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Messages - Sinosauropteryx

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31
What determines a ship's contrail on the campaign map?

Is there a way for a ship with all angled engines (non 180 degrees) to have a normal 180 degree contrail?

32
Suggestions / "weaponFrequency" and "fighterFrequency"
« on: March 10, 2021, 12:50:35 PM »
.faction files have a scalar value, "hullFrequency," that allows certain hulls or tags to show up more/less often.

I humbly suggest that scalar values "weaponFrequency" and "fighterFrequency" be implemented, with similar functionality for making weapons and fighter wings show up more or less often.

33
Bug Reports & Support (modded) / Re: Two autofit loadout bugs
« on: March 09, 2021, 01:36:55 PM »
Great to hear! Thank you, Alex.

34
Bug Reports & Support (modded) / Re: Two autofit loadout bugs
« on: March 09, 2021, 07:05:25 AM »
Thanks, Rusty.

If it's something complicated I still probably wouldn't want to touch it, though, for fear of breaking something at this late a stage.
That would make me sad, but I wholly understand.

35
Bug Reports & Support (modded) / Two autofit loadout bugs
« on: March 08, 2021, 08:16:08 PM »
Bug 1: When using autofit on a ship with modules, the modules will be fitted with weapons, but not hullmods.

Bug 2: When autofitting a ship with missile hardpoints beyond at a certain angle (+-48 degrees) they do not autofit correctly. Specifically, loadouts with Sabots in those slots seem to have a lot of problems equipping them. I have more details about the problem here: http://fractalsoftworks.com/forum/index.php?topic=17229.msg271738#msg271738

Sorry if you've heard these before.

36
Mods / Re: [0.9.1a] Seeker - Unknown Contact 0.406 (2020/11/27)
« on: November 30, 2020, 06:35:30 PM »
I found some long-range arbalest in a market, was able to buy, but unable to equip. It didn't show up in the refit screen at all. I looked in the .csv and saw it was SYSTEM tagged, so was it supposed to show up in markets? In case it matters, it was Kazeron military market.

37
I want to make a star system with three equidistant planets, all on the same orbit, and moving at the same speed. Arrayed somewhat like the blades of a fan. Is this possible? I can create the first planet, but how do I make the second and third have the same orbit period and not start in the same location?

38
Mods / Re: [0.9.1a] Kingdom of Terra (v0.11) - Big Bitey Boi
« on: November 24, 2020, 04:58:59 PM »
Update time!!!

Featuring this hull-crunching capital, the Rex-class fast battleship.

Thanks to yourleader for the idea! Check out his concept art here.

Also included, these two conversion ships:

Credit goes to Unnamed_Shadow for the Hammerhead suggestion.

And these two large weapons:


And a slew of other changes. Most notably:
- No more soft lock bug! (Turns out, there was something I could do about it)
- No more fleet spam in Nexerelin / Vayra's Mod!
- More planets around Garghool!

For full changes see here:
Changelog
Nov 24, 2020: v0.11 released.
- New ship: Rex-class fast battleship.
- Conversion ships: Hammerhead (KoT), Kite (KoT).
- New weapons: Avalauncher, Drill Factory.
- Basilisk, Urchin: Spin speed is no longer tied to frame rate; should spin and throw spikes more consistently in laggy battles.
- Rhino:  AI improved. Numerous nerfs (to offset now very powerful AI-controlled Rhino).
 -- Top speed w/ system reduced (230 -> 155)
 -- Drill damage reduced (4800 -> 3000) - also affects Mammoth
 -- Hull: 7500 -> 6500
 -- Armor: 750 -> 550
- Bee shooter: Projectile speed buffed (1000 -> 1400)
- BUGFIX: Enemy module ships retreating should no longer soft-lock the game. (Tentative fix - may revert if it messes up other mods)
- Campaign level changes:
-- Faction aggression, war decs, and bad rep events in Nexerelin/Vayra's Sector have been toned down. (no giant fleet spam - hopefully)
-- Neoterra's heavy industry variant should no longer show up in industry list (unless you're on Neoterra).
-- The faction's home system has been overhauled and expanded.
-- Neoterra: Size 9 -> size 7. grug bad at counting
-- Added caveman characters to Combat Chatter.
[close]

This update should be save compatible, but some content (like home system changes) requires a new save.

39
Is it possible to change the way monthly salaries are calculated? For example, could I make a type of crew that gets paid less or more than normal crew?

40
Ah, too bad.

I want to make a weapon barrel that recoils forwards instead of backwards. Putting a negative number in the recoil field doesn't work. Am I out of luck?

41
Mods / Re: [0.9.1a] Kingdom of Terra (v0.10.1) - Hotfix
« on: November 11, 2020, 05:52:34 AM »
Hey, thanks for the bug report!

What is probably happening is that one or more module ships are retreating somewhere in the battle. This is a vanilla bug, any retreating module ship will put the battle in a soft lock, forcing the player to retreat. Unfortunately, because it's vanilla there's not much I can do at this point.

The good news is Alex will be fixing this bug in the next update. In the meantime, instead of retreating, here is the solution I suggest (and personally use).
LazyWizard's Console Commands

When you get into that locked battle state, press Ctrl + Backspace, then type "endcombat" without quotes. It will award a victory instead of defeat/retreat.

If there's something else happening - like if you're sure there are NO module ships retreating, but still locking up - let me know.

42
getExactBounds() is used for collisions. getVisualBounds() is used for rendering ship pieces after they've been split apart, the ship sprite is stenciled to an area defined by the bounds, weapons outside it are discarded, etc. I forget what the difference is in how the two are generated, but in terms of what they're for, that's it.
Alright - thanks!

Is it possible to change the maximum industry count for a given planet, without affecting other planets?

43
What's the difference between getVisualBounds() and getExactBounds()?

Ah, there isn't, sorry! It's hardcoded to 50% for fighters.

thanks  :'(
I don't know if you've already tried this (I haven't) but if you turn a fighter into a frigate, or change its collision class, right as it dies, the hulk might stick around?

44
Mods / Re: [0.9.1a] Kingdom of Terra (v0.10.1) - Hotfix
« on: August 29, 2020, 05:42:24 PM »
Thanks for the bug report! I was able to isolate and fix the problem.

It's not something that's easy to put out a hotfix for, and avoiding the crash can be done in game, so expect it to be fixed in the next content update.

45
Mods / Re: [0.9.1a] Kingdom of Terra (v0.10.1) - Hotfix
« on: August 27, 2020, 05:26:51 PM »
Hey, welcome back Ed, that was a sweet tournament right? I totally agree.

I suppose I should post this here too while I'm at it:

HOTFIX released today, v0.10.1
Save compatible.
- Bugfix: Vanilla known weapon blueprints were being wiped from pirate/indie factions. This is no longer the case.
- Version file should be a little more accurate.
- Ammonite codex description added.

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