should only salvage personnel but no freight you can set this option here.
Cargo Salvager transfer cargo
The Cargo Salvager transfers salvaged cargo to a set Cargo Salvager. The set one doesn't participate the salvaging process itself.
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Corvettes perform long range missile attacks
One task of the corvettes is the use of long range missile attacks against enemy capital ships. Because the main task of the corvette is the protection of the carrier, they will stay in its proximity. Long range missile attacks can be enabled/disabled with this option.
Missile frigates perform long range missile attacks
One task of the missile frigates is the use of long range missile attacks against enemy capital ships. The frigates will stay in the carriers proximity, they don't engage the enemy directly. Long range missile attacks can be enabled/disabled with this option.
Corvettes take part in a major offensive
This option determines if corvettes take part in major offensives.
Frigates take part in a major offensive
This option determines if frigates take part in major offensives.
Destroyers take part in a major offensive
This option determines if destroyers take part in major offensives.
Battle group ships use Missile Defense Mosquito
Missile Defense Mosquito is developed by the same manufacturer then CODEA. If the code allows for Missile Defense, pilots will independently start the software. Corvette pilots will start Missile Defense Mosquito for Convoys.
Homeport for Corvettes
If corvettes are ordered to standby, they will fly to the next station. If a Homeport is configured in the codex, the corvettes will dock at the homeport instead.
Homeport for Frigates
If frigates are ordered to standby, they will fly to the next station. If a Homeport is configured in the codex, the frigates will dock at the homeport instead.
Homeport for Destroyers
If destroyers are ordered to standby, they will fly to the next station. If a Homeport is configured in the codex, the destroyers will dock at the homeport instead.
Homeport for Carriers
If carriers are ordered to standby, they will fly to the next station. If a Homeport is configured in the codex, the carriers will dock at the homeport instead.
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Tender flee
Tender ships will flee on enemy contact or if they are attacked directly. If you are using heavily shielded tender ships and they should only flee in case of a direct attack, the code can be adjusted here.
Supply tender accompanies the carrier
On default the supply tender accompanies the carrier and docks at the supply base, if there is a shortage of inventory. If the supply tender should wait in the supply base, you can change the code here.
Tenders dock at Carrier
If your carrier is able to dock tenders you can tell them to dock at your carrier and not to follow it.
Restore defaults
This option resets all report setting back to default.
General options
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Promotions
The CODEA Weapon System informs the commander about a successful participation in a training course by one of its pilots. These messages can be disabled here.
Enemy sightings
The CODEA Weapon System alerts the commander of enemy movement in the carrier’s sector. This option can be disabled here.
Acoustic signals at messages
At default setting the CODEA Weapons System sends messages without sound. Sound can be enabled here.
Analysis to logbook
The carrier transmits its data to the external logbook.
Enhanced hangar mechanism
The enhanced hangar mechanism, which allows for catapult starts and combat landings (via transporter device and docking computer; see additional information further down), can be enabled/disabled with this menu item.
Hangar maintenance
This enables the repair of damaged docked fighters with the help of hangar mechanics. In order to repair ships the carrier has to stock microchips and ore. One repair unit costs of one microchip and two pieces of ore. There has to be at least one hired mechanic to be in the ship’s cargo bay. Mechanics are part of the turret personnel and are only available with the Military Transport script.
Equip carrier after docking
If the carrier should get automatically equipped after docking at an own dock, you can issue the order here. The amounts get read out of the normal weapon control for ammunition and multiplied by ten.
Automatic disarming in the hangar
This function allows to automatically disarm fighters of the different branches while they are docked. This prevents that the ship's own defense system starts the fighters without control by CODEA.
Restore defaults
This option resets all report setting back to default.
Hotkeys
There are 23 hotkeys with different useful functions. The hotkeys can be assigned via {options} -> {Controls} -> {Interface}:
These hotkeys are available:
CODEA Weapon System: Bombardment
This hotkey sets the target for a coordinated bomber attack. The target has to be an enemy station or ship.
CODEA Weapon System: Console
This hotkey opens the CODEA console on the players carrier.
CODEA Weapon System: Console for all carriers
This hotkey shows all CODEA carriers in one menu. The selection of a carrier opens immediately its CODEA console.
CODEA Weapon System: Console carrier in sector
This hotkey presents an overview of all CODEA carriers in the sector. Selecting a specific carrier will open its command console.
