Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 54 55 [56] 57

Author Topic: Starfarer 0.53a (Released) Patch Notes  (Read 368184 times)

arwan

  • Admiral
  • *****
  • Posts: 668
    • View Profile
Re: Starfarer 0.53a (Released) Patch Notes
« Reply #825 on: August 05, 2012, 08:11:05 PM »

i would try a different browser possibly.. that link works for me on firefox
Logged
Alex
You won't be able to refit fighters and bombers at all. They're designed/balanced around having a particular set of weapons and would be very broken if you could change it. Which ones you pick for your fleet -out of quite a few that are available- is the choice here, not how they're outfitted.

Tyrant

  • Ensign
  • *
  • Posts: 11
    • View Profile
Re: Starfarer 0.53a (Released) Patch Notes
« Reply #826 on: August 05, 2012, 08:13:25 PM »

The Philippines.
Logged

Tyrant

  • Ensign
  • *
  • Posts: 11
    • View Profile
Re: Starfarer 0.53a (Released) Patch Notes
« Reply #827 on: August 05, 2012, 08:15:04 PM »

Meh, still won't work on Chrome...God forbid I try IE :P

I'll try again later when I come home from uni
Logged

BillyRueben

  • Admiral
  • *****
  • Posts: 1406
    • View Profile
Re: Starfarer 0.53a (Released) Patch Notes
« Reply #828 on: August 06, 2012, 05:35:01 PM »

So, is there anything you can say about audio updates? The music and the new UI sounds were an excellent addition (a patch or two ago, I don't think there was any this time around), and I was wondering when we are going to receive another upgrade.
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 23988
    • View Profile
Re: Starfarer 0.53a (Released) Patch Notes
« Reply #829 on: August 06, 2012, 05:51:54 PM »

Well, 0.53a had some new stuff :) New sounds for systems, sound filter effects for the phase cloak and the fortress shield.

There are other things in the works, but nothing I can talk about just yet.
Logged

FlashFrozen

  • Admiral
  • *****
  • Posts: 988
    • View Profile
Re: Starfarer 0.53a (Released) Patch Notes
« Reply #830 on: August 06, 2012, 06:21:57 PM »

I have a question about the drone system, is there anyway to make recalling drones unavailable? Say one drone, you launch it it'll never be able to return sorta deal.

Also, as I'm trying to jury rig a really... 'unique system' is there also a way to make shields unable to absorb shots while things are inside ( once you enter, you can shoot up the ship inside ) ? I can also sorta imagine a loophole to make it seem like that's happening is by making the collision much smaller than the shields to make it occasionally not take in shots,
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 23988
    • View Profile
Re: Starfarer 0.53a (Released) Patch Notes
« Reply #831 on: August 06, 2012, 06:29:56 PM »

Ahh, no on both counts - sorry!

You can make drones skip the "free roam" mode, but that's it.
Logged

BillyRueben

  • Admiral
  • *****
  • Posts: 1406
    • View Profile
Re: Starfarer 0.53a (Released) Patch Notes
« Reply #832 on: August 06, 2012, 08:48:53 PM »

There are other things in the works, but nothing I can talk about just yet.
Well, in a few weeks I'll remind you that I'm entitled to a blog post. You HAVE to talk about something.
Logged

FlashFrozen

  • Admiral
  • *****
  • Posts: 988
    • View Profile
Re: Starfarer 0.53a (Released) Patch Notes
« Reply #833 on: August 06, 2012, 09:15:46 PM »

Blargh, one last question, for the maneuvering jets, how does it actually specify which engines are turned on when the system is activatged? I'm lost on that one little detail xP
Logged

arwan

  • Admiral
  • *****
  • Posts: 668
    • View Profile
Re: Starfarer 0.53a (Released) Patch Notes
« Reply #834 on: August 06, 2012, 09:18:55 PM »

it turns them all on
Logged
Alex
You won't be able to refit fighters and bombers at all. They're designed/balanced around having a particular set of weapons and would be very broken if you could change it. Which ones you pick for your fleet -out of quite a few that are available- is the choice here, not how they're outfitted.

icepick37

  • Admiral
  • *****
  • Posts: 1788
  • Go.
    • View Profile
Re: Starfarer 0.53a (Released) Patch Notes
« Reply #835 on: August 06, 2012, 09:23:19 PM »

Well where do you specify the extra jets that turn on? I assume that's what he's asking. Those jets look awesome, btw, Alex.
Logged
“I [may] not agree with a word that you say, but I will defend to the death your right to say it”
- Voltaire

FlashFrozen

  • Admiral
  • *****
  • Posts: 988
    • View Profile
Re: Starfarer 0.53a (Released) Patch Notes
« Reply #836 on: August 06, 2012, 09:42:01 PM »

As it is from what I see on the falcon, there are 6 extra engines that aren't normally used in non jet mode,
but in the ship file, the engines there are just specified as normal engines, I'm confused over the part where it specifies it as a jet-only-engine.
Logged

Tyrant

  • Ensign
  • *
  • Posts: 11
    • View Profile
Re: Starfarer 0.53a (Released) Patch Notes
« Reply #837 on: August 06, 2012, 10:03:18 PM »

Still won't work even after clearing my cache (Firefox and Chrome) :(

Any chance of an alternative download link? lol
Logged

Aratoop

  • Admiral
  • *****
  • Posts: 613
    • View Profile
Re: Starfarer 0.53a (Released) Patch Notes
« Reply #838 on: August 07, 2012, 12:43:25 AM »

Just pucker up and use IE, if that fails you're screwed :)
Logged
Quote
The community's response to a change is inversely proportional to its importance.

What do you call a dog who's a magician? A labracadabra

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 23988
    • View Profile
Re: Starfarer 0.53a (Released) Patch Notes
« Reply #839 on: August 07, 2012, 08:14:44 AM »

Blargh, one last question, for the maneuvering jets, how does it actually specify which engines are turned on when the system is activatged? I'm lost on that one little detail xP
Well where do you specify the extra jets that turn on? I assume that's what he's asking. Those jets look awesome, btw, Alex.

Oh, I was wondering when someone would ask that. You set the otherwise-unused "contrailSize" field to 128 to flag the engines as hidden (let's be kind to me and call it a "creative use of an existing, unused field for binary flags" - rather than an "awful hack"). They'll be activated by any system that modifies the engine glow.


Still won't work even after clearing my cache (Firefox and Chrome) :(

Any chance of an alternative download link? lol

Try this. Again, where are you located? That would help to know if this comes up again. (If you don't want to share that information, feel free to say so.)
Logged
Pages: 1 ... 54 55 [56] 57