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Author Topic: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)  (Read 986201 times)

verlonxx

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC3)
« Reply #1275 on: January 09, 2019, 08:49:04 PM »

where the big siege gun ship? the big massive captial one and some of the other cargo ships are missing. your mod is awesome the banshee class ship is sleek and smooth
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Deathfly

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC3)
« Reply #1276 on: January 10, 2019, 04:35:23 AM »

Not a crash but a rather glaring bug all the same, the Aegis drones don't have any AI suddenly. In testing with a Nausicaa when launched the Aegis drones will not respond to anything be it getting too far away from the parent ship, the appearance of enemies, or imminent destruction. They just drift in whatever direction they were launched indefinitely.

Oops, seems like I forgot to remove the AI disable testing thing. Fixed for next release.

where the big siege gun ship? the big massive captial one and some of the other cargo ships are missing. your mod is awesome the banshee class ship is sleek and smooth

The old Jackhammer and Nausicaä not in game any more since a long time ago IIRC.

What happened to the Silver Lance and portable Phased Array Cannon? I still see them in the code, but commented out. Too unbalanced?

Balance issues, I should say?
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Served in Neutrino corporation as a long-term services and supports staff.

Vulpis

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC3)
« Reply #1277 on: January 10, 2019, 10:42:57 AM »

Not a crash but a rather glaring bug all the same, the Aegis drones don't have any AI suddenly. In testing with a Nausicaa when launched the Aegis drones will not respond to anything be it getting too far away from the parent ship, the appearance of enemies, or imminent destruction. They just drift in whatever direction they were launched indefinitely.

Oops, seems like I forgot to remove the AI disable testing thing. Fixed for next release.
Any chance of a hotfix for this issue?
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grinningsphinx

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC3)
« Reply #1278 on: January 10, 2019, 01:38:27 PM »

Misery and derp launcher are out of place with the other naming nomenclature.
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Asauski

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC3)
« Reply #1279 on: January 15, 2019, 05:07:33 PM »

Apparently the jitter effect of Neutronium Plating is interfering with the GraphicsLib lights on the Neutrino ships.

Spoiler
Without jitter                                                                With jitter

[close]
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Bishi

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC3)
« Reply #1280 on: January 24, 2019, 04:47:21 AM »

Didn't crash due to it but I notice this error in my logs:
Also appears for:
6015286 [Thread-4] WARN  com.fs.starfarer.ui.impl.CargoTooltipFactory  - Error figuring out MIRV spec details for [neutrino_XLadvancedtorpedo]
5621085 [Thread-4] WARN  com.fs.starfarer.ui.impl.CargoTooltipFactory  - Error figuring out MIRV spec details for [neutrino_advancedtorpedosingle]

--

6480565 [Thread-4] WARN  com.fs.starfarer.ui.impl.CargoTooltipFactory  - Error figuring out MIRV spec details for [neutrino_advancedtorpedo]
org.json.JSONException: JSONObject["emp"] not found.
   at org.json.JSONObject.get(JSONObject.java:406)
   at org.json.JSONObject.getDouble(JSONObject.java:445)
   at com.fs.starfarer.ui.impl.CargoTooltipFactory.o00000(Unknown Source)
   at com.fs.starfarer.ui.impl.CargoTooltipFactory$3.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.ooOo.õo0000(Unknown Source)
   at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.coreui.refit.oOOO.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.oOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.void.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.D.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.while.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.J.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.while.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.U.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
« Last Edit: January 24, 2019, 04:49:12 AM by Bishi »
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Bishi

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC3)
« Reply #1281 on: January 26, 2019, 06:22:13 AM »

Another one, while fighting a Ninth Battlegroup station. Did crash this time:

6885726 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at org.lwjgl.util.vector.Vector2f.sub(Vector2f.java:208)
   at data.scripts.plugins.Neutrino_EveryFrameCombatPlugin.advance(Neutrino_EveryFrameCombatPlugin.java:256)
   at com.fs.starfarer.title.C.K$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.OoOO.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
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ArnaudB

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC3)
« Reply #1282 on: February 12, 2019, 09:55:42 AM »

Hello, I had the same crashes issues, in two different games against high-tech stations while using both Banshee battlecruisers in my fleet. I crashed against both the Borken and the Coalition. It seems others have that fatal bug. Is there any fix? The banshee is so much fun to play as a flagship.

I do love the neutrino, they look really good and the freighter is really nice for the endgame too.

