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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 - tomatopaste

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1
Suggestions / Strafing hullmod
« on: December 20, 2023, 06:37:47 PM »
Quick idea for a useful new vanilla hullmod: "Auxiliary Lateral Boosters". Boosts strafing movement acceleration by 100%.
Would be mostly useful for attempting to flank slower turning ships as a player, as well as giving bigger ships a chance to dodge reapers and the like, increasing the skill ceiling of the ship it is applied to.

2
Mods / Re: [0.96a-RC8] HexShields - Shield Reskin v1.3.1
« on: November 22, 2023, 06:02:52 AM »
Is it possible to expose these variables in mod settings?
And integration with LunaLib would be a chefs kiss.

nah

3
Mods / Re: [0.96a-RC8] HexShields - Shield Reskin v1.3.1
« on: November 21, 2023, 08:52:58 PM »
Great mod! Though on higher resolutions hexes rend to be still barely distinguishable. Is there a possibility for bigger hexes option (maybe as a different mod version or something)?

I'd like that too, I have to really zoom in to see the hexes and then I'm blind to the actual battle :)

Found solution:
- First you have multiple presets in "HexShields\data\config\settings.json"
- Default mode - " "HexShields_HexMode":"nofill" "
- Going to "HexShields\data\shaders\shield_nofill.frag" (open in Notepad, just as text file)
- Looking for line in that file "const float mult = 24.0;"
- Lower this number "const float mult = 2.0;" (i use 2.0 you can try lower or higher, depending on resolution)

You also can change color saturation:
Spoiler
- Open "HexShields\data\shaders\shield_nofill.frag" (in Notepad, just as text file)
- Find "fColor.rgb = color.rgb;"
- Replace it with "fColor.rgb = mix(vec3(dot(vec3(1.0), color.rgb)*0.33333), color.rgb, 3);"
(last number (3) is color multiplier, 2 or 3 should be enough, higher number can look weird for some factions)
[close]

To add shields to custom factions:
Spoiler
- Open file "HexShields\data\config\hex_whitelist.csv"
- You need to add "Hull Styles" from factions you use (for example - "DIABLEAVIONICS\data\config\hull_styles.json")

Here is my whitelist:
Spoiler
hullstyle_id,
HIGH_TECH,
LOW_TECH,
MIDLINE,
OMEGA,
DA_WANZER,
EXPSP_MVS,
EXPSP_MVS_GOLD,
GOAT_TECH,
GOAT_TECH_blue,
HIGH_TECH_VANISH,
DRACOHULL,
IMPERIUM,
IMPERIUM_PHASE,
ARKGNEISIS_LOW,
ARKGNEISIS_MID,
ARKGNEISIS_HIGH,
ANARGAIA_MODULE,
ANARGAIA,
NSKR_AUG,
NSKR_PROT,
NSKR_ROGUE,
DEMON_TECH,
SUPER_TECH,
nes_crystal,
ABYSSAL,
RAT_EXO,
TAHLAN_FILAMENT_TECH,
TAHLAN_GH_TECH,
TAHLAN_RR_TECH,
TAHLAN_NL_TECH,
TAHLAN_KARMA_TECH,
TAHLAN_LOSTECH,
TAHLAN_DAEMON,
TAHLAN_NXA_TECH,
SOTF_SIERRA,
armaa_TECH,
armaa_meatbag,
armaa_valkazard,
armaa_HIGH_TECH,
UW_CANCER,
VIC
[close]
[close]

what he said

4
Mods / Re: [0.95.1a-RC6] Pearson Exotronics
« on: November 12, 2023, 11:07:17 AM »
Any news regarding this? Only posting since the topic hasn't been touched since april.

the chef is in the kitchen and the oven is on

5
Suggestions / Re: Light Mauler
« on: November 06, 2023, 01:37:21 AM »
What's wrong with Light Mortars? They are basically Light Maulers but slower and less accurate, which is fixed with Gunnery Implants and Armored Weapon Mounts. 100 range up and down isn't a huge deal as it is with mediums where the difference is 300. It's not even that I wouldn't like a new weapon, I very much like new options. But I'm trying to think this through from the dev's perspective if it's worth a brand new weapon status.

Light mortar hits nothing, is dirt cheap and has a slow projectile. A Light Mauler would be in a completely different class, a comparison isn't valid.

