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Starsector 0.9.1a is out! (05/10/19); Blog post: Personal Contacts (08/13/20)

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Topics - StarSchulz

Pages: [1] 2 3
1
Bug Reports & Support / [0.9a-RC10] Ancyra has no tariff
« on: November 23, 2018, 12:42:35 PM »
After checking prices i noticed that Ancyra had the lowest fuel and supply prices of the whole sector, so i went there to investigate and noticed it had no tariffs, at all. Whether or not i skipped the tutorial, played the tutorial, or used the spacer start had no effect on if the tariffs were there or not, so i figured this might be a bug. ( i figured that maybe the tutorial had tariffs off, to make buying supplies early on easier but it seems there aren't any there, at all )

I saw fuel as low as 13 each on Ancyra, with the next being 15 each ( surplus of 500 ) then sindria which is supposed to be the top fuel producer coming in at 23 each.

2
Bug Reports & Support (modded) / Game crashing after post-battle loot
« on: October 06, 2017, 09:08:51 PM »
Not sure whats causing this. I updated my mods recently to their current versions, started a new save file and got myself to level 10 through multiple combats. I load the game up today, to find that at the end of any combat my game crashes after I select "confirm and continue". As soon as the window closes the game crashes and gives me the Error.

Here are the details of the crash:

Spoiler
145349 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.scripts.ScriptStore.o00000(Unknown Source)
   at com.fs.starfarer.campaign.CharacterStats.levelUpIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.CharacterStats.addXP(Unknown Source)
   at com.fs.starfarer.campaign.CharacterStats.addXP(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.gainXP(FleetEncounterContext.java:1846)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.gainXP(FleetEncounterContext.java:1704)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.applyAfterBattleEffect sIfThereWasABattle(FleetEncounterContext.java:709)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl$4.coreUIDismissed(FleetInteractionDialogPluginImpl.java:1317)
   at com.fs.starfarer.ui.newui.newsuper$2.coreUIDismissed(Unknown Source)
   at com.fs.starfarer.ui.newui.if.dismiss(Unknown Source)
   at com.fs.starfarer.coreui.g.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.j.super(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.j.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.OO00.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.OO00.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.OO00.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.OO00.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.OO00.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.OO00.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.g.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.OO00.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.OO00.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.String.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.OO00.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.OO00.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.if.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.OO00.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.OO00.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.newsuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.OO00.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.OO00.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
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Here is my list of mods:

Spoiler
Audio Plus 1.1
Combat Chatter 1.7.2
Diable Avionics 1.8.7
Dynasector 1.4
GraphicsLib 1.2.1
Interstellar Imperium 1.18.1
LazyLib 2.2
Lightshow 1.3.2
Metelson Industries 4.6.6
Neutrino Corporation 1.84RC3
Nexerelin 0.8.2d
Outer Rim Alliance 0.7.4
Practice Targets 1.2
Scy Nation 1.3.4
Shadowyards 0.6.2
Ship/Weapon Pack 1.4.1
Knights Templar 0.9.8e
Tyrador Safegard Coalition 1.4
Underworld 1.1.3
Unknown Skies 0.2.1
Upgraded Rotaries 1.3.1
Version Checker 1.7c
Blackrock Drive yards 0.9
Dassault-Mikoyan Engineering 0.9.6
AI Battles 3.0
Arsenal Expansion 1.4.2
Disassemble Reassemble 0.7
Flu-X 1.15
Hegemony Expeditionary Auxillary 1.1
Luddic mora INDEV
The Silent Armada ( demo ) vD 0.14
[close]

Here is a download link with all the mods i have enabled, and the save file.


Most recently i have updated a few mods, and added the mods "Arsenal Expansion" and "The Silent Armada".  

3
Suggestions / Station Illustrations
« on: September 21, 2017, 10:41:56 PM »
I was thinking about how the increasing amount of ships and other such sprites/images in the game increase the requirement of V-Ram, and would make it harder to bring in more of the really nice images that sort of identify each important dock. Docking at Jangala station is of the most easily recognizable ones that i can remember, and i wish every station and planet could have its own. With Starsector preloading all assets to avoid any loading screens, it means you couldn't add too many.