Coalition
Spoiler
2144658 [Thread-4] INFO  org.histidine.chatter.ChatterDataManager  - Assigning character dow_davianthule to officer 
2191373 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at org.lwjgl.util.vector.Vector2f.sub(Vector2f.java:208)
   at data.scripts.plugins.Neutrino_EveryFrameCombatPlugin.advance(Neutrino_EveryFrameCombatPlugin.java:256)
   at com.fs.starfarer.title.C.K$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.OoOO.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Borken station
Spoiler
1861398 [Thread-4] INFO  org.histidine.chatter.ChatterDataManager  - Assigning character ja2_miguel to officer 
2037955 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at org.lwjgl.util.vector.Vector2f.sub(Vector2f.java:208)
   at data.scripts.plugins.Neutrino_EveryFrameCombatPlugin.advance(Neutrino_EveryFrameCombatPlugin.java:256)
   at com.fs.starfarer.title.C.K$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.OoOO.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
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Spess Mahren

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC3)
« Reply #1283 on: February 16, 2019, 10:38:22 PM »

I have been getting a crash in combat rather infrequently and in the battles the only Neutrino stuff present would be the drache bomber and neutron lance.

267788 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at org.lwjgl.util.vector.Vector2f.sub(Vector2f.java:208)
   at data.scripts.plugins.Neutrino_EveryFrameCombatPlugin.advance(Neutrino_EveryFrameCombatPlugin.java:256)
   at com.fs.starfarer.title.C.K$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.OoOO.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
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Steven Shi

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC3)
« Reply #1284 on: February 20, 2019, 04:00:21 PM »

Anyone having issues with factions going from neutral or friendly to WAR at a drop of a hat and every trade fleet get caught in the middle?

At least cancel trade route when faction rep is at -25 before war and make it so you can't jump from there to -50 (hostile) in one instance.   
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Hobostabbins

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC3)
« Reply #1285 on: February 24, 2019, 12:53:34 PM »

Also having this crash.

java.lang.NullPointerException
   at org.lwjgl.util.vector.Vector2f.sub(Vector2f.java:208)
   at data.scripts.plugins.Neutrino_EveryFrameCombatPlugin.advance(Neutrino_EveryFrameCombatPlugin.java:256)
   at com.fs.starfarer.title.C.K$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.OoOO.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Crashed while fighting pirates. Neutrino gear on my fleet is Bane, Drache bomber, Schwarzgeist bomber, and Schwarm drone.
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Deathfly

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC2)
« Reply #1286 on: March 03, 2019, 08:23:36 PM »

Finally have some time to kill some bugs.


Download Neutrino corp 1.85-RC4

RC4
------------------------------------------------

BALANCE CHANGES

- Antiproton Beam
-> Reduce EMP arc chance.
-> Now firing at continuous short burst instead of sustained beams, to gain a better track.

- DERP Launcher
-> Explosion last longer, and will damaging anything that entering AOE.

- Heavy Pulsar Beam
-> Reduce max scatter.

- Moskito
-> Gain a hull mod that features a data link system that can fetch targeting data from mothership. Gain weapon range bonus from mothership.
-> Ship system change into DERP CIWS.

- Drache
-> Now phase teleport Graviton Inversion Device near its target in short range.
-> Graviton Inversion Device HP reduce to 400.

BUG FIX

- Fix a rare crash when TheEND got disabled or destroyed while figher landing.

- Fix a CTD while Graviton Inversion Device hit something cann't be hit.

Spoiler
changelog since 1.85

KNOWN ISSUE

- Mission "Random Combat Sim" and "Stop! Hammer Time!" don't work properly unless you enter campaign once after game started.

RC4
------------------------------------------------

BALANCE CHANGES

- Antiproton Beam
-> Reduce EMP arc chance.
-> Now firing at continuous short burst instead of sustained beams, to gain a better track.

- DERP Launcher
-> Explosion last longer, and will damaging anything that entering AOE.

- Heavy Pulsar Beam
-> Reduce max scatter.

- Moskito
-> Gain a hull mod that features a data link system that can fetch targeting data from mothership. Gain weapon range bonus from mothership.
-> Ship system change into DERP CIWS.

- Drache
-> Now phase teleport Graviton Inversion Device near its target in short range.
-> Graviton Inversion Device HP reduce to 400.

BUG FIX

- Fix a rare crash when TheEND got disabled or destroyed while figher landing.

- Fix a CTD while Graviton Inversion Device hit something cann't be hit.

RC3
------------------------------------------------
CONTENT CHANGES

- Add a jitter effect to launching ship while Phase Missile System active.

BALANCE CHANGES

- Phase Missile System
-> Missiles now exiting to normal space with a lower speed. So they will more easier to be dodged by small ships.

BUG FIX

- Fix a crash when TheEND got disabled or destroyed while launching or landing fighers.

- Fired the employee who mis-tagged Grinder class with a 400K price tag.

RC2
------------------------------------------------
BUG FIX

- Now Neutrino weapons now properly appear on market.

