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

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Author Topic: [0.95.1a] Scy V1.66rc3 (2023/03/19)  (Read 1097552 times)

Sabaton

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Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
« Reply #315 on: January 17, 2015, 02:58:09 PM »

Now thats a big ass gun. Also your writing is good. You could easly write lore for mods and vanilla.
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Tartiflette

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Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
« Reply #316 on: January 17, 2015, 03:46:22 PM »

Thanks! Glad you liked it, though I don't think it can compete with a proper lore text written by a native English speaker. Also for your information, you can see those four "electromagnets" that bears numbers? Well they continue up to six. So yeah, that's a big, BIG gun.
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Tartiflette

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Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
« Reply #317 on: January 20, 2015, 03:15:48 PM »

Engineer Nikolas Leyeiv,
GT-ho7d crashed object recovery, final report exert:

Local day 6; standard day 26:
The night team finished to unearth the bottom of the object.

6.00: The lift procedure was activated.

6.05: The HNI Optimum, Valkyrie class, took off with several hundreds mono-wire attaching her to the object. A second ship, the HNI Désirée, Hermes class shuttle, was to stabilize the object during the ascent.

6.15: The Optimum gave full thrust for a few seconds and lifted the object up to 15 meters. A team checked if all wires where properly strung up, and the load balanced between the two ships.

6.45: The team finished asserting the correct conditions for lift off.

6.50: The area was cleared and the Optimum, followed by the Désirée, started the ascension at roughly 50m/s.

7.15: After clearing the thick of the atmosphere the ships engaged full thrust to reach orbit.

7.17: With the sudden acceleration, some wires started to oscillate.

7.17: The wires vibration started to resonate with the object's own vibrations. The oscillations rapidly gain in amplitude.

7.18: The oscillations were now strong enough to be felt by the crew of the Désirée. The ship was pulled up and down on 0.1 meters 2 times per second.

7.19: The oscillations can now be felt by the crew of the Optimum. The Désirée is now undergoing a 0.5 meter long oscillation. This is still in the operational parameters of the wires, but very uncomfortable for the crew and could easily lead to mechanical failures.

7.19: In an attempt to reduce the stress of the cables, thus changing the oscillations frequency and nullify the resonance with the object, the Désirée's pilot got slightly closer to the Optimum. While it instantly had the desired effect on the Désirée's wires, it transferred a significant portion of the load to the Optimum, and gave the object a slight swing.

7.20: The Optimum captain inform the Désirée's pilot that his ship is getting much stronger vibrations and ask him to take back it's position. Then they were to slightly reduce the thrust and reach orbit on a slower, less stressful trajectory.

7.20: The Désirée get back into position, at the same time the object was at the peak of it's swing. As it went back it suddently pulled the Désirée with it toward the Optimum. The Désirée's cables were no longer lifting any weight and the tension was brutally transmitted to the Optimum's attach points.

7.20: Several wire snapped on the Optimum, changing it's angle of attack, and the object started to spin in addition to it's swing. The Désirée's pilot managed to recover the control of it's shuttle and tried to get back in position with the Optimum. At the same time the Optimum ordered to cut the thrust by 75% the time to stabilize the object.

7.21: Still unaware of the Optimum's captain order, the Désirée's pilot flew past the Optimum, avoiding the collision by mere meters. The two ship were pulling the object in opposite direction.

7.21: The object undergo a catastrophic mechanical failure between the bulkhead 64 and 65. This was probably due to a previous weakness caused by the crash. The rear part, approximately one third of the object, was attached to the Désirée. The front part to the Optimum. Several wires ruptured, but enough resisted that none of the parts fell.

7.22: Now lightened from a third of the load, the Optimum could resume the ascension on the planned profile. The Désirée however was badly overloaded and started to fall.

7.33: The Désirée managed to slow the object speed to 30m/s, on a now vertical trajectory.

7.37: The Optimum reached orbit, it is quickly joined by the fleet tugs to help him bring the object within the ships formation.

7.41: The Désirée pilot arm the maneuvering jets of his ship to break the object speed when close to the ground.

7.43: The Désirée fire up it's maneuvering jets, it's descent speed is not of a mere 9m/s, 57 meters from the ground.

7.43: The engine number 7 of the shuttle overheated causing it's explosion. The two adjacent engines get damaged but continue to function at 50% capacity. Due to the imbalance, the Désirée start to take some lateral speed.

7.44: The payload technician has been injured during the use of the maneuvering jets, but his assistant release the object 10 meters from the ground, before the assembly take too much horizontal speed.

7.44: The jets are cut, the shuttle engines suffer a complete failure at the same time. The Désirée start to fall only slowed down by the attitude thrusters.

7.44: The Désirée hit the ground at 17m/s, 36 meters from the object. Nobody is further injured.

