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Messages - Blade Skydancer

Pages: [1] 2 3 ... 5
1
Modding / Projectile trails?
« on: December 20, 2015, 10:47:32 AM »
Is there any way to get a trail on a bog standard bullet? I know you can do it with missiles, but when I was trying that, my projectile just went through everything as if it wasn't even there, so...yeah.

2
Modding / [WIP] Elite: Starsector A1 [0.7.1a]
« on: December 20, 2015, 04:57:11 AM »
Hello, everyone, once again I'm back, this time I'm trying a new mod, bringing the ships and weapons of Elite Dangerous to Starsector.

Ships
Spoiler

Faulcon deLacey
Spoiler

Sidewinder MkI
Type: Shuttle/Light Fighter
Length: 21m
Hull Mass: 25t
Crew: 1/2
Cargo: 16
Fuel: 8
Armrament: 2 Small hardpoints, 40deg arc

Most pilots start their careers in the Sidewinder. It is a classic ship design that has been in use (in various configurations) since 2982. Its original design was a light support ship and it lacked jump capability. Modern compact drives have enabled jump-capable versions to be created, making this a useful all rounder. Some navies still use these ships as fighters and patrol craft.
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Core Dynamics
Spoiler

Eagle MkII
Type: Light Fighter
Length: 31m
Hull Mass: 50t
Crew: 1/2
Cargo: 8
Fuel: 16
Armrament: 2 Small hardpoints, 30deg arc, 1 Small nose turret, 270deg

The Eagle is a proven combat fighter with a distinguished history. It is one of the smallest fighters available with jump capability. It has the distinction of being the only ship that has been so successful versions have been built for both the Federation and Imperial navies. This role has been superseded by the respective navies' short range fighter programmes, but the Eagle still sees extensive service across human space. Core Dynamics are no longer building these ships, but do still provide parts and servicing due to their popularity.
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Weapons
Spoiler
Energy
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Pulse Laser
No custom image yet!
Damage: 41
Type: Thermal(Kinetic)
Shots/Min: 240
Dam/sec: 163
Flux/sec: 114
Range: 750
Accuracy: Perfect
Turn Rate: Fast

Burst Laser
No custom image yet!
Damage: 19
Type: Thermal(Kinetic)
Shots/Min: 600 (3x burst)
Dam/sec: 163
Flux/sec: 127
Range: 750
Accuracy: Perfect
Turn Rate: Fast

Beam Laser
No custom image yet!
Damage: 220
Type: Thermal(Kinetic)
Shots/Min: N/a
Dam/sec: 220
Flux/sec: 220
Range: 750
Accuracy: Perfect
Turn Rate: Fast
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Download Link: Coming soon.
Changelog:
Spoiler
Code
A1: Added Sidewinder, Eagle, Small Pulse/Burst/Beam Laser
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Disclaimer: All ship descriptions, designs, weapons, and manufacturer logos belong to Frontier Developments.

3
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: December 18, 2015, 03:49:11 AM »
Welp, here goes. First time trying a sprite for the game. This is the Sidewinder MkI, from the Elite series, specifically from Elite Dangerous. If it's passable, I might start work on an Elite Dangerous-themed mod.


4
Mods / Re: [0.65.1a] EVE Mod
« on: November 29, 2014, 01:35:29 AM »
Dreadnoughts should be, in my opinion, impregnable fortresses. While capital-class weapons would cause untold devastation, they would have such long recharge times to make them infeasible to use against much smaller ships. And if you felt like you could, perhaps, even delve into coding, then you could give the Dreadnoughts their Siege Mode ability from EVE as a system. This would double the range(making capital-class missiles, beam lasers and rail guns stretch across the map and make even blasters into modest sniper weapons), add some fraction(probably 25%) to damage, and either double shield efficiency(Caldari, Minmatar) or start an armor regeneration system(Amarr, Minmatar), but at the cost of constantly generating flux and causing the ship to be inable to move or turn.

Also, I still say you should turn the beam lasers into burst weapons, and make the pulse lasers shorter in duration but faster.

5
Mods / Re: [0.6.2a] EVE Mod
« on: June 07, 2014, 03:14:16 PM »
More thoughts.

Remembering the way beam lasers behaved, they were on for a short while then faded. Perhaps you should make them that way in the mod. Longer duration than the pulse lasers, and more damage per individual shot, but much slower than the pulse lasers. Also, beam lasers are kind of worthless compared to pulses. Blasters need far more damage as well.

As for range, it's currently only very slight differences. Beam lasers and missiles should have the longest range, given the nature of those weapons(one being a beam of light which has theoretically infinite range, and the other being a self-propelled projectile whose range is only limited by the amount of fuel. Railguns next longest range, then a drop off to artillery. Then, for the DPS weapons, pulse lasers, then autocannons, then finally blasters.

6
Mods / Re: [0.6.2a] EVE Mod
« on: June 02, 2014, 07:47:03 PM »
Well, I've been playing around with this mod for about an hour now, running around with an Omen with 5 heavy pulse lasers and eating things up.

