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Author Topic: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)  (Read 701145 times)

Deathfly

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #825 on: March 09, 2015, 12:01:11 AM »

I must be blind, I've searched all over the sector trying to find the hidden station where the unsung etc spawn, but I can't find it

;.;

Try harder. It is not "very" far away form Corona Australis. And it is easier to find it with Common Radar.

So trying to fit the unsung with the "Elite" variant I noticed I didn't have the "Neutrino Omega Upgrade" only the "Neutrino Sigma Upgrade". I don't even see the omega in the hullmods and it isn't unlocked by and skills. Is it supposed to be neutrino faction only or is there some way to unlock it?

It used to be unlocked by player skill IIRC. But it wouldn't compatible to SS+ so...
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Lucian Greymark

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #826 on: March 09, 2015, 06:25:12 AM »

I just did another grid search and I found the sodding thing, must have just missed it last time

*wipes brow* well there's 100K worth of supplies and fuel down the drain. but I know where it is now at least
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Deathfly

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #827 on: March 14, 2015, 08:31:42 AM »

Well, recently i am doing some script works on Neutrino Corp. mostly on missiles AIs. But this thing become big and some missiles are totally reworked in fact.

I had PM FlashFrozen and he(or she?) said I may post then out if I did not misunderstanding him. and maybe it will implement to next ver of mod.

So a Neutrino missiles boost will coming out for test if i can hurn down all the bugs and pack them up soonTM.
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Deathfly

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #828 on: March 15, 2015, 09:14:54 AM »

Hunting my own bugs was not as fun as I expect. But well...OK, here we go.

Neutrino corp Missile_Boost_TEST, a mod's mod, is out.(download at attachment)

For Neutrino corp v 1.81

Just overwriting the old file and try.

ShaderLib and LazyLib required.

Needs some feed back for further adjustment.
If it crash, PM me.

EDIT: Just find this addon will crash in JRE 7.
If someone got the "Index: 0, Size: 0" error, use JRE 8 or wait for a compatibility fix.
Sorry for the inconvenient, It's my own **** fault to use a JDK 8.

EDIT2: well, now I learned more thing about "for()"
RC2 is out, hope this one work.

EDIT3:RC3 released.

Code
RC2(for Neutrino corp v 1.81)
----------------------
Fix the crash when using JRE 7.

RC1(for Neutrino corp v 1.81)
----------------------

Phase Missile System
-Rework the phased stage. Improve track ability.
-Add a missile call in and phase out effect.
-Add a new system AI for AI(what did I just mean?).


Adv. P. Torpedo
-A new AI make the missile aim better.(Even better then your PDAI...)
-Rework the payload release mechanism. Now it will need 0.5 sec to charge up.
-Payloads now can not be shot down. Total dmg = 300 + 2x100 + 10x20 = 700 EN.
-ECCM hull mod will active missile's omni thrust system.(still in test)
-Medium and large sized launcher now reload at a rate about half of their ROF.
-Small launcher reload 1.2 ammo per min and have 20 sec cool down(was 13).
-Small launcher base ammo down to 2 form 12.
-New render hints (for hide mounts).


Photon Torpedo Launchers
-A new AI make they track better(or maybe?)
-Will acquire target when firing ONLY. Can not acquire new target once it was launched.
-Light Photon Torpedo fulx per shot down to 100 form 175.
-Light Photon Torpedo Launcher reload 6 ammo per min.
-Photon Torpedo Launcher reload 10 ammo per min.


Javelin Torpedo Launcher
-Reload 4 ammo per min.


Sapper SRM
-New render hints (for hide mounts).



« Last Edit: March 21, 2015, 08:27:29 AM by Deathfly »
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matveich

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #829 on: March 16, 2015, 07:45:31 AM »

Hi,

Do I understand correctly, that special neutrino ships(for example unsung) do not spawn at their bases? Is there an easy way to include those ships to neutrino fleets and markets? I am using nexerelin mod, so there is no hidden base.
« Last Edit: March 16, 2015, 10:27:12 AM by matveich »
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c plus one

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #830 on: March 16, 2015, 01:31:47 PM »

Hi,

Do I understand correctly, that special neutrino ships(for example unsung) do not spawn at their bases? Is there an easy way to include those ships to neutrino fleets and markets? I am using nexerelin mod, so there is no hidden base.


I'd like to know the answer to that, too. A universe without any chance (however modest) of realistically acquiring an Unsung is not a universe I want to play in.  ;)
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Deathfly

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #831 on: March 16, 2015, 06:30:52 PM »

Everyone want a Unsung in (n)exerelin? well, the easist way to acquire it is by using Console Commands mod.(follow the help, the ship ID is neutrino_unsung)

The other way? well, if you want to let it spawn normaly, you will need to do some mod in that .JAR file. And I thnk it is not an easy way.
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Tartiflette

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #832 on: March 17, 2015, 01:52:22 AM »

I'd like to know the answer to that, too. A universe without any chance (however modest) of realistically acquiring an Unsung is not a universe I want to play in.  ;)
The problem is quite the opposite: it's tricky to make it NOT too common! You don't want to face that ship on a regular basis... Or two of them at once!
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Deathfly

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #833 on: March 17, 2015, 04:16:39 AM »

I'd like to know the answer to that, too. A universe without any chance (however modest) of realistically acquiring an Unsung is not a universe I want to play in.  ;)
The problem is quite the opposite: it's tricky to make it NOT too common! You don't want to face that ship on a regular basis... Or two of them at once!