So i ask, would it at all be possible for the game to load in those images when you dock, with an effect like it was being loaded in on your Tri-Pad? Preferrably it would load in seamlessly and you could just as easily go do what you intended to do when you docked. Is that possible/worth the dev time at all?

4
Super tiny thing that would be helpful when refitting ships for a mission. you can deploy anything in the simulator, but you cant deploy any other mission ship.

Example: when refitting the ISS black star in the mission "For the Greater Ludd" i cannot deploy a condor as my ally in the simulator.

5
So, something i cant seem to reliably reproduce causes ships to just freeze in some state that causes them to back off, infinitely. usually in a straight line. they wont respond to getting shot at, they wont respond to any enemy presence - The only thing i have been able to do to fix them is to disable their engines. when the engines come back online they seem capable of maneuvering again. The mora in this video should be under the "Reckless" officer personality

https://www.youtube.com/watch?v=1qL-kqox7zo&feature=youtu.be

( the video is 7 minutes long showing that at no point did it fix itself )


I was reluctant to post this as i had only seen it once before in the AI vs AI tournament setting, but i have seen it twice now on the mora you see there, and even once during a fight in the campaign-  here https://www.youtube.com/watch?v=SrC9xNJYt4A&feature=youtu.be

I'm not sure what to say, really. heres my mods list, anyway:
Spoiler
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ST_CustomPortraits is a mod that adds a single portrait i have disabled, and "Visible Bombs" is a mod that only contains an image replacement for the piranha's bomb.


6
Suggestions / Hyperspace Currents
« on: June 16, 2017, 02:16:58 PM »
Hyperspace has no beneficial terrain. you have deep hyperspace which slows you down, and storms that slow you down a lot and hurt your CR. with long distance travel being common with just about any profession now, many players are having to deal with the now even more dangerous deep space and storms where they didn't have to as much before.

So, i propose a kind of Hyperspace current. they would naturally spawn and despawn over time, and move around hyperspace and deep hyperspace areas slowly like a snake.

Visualization:
Spoiler
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These currents or rivers would bring the maximum burn of the fleet to 20, and reduce its fuel consumption, as if it were "riding" the current across deep hyperspace. Maximum acceleration would be reduced, and the fleet would be pulled slightly towards the center of the lane and carried in the direction of the current. It would be somewhat difficult to pull out of a current once in one, but not impossible regardless of the size of your fleet. in an emergency, you could also choose to use E-burn and pull right out without any resistance.

The goal is to create something the player would want to use, to assist in moving around through deep hyperspace and storm territory. being in one would completely ignore other terrain effects, but would drain your fleet's CR at a very slow rate instead, maybe 1% a day.

In the example, the longer current would be an old one, approaching the time where it will collapse entirely and dissapear. the shorter, green one represents a newer one, that is short and has only recently formed. you could take that current from Ex-Vis all the way to the black hole, but when you came out of the black hole the current might not be there. Think of these things lasting about a month, where they slowly begin to cover a large distance, and then at the end of their life cycle they shrink up to nothing within a couple days.

They could connect and cross over each-other, and do all sorts of weird strange things.

Something else interesting to think about, trying to cross a hyperspace river would be fairly dangerous as they might come very wide, and will try to drag you down its current. you can spend the fuel and or CR to force your way through with E-burn, or you could try to cross with just sustained burn and risk being blown somewhat off course. The currents could possibly vary in speed, length, width, or even lifetime. the faster ones might drain more CR than a slower one, and it would be easy to see which ones are more dangerous just by looking at how fast the current in the river is going.

That's just an idea ive had since i saw the hyperspace terrain blog post. thanks for reading!

Edit: i should add, that the effects are only at their greatest at the very center of the current. hanging around the edges wouldn't be anywhere near as fuel efficient / effective as being dead center.

TLDR- make glorious hyperspace rivers that you can ride!

7
Suggestions / The Piranha's bombs could be more visible.
« on: June 13, 2017, 05:44:18 PM »
If an enemy piranha wing launches bombs at your ship, you can generally see the bombers coming, or at the very least the red targeting square around the bomb. If it is your own fleet's wing of piranhas it is much harder to see them, especially against a grey or black background or while zoomed out to the max. normally the bombs wont be near your ship, but sometimes they launch them at smaller more maneuverable targets if they have no other option, and it causes them to fan out and spread everywhere.