12.45: After a thorough inspection, the Optimum get it's flight clearance. It descend toward the second part of the object.

14.10: The Optimum get attached to the second part of the object.

14.57: The Optimum start a second ascend with the second part of the object. This ascend proceed without incident.

15.42: The Optimum join the fleet with the second part of the object. After unloading the payload it will proceed to evacuate the excavation site.

16.21: The lift procedure is officially terminated.

Personal notes:
All debris from the rupture of the object have been recovered. It is interesting to note that the object now being smaller, it will be possible to transport it into two standard freighter cargo holds rather than having to unload half of an Atlas containers.

-----------------------------------------


PRIORITY MESSAGE
207.210.18

Lieutenant Gomez,

The Comodore A'Holia send her compliments and ask you to join her in the briefing room as soon as possible. The detection section just found something lurking around the fleet.

Spoiler
[close]
*click to enlarge*
« Last Edit: January 25, 2015, 08:36:41 AM by Tartiflette »
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Histidine

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Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
« Reply #318 on: January 20, 2015, 07:41:54 PM »

> salvaged object breaks in half
> great success
 :D
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Agalyon

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Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
« Reply #319 on: January 21, 2015, 02:25:49 AM »

Looked at those screenshots, and I just wanted to say those are some of the neatest weapons Ive seen in a while. The teleport shot, the coasting missiles, all amazing ideas. The ships and engines look great too, but your ideas for weapons really are amazing. Does the ship with the teleport weapon really have those animations on it when it fires?
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Tartiflette

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Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
« Reply #320 on: January 21, 2015, 04:03:01 AM »

That it does! Some of the screenshots are quite outdated though, because I improved the mod since I posted them. I intend to do a OP makeover soon (and rewrite a good chunk of the lore)
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Morion

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Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
« Reply #321 on: January 21, 2015, 08:58:40 AM »

Hi, I did some testing and want to leave my feedback. I didn`t play SCY much before and will speak only about v0.87, and I like old Lamia more, but it is good to have heavy destroyer in SCY arsenal. My only complain is about look of new Lamia, its missile harpoint looks weird to me.
I usualy don`t control my flagship directly, but let AI pilot it. Also, sorry for my bad english :)

1. Megaera tend to unphase and vent even if there is missile on top of it. In mission 10 sometimes it get destroyed in the begining just because of that. This problem still exist and for other ships - sometimes they vent before geting some safe distance.
2. Hacking Commlink distracting to missiles and thus dont doing its job, I think it must not be a point defense weapon.
3. Laser torpedo is way too overpowered: for example if Dominator cruiser will get 2 reaper torpedo hits its flux will be at 30%, at 2 laser torpedo hits flux will be near 70%, 4 torpedo from Orthrus will instantly owerload it, and they reload fast enough to launch another salvo while it is owerloaded. Strike range of laser torpedo is so big that it almost can`t be shot down by its target. Orthrus, controled by AI, will destroy Dominator or Eagle cruiser alone. And it even have EMP damage.
May be it good idea to have heavy missile that hit ships from beyond their point defense range, but not with this amount of damage and without EMP. It may lose it potential in big battles through, where it can be shot down by other ships. Also, Orthrus may be just to good with its 4 medium missile hardpoints.
4. Vibrating beam - useless, it took some time to realize that vibrating beam is variation of tactical laser, and it useless in that role because can`t hit a thing (because can`t rotate while firing). And I`m uncertain about suitability of support laser that produse more flux than damage.
5. Manticore swarm missiles with ECCM instaled, rip frigates apart without any chances, as a destroyers. As antifrigates missiles they must do little damage but be able to hit anithing, or as support missiles do more damage (300-400) but with lover agility and/or lifetime to be used mostly against destroyers and above (like Pilum). Otherwise they will be either too effective against smal ships or too weak against big ones.
6. Manticore phased torpedo too weak, it need 2000-2500 damage. I think this thing will be dificult to balance. How about to give it kinetic damage and strong EMP? It will be good support weapon.

Its all for now, I stop playng Starsector, but will play it again in the future.
I like your mod, like colors of SCY ship, they looks so Hiigaran :) But while your mod have great thing in it not all of them work well and need a lot of testing and tweaking.
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Tartiflette

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Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
« Reply #322 on: January 21, 2015, 11:39:21 AM »

Yay, feedback! I love those, even if they say I did a terrible job! :P (joking, I really do love those, they are extremely helpful)

1 Mmmh, I see what I did wrong with the venting AI about missiles. It's actually super difficult to assess the danger and tell a ship to vent or not, I'll try to add more conditions to prevent this when they are in very bad positions.

2 The Hacking comlink is kinda tricky: Scy ships don't have many small mounts, and if I make this weapon not target missiles I fear nobody will use it and favor PD weapons. Maybe I could try to make it affect several missiles at once?

