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

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Messages - IonDragonX

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1
Suggestions / Re: High scatter amplifier changes
« on: June 02, 2023, 05:44:21 AM »
Personally, I think the solution to the High Scatter Amplifier is to give it the Bolt Coherer treatment: make it a built-in on certain hulls, rather than a modular thing the player can apply to any ship. ...
I really really like this idea. Saves us the trouble of needing to worry about 50 different scenarios where it could potentially be broken.
I will go ahead and vote for Wyvern's idea as well.
 High Scatter Amplifier is currently on the "nothing" side of "all or nothing"

2
Modding Resources / Re: [0.96a] GraphicsLib 1.7.0
« on: June 02, 2023, 05:35:16 AM »
Spoiler
This mod is instantly destroying any missiles with a low flameoutTime. I'm not sure why a graphics library would be doing this, but it is. Tested with two different missiles; they work properly when flameoutTime is 0.5, but when flameoutTime is set to 0.2, the missiles instantly destroy themselves as soon as they are launched. This only happens when graphicslib is enabled.

Edit: it also changes missile end-of-life behavior. Normally, missiles fade out and then disappear smoothly. With graphicslib enabled, missiles don't fade out and break apart on end of life, complete with debris and a mini-explosion.
[close]

yeah, this is due to the "missile self destruction" plugin listed on the OP.
you can exclude your missiles from it by adding their id to "no_self_desctruct.csv" in /data/config/glib
Thanks, Ruddygreat!
I hadn't noticed it but I was suffering that same bug!

3
General Discussion / Re: The problem with ship mods...
« on: June 02, 2023, 05:31:16 AM »
You could fight mods with mods?

[0.96a] Stellar Networks by Jaghaimo https://fractalsoftworks.com/forum/index.php?topic=20836.0 is an in-game query to search markets from a distance. You can even query for specific ship hulls.

4
https://fractalsoftworks.com/forum/index.php?topic=27073.0

This mod extends the end game but its not exactly exploration missions.

5
Mods / Re: [0.96a] Unthemed Weapons Collection 0.5.1 (5/29/23)
« on: May 30, 2023, 12:27:03 PM »
Are the ? ? ? supposed to be [REDACTED]?

6
Modding / Re: [0.96a] Relationship Matters
« on: May 29, 2023, 05:43:22 PM »
Compatibility
Not compatible with Nexerelin, or any other mod that replaces PunitiveExpeditionManager.
Due to the large number of Nexerelin players, you probably shouldn't put this behind a spoiler and maybe list it higher in the post.

Would the conflict make a crash or will the last mod to load have the last laugh?

7
Water doesn't compress. I'd take that part out of the flavor text. Being a lore nerd, I'd say they would probably ship compressed H2 and compressed O2 separately. Once it needs to be used, they would connect them to a contained combustion engine to burn them into water vapor. Condense the water vapor and you get water.

8
Mods / Re: [0.96a] Ship/Weapon Pack 1.14.0
« on: May 27, 2023, 12:56:54 PM »
  * Victory's rear large ballistic slots are now composite slots
8) That! .. is a pretty big buff.  :o

9
It does seem like the ir-autolance will be the go-to option in those medium slots from now till the end of time
You haven't even played with the IR Autolance yet. Why make such a bold statement with no data?

10
General Discussion / Re: The good, the bad and the useless - Warthog
« on: February 24, 2023, 11:52:10 AM »
My experience with Warthogs is that they do not die. I would say that's pretty good.
Win More is always better than Lose Less

11
Suggestions / Re: Bounty Target inside Black Hole.
« on: February 24, 2023, 10:51:12 AM »
If you run mods, you got to list them. The scenario you describe might not be vanilla SS.

12
General Discussion / Re: Safety Overrides Builds
« on: February 24, 2023, 10:45:15 AM »
- The ship must win vs sim Onslaught
For the sake of standards, you have to name the Variant and the core build. (I assume 0.95.1a?)

13
General Discussion / Re: The good, the bad and the useless - Warthog
« on: February 24, 2023, 10:42:18 AM »
I’ve always thought they don’t really live up the Warthog name (inspired by the A-10, no doubt). The A-10 is built around a massive Gatling gun and the Starsector version has a pair of slow-firing, highly inaccurate Light Mortars.
I agree about the A-10 reference. A-10s were a favorite of mine as a youth. Their durability is as famous as their firepower. Less well known is their extreme range.
Quote
Suggestion: give them a single LAG and make them have more of a strafing behavior instead of circling. I think this fits thematically but also makes them less prone to missing. The LAG is just far more accurate. 3x LAG for the Wing isn’t a whole lot of HE (penetration is worse than Mortars) but it will add up over time.
In a perfect world, I’d actually arm them with a modified Assault Chaingun (maybe halve the rate of fire) and let them go to town but I don’t want to get carried away.
I like the modified Assault Chaingun idea. Alternatively, LAG+single Hammer would fit the theme. Either way, put their range back to average.

14
Modding / Re: [0.9.51a-RC6] Starsector Portr-Ai-t Pack and Ai Model
« on: February 19, 2023, 10:46:24 PM »
Knowing how AI artwork is generated from an existing portfolio, is David (the artist) okay with this?
Inferring David's feelings from his twitter account; no, he objects to derivative AI "art".
That said, I doubt he will flag your mod or anything like that.

15
General Discussion / Re: "Energy" Onslaught actually works
« on: February 19, 2023, 10:37:31 PM »
Energy onslaught sounds like something you would see in a fever dream...
I was about to say, he's a mad lad!
I guess it works late game if you can grind the exact [REDACTED] weapons. The odds are not in the player's favor there.

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