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Topics - Tartiflette

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76
Mods / [0.95.1a] Upgraded Rotary Weapons V1.50 (2022/02/01)
« on: June 19, 2015, 09:24:42 AM »


Compatible with Dark.Revenant's GraphicLib.
Use Version Checker to get noticed about any mod update.

This utility mod is pretty straightforward: it only replaces the vanilla rotary weapons' animations with (imo) smoother ones that spin-up and down progressively, and rotate faster when using Accelerated Ammo Feeder.

Additionally, the puny vanilla sound and muzzle flash of the Storm Needler have been changed. If you would rather keep the original sound, use this version of the mod

Take a look:
Spoiler
Modded
Vanilla
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Please note that this mods induce a small lag before the weapons start firing to accommodate the spin-up animation.

77
Mods / [0.95.1a] Target Practice V1.41rc2 (2021/03/29)
« on: June 17, 2015, 07:11:02 AM »


Disclaimer: I completely stole the basic idea from Foxer360 (sorry)...

This mod add four practice targets to your simulation opponents. Three passive punching bags, and one equipped with harpoon drones to test your PD.




They are mostly intended for modders to test their new weapons and ships against passive targets. Unlike the ones in Foxer's Citadel mod, they spawn instantly in the middle of the map, right in front of your ship. They also are a usable metric to judge a weapon effectiveness since their stats are equivalent to an Onslaught, a Conquest and a Paragon.


78



Prototype release: Three missions as an appetizer.


What's that? Well it's my secret project I've been working on for a looooong time. With the next update focusing on sensors, characters and assignments, I figured it's time to show it a bit. It's goal is to liven up the sector by adding quests (pardon me, "missions") and exploration, featuring many unique ships and more scripted encounters. Some of these missions will be solvable peacefully, other less so. Some may be triggered by a random encounter, other will be given to you. Gameplay-wise, expect more events that can directly be influenced by the player, hidden "empty" systems all over the place that can be explored and consequences for your actions that goes beyond earning or loosing some reputation points. But the meaty part of this mod is the Anomalies and the Artifacts.

Anomalies are a class of objects found in the sector (and for all we know everywhere else) that are artificial constructions of unknown origin and purpose. Some seem to be aware of their surrounding, other are mindlessly doing what they were built to do but they share one thing: they do not seems to do anything constructive. What is sure however, is that there are not two identical Anomalies, and their functioning is completely beyond our knowledge.

Unlike the Anomalies, Artifacts are man-made. The product of ground-breaking Domain technology, sometimes learned from the Anomalies. When the gates closed, pure scientific bases lost their purpose and were abandoned, but some remained operational, or their content did. Since those objects are within the reach of our understanding, studying them often yields significant technological advancement or powerful new material. They also include several relic ships that can be captured for your own as they are.

I won't spoil the discovery of any of these, try the missions to discover the first three.
*Note about the missions: Right now, the Seeker itself isn't doing anything. It's a ship that will have a very important work in the campaign, but since the missions are combat-focused it's pretty much useless.*


To allow everyone to learn a bit more about Seeker without ruining the surprise, I'm dividing the updates in three kind:
 - The NO SPOILER section will present things that are either related to the Prototype, or well known in-universe.
 - The MINOR SPOILER section will reveal some of the rewards, or some minor elements indirectly related to the quests.
 - The MAJOR SPOILER section will show some of the minor Anomalies and content directly related to the quests.
The Anomalies and the major Artifacts won't be revealed. Please use spoilers too if you wish to talk about the content of the mod.

NO SPOILER

Spoiler

Crane-class Composite freighter

   In 193, the Valis system went through a succession of uprisings that left the dominant government quite weakened. Dangerously close to bankruptcy, the planet could no longer afford its oversize military fleet. After securing the borders through a diplomatic agreement with the Hegemony against century long exploitation rights for the rich asteroid fields, the government went on to tackle on rebuilding the infrastructure in ruins. The idea was to fund the reconstruction by selling half the ships of the fleet, and keeping only a quarter of them in active duty to maintain the fragile peace. That sale attracted a lot of propositions from rather shady groups from every nearby stars. Worrying to willingly arm pirates, and not eager to further reinforce the local presence of the Hegemony in the system, the sale was postponed until they could have the insurance these weapons would never be used against them. The obvious solution was to disarm them, but then nobody would buy them. These were warships, even removing the mounts wouldn't create much usable cargo space without a serious refit of the interior space.

