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Author Topic: [0.95.1a] Diable Avionics 2.70rc3 (2023/04/13)  (Read 1276024 times)

Hazard

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Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
« Reply #270 on: April 03, 2016, 09:30:51 AM »

I don't quite follow you: how exactly does the second picture have the right range?

And is this something you can't fix on your end? Like I said, it gimps long range weapons pretty thoroughly on Diable Capitals.
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Tartiflette

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Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
« Reply #271 on: April 03, 2016, 10:05:05 AM »

It means that for very long range weapons the behavior is inverted: you actually get a short range boost while you are at -15% targeting and then it get to a very small debuff at +15%. The debuffed range being much closer to the default range that the initial buffed range. The point beyond which things start to become weird is at twice the range threshold.

I'm trying a new calculation now but no promises.
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isaacssv552

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Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
« Reply #272 on: April 03, 2016, 11:30:25 AM »

It means that for very long range weapons the behavior is inverted: you actually get a short range boost while you are at -15% targeting and then it get to a very small debuff at +15%. The debuffed range being much closer to the default range that the initial buffed range. The point beyond which things start to become weird is at twice the range threshold.

I'm trying a new calculation now but no promises.
You could always just disable it for weapons above 1000 range.
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Tartiflette

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Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
« Reply #273 on: April 03, 2016, 12:09:11 PM »

You could always just disable it for weapons above 1000 range.
I can't, it's every weapons or none. Otherwise I would have only changed the range of the weapons below the threshold.
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isaacssv552

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Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
« Reply #274 on: April 03, 2016, 12:45:08 PM »

You could always just disable it for weapons above 1000 range.
I can't, it's every weapons or none. Otherwise I would have only changed the range of the weapons below the threshold.
Couldn't you just access the WeaponAPI with ship.getAllWeapons and then handle the range on a case by case basis? It might reduce performance slightly but, based on a quick look at the API, it seems doable.

EDIT: Nevermind, it won't let me use any of the modify methods when I access the stat directly from the weapon.
« Last Edit: April 03, 2016, 12:51:53 PM by isaacssv552 »
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Tartiflette

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Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
« Reply #275 on: April 03, 2016, 12:59:53 PM »

That would cause a plethora of issues with some modded weapons (and certainly mess up their targeting AI), but in any case you can only read the range of a weapons, not change it.
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Huginn

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Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
« Reply #276 on: April 03, 2016, 05:06:17 PM »

Gotta say thanks for this mod!

Having a blast with missile fleets and such!
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Blaze

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Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
« Reply #277 on: April 04, 2016, 09:00:18 PM »

A bit nit-picky here, but DA patrols will occasionally pull you over for smuggling checks, despite having no illegal commodities to search for.
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Mr. Nobody

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Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
« Reply #278 on: April 04, 2016, 11:21:12 PM »

Bottom line: does advanced avionics touch the range of the guns yes or no?

Also: since the Panda looks really similar to two Maelstrom welded together.
And I recall hearing something about a "frigate carrier".

Can we ever hope for a IBB fleet that at a first glance looks like a normal Diable fleet but as soon as the battle start the whole fleet groups together and goes full GATTAI!?

Appropriate music and camera angles are a must.
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On the left half of the Bell curve

Tartiflette

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Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
« Reply #279 on: April 04, 2016, 11:48:56 PM »

A bit nit-picky here, but DA patrols will occasionally pull you over for smuggling checks, despite having no illegal commodities to search for.
They also search for stuff bought from the black market, that is illegal too.

Bottom line: does advanced avionics touch the range of the guns yes or no?

Also: since the Panda looks really similar to two Maelstrom welded together.
And I recall hearing something about a "frigate carrier".

Can we ever hope for a IBB fleet that at a first glance looks like a normal Diable fleet but as soon as the battle start the whole fleet groups together and goes full GATTAI!?

Appropriate music and camera angles are a must.
Advanced Avionics does change the range, but only positively. It has some issues with long range weapons but I found a slightly different way to do it that cause less issues. I might release a hotfix at some point, although I'd like to add a little something to justify downloading the mod again.

The "Frigate Carrier was an idea for Scy, not Diable, and in the end might be part of Seeker instead. There might be a second IBB ship in the future but it will be part of the same bounty fleet.
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Huginn

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Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
« Reply #280 on: April 05, 2016, 08:15:06 AM »

Love this mod, and especially the design of the ships! Are you planning to add more? Or maybe new factions later on maybe? I would very much enjoy seeing more from ya thanks to this one.

Well done!
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Tartiflette

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Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
« Reply #281 on: April 05, 2016, 09:07:43 AM »

FlashFrozen created Neutrino Corp before Diable Avionics, and their sprites have a common style.
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radekplug

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Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
« Reply #282 on: April 06, 2016, 03:00:37 PM »

i find gulf ibb nice pice killing machine.
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HellBent

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Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
« Reply #283 on: April 09, 2016, 09:17:01 AM »

I've been playing with this module for a long time, but I still find the DA ships extremely overpowered.
They wipe out shields extremely quickly with missile barrage and huge numbers of fighters, have very good manoeuvrability so even if you can break through their shields, they'll just blink away.
Also did I mention the extremely strong fighters and missiles?

I struggle to kill a DA fleet half the size of any other faction, which I normally would breeze through.
Any tips? Have tried meeting with many of my own anti-fighter fighters and large amounts of PD. Never enough.
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JohnDoe

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Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
« Reply #284 on: April 09, 2016, 09:27:42 AM »

Normal PDs won't cut it; they either waste your flux shooting at empty space (Machine Guns etc.), can't break shielded fighters (Tactical Lasers with IPDAI, PD Lasers and LR PD Lasers etc.) or don't have enough charges to deal with large amount of threats (Burst PD, Argus, Guardian etc.). You really need area PDs like Dual Flak Cannons and other non-conventional anti-fighter weapons like Phase Beams/HVDs.
« Last Edit: April 09, 2016, 09:32:21 AM by JohnDoe »
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