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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.9.1a] ED Shipyard 2.1.2 (crash fix)  (Read 268708 times)

Nick XR

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Re: [0.9.1a] ED Shipyard 1.9.0 (updated 03/11/2019)
« Reply #105 on: November 04, 2019, 09:55:03 AM »

The Pain Train is coming!

Sinosauropteryx

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Re: [0.9.1a] ED Shipyard 1.9.0 (updated 03/11/2019)
« Reply #106 on: November 04, 2019, 01:21:34 PM »

The train is great, I love that it actually choos.

One thing I noticed is the locomotive's bounds are a little wonky. Once the cars are dead, the enemy sends a lot of shots toward my backside, which doesn't seem to have any hit detection, so the projectiles just go right through.
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Ed

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Re: [0.9.1a] ED Shipyard 1.9.0 (updated 03/11/2019)
« Reply #107 on: November 04, 2019, 02:33:33 PM »

The train is great, I love that it actually choos.

One thing I noticed is the locomotive's bounds are a little wonky. Once the cars are dead, the enemy sends a lot of shots toward my backside, which doesn't seem to have any hit detection, so the projectiles just go right through.

Might be because the center of gravity of the locomotive is in the back, but the bounds are properly set, so i don't know how to fix it.
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Sinosauropteryx

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Re: [0.9.1a] ED Shipyard 1.9.0 (updated 03/11/2019)
« Reply #108 on: November 04, 2019, 03:02:35 PM »

I changed the detection radius to fully enclose the shield, like this, it seemed to solve the problem.
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Scorched Earth

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Re: [0.9.1a] ED Shipyard 1.9.0 (updated 03/11/2019)
« Reply #109 on: November 04, 2019, 05:15:25 PM »

I'm unsure how to download a rar file, I downloaded an app but the thing has been unpacking the file for a couple of hours now. I'd appreciate the help greatly. Thanks :)
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I_is_nublet

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Re: [0.9.1a] ED Shipyard 1.9.0 (updated 03/11/2019)
« Reply #110 on: November 04, 2019, 06:22:34 PM »

I'm unsure how to download a rar file, I downloaded an app but the thing has been unpacking the file for a couple of hours now. I'd appreciate the help greatly. Thanks :)
I use 7-zip. Gets it done quick.

If it is taking hours to unpack, either your comp is not up to par, or your program is wack :X
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Scorched Earth

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Re: [0.9.1a] ED Shipyard 1.9.0 (updated 03/11/2019)
« Reply #111 on: November 04, 2019, 06:30:22 PM »

Thanks for the help, turns out that the app I was using was trying to install a trojan, I switched apps and it downloaded in seconds.
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Ed

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Re: [0.9.1a] ED Shipyard 1.9.0 (updated 03/11/2019)
« Reply #112 on: November 04, 2019, 07:25:05 PM »

I changed the detection radius to fully enclose the shield, like this, it seemed to solve the problem.
Oh thanks, i fixed it here.

Thanks for the help, turns out that the app I was using was trying to install a trojan, I switched apps and it downloaded in seconds.
woah that was dangerous
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Scorched Earth

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Re: [0.9.1a] ED Shipyard 1.9.0 (updated 03/11/2019)
« Reply #113 on: November 04, 2019, 08:27:57 PM »

Yeaaaaa was not good but my firewall caught it
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Scorched Earth

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Re: [0.9.1a] ED Shipyard 1.9.0 (updated 03/11/2019)
« Reply #114 on: November 05, 2019, 01:58:56 PM »

Hey ed, where can I find in the mod download to change the reload speed for the Carolina Reaper, I find it too slow for my taste so is it possible for me to change it for myself?
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Ed

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Re: [0.9.1a] ED Shipyard 1.9.0 (updated 03/11/2019)
« Reply #115 on: November 05, 2019, 02:35:00 PM »

Hey ed, where can I find in the mod download to change the reload speed for the Carolina Reaper, I find it too slow for my taste so is it possible for me to change it for myself?
You would need to change the code on ReloadCRStats.java, delete this object
Code
private IntervalUtil interval = new IntervalUtil(1f, 1f);
and every mention of it from the code and then recompile, quite a lot of work.

I added this wait time to balance out, the Carolina would be too strong if it could reload fast.

Oh yeah also removing the wait time would cause the system to get a bit confused and do everything more or less at the same time, could lead to errors, would also make the entire thing frame dependent instead of time dependent, so if your FPS is high it would work faster and reload slower if fps is low.
« Last Edit: November 05, 2019, 02:37:37 PM by Ed »
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Scorched Earth

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Re: [0.9.1a] ED Shipyard 1.9.0 (updated 03/11/2019)
« Reply #116 on: November 05, 2019, 04:35:48 PM »

dang, that's a lot of work, you know what I think you know what you're doing so Ill opt-out of changing anything :)
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Ed

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Re: [0.9.1a] ED Shipyard 1.9.0 (updated 03/11/2019)
« Reply #117 on: November 05, 2019, 07:03:36 PM »

There is currently a crash if you die while using the Retriever as flagship, i figured out the fix, i will be making a new release tomorrow

If you need a quickfix open up this file: ED Shipyard\data\hulls\edshipyard_retriever_control.ship (use notepad) and replace all the contents for this

Code
{

  "bounds": [
    3,
    -3,
    -3,
    -3,
    -3,
    3,
    3,
    3
  ],
  "center": [
    2,
    2
  ],
  "collisionRadius": 8.5,
  "engineSlots": [],
  "height": 4,
  "hullId": "edshipyard_retriever_control",
  "hullName": "Control",
  "hullSize": "FRIGATE",
  "shieldCenter": [
    0,
    0
  ],
  "shieldRadius": 7.5,
  "spriteName": "graphics/ships/edshipyard_retriever_glow1.png",
  "style": "HIGH_TECH",
  "viewOffset": 0,
  "weaponSlots": [],
  "width": 4
}
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Ed

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Re: [0.9.1a] ED Shipyard 1.9.0a (updated 06/11/2019)
« Reply #118 on: November 06, 2019, 06:23:51 AM »

Ok fix is up
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Sartek

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Re: [0.9.1a] ED Shipyard 1.9.0a (updated 06/11/2019)
« Reply #119 on: November 07, 2019, 10:02:50 AM »

Great mod, especially loving the delievery drones.

I am always too careful with my missiles, even if I almost never ran out. Maybe I`ll need them later. This makes me use them like they are intended.

Question about the Maltese repair drones tho, are they meant to be useful only in the early game and on small ships. The repair speed is rather....low.
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