   The decision was taken to only sell Eagle class cruisers, redesigned as fast, lightly armored freighters to reduce the cost of the modification. The specification document asked to remove all but one turret, but also add two small drone bays in the space emptied from the frontal armament. The launching doors would also be used to load the cargo with great efficiency. This new class of ships was to place itself as an alternative between Mule and Venture class freighters. Fast as a Mule, but with the Cargo space of a Venture, and a drone system to avoid any damage should the ships encounter pirates.

   Sadly, the redesigning took quite some time, and the first conversions didn't go that well. While the Crane class Composite freighter is now a commercial success, the Valis system had to sink deeper under the Hegemony influence to secure reconstruction funds and avoid a total breakdown of the Planet infrastructure. Now the government is but a puppet of the Hegemony, but the system is renowned for its ship refitting industry and talented engineers in converting existing ship models.


TTC Demeter, Farm ship

   In cycle 182, Tri-Tachyon engineer Mark Stanlor discovered a way to fine tune shields emitters so that they could filter the stars dangerous radiations while letting the light pass through. This could finally allow space culture to become a viable solution for non terraformed worlds by preventing the degeneration of the crops.

   At that time, a bottleneck in Paragon class power-plants production left several unfinished hulls taking space dust in shipyards. Nobody know exactly how he managed to get several execs to support his project, but Mark was allowed to buy one of those for one symbolic credit. He then sold back the fortress shield emitter to finance a general reconversion of this hull into a massive mobile space farm. Using several loopholes in private armed ship legislation, he managed to keep 2 of the large turrets mounts, but the rest was removed to accommodate a vast flight deck for shuttle loading. The large central space was floored, closed by a dome on each side, covered with earth, watered, fertilized and connected to a massive environmental system to keep the conditions perfect for the cultures.

   The domes had their own shield system tuned for filtering radiation, but in case of an attack or an asteroid shower, Mark wanted to be able to deploy a normal combat shield. The problem was, both couldn't be activated at the same time. As close to a sun as the ship was expected to sit, the few seconds of exposition during combat shield raising would suffice to burn the crops to a crisp. To avoid that he managed to create a jump-start system that would allow an the shield to raise almost instantly, at the cost of large flux production.

   The ship was named Demeter and launched in 185 for it's test flight. Thanks to it's on-board genetic labs and the ideal conditions for growth, the first harvest occurred 2 months later. It was a tremendous success, the fruits and vegetables where sold in a mater of hours to the greatest restaurants and chefs for more than 100 times the normal price. That's when Mark revealed his true objective: having proven the viability of the concept, the ship was now for all intents and purpose his! And the sudden surge in wealth of the execs that supported his project raised many suspicions on how he managed to negotiate such a generous contract. Then, instead of selling rights to build other farm ships, he jealously kept his prize and now sell high quality product to the most luxurious establishments in the sector.


BHL Titanic VII, Armored passenger cruise liner

  After the terrible battle in the Coral nebula, the Onslaught class HSS Incorruptible managed to get back to the nearest Hegemony base only to discover the damages received were too great for repair. Most of the ship was salvageable but restoring the two arms housing the TPC's would require to effectively cut them off and attach new one. The overall structure would have been be much weaker and the ship was branded non-combat worthy and destined to recycling. Hearing of this, the Black Hole Line company sent an offer for purchasing the demilitarized hull. The Cruise company was seeking to find a second breath by offering more exiting travels close to the most violent stellar phenomenons. The well known sturdiness of the Onslaughts would allow them to make this plan a reality without endangering the life of their passengers.

   The arms and most of the space formerly occupied with weapon was converted in luxurious dining rooms and cabins, pools and tennis court... while the former cramped crew quarters were kept for the new personnel. Another major modification was the removal of two third of the engines: high speed wasn't a requirement and with all the weight gained by removing the armament the main engine was enough. This operation only possible thanks to the high modularity of the core epoch ships allowed to accommodate more storage area and fuel tanks for longer trips.

   The ship was re-branded BHL Titanic VII by the CEO of Black Hole Line, in spite of the opposition of his counselors: the Titanic VI catastrophe was just fading from the collective memory and many employee saw in this name a bad omen. For her's maiden voyage, she is going to offer her passenger an incredible spot to observe a rogue giant plunge into a white dwarf. The ticket have been all sold the first week.