3 The laser torpedo deal energy damage: it's twice as efficient as a reaper against shields, but half as good against hull. Still it can be a problem due to the attack from a distance. I could either change the damage to High Explosive, but then it's not really an energy weapon... Or I could simply halve the energy damage, keeping the emp... Yep sound better.

4 This one comes often, and yes I agree, and no I don't know what to do about it yet. Maybe turn it into a PD pulse beam?

5 Yeah the swarm missiles are powerful, but on the other hand since they are built-in a (pricey) cruiser, you can't really spam them. Especially since that cruiser can't take any form of punishment. I could reduce their range though, forcing the ship to get in the enemy's weapons range.

6 Not sure about this one, it already deal 2000 damage, and you can fire one every 5 seconds for the duration of the battle. It already has some terrific potential. I might increase the range a bit to make it a pure support weapon.

Thanks a lot for your feedback. I'll think a bit more about the possible solutions for those issue but I will change some stuff for sure
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Nanao-kun

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Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
« Reply #323 on: January 21, 2015, 07:12:36 PM »

I mostly use the vibrating beams on the frontal hardpoints of the Jesuit.
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Morion

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Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
« Reply #324 on: January 22, 2015, 08:22:02 AM »

2. "Maybe I could try to make it affect several missiles at once" - is it suppose to disable missiles guidence system? Because it don`t. It be cool to give it 0 DPS, more range (800) and ability to disable guidence system on several missiles at once, but it may be too good then. For now, DPS is too low to shoot down missiles, but if it will hit several at once...

3. And increase reloading time.
"The laser torpedo deal energy damage: it's twice as efficient as a reaper against shields, but half as good against hul" - Yes, and that`s why there is only High Explosive torpedo in the game, as I think. You also could decrease stryke range to give its target chance to defend itself.
There is a glitch with animation of autofactory when this section is being damaged.

4. Maybe first try it like beam weapon? SCY is lacking one. Maybe concept "produse more flux than damage" will work.

5. Don`t think it will change much, only will look weird, but it`s your mod )

6. 1500 in description. I never saw this missile to hit ships hull, usualy it hits shield and do too little damage to help anybody to fight this ship, any other cruiser will be more useful than this one. Yes, the missile need more range, a lot more, like 6000. Don`t forget that with new update Pilum also will be able to fire for the duration of the battle.
« Last Edit: January 22, 2015, 08:29:45 AM by Morion »
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Tartiflette

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Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
« Reply #325 on: January 25, 2015, 06:02:32 AM »

207.210.18
Briefing Room Transcript

[Lieutenant Gomez enters the briefing room]

[Comodore A'Holia] Great, you're here. We are only waiting for Lieutenant-Commander Nillan to arrive from tactical once they finishes their primary analysis. Take a seat, Commander Athos was sharing his thoughts on this unknown contact.

[Commander Athos] Yes, I believed you received the same data as us, but maybe you didn't had time to inspect it closely.
Spoiler
[close]
*click to enlarge*

To get the obvious out of the way, this is certainly a carrier escorted by three wings of small crafts. The thermal imagery suggest four flight decks on the right side, and we estimate it's size to be roughly the same as a Conquest class battle-cruiser. As we suspected it's distorting it's emissions: The energy signature was resembling the one of an Onslaught witch it clearly isn't. I think we can safely assume that this is the ship detected by Captain Itano and that took out her division along Captain Shawn's ships. And... That's pretty much it. I won't suggest more stretched hypothesis, not before we get the analysis from Tactical.

[CDR A'Holia] Thank you, any thoughts? You are much more familiar with these "Skolls" than us and we sure could use some enlightenment.

[LT Gomez] Not yet, but I do have a question: if this is the best image we got, I suppose we lost their sight?

[CMD Athos] Yes, we were extremely lucky to see them between the asteroids. Their emissions actually bounces a lot in this dense field: We knew they were somewhere nearby for some time. On the other hand it prevent us from pin-pointing their location. Well, at least they shouldn't be able to take us completely by surprise if they come close.

[LT Gomez] I see. Is it me of the shape of this ship is odd? I mean, it's clearly not balanced on it's center of thrust, and with the large chunk we salvaged on the moon...

[CMD Athos] (laugh) It's actually one of the stretched hypothesis I'd prefer wait for the confirmation by Tactical. LT-C Nillan shouldn't be long now.

[LT Gomez] Seems reasonable. Also, Captain Itano reported four ships, there could be three frigates or destroyers nearby too.

[CDR A'Holia] Indeed, and we can neither assume this is all their fighters, some could still be docked.

[LT Gomez] That too.

[Intercom] Comodore A'Holia, the Lieutenant-Commander Nillan is here.

[CDR A'Holia] Just in time, let him in!

[LT-C Nillian enters the briefing room]

[CDR A'Holia] Take a seat, as you can imagine we are all eager to see what you are bringing to us.