CODEA Weapon System: Escort of the Commodore
The commodore may be assigned an escort. The escort always starts when the commodore is present in the sector and not on board of the carrier. Changing this order is also possible with a hotkey.
CODEA Weapon System: Ignore Target
This hotkey will exclude a target from all attacks of the CODEA carrier and its fighters. The player has to target the ship that should be ignored. If the player has not target, a menu with all enemy capital ships will be presented.
CODEA Weapon System: Load missiles
All fighters automatically resupply themselves with missiles at launch or at landing. This hotkey resupplies all docked fighters with missiles.
CODEA Weapon System: Major Offensive
This hotkey selects a specific target for a major offensive. Corvettes, Frigates and Destroyers will then engage the selected target. If one of these ships currently defends the carrier, it will join the offensive once all attackers have been destroyed.
CODEA Weapon System: Missile volley of frigates
This hotkey starts one missile volley of all missile frigates inside the carrier group on the selected targed. If no target is selected, a menu for target selection will open.
CODEA Weapon System: On/Off
This hotkey enables / disables CODEA on the players carrier.
CODEA Weapon System: Patrol
This hotkey enables / disables the patrol on the players carrier. (audio-confirmation: one beep = enabled, two beeps = disabled)
CODEA Weapon System: Reconnaissance
This hotkey enables / disables the reconnaissance on the players carrier. (audio-confirmation: one beep = enabled, two beeps = disabled)
CODEA Weapon System: Retreat
This hotkey has two functions. First it orders all fighters to retreat to the carrier and secondly enacts the grounding of all ships. The status of the grounding of all ships is displayed next to the branch of service in the command console. Only bombers do not react to this retreat or no-fly command. They have to be ordered to retreat with their own command "Retreat Bombers".
CODEA Weapon System: Retreat ATF
This hotkey orders all attack fighters to retreat to the carrier.
CODEA Weapon System: Retreat BOM
This hotkey orders all bombers to immediately retreat to the carrier.
CODEA Weapon System: Retreat INC
This hotkey orders all interceptors to retreat to the carrier.
CODEA Weapon System: Ships of the Commodore
The commodore’s hangar includes all ships for personal use. This hotkey presents a menu of all available ships. Selecting a ship will undock it and transfer the commodore to the ship. If only one ship is in the hangar, there will be no menu and the ship will instantly undock. The commodore has to be on board of the carrier in order for the hotkey to work.
CODEA Weapon System: Standby Carriers
Carriers can also be ordered to standby with this hotkey. If no status is visible in the command console, there are no frigates currently assigned to your carrier. If there is one assigned the status is either "in action" or "standby”. If corvettes are ordered to standby, they will fly to the next station. If a Homeport is configured in the codex of behavior, the carriers will dock at this station instead.
CODEA Weapon System: Standby Corvettes
Corvettes can also be ordered to standby with this hotkey. If no status is visible in the command console, there are no corvettes currently assigned to your carrier. If there is one assigned the status is either "in action" or "standby”. If corvettes are ordered to standby, they will fly to the next station. If a Homeport is configured in the codex of behavior, the corvettes will docked at this station instead.
CODEA Weapon System: Standby Destroyers
Destroyers can also be ordered to standby with this hotkey. If no status is visible in the command console, there are no destroyers currently assigned to your carrier. If there is one assigned the status is either "in action" or "standby”. If destroyers are ordered to standby, they will fly to the next station. If a Homeport is configured in the codex of behavior, the destroyers will docked at this station instead.
CODEA Weapon System: Standby Frigates
Frigates can also be ordered to standby with this hotkey. If no status is visible in the command console, there are no frigates currently assigned to your carrier. If there is one assigned the status is either "in action" or "standby”. If corvettes are ordered to standby, they will fly to the next station. If a Homeport is configured in the codex of behavior, the frigates will docked at this station instead.
CODEA Weapon System: Standby Tender
Tender ships can also be ordered to standby with this hotkey. If no status is visible in the command console, there are no tender ships currently assigned to your carrier. If there is one assigned the status is either "in action" or "standby". Tender ships with the status "in action" will follow the carrier and exchange cargo. Tenders in "standby" mode fly to the nearest station or to a manually set refuge station.
CODEA Weapon System: Unload missiles
All fighters automatically resupply themselves with missiles at launch or at landing. This hotkey unloads all missiles on all docked fighters.