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Topics - Blade Skydancer

Pages: [1]
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
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Faulcon deLacey
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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 This role has been superseded by the respective navies' short range fighter programmes, but the Eagle still sees extensive service across human space.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
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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
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]

4
Modding / Weapon Confusion
« on: November 26, 2012, 03:43:37 AM »
Hello again, I've run into a bit of an oddity concerning 0.54a, it seems.

I made, a while back, a small weapon pack featuring beam weaponry and I seem to have encountered an oddity. The rapid-fire point defense laser I made is now no longer tracking missiles and taking them out, and it fires muuuuuch slower. It also uses the wrong amount of OP(2 instead of 4). Also, one of the weapons is using its old name, instead of its new one, though the stats for it seem to be the same.

I'm not sure how I can fix this, other than re-write the mod entirely from scratch. Any thoughts?

5
Modding / Need help with a new weapon system
« on: August 14, 2012, 04:18:22 PM »
Okay, so I'm trying to make a new system weapon for use on a ship, essentially a big doom laser that fires out of the bow of the ship.

What I want it to do is disable shields and engines as well as max out flux for the duration of the beam. Once the beam's done firing, flux starts cooling off again and shields and engines come back online. How would I go about implementing this?

EDIT - It seems that a system weapon can't be a beam. I have it correctly setup(I think), but the weapon doesn't fire. There's a system weapon hardpoint on the ship that needs to fire the weapon, and the weapon is properly defined in weapon_data.csv, along with shipsystems.csv. It shows up as a valid system, and all the drawbacks kick in, but the beam doesn't fire.

6
Modding / Request: Homeworld 1 Ship Sprites
« on: July 14, 2012, 03:49:39 AM »
I'm considering adding a couple ships to my Laser Weaponry mod, namely ships that would be carrying the Ion Cannon weapons into battle. I was wondering if maybe one of the great spriters here(since I have zero graphical talent and am an absolute perfectionist when it comes to that kind of stuff) would mind making a sprite or two for me.

Specifically, I'm looking for the Kushan 'Firelance'-class Ion Cannon Frigate, and the Taiidan Sajuuk Cor-class Ion Cannon frigate.

Details of these two ships can be found here:
Firelance-class Ion Cannon Frigate
Sajuuk Cor-class Ion Cannon Frigate

7
Modding / Missing Value Error --- SOLVED
« on: July 08, 2012, 06:21:24 AM »
Hmm, it seems I've encountered an error working on my next version of the Laser Weaponry mod. Namely, this odd error that popped up when I tried to add the heavy variant laser cannons:

Spoiler
org.json.JSONException: Missing value at 542 [character 543 line 1]
   at org.json.JSONTokener.syntaxError(JSONTokener.java:423)
   at org.json.JSONTokener.nextValue(JSONTokener.java:377)
   at org.json.JSONObject.<init>(JSONObject.java:195)
   at org.json.JSONObject.<init>(JSONObject.java:311)
   at com.fs.starfarer.loading.LoadingUtils.Ø00000(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.Ö00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpecLoader.new(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpecLoader.new(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.G.o00000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
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I've never touched "org.json" before, I didn't even know such a file existed.

8
Suggestions / Blade's suggestions.
« on: July 05, 2012, 06:18:05 PM »
A few ideas have been running through my head since I've been playing Starfarer. I figured I might as well make an actual suggestion thread to pose my ideas in.

Weaponry in general:
Adding a couple more functions to weapons, and rename current ones. Basically, it'd be like this:
  • Charge Up: The amount of time in seconds that a weapon must wait before beginning its firing cycle. This would let us have Freespace style beam weapons that pre-charge before releasing a beam all at once.
  • Warmup: The amount of time in seconds it takes a weapon to reach full firing speed/power from the start of its firing cycle. In beams, it's the 'fade in' time that the current chargeup setting causes. For anything else, currently, it works as Charge Up does above. This would allow us to have gatling weapons that fire more shots as it warms up.
  • Cooldown: Functions the same as chargedown does currently; causes beam weapons to fade away, and causes non-burst style weapons to reload. For sustained fire weapons, this could let them slow down their firing rate before stopping.
  • Recharge: Functions like burstdelay, but works with any weapon. This would let us have constant beams that need to recharge after letting go of the mouse.
EMP: In just about every reference to EMP damage, it says it deals flux damage but that doesn't seem to be the case. That might be a holdover from an older version of the game, where ship systems couldn't be disabled, but I think it should make a return, or be another setting in weapons. Being able to add flux to an enemy, though a little at a time would make for some interesting tactical elements. But more than that, EMP weapons should be able to be quite effective against shields; at least in my opinion. At any rate, more options for modders to play with is more better, yes?

Armor:
A couple ideas sprung into my head for armor. And that was adding a deflect/absorb and penetration mechanic which would render weapons with low penetration effectively worthless against larger ships with more armor. Adding the Heavy Armor mod would make things less able to penetrate, and more apt to collide uselessly or bounce off. The other idea was splitting armor into quadrants. This would allow ships to be less armored to the sides and rear, and thus take more damage to those quadrants. Or whatever the ship designer desires.

