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News: New blog post: Ship’s Log of Salvage Dave’s Final Mission (3/29/17); Updated in-dev patch notes for Starsector 0.8a
 
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Author Topic: [0.7.2a] Diable Avionics 1.71 (30/01/2017)  (Read 83459 times)
Troika
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« Reply #360 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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« Reply #361 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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« Reply #362 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 » Logged
Tartiflette
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« Reply #363 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 » Logged

 
Techhead
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« Reply #364 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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StarSchulz
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« Reply #365 on: December 27, 2016, 10:37:16 PM »

Could moving weapon mounts even be coded? have a hammerhead type ship that could move them to the sides for better coverage, or to the front for forward firepower.
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Tartiflette
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« Reply #366 on: December 27, 2016, 11:52:53 PM »

As I said, a lot of new things will be possible with modules. Whether it is difficult or desirable remains to be seen though.
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Tartiflette
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« Reply #367 on: January 09, 2017, 02:36:31 AM »

Require LazyWizard's LazyLib

Small adjustments after the first tournament highlighted a few issues.

Changelog:
1.7

BALANCING:
 - GlowTusk:
   . Raised the damage per shot to 500 from 450.
 - Hexafire Scatter-Cannon:
   . Reduced the flux requirement to fire from 1300 to 900. (Mjolnir side-grade)
 - Trifire Scatter-Cannon:
   . Reduced the flux requirement to fire from 675 to 450.
 - Prices adjustment:
   . Draft price increased from 8999 to 9499.
   . Vapor price decreased from 13599 to 11499.
   . Versant price decreased from 32599 to 27449.
   . Fractus price decreased from 25750 to 19999.
   . Gust price decreased from 57500 to 52999.

   . Recson S price decreased from 900 to 700.
   . Micro Missile Launcher price decreased from 900 to 500.
   . Thunderbolt MRM Rack price decreased from 600 to 400.
   . Recson V price increased from 1800 to 2400.
   . Glowtusk price decreased from 2700 to 2250.
   . Trifire price decreased from 3000 to 2100.
   . Glaux Lance Repeater price increased from 1950 to 3000.
   . State Support Beam price increased from 1650 to 2000.
   . SRAB Heavy Emitter price increased from 1500 to 2300.

   . Blizzaia wing price decreased from 26000 to 20000.
   . Valiant wing price decreased from 32000 to 26000.
   . Raven wing price decreased from 52000 to 32000.

BUGFIXES/IMPROVEMENTS:
 - Thunderbolt Pods:
   . Thunderbolts missiles now decelerate if they can't find a target, preventing the use of the catapult to reach ships far out of range.
 - Derecho system:
   . The AI now consider the full AOE for activating the system.
   . New improved visual feedback.

Enjoy!
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King Alfonzo
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« Reply #368 on: January 10, 2017, 07:07:58 PM »

Hey Tart, noticed something weird for the Draft; the ballistic and energy weapons end up glowing green. Not sure why.
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Midnight Kitsune
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« Reply #369 on: January 10, 2017, 07:59:50 PM »

Hey Tart, noticed something weird for the Draft; the ballistic and energy weapons end up glowing green. Not sure why.
Sounds like they stole some BRDY tech!
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Stop trying to balance the game around a few minmaxers...
Programming is like sex:
One mistake and you have to support it for the rest of your life.

Tired of having your game crash because of out of date mods? Then click here!
Get Version Checker today! Now with 90% less hassle! Simply toss it into your mod folder, activate the mod like a normal one and BINGO you will now be informed of any and all updates when you start SS campaign up!
Chaos Farseer
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« Reply #370 on: January 19, 2017, 09:14:30 PM »

Forgot to bring up this bug before the first round of the tournament. Sorry in advance, Corry. (Technically I did bring it up in the Discord chat, but didn't do so very loudly, and then forgot about it   Embarrassed  )

Diable Avionics ships do not suffer the range penalty from Safety Overrides. This is probably because the built-in hullmod messes with the Weapon Range Threshold stat on line 69 of DiableAvionicsUpgrade.java. I don't know, but it seems to be a likely place where the problem is? Image below for evidence.
The below is a Hayle outfitted with Safety Overrides and a Heavy Machine Gun (450 range, for reference), Glaux Lance Repeater (650 range) and Hypervelocity Driver (1000 range), from left to right. 60 seconds have passed, so there's no range modifier from the built-in hullmod, and Starsector+ has been disabled to prevent the built-in 5% range bonus on destroyers.

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Mini S
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« Reply #371 on: January 25, 2017, 04:11:17 PM »

the Shear-class(tug) is too cheap compared to the Ox-class(tug).

It has almost half the price.
It has a small hybrid weapon slot.
It has enuf OP to to add augmented engines.
It cost less 1 fuel in hyperspace.
Okey it has less hull and armor but makes up for it in an front-shield and in +35 speed.

I say it should cost at least 30000 credits before tax.
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StarSchulz
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« Reply #372 on: January 25, 2017, 05:50:21 PM »

Wait, they can equip augmented engines? could it possibly bring up an 8 Burn ship + augmented engines ( 9 ) with its own 9+1 to 10?
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Orikson
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« Reply #373 on: January 25, 2017, 06:40:05 PM »

Wait, they can equip augmented engines? could it possibly bring up an 8 Burn ship + augmented engines ( 9 ) with its own 9+1 to 10?

Tugs cannot equip Augmented Engines.
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Midnight Kitsune
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« Reply #374 on: January 25, 2017, 07:29:53 PM »

Wait, they can equip augmented engines? could it possibly bring up an 8 Burn ship + augmented engines ( 9 ) with its own 9+1 to 10?

Tugs cannot equip Augmented Engines.
Because of their lack of OP
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Stop trying to balance the game around a few minmaxers...
Programming is like sex:
One mistake and you have to support it for the rest of your life.

Tired of having your game crash because of out of date mods? Then click here!
Get Version Checker today! Now with 90% less hassle! Simply toss it into your mod folder, activate the mod like a normal one and BINGO you will now be informed of any and all updates when you start SS campaign up!
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