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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1638688 times)

PCCL

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Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
« Reply #1125 on: January 25, 2013, 04:07:02 PM »

if you choose served in the ISA then the california escort frigate you'll start out with no supply, no fuel, and no crew.

pretty sure that's a bug....
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mmm.... tartiflette

Wyvern

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Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
« Reply #1126 on: January 25, 2013, 07:56:49 PM »

Also, the rock fly has *way* too large a collision radius - I went in with a heavy-PD ship to have something that could clear out its drones, and found that my beamers were trying to target the main rock fly from about twice their range away... which meant they weren't killing its spawn.  Annoying.  (This isn't the only ship with an oversized collision radius - just the most egregious example.)
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Wyvern is 100% correct about the math.

Okim

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Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
« Reply #1127 on: January 25, 2013, 08:04:38 PM »

Fixed ISA issue. Script was missing an Escort variant of Caliphornia.

Fixed the Fly. That`s odd actually. The radius was three times greater than Fly`s length and it really should`nt be so huge. Also adjusted its border so that shots now hit weapons and head more often
« Last Edit: January 26, 2013, 06:10:47 AM by Okim »
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Wyvern

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Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
« Reply #1128 on: January 25, 2013, 08:16:37 PM »

Collision radius is, if I recall correctly, what the engine uses for its "is that thing close enough for me to shoot at?" calculation - having a collision radius that's too high results in weapons firing when they're not in range, while a too small collision radius results in weapons shooting "through" shields and other oddities.  Generally you want it to be... I think about 10 pixels out from the farthest-out edge of shields or hull?  (Doesn't need any great precision, though.  And I find myself wondering, sometimes, why the game engine doesn't just calculate this itself.)

Also, there are some oddities with shield radii that don't cover the whole hull; I forget the exact details, though.  Not relevant to the fly anyway, since it doesn't have shields.

Anyway - extreme difficulty may be accurate for that mission with base hulls, but the XLE carrier can solo the thing if you give it an explicitly rockfly-killing variant; I suggest incinerator beams, beamers (but not in the rear-facing slots), and every range and speed increase you can get.

Of course, since the rock fly is zero fleet points, the mission gave me 0% completion for a flawless kill.  :-P
« Last Edit: January 25, 2013, 08:18:21 PM by Wyvern »
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Wyvern is 100% correct about the math.

Okim

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Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
« Reply #1129 on: January 25, 2013, 11:04:55 PM »

Hmm. There is a problem with giving it OPs - another mission would allow players to refit the Fly giving it access to all the hull mods.

Probably i just should remove that mission - it kinda stupid already giving that Fly rolls every one in it with ease.


P.S.: i usually kill the Fly in the Dragons & Flies mission by ramming it with on of the damaged escort destroyers and trying to keep as close as possible when the ship dies. Low hull of the Fly means that ship`s sacrifice guarantees extreme damage or even death to the it.

I always lose carrier in the battle :)

Dri

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Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
« Reply #1130 on: January 25, 2013, 11:51:51 PM »

Damn, dude, that Rock Fly is amazing and really makes use of all the new modding options Alex has given everyone access to. Bar a few minor issues its quality is in par with what I'd expect Alex and David to come up with professionally! :O

I can only hope that we'll be seeing some organic nasties in vanilla Starsector cause your Rock Fly proves it can not only be done but also look awesome. :o
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spam1712

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Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
« Reply #1131 on: January 26, 2013, 03:08:48 AM »

Quote
22231 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
37380 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [uin4_hull] not found!
java.lang.RuntimeException: Ship hull variant [uin4_hull] not found!
   at com.fs.starfarer.loading.L.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.void.class$Object(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addMothballedShip(Unknown Source)
   at data.scripts.world.corvus.UINConvoySpawnPoint.addRandomShips$(UINConvoySpawnPoint.java:91)
   at data.scripts.world.corvus.UINConvoySpawnPoint.spawnFleet(UINConvoySpawnPoint.java:50)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.???000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
please help :c
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Romeo_One

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Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
« Reply #1132 on: January 26, 2013, 03:20:22 AM »

You are missing a variant, either create one that goes by the name "uin4_hull" as a quick fix or wait for an update.
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spam1712

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Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
« Reply #1133 on: January 26, 2013, 03:33:37 AM »

You are missing a variant, either create one that goes by the name "uin4_hull" as a quick fix or wait for an update.
but how exactly do i do that?
just create an empty ship layout?
« Last Edit: January 26, 2013, 03:36:15 AM by spam1712 »
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Romeo_One

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Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
« Reply #1134 on: January 26, 2013, 03:36:02 AM »

You could do that, Trylobots ship editor should help you out with that :)

That way you could add your own configuration for that particular variant.
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spam1712

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Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
« Reply #1135 on: January 26, 2013, 03:38:36 AM »

You could do that, Trylobots ship editor should help you out with that :)

That way you could add your own configuration for that particular variant.
thank you kind Sir!!
it helped :D
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Romeo_One

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Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
« Reply #1136 on: January 26, 2013, 03:40:40 AM »

Happy to help out ;)
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Okim

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Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
« Reply #1137 on: January 26, 2013, 06:04:11 AM »

Now i wonder what is behind this odd error... ship_hull variants are created by default, so there should not be a problem here.

Unless i somehow added uin4_hull to faction fleets. Hm...


EDITED: ah. Found the problem.

It should be ship_Hull, not ship_hull. Its too sensitive to case ;)
« Last Edit: January 26, 2013, 06:06:39 AM by Okim »
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Okim

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Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
« Reply #1138 on: January 26, 2013, 06:38:17 AM »

Hotfix is available. Though its not exactly a hotfix - you`ll have to download the whole mod :)

Its save compatible, so no loss of progress for you guys.

P.S.: sorry for the buggy 4.4  :-\

Sproginator

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Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
« Reply #1139 on: January 26, 2013, 06:42:00 AM »

I'm finally going to say. This is by far the best mod in my collection that I have kept over the years, it's got great ships, the weapons are suburb and it's frequently upgraded. Congrats on such a fine job
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