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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 1098006 times)

Spess Mahren

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Re: [0.9.0a] Scy V1.50 (2018/11/24)
« Reply #1095 on: November 24, 2018, 12:20:05 PM »

Started a new game with scy and turning on sustained burn sets your fleets detection rating to zero. Disabled only scy and detection proceeded to work normally again.
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Tartiflette

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Re: [0.9.0a] Scy V1.50rc2 (2018/11/24)
« Reply #1096 on: November 24, 2018, 01:18:22 PM »

Well, I really f**cked up this time: all saves using Scy before now are corrupted. The fixed version no longer has the High-End seller that for some reason I can't figure out was killing all saves. Apologies for that pretty bad mistake.

Started a new game with scy and turning on sustained burn sets your fleets detection rating to zero. Disabled only scy and detection proceeded to work normally again.
That on the other hand I cannot reproduce. It works perfectly as intended here: more visible while moving, less while standing still.
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RetroJL

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Re: [0.9.0a] Scy V1.50rc2 (2018/11/24)
« Reply #1097 on: November 24, 2018, 01:30:35 PM »

I can confirm the 0 visibility bug.  With SCY my starter fleet drops to zero visibility the moment it starts moving.  Just to clarify, I am running other faction mods and the usual assortment(radar, leading pip, etc), but this only appears when I add SCY to the mix.

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arwan

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Re: [0.9.0a] Scy V1.50rc2 (2018/11/24)
« Reply #1098 on: November 24, 2018, 01:58:11 PM »

can you guys upload your saves where this is happening so we can see it?

and possibly get a list of the mods your using. even if it seems to only be scy related. there may be more going on.
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Alex
You won't be able to refit fighters and bombers at all. They're designed/balanced around having a particular set of weapons and would be very broken if you could change it. Which ones you pick for your fleet -out of quite a few that are available- is the choice here, not how they're outfitted.

RetroJL

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Re: [0.9.0a] Scy V1.50rc2 (2018/11/24)
« Reply #1099 on: November 24, 2018, 02:19:30 PM »

I think I sorted it out.  For whatever reason, deleting and reinstalling SCY, magiclib, and lazylib fixed it.  Maybe it was was just a quirk of copying rc2 over the initial SCY release or possibly the same for one of the others.
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Spess Mahren

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Re: [0.9.0a] Scy V1.50rc2 (2018/11/24)
« Reply #1100 on: November 24, 2018, 03:46:37 PM »

The latest hot fix seems to have also solved the problem for me as well.
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Piemanlives

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Re: [0.9.0a] Scy V1.50rc2 (2018/11/24)
« Reply #1101 on: November 24, 2018, 09:28:10 PM »

Maybe it was was just a quirk of copying rc2 over the initial SCY release or possibly the same for one of the others.
You're not supposed to copy over mods unless specifically instructed to do so.
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This is called me throwing my missile swarm at you, and by swarm I mean massacre, and by missiles... I actually just mean missiles, there's actually not much to it really.

Hussar

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Re: [0.9.0a] Scy V1.50rc2 (2018/11/24)
« Reply #1102 on: November 24, 2018, 11:25:44 PM »

Since SCY is one of three favorite factions (and certainly one of the two that I absolutely cannot decide between which is taking number one spot), I got to say that I'm incredibly tempted to finally start a fresh modded start since you've updated it.

Huge thanks Tartiflette for all of your amazing work!
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RetroJL

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Re: [0.9.0a] Scy V1.50rc2 (2018/11/24)
« Reply #1103 on: November 25, 2018, 07:55:00 AM »

Maybe it was was just a quirk of copying rc2 over the initial SCY release or possibly the same for one of the others.
You're not supposed to copy over mods unless specifically instructed to do so.

Exactly why I mentioned it. This ones on me and I didn’t want people to think it was something otherwise. Personally I’m blaming the holiday weekend. I’m paying half as much attention as I should be due to it ;D
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korniton

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Re: [0.9.0a] Scy V1.50rc2 (2018/11/24)
« Reply #1104 on: November 25, 2018, 01:04:57 PM »

Hey, I used your up to date version of the mod and this is what I got. People told me this mod adds the Acheron system.

https://i.imgur.com/uwNHrfS.png

When I enter the system its empty.
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Ravenholme

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Re: [0.9.0a] Scy V1.50rc2 (2018/11/24)
« Reply #1105 on: November 25, 2018, 01:25:05 PM »

Hey, I used your up to date version of the mod and this is what I got. People told me this mod adds the Acheron system.

https://i.imgur.com/uwNHrfS.png

When I enter the system its empty.

It actually adds the other Acheron you can see to the bottom-left of the image.
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Psycho Landlord

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Re: [0.9.0a] Scy V1.50rc2 (2018/11/24)
« Reply #1106 on: November 25, 2018, 04:10:10 PM »

Yeah, I noticed that last night, figured it was just a case of a random-gen star sharing a name with yours (and eastern Acheron is indeed empty) but now that you have a second Acheron in the exact same spot as mine there might be something up there.

EDIT: Also getting a reproducible crash on combat start when any non-Scy ship present has the HEMor Mk.1 equipped. Scyan ships can use the weapon fine, but as soon as a vanilla ship or a ship from another mod slap the weapon on the game says no.
« Last Edit: November 25, 2018, 11:13:00 PM by Psycho Landlord »
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Tartiflette

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Re: [0.9.0a] Scy V1.50rc3 (2018/11/26)
« Reply #1107 on: November 26, 2018, 01:21:02 AM »

Requires LazyLib
Requires MagicLib

Fixed a few more issues and half polished the release. Still more work to do but at least it shouldn't crash that much anymore.

CHANGELOG:
Spoiler
1.50
rc3:
   . fixed custom engine crash,
   . fixed name collision with proc-gen systems,
   . fixed potential crash with custom muzzle flashes,
   . added proper blueprints,
[close]
« Last Edit: November 26, 2018, 01:24:31 AM by Tartiflette »
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Hobostabbins

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Re: [0.9.0a] Scy V1.50rc3 (2018/11/26)
« Reply #1108 on: November 27, 2018, 06:25:52 AM »

Looks like the PD guns mounted on the armor of the Nemean Lion aren't showing up.
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Speak softly and field a surprisingly large carrier element.

Tartiflette

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Re: [0.9.0a] Scy V1.50rc3 (2018/11/26)
« Reply #1109 on: November 27, 2018, 06:29:15 AM »

Indeed they don't and that's normal. Alex changed how weapons on modules are displayed and it isn't possible to have them visible anymore while still shrouding the trench weapons.
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