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News:

Starsector 0.9.1a is out! (05/10/19); Blog post: Raiding for Fun and Profit (11/27/19)

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What would you like to see in Blackrock?

More ships
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More weapons
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Author Topic: [0.9.1a] Blackrock Drive Yards v0.9.5a (10.06.2019) - Hotfix released  (Read 1220800 times)

ValkyriaL

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Re: Blackrock Drive Yards - v0.30
« Reply #465 on: September 09, 2013, 09:35:23 PM »

Starsector is a game, not reality, so just because something is as big or bigger doesn't mean it weights about the same, at least not with the current mechanics in here. ::) nevermore weights 1600 mass in game, so it does the same on the blueprint.

(Mass is more a factor to determine how much damage you deal/take with ramming/crashing into asteroids, having a "realistic" mass would kill you before you even leave the starting grid.)

---> Me thinking it was cool and tried his schematic idea. http://i.imgur.com/G9rvIHy.png
« Last Edit: September 09, 2013, 09:41:15 PM by ValkyriaL »
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Sunnyko

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Re: Blackrock Drive Yards - v0.30
« Reply #466 on: September 09, 2013, 09:43:11 PM »

Ohhhh, so its what the mass is in the games code.  :P

I thought it was suposed to be the actual weight for some reason, sorry.
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SainnQ

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Re: Blackrock Drive Yards - v0.30
« Reply #467 on: September 10, 2013, 03:36:40 AM »

Small nitpick, and sorry about this, but you may want to add two zeros or atleast one to your blueprint of the nevermore under the weight. O_o

Even for space aloys that is super light, a nimitz class carrier which is 332.8 meters long clocks in at 100,000 tones.

That aside, love your mod and I cant wait for the new stuff. :D

I'm not sure this genre of Sci-Fi lends credence to such levels of science facts. It's not Hard-Sci :/
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MesoTroniK

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Re: Blackrock Drive Yards - v0.30
« Reply #468 on: September 10, 2013, 03:41:32 AM »

Mass also effects how hard Exigency Incorporated Repulsor Fields and beams push your ships.

Well if we are including mod vs mod and not mod vs vanilla mechanics...
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Cycerin

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Re: Blackrock Drive Yards - v0.30
« Reply #469 on: September 10, 2013, 03:57:34 AM »

Hmm, I just realized it's sort of incongrous to list the ingame mass there. Maybe we should try figuring out what the ship's actual mass would be?
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MesoTroniK

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Re: Blackrock Drive Yards - v0.30
« Reply #470 on: September 10, 2013, 04:02:43 AM »

I've thought about ways to do that in some sort of accurate manner, but in the end it would be to much work trying to even estimate the volume of a ship and the density of the materials.

Instead I just look at the closest vanilla ship to the class and adjust it from there based on my gut feeling.
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Erick Doe

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Re: Blackrock Drive Yards - v0.30
« Reply #471 on: September 10, 2013, 04:23:05 AM »

Just base your weight around vanilla values. Like stated above somewhere, weight is little more than a deciding factor of which ship can push what ship out of the way.
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Sunnyko

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Re: Blackrock Drive Yards - v0.30
« Reply #472 on: September 10, 2013, 01:56:19 PM »

Just add 2 zero's maybe?

Make it comparable to a Nimitz class carrier +60%

Since I would assume it is built much denser, since it is not a carrier craft, and the crew of 140 would lend to much atomization, and a dense hull construction for more armor?
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Voyager I

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Re: Blackrock Drive Yards - v0.30
« Reply #473 on: September 10, 2013, 03:29:51 PM »

Starsector is a game, not reality, so just because something is as big or bigger doesn't mean it weights about the same, at least not with the current mechanics in here. ::) nevermore weights 1600 mass in game, so it does the same on the blueprint.

