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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 - Kulverstukass

Pages: [1] 2 3 4
1
Mods / Re: [0.97a] AI Tweaks
« on: March 16, 2024, 04:05:11 AM »
Looks like I'm gonna apologize for all that wasted time, as when I went to provide all requested, sure thing i went for more simulations in different configurations, like no-PD guns in rear slots to make it less wobbly, but hey whaddyaknow - it didn't mattered at all, it was still uselessly turning to show it sides, and didn't even fared any better w/o AITweaks, missing a lot in same manner as shown in clips before. My guess that before-mentioned "fix by turning AIT off" was just lucky strike, as in first few simulations with RC1. Gonna take it as Keto-sized grain of salt that "it is  how it is".

If you are still interested, my 1.3gb of 100-101 mods are
Spoiler
  "enabledMods": [
    "pantera_ANewLevel40",
    "brdy_addon",
    "US",
    "CJHM",
    "tahlan",
    "HexShields",
    "BSC",
    "logisticsNotifications",
    "keruvim_shipyards",
    "aod_vos",
    "swp",
    "more_player_names",
    "oas",
    "stelnet",
    "advanced_gunnery_control_dbeaa06e",
    "dynamictariffs",
    "whichtmi",
    "FPE",
    "which_industry",
    "a111164_ExtendPack",
    "SBTM",
    "ArkLeg",
    "objects_analysis",
    "fast_engine_rendering",
    "planet_search",
    "ArkLeg_BIGIRON_engines",
    "Mayasuran Navy",
    "EmergentThreats_IX_Revival",
    "ungp",
    "Imperium",
    "hcok",
    "timid_tmi",
    "RaifRedacted_LogisticsOverhaul",
    "supportships",
    "illustrated_entities",
    "MoXIV",
    "CFT",
    "officerExtension",
    "exshippack_adversary ",
    "AttunedDriveField",
    "wisp_NeutrinoDetectorMkII",
    "ness_saw",
    "ArkLeg_BIGIRON",
    "more_procgen_names",
    "dp_mnemonic_utils",
    "lunalib",
    "blackrock_driveyards",
    "HMI",
    "EmergentThreats_Vice",
    "kyeltziv",
    "pt_qolpack",
    "chatter",
    "assortment_of_things",
    "IndEvo",
    "lw_autosave",
    "kazeron",
    "ORK",
    "whichmod",
    "lw_console",
    "star_federation",
    "largerZoomOut",
    "hostileIntercept",
    "more_ship_names",
    "MagicLib",
    "cmutils",
    "timid_xiv",
    "TouchOfVanilla_vri",
    "sclskl_scalingskilllimits",
    "dex",
    "XhanEmpire",
    "sun_nomadic_survival",
    "Terraforming & Station Construction",
    "exshippack",
    "lw_lazylib",
    "SEEKER",
    "ScavengerTrading",
    "particleengine",
    "ObviousNeutron",
    "CaptainsLog",
    "Adjusted Sector",
    "fleetsizebydp",
    "Cryo_but_better",
    "sun_hyperdrive",
    "aotd_vok",
    "combatactivators",
    "Rouge_Redstar",
    "ORA",
    "scan_those_gates",
    "speedUp",
    "A_S-F",
    "GrandColonies",
    "bruh_ship_browser",
    "automatedcommands",
    "nexerelin",
    "SCY",
    "luddenhance",
    "unthemedweapons",
    "shaderLib",
    "ORA_gunmetal",
    "carrierui"
  ]
[close]
but outside of AdvGunControls there isn't seems to be anything affecting it's steady-officer-AI.