RC1
------------------------------------------------
CONTENT CHANGES

- Compatible with 0.9a

- New ship system, Missile TDS, for Banshee and Sledgehammer
-> An advanced missile trajectory control system that optimize missile trajectory and counter enemies countermeasures.
-> When active, increase missile max speed, maneuverability, and damage by 15%. Increase missile weapon rate of fire by 100%. Increase missile HP by 50%

- TheEND now features a phase fighter launching system.
-> Generation hard flux equate to 10% base flux capability when launching fighters while mothership is phasing.
-> More efficiently deploy and recover fighters somehow.

BALANCE CHANGES

- An overall balance check through all weapons, to make them works better on non-Neutrino ships.
-> Reduce flux cost and OP cost in general. In line with vanilla energy weapons.

- Magnetar Burster
-> Introduced clip mechanism. Hold 20 charges that could be fired at 333 dps, and reload a 4 charges clip per second with 100 sustained DPS.
-> Works as a PD weapon more effective.
-> Flux/damage reduse to 0.75, more flux efficacy.

- Heavy Pulsar Beam
-> Damage per shot reduced to 1000. Flux per shot reduced to 1400. Rate of fire increase to one shot for every three seconds.(20 rpm)
-> In line with Plasma Cannon change for 0.9a.

- Particle Cannon Array
-> Rework clip mechanism. Hold 16 charges that could be fired at 1293 dps, and reload a 8 charges clip per second with 222 sustained DPS.
-> OP increase to 25

- Misery
-> Flux per shot reduce to 60(-7.5)
-> Range reduce to 700 (-50)

- Bane
-> Flux per shot reduce to 75(-25)
-> Range reduce to 800 (-50)

- Unstable Photon Cannon
-> Max charge reduce to 4(-2)
-> Max range reduce to 900(-500)
 
- Photon Cannon
-> Range increase to 900
-> Damage type change into HE.

- Antiproton Beam
-> Now sustained fire 5 beam with 200 DPS in total. Generate 100 flux per second.

- Neutron Pulse Cannon
-> OP reduce to 12(-1)
-> Range increase to 900(+50)

- Triple Neutron Pulse Cannon
-> OP reduce to 12(-2)
-> Flux per shot reduce to 200(-45).

- Heavy Neutron Pulse Cannon
-> OP reduce to 14(-1)
-> Flux per shot increase to 1170(+95)
-> Max charge reduce to 2(-6)

- Neutron Pulse Battery
-> OP reduce to 25(-1)
-> Range increase to 1000(+100)
-> Flux per shot increase to 525(+100)
-> Damage increase to 350

- Dual Giga Pulse Laser
-> DPS reduced to 400(-100)

- Neutron Lance
-> Flux cost reduced to a 1.5 flux/damage rate.

- Phased Array Cannon
-> Flux cost reduced to a 1.5 flux/damage rate.

- Removed Phased Array Cannon ship-borne version
-> Maybe we could see it on battle stations another day.

- Removed Silver Lance
-> Anyway, this weapon was tend to be used for debuging Fake Beam. And it cause too many bugs in 0.9a now.

- Dual Adv. P. Torpedo
-> OP reduce to 10(-2)

- Pile-Driver
-> OP increase to 30
-> Max cargo reduce to 250, max full increase to 120
-> No Civilian-grade Hull. The point is, you can put Expanded Cargo Holds for it to reach a better then vanilla cargo efficacy, but that will cost one logistics hullmod slot.

- Sledgehammer
-> Now built-in with ECM Package and ECCM Package instead of Expanded Missile Racks.

- TheEND
-> Peak timer reduce to 360.

- Maul
-> Large energy turret firing arc reduce to 120 degree.

- Banshee
-> OP increase to 270
-> Change one of the mediun energy slot into synergy

- Nausicaa
-> Max burn increase to 7
-> cargo capability reduse to 4000, with same reason as Pile-Driver

- Polyphase Amplifier
-> Now got a shor time engine hyper boost while the system change up, to kick ship forward.

- Phase Missile System
-> Now can use while phasing.
-> Flux cost change to 20% hard flux of base capacity?
-> Missile loose homing ability after they retrun to normal space.

- Siege Mode
-> No longer increase weapon damage.
-> No longer reduce firing rate.
-> Reduce 20% weapon flux cost instead. 

- Neutronium Plating
-> No longer overload ship while collapsing.
-> Power Armor strength reduced.
-> Armor regenerate rate reduced.

- Neutrino Omega Upgrade reworked
-> A high-end upgrade reserved for Neutrino operatives and corporate interests. Design for ships that been deployed to decisive battles.
   Advance target analysis system increase 10% damage done to capital ships or stations,  and 5% damage done to cruisers.
   Also increases armor by 50/100/150/200 depend on hull size.
-> OP request reduce to 6/10/15/20
-> No longer incompatible with ITU and DTC.

- Schwarzgeist
-> Removed Sapper SRM Pack.
-> Photon Torpedo Launcher (Precharged) now hold 5 shots.

