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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 543997 times)

Garmine

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Re: [0.7.1a] Scy V0.98E Laser torpedoes fix. (09/01/2016)
« Reply #735 on: January 13, 2016, 05:35:31 AM »

Just reading the Lore. Holy ### it is awesome.

... and it's over :'C Thank you for the read! :)
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I went outside one day, the graphics were amazing, but the gameplay sucked...
Prepare yourselves for miscapitalization errors! *evil laugh*

Tartiflette

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Re: [0.7.1a] Scy V0.98E Laser torpedoes fix. (09/01/2016)
« Reply #736 on: January 13, 2016, 07:03:20 AM »

Thanks! But get ready to read it again as I'll have a thoroughly proofread version up someday (soontm). ;D
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Garmine

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Re: [0.7.1a] Scy V0.98E Laser torpedoes fix. (09/01/2016)
« Reply #737 on: January 13, 2016, 07:29:19 AM »

Thanks! But get ready to read it again as I'll have a thoroughly proofread version up someday (soontm). ;D

Haha, alright! Would love to read more of these too ^^

(Who needs exams anyways ?!)
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I went outside one day, the graphics were amazing, but the gameplay sucked...
Prepare yourselves for miscapitalization errors! *evil laugh*

ahrenjb

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Re: [0.7.1a] Scy V0.98E Laser torpedoes fix. (09/01/2016)
« Reply #738 on: January 16, 2016, 08:14:24 PM »

I'm having a problem with the ORION artillery that makes it basically useless unless manually controlled. I mounted 3 on a Nemean Lion thinking it would be a good long range artillery platform, but if they are set to an autofire weapon group the AI will fire them at targets far beyond the maximum range of the weapon. I think it may be a problem with the projectiles lifespan. The stated range of the weapon is 2000, but when mounted on the Nemean Lion which should provide a 25% range bonus and equipped with an Integrated Targeting Unit which should bring the bonus to 50% providing an effective range of over 3000, but the projectiles never make it that far. They seem to complete degrade by 2600, and don't do full damage until well under that (~2400 or less). This is a huge problem when it comes to using the weapon the AI will fire them at around 4000 (when the "In Range" indicator turns on, I'm not exactly sure how the range bonus stacking works in SS, but that may actually be what the range should be), wasting all the ammunition without landing a hit.

Not sure what to do here, or if anyone else has reported this.
« Last Edit: January 16, 2016, 08:27:56 PM by ahrenjb »
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Tartiflette

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Re: [0.7.1a] Scy V0.98E Laser torpedoes fix. (09/01/2016)
« Reply #739 on: January 19, 2016, 12:09:44 AM »

The Orion is pretty old code and quite hackish. However I spent a good chunk of my Sunday trying to find another way to get the benefits from skills and hullmods without a hint of success. Due to the way projectiles spawning are handled I have some very problematic collisions issues, AI leading is far worse, the inherited velocity of the ship is messing the acceleration calculation, and the skills having contradictory effects make the whole thing a huge pain to setup.

The short version is that I'm seriously thinking about removing that weapon. (It's not like it would be a big loss anyway)
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ahrenjb

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Re: [0.7.1a] Scy V0.98E Laser torpedoes fix. (09/01/2016)
« Reply #740 on: January 19, 2016, 11:39:31 AM »

That's too bad, it's a neat weapon, and one of the few in its range class even without hullmods and bonuses working correctly. Understandable that it would be difficult given the unique nature of the projectile. Could it maybe be re-tooled into something similar, but more "compatible" with existing game mechanics?
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Blaze

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Re: [0.7.1a] Scy V0.98E Laser torpedoes fix. (09/01/2016)
« Reply #741 on: January 20, 2016, 05:24:14 PM »

A recursive missile with MIRV AI?
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Taverius

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Re: [0.7.1a] Scy V0.98E Laser torpedoes fix. (09/01/2016)
« Reply #742 on: January 20, 2016, 07:15:20 PM »

More like a recursive unguided rocket, but yeah that might work.
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Tartiflette

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Re: [0.7.1a] Scy V0.98E Laser torpedoes fix. (09/01/2016)
« Reply #743 on: January 20, 2016, 11:29:14 PM »