Weapon AI:
All too often I've seen beam weapons fire just short of the target ship, because it thinks it's going to hit the shields when it doesn't. Well, I think the AI for any weapon should fire at the bounds of a ship, and not its shield dome. Speaking of shields...

Shields:
Two things. First: different styles of shielding. I like long, skinny ships, like WWII vessels, and with the perfectly round bubble shields, they tend to leave a lot of open space between the hull and the shield. It would be much nicer if you could have elliptical shields. Or even skin-tight barriers that appear along the bounds of the ship. That would be pretty cool. Second, the ability to use a more traditional shielding system. That is, bring shields up and they don't add to flux, and have their own HP that goes down when they suffer damage and slooooooowly recharges over the course of a battle. And when they reach 0, they collapse and can't be brought back up for a while.

Anyway, that's all I have for now, if I come up with more ideas, I'll post them here.

9
Modding / Adding Sounds
« on: July 04, 2012, 06:51:06 AM »
I can't seem to find this anywhere, how exactly do I add custom sounds to the game?

Surely it can't be as easy as dropping a new sound into X folder, then telling X thing that needs to use said sound where to find it...is it?

10
Modding / Laser Weaponry A5b - 07172012
« on: July 02, 2012, 10:28:13 AM »
My first foray into modding, here's hoping I didn't do too badly.

I thought the beam selection in Starfarer was a little weak. All were sort of subpar weapons that usually had much better options in ballistic or missile categories. So, I decided to make some more beam-type weapons. These first few weapons are all guns that fire for around a second, or less, and have fairly lengthy recharge timers.

Mod is linked below. I'm trying to balance these things so that they can be added to about any vanilla-balanced mod. Also, no custom turret sprites, I can't do spriting for the life of me.

http://www.mediafire.com/?65yirmak2s2rau8 <-- Download here

Changelog:
Spoiler
Code
A5b: All weapons now have unique sounds; save Extended Range variants of standard laser cannons.

A5: Added several new weapons.
*Extended-Range variants of standard laser cannons. These are more refined weapons which provide greater reach at a greater flux cost, without sacrificing the overall peformance, size and weight of the weapon.
*Particle Impactor: This is a quick-firing medium-sized rapid fire beam weapon which uses charged particles to smash through armor and shields alike.
*Particle Stream Cannon: A large, long-beam variant of the Particle Impactor, for use on bigger ships.
*Burst Photon Lance: In standard and heavy variants, these are potent medium-length beams that are very effective sniper weapons. The longest ranged of all the new weapon types.
+Added the Coyote-class frigate. A somewhat vulnerable craft which sacrifices a shield generator and any additional weapons for the ability to mount large energy weapons. With a powerful reactor, high flux capacity, and enough ordnance space to carry the heaviest energy weapons into battle, it finds itself as a fast, reliable strike platform which can be used en masse.
-Ion Burst and Ion Stream cannons should now be much less OP(that's overpowered, not ordnance point).

A4: Added Heavy Laser Cannon and subvariants.
-Tweaked smaller laser cannon and variants balancing slightly.
-Modified Ion Burst Cannon and Ion Stream Cannon damage and flux generation.

A3: Added Electromagnetic Wave Gun, a ship-disabling medium constant beam weapon.
-Tweaked Ion Burst Cannon and Ion Stream Cannon balancing. It still feels like the Ion Stream generates too much flux, but it does a whole chunk of damage...

A2: Added medium-weight lasers.
*Added Ion Pulsar Cannon, an effective anti-frigate medium weapon.
*Added Meson Particle Cannon, a dangerous hull destroying medium weapon.
*Added two special weapons.
-Tweaked balancing of all existing weapons. Hopefully it's alright.

A1: Initial Release
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A couple screens of pretty laser action:
*Note:* The ship featured in these screenshots is my personal modmod of Interstellar Federation, the Polaris-class battleship(She's nothing really special, just an Antares mirrored and given a few extra small gun slots.) She's not a part of this pack, though I may be convinced to release her as a standalone.

Gatling Laser Cannons fending off a Salamander:
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Light Laser Cannon demonstration:
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Light Rapid Lasers engaging a Lasher-class frigate
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Light Hyper-Lasers firing at a Lasher. Note: No Lashers were harmed in the making of this mod. ...Permanantly.
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...I need to fire my gunnery crew.
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11
Modding / Modding Questions
« on: April 28, 2012, 10:45:48 AM »
I've been tinkering around with the various weapons, and gotten some interesting(I think) results. Like turning the point defense lasers into fast-firing burst beam machineguns and ect. (Only problem with that is, either I'm not giving enough spread, or spread doesn't affect beams).

I've been wondering about a couple things. 1: Is it possible to apply a smoke trail to a projectile? 2: Is it possible to make multi-barrel beam weapons fire in sequence instead of all at once?

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