- Drache
-> Graviton Inversion Device damage reduced to 1500 KE, with 500 EMP, hold 3 shots per run.
-> Graviton Inversion Device now have a time bomb style fuse. Will detonate only at 4 seconds after fired.
-> Graviton Inversion Device now have a 200 SU AOE, with a suck gravitational pull effect.
-> Drache will try to use decoys.

- Floh
-> DPS limited to 100.

- Gepard Eins
-> Now armed with an Ion Cannon instead of Pulse Beam Gun
-> HP and armor redused.
-> Sustained DPS was limited to around 75.

- Gepard Drei
-> Reduced to 3 figher per wing. OP reduced to 18
-> Being conversed into a unmaned drone.
-> Sustained DPS was limited to around 100.

- And a lot of minor changes I missed.
   
changelog since 1.84


RC3
------------------------------------------------
CONTENT CHANGES

-A new ship system AI for Siege mode. That should make AI take advantage from range boost.

-Siege Fusor now fires a really shiny shot.

-Photon Torpedos now have a trail VFX.

BALANCE CHANGES

-All ships got another shield HP check. Reduced cruiser shield HP and flux capacity.

-Dual Giga Pulse Laser
 -Increase burst damage to 1250(from 1000), burst flux cost reduse to 1000(from 1200)

-Disruptor
 -Damage type change into KINETIC
 -Rate of fire increase to one shot per second.

-Antiproton Beam
 -Now has an Ion Beam like on hit effect.

-DERP Launcher
 -Reload speed increase to one 3 shots clip per 9 second.
 -AOE reduced to 110.
 -Will no longer flight out of the range too much.

-Neutrino Sigma Upgrade
 -Shield arc increase to 60 degree.
 -Will leads to a small chance of weapon malfunction when combined with Safety Override.

-Neutrino Tau Upgrade
 -Reform from Auxiliary Broadside Shield, and no longer builtin in that two broadside ships.
 -An assault refitting set for close range assault.
  Increase shield arc to 300 but lock the shield into front facing position and increase 25% damage taken by sheild.
  Optimized engine management increase max speed by 15/15/10/10 and increase zero flux speed boost by 15/10/10/5.
  But increased engine output will interferes sensors and reduce 10% weapon range,

-TheEND
 -Regain the 4 front facing medium hiden slots but were builtin with Pulsed Beam Cannons
 -Assign as a combat carrier.
 -Phase ring no longer leads to an infinite phasing, but will results additional time dilute effect when flux goes high (depend on flux level, max to another 10x).

-Schwarm
 -The core drone now randomly switch with its child drone ones per 1.5 second.
  This will confuse PDAI a little and make Schwarms act more aggression and more like a swarm.
 -Max roamer range reduced to 2000.
 -Overall DPS reduce 33%.
 -FOR THE SWARM!

-Gepard
 -Add a Pulse Beam Gun.
 -Ship system change into Decoy Flare Launcher

-Schwarzgeist
 -Now have Decoy Flare Launcher

-Drache
 -Ship system change into Active Swarm Flares

-Floh and Moskito
 -Flux capacity reduced to 500.

-Banshee
 -OP increase 10 (to 270)
 -Max speed increase to 50

-Banshee Norn
 -Max speed increase to 50


BUG FIX

-Correct the Antiproton Beam targeting behavior.


RC2.2
------------------------------------------------
BALANCE CHANGES
- Antiphotons Beam
 ->Beam track behaviour charged. Should more likely to aim at different targets in arc.

-Gepard Eins
 ->Misery on it now have a clip mechanism so only hold 12 shots and reload at half of the firing rate.

-Schwarzgeist
 ->Fix that armor rating typo, they should have 150 armor instead of 200150.
 ->Photon Torpedo Launcher (Precharged) ammo reduced to 4 (from 5).
 ->Sapper SRM Pack ammo reduced to 6 (from 8).
 

RC2.1
------------------------------------------------
BUG FIX
- Fix up Nexerelin compatibility.

RC2
------------------------------------------------
CONTENT CHANGES
- Compatible update with 0.8.1a (OK, in fact I done nothing but the compatible checks).


BALANCE CHANGES
- Most fighters' HP reduced. But I change those too many times so can't remember what have done now...

- Banshee and Banshee Norn speed increase to 50 su

- Jackhammer, Hildolfr, and Mammut speed increase to 30 su

- Miter
 ->PPT reduced to 360 sec(from 420)
 ->Armor reduced to 500 (from 600)
 ->Speed increase to 35

- Pile-Driver(C) remove the built-in Drohne wing and a flight deck.

- Reaction Control System
 ->Have 4 changes max.(was 8)
 ->Regenerate 1 change every 4 seconds (was 1 every 3 sec)
 ->Moving behavior changed. Have a much greater acceleration but will loose acceleration after 0.1 sec.
 ->Max speed bonus now is 600% max speed.(was flat 400su)

- Misery and Bane will target missiles while there is not enemy ships in range (like the Devastator Cannon)

- Floh now have fighter role that will make it more aggressive.