6
Suggestions / Re: Light Mauler
« on: November 06, 2023, 01:15:03 AM »
As hilarious as it would be for small ballistics to have more well rounded HE options than medium ballistics, I honestly don't think it would change up things much. Kinetic damage is so valuable you will rarely spend OP on a small elite HE option that just gets outclassed by many other things with better hit strength. Missiles are a way for frigates to punch up. LDACs, Railguns and Needlers are just too important to swap out for a hypothetical Light Mauler.

I still think medium ballistics should get a new HE gun.

It wouldn't become more well rounded. Medium ballistics have access to the Heavy Mauler, Assault Chaingun and Heavy Mortar, and all of those are good at different things. There are virtually zero good small ballistic HE options, since the LAG has such low armour piercing. Kinetic damage is only highly valuable since there are no good armour piercing options for small ballistics.

A Light Mauler with Sabots combo would be absolutely deadly, like the way that high tech frigates can use AMBs / sabots for massive strike potential. Small low tech ships are basically forced to hope that their targets have their shields pressured enough that using an HE missile will actually connect with hull, which makes ships like the Lasher not very useful outside of dueling with other frigates and destroyers, and don't fill strike roles very comfortably. Having access to a high hit-strength HE weapon with sabots would be a massive boon to loadout diversity.

7
Suggestions / Light Mauler
« on: November 05, 2023, 08:09:48 PM »
Small ballistic mounts have only one okay HE option, and one terrible budget option in the Light Assault Gun and Light Mortar respectively. Since there are a few really good kinetic options for small ballistics, wouldn't it make sense for a Light Mauler weapon to be added to the game? Especially since the name Heavy Mauler implies that there is a light version around too, something that confused me when I first started playing (see Heavy Machine Gun in shops, then seeing a Light Machine Gun downgrade, then seeing Heavy Mauler, but no Light mauler). Having a 700 range HE high hit-strength armour piercing small ballistic would open some doors for frigate loadouts too. Hope this makes sense, cheers.

8
Modding / Re: [0.95.1a-RC6] Combat Multiplayer Project
« on: October 06, 2023, 02:16:49 AM »
Quick update, progress is alive and well, made a discord server for organising tests and discussing development.

9
Mods / Re: [0.96a-RC8] HexShields - Shield Reskin v1.3.1
« on: May 24, 2023, 10:58:13 PM »
"Fatal: Error creating vertex shader
ERROR: 0:1: " : version '330' is not supported
ERROR: 0:3: 'layout' : syntax error: syntax error"

Game can't load with this mod on 0.96a-RC10

your computer doesnt support the necessary opengl version like it says next to the download button
tough bikkies if you're on mac

10
Mods / Re: [0.96a-RC8] HexShields - Shield Reskin v1.3.1
« on: May 22, 2023, 08:37:46 PM »
do you update your whitelist? i wanna see it on UAF ships and the ScalarTech

i don't have a whitelist
add them yourself or ask the authors to add it to their mod

11
Mods / Re: [0.95.1a-RC6] HexShields - Shield Reskin v1.3.1
« on: May 13, 2023, 02:33:39 AM »
does this work in 0.96 now?

Many thanks!
Yes, you're welcome

12
I like the idea of s-modded blast doors giving a slight CR boost of maybe 5%

13
Mods / Re: [0.95.1a-RC6] HexShields - Shield Reskin v1.3.0
« on: May 12, 2023, 09:21:00 PM »
Update v1.3.1

v1.3.1
- config cleanup and nofill fix

14
Mods / Re: [0.95.1a-RC6] HexShields - Shield Reskin v1.3.0
« on: May 12, 2023, 09:00:01 PM »
Update v1.3.0

Reminder that mod factions that wish to support this mod by default will need to add their hullstyle IDs to a csv file.

v1.3.0
- added a subtle pulse animation that changes in intensity based on hard flux level
- fully disable vanilla shield rendering (true perf boost)
- added vanilla-imitation visual mode that disables hexagons (enable in settings.json)

15
Modding / Re: [0.95.1a-RC6] Combat Misc Utilities v0.4.0
« on: May 12, 2023, 08:51:53 PM »
Update v0.4.0
v0.4.0
- removed in-combat softlock screen
- couple of new renderers
- standalone gui lib
- updated for multiplayer support

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