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News:

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] Leading Pip 1.8.3  (Read 86739 times)

Dark.Revenant

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Re: [0.7.2a] Leading Pip 1.7.5
« Reply #45 on: April 09, 2017, 12:47:49 PM »

Yeah, it works on its own.
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majorfreak

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Re: [0.7.2a] Leading Pip 1.7.5
« Reply #46 on: April 10, 2017, 08:36:17 PM »

you might want to tell the guy who made Scy nation (he mentions leading pip in his OP as being packaged with SS+)
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Dark.Revenant

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[0.8a] Leading Pip 1.8.0
« Reply #47 on: April 21, 2017, 11:43:12 PM »

Hello!

(Requires LazyLib 2.2 (Updated!))

We also recommend Version Checker to notify you when an update is ready.

Version 1.8.0:
- Various bugs fixed
- Works in Starsector 0.8a
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sycspysycspy

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Re: [0.8a] Leading Pip 1.8.0
« Reply #48 on: April 23, 2017, 07:09:33 PM »

Hello!

(Requires LazyLib 2.2 (Updated!))

We also recommend Version Checker to notify you when an update is ready.

Version 1.8.0:
- Various bugs fixed
- Works in Starsector 0.8a

Sometimes the square doesnt show up need to select the weapon group again to make it come out. And some weapon does not have the square at all? Sabot for example even if there are other weapons in the same group
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Please report any translation error to me with PM.
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Dark.Revenant

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Re: [0.8a] Leading Pip 1.8.0
« Reply #49 on: April 23, 2017, 08:47:25 PM »

Some weapons return different speeds than they used to.  I'll try to guard against that in the next release.

Also, the weapon group select isn't really fixable; I just have to pray the game registers the key events.  It's impossible to determine which weapon group the player has selected.
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Dark.Revenant

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[0.8.1a] Leading Pip 1.8.1
« Reply #50 on: June 04, 2017, 03:46:43 AM »

Now works perfectly, i.e. no hax to detect weapon group.

(Requires LazyLib 2.2)

We also recommend Version Checker to notify you when an update is ready.

Version 1.8.1:
- Various bugs fixed
- Works in Starsector 0.8.1a
« Last Edit: June 11, 2017, 09:38:17 PM by Dark.Revenant »
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Dark.Revenant

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[0.8.1a] Leading Pip 1.8.2
« Reply #51 on: April 24, 2018, 11:10:30 PM »

Small update.

(Requires LazyLib 2.2)

We also recommend Version Checker to notify you when an update is ready.

Version 1.8.2:
- Toggle key now actually works
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Dark.Revenant

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[0.9a] Leading Pip 1.8.3
« Reply #52 on: November 16, 2018, 06:29:07 PM »

Minor update for 0.9a.

(Requires LazyLib 2.4)

We also recommend Version Checker to notify you when an update is ready.

Version 1.8.3 (November 16, 2018):
- Works in Starsector 0.9a
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frozentoes

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Re: [0.9a] Leading Pip 1.8.3
« Reply #53 on: November 19, 2018, 06:25:53 PM »

The thread seems quiet so let me just say: Thank you!
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Dark.Revenant

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Re: [0.9a] Leading Pip 1.8.3
« Reply #54 on: November 19, 2018, 06:28:36 PM »

You're welcome!
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rin

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Re: [0.9a] Leading Pip 1.8.3
« Reply #55 on: November 25, 2018, 04:52:22 AM »

Do I have to activate something to get this mod to work? I put it in the mods folder, just like the other mods, but unfortunately I do not see a leading pip.
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Dark.Revenant

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Re: [0.9a] Leading Pip 1.8.3
« Reply #56 on: November 26, 2018, 02:02:16 AM »

The mod is activated, right?  Just target a ship and you'll see it.
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Dark.Revenant

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Re: [0.9.1a] Leading Pip 1.8.3
« Reply #57 on: May 17, 2019, 03:06:05 PM »

Tagged for 0.9.1a.  No update required!
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WKOB

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Re: [0.9.1a] Leading Pip 1.8.3
« Reply #58 on: August 18, 2019, 01:37:34 AM »

This is a good mod that gets little praise because it's kind of a subtle one, so I just wanted to say I always look for this one when I come back to the game on the rare big updates. Thanks for the keeping the community healthy.
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