BUG FIX
 -Fix some potential ID miss match issue that may cause CTD occasional.
 -Fix the CTD related to Mammut by cover the shield into module.

RC1
------------------------------------------------
CONTENT CHANGES
- Compatible update with 0.8a

- New destroyer, Miter class. An unshield fast destroyer design for pursue.
 ->Have 1 large enery hardpoint, 2 medium energy hardpoints, 1 medium energy turret and 2 small enery turrets.
 ->Armer with Reaction Control System.

- Banshee's broadside small synergy hidden slots removed.
- Hildolfr's slot count reduced to 2/6/8(L/M/S)
- Unsung's hideout now procedural generate.
- Corona Australis move to -15200, -3400.
- Colossus ranamed as Mammut

BALANCE CHANGES
- All ships fuel usage and capability rebalanced.
 ->Neutrino ship cost more fuels then vanilla ship in general.

- All ships op count rebalanced to meet the vanilla charge.
 -More inline with vanilla ships.

-Some burn speed change in line of vanilla.
 ->Banshee and Banshee Norn now burn 8.
 ->Jackhammer and Hildolfr now burn 7.
 ->Nausicaa and Mammut now burn 6.
 -Singularity and Criticality now burn 10.

- Antiphotons Beam
 ->Turn rate increase to 30
 ->Now fire a shorter 400 damage burst.

-Heavy Pulsar Beam
 ->Fire rate reduced, DPS reduce to 350

-Bane
 ->DPH reduce to 75

-Advance Photon Torpedo
 ->Sub warhead speed increase.

-Javelin Torpedo
 ->Max speed increase to 350. Maneuverability reduced.

-Fighter wings rebalance
 -> Drache wing now have one bomber per wing. Gepard how have 2 fighters wing and 4 fighers wing. Floh now one corvette per wing.
 -> Schwarzgeist now carrying 5 shots of Photon Torpedo and 8 shots of Sapper SRM.
 -> Drache's Graviton Inversion Device damage reduced to 5000.

-Banshee
 -> Own a figher bay.
 -> Ship system replaced by Missile Autoforge

-Hildolfr
 -> Ship system replaced by Reserve Deployment

-Pile-Driver(C)
 -> Now have 2+1 figher bays, with a Drohne wing built-in.
 -> Ship system replaced by Targeting Feed

-Pile-Driver
 ->Now have one figher bay, with a Drohne wing built-in.
 ->Ship system replaced by Active Swarmer Flares

 
- And maybe something I can not remembered.




[close]
Logged
A not-so-noob functional geneticist
And a free bug hunter
Code and decode almost everythings with a genomics approach.
Served in Neutrino corporation as a long-term services and supports staff.

Versil

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  • Posts: 32
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Re: [0.9a] Neutrino Corp. (v. 1.85-RC3)
« Reply #1287 on: March 03, 2019, 10:08:03 PM »

Many thanks!
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Kulverstukass

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC3)
« Reply #1288 on: March 05, 2019, 03:50:14 AM »

Last thing I've heard - Drache devices charging *vzzzz*-s

Spoiler
15048554 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at org.lwjgl.util.vector.Vector2f.sub(Vector2f.java:208)
   at org.lazywizard.lazylib.VectorUtils.getAngle(VectorUtils.java:74)
   at data.scripts.plugins.Neutrino_EveryFrameCombatPlugin.advance(Neutrino_EveryFrameCombatPlugin.java:189)
   at com.fs.starfarer.title.C.K$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.OoOO.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Tried again, no luck
Spoiler
138646 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at org.lwjgl.util.vector.Vector2f.sub(Vector2f.java:208)
   at org.lazywizard.lazylib.VectorUtils.getAngle(VectorUtils.java:74)
   at data.scripts.plugins.Neutrino_EveryFrameCombatPlugin.advance(Neutrino_EveryFrameCombatPlugin.java:189)
   at com.fs.starfarer.title.C.K$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.OoOO.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Forgot to mention, that's-a first (and second) crash in game at all and a first use of Drache out of simulation.
P.S.: dropped Drache - didn't got a crash; it's new dropping technique pretty nice, if not overachieveing, though, as it's appear near enemy before a) it's own flares could distract PD and b) fighters/interceptors could bring their asses to assist
« Last Edit: March 05, 2019, 05:14:01 AM by Kulverstukass »
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Buckle up for broken english vocabulary, comrade!

Deathfly

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Re: [0.9a] Neutrino Corp. (v. 1.85-RC4.1)
« Reply #1289 on: March 07, 2019, 06:24:25 AM »

Fix a bug cause CTD when Graviton Inversion Device firing.