ISS Blitzkrieg, Heavy blockade runner

    This decommissioned Conquest has been bought back by a small fret enterprise without most of it's weapons. After extensive modifications it as been re-purposed into an armored freighter with limited carrier capacity. Now free from the "dead weight" of heavy weaponry, the venerable engines can finally give all their measure, making this ship the fastest capital sized freighter in the sector. And what it can't outrun, the fighters and medium armament left can take care of. With this single ship as their asset, the small freighter enterprise is now a major player, specialized in blockade running and fret contracts in unstable regions.
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Spoiler
Those ships in-game:
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Spoiler
Here's the ASSA Station that will act as the hub for the missions, and maybe some other fancy stuff to justify it's existence. I know it's flat, but it is for a reason so don't worry about that yet.
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Spoiler
Nothing flashy, it's a Target Painter weapon. It can't do much by itself but raise a bit the damage received by the target from other nearby weapons, and double the chances of disabling it's weapons and engines... Although it's main role is actually to help the AI find a better range of engagement, since missile-only ships tend to hug their target and suffer from their explosions.
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Spoiler
I'm writing texts for test missions that try to evoke the context of the quest. It won't make it into the final mod, at least not in that form, but it should give a good feeling of the spirit of Seeker.

Location: Thick nebula near the Great Trenches
Captain's Log, 208.173
 
After a couple of weeks combing the region we finally detected an object yesterday morning. We barely had time to regroup the fleet when it vanished in a flash of high energy particles. The science team is unsure of what it is but that flash rules out the possibility of a ghost signal. However they are assuring me that this cannot be the sister Anomaly of the Bellatrix. The flash may have reached the same energy peak but it's characteristics are nothing alike. In any case we fond something and just need to resume scanning the region to find out where it went.
 
Captain's Log, 208.217
 
What a PAIN it was! Okay so: We spent nearly a month carefully going back and forth a light-week wide cube of space trying to find where the Anomaly jumped without luck. Then we decided to inspect the nearby stars to see if we could find it there. We were observing our 18th one when we detected the exit flash of the anomaly around the companion star a light-month and a half away! A freaking seventeen light-years jump! The energy required for that distance is unfathomable! The team said if it's efficiency is similar to Bellatrix' functioning, it would have required the total energy output of Askonia's star during a full year to power that feat... I'm very worried about trying to capture something that could contain that much energy.
 
Captain's Log, 208.221
 
We found it probably recharging it's energy banks, whatever they are, in close orbit of the companion star. It's way bigger than Bellatrix, and decided to call it Betelgeuse. Now after some careful observation and deliberation, the Science team assure me that it must be more or less out of energy. (Something to do with quark capacitors, exploiting micro-sized fusion reactions, and the maximum amount of energy that can be stored in such volume and mass) Thus it's up to me to decide if we should get it or not. My officers are a divided on the proceeding, but mostly in favor to at least peek a closer look and I can't blame them. That expedition lasted much longer than we anticipated and the crew is restless. Going back empty handed wouldn't be good for morale. Not to mention our finances. We will probably try to reach it on a slow Hohmann transfer while limiting our sensor profile.
 
Captain's Log, 208.234
 
THAT BLOODY THING JUMPED AGAIN!!!!
 
Captain's Log, 208.236
 
... Fortunately it was a shorter jump and we detected the exit flash only a few hours later. That clearly supports the Team's hypothesis that it is out of energy and was recharging. We are now closing in at full speed to get to it before it can jump again. The crew is really nervous now, several fights broke in the last weeks and I had to sentence a few to the brig. The imminent encounters seems to have diverted their energy toward their duties but I'll make sure to remind them we want to capture that thing, if possible...

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MINOR SPOILER

Spoiler
Added the Owl-class SpecOps cruiser. A fast modification of an Eagle-class hull, armed with four medium ballistic hard-points and five small energy turrets (all in hidden mounts). It also has a "Switch mode" ship-system that halve the top speed but deploy two drones armed with Graviton Beams and raise sharply it's maneuverability. This ship will be a reward for one of the quests.

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Spoiler
Now this one I'll let you speculate on it's purpose and role in the mod  ::)

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MAJOR SPOILER

Spoiler

DSS Wolverine, Guardian-class Dreadnought

   While the Onslaught class battleships were designed to be the Fist of the Domain's might, the Guardian-class dreadnoughts were designed to be it's gate-keepers. Quite literally in fact since those gargantuan ships were only deployed to guard strategic hyperspace gates. With all their firepower concentrated in a small frontal cone, they were meant to cork any invasion attempt by raining shells on anything that emerged from the gates. And to avoid any interruption in their strike, they were equipped with an active flux dissipation system. By purging their cooling fluid, they could dramatically increase their dissipation rate for a short duration, reducing flux buildup. Unlike normal venting systems that can take a while at emptying the flux capacitors, that one had a fixed limited time. However any ship caught in the cloud of vapors would see it's own flux capacitors filled. Since the Guardians were supposed to hold their position alone, it wasn't considered an issue.

