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Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

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Author Topic: [0.9.1a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla  (Read 50646 times)

DatonKallandor

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Re: [0.9.1a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
« Reply #30 on: September 24, 2019, 01:20:49 PM »

I'd have to make yet another version of the mod with slower reload times and that's not happening. If you have specific examples of missiles reloading too quickly I'll take a lot at it, but in general you'll get less missile swarms than in vanilla because I've added lengthy refire times to all the missiles that were missing them.
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Selbin

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Re: [0.9.1a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
« Reply #31 on: October 22, 2019, 10:14:37 PM »

Just thought I'd ask, as I had an idea last night: Would it be at all feasible to have the mod, instead of tweaking individual weapons, be, say, a hullmod that gives regen to missiles? It'd have to do some kind of data search and screen out ones that already regen, and might involve some pretty complicated math to determine the regen rates of various missiles based on their default stats, but....

Like I said, this is just an idea. I'm not a modder, so I cannot accurately judge how big of a pain this might be.
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prav

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Re: [0.9.1a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
« Reply #32 on: October 23, 2019, 02:21:31 AM »

you can basically just copy PeriodicMissileReload.java and adjust it to taste
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ebolamorph

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will we ever get a just missile regen version of this mod? Thats all out of this mod that i want. The magazine based ballistics i can do without tbh.

Preferably with the respective vanilla reload stats and vanilla friendly stats for single fire launchers

for single fire launchers i just had an even better idea. If any of you here watched the remake of the battlestar galactica series then youd know about the ammo factory scene aboard galactica. What if, hear me out, what if there was something like this aboard every ship for ballistics, and with a hullmod we could enhance out ships ammo production facility to produce missiles and torpedoes. The rule being that the larger the torpedo the longer it will take to build and reload a new one. For smaller missiles the reload could be fairly quick or for, say as an example, a single fire harpoon launcher, the reload would be fairly quick (within reason. It IS a barely not a torp after all from what ive noticed) due to it only being one missile with larger launchers taking longer to reload due to having to manufacture multiple missiles for that reload
« Last Edit: June 29, 2020, 03:34:48 PM by ebolamorph »
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Crimson Sky Gaurdian

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will we ever get a just missile regen version of this mod?
For a quick and dirty fix, venture into starsector-core/data/hullmods/hull_mods.csv and for missile_reload set unlocked to TRUE.
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DatonKallandor

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will we ever get a just missile regen version of this mod? Thats all out of this mod that i want. The magazine based ballistics i can do without tbh.
The download includes a version of the weapon_data.csv that's missiles only. To switch to that, go into the mod folder/data/weapons and rename the missile_only_weapon_data.csv to weapon_data.csv (replacing the existing one). Edit: I'll put this in the first post.

Doing regen missiles with vanilla refire rates would be broken as hell and the AI wouldn't know how to handle it while the player would. Not gonna do that, but you can make those changes yourself if you want. Proper credit if uploaded to the public, etc.
« Last Edit: June 30, 2020, 05:21:13 AM by DatonKallandor »
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