Download Neutrino corp 1.85-RC4.1

RC4.1
------------------------------------------------
- Fix a CTD while Graviton Inversion Device trying to track on something moving too fast.

Spoiler
changelog since 1.85

KNOWN ISSUE

- Mission "Random Combat Sim" and "Stop! Hammer Time!" don't work properly unless you enter campaign once after game started.

RC4.1
------------------------------------------------
- Fix a CTD while Graviton Inversion Device trying to track on something moving too fast.

RC4
------------------------------------------------

BALANCE CHANGES

- Antiproton Beam
-> Reduce EMP arc chance.
-> Now firing at continuous short burst instead of sustained beams, to gain a better track.

- DERP Launcher
-> Explosion last longer, and will damaging anything that entering AOE.

- Heavy Pulsar Beam
-> Reduce max scatter.

- Moskito
-> Gain a hull mod that features a data link system that can fetch targeting data from mothership. Gain weapon range bonus from mothership.
-> Ship system change into DERP CIWS.

- Drache
-> Now phase teleport Graviton Inversion Device near its target in short range.
-> Graviton Inversion Device HP reduce to 400.

BUG FIX

- Fix a rare crash when TheEND got disabled or destroyed while figher landing.

- Fix a CTD while Graviton Inversion Device hit something cann't be hit.

RC3
------------------------------------------------
CONTENT CHANGES

- Add a jitter effect to launching ship while Phase Missile System active.

BALANCE CHANGES

- Phase Missile System
-> Missiles now exiting to normal space with a lower speed. So they will more easier to be dodged by small ships.

BUG FIX

- Fix a crash when TheEND got disabled or destroyed while launching or landing fighers.

- Fired the employee who mis-tagged Grinder class with a 400K price tag.

RC2
------------------------------------------------
BUG FIX

- Now Neutrino weapons now properly appear on market.

RC1
------------------------------------------------
CONTENT CHANGES

- Compatible with 0.9a

- New ship system, Missile TDS, for Banshee and Sledgehammer
-> An advanced missile trajectory control system that optimize missile trajectory and counter enemies countermeasures.
-> When active, increase missile max speed, maneuverability, and damage by 15%. Increase missile weapon rate of fire by 100%. Increase missile HP by 50%

- TheEND now features a phase fighter launching system.
-> Generation hard flux equate to 10% base flux capability when launching fighters while mothership is phasing.
-> More efficiently deploy and recover fighters somehow.

BALANCE CHANGES

- An overall balance check through all weapons, to make them works better on non-Neutrino ships.
-> Reduce flux cost and OP cost in general. In line with vanilla energy weapons.

- Magnetar Burster
-> Introduced clip mechanism. Hold 20 charges that could be fired at 333 dps, and reload a 4 charges clip per second with 100 sustained DPS.
-> Works as a PD weapon more effective.
-> Flux/damage reduse to 0.75, more flux efficacy.

- Heavy Pulsar Beam
-> Damage per shot reduced to 1000. Flux per shot reduced to 1400. Rate of fire increase to one shot for every three seconds.(20 rpm)
-> In line with Plasma Cannon change for 0.9a.

- Particle Cannon Array
-> Rework clip mechanism. Hold 16 charges that could be fired at 1293 dps, and reload a 8 charges clip per second with 222 sustained DPS.
-> OP increase to 25

- Misery
-> Flux per shot reduce to 60(-7.5)
-> Range reduce to 700 (-50)

- Bane
-> Flux per shot reduce to 75(-25)
-> Range reduce to 800 (-50)

- Unstable Photon Cannon
-> Max charge reduce to 4(-2)
-> Max range reduce to 900(-500)
 
- Photon Cannon
-> Range increase to 900
-> Damage type change into HE.

- Antiproton Beam
-> Now sustained fire 5 beam with 200 DPS in total. Generate 100 flux per second.

- Neutron Pulse Cannon
-> OP reduce to 12(-1)
-> Range increase to 900(+50)

- Triple Neutron Pulse Cannon
-> OP reduce to 12(-2)
-> Flux per shot reduce to 200(-45).

- Heavy Neutron Pulse Cannon
-> OP reduce to 14(-1)
-> Flux per shot increase to 1170(+95)
-> Max charge reduce to 2(-6)

- Neutron Pulse Battery
-> OP reduce to 25(-1)
-> Range increase to 1000(+100)
-> Flux per shot increase to 525(+100)
-> Damage increase to 350

- Dual Giga Pulse Laser
-> DPS reduced to 400(-100)

- Neutron Lance
-> Flux cost reduced to a 1.5 flux/damage rate.

- Phased Array Cannon
-> Flux cost reduced to a 1.5 flux/damage rate.

- Removed Phased Array Cannon ship-borne version
-> Maybe we could see it on battle stations another day.