What is Verisimilitude?
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Doogie

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Re: Blackrock Drive Yards - v0.30
« Reply #474 on: September 10, 2013, 11:14:03 PM »

Not gonna lie, I'm super excited to see what the Karkinos looks like.
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Cycerin

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Re: Blackrock Drive Yards - v0.30
« Reply #475 on: September 14, 2013, 04:16:26 AM »



Back on track. Gonna try orange shields too.
« Last Edit: September 14, 2013, 04:18:09 AM by Cycerin »
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Sabaton

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Re: Blackrock Drive Yards - v0.30
« Reply #476 on: September 15, 2013, 02:45:20 AM »

 Nice, theres still something missing tho, I think in vanilla you have like a faint overlapping shield layer over the ship, yours seems to lack that, also I don't think orange would go well, it wouldn't match the engines and wouldn't blend in with the ship. 
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Cycerin

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Re: Blackrock Drive Yards - v0.30
« Reply #477 on: September 15, 2013, 07:42:01 AM »

Things I've done so far:

SOUNDS:
- Custom engine loops for all Blackrock ship sizes
- Custom flux sounds for all Blackrock ships
- Remade a ton of ship system/ship weapon sounds

REBALANCING
- Added all 0.6a-relevant ship stats
- Hull HP cut by 10% and armor increased by 10% (roughly) for all Blackrock combat ships
- Flux vent rate lowered by 30% and flux capacity lowered by roughly 15% for all ships
- Added built-in hull mod to all Blackrock ships: Blackrock Flux Core (Doubles active flux vent rate)
- Added CR decay to desdinova and all frigates
- Made all ships a tiny bit more agile
- Burst Jets now work like they used to do, but it's impossible to coast
- A zillion small adjustments everywhere

NEW CONTENT
- Custom hull spec for all blackrocks (pale green shields, etc)
- Gale Cannon. 900 range squall cannon with slow refire rate. Costs 13 OP to mount. Good as a support weapon on a Scarab or Gonodactylus.
- Spark Drive. New ship system for the Locust. A microteleporter with short delay.
- Linear Pulse Gun - small energy weapon that deals kinetic damage
- PDE /PPDE - beam weapon that deals HE damage
- Argus Particle Beam - small fragmentation beam, medium variant with 3 arguses still exists
- Shredder Battery (ironweaver renamed to shredder, 4 barrels on one medium turret)
- Karkinos-class Monitor
- Robberfly-class Corvette

MISC THINGS / WHAT'S NEXT:
- Renamed the Ironweaver MG to Shredder MG
- Uomoz is working on a star system for Blackrock using ModPlugin
- I really need someone to give me a hand with some semi-complicated java stuff

Looks like I'll do a release soon and then a bigger more polished one down the road. I will probably cut unfinished content from said release, including the Karkinos, unless I get java help so I can do what I want with it. I need playtesting and balance feedback so the sooner people get updated content to play with, the better :)
« Last Edit: September 15, 2013, 07:55:30 AM by Cycerin »
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Taverius

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Re: Blackrock Drive Yards - v0.30
« Reply #478 on: September 15, 2013, 08:19:52 AM »

- Flux vent rate lowered by 30% and flux capacity lowered by roughly 15% for all ships
- Added built-in hull mod to all Blackrock ships: Blackrock Flux Core (Doubles active flux vent rate)
Iiiinteresting :D

- Shredder Battery (ironweaver renamed to shredder, 4 barrels on one medium turret)
<Wilhelm Scream>! I thought it was one the cooler weapon names out there. D:

Also shredder sounds like it would work better on the Volley Gun.

P.S. If you rename the Ichneumon we shall have a reckoning ;D
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sirboomalot

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Re: Blackrock Drive Yards - v0.30
« Reply #479 on: September 15, 2013, 04:56:09 PM »

- Shredder Battery (ironweaver renamed to shredder, 4 barrels on one medium turret)
<Wilhelm Scream>! I thought it was one the cooler weapon names out there. D:


I also kinda liked the ironweaver, it was a fitting name for the gun, what caused the change?
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