A recursive missile would have the same collisions issues at high speed: it would fly through a ship during the few frames it's not colliding with anything when spawned.
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Taverius

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Re: [0.7.1a] Scy V0.98E Laser torpedoes fix. (09/01/2016)
« Reply #744 on: January 21, 2016, 04:20:16 AM »

Is it possible to be pretend-recursive and instead just flicker the engine on and off?
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Tartiflette

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Re: [0.7.1a] Scy V0.98E Laser torpedoes fix. (09/01/2016)
« Reply #745 on: January 21, 2016, 06:24:24 AM »

I should have been clearer: the projectiles are so fast at the end of their course (especially with +50% projectile speed from skills) that they travel a lot in a single frame at 30fps. Enough to pass through a frigate or, when spawning them along the way, an entire cruiser. That's why I have to use a PROJECTILE_AS_BEAM that is meant to prevent that issue, and not spawn a new projectile with each acceleration.

I can code a script that catch every ORION projectiles and store their current stage, calculate manually the speed and damage bonuses, store the drifting inherited from the ship etc, but it's very involed for a single weapon in a mod that already has a pretty big impact on performances. Finding an elegant way to solve my issues is what is blocking me.

And if I did coded it the complex way I'm not even sure it would behave correctly with other mods systems or hullmods, while the blunt method I currently uses ignore all of that.
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Lakis

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Re: [0.7.1a] Scy V0.98E Laser torpedoes fix. (09/01/2016)
« Reply #746 on: January 21, 2016, 03:17:36 PM »

Hey, I saw the digital camo ship and thought to myself.... where's the Death Key!?
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http://fractalsoftworks.com/forum/index.php?topic=8100.0 - Metelsons Faction Mod - Occasional contributor - mostly a cold dead planet.

grinningsphinx

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Re: [0.7.1a] Scy V0.98E Laser torpedoes fix. (09/01/2016)
« Reply #747 on: January 30, 2016, 11:48:27 AM »

So i tested out the keto siege carrier....and its very underwhelming.

100 maintenance for 1 flight deck??

It has Integrated Point defence AI which you are paying a TON of OP for on a capital ship, but has zero small universals or hybrid batteries..... Please tell me that it isnt there to solely support the singular light mini gun????

1 large missile and 4 hybrids do not compensate for this ships shortcomings, especially when ranked with other supercarriers of less cost. Even the Charybibdis has 2 flight decks, and has a large energy mount to boot.
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Marcus Garvey

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Re: [0.7.1a] Scy V0.98E Laser torpedoes fix. (09/01/2016)
« Reply #748 on: January 30, 2016, 11:57:19 AM »

I'm not sure you actually tested it out. It has 4 flight decks(3 are on the breakaway right arm so they're not included on the stats page), and a crazy built in gun with 2000 range that will oneshot overload anything other than a paragon, and kill anything unshielded in one or two shots. It's honestly borderline overpowered even with the massive maintenance, I had to remove it from my fleet as it was making everything such a onesided stomp. I ran mine with a pair of lightning guns on the front hybrid mounts and with a steady(or cautious? I forget) level 20 officer it was crushing things pretty effortlessly.
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Tartiflette

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Re: [0.7.1a] Scy V0.98E Laser torpedoes fix. (09/01/2016)
« Reply #749 on: January 30, 2016, 12:23:18 PM »

I'm not sure you actually tested it out. It has 4 flight decks(3 are on the breakaway right arm so they're not included on the stats page), and a crazy built in gun with 2000 range that will oneshot overload anything other than a paragon, and kill anything unshielded in one or two shots. It's honestly borderline overpowered even with the massive maintenance, I had to remove it from my fleet as it was making everything such a onesided stomp. I ran mine with a pair of lightning guns on the front hybrid mounts and with a steady(or cautious? I forget) level 20 officer it was crushing things pretty effortlessly.
Don't forget the 5 others built-in small miniguns that provide a top notch PD coverage and are still functional when the ship is venting or overloaded. ^^

And I'm currently looking at nerfing the Keto's main gun. It's quite powerful at level 1 but becomes completely silly with skills. On the other hand I'll probably reduce the cost a fair bit. (I also have to try flying a Keto with some Diable Wanzers jut for fun)
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