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Starsector 0.97a is out! (02/02/24); New blog post: Codex Overhaul (05/11/24)

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Author Topic: [0.97a] Realistic Combat 2.0.6  (Read 286650 times)

kaixu

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Re: [0.96.a] Realistic Combat 1.29.1
« Reply #840 on: August 11, 2023, 09:46:16 PM »

I have encountered a crash when using the wingcom suite hullmode from arma armature mod. Here is the crash log;

334440 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at RealisticCombat.com.fs.starfarer.api.impl.campaign.skills.BallisticWeaponTraini ng$Level1.apply(BallisticWeaponTraining.java:66)
   at com.fs.starfarer.campaign.CharacterStats.applyPersonalToStats(Unknown Source)
   at com.fs.starfarer.campaign.CharacterStats.applyPersonalToShip(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.setCaptain(Unknown Source)
   at data.hullmods.armaa_wingCommander.assignPilotToFighters(armaa_wingCommander.java:748)
   at data.hullmods.armaa_wingCommander.applyEffectsToFighterSpawnedByShip(armaa_wingCommander.java:708)
   at com.fs.starfarer.combat.entities.ship.A.ooOO.while(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.A.ooOO.?O0000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.A.ooOO.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

The crash still happens after I removed replace skill lines in the mod_info,jaon
The crash will go way if I disable the realistic combat mod. So there must be something conflicting in these two....
« Last Edit: August 11, 2023, 09:47:53 PM by kaixu »
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Liral

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Re: [0.96.a] Realistic Combat 1.29.1
« Reply #841 on: August 12, 2023, 10:51:38 AM »

Out of curiosity, is there a list of faction mods that either work well or have been made to work well with this mod? While I'm playing mostly vanilla at the moment, it'd be nice to know there are faction mods out there that can be added without worrying about balance issues around new weapons or ships.

I have no idea!  I wish someone would tell me.

Are drone tenders supposed to be very powerful? A handful are capable of defeating pirate fleets and the domain drones.

When used en masse they can screen just about everything.

I never intended for drone tenders to be very powerful, but they seem to have turned out that way because the drones will fly in point-blank and use their lasers to maximum effect.  I don't know a good way, short of a direct vanilla patch, to fix them.

Quote
Another thing I noticed, the AI of the drones guarding salvage / stations, always full retreats in battle immediately. This is very annoying they should not retreat, as I must re-engage over and over

Ah, so they retreat immediately.  Do you have far more deployment points than the drones do?

I have encountered a crash when using the wingcom suite hullmode from arma armature mod. Here is the crash log;

334440 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at RealisticCombat.com.fs.starfarer.api.impl.campaign.skills.BallisticWeaponTraini ng$Level1.apply(BallisticWeaponTraining.java:66)
   at com.fs.starfarer.campaign.CharacterStats.applyPersonalToStats(Unknown Source)
   at com.fs.starfarer.campaign.CharacterStats.applyPersonalToShip(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.setCaptain(Unknown Source)
   at data.hullmods.armaa_wingCommander.assignPilotToFighters(armaa_wingCommander.java:748)
   at data.hullmods.armaa_wingCommander.applyEffectsToFighterSpawnedByShip(armaa_wingCommander.java:708)
   at com.fs.starfarer.combat.entities.ship.A.ooOO.while(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.A.ooOO.?O0000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.A.ooOO.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

The crash still happens after I removed replace skill lines in the mod_info,jaon
The crash will go way if I disable the realistic combat mod. So there must be something conflicting in these two....

Fixed for the next hotfix.

Liral

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Re: [0.96.a] Realistic Combat 1.29.2
« Reply #842 on: August 14, 2023, 08:47:51 PM »

Hotfix 1.29.2 is out! Fixed DEM beams not reaching their targets.  Adjust their power by adjusting "beamWeaponAttributes"/"intensityFactor"/"directedEnergyMunition" in data/config/WeaponSpecs.json

ClosedBoudy

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Re: [0.96.a] Realistic Combat 1.29.2
« Reply #843 on: August 19, 2023, 04:34:34 AM »

any alternate download links?
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Liral

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Re: [0.96.a] Realistic Combat 1.29.2
« Reply #844 on: August 19, 2023, 01:24:10 PM »

any alternate download links?

Is the download link down?

Not An Artichoke

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Re: [0.96.a] Realistic Combat 1.29.2
« Reply #845 on: August 20, 2023, 03:10:31 PM »

Do you have far more deployment points than the drones do?

