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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 - Vandala

Pages: [1] 2 3 ... 123
1
Announcements / Re: Blog Posts
« on: July 09, 2012, 03:03:02 PM »
Hmm, and now to make an all Phase ship fleet.  ::)

2
Modding / Re: Submissions for project CAELUS
« on: July 09, 2012, 02:43:46 PM »
I would just create one turret structure (and corresponding weapon) for each half of the turret, if the different bullets are important to the feel of the mod. Sure, it creates two sets of very similar weapon data, but so what? That's part of modding sometimes. The key difference between these two weapons would be in the turret graphic definition and position, and the projectile sprite reference.
Or you do it the easy way and paste the two bullets together into one sprite that has a transparent middle piece. It'll cheat with the accuracy but thats a lot better then having two weapon act as one.

3
Modding / Re: Submissions for project CAELUS
« on: July 09, 2012, 01:49:37 PM »
this is the shooter




and the "bullets"

So it's possible to add multiple different bullet sprites to a weapon?

4
Suggestions / Re: High Energy Focus
« on: July 09, 2012, 01:42:17 PM »
As it is now it will probably come with charges to limit its use, that should be enough to limit the use of the system for Tachyon Lances. We'll have to wait and see.

5
Suggestions / Re: High Energy Focus
« on: July 09, 2012, 01:11:19 PM »
Now that's a terrible idea, it makes the point you wanted to address even worse!

With what you suggest you can just sit back, raise your flux and still use the Tachyon Lance but this time with an added bonus in damage of up to 100%.

6
General Discussion / Re: Phase ships in the next update?
« on: July 09, 2012, 04:47:53 AM »
That all sounds awfully complicated... Why not just normal cloak?
Because phasing and cloaking are fundamentally different things.

Even when you are cloaked you can still be hit.

7
Announcements / Re: Starfarer 0.53a (In Development) Patch Notes
« on: July 09, 2012, 04:45:06 AM »
ALEX! This is very patchnoteworthy! Grant me patchnotes!
He's still testing it, so nothing patchnoteworthy just yet.

8
Discussions / Re: Nerds, look here. I think i've found your heaven.
« on: July 09, 2012, 04:43:40 AM »
Oh, wow. But I guess his is still more impressive, as he has collected every one of those games by hand during several years. He even has those that where only released in a few pieces, which is an rare object :)
Yup, impressive but its so much space you need for all of them.

9
Discussions / Re: Nerds, look here. I think i've found your heaven.
« on: July 09, 2012, 02:59:49 AM »
Impressive but ultimately a waste of space, I got almost twice that many and it only takes up 170 GB of harddisk space.

So, you're saying that you have 14000 games? Yeah, right. Proof?
Looks I was wrong after all. I got more then double that number.  :D

2829+7820+4616 = 15265 games in total. I got a few more in the other directories but I can't sum those up this quickly since those are not in single file form (zip files or iso files), and a few more that are not in digital form.

10
General Discussion / Re: Wolf Targeting Problems
« on: July 08, 2012, 09:33:09 PM »
Well if that's the case it shouldn't occur on frigates because regardless of the amount of armor they simply don't have enough armor 'cells' to distribute the damage in any significant way.
Armor significance is relative to what you're fighting against. Against most fighter wings you don't need to distribute to survive but it still helps to stop as much damage as possible as higher armor absorbs more damage. Against larger targets its imperative to survival as their weapons can strip all your armor in a single shot or burst.

11
Discussions / Re: Nerds, look here. I think i've found your heaven.
« on: July 08, 2012, 07:45:13 PM »
Impressive but ultimately a waste of space, I got almost twice that many and it only takes up 170 GB of harddisk space.

12
Bug Reports & Support / Re: Ship Collision Issues
« on: July 08, 2012, 07:42:24 PM »
I once managed to get my paragon in a crescent shape around enemies when I all spread them around, but the second I give 'Engage' they become the twenty paragon pileup.
Well, they are the same ship, they probably all want to get into the same position. Considering the size and slow speed of the things this does not bode well.

13
General Discussion / Re: Wolf Targeting Problems
« on: July 08, 2012, 07:40:21 PM »
What I'm saying is that ships with frontal hardpoints tend to turn away from enemies acting like they're a turret.  They also don't use strafe, instead they only go forwards or backwards and twist around awkwardly when trying to chance direction.  Try the Eagle Assault Cruiser and the Standard Onslaught in the simulator, you'll see what I mean a bit better.  I believe the frigate problem is the fact that it's turn acceleration causes it to sway too much when trying to change direction.
I've never seen a problem with turn acceleration, the AI seems to have absolute perfect control in this regard. Maybe its the hardpoint that's at fault, does the AI know of the slower turning speed of hardpoints?

14
Bug Reports & Support / Re: Ship Collision Issues
« on: July 08, 2012, 07:34:32 PM »
I'd say Commander, then the faster ship, and if two equal ships whichever is closer to the destination gets right of way and the other backs off and comes from another angle (if it's fighting something).  Seriously surrounding enemies is incredibly effective, but the collision problems makes this very hard to pull off as they love clustering together until they can barely move.

I do think its also more of a problem because we tend to deploy capital ships like they are frigates, I don't think we are supposed to have 4 Paragons and a pair of Odysseys in our fleet. Capital ships don't really have the movement to circle other ships. (Except for an Odyssey but even then you're not supposed to do this with 3 or 4 of them.)

15
Bug Reports & Support / Re: Ship Collision Issues
« on: July 08, 2012, 07:25:01 PM »
So what will be needed is for ships to recognize the path of other ships and plot around the instance of the other ship being in the position that intersects with its own at the time itself will arrive at the crossing of the paths?

Which will probably be complicated by the fact that the speed of the ships will change due to nature of combat, which can still lead to some discrepancies in efficiency.

But how to decide which ship will gain priority? The one with an active command (player given). How to decide which of the ships with an active command will gain priority? The largest one. What if they are equal size? The one closest to its objective. What if they are an equal distance? Random Roll?

How difficult will this be to devise?

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