[LT-C Nillian] I sure can! Here's the preliminary Holographic Analysis, while it's a bit rough given the time we had, I doubt the final one will be that much better.
Spoiler
[close]
*click to enlarge*

The evident conclusion is that the object recovered and this ship share too many similarities to be just a coincidence. We believe your hypothesis is right and this is one single ship that broke during the battle with Captain Itano. We also strongly suspect this is the weapon, or at least the same type, that drilled a hole in the Research Station Tarantula two months ago.

[CDR A'Holia] A four decked carrier with long range artillery? That could be a very powerful foe, if it has enough maneuverability to bring that huge gun to bear.

[LT Gomez] Engineer Leyeiv report suggest they are much lighter than what their size would suggest. This ship could have the agility of a heavy cruiser.

[CMD Athos] And the sneak peak we had showed they are very fast too. Besides, they wouldn't have build it if it wasn't practical.

[CDR A'Holia] At least without it's main weapon this ship is seriously diminished. I don't see that many weapon emplacements, I doubt it's built for front-line combat.

[LT-C Nillian] Comodore, are you thinking about attacking them?

[CDR A'Holia] Well, we have four civilian ships with a very precious cargo, eight frigates, two destroyers, and a cruiser. On the other hand they have one damaged carrier with at least three wings, and maybe three other ships, probably frigates. I think we should ask ourselves if attacking them wouldn't be worth it. Especially after they killed yet again hundreds of our comrades!

[LT-C Nillian] I don't know, we can't bring the civies in battle, but if we split our force and those three ships do show up, we could end up in a very bad situation. Or they could simply send all their fighters past us to sink the Atlas along the recovered weapon and we would lose almost everything we learned here.

[LT Gomez] I concur, this is a taking a huge risk just when we finally managed to get our hand on some of their tech.

[CDR A'Holia] You too Lieutenant? Of all people here I thought you'd be the first to agree attacking them. You've been hunting them for years, they even killed your superior officer and maybe a hundred thousand people since they started attacking everyone in the sector. Don't you want some payback for once?

[LT Gomez] Before going any further, I think I should share a new piece of information I received this morning. I asked for a second row of tests before redacting a report but you should know this before committing to a bold strategy. I asked Medical to run some tests on the bodies recovered in the object, to try and find if some of them are known criminals or came from specific families. It turned out we knew two of them: Marc Gonagal,  first class Ensign in the Hegemony Navy, "died" during 196 in one of the convoy destroyed by the Skoll pirates. Ola Idonea, civilian bio-engineer, "died" during 192 in one of the earliest suspected Skoll attacks. They aren't killing everyone Commodore, they are abducting people, there could be hundreds of prisoners on that ship!
« Last Edit: January 25, 2015, 08:37:35 AM by Tartiflette »
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Sabaton

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Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
« Reply #326 on: January 27, 2015, 12:45:55 PM »

 The plot thickens. I wonder if they will really make it back to base...
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Tartiflette

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Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
« Reply #327 on: January 27, 2015, 01:08:42 PM »

I don't know that myself! Actually I've been thinking about some... drastic changes in the future for Scy. This story could be just the catalyst I needed to stir up the mayonnaise. Interesting times ahead, but lots of writing to do, and some timeline reorganization.
I expected to have finished this ship earlier, but nothing's really simple with modding in general, and TwigLib in particular.
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ahrenjb

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Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
« Reply #328 on: January 27, 2015, 02:01:23 PM »

I really do owe you a more comprehensive review of your mod, but for the time being I just want to chime in and say; great stuff Tart. I really enjoy your mod. I like the aesthetic, the balance is good, it integrates well. In particular, I love the Sthenos. It's quickly become one of my favorite ships, and it just so happens to be the PERFECT platform for a Mjolnir Cannon. A weapon I always wanted to like but couldn't find a place for. I also love the Centaur, makes a great addition to early / mid game frigate fleets.

As for weapons, the Penetrator railgun has become a staple in my fleet. Strikes the right balance for me between burst damage and rate of fire while having a reasonable DPS-to-Flux ration. The ammunition limits usefulness in long engagements, but the range makes up for it. I'm not sure how your planned upcoming changes will affect my use of it. I also like fitting the occasional minigun for fighter defense.
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Tartiflette

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Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
« Reply #329 on: January 27, 2015, 02:50:37 PM »

Thanks, glad to hear you are enjoying it!
The Sthenos is indeed a good player cruiser, if a bit fragile for the AI, but then there is the armored ones.
You are in luck I didn't changed much the Penetrator railgun, I only slightly reduced the range (not much) to give room for the standard one, and reduced it's precision during continuous fire. To compensate I bumped the ammo up so it's more evenly useful. The minigun don't change, it took some doing but I think it's in a good spot now.
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