Yes.

I'm having the same problem, but only after an initial battle which plays out as usual. If, however, a drone or two retreats rather than being destroyed (perhaps including an officer?), then I must re-engage. Upon re-engagement I vastly outnumber the drones who immediately fall back. This repeats; as a result, they become unbeatable.
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Lycaeon

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Re: [0.96.a] Realistic Combat 1.29.2
« Reply #846 on: August 20, 2023, 03:16:03 PM »

There is one gripe I have with the mod...gauss cannons have a range of 4k, in line with other large ballistic weapons, but have a far slower firing rate. However, in vanilla, gauss cannons are a long range weapon, able to outrange even beam weapons, and their slow firing rate is intended to compensate for this.

I guess it's more of a realism issue than anything else...in sci-fi gauss/railgun weapons are known for their extreme range beyond that of other kinetic weapons, and in space such projectiles should keep traveling indefinitely until they hit something (Be it their target or anything else).
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Not An Artichoke

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Re: [0.96.a] Realistic Combat 1.29.2
« Reply #847 on: August 20, 2023, 04:25:17 PM »

It does appear that upon many retreat/engages the drones eventually blow up from lack of CR. Still not optimal but not as terrible as eternally looping.
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ClosedBoudy

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Re: [0.96.a] Realistic Combat 1.29.2
« Reply #848 on: August 21, 2023, 12:39:56 AM »

there seems to be a bug between realistic combat and scalartech solutions. specifically the stitch beam lance instantly oneshotting almost every single ship in the game. according the scalartech dev this is prolly a problem with realistic combat. hope you're able to fix it!
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ClosedBoudy

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Re: [0.96.a] Realistic Combat 1.29.2
« Reply #849 on: August 22, 2023, 11:16:20 PM »

any alternate download links?

Is the download link down?

no but for some reason it doesnt work for me but i managed to get it to work via the lunalib ingame link somehow
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Liral

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Re: [0.96.a] Realistic Combat 1.29.2
« Reply #850 on: August 24, 2023, 10:44:05 AM »

Yes.

I'm having the same problem, but only after an initial battle which plays out as usual. If, however, a drone or two retreats rather than being destroyed (perhaps including an officer?), then I must re-engage. Upon re-engagement I vastly outnumber the drones who immediately fall back. This repeats; as a result, they become unbeatable.

Do you have the opportunity to fight an auto-resolved retreat battle?

There is one gripe I have with the mod...gauss cannons have a range of 4k, in line with other large ballistic weapons, but have a far slower firing rate. However, in vanilla, gauss cannons are a long range weapon, able to outrange even beam weapons, and their slow firing rate is intended to compensate for this.

I guess it's more of a realism issue than anything else...in sci-fi gauss/railgun weapons are known for their extreme range beyond that of other kinetic weapons, and in space such projectiles should keep traveling indefinitely until they hit something (Be it their target or anything else).

I want to fix this problem by changing the following number:
Code
	"Maximum muzzle velocity of weapon and projectile specs after":"",
"modifying them.  Muzzle velocities up to the":"",
"projectileSpeedMaximum will be smoothly spread up to":"",
"near this number, with diminishing returns thereafter.":"",
"muzzleVelocityMaximum":5000,
which once was 10,000.  Modded weapons with long range gained extreme range.  Would you mind trying 10,000 again and telling me how it goes?

It does appear that upon many retreat/engages the drones eventually blow up from lack of CR. Still not optimal but not as terrible as eternally looping.

Huh, is there no autoresolve option?

there seems to be a bug between realistic combat and scalartech solutions. specifically the stitch beam lance instantly oneshotting almost every single ship in the game. according the scalartech dev this is prolly a problem with realistic combat. hope you're able to fix it!

That beam lance might have a high damage number, causing it to have very high damage in Realistic Combat.  I could fix this problem by soft-capping beam intensity as I do projectile weapon range.

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Re: [0.96.a] Realistic Combat 1.29.2
« Reply #851 on: August 27, 2023, 05:48:14 PM »

Hi,

I am having an issue where even with only realistic combat enabled, most weapons that are not missiles or beams have their reload bar get stuck at some point in the reload cycle, resulting in the weapon not being able to be fired manually. When turning on autopilot and/or autofiring, this issue seems to subside however, but is still pretty gamebreaking in my opinion.

