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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Topics - Harpuea

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Modding / [0.95a] Combat Docking Module 005
« on: April 02, 2021, 10:37:53 PM »
A module that allows certain player ships to land and repair on a nearby carrier. Currently refit time takes 20 seconds, repair full HP/Armor, refill all ammo, and restores Combat Readiness 20%. Featuring auto landing auto pilot if hull HP falls below 80%, CR falls below 40%, or ammo reaches 0. Controls will be locked during the final landing phase. If the carrier dies when the landed ship is inside, it too will die. A side effect and requirement is that the ship will have fighter class collision in order to actually land on the carrier.


WEBM Example

Purpose: I like playing small speedy ships in the early game. And by late game, they are made unviable. Now, there is a fighting chance if they are able to repair and re-arm. I have been play testing for a few months now, it is quite balanced and isn't over powered. You still need capital ships for serious fights like besieging a battle station.

How to use for player ship: Install the hullmod onto your ship and go into combat. If "Systems Critical"/""NO MUNITIONS"" status appears on the left hand side, then your ship is able to land if you turn on Auto Pilot* (Default Key: U). Be advised that the Landing Auto Pilot AI does not have threat evasion and will take the shortest path. Auto pilot works normally if the player ship status is normal.

How it works on allied ships: The AI behave normally until their HP, CR, and Ammo falls into the critical level and they will seek to land. If the AI is too far away from a carrier, you will need to spend Command Points and ask them to escort the carrier for the Landing Auto Pilot to activate.

Applicable to ship types: White list is available for any ship you want. Defaults are Shuttle, Courier, Drone, Scout, Corvette, Light Rig, and Pinnace.

Known Issues:
-Drift if the landing happens too fast.
-Fighter Collision class break some weapons that does not target fighters.
-Refit time is very short if HP is full. (Feature?)
-Unknown result if the carrier retreats with the ship landed inside. Coded for, but untested edge case.
-AI pilot doesn't initialize if carrier doesn't have an LPC equipped. 06/18/2021

Special Thanks: Sundog, Ed (Repair Drones examples), and Dark.Revenant for all the utility codes.

Change Log
001 Initial release
002 Prevent Landing on Frigate and Fighters
003 Added whitelist, Einhander removed from applicable ship.
004 Reduce Supply and Fuel use by 90% since technically the craft is inside the carrier during transit.
005 Fixed Null Pointer Crash if fleet has no carrier on game load.
[close]

Requirement: LazyLib


2
Modding / [0.95a] Objects Analysis 002
« on: April 01, 2021, 10:18:13 AM »
An ability to detects all possible non planetary objects that can reflected by Neutrino Detector within range, but doesn't give you the location. I have been using this for myself a few years now. You still need to use Neutrino Detector if you want to pin point the object. Often times I find myself visiting an empty system. Rather than wasting time wandering around or save scumming, this allows the player to quickly determine if there is indeed anything that can be found and improve the gameplay loop.

Can Be Safely Added and Removed Mid-Game

How to Use: Bind the ability to a slot and simply hover the cursor over the ability to get a read out, no other action is needed.

Objects that are detectable includes: Derelict Ships, Weapons/Supply Cache, Mining/Research Station, etc.

Known Bugs
-Objects inside an asteroids belt flickers in and out of existence. (Reduced in 002)
-Warning Beacons in hyperspace are all detected.


Change Log
Spoiler
001: Initial Public Release 01 April, 2021
002: Reduce flicker, added code for Mid-Game load in mod plugin. 04 April, 2021
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Download Objects Analysis Version 002: https://www.dropbox.com/s/xcr17vypskmaexe/Objects%20Analysis%20002.rar?dl=0

3
Modding / [0.95a] Paintjob ver 003: Swapping skins in-game.
« on: November 21, 2020, 04:20:01 PM »
A relatively easier and less intrusive way to switch out skins mid game using a hullmod. You still need to edit the settings.json and paintable_ships.csv files located in paintjob/data/config. Examples with Dominator and Onslaught is provided.

Known Issues:
-Each Hull ID also needs a _default_D version to prevent a crash.
-Does not changes the sprites in Campaign View and some menus.
-Sprites need to be in 24bit png file, otherwise will shows up as invisible.

Future Plans:
-Indexing through multiple skins.
-Custom Hullmod icon.
-Unifying all needed changes in a single file.

Custom Skins Are Not Included



 Change Log
001: Initial release for 9.1a
002: Recompiled for 95a
003: Added mod plugin script to change ship sprites in some menus as well.
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