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Topics - TheWetFish

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1
General Discussion / Figher Replacement Rate mechanics questions
« on: October 23, 2019, 08:47:10 PM »
I am seeking information on the specifics of the Fighter Replacement Rate (FRR) mechaincs, in particular how it relates to multiple wings on one carrier.

Is the current information on the wiki accurate?
Quote from: unofficial wiki https://starsector.fandom.com/wiki/Fighter#Fighter_Replacement_rate
Fighter Replacement is the rate at which the carrier can continue to fabricate or rearm fighters. It slowly lowers while the carrier's wings are at or below two-thirds of their normal compliment until hitting a floor of 30% and slowly regenerates back to 100% otherwise. If Combat readiness reaches zero then the replacement rate will immediately drop to 0. Replacement rate loss is lower if fighters are set to Regroup.

How does this interact with carriers with multiple decks, multiple wings of fighters?

Will FRR go down faster the more wings are under 2/3 compliment strength?

2
Suggestions / Friendly collisions with unusually fast large ships
« on: January 23, 2019, 08:42:52 PM »
Ship collisions aspect of the AI potentially creates negative player experiences in the case of fast large ships.

Ships check for other ships of their hull size or larger when deciding movement & avoiding collisions.  This is quite good on performance since larger ships generally don't practically need to account for smaller hulls since almost all of the avoidance will be done by the smaller hulled ship itself.  This system inherently softly presumes that smaller ships are more nimble & that larger ships are less nimble, with the system breaking down when this is less true.

This is mostly a modded Starsector issue although it can occur with vanilla content, with Safety Overrides Aurora being a good example.  The most egregious situations appear to be a speed modified cruiser nudging a frigate, due to the scope of speed upgrades available to cruisers and the generally large mass difference between cruisers & frigates.

I am deliberately not suggesting possible solutions.  If there are further examples of AI behaviour in this vein that would help with issue identification then feel free to add them in.

3
Low priority.  The logic for dropping blueprints as part of raid loot looks like it might have a mismatch between the information display on a possibility of acquiring blueprints and the actual generation of blueprint loot

com\fs\starfarer\api\impl\campaign\rulecmd\salvage\MarketCMD.java

method raidValuable() contains the logic for the information display, which uses a check for both heavy_industry and also uses_blueprints industry tags, in line 759

method raidSpecialItems(CargoAPI cargo, Random random) contains the logic for the potential blueprint loot generation, which uses a check solely for the uses_blueprints industry tag, in line 1196

This would be low priority, as it has zero vanilla impact since both vanilla industries with uses_blueprints also have heavy_industry tags.  It has some minor potential impact on modding if they add uses_blueprints and forget to add heavy_industry tags

I'm not the best at reading these and I may have got it wrong.  If it could be checked then that'd be great

4
Bug Reports & Support (modded) / [0.9a-RC10] devmode toggle colony control
« on: December 11, 2018, 04:41:36 PM »
Toggling dev mode off with the devmode command from the mod Console Commands (v3.0 wip7.6) does not prevent full control of other faction's colonies
i.e.
- devmode true in settings.json
- start game
- devmode console command, toggling dev mode off
- interact with Jangala, trade, colony info, incorrectly still allowed to toggle free port status

The devmode console command is turning off other dev mode features like the additional interaction menu options but not the ability to control another factions colony

5
Suggestions / Distinguish small excess in fleet storage
« on: December 09, 2018, 01:19:24 AM »
It is relatively difficult to distinguish if one of the logistics capacities is overfull when the excess is quite low 

There is an existing UI mechanic where the bar refills from the end as red which is good for determining the excess amount at a glance.  However this scales down in clarity when the amount of excess is small 

I think it might benefit from an additional signal to hard distinguish between under or over capacity, particularly something discernable from the cargo interaction screen 

I would consider this a relatively minor, quality of life improvement 

6
Bug Reports & Support / [0.9a-RC10] Piranha friendly fire
« on: December 05, 2018, 10:56:29 PM »
Please find linked image of Piranha friendly fire incident in Starsector version 0.9a-RC10 
(with no mods) 