   Unlike it's smaller cousin, the Guardian blueprints were never updated when shields and missiles became more common. At first because the technology couldn't allow a radius large enough, and then because the production of those colossus ceased due to the availability of better, cheaper designs. Since with an up-to-date load-out they were still able to fill their role, the few existing ones were maintained in active service for centuries.

   When the gates shut, only one Guardian was present in Corvus. It wasn't even meant to: an engine failure during a transit left it stranded in the young sector, without a dry-dock large enough to fit in for repairs. It was waiting for the Domain to send special tugs for weeks when the Collapse occurred. Then the war broke out, and this huge unmovable slab of metal was abandoned, looted and forgotten.


And yes, triple Hellbores!

(for those of you curious, a Firecane is the hypothetical result of a lightning storm in a hurricane that is passing over an oil spill...)
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Spoiler
I can't reveal anything about it without ruining the mission completely but I suppose you don't need me to understand that this thing is dangerous.(click to enlarge)
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Work In Progress:
While the campaign stuff is pretty much waiting Starsector's 0.7 update to start, the work on the Anomalies and Artifacts themselves is progressing satisfyingly. That is, almost 3/4 of them are done and implemented in the game as missions. Of course the Campaign stuff is the lion's share of the work, but worst case scenario you can at least expect a release with random anomalies flying around like the super bounties in the Starsector Plus mod. Hopefully that won't be the case and the API released by Alex is promising to say the least.


CHANGELOG:
Spoiler
Code
V0.1
05/06/2015

Initial prototype release

CONTENT
 - Three missions featuring the ASR Seeker scientific platform, the DCS Lookout Clipper-class Cruiser, the J.W. Gibbs Ubique-class Artifact and the Bone-Breaker Anomaly.
 - Clipper-class Cruiser after restoration
 - Erasmus-class bomber wing
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Thanks to Cycerin that finalized the Teaser's sound and really brought it to the next level.



All the original sprites in this mod are NOT for the taking. The vanilla modified ships however are fine to be kitbashed from.

79
Remote Controlled LRM

DOWNLOAD
Mission only (though some Remote Controlled Pilums may randomly spawn in some black markets)


This is an experiment to find a solution to the Long Range Missiles exploits that makes some cheap fleets builds unstoppable. The trick here isn't to yet again nerf the pilum to the point of uselessness, but to balance risk VS reward.

The concept is simple: this new Remote Pilum Launcher "control" the missiles as long as they are in flight, preventing the launch of a new salvo until they either hit something or have been shot down. On the other hand, they got their former speed and endurance back, and a more precise guidance AI.

Here are my conclusions after a couple of hours of testing:

 - Overall, both the vanilla speed nerf or the remote control tone the old pilum down in roughly the same proportions.

 - The remote control has the distinct advantage to keep the Pilum useful against light targets. They are also much more efficient at close range compared to the slow Pilums since they can be fired when you see a ship overloading and actually hit before it raise it's shield again.

 - At long range, the remote controlled ones scale much less in numbers as fewer of them will hit at once, but the time between groups of missiles is reduced. Their better speed and tracking also means less missiles in flight at any moment, thus less friendly fires when they flameout and less annihilator-like screen blocking shots. The performance improvement could be significant too. Depending on the defense weapons, they range from a bit worse than vanilla pilums to pretty much the same.

 - Few slow pilums are almost useless since they can be kited or shot down easily. This is much less the case with the faster remote ones.

So all in all, this is a solution that provides a Pilum a bit better than the nerfed one at long range, but that scale less in large number, while retaining the efficiency of the old one up close. I may be partial but I think it's an interesting way to get rid of the missile spam problem. At least it could be explored a bit more.

Tell me what you think!


80
Modding Resources / Kitbash Database
« on: April 23, 2015, 11:32:14 AM »

Kitbashing vanilla ships isn't always simple: most of the combat ships are riddled with weapon mounts that make them hard to clean, produce sprites with far too many turrets, or incentive the overuse of the same little bits of texture across all modded ships. So here's my Kitbash quick-start collection: a batch of (mostly) weapon-less vanilla sprites. Some of them are simple cleanup close to the original, others have had a rather extensive reconstitution to fill the gaps. Obviously they are only to be used in the context of Starsector's modding as per the game's license.











Courtesy of JAL28




Courtesy of bullier arthur






I may add more later. If you have a super important request you can ask, but no promises.

81
Another tiny one: my fleet is over sized and I got a debuff to Logistic. This values being positive, it's displayed in green witch is a bit confusing since it's actually harmful. On the other hand the beneficial negatives values for the shield are properly displayed in green.



