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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Author Topic: [0.9.1a] Diable Avionics 2.04 (2019/05/14)  (Read 444508 times)

Tartiflette

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Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
« Reply #345 on: November 19, 2016, 10:45:03 AM »

There is one available in the last mission if you want to check out if it's there.
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DrakonST

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Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
« Reply #346 on: November 19, 2016, 10:46:45 AM »

Can you, though? I asked this because if you can spawn one and I can't, something is wrong with my installation.
He can't be added in the simulator. It simply isn't registered in a mod code.

There is one available in the last mission if you want to check out if it's there.
Also. Yes.
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Lolpingu

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Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
« Reply #347 on: November 19, 2016, 10:49:28 AM »

There is one available in the last mission if you want to check out if it's there.


Yeah, something is definitely not right here. There are 3 missions, with the biggest one being T minus zero. The biggest ship in the fleet is a Maelstrom. Thanks for confirming my suspicions. I'll try to turn off non-critical mods and see if the mission gives me a Pandemonium then.
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Tartiflette

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Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
« Reply #348 on: November 19, 2016, 10:55:27 AM »

The mission in question is "Training ground" though. And if it's not there, you are either using a very outdated version of Diable, or didn't deleted the old folder before extracting the new one.
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Lolpingu

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Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
« Reply #349 on: November 19, 2016, 11:13:49 AM »

The mission in question is "Training ground" though. And if it's not there, you are either using a very outdated version of Diable, or didn't deleted the old folder before extracting the new one.


Ah yes, there it is. Looks like I was just extremely unlucky then. Thanks for the help and sorry for bothering you  :)
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Tartiflette

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Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
« Reply #350 on: November 19, 2016, 11:25:38 AM »

Do you play with Scy or Nexerelin? Because then it often is available at the Prism Freeport.
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Lolpingu

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Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
« Reply #351 on: November 19, 2016, 11:54:40 AM »

Do you play with Scy or Nexerelin? Because then it often is available at the Prism Freeport.


Yeah, I do play with Nexerelin and Prism Freeport enabled. It's right in the middle of the sector so I stop by there often while going from system to system looking for that ship. It seems to have sold at some point every battleship of every faction currently in my game EXCEPT for this one. Also, none of the Diable fleets seem to have a Pandemonium, even extremely large ones like the 60 point defense fleets that you can spawn at stations/planets.
« Last Edit: November 19, 2016, 12:15:17 PM by Lolpingu »
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Bastion.Systems

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Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
« Reply #352 on: November 30, 2016, 09:58:28 AM »

I think Thrush is still pretty bad, still have to point blank to get the primary missile to hit and the secondary payload is too slow and poorly targeted to hit anything that is moving.
Compare the Thrush LRM System with vanilla Sabot SRM Pod. With sabot you get more missiles per pod, higher base damage, far better targeting and these things are also super effective against shields.

In general the missile weapons in this mod are below average in power, mostly due to weak targeting, but Thrush is still especially useless.
« Last Edit: November 30, 2016, 10:54:02 AM by Bastion.Systems »
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Phearlock

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Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
« Reply #353 on: December 01, 2016, 03:30:12 AM »

I disagree, I think the Thrush has its place as a fast-acting LRM. Great when trying to catch fleeing ships compared to the slower, higher dps LRMs. Its speed also lets it double as a close range extra burst of HE damage against an overloaded target if you aim it well (you do generally have to aim them if you're close enough to see the target, as yes, they're not very maneuverable).

Also, you're also comparing it to a short range limited-ammo shieldbreaker missile, the Thrush is better compared to the Pilum, as it's a regenerating-ammo long range suppression HE missile.

Good missile, suggest keeping it as it is.
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Bastion.Systems

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Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
« Reply #354 on: December 01, 2016, 03:57:57 AM »

I guess it is pretty fast compared to other super long range missiles. And you have managed to hit stuff at range with it? Maybe it just gets better on higher levels of Missile Specialization. Could be that I am using it wrong, but I still think it deserves a boost in at least one area.
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Troika

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Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
« Reply #355 on: December 24, 2016, 03:25:36 PM »

Will we ever get transforming capital ships?
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Midnight Kitsune

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Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
« Reply #356 on: December 24, 2016, 03:48:35 PM »

Will we ever get transforming capital ships?
Ha! If I remember correctly, the frigate was a royal pain in the ass
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Sy

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Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
« Reply #357 on: December 24, 2016, 04:12:34 PM »

Will we ever get transforming capital ships?
not unless something is changed in vanilla to properly allow it, at least if we're talking about almost fully transforming ships like that one. but possibly ones that have small-ish moving parts... if Tartiflette ever decides he wants to make one. ^^ actually, SCY's Siren cruiser and Nemean Lion battleship do have something like that.

there are several issues with transforming ships due to the fact that Starsector wasn't actually designed for these. for example, the collision bounds (aka where a ship can be hit) can't be animated. so any ship that changes visual shape in battle will have collision bounds that don't entirely line up with at least one of its possible shapes. that's not too big a deal for a fighter or even frigate, but on a capital ship it would be very noticeable, in a really bad way.
« Last Edit: December 24, 2016, 04:15:11 PM by Sy »
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Tartiflette

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Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
« Reply #358 on: December 25, 2016, 10:04:15 AM »

Just mentioning that the stations' modules feature might change a lot about what is possible or not concerning transforming ships. Not to give anyone too much hope because it might just not fit the mod, or just not be interesting gameplay wise (for example, it would take a lot more time to transform a capital, making switching modes much less useful). Alos, I enjoyed a lot making the transforming frigate and it was one of the very few times I coded something right on the first try... But it did required an inordinate amount of work for a ship of this size.
« Last Edit: December 25, 2016, 10:05:59 AM by Tartiflette »
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Techhead

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Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
« Reply #359 on: December 26, 2016, 10:22:44 PM »

You might be able to get away with less major transformations that don't affect the bounds of the ship appreciably. Like... you have forward maneuvering jets retract into the hull to make way for side-mounted built-in cannons that extend out of the wings behind them. Or something else where part X is replaced by part Y.
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