- Removed Silver Lance
-> Anyway, this weapon was tend to be used for debuging Fake Beam. And it cause too many bugs in 0.9a now.

- Dual Adv. P. Torpedo
-> OP reduce to 10(-2)

- Pile-Driver
-> OP increase to 30
-> Max cargo reduce to 250, max full increase to 120
-> No Civilian-grade Hull. The point is, you can put Expanded Cargo Holds for it to reach a better then vanilla cargo efficacy, but that will cost one logistics hullmod slot.

- Sledgehammer
-> Now built-in with ECM Package and ECCM Package instead of Expanded Missile Racks.

- TheEND
-> Peak timer reduce to 360.

- Maul
-> Large energy turret firing arc reduce to 120 degree.

- Banshee
-> OP increase to 270
-> Change one of the mediun energy slot into synergy

- Nausicaa
-> Max burn increase to 7
-> cargo capability reduse to 4000, with same reason as Pile-Driver

- Polyphase Amplifier
-> Now got a shor time engine hyper boost while the system change up, to kick ship forward.

- Phase Missile System
-> Now can use while phasing.
-> Flux cost change to 20% hard flux of base capacity?
-> Missile loose homing ability after they retrun to normal space.

- Siege Mode
-> No longer increase weapon damage.
-> No longer reduce firing rate.
-> Reduce 20% weapon flux cost instead. 

- Neutronium Plating
-> No longer overload ship while collapsing.
-> Power Armor strength reduced.
-> Armor regenerate rate reduced.

- Neutrino Omega Upgrade reworked
-> A high-end upgrade reserved for Neutrino operatives and corporate interests. Design for ships that been deployed to decisive battles.
   Advance target analysis system increase 10% damage done to capital ships or stations,  and 5% damage done to cruisers.
   Also increases armor by 50/100/150/200 depend on hull size.
-> OP request reduce to 6/10/15/20
-> No longer incompatible with ITU and DTC.

- Schwarzgeist
-> Removed Sapper SRM Pack.
-> Photon Torpedo Launcher (Precharged) now hold 5 shots.

- Drache
-> Graviton Inversion Device damage reduced to 1500 KE, with 500 EMP, hold 3 shots per run.
-> Graviton Inversion Device now have a time bomb style fuse. Will detonate only at 4 seconds after fired.
-> Graviton Inversion Device now have a 200 SU AOE, with a suck gravitational pull effect.
-> Drache will try to use decoys.

- Floh
-> DPS limited to 100.

- Gepard Eins
-> Now armed with an Ion Cannon instead of Pulse Beam Gun
-> HP and armor redused.
-> Sustained DPS was limited to around 75.

- Gepard Drei
-> Reduced to 3 figher per wing. OP reduced to 18
-> Being conversed into a unmaned drone.
-> Sustained DPS was limited to around 100.

- And a lot of minor changes I missed.
   
changelog since 1.84


RC3
------------------------------------------------
CONTENT CHANGES

-A new ship system AI for Siege mode. That should make AI take advantage from range boost.

-Siege Fusor now fires a really shiny shot.

-Photon Torpedos now have a trail VFX.

BALANCE CHANGES

-All ships got another shield HP check. Reduced cruiser shield HP and flux capacity.

-Dual Giga Pulse Laser
 -Increase burst damage to 1250(from 1000), burst flux cost reduse to 1000(from 1200)

-Disruptor
 -Damage type change into KINETIC
 -Rate of fire increase to one shot per second.

-Antiproton Beam
 -Now has an Ion Beam like on hit effect.

-DERP Launcher
 -Reload speed increase to one 3 shots clip per 9 second.
 -AOE reduced to 110.
 -Will no longer flight out of the range too much.

-Neutrino Sigma Upgrade
 -Shield arc increase to 60 degree.
 -Will leads to a small chance of weapon malfunction when combined with Safety Override.

-Neutrino Tau Upgrade
 -Reform from Auxiliary Broadside Shield, and no longer builtin in that two broadside ships.
 -An assault refitting set for close range assault.
  Increase shield arc to 300 but lock the shield into front facing position and increase 25% damage taken by sheild.
  Optimized engine management increase max speed by 15/15/10/10 and increase zero flux speed boost by 15/10/10/5.
  But increased engine output will interferes sensors and reduce 10% weapon range,

-TheEND
 -Regain the 4 front facing medium hiden slots but were builtin with Pulsed Beam Cannons
 -Assign as a combat carrier.
 -Phase ring no longer leads to an infinite phasing, but will results additional time dilute effect when flux goes high (depend on flux level, max to another 10x).

-Schwarm
 -The core drone now randomly switch with its child drone ones per 1.5 second.
  This will confuse PDAI a little and make Schwarms act more aggression and more like a swarm.
 -Max roamer range reduced to 2000.
 -Overall DPS reduce 33%.
 -FOR THE SWARM!

-Gepard
 -Add a Pulse Beam Gun.
 -Ship system change into Decoy Flare Launcher

-Schwarzgeist
 -Now have Decoy Flare Launcher

-Drache
 -Ship system change into Active Swarm Flares

-Floh and Moskito
 -Flux capacity reduced to 500.

-Banshee
 -OP increase 10 (to 270)
 -Max speed increase to 50

-Banshee Norn
 -Max speed increase to 50


BUG FIX

-Correct the Antiproton Beam targeting behavior.


RC2.2
------------------------------------------------
BALANCE CHANGES
- Antiphotons Beam
 ->Beam track behaviour charged. Should more likely to aim at different targets in arc.

-Gepard Eins
 ->Misery on it now have a clip mechanism so only hold 12 shots and reload at half of the firing rate.

-Schwarzgeist
 ->Fix that armor rating typo, they should have 150 armor instead of 200150.
 ->Photon Torpedo Launcher (Precharged) ammo reduced to 4 (from 5).
 ->Sapper SRM Pack ammo reduced to 6 (from 8).
 

RC2.1
------------------------------------------------
BUG FIX
- Fix up Nexerelin compatibility.

RC2
------------------------------------------------
CONTENT CHANGES
- Compatible update with 0.8.1a (OK, in fact I done nothing but the compatible checks).


BALANCE CHANGES
- Most fighters' HP reduced. But I change those too many times so can't remember what have done now...

- Banshee and Banshee Norn speed increase to 50 su

- Jackhammer, Hildolfr, and Mammut speed increase to 30 su

- Miter
 ->PPT reduced to 360 sec(from 420)
 ->Armor reduced to 500 (from 600)
 ->Speed increase to 35

- Pile-Driver(C) remove the built-in Drohne wing and a flight deck.

- Reaction Control System
 ->Have 4 changes max.(was 8)
 ->Regenerate 1 change every 4 seconds (was 1 every 3 sec)
 ->Moving behavior changed. Have a much greater acceleration but will loose acceleration after 0.1 sec.
 ->Max speed bonus now is 600% max speed.(was flat 400su)

- Misery and Bane will target missiles while there is not enemy ships in range (like the Devastator Cannon)

- Floh now have fighter role that will make it more aggressive.

BUG FIX
 -Fix some potential ID miss match issue that may cause CTD occasional.
 -Fix the CTD related to Mammut by cover the shield into module.

RC1
------------------------------------------------
CONTENT CHANGES
- Compatible update with 0.8a

- New destroyer, Miter class. An unshield fast destroyer design for pursue.
 ->Have 1 large enery hardpoint, 2 medium energy hardpoints, 1 medium energy turret and 2 small enery turrets.
 ->Armer with Reaction Control System.

- Banshee's broadside small synergy hidden slots removed.
- Hildolfr's slot count reduced to 2/6/8(L/M/S)
- Unsung's hideout now procedural generate.
- Corona Australis move to -15200, -3400.
- Colossus ranamed as Mammut

BALANCE CHANGES
- All ships fuel usage and capability rebalanced.
 ->Neutrino ship cost more fuels then vanilla ship in general.

- All ships op count rebalanced to meet the vanilla charge.
 -More inline with vanilla ships.

-Some burn speed change in line of vanilla.
 ->Banshee and Banshee Norn now burn 8.
 ->Jackhammer and Hildolfr now burn 7.
 ->Nausicaa and Mammut now burn 6.
 -Singularity and Criticality now burn 10.

- Antiphotons Beam
 ->Turn rate increase to 30
 ->Now fire a shorter 400 damage burst.

-Heavy Pulsar Beam
 ->Fire rate reduced, DPS reduce to 350

-Bane
 ->DPH reduce to 75

-Advance Photon Torpedo
 ->Sub warhead speed increase.

-Javelin Torpedo
 ->Max speed increase to 350. Maneuverability reduced.

-Fighter wings rebalance
 -> Drache wing now have one bomber per wing. Gepard how have 2 fighters wing and 4 fighers wing. Floh now one corvette per wing.
 -> Schwarzgeist now carrying 5 shots of Photon Torpedo and 8 shots of Sapper SRM.
 -> Drache's Graviton Inversion Device damage reduced to 5000.

-Banshee
 -> Own a figher bay.
 -> Ship system replaced by Missile Autoforge

-Hildolfr
 -> Ship system replaced by Reserve Deployment

-Pile-Driver(C)
 -> Now have 2+1 figher bays, with a Drohne wing built-in.
 -> Ship system replaced by Targeting Feed

-Pile-Driver
 ->Now have one figher bay, with a Drohne wing built-in.
 ->Ship system replaced by Active Swarmer Flares

 
- And maybe something I can not remembered.
[close]
Logged
A not-so-noob functional geneticist
And a free bug hunter
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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