I'm on a roll today ><

82
https://youtu.be/enb6B0xEpOU?t=53s
Pretty much what the video shows: the "deploy all" button don't deploy mothballed ships, but isn't available if those push the fleetpoints amount above the battle limit.

83
The tooltip for ballistic and energy weapons that have ammo regeneration gives the flux requirement for the sustained dps and not the maximum dps. I found out that the opposite is true for missiles weapons. The situation get even more confusing as the "Weapon Flux/sec" indicator in refit gives the total using the sustained flux.

I don't know witch is preferable, I'd lean toward showing the maximum flux for everything since what matters is to know if your ship will cap it's flux too fast or not (and instinctively that's what new player will think reading the tooltip). Both could be a solution for the tooltip, but maybe not for the refit flux indicator.

84
Suggestions / Shortcut key to ignore fleets on campaign map
« on: April 11, 2015, 01:41:07 AM »
Everlazy suggested this in his let's play video: Sometimes it's difficult to select a station or a wormhole as a destination when it's surrounded by big fleets (both on the campaign layer and on the map). So how about something like holding CTRL make the cursor ignore fleets (maybe asteroids too) and select the closest map object instead?

85
Bug Reports & Support / beams scripts kicks in one frame late
« on: April 03, 2015, 04:59:22 PM »
I have a beam script that change the color and size of the beam depending on the state of the ship. It was working fine when I had a charge-up as the first frames the beam was invisible, but when I switched to fire on full charge, the effect is applied one frame late after a jarring "full power" beam. I can work around this easily by using the low power as the default beam, but I thought you might want to know.

86
Suggestions / Campaign chatter
« on: February 06, 2015, 06:14:01 AM »
Less a suggestion than an experimentation to give Alex some ideas. Combat chatter is a suggestion that comes often, but what about the campaign layer? I LOVE the first scene of the movie Contact: you went away from Earth, hearing the radio noise slowly fading out (and going back in time) until there is only silence and felt very lonely. So I wondered what it would sound like in Starsector, and how adding chatter could both improve the life of the busy markets, while also enhancing the feeling of isolation when in deep space. I think the videos will speak for themselves (pun intended  ;D)





My favorite is the one without music, but it could get old very fast. On the other hand if inhabited systems had music, but others more hidden or empty don't (or only some light background noise like Freelancer's asteroid fields), it could further add to the ambiance of the game.

Please note that these examples are probably overdone for the purpose of the demonstration. If something like that get in the game I assumes the chatter would have to be much less omnipresent.

87
As the title say, the weapon tooltip don't take into account the "fire only at full charge" when calculating beams burst damage and DPS. Quite the specific situation I know... But when you are making a super beam that takes 5 seconds to charge and only 0.1 to fire, it's quite visible.

88
   Since we can no longer space out our crew excess, loosing many ships a big fight means almost certain death even when winning or successfully escaping.

   Several times now I have lost most of my fleet in a victorious hard fought battle only to see my remaining ships so overloaded with crew that my burn speed was reduced to 0, my CR dropping rapidly, and eventually everyone died before reaching any station.
   It's even more frustrating when you get caught by a superior force upon entering a system, manage to escape and discover you can't get away from them due to the burn penalty. The cherry on the cake comes when combat takes priority upon jumping on the campaign map, so if you miraculously manage to get back to the jump point after several escapes, you are still bound to eventually be destroyed because you can't jump away.

This is a strong incentive against taking any risk, so my suggestion is simple: removal the burn penalty for crew excess. And maybe give jumping the priority on combat if the fleet has a higher burn rate than the attacker.

89
I was testing a mission for some new mod I'm cooking and mistakenly clicked on continue the campaign. The loading obviously failed since I only had the mod I'm testing loaded and not the ones I play with, but when I tried to refit my ship in the mission just after:
Code: Java
62315 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.title.ooOO.O0OO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.B.void.class$super(Unknown Source)
at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncherJava.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

So yeah, not your everyday case, but reproducible easily.

90
Suggestions / Mods dependencies check in the launcher
« on: November 30, 2014, 04:29:12 PM »
With more and more mods requiring external libraries like LazyLib, ShaderLib or TwigLib, the majorities of the bug reports now concern missing dependencies (or memory issues but that's another problem). That could be easily solved if we could have a "requirement" parameter in the mod_info.json. The launcher could then warn the player about missing mods before loading the game and mysteriously crashing. That could also go for the gameVersion, since a lot of mods aren't/won't be updated for the last SS.

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