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News:

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

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What would you like to see in Blackrock?

More ships
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More weapons
- 480 (15.1%)
More campaign features
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Space monsters
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More lore
- 206 (6.5%)
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- 157 (4.9%)
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Total Members Voted: 1423


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Author Topic: [0.9.1a] Blackrock Drive Yards  (Read 1787364 times)

Sabaton

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1005 on: February 04, 2014, 04:19:10 AM »

 I think Ishman nailed it.
 But please don't desecrate this awesome ship in such a way. It's just too good for that.
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slyn4ice

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1006 on: February 04, 2014, 07:15:23 AM »

Actually, the Scalar bug is increasing in frequency. Just happened 4 times in the last hour. Weird.

That is very strange. The shipsystem does not crash on my rig, but the log is puzzling... I'd have to ask Alex.

Actually I narrowed it down a little further. In my fleet I have the Karkinos and 5 Rattlesnakes (Nomad cruisers i believe). The crash only happens when the Rattlesnakes are shooting their fusion torpedoes - as in, they are on the screen with the ship. If I jump with the Karkinos right at the beginning of the battle all is good. I will try to do some more tests and see if the issue persists.

Edit: I was just about to report no problems, had one battle where jumping caused no problems even in battle. Went into another battle right after and boom, jump crashed the game right at the heat of battle. I will try to eliminate the Rattlesnakes and see if I get crashes without them. Besides the log (which gives no useful info) what else do you need me to send you? Any way to enable more debug messages to trace the error?

Edit 2: Well, played exactly the same battle as previous crash but without the rattlesnakes - no problem whatsoever. So very weird.
« Last Edit: February 04, 2014, 07:44:43 AM by slyn4ice »
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Cycerin

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1007 on: February 04, 2014, 10:14:07 AM »

Run the mod alone, latest version, and with no other mods enabled, then see if it still occurs.
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slyn4ice

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1008 on: February 04, 2014, 12:38:23 PM »

Run the mod alone, latest version, and with no other mods enabled, then see if it still occurs.

Hey, running only latest Uomoz and LazyLib. I don't have the Blackrock installed separately since it comes with Uomoz. Is there a newer version of Blackrock not yet included in Uomoz?
Anyways, I will do a clean install maybe tomorrow and let you know if that fixed it.
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Cycerin

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1009 on: February 04, 2014, 03:25:25 PM »

https://dl.dropboxusercontent.com/u/32517861/Blackrock%20Drive%20Yards.zip

There's just this dev version so far. Well, it could be some weird interaction inherent to USS, but I don't know. I haven't been able to reproduce it.

Been working on more balancing lately. I think I'll spend a little extra time polishing before I release this. Note: above link is still the same as the imaginos nerf devpatch.
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Cycerin

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1010 on: February 05, 2014, 09:34:36 AM »



Adjusted the Asura. Pretty happy with how it looks now. When me and Trylo sort out the bug that sometimes makes the Flux Ejector unable to remove hard flux, it will be pretty much finished.
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Ishman

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1011 on: February 05, 2014, 10:07:13 AM »

I actually quite like both versions of the Asura, will you be keeping the darker and slimmer model around? Also do you have any more thoughts on the Karkinos' balance?
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Cycerin

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1012 on: February 05, 2014, 10:54:32 AM »

The old sprite is outdated because the new one has two extra phase coils.

Yeah, it's being revised just like everything else is. I have a few decent ideas as to how to keep it in line.
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Raigir

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1013 on: February 05, 2014, 11:23:04 AM »

The old sprite is outdated because the new one has two extra phase coils.

Yeah, it's being revised just like everything else is. I have a few decent ideas as to how to keep it in line.

Two extra phase coils representative of the inefficiency of them requiring more than the norm to be added to keep it stable, while the downside being rapid build up of flux? It's a nice touch to the history/story of the asura if you intended that, still cool if not.
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Cycerin

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1014 on: February 05, 2014, 11:34:04 AM »

Yep. The Doom only needs 4 phase coils, the Asura needs 5, and its cloak is half again as efficient as the latter. Quantity trying to make up for lower quality. ; P
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Sabaton

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1015 on: February 05, 2014, 02:44:34 PM »

Yep. The Doom only needs 4 phase coils, the Asura needs 5, and its cloak is half again as efficient as the latter. Quantity trying to make up for lower quality. ; P

 That and the fact that the Doom is a cruiser while the Asura is a destroyer further points out that handicap.
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Zudgemud

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1016 on: February 06, 2014, 03:08:00 AM »

Run the mod alone, latest version, and with no other mods enabled, then see if it still occurs.

My phasecloak with AOE damage also cause rare and seemingly random crashes.
As I built my cloak from your scalar teleport I think this might be related. What I personally have encountered is that the crashes seem to happen when fighting with ships carrying flak or AOE effect weapons, but this might just be conformational bias on my part and I have not dug deeper into it.
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Harmful Mechanic

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1017 on: February 06, 2014, 06:33:42 PM »

Absolutely loving this mod so far. The dev versions are just whetting my appetite for more.

Also, seconding the love for the Gonodactylus! That thing is a fantastic flagship, good for zipping around the battlefield and taking potshots at every unshielded surface you see. Shrimpin' ain't easy, but it's ridiculously fun.

If you're planning any more ships, I'd like to humbly request a Voidspear-armed bomber. They're a great support missile, and while the Squilla is a perfectly adequate torpedo bomber, it would be nice to have something better rigged for pursuit (and void-beast hunting).
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Raigir

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1018 on: February 06, 2014, 10:53:15 PM »

Absolutely loving this mod so far. The dev versions are just whetting my appetite for more.

Also, seconding the love for the Gonodactylus! That thing is a fantastic flagship, good for zipping around the battlefield and taking potshots at every unshielded surface you see. Shrimpin' ain't easy, but it's ridiculously fun.

If you're planning any more ships, I'd like to humbly request a Voidspear-armed bomber. They're a great support missile, and while the Squilla is a perfectly adequate torpedo bomber, it would be nice to have something better rigged for pursuit (and void-beast hunting).

The shrimp is a darn fine work horse if ever there was one. No brdy fleet is complete without an escort of gonodactylus.

It definitely feels that there is one thing still missing in the missile category for Brdy, a solid heavy LRM platform. So far they've got the supportive achilles, the well-rounded voidspear, your quill assault rockets, and smart torpedoes. Only thing missing is LRMs and a ship to really make such a missile system shine on. I get the feeling that in the current state Brdy consider missiles a supplement to standard armament rather than a primary source of firepower (except slightly less so for support ships, but their not gung-ho to begin with). It would be nice if, perhaps some courageous brdy engineers actually had designed an attempt at a missile oriented ship along with the heavy long range missiles to accompany it.

I didn't mention the hammerclaw because it's just...well...special :)
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ValkyriaL

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1019 on: February 07, 2014, 10:24:39 AM »

Almost beat Gothars.... not really. ::)

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