I have a concern, and that's energy-damage weapons being FAR and away more effective than any other weapon type. I started with a Rifter and got my ass handed to me because the AC's HE damage just couldn't get through any shields. I would say make ACs deal kinetic damage, blasters do HE damage, beam lasers do kinetic, and tone down the pulse lasers quite a bit. They're rather ridiculous. Railguns are pretty nasty too.

As for shields, they could stand to be a bit weaker across the board(more inefficient), and I'd probably make them all 360 degree shields. After all, shields protected all angles in EVE, though I understand this is a different game. At least give those ships designed to be shield tanks(most Caldari, some Minmatar, ect) omni shields.

Rockets should be non-tracking(no turning speed), and regular missiles track *very* aggressively, could probably tone that down some.

Also, ships should be more frequently sold in the stations of the factions. Not quite sure how to make that work as I never quite got the hang of populating stations in the middle of a game. At the least right now, make 2 of every ship class for a given faction available on a faction's home station, with a handful of fighter wings at the start of the game.

At any rate, I'm having fun with the mod so far.

EDIT: The fighters are WAY too big right now...I think. Dunno how big fighter craft are in EVE, but I'm pretty sure they're not bigger than frigates.

7
Mods / Re: Project Ironclads, version 6.4 (0.6.1a)
« on: October 23, 2013, 06:39:44 PM »
By the way, Okim, is there a chance for the non-carrier RSF Civilian frigate to make a return to the mod? I feel the Sword is far too slow for any real pirate hunting, and there used to be a civilianized Omsk that wasn't the Scimitar.

8
Mods / Re: Project Ironclads, version 6.4 (0.6.1a)
« on: October 19, 2013, 03:10:58 PM »
I think the simple "buy" and "sell" menues will work best, myself. I don't mind one simple extra click to make way for buying hordes of things, or to be able to sell my entire cargo hold at once. The sliders are going to be a massive time saver that one extra click won't do anything to, really.

9
Mods / Re: Project Ironclads, version 6.1a (for 0.6.1a)
« on: October 04, 2013, 01:53:11 PM »
Ahh, okay. Thank you.

10
Mods / Re: Project Ironclads, version 6.1a (for 0.6.1a)
« on: October 04, 2013, 01:36:30 PM »
Getting a fatal: null error apparently when mining fleets in Vega spawn. This is after starting a new game in RSF territory, and having managed to visit Vega once.

Spoiler
Code
java.lang.NullPointerException
at data.scripts.world.RSF.VegaMinersSpawnPoint.spawnFleet(VegaMinersSpawnPoint.java:45)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:61)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
at com.fs.super.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
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11
Bug Reports & Support / Re: 0.6aRC4 start-up freeze/crash
« on: September 15, 2013, 11:04:49 AM »
No, I'm not. And I had rebooted just before the last attempt at running, and it still failed. I'll go ahead and give reinstalling it a try.

EDIT: Okay, after a reinstall it works just fine. Started the game up, played a couple missions, then shut it down and pulled it up again to see if it'd fail once more. It didn't. That was really weird.

12
Bug Reports & Support / 0.6aRC4 start-up freeze/crash
« on: September 14, 2013, 03:27:23 PM »
So, Starsector was working just fine last night when I downloaded and installed 0.6a. I got a nice little fleet of two lashers and a hammerhead then quit for the night. Today, every time I try to boot it up, it freezes on loading after about 1/3rd done according to the progress bar. This last time that I decided to let it run, hoping that maybe it'd sort itself out. It didn't and instead I got this error:

Fatal: the semaphore timeout period has expired
Check starsector.log for more info.

My log is attached to the post as it exceeds the character limit.

[attachment deleted by admin]

13
Mods / Re: [0.54.1a] Hiigaran Descendants v1.5
« on: July 15, 2013, 10:36:38 PM »
http://fractalsoftworks.com/forum/index.php?topic=3310.0

Right here, Gotcha!.

And I didn't mean convert the beams into the short-duration versions, I meant make alternate versions of them, include them as an option for arming your ships. Anyway, feel free to pick apart that mod and use it as you see fit.

14
Mods / Re: [0.54.1a] Hiigaran Descendants v1.5
« on: July 15, 2013, 06:41:30 PM »
Hello.

I'd like to say that this faction is one of the best I've tried so far, and possibly one of the best around for Starsector. The sprites are great, the ships are balanced and fair and fun as hell to fly.

I have a bit of an issue, though, and that's with the sustained ion beams. In the games(Homeworld 1 and 2) the ion cannons would fire for a few seconds and then cycle off to cool down and recharge, and with these ions not doing that(also most of them missing the classic sound), it breaks the feel of them somewhat.

If you feel up to it, could you include short-duration versions of the same guns? And possibly large double-mounts, like seen on the original Battlecruiser(which is the Sajuuk-khar class in this mod. Which I love, by the way. Haven't yet gotten to fly it, though.)
PS, if you download my mod, I actually used the actual sound files from Homeworld 2 and synced the Ion Burst Cannon and Ion Stream Cannon's charge-up, burst length, and charge-down to those sounds. </shamelessplug>

15
Modding Resources / Re: Codex 16
« on: July 07, 2013, 11:41:25 PM »
Ahhh. So, multiple weapons cannot use the same projectile ID in Codex, even though they can in game. Okay, thank you for the clarification.

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