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Messages - 51ppycup

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Someone should mod in an "Automated Ordnance Fabricator" hull mod -- costs a ton, but regenerates ballistic ammo and missiles at the expense of hull HP.  It cannibalizes ship mass to fabricate ammo, but won't do so until a weapon's magazine has been completely depleted.  ;D

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Modding / Re: Sugestion for mod: Honorverse like mod
« on: March 20, 2012, 04:27:34 PM »
This one has some pretty tight space combat as well: http://en.wikipedia.org/wiki/Singularity_Sky

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Mods / Re: New weapons 0.16
« on: March 20, 2012, 10:21:14 AM »
Next time save a screenshoot :)
it is the devastator

*pumps fist*

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Modding / Re: Atlas...with an awesome twist (watch video!)
« on: March 15, 2012, 12:20:11 PM »
Very cool :)

alex told you it's cool... soo... alex's opion=ingame content??
if yes mind = blown.

It's not super practical, even if it looks cool.  My original concept was for the cargo bays to retract like a garage door or a bread box, but I couldn't figure out a good way to animate it.  There's probably something I could kludge by treating the false panels as gun barrels that recoil slowly and don't reset to their original positions, but that would take some doing.  And thanks, Alex!

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Modding / Re: Atlas...with an awesome twist (watch video!)
« on: March 14, 2012, 11:30:08 PM »
Glad you guys dig it :D  I'm curious to see if the breakaway panels render on top of any turrets placed beneath them, or vice versa.  Haven't tested that yet.  Be cool to have a secret battleship/missile cruiser, if only for fun.

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Modding / Atlas...with an awesome twist (watch video!)
« on: March 14, 2012, 08:25:01 PM »
You might even say it's...more than meets the eye ;)  http://youtu.be/Dny0x-LYys4?hd=1

Just a proof of concept for now, still trying to figure out what should go inside.  Guns?  Missiles?  Any ideas?

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Modding / Re: 51ppycup's Modded Ships
« on: March 14, 2012, 09:41:55 AM »
added the redoubt to my mod

Tight!  Looks really nice in that color :)

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Modding / Re: 51ppycup's Modded Ships
« on: March 13, 2012, 08:49:48 PM »
Added new Astral mashes  :D

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Modding / Re: 51ppycup's Modded Midline Ships
« on: March 13, 2012, 07:05:25 PM »
Yeah I hear you. I just threw mine in anyway, though. I will continue to refine it until I get it down. Or I won't. Either way it is fun to try (despite the failings, kind of like starfarer, haha).

EDIT: helps that no one but me and my brother play my mod, haha.
How do you know that It's just you and your brother? :D

Anyways, on the topic, these are some great frankensprites, fits nicley into the game. Congrats.

Thanks <3

Posted this in 51ppycup's tutorial thread and realized it's probably smarter to put it here.

I made the .ship files and the ship_data.csv files for the Panther, 2 types, 1 Energy based and 1 Ballistic based.

Took quite some time to get the bounds right.. since I'm a bit of the perfectionist I did it by hand in the .ship file.. just using the ship editor to get the approximate coordinates, but I can happily say, both sides of the ship are identical as far as bounds go.

The turrets on the other hand, don't seem to be quite mirrored, they are off by 1 pixel sideways. but I matched them to the .png so I blame 51ppycup :)

http://www.mediafire.com/?2z2rr9dq0jjp3k9 both in one mod

And

http://www.mediafire.com/?8zgd239c78m3n7p seperate mods

Also note, this does nothing to add them into the campaign as I do not know how to do that other than hacking a save file. (which is shown in the tutorial video)

Now somebody just needs to show me how to mod these into the campaign so the factions start using them.

Word of Warning, Since I made these I've started getting random crashes with the error Fatal: null. and I can't seem to figure out why. sometimes it crashes while loading, sometimes just after loading, sometimes it doesn't crash at all..


Yeah, I ran into that too.  Couldn't quite get it lined up correctly myself.  Not sure about that crash issue though, I haven't had that occur.

I comment on your videos pretty frequently, so I figured I might drop by and leave a 'good work'.

Good work.

I like what you've done, I like midline ships a lot as well. Good luck on your hand drawn one-- I tried putting together a hull myself, and I scrapped every attempt because I can't get the.... what's the word-- texture of starfarer's ships right. It bothers me when hand drawn ships stick out from the rest of the ships in the game-- modded ships that aren't a part of a total conversion ought to look like they fit, lore-wise, visually, and with loadout.

Thanks!  Know what you mean about the texture on hand-drawn ships.  I'm having a hard time replicating the look.

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General Discussion / Re: Capital Ships
« on: March 12, 2012, 11:49:24 AM »
On that note, ive been meaning to rewrite the entire weapons system with a series of Missile based weapons... But I am sadly too lazy (and or busy with other stuff, like my classes. Yeah, lets blame those) to properly resolve the issues and redo every single mount on every single ship.

The basic premise is that kinetic and energy weapons become purely point defense and/or knifefight weapons, and battles will tend to be resolved at high range by standoff weapons - That is to say, shooting LRMs at each other (Not like the LRMs we have today, no, more like the torpedos we have today. Theoretically inf range, with basically no tracking. I wonder if the way sabots are fired now can work for this..). And, because I can, Point defense missiles. I think those are cool. I kinda wish the base game had more small missile /turret/ mounts, so I could throw a basic workup in the base game.