2
Mods / Re: [0.97a] AI Tweaks
« on: March 14, 2024, 01:15:13 PM »
"Warning - while you were typing a new reply has been posted. You may wish to review your post." why, hello there Genir.  :D

post content related to rc1
Spoiler
Sad news, didn't helped.
At first it looked just fine - said Keto run down few capitals 1v1, no misses; few destroyers - 5/5 again, precise faraway shots and all fancy. Almost went there to thank & congratulate, but went again just to see it all again, and witnessed "good if half shot lands", made small video even, such sad, much misses.

https://send.cm/d/zf9I
and out of 2 more shots before finishing it, Keto missed 1
[close]

Now, release - sadly, same, 2/3 misses.
Video examples, only hit was at the beginning, face to face from afar.
https://dropden.com/9044b935fa08

3
Mods / Re: [0.96a] Tahlan Shipworks
« on: March 13, 2024, 08:41:11 AM »
Scoralis bomber wing hella love to drop double package of its torpedoes, despite having limited ammo (1)
Carrier has no system to increase amount of fighters or anything like this, game doesn't take into account "+1 in the barrel" towards ammo capacity, isn't it?  ;D
Also, such double launch isn't guaranteed, but i've seen, with 3 wing-bombers that two could double-tap, or one, or none, stuff weird, maybe that 1s delay to refire is too soon?
Imagine double tap with reapers?

https://postimg.cc/gallery/rLPjbsR

4
Mods / Re: [0.97a] AI Tweaks
« on: March 13, 2024, 06:40:52 AM »
Somewhere in last couple updates, something about "Specialized target leading algorithm for hardpoints" seems to be amiss, as i've noticed that flying gun aka Keto (SCY Nation mod) misses a lot, almost every time, even against borderline stationary capital-sized target (Dun Scaith from Tahlan shipworks in simulation, face-to-face);
I'm not sure what makes it so, as previously it was very precise, down to between-hulks-into-small-target, but turning AI Tweaks off have "fixed" it - is it over-aims due to inertia or forgetting to keep its aim as gun isn't instant to shoot, and prioritizing rear pd-lasers which makes it turn before shooting sequence commence, again - i don't know, but may be there is a way to look into possibility to include all that "build-up/charging" into calculation about precision?

Otherwise, much appreciated mod, more FFire incidents totally worth so much more shooting overall, thank you very much!

laterUpdate: after bit more simulations, it's not as dire as i've could sound, but it still misses weirdly and kinda-alot, in situation when it's needed to adjust aim, as ship basically H-shaped, with gun on top left stick, and to aim it turn to right, and "over-aim" it to the right from enemy, and misses its shot. Non-instant shot seems to be a culprit, from user end at least.

5
Mods / Re: [0.96a] Bultach Coalition v1.1.3
« on: March 13, 2024, 04:29:19 AM »
Chatar with Chaneilgin arty still crashes as well, "1.1.4 release".
same error
Spoiler
155264     333359 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain java.lang.RuntimeException: Texture [trails_trail_smooth] from category [fx] not found
155265     java.lang.RuntimeException: Texture [trails_trail_smooth] from category [fx] not found
155266            at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
155267            at com.fs.starfarer.settings.StarfarerSettings.class(Unknown Source)
155268            at com.fs.starfarer.settings.StarfarerSettings$1.getSprite(Unknown Source)
155269            at data.scripts.weapons.bt_artillery_onfire2.advance(bt_artillery_onfire2.java:699)
155270            at com.fs.starfarer.combat.entities.ship.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.if.advance(Unknown Source)
155271            at com.fs.starfarer.combat.systems.G.advanceLinked(Unknown Source)
155272            at com.fs.starfarer.combat.systems.G.advance(Unknown Source)
155273            at com.fs.starfarer.combat.entities.Ship.fire(Unknown Source)
155274            at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
155275            at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
155276            at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
155277            at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
155278            at com.fs.state.AppDriver.begin(Unknown Source)
155279            at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
155280            at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
155281            at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
155282            at java.base/java.lang.Thread.run(Thread.java:1575)
[close]

6
Mods / Re: [0.96a] Bultach Coalition v1.1.3
« on: February 10, 2024, 10:16:38 AM »
Dreadnaught with switchable built-ins aka Chatar with Chaneilgin arty crashes me on its shot, immediately, gives sound, as an intro to desktop  ;D
Other weapon options of it are fine.