Spoiler
[close]

In the right scenario, a lone bomb could be mistaken for a harmless asteroid.


I created a mini-mod where i changed them to a red color, and it helps somewhat. they don't have "engines" so they don't glow or stand out like other missiles, and don't bounce like some missiles do now when out of fuel.
Spoiler
[close]

Just something to think about, i have gotten killed or taken massive damage from my own Piranhas a few times now  :P

8
I haven't a clue what is causing This:  
Spoiler
[close]

For some reason, i run into markets from faction mods that have random items listed as costing zero, and they zero out the entire transaction.

Spoiler
[close]

I have found more extreme versions, where multiple items are affected, such as this imperium planet with many items listed as zero. market info section also included

Spoiler
[close]
Spoiler
[close]

I haven't found any vanilla planets with this problem yet. I've heard others having this problem before, but haven't figured out what mod is doing it.
Current modlist:
Spoiler
[close]

This is somewhat difficult to reproduce, as it happens seemingly randomly. when i started out, those markets were fine. I had previously been able to purchase supplies from the DME world of Peremohy. something has happened to them along the journey from cycle 206 to 208. I don't think it could be templar crusades as neither of those systems have been crusaded against. No systems have been blockaded by the Imperium this playthrough. Anything else i can look out? i am out of ideas.


Edit:
Spoiler
[close]


View of the imperium's open market.


9
I cannot reduce the stability of a market through smuggling.

I tried bringing down the stability of markets with varying sizes through smuggling, and was unable to have any effect. from selling a few AI cores to the black market, to buying everything the black market had, and finally opening console commands and giving myself a million supplies all sold straight to the black market, No effect at all. I lost 14 reputation with the faction when i sold the whole 1 million, and that was as far as it went.

10
Game crashed after i thought it was done saving, and now it won't load and tells me to check the logs for more info. is there anything i can do or is it gone?

