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Messages - AxleMC131

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16
Suggestions / Re: API request thread (please read OP before posting!)
« on: September 02, 2020, 01:45:07 AM »
... currently it also requires setting up a fake combat entity because emp arc can't just be cast at point...

(Assuming you are spawning an arc with one end at an existing entity, and not from a random point to a random point)

Have you tried swapping the target and origin points for the arc? Because the TARGET needs to be a CombatEntityAPI and the ORIGIN is a Vector2f coordinate location... If you aren't dealing damage and just want a visual arc, you just flip them, so the origin is your "random point in space" and the target is the thing that's actually generating the arc.

17
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.11.0
« on: August 29, 2020, 02:27:41 PM »
This may have been mentioned before, but is there a way/process for just adding the new ship hulls with this mod?  Specifically minus the weapons.

Making a personal mod-pack that has vanilla combat/weapons with some tweaks, but as many new ship hulls as I can cram in.

Tried simply removing the folders relating to weapons in the data master folder, and the one in the scripts folder but encountered an error, probably unsurprisingly.

You'd have to go through and clean up any references that are shared between ships and weapons. This will be the case for any ships that have built-in unique weapons, such as the Excelsior's cannons, the Cathedral's missile, the Vindicator's Gungnir cannon, etc. You'd also have to change every single ship variant file that uses a weapon from the mod to use a vanilla equivalent.

Your checklist of things to do is basically:
- Pick out all MODULAR ONLY weapons added by the mod
- Remove their blueprint tags in weapon_data.csv (this should prevent them from being used by any factions who have weapons allocated by tag)
- For those weapons that are picked on a singular basis, you'll also have to check each and every faction file for references to that weapon, and remove (comment out) that reference
- Go through each and every variant file in SWP and replace all references to mod weapons with an equivalent vanilla weapon

And that's just what I can think of off the top of my head, I'm real out of practise at the moment and I'm likely to be missing something important. AND I know SWP has a lot of cool integrated functions which means a lot of mechanics you can't simply remove by "deleting them", they will have functions referenced in scripts elsewhere that will likely be a pain to trawl through and clean up for every weapon. This is something you'd want to do one weapon at a time.

Put simply, this is a LOT of work, and I don't know why you'd bother just to play with vanilla-only weapons, especially for something like SWP who's weapons are pretty vanilla-alike already. ??? But hey, to each their own.

I wish you luck. You'll need it.

18
Mods / Re: [0.9.1a] Mayasuran Navy 8.3.0 RC2
« on: August 15, 2020, 03:57:57 PM »
Check that both Mayasuran Navy and Nexerelin are up to date.

19
Modding / Re: How can i change music files?
« on: August 08, 2020, 06:57:30 PM »
How exactly did you "replace" the theme? Did you replace the entire sound file with another one? Did you change the file name? Did you change the reference in sounds.json?

And (for sanity's sake) do please post the error log.

20
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.11.0
« on: July 20, 2020, 01:25:08 AM »

are you checking independent markets? i think they only show up there.

I'm quite sure the relevant questgivers can be found at any market owned by a faction that is part of the bounty board, not just Independents.

21
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.11.0
« on: July 19, 2020, 11:07:45 PM »
Might want to post your full modlist all the same, just in case. The IBB questgivers only spawn at the markets of certain factions don't forget - I can't remember the whole list, but I'm pretty sure the Hegemony, Persean League and Independents are all included.

(All the same, also make sure to check you actually have SWP enabled in your launcher along with your other mods. ;) You'd be surprised how often that comes up.)

22
Suggestions / Re: Subcaliber covers.
« on: July 19, 2020, 02:19:23 AM »
Hmm. Might work for the turrets, but I don't like it for the hardpoints - not for that example at least. I feel if you're going to the effort of inserting this QoL feature, you'd do it properly with a unique sprite.

23
Suggestions / Re: Subcaliber covers.
« on: July 19, 2020, 12:45:30 AM »
That's a pretty slick concept. I would not be against seeing something like this in-game.

24
Isn't the weaver just a reskinned blackrock ship? Another one of the ships look suspiciously like a tiandong ship too.

They're not reskins so much as hat-tips to those ships from other mods. I actually mentioned this to Alfonzo, how cool the comparison was for one or two that I recognized, but apparently quite a lot of them are referenced from notable ships in other mods.

25
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.11.0
« on: July 11, 2020, 10:15:20 PM »
Oh those are looking just fab. ;D Well done!

26
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« on: July 07, 2020, 12:53:26 AM »

EDIT: false alarm. I found mod caused that.

Might be worth reporting this to that mod's author.

27
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« on: July 06, 2020, 02:08:04 AM »
It absolutely causes malfunctions - both weapon and engine failures, last I heard. If you aren't seeing them often, you've probably got a skill or something reducing the chance. If you aren't seeing ANY... something's not right.

(Bear in mind weapon malfunctions only have a chance of occuring while the weapon is firing, I can't recall if engines are the same with requiring active control inputs.)

28
Mods / Re: [0.9.1a] Stop Gap Measure - Ships for Vanilla
« on: July 05, 2020, 11:46:34 PM »
Heh, well the downscaled DaRa version is just "Ground Support Kit", so I can't really push for something any less unoriginal. ;D

29
Mods / Re: [0.9.1a] Stop Gap Measure - Ships for Vanilla
« on: July 04, 2020, 11:48:31 PM »
Duplicating the Ground Support Package hullmod and making an adjusted-bonus version of it is easy-peasy, I've done it in DaRa for a couple of frigate-scale ground support vehicles where the regular vanilla GSP would be way overpowered - my lighter version provides a max bonus of 40 compared to the vanilla one's 100. It's easy enough to do and (as long as you give it a different name, even if similar) you shouldn't need to worry about confusing players too much.

30
It's worth noting that although a ship's top speed is the same forwards as backwards, ships generally have much poorer acceleration in the reverse direction.

Regardless, yes it's a "game" thing. If you want to start arguing the logic of it, you're going to have to back it up with all the other physical discrepancies (like the aforementioned "top speed in a vacuum") as well, and SS ain't a physics simulator.

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