Incident details:
  • Friendly Heron carrier with (all) three flights of Piranha bombers, out of frame to the south
  • Player flagship Mule (D), middle of frame
  • Enemy Sunder, upper section of frame
  • Player flagship within danger zone prior to bombs being released
  • Incidentally player flagship overloaded prior to Piranha munitions impact
 

Report made on behalf of discord user Grammar Nazi#7932 
Please do advise if further details would be helpful

7
Suggestions / Fleet stats in refit tab
« on: November 21, 2018, 10:07:23 PM »
I find myself constantly switching from the refit tab to the fleet tab when fine tuning logistics mods. 

Basic fleet information of fleetwide cargo, crew & fuel in the refit screen would be nice.  I also check the other fleet stats like max fleet burn level or sensor profile but less commonly. 

There is not a critical issue just a quality of life UI issue as an existing workaround exists of switching back & forth to the fleet tab. 

8
Suggestions / rename Escort order to Protect
« on: July 26, 2018, 10:36:10 AM »
"Protect" would be a more accurately descriptive word, as Escort is very often being confused for a follow or cooperate intent. 

The functionality of Escort is great, just looking for a name change to make it's usage more obvious.  "Bodyguard" may also suitable. 

9
Modding / Custom damage decal sheet format?
« on: March 16, 2018, 09:25:32 PM »
What is the format of the damage decal sheet and how is it used by the game?

The damage decal sheet for all Low/Mid/High ship styles is the png at graphics/damage/damage_decal_sheet_base.png

This appears to be an combination of multiple images.  What are the bounds of each image section, under what conditions is each used and how?

10
Suggestions / Damper Field disables venting hard flux while active
« on: February 17, 2018, 06:28:12 PM »
Currently Damper Field allows ships to passively vent both hard & soft flux while Damper Field is active

This suggestion is changing Damper Field to passively vent only soft flux and not vent hard flux while it is active

11
General Discussion / Mechanics of EMP
« on: July 01, 2017, 10:47:07 PM »
What are the mechanics of EMP damage?

Broadly speaking it does nothing to shields (usually) and disables weapons & engines if not blocked but what are the more exact mechanics?

Will the EMP shot turn off weapons randomly, or weapons near the point of impact first?
Does the size of the EMP shot have any impact on what is disabled?
Do different mounts sizes, weapon durability or other variables impact how much EMP it takes to disable weapons?

There's a lot of hearsay information floating around and the wiki is conspicuously light on the subject, for now

12
General Discussion / Starsector wikia
« on: April 25, 2017, 01:00:48 PM »
http://starsector.wikia.com/wiki/Starsector_Wiki

The purpose of this thread is organise updates to the Startsector wikia site and to seek clarification on mismatches between advised and observed data.

I'm making a concerted effort to update the Starsector wikia to the current version (0.8a-RC19 right now).

If you have any thoughts on things that should definitely stay as is, or things you would like to see changed, then now would be an excellent time to mention it.

I'm aiming to update objective data, maybe strike-through anything that very likely no longer meaningfully applies but I'm not aiming to add in subjective information at this time.  If anyone wants to do so then that would be a huge help.  Suggested usage, tips & tricks, that sort of useful information.
 
The Beginners Guide page understandably gets a lot of attention so that represents a low hanging fruit for improving the usefulness of the wikia substantially, if someone wants to take that on.

Version checks are being implemented.  Each page will be marked at the very bottom with a green tick template as it is verified against current versions.  If it is not yet ticked then don't stress; I will be getting to it.  If it is marked verified but incorrect then, ah, yeah, fix it up or let me know.

I am a monkey bashing two rocks together with wiki's so if anyone is better than me than please do jump in.

We're quite fortunate that Alex's patch notes are fairly extensive & verbose, which really helps these efforts along.  If you know of any changes that are not covered in the patch notes then please do mention it here.

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