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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 - Gear

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1
Mods / Re: [0.95a] Weftin's Ship Pack
« on: December 23, 2021, 08:48:28 AM »
Hey hey, on the Covenanter, the front left weapon mount is considered a turret instead of a hardpoint and i'm guessing that's not suppose to be the case  ;D

2
Mods / Re: [0.9.1a] Stop Gap Measure - Ships for Vanilla
« on: January 22, 2020, 11:07:01 AM »
Hey I just wanted to confirm,the Copernic (A) Doesn't have the survey and solar shielding hullmods, is that intended?

3

  I'm guessing this mod doesn't work with the 0.9.1a version?

It's for 7.1a and the Modder hasn't been active since 2015 :(

4
Mods / Re: [0.9.0a] Diable Avionics 2.03 (2019/02/19)
« on: May 14, 2019, 11:35:58 AM »

This is a CTD error that occurs consistently and repeatably in a fight with a diable avionics fleet in 0.9.1

I am not sure if this information is helpful, but I figure it's better to post it than not to.
This mod hasn't been updated yet for 9.1

5
General Discussion / Re: Release When?
« on: November 16, 2018, 10:55:03 AM »
Eyy early Christmas present, time to search my email for "Starfarer" and find my product code haha.

6
Mods / Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
« on: May 01, 2017, 05:06:43 PM »
Hey just wondering but shouldn't the "mining ship" class have the Salvage hullmod instead of the survey hullmod?

7
General Discussion / Re: Multiplayer Mod
« on: May 16, 2012, 05:41:37 PM »
You can't 'mod in' MP unless the engine already supports it.  I mean, you could reverse engineer the program, insert your own hand written net code, then recompile it and release it but that would be highly illegal, and prohibitively difficult / time consuming.

Somebody added a barebones Multiplayer to Torchlight, which is a single player only game. He only stopped cause Torchlight 2 is gonna include MP.

8
General Discussion / Re: Asteroids
« on: February 23, 2012, 06:06:39 PM »
Haha that's pretty cool. I haven't had anything special experience with asteroids but I have used disabled ship hulls in the same way :)

9
General Discussion / Re: Weapons, Flux, and Shields
« on: February 23, 2012, 06:03:56 PM »
The one thing I'm guessing you're not considering is that the more flux you have on your ship, the more damage energy weapons do.

"
Energy Weapon Bonus
Energy weapons get a damage bonus equal to the current flux level - more flux, more damage!
Weapons that get this bonus glow to reflect the size of the bonus"

From the manual.

10
Suggestions / Stats page for your ships
« on: February 23, 2012, 09:21:46 AM »
Basically a page where I can see how many enemy ships each my of individual ships has taken out, maybe how much damage they have done. I would like to see how much damage my weapon loadouts are doing and to see how well the AI handles with customized ships.

11
General Discussion / Re: Sabot srm
« on: February 22, 2012, 04:28:32 PM »
Sabot right now is pretty useless, you get I think 3 missiles and at best it would take all 3 to take down shields of pretty much a frigate. If you don't kill him before his shields go back up it's basically a waste. Oh and then you don't have anymore missiles for other ships.


12
General Discussion / Re: Fleet size affecting Speed
« on: February 22, 2012, 10:04:07 AM »
Made a mistake, this is what's happening.

Even more TL;DR: Fleet size reduces speed by too much!

Changed in the next version - lower of two values, minimum ship speed OR average speed with a size-based penalty. Significantly higher speeds for heavier fleets - adding a Condor to your fleet no longer slows it to a crawl.

13
General Discussion / Re: Fleet size affecting Speed
« on: February 22, 2012, 07:04:00 AM »
It's gonna be changed so the Fleet speed is the same as the slowest ship.

*edit* So I wasn't exactly sure about what I said so I went to look for the post about it and I got it abit wrong

Even more TL;DR: Fleet size reduces speed by too much!

Changed in the next version - lower of two values, minimum ship speed OR average speed with a size-based penalty. Significantly higher speeds for heavier fleets - adding a Condor to your fleet no longer slows it to a crawl.

14
General Discussion / Re: Advanced Optics Hull Mod
« on: February 21, 2012, 06:02:34 PM »
Well it says beam weapons instead of energy weapons so I'm guessing it only counts the solid beam weapons.

15
General Discussion / Re: Fleet/Cargo/Fuel limits
« on: February 21, 2012, 06:01:19 PM »
at the moment there are no consequences of going any of your limits in anyway.. the only thing that has any consequence at all right now is fleet size.

You didn't exactly answer his question lol.

I for one have no idea.

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