And a truth is, there are already too many capitals in Neutrino fleets now. Maybe le too low supply per day make the AI believe that "9 supply/day? it must be a heavy cruiser."  :D
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Histidine

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #834 on: March 17, 2015, 04:22:08 AM »

To get Unsung to appear in fleets/markets: open Neutrino corp/data/world/factions/neutrinocorp.faction and add one or more Unsung variants to the combatCapital table

(well that should work anyway, didn't try myself)
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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #835 on: March 19, 2015, 03:05:05 PM »

Another minor thing for when the mod gets updated again, can the advanced photon torpedo casing that's left over after expending its payload be made to explode like, a second after it discharges or something?  They spoof PD systems pretty well, which matters when you've got 20 or so missiles on the screen.  I appreciate it from the perspective of being the one firing the ordinance, but this should probably be tweaked: PD AI shouldn't be going after unguided stuff running on momentum that does single-digit damage.
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Deathfly

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #836 on: March 19, 2015, 09:35:50 PM »

Noted this one as well as some other minor issues.

Photon Torpedo now track too good so i am considering to nerf that AI some how.

Adv Photon Torpedo have some problem with vent AI. And their turn rate are too high IMO.

Well, I will post a new RC after I done for scripts reorganization.

BTW, I have done some more adjustment on omni thrust, and just found that it looks very very odd when some slow turning missile always accelerate to it's target regardless it's facing. It looks like a space mine instead of a missile.
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Deathfly

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #837 on: March 21, 2015, 07:13:07 AM »

OK, a new build is out. Now all the Neutrino's missile are worth their OP now.

Need some feed back for balance adjustment. If I had overdone anything, please let me know.

EDIT: opps, got a little bug which will cause Adv. P. Torpedo and Javelin Torpedo act weird without Omni thrust system.
A hot fix is out.

EDIT2: got another fix.

Code
RC3.1(for Neutrino corp v 1.81)
----------------------

Fix a bug which cause Adv. P. Torpedo and Javelin Torpedo act weird without Omni thrust system.


RC3(for Neutrino corp v 1.81)
----------------------

Adv. P. Torpedo
-Turn rate down to 180 form 300.Turn acc down to 90 form 600.
-Missiles will try not to crash into it's target.
-Large/Medium sized launcher now will shot out 4/2 missiles simultaneously.(or the vent AI form SS+ will always interrupt the burst at long range.)
-It's empty case now pure visually.
-Omni thrust system now will be unlocked by Neutrino Sigma Upgrade.
-Omni thrust system now smarter.(still not sure about this one)


Photon Torpedo Launchers
-Light Photon Torpedo and Photon Torpedo turn acc down to 30 form 200.
(They just doing too well with the new AI.)

Javelin Torpedo Launcher
-Reload 2 ammo pre min now.
-Javelin torpedo will use a new AI if launching ship has ECCM package.
-Omni thrust system now will unlock when both Neutrino Sigma Upgrade and ECCM package installed.(YOU CAN'T DODGE THIS ONE!)


Sapper SRM & Goliath SRM Launcher
-Use a script to control their speed, so player skill and hull mod won't shorter their range now.

Some scripts reorganization & clean up.
(I have done enough attempt to manage the missile heading by math, so just ues the hacky way.)


RC2(for Neutrino corp v 1.81)
----------------------

Fix the crash when using JRE 7.

RC1(for Neutrino corp v 1.81)
----------------------

Phase Missile System
-Rework the phased stage. Improve track ability.
-Add a missile call in and phase out effect.
-Add a new system AI for AI(what did I just mean?).


Adv. P. Torpedo
-A new AI make the missile aim better.(Even better then your PDAI...)
-Rework the payload release mechanism. Now it will need 0.5 sec to charge up.
-Payloads now can not be shot down. Total dmg = 300 + 2x100 + 10x20 = 700 EN.
-ECCM hull mod will active missile's omni thrust system.(still in test)
-Medium and large sized launcher now reload at a rate about half of their ROF.
-Small launcher reload 1.2 ammo per min and have 20 sec cool down(was 13).
-Small launcher base ammo down to 2 form 12.
-New render hints (for hide mounts).


Photon Torpedo Launchers
-A new AI make they track better(or maybe?)
-Will acquire target when firing ONLY. Can not acquire new target once it was launched.
-Light Photon Torpedo fulx per shot down to 100 form 175.
-Light Photon Torpedo Launcher reload 6 ammo per min.
-Photon Torpedo Launcher reload 10 ammo per min.


Javelin Torpedo Launcher
-Reload 4 ammo per min.


Sapper SRM
-New render hints (for hide mounts).
« Last Edit: March 25, 2015, 08:51:56 AM by Deathfly »
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Nanao-kun

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #838 on: March 21, 2015, 11:48:38 AM »

Haven't really paid much attention to your modded missiles before, so I'll see how they are if I get around to using them.
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Deathfly

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #839 on: March 25, 2015, 08:34:34 AM »

Just notice something goes very wrong so the Phase Missile effect and the Sapper SRM fix do not work properly.

got a temporary fix to make them work, I'm sorry about this.

http://www.mediafire.com/download/h77y9x3jq75d454/Neutrino_corp_Missile_Boost_TEST_RC3.2.zip

nothing alse changed in this ver but FlashFrozen and I were working on some re-balance things on it.
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A not-so-noob functional geneticist
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Code and decode almost everythings with a genomics approach.
Served in Neutrino corporation as a long-term services and supports staff.
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