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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Author Topic: [0.9.1a] Scy V1.57 (2019/09/04)  (Read 567904 times)

Tartiflette

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Re: Scy V0.5 [28/07] Weapons and Fighters!
« Reply #90 on: August 13, 2014, 05:17:49 AM »

Weird, it works perfectly fine on my end. Actually they tend to not last long at all. I just double checked and the bounds are fine.
However, I don't like those drones much, they will probably change someday.
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Erick Doe

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Re: Scy V0.5 [28/07] Weapons and Fighters!
« Reply #91 on: August 13, 2014, 06:48:43 AM »

Weird, it works perfectly fine on my end. Actually they tend to not last long at all. I just double checked and the bounds are fine.
However, I don't like those drones much, they will probably change someday.

I'll take a screenshot so you can see what I'm talking about. You are right though, they are very frail and don't last long once hit. And even with what I've experienced, they aren't overpowered. But it does feel like they distract PD weapons longer than they should. Anyway, the screenshot is on its way.

And let me stress, Scy's balance is superb and the mod is very enjoyable!


[edit]
Not the best example, but it should give you an idea of what I am talking about. Lots of weapon projectiles moving through the Hullbreakers without hitting the drones. Again, I know it looks like the PD weapons are grazing the side of the drone in this screenshot, but I've experienced the same effect with the weapons practically hitting the centre of the drone. In fact, if you look closely you can see a number of these rapid fire PD bullets have grazed the centre of the drone.
I feel that the Hullbreaker drones need slightly larger bounds. The red lines are placed a little too far to the right. If you line them up with the projectiles, they actually hit the drone's sprite 100%.

Spoiler
[close]
« Last Edit: August 13, 2014, 07:02:30 AM by Erick Doe »
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Tartiflette

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Re: Scy V0.5 [28/07] Weapons and Fighters!
« Reply #92 on: August 13, 2014, 08:29:43 AM »

Pretty much what I imagined... Problem is, I don't have this issue on my end with vanilla PD.
Spoiler
[close]

Couldn't your PD bullets have a colision radius too small and don't get detected properly? Or maybe their flight speed is too high: Does it occur with a projectile set as
"spawnType":"BALLISTIC_AS_BEAM",
"collisionClass":"RAY",
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HELMUT

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Re: Scy V0.5 [28/07] Weapons and Fighters!
« Reply #93 on: August 22, 2014, 03:57:29 AM »

Had a bug with last version.

Code
3125717 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Fleet id [SCY_rearGuard] not found for faction [SCY]
java.lang.RuntimeException: Fleet id [SCY_rearGuard] not found for faction [SCY]
at com.fs.starfarer.loading.oOoO.Ó00000(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
at data.scripts.world.SCY_defenceSpawnPoint.spawnFleet(SCY_defenceSpawnPoint.java:28)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:61)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Was just flying around, and it suddenly crashed.
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Tartiflette

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Re: Scy V0.5 [28/07] Weapons and Fighters!
« Reply #94 on: August 22, 2014, 05:41:21 AM »

Finaly found it! Corrected (I hope) for the next release.
In the meantime you can replace the "SCY.faction" file in the "data/world/factions" folder by this one:
https://www.dropbox.com/s/t17rf5a7pi5nia1/SCY.faction
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Tartiflette

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Re: Scy V0.5 [28/07] Weapons and Fighters!
« Reply #95 on: August 22, 2014, 02:18:36 PM »

While the big bad boy I hinted about is stuck in his dry dock, the Scy Engineering College continue to expand the Nation's arsenal:



Do I need to precise that since it's a "slashing" weapon, it work far better on a turret mount than on a fixed hardpoint?
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Tartiflette

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Re: Scy V0.5 [28/07] Weapons and Fighters!
« Reply #96 on: August 25, 2014, 10:48:28 AM »

Another newcomer in the Scy arsenal:


In action:
Spoiler
[close]

I'm nearing the weapons roaster completion (at least those planed): Only a serie of missiles and a small mount weapon left to do.
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The Soldier

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Re: Scy V0.5 [28/07] Weapons and Fighters!
« Reply #97 on: August 25, 2014, 11:27:30 AM »

Oh, interesting. :D I might come to love that Ricochet Gun.
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Tartiflette

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Re: Scy V0.5 [28/07] Weapons and Fighters!
« Reply #98 on: August 28, 2014, 12:57:45 PM »

A smaller version of the slash beam: the Vibrating beam.


In action:
Spoiler
[close]

Also, the other last weapons in action:
The Slasher beam
Spoiler
[close]

The ricochet gun
Spoiler
[close]

And another newcomer: The Stymphalian elite frigate. Nasty expensive toy designed to fight against large targets.
« Last Edit: August 28, 2014, 05:17:19 PM by Tartiflette »
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Cycerin

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Re: Scy V0.5 [28/07] Weapons and Fighters!
« Reply #99 on: August 28, 2014, 05:20:55 PM »

Those slashing beams reaaaally remind me of BSF, in a good way. Great stuff.
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Nanao-kun

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Re: Scy V0.5 [28/07] Weapons and Fighters!
« Reply #100 on: August 28, 2014, 08:20:46 PM »

Loving those slashing beams. Now I just need one with an even bigger arc! :P
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Tartiflette

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Re: Scy V0.5 [28/07] Weapons and Fighters!
« Reply #101 on: August 29, 2014, 04:08:21 AM »

I wasn't satisfied the way they were working either. The slashing was too narrow to accommodate any arcs it might be used on: from 5 degrees hardpoint to 360 degrees turrets.
Noticed the past tense?  ;D

I present you the new upgraded slasher beam:
Spoiler
[close]

If it's mounted on a narrow hardpoint, it goes back and forth (2 speeds depending on the width available), and if it's mounted on a turret it slash like before, or twice as much if the angle is wide enough. (the gif show the two extreme cases)
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Okim

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Re: Scy V0.5 [28/07] Weapons and Fighters!
« Reply #102 on: August 29, 2014, 04:28:15 AM »

Care to share the code for your vibrating/slasher beams? ;)

Tartiflette

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Re: Scy V0.5 [28/07] Weapons and Fighters!
« Reply #103 on: August 29, 2014, 04:53:32 AM »

Posted in the Radioactive Code Dump thread!  ;)
http://fractalsoftworks.com/forum/index.php?topic=6452.msg139531#msg139531

Though it's not very complicated, I took a few minutes to comment it and clean the indentation.
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mendonca

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Re: Scy V0.5 [28/07] Weapons and Fighters!
« Reply #104 on: August 29, 2014, 05:28:55 AM »

Really like the effect of the vibrating beam, good work!  :)
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