The problem with this approach is that shields and point defenses make (un-modded) long-range HE missiles laughably ineffective.  You'd have to increase missile speeds and/or HP, change their damage values/damage type, etc.  I wouldn't mind seeing a sci-fi version of this bad boy: http://en.wikipedia.org/wiki/VA-111_Shkval, except ensconced within some kind of warp bubble rather than a gas bubble.  :o

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Modding Resources / Re: Ship Modding Tutorial Video
« on: March 12, 2012, 11:40:36 AM »
I'd say just grab OpenOffice.  It's 100% free and open source.  Make sure you get it from a legit site though (like SourceForge), and be careful not to install any advertiser products that may come "conveniently" bundled with it.  ;)

EDIT: Yay, you fixed it :D

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General Discussion / Re: Capital Ships
« on: March 12, 2012, 11:16:34 AM »
Just wanted to mention that some capital ships being a bit underwhelming is something I'm aware of, and working to address - but with gradual, slower changes instead of something drastic.

One thing to keep in mind is the change to the Integrated Targeting Unit hullmod - it gives a 50% range bonus when installed on capital ships, and is a large part of the balance. A capital ship without support really needs it.


I don't find the Odyssey lacking, though. Putting Autopulse Lasers on it is probably not the best idea - try Plasma Cannons or Tachyon Lances instead. Sure, the flux usage is higher, but it can dissipate while the shields are up, so it's manageable.

I think the Paragon is right where it needs to be. It's got a scary amount of firepower, and is very difficult to take down, provided that flux is managed properly.

Glad to hear that more changes are in the pipeline!  One thing that very few space combat games get right is a sense of scale.  Realism understandably has to take a back seat to fun factor where games are concerned, but the two are not mutually exclusive.

In a theoretical zero-G space combat scenario, the primary limiting factors on a weapon's effective range are going to be a ship's ability to a) resolve the target with its sensors and b) match the trajectory of the target to the trajectory of its munitions with its targeting computer.  Too many space combat games ignore this concept, and default to the antiquated age of sail style of combat, with ships pounding away at each other at close range.  A large weapon rebalance would allow for epic long-range capital ship brawls, without sacrificing the frenetic close-in action you get with the sub-capital ships.

Starfarer is an amazing game, and full of potential.  It's more fun in alpha form than many "polished" AAA titles, and I'm confident that it's only going to get better from here.  Keep up the good work, Alex!

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Modding Resources / Re: Ship Modding Tutorial Video
« on: March 12, 2012, 10:41:02 AM »
Noticing something very strange when i try to separate this stuff in excel..

when i save it seperated i just get an error: Fatal: JSONObject["id"] not found.

so I guess it can't find the values if i save it separated..

How did you manage it 51ppycup?

I haven't run into that issue myself.  I've been using MS Excel 2003 (I think, could be '07).  As far as the variant system is concerned, I haven't played with it.

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General Discussion / Re: Capital Ships
« on: March 12, 2012, 10:36:17 AM »
One change I'd really like to see that could address some concerns about the power of capital ships is a significant rebalancing of large weapons.  The buff to weapon ranges took them in the right direction, but I feel like they could go farther (pun intended).  Capital ships are specialist craft in the sense that they are primarily designed to defeat other capitals.  They are the embodiment of arms escalation -- constantly adopting, and adapting to, larger weapons and heavier armor.  Consequently, they have evolved to fight each other, at the expense of their effectiveness vs. smaller craft.

Large weapons like the Mjolnir, Hellbore, Mass Driver, etc. should have their ranges significantly extended (out to a minimum of 2km+ pre-hull mod), damage increased, and projectile speeds increased, however turret tracking speeds should be significantly reduced to make them less effective vs. highly mobile cruisers, destroyers, and frigates.  Also, Starfarer employs a widely-used FPS mechanic that simulates recoil by making your fire LESS accurate the more you shoot.  This is fine for rapid-fire vulcans and the like, but not for large guns.  The more you fire, the better your firing solution -- you start to "dial in" on your target.

Any thoughts?

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Modding / Re: 51ppycup's Modded Midline Ships
« on: March 12, 2012, 10:04:46 AM »
was just wondering if you had any thoughts?
(I find the trick is careful hue shift, plus careful layer deleting)

Looks cool, in fact your collection of ships inspired me to make my own.  My only criticism (which, admittedly, is based on personal preference) is that less is usually more.  I tend to favor smooth lines over the "bristling with girders" look.

I'd love to see these ingame.

Any plans for a mod to add them?

I would do it myself but I don't have a clue what to do, where to do it, and who to blame when it goes wrong :P

Also, I just watched your Starfarer Alpha 0.51a Update Highlights, Part 1 video and noticed you missed a couple new features..

You can click on a fleet, station or planet on the map and you will fly there. good if you wanna go to the TT station for instance.

Holding Shift speeds up the game, although not in battle.

When your in the store, you can hold your mouse over the small ship icon in the lower right corner of the window and see what fittings it has, don't need to take a screenshot or count for that matter.. just mix and match the slots and the stores inventory :)

When selling you can just hold Control and click stuff in your inventory and it will automatically sell the whole pile, same goes for buying, no need to click drag and click :)

Thanks for the tips!  If I do another changelist highlight I'll be sure to add these in :)

Bonus edit -- video of Redoubt in action: http://youtu.be/pF1P7UaOBe0?hd=1
EXTRA SUPER BONUS EDIT -- The Iowa in action: http://youtu.be/V_A9mEIJZ80?hd=1
can you post also the .ship files?

I hadn't planned on it, but I might at a later point.

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