**Steps to Reproduce**
I dont know, I installed about eighty mods, some of them 0.95.1 mods and started playing, noticed this issue, disabled all mods except Realistic combat and it still occurs.

Id really like to have a better way to reproduce this for you, but i dont have any clue.

you can get in contact with me, probably best via discord. I am named the same here as i am on the inofficial starsector discord.
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Lycaeon

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Re: [0.96.a] Realistic Combat 1.29.2
« Reply #852 on: August 27, 2023, 11:50:10 PM »

I want to fix this problem by changing the following number:
Code
	"Maximum muzzle velocity of weapon and projectile specs after":"",
"modifying them.  Muzzle velocities up to the":"",
"projectileSpeedMaximum will be smoothly spread up to":"",
"near this number, with diminishing returns thereafter.":"",
"muzzleVelocityMaximum":5000,
which once was 10,000.  Modded weapons with long range gained extreme range.  Would you mind trying 10,000 again and telling me how it goes?

I've given it a shot, and it increased the range of all projectile weapons to 7-9k, even weapons described as intended for close range such as the antimatter blaster. This new range is comparable to that of missiles (Which have a range of about 9-10k), which doesn't make all that much sense unfortunately. It would be better if there was a way to give only specific weapons such as the gauss cannon longer range, as in vanilla there's a wide disparity between the ranges of projectile weapons (gauss cannon (1.2k range) has 50% longer range than standard autocannons (800 range) and 200% more range than machine guns (450 range)) whereas in the mod all of their ranges are relatively similar (About 3-4k). It would make the mod much better if projectile weapons had ranges proportional to their vanilla versions.
« Last Edit: August 28, 2023, 01:37:13 AM by Lycaon »
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Liral

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Re: [0.96.a] Realistic Combat 1.29.2
« Reply #853 on: August 28, 2023, 07:57:17 AM »

Hi,

I am having an issue where even with only realistic combat enabled, most weapons that are not missiles or beams have their reload bar get stuck at some point in the reload cycle, resulting in the weapon not being able to be fired manually. When turning on autopilot and/or autofiring, this issue seems to subside however, but is still pretty gamebreaking in my opinion.

**Steps to Reproduce**
I dont know, I installed about eighty mods, some of them 0.95.1 mods and started playing, noticed this issue, disabled all mods except Realistic combat and it still occurs.

Id really like to have a better way to reproduce this for you, but i dont have any clue.

you can get in contact with me, probably best via discord. I am named the same here as i am on the inofficial starsector discord.

That behavior is a feature, not a bug.  Press R to select a target and aim at the circle.  Had you read the field manual, you would have known to do it; the latest version of the mod even prompts you to do it when you click without a selected target.  Why did you not read the field manual or use the latest version of the mod and follow the prompt?  I want to know because other users have had this problem before and must still have it—and just given up.  Please tell me what would have made it obvious for you because I want to make it obvious for everyone.

I've given it a shot, and it increased the range of all projectile weapons to 7-9k, even weapons described as intended for close range such as the antimatter blaster. This new range is comparable to that of missiles (Which have a range of about 9-10k), which doesn't make all that much sense unfortunately. It would be better if there was a way to give only specific weapons such as the gauss cannon longer range, as in vanilla there's a wide disparity between the ranges of projectile weapons (gauss cannon (1.2k range) has 50% longer range than standard autocannons (800 range) and 200% more range than machine guns (450 range)) whereas in the mod all of their ranges are relatively similar (About 3-4k). It would make the mod much better if projectile weapons had ranges proportional to their vanilla versions.

I've changed the muzzle velocity modification to preserve the disparity.
« Last Edit: August 28, 2023, 08:59:33 AM by Liral »
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Martinator

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Re: [0.96.a] Realistic Combat 1.29.2
« Reply #854 on: August 28, 2023, 02:16:10 PM »

That behavior is a feature, not a bug.  Press R to select a target and aim at the circle.  Had you read the field manual, you would have known to do it; the latest version of the mod even prompts you to do it when you click without a selected target.  Why did you not read the field manual or use the latest version of the mod and follow the prompt?  I want to know because other users have had this problem before and must still have it—and just given up.  Please tell me what would have made it obvious for you because I want to make it obvious for everyone.


I skimmed over the Field manual, however this must have not been that obvious, because i seem to have missed all the signs of it. You could maybe add a short tutorial where this is explained, similar to the way the game gives you a tutorial.
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