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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Rawne233

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Mods / Re: [0.9.1a] ED Shipyard 1.9.2 (updated 13/11/2019)
« on: November 14, 2019, 11:05:35 AM »
Thanks so much for the quick fix. Grand Salvo works like a charm even on 2x speed.

2
Mods / Re: [0.9.1a] ED Shipyard 1.9.0a (updated 06/11/2019)
« on: November 09, 2019, 01:02:41 PM »
I'll test it without 2x speed. Do you think the timing gets out of whack by just turning 2x speed on and off or by having it on while using the ability?
probably both

Tested it and it works if I turn 2x speed off for using it if that helps you at all. Only occurs when 2x speed is actually on.

3
Mods / Re: [0.9.1a] ED Shipyard 1.9.0a (updated 06/11/2019)
« on: November 09, 2019, 10:25:17 AM »
I'll test it without 2x speed. Do you think the timing gets out of whack by just turning 2x speed on and off or by having it on while using the ability?

4
Mods / Re: [0.9.1a] ED Shipyard 1.8.2 (updated 21/10/2019)
« on: November 09, 2019, 04:09:30 AM »
I seem to be having some problems with the Doberman. When using the grand salvo it first only activates 2 Hellbores that don't fire and then the other 2 while the first 2 go back into the doberman. Non of them are firing. Is there anything I should be aware of while using it? I can send you a gif later aswell if that helps.
Please post a screenshot or a video
The ship system will stop shooting if you run out of flux (costs 500 per sec), but other than that it should not be failing.

Finally got around to making the gif (moved right after I posted). The problem seems to be enemy ships in the vicinity. If I use it in a vacuum it works as advertised. But even with 0 flux it bugs out near enemy ships. https://streamable.com/rgkkw

5
Mods / Re: [0.9.1a] ED Shipyard 1.8.2 (updated 21/10/2019)
« on: October 31, 2019, 06:25:49 AM »
I seem to be having some problems with the Doberman. When using the grand salvo it first only activates 2 Hellbores that don't fire and then the other 2 while the first 2 go back into the doberman. Non of them are firing. Is there anything I should be aware of while using it? I can send you a gif later aswell if that helps.

6
Mods / Re: [0.9.1a] Grand Sector
« on: October 19, 2019, 01:00:11 PM »
Do you think it's feasible to include options for adjusting Planet Generation and Derelict/[Redacted] spawns?

7
General Discussion / Adjusting Domain-Era and [REDACTED] Spawns
« on: October 19, 2019, 10:38:43 AM »
Heya,

Pretty new to starsector, but already sunk a good 200 hours into the game. Recently played around with the Grandsector mod and I feel like while the system is bigger and there are way more planets, it didn't adjust any of the Spawns like red warning beacon systems. This leads to going through a lot of empty systems.


Does anyone know if there is a setting or anything I can adjust to change the spawn behaviour of things like [REDACTED]?


Thanks in advance!

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