from logs:
Spoiler
55515 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading progress: 0.63119996
55531 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading progress: 0.638
55546 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
55546 [Thread-4] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  -  : ParseError at [row,col]:[143580,13]
Message: XML document structures must start and end within the same entity. :  : ParseError at [row,col]:[143580,13]
Message: XML document structures must start and end within the same entity.
---- Debugging information ----
message             :  : ParseError at [row,col]:[143580,13]
Message: XML document structures must start and end within the same entity.
cause-exception     : com.thoughtworks.xstream.io.StreamException
cause-message       :  : ParseError at [row,col]:[143580,13]
Message: XML document structures must start and end within the same entity.
class               : com.fs.starfarer.api.combat.MutableStat
required-type       : com.fs.starfarer.api.combat.MutableStat
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 143580
class[1]            : com.fs.starfarer.campaign.econ.CommodityOnMarket
class[2]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[3]            : com.fs.starfarer.campaign.econ.Market
class[4]            : com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager$PatrolFleetData
class[5]            : com.fs.starfarer.api.impl.campaign.fleets.PatrolAssignmentAI
class[6]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[7]            : java.util.HashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[8]            : com.fs.starfarer.campaign.rules.Memory
class[9]            : exerelin.world.ExerelinPatrolFleetManager
class[10]           : com.fs.starfarer.campaign.CampaignPlanet
class[11]           : com.fs.starfarer.campaign.JumpPoint
class[12]           : com.fs.starfarer.api.campaign.JumpPointAPI$JumpDestination
class[13]           : com.fs.util.container.repo.ObjectRepository
class[14]           : com.fs.starfarer.campaign.StarSystem
class[15]           : com.fs.starfarer.campaign.ai.CampaignFleetAI$FleetAssignmentData
class[16]           : com.fs.starfarer.campaign.ai.AssignmentModule
class[17]           : com.fs.starfarer.campaign.ai.ModularFleetAI
class[18]           : data.scripts.world.templars.TEM_TemplarsAttackFleetManager$ActiveFleetData
class[19]           : java.util.LinkedList
class[20]           : data.scripts.world.templars.TEM_TemplarsAttackFleetManager
class[21]           : data.scripts.world.templars.TEM_TemplarAttackAI
class[22]           : com.fs.starfarer.campaign.CircularOrbitPointDown
class[23]           : com.fs.starfarer.campaign.CustomCampaignEntity
class[24]           : exerelin.world.InvasionFleetManager$InvasionFleetData
class[25]           : exerelin.world.InvasionSupportFleetAI
class[26]           : com.fs.starfarer.campaign.ai.NavigationModule$AvoidData
class[27]           : com.fs.starfarer.api.util.TimeoutTracker$ItemData
class[28]           : com.fs.starfarer.api.util.TimeoutTracker
class[29]           : com.fs.starfarer.campaign.ai.NavigationModule
class[30]           : com.fs.starfarer.campaign.ai.StrategicModule
class[31]           : com.fs.starfarer.campaign.ai.TacticalModule
class[32]           : exerelin.world.ResponseFleetManager$ResponseFleetData
class[33]           : exerelin.world.ResponseFleetAI
class[34]           : com.fs.starfarer.campaign.fleet.Battle
class[35]           : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[36]           : com.fs.starfarer.campaign.StarSystem$UpdateFromSystemLocationOrbit
class[37]           : com.fs.starfarer.campaign.CircularFleetOrbit
class[38]           : exerelin.world.InvasionFleetAI
class[39]           : com.fs.starfarer.campaign.CircularOrbit
class[40]           : com.fs.starfarer.campaign.econ.Economy
class[41]           : com.fs.starfarer.campaign.Hyperspace
class[42]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.oooO
version             : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException:  : ParseError at [row,col]:[143580,13]
Message: XML document structures must start and end within the same entity. :  : ParseError at [row,col]:[143580,13]
Message: XML document structures must start and end within the same entity.
---- Debugging information ----
message             :  : ParseError at [row,col]:[143580,13]
Message: XML document structures must start and end within the same entity.
cause-exception     : com.thoughtworks.xstream.io.StreamException
cause-message       :  : ParseError at [row,col]:[143580,13]
Message: XML document structures must start and end within the same entity.
class               : com.fs.starfarer.api.combat.MutableStat
required-type       : com.fs.starfarer.api.combat.MutableStat
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 143580
class[1]            : com.fs.starfarer.campaign.econ.CommodityOnMarket
class[2]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[3]            : com.fs.starfarer.campaign.econ.Market
class[4]            : com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager$PatrolFleetData
class[5]            : com.fs.starfarer.api.impl.campaign.fleets.PatrolAssignmentAI
class[6]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[7]            : java.util.HashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[8]            : com.fs.starfarer.campaign.rules.Memory
class[9]            : exerelin.world.ExerelinPatrolFleetManager
class[10]           : com.fs.starfarer.campaign.CampaignPlanet
class[11]           : com.fs.starfarer.campaign.JumpPoint
class[12]           : com.fs.starfarer.api.campaign.JumpPointAPI$JumpDestination
class[13]           : com.fs.util.container.repo.ObjectRepository
class[14]           : com.fs.starfarer.campaign.StarSystem
class[15]           : com.fs.starfarer.campaign.ai.CampaignFleetAI$FleetAssignmentData
class[16]           : com.fs.starfarer.campaign.ai.AssignmentModule
class[17]           : com.fs.starfarer.campaign.ai.ModularFleetAI
class[18]           : data.scripts.world.templars.TEM_TemplarsAttackFleetManager$ActiveFleetData
class[19]           : java.util.LinkedList
class[20]           : data.scripts.world.templars.TEM_TemplarsAttackFleetManager
class[21]           : data.scripts.world.templars.TEM_TemplarAttackAI
class[22]           : com.fs.starfarer.campaign.CircularOrbitPointDown
class[23]           : com.fs.starfarer.campaign.CustomCampaignEntity
class[24]           : exerelin.world.InvasionFleetManager$InvasionFleetData
class[25]           : exerelin.world.InvasionSupportFleetAI
class[26]           : com.fs.starfarer.campaign.ai.NavigationModule$AvoidData
class[27]           : com.fs.starfarer.api.util.TimeoutTracker$ItemData
class[28]           : com.fs.starfarer.api.util.TimeoutTracker
class[29]           : com.fs.starfarer.campaign.ai.NavigationModule
class[30]           : com.fs.starfarer.campaign.ai.StrategicModule
class[31]           : com.fs.starfarer.campaign.ai.TacticalModule
class[32]           : exerelin.world.ResponseFleetManager$ResponseFleetData
class[33]           : exerelin.world.ResponseFleetAI
class[34]           : com.fs.starfarer.campaign.fleet.Battle
class[35]           : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[36]           : com.fs.starfarer.campaign.StarSystem$UpdateFromSystemLocationOrbit
class[37]           : com.fs.starfarer.campaign.CircularFleetOrbit
class[38]           : exerelin.world.InvasionFleetAI
class[39]           : com.fs.starfarer.campaign.CircularOrbit
class[40]           : com.fs.starfarer.campaign.econ.Economy
class[41]           : com.fs.starfarer.campaign.Hyperspace
class[42]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.oooO
version             : not available
-------------------------------
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:79)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
[close]


I put this in the modding bug reports section as i am running a large list of mods.

11
 When I attempt to disengage and they pursue my fleet, the ships they decide to deploy to the left or right positions move slightly towards the center and stop moving, until i come into range. They come into sensor range and i see them simply not moving until i get closer, where they act normally. This doesn't make sense as i am in the sensor range of the ships deployed to the bottom, and as i fight and destroy them the ships not deployed to the bottom won't move. My ships act normally in a pursue action, so i don't know what is going on.

 Here is the list of mods i am using.

Spoiler
Audio plus                        1.0.1
BRDY                               0.8.5
Combat chatter                  1.6.1
Console commands             2.7
Diable Avionics                   1.7
Dynasector                        1.05
Graphics lib                       1.03
interstellar imperium          1.14
lazy lib                             2.1
Nexerelin                          0.7.6d
scy nation                         1.1
Shadowyards                     0.6.0.5
ship weapon pack               1.1.2
Starsector+                       3.6
Knights templar                  0.9.6b
Mayorate                           0.9.2
Twiglib                              0.6.11
Underworld                        1.0.4
Version checker                  1.6
Tiandong heavy industries    1.1.1
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I am currently running 0.7.2a-RC3, and the only mod that isn't completely updated is Tiandong heavy industries. 4GB of memory is allocated with 64 bit java.

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Bug Reports & Support / Salamander Malfunction bug
« on: December 31, 2015, 12:15:37 PM »
If a salamander launcher malfunctions, it reloads instantly. if you bring the launcher back online quickly enough, you can fire faster than the normal reload time. Here is a video of me demonstrating it:

https://youtu.be/7TMUvPkPWWk

Hope that helps!

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Bug Reports & Support / Engine flame-outs being a bit wonky
« on: December 30, 2015, 01:01:15 PM »
Over the many hours of playing 0.7.1 with and without mods, i noticed some strange things with engine flame-outs.

*Disabled ships can have their engines disabled, and that causes the wreck to never decelerate.

*Sometimes disabled engines cause a non moving ship to move. I just had this happen to a cerberus in the simulator, something struck its engines while i was looking at a fighter squadron. the ship was strangely spinning out of control even though having not been moving at first.

And the odd rare case where the ship that has some but not all of its engines disabled suddenly has no limit on the speed at which it can turn, and simply spins into oblivion until it's other engine comes back online. Haven't found out how to replicate that, but it does happen with ships with maneuvering subsystems that increase speed/acceleration temporarily. Possibly the imbalance/placement of engines causes all the maneuvering subsystem thrust to go in that one engine, and it freaks out?

It has also only happened to the ship i was currently piloting. never an AI piloted ship.

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Modding / Hydra Robotics mod WIP
« on: December 28, 2015, 02:30:28 PM »
Ok, i am going to try some modding myself. my goal is to make a fully functioning faction, eventually. so far all i have is a couple ships, and a placeholder faction setup in game.

Here are some progress screenshots:

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Faction Description:
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Hydra Robotics is a bunch of questionably ethical individuals that came across a massive cache of High Tech ships during a tech mining expedition that were decommissioned before the collapse. Due to all ships being incredibly complicated internally, and their low tech understanding of ship engineering, all ships have been Hot-wired into working order with parts of old ships they had access too. This leaves all ships looking high tech, but with wires hanging about and completely new engines having being added as the old drive system could not be rebooted.  
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Eventually it will be a full mod. Any help is greatly appreciated. I am currently working on figuring out how to get the faction to spawn in the game.

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Screenshots of it. doesn't prevent leveling up or anything like it would imply!

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