Code
27518522 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain java.lang.RuntimeException: Texture [trails_trail_smooth] from category [fx] not found
java.lang.RuntimeException: Texture [trails_trail_smooth] from category [fx] not found
at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.?00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getSprite(Unknown Source)
at data.scripts.weapons.bt_artillery_onfire2.advance(bt_artillery_onfire2.java:699)
at com.fs.starfarer.combat.entities.ship.oOOO.J.advance(Unknown Source)
at com.fs.starfarer.combat.systems.G.advanceLinked(Unknown Source)
at com.fs.starfarer.combat.systems.G.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.fire(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)

7
Mods / Re: [0.95.1a] Battlesize based skill DP values v0.2.0
« on: November 26, 2023, 11:28:10 AM »
Will this work for 0.96? I want to think it will, but I would prefer making sure that it can first.
Yea, just change version from 095 to 096, so launcher wouldn't kick it off for incompatibility, I've just added after your comment bumped it from obscurity, and it updated numbers right away.

8
Mods / Re: [0.96a] Interstellar Imperium 2.6.1
« on: June 23, 2023, 01:26:37 PM »
Same on Win10x64 - JSONObject["id"] not found.

31532 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - org.json.JSONException: JSONObject["id"] not found.
org.json.JSONException: JSONObject["id"] not found.
   at org.json.JSONObject.get(JSONObject.java:406)
   at org.json.JSONObject.getString(JSONObject.java:577)
   at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.new(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.?O0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.public(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)

9
Mods / Re: [0.96a] Tahlan Shipworks 1.0
« on: May 24, 2023, 12:56:07 PM »
Yes, it's possible. Doesn't mean I will.
Oh... Ah... Okay.
It's not like you can't open ship_data.csv that lies at Starsector\mods\tahlan\data\hulls in notepad (preferably Notepad++) and search for 700,260,4, where 260 would be ordnance points of Legion (GH). Don't get too carried away as I'm sure combined fleet OP pool used in calculations to spawn enemies, so making it something like 10000 would be an original way to end your current playthrough.
Don't forget to save after editing, and also that your changes would be set back to Nia Tahl liking on mod update.

10
Brace for issues impact!
It's about modbrowser again -
small issue that Nexusmods require loggin' in to download even small files at slow speed;
bigger one that disabling usage of bundled browser open links from ModRepository window just fine except it freezes any functionality from said ModRepository window - it still could be scrolled but no links clickable, "Close" button greyed out and non-functional, and closing MOSS as a whole seems to be the only way to close it. But you could open another instance of ModRepository, see attachment, and it works, but closing it doesn't close frozen one.

[attachment deleted by admin]

11
Thank you for the bug report. Could you tell me a couple things about your system, most of which are to help me with trying to guess what might be the issue:
Win10
Cyrillic (Russian)
Yep, no difference
Non-system drive, Unblock-ing doesn't helped either
Nope, not even windows defender; also, it's been updating mods and itself just fine, and links in mods description would've open just fine, but not with mod-browser.

12
None of new web-related fetures work for me.
Repo link button doesn't do anything at all.
Mod Browser open some window, see attachment, but it's unresponsive from the beginning. Also, opening mod-browser soft-freezes main window too, as buttons doesn't work, even if some still got highlighted with mouse hover over them. Closing browser brings system message about application being unresponsive (close/wait) but main window could be closed normally, and it closes them both w/o issues.
First tried after MOSS auto-updated, but clear download ain't no different.
Been using MOSS from the beginning so I have doubt that it has any issues with my system.
And while I'm at it, would like to thank you for your work!

[attachment deleted by admin]

13
Mods / Re: [0.95a-RC15] Fast Engine Rendering - Combat FPS Booster
« on: September 15, 2021, 01:17:00 PM »
This is invaluable, thank you very much!

14
Mods / Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« on: September 04, 2021, 03:50:20 AM »
Please let me know (with logs) if you do crash, or find any bugs or anything.
https://github.com/lolman360/EDShipyard/releases/tag/2.1.3
Plain and simple - game doesn't see mod (nor modmanager sees and installs it too); removing useless coursive bracket at the end in the mod_info file didn't helped.

[attachment deleted by admin]

15
Mods / Re: [0.9.1a] Vayra's Sector 3.1.4 - aaaaAAAAAAAA 2020-01-15
« on: January 15, 2020, 09:28:09 PM »
What are these?
/from download image/

[attachment deleted by admin]

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