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News:

Starsector 0.9.1a is out! (05/10/19); Blog post: Raiding for Fun and Profit (11/27/19)

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Messages - NightKev

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1
Discussions / Re: The Expanse needs our help!!!
« on: May 17, 2018, 01:31:52 AM »
I haven't seen that show before but if Syfy is cancelling it then it must be good.

2
Suggestions / Re: Some QoL suggestions
« on: May 02, 2018, 06:40:08 PM »
4. A way to test out ships and different loadouts without having to buy them.
You can already do that (for loadouts): as long as you don't switch to a different window/ship while outfitting, you can play around with it in the simulation and if you don't want that loadout just hit "undo" to reset to before you bought anything, fully refunding you for the weapons/etc.

3
General Discussion / Re: Missile Behavior
« on: April 25, 2018, 01:23:19 AM »
For them to be viable AI needs to be stupid enough to commit exploitable mistakes, yet smart enough to correctly exploit them.
AI (and players) will always make mistakes that can be exploited, the only issue is the "yet smart enough to correctly exploit them" part.

4
Modding / Re: Unlearned restrictive hullmods
« on: April 23, 2018, 05:23:41 AM »
That's not his issue, he wants to find hullmods like ITU but they're being pushed out of the loot drops by all the other hullmods (supposedly; I don't know how loot drops work so maybe the effect is actually very minor and it's not a real issue).

5
I need to remember that all disassemble reassemble updates LOOOOVE breaking saves.

There goes my lv-58 run ;_;
Use save transfer to continue it.

6
Suggestions / Re: Seasonal Ladders
« on: April 11, 2018, 10:27:33 PM »
This really doesn't fit with SS and I'd rather Alex not waste time on this instead of making the game.

7
Mods / Re: [0.8.1a] Mayasuran Navy 8.0.2
« on: February 20, 2018, 11:52:16 PM »
Looks like you stole some buckets of paint from THI. ;)

8
Suggestions / Re: More useful Survey Data
« on: February 09, 2018, 03:43:43 PM »
No.

9
Mods / Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8a
« on: February 05, 2018, 08:58:44 AM »
Well overload time is based on how much your flux would have increased over the max by the shot that overloaded you (so for example a needler bullet will barely overload you but a gauss shot will cause a long overload). What did you get hit by?

10
Ah, in that case check out LazyLib, it has a bunch of functions to simplify that stuff.

11
For shield information, it looks like you can do `ShipAPI.getShield()` which returns a `ShieldAPI` object with information about the ship's shields, which you can then query for more information (cf: this section of the Starfarer API javadoc).

12
There's a bug with Tyrador where the mod_info.json file contains incorrect values, that's probably the issue here: remove the text "DEV" from Tyrador's mod_info.json file.

13
Mods / Re: [0.8.1a] Autonomous Ships 0.6.1
« on: January 25, 2018, 06:19:52 PM »
Try posting in the Bugs/Support forum, there's not much I can do right now.

14
Mods / Re: [0.8.1a] Autonomous Ships 0.6.1
« on: January 24, 2018, 07:35:29 PM »
I don't think so, that looks like some sort of GL render error and there's no rendering from this mod; does it always happen on the same ship(s)?

15
Mods / Re: [0.8.1a] Autonomous Ships 0.6.1
« on: January 21, 2018, 03:39:39 PM »
For the hull damage one, it's possible it got burst down that low all at once, but that wouldn't explain the other one (might be a strange interaction with phase cloak?); I